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/r/dndbehindthescreen Monster Ecology

Anthology
The collected works of countless creative minds, and years of labor, collected and
refined for ease of access to the common dungeon master

Table Of Contents

Original Compilation Introduction pg.4


Aboleth pg.5
Aarakocra pg.7
Angel pg.9
Animated Object pg.11
Ankheg pg.13
Azer pg.15
Banshee pg.18
Basilisk pg.19
Behir pg.21
Beholder pg.24
Blight pg.27
Bugbear pg.28
Bulette pg.31
Bullywug pg.33
Cambion pg.35
Carrion Crawler pg.39
Centaur pg.41
Chimera pg.43
Chuul pg.45
Cloaker pg.47
Cockatrice pg.50
Couatl pg.52
Crawling Claw pg.54
Cyclops pg.56
Darkmantle pg.58
Death Knight pg.60
Dmeilich pg.61
Demons pg.63
Devils pg.65
Devil: Erinyes pg.67
Dinosaur: Allosaurus pg.68
Dinosaur: Ankylosaur pg.71
Dinosaur: Deinonychus pg.73
Dinosaur: Plesiosaur pg.74
Dinosaur: Pteranodon pg.77
Dinosaur: Triceratops pg.79
Dinosaur: Tyrannosaurus Rex pg.80
Displacer Beast pg.83
Doppleganger pg.88
Dragons pg.91
Dragons: Chromatic pg.92
Dragons: Metallic pg.93
Dragons: Dracolich pg.95
Dragons: Shadow pg.100
Dragon: Black pg.103
Dragon: Blue pg.107
Dragon: Brass pg.109
Dragon: Bronze pg.112
Dragon: Copper pg.114
Dragon: Gold pg.116
Dragon: Green pg.118
Dragon: Red pg.121
Dragon: Silver pg.124
Dragon: White pg.127
Dragon Turtle pg.129
Drider pg.131
Dryad pg.133
Duergar pg.135
Elemental pg.137
Elves: Drow pg.139
Empyrean pg.141

Erinyes pg.143
Ettercap pg.147
Ettin pg.149
Faerie Dragon pg.151
Flameskull pg.153
Flumph pg.155
Fomorian pg.158
Fungus: Violet pg.160
Fungus: Shrieker pg.162
Fungus: Gas Spore pg.163
Galeb Duhr pg.164
Gargoyle pg.166
Genie pg.168
Ghouls pg.172
Ghost pg.175
Giant: Hill pg.177
Giant: Stone pg.178
Gibbering Mouther pg.180
Gith pg.182
Gnoll pg.185
Gnomes: Deep (Svirfneblin) pg.188
Goblin pg.190
Golem pg.192
Gorgon pg.193
Grell pg.195
Grick pg.197
Griffon pg.199
Grimlock pg.200
Hag pg.203
Half-Dragon pg.205
Harpy pg.207
Hellhound pg.210
Helmed Horror pg.212
Hippogriff pg.214
Hobgoblin pg.215
Homunculus pg.219
Hook Horror pg.221
Hydra pg.224
Intellect Devourer pg.226
Invisible Stalker pg.228
Jackalwere pg.230
Kenku pg.232
Kobold pg.234
Kuo-Toa pg.236
Kraken pg.238
Lamia pg.241
Lich pg.244
Lizardfolk pg.248
Magmin pg.251
Medusa pg.252
Merfolk pg.254
Mephit pg.256
Mind Flayer (Illithid) pg.257
Minotaur pg.259
Lycanthrope pg.262
Manticore pg.264
Mimic pg.266
Merrow pg.268
Modron pg.269
Mummy pg.270
Myconid pg.273
Naga pg.277
Nightmare pg.280
Nothic pg.282

Table Of Contents

Ogre pg.283
Oni pg.285
Ooze pg.286
Orc pg.287
Otyugh pg.289
Owlbear pg.291
Pegasus pg.292
Peryton pg.294
Piercer pg.296
Pixy pg.298
Pseudodragon pg.300
Purple Worm pg.302
Quaggoth pg.304
Rakshasa pg.306
Remorhaz pg.308
Revenant pg.309
Roc pg.310
Roper pg.313
Rust Monster pg.315
Sahuagin pg.317
Salamander pg.319
Satyr pg.322
Scarecrow pg.323
Shadow pg.324
Shield Guardian pg.326
Skeleton pg.327
Slaad pg.329
Specter pg.331
Sphinx pg.334
Sprite pg.336
Stirge pg.338
Succubus/Incubus pg.340
Shambling Mound pg.342
Tarrasque pg.343
Thri-Kreen pg.345
Treant pg.348
Troglodyte pg.350
Troll pg.351
Umber Hulk pg.354
Unicorn pg.356
Vampire pg.358
Water Weird pg.360
Wight pg.362
Will-O'-Wisp pg.364
Wraith pg.365
Wyvern pg.367
Xorn pg.369
Yeti pg.371
Yuan-Ti pg.373
Yugoloth pg.375
Zombie pg.378
Credits pg.379

Original Compilation Introduction

love monsters. I think it's the reason I fell in love with


D&D. I own 15 Monster Manuals across 5 editions,
and all of them are old friends. Where would D&D be
without the Beholder or the titular Dragon? I can't
imagine a world without Stirge or Jermlaine. This
book is book is for storytellers and worldbuilders. It's
the result of a heap of passionate people writing lore
for the monsters we all know and love.
I remember the first Monster Manual from 1st Edition very
well. I would stare at the drawing of the Carrion Crawler and
marvel at its design and how terrifying it would be to meet
one in a dark cavern, dropping down on some poor
adventurer's head and dragging him away into the darkness
to be eaten. Or how I was pretty sure I was never going to
have a Duckbunny or a Giant Beaver in one of my campaigns.
Well. The Giant Beaver did appear once. A whole nest of
them. I had come up with some crazy reason why they were
mutated - the result of some mad wizard's experimentation to
stop an incursion of militant druids who were hell-bent on
reforesting a grassland. I was 12 at the time, ok? Don't judge
me.
I would read these books for hours. Wondering how they
were created. How they lived and what their societies looked
like. Over the years, as I got more and more of the Manuals, I
realized that the lore, the very core of the reason why these
things existed started to become less and less frequent. The
2nd Edition Monstrous Manual stands as a paragon of
monster lore. Fleshy and exciting, they spurred me to create
my own lore and twist the established tales.
Then came Dragon Magazine.
The first Ecology article appeared in Dragon #72 and was
the Ecology of the Piercer. It was the start of a great many
articles discussing D&D monsters from a naturalists point-ofview.
/r/DndBehindTheScreen decided to continue the tradition
with this project for the 5th edition of the game, in the hopes
that we could emulate-in-spirit the ideas of these early
articles, and to add our own fresh ideas to the established
lore.
These articles are not meant to simply rehash what we
already know, but to bring a new perspective, and to perhaps
push the lore into new areas that readers might not have
considered on their own. I think it was a great success.

Our design goals comprised of covering


the following:
The lifecycle of the creature, including
pregnancy and young
The organization of the species (e.g., tribes,
flocks, lone predators, etc..)
Other discussion around whatever might be
interesting how a grey ooze digests its food,
how a flumph flies, etc.
The creature's main habitat and lair preferences.
Any other traits, physical, magical, supernatural,
etc.
What would fighting one of these creatures be
like?
How about a swarm of them?
What creatures does this creature associate or
fight well with? What are its enemies?
What kind of variants to these creatures could
we create?
How could they be scaled for various levels of
character parties?

There are 153 monsters in the 5e Monster Manual. There are


also monsters in the Starter Set, Hoard of the Dragon Queen
and some in the Player's Handbook. The list also does not
have the Miscellaneous Creatures or the NPCs from the
Monster Manual, only what we considered to be the core
monsters are covered in this book.
I would like to thank all the contributors for their amazing
ideas and for working so hard on this. In time, it's my hope
that this book will allow a new generation of gamers to
question the status-quo and to bring their own spin on
creatures that we have become familiar with over the past
40+ years of Dungeons & Dragons.
-Matt H. aka Famoushippopotamus
Project Leader

Aboleth

"Ants have grand plans. They build elaborate structures over


the course of generations. From an ant's perspective, their
societies are complex and eternal. They aren't. They're
mounds in the sand, and the sea comes to wash them away.
The sea is eternal and it washes away their pathetic homes. I
am the sea. You are less than ants.
Now beg for me to kill you like your friends did."
--Molmig the Permanent, an aboleth killing a group of
adventurers its favorite way - mentally impelling them to beg
for death.

Introduction

Aboleths are among the most sinister and horrible of all


threats to sentient humanoid life. Ancient, immortal, and allknowing, aboleth are primeval abominations fueled by
inhuman arrogance and hate for all other beings.

Physiological Observations

Aboleths are the oldest sentient life in existence. Their basic


body shape resembles an eel, although not even a blind old
fool could mistake an aboleth for any natural modern animal.
They have no fins beside on their tail and down their back.
Behind their head, four muscular tentacles twist and turn.
Three huge red eyes - vertically arranged - sit at what would
be called their face, above a mass of tentacles. The tentacles
pull food into the aboleth's small, slit-like mouth.
Along the side of their body, aboleths have huge, gaping
holes. These are roughly an analog to nostrils or gills.
Aboleths breathe and vocalize through these holes. Aboleth
language is enormously complex - it covers a vast range of
pitches, clicks, croaks, pops, and sing-song esque
vocalizations. Even with a lifetime of training, a humanoid
mind is incapable of grasping any but the most basic meaning
an aboleth expresses.
These holes also produce the aboleth's distinctive slime.
This filthy muck turns the water around an aboleth into a
thick, soupy mass. The aboleth requires this slime to breathe
and to maintain moisture in its brief forays above water. The
slime can also infect other creatures, forcing air breathing
creatures to breathe water. The aboleth transmits this
disease using its tentacles.
When one speaks of the dawn of time, they are referring to
the first memories of the aboleths. This memory is no myth
or folklore passed down - it is a simple fact that every aboleth
remembers in perfect clarity. An aboleth has a perfect eidetic
memory - it can recall every instant of its entire life in exact
detail. These memories stretch back a long time, because
once an aboleth reaches adulthood it ceases to age - they are
immortal except for violence.
But even more significant is that an aboleth's memory is
passed down to each generation.

Aboleths reproduce asexually. Every few decades, an


aboleth retreats to a secure location and lays a clutch of 5-10
eggs. The aboleth doesn't move from the eggs for any reason
until several weeks have passes, at which point it "swallows"
the eggs with the holes on the side of its body. After another
month or so, the aboleth vomits out fully developed but
smaller aboleths - the young are called smiluts. They're only a
few feet long at birth, but mentally fully developed and
carrying all the memories of their entire familial line. They
spend a year or so with their parent - there is no childhood for
an aboleth, only a period of protection while they develop
physically.
Aboleths also possess formidable psionic powers. They can
communicate telepathically with all manner of beings and,
most terrifying of all; can dominate the minds of lesser
beings. They often force other creatures to serve them as
thralls.

Social Observations

Aboleths used to rule a planet-spanning empire. For more


than a billion years, they were the unquestioned masters of
the world. They were served by advanced constructs they
built, but eventually desired slaves capable of a certain degree
of independence. The aboleths took fish and altered their
form using dark arts and advanced science. They shaped the
creatures into a form that mimicked their own. Above the
surface, they performed similar experiments on apes,
developing the first hominids. They let these species develop,
forcing most of them into slavery and watching the others.
As their control over their subjects increased, so did their
vanity. Until their subjects, in their hopelessness, created
religion and brought the gods into being. The gods smote the
Aboleth Empire and liberated their worshipers. Now,
hundreds of thousands of years later, the Aboleth Empire is
not what it was in its heyday. Aboleths lurk in secret in the
deep waters of the world. Most are largely solitary, meeting
with other aboleths every few decades to further their devious
plots. Aboleths, vile and alien though they are, are capable of
something resembling friendship among their own, although
an aboleth would never come to a friend's aid - if one is
unable to protect itself, it does not deserve assistance.
A few aboleth cities exist in secret around the world.
Architecture with blasphemous geometry - strange stones
twisted into impossible shapes. The hierarchy is impossible
to comprehend for mortal minds and their governmental
systems operate over spans of millennia.
And as a rule, aboleths worship no gods - they recognize
the very real power of the divine, but feel no need to prostrate
themselves before something so much younger than they are.

Behavioral Observations

The primary drive for aboleths in all things is a deep hatred


of mortals and gods. They remember their billion year empire
and what was taken from them. Each aboleth constantly
burns with a cold, alien bitterness at the injustice they
perceive. They will stop at nothing to reclaim their rightful
place atop the world, but they plan on a geological time scale to the aboleths, their displacement was a recent event. It is
quite possible they are still in the very early stages of their
plans to regain power. This is the way an aboleth thinks.

They are immensely cruel and take great pleasure in the


suffering of lesser beings. They have an almost artistic
passion for the mental domination and enslavement of
mortals. Some take this to levels impossible to comprehend capturing humans from the surface and adorning the walls of
their lairs with their still living bodies as a canvass for
blasphemous art, forcing mothers to eat their children, and
other things simply too hideous to describe.
An aboleth's lair will always be in deep, dark water. They
will often be surrounded by pathetic, mewling slaves. They
cover their homes in magical artifacts and alien art.

Intra-Species Observations

Aboleths have nothing but hate for all other intelligent life.
But they are not fools. They acknowledge and, to a certain
degree, even respect the power of gods and mortal heroes.
They also understand, however, that those other powers are
but a blink in the eye of the aboleths - in time, they too will
fade.
Aboleths are careful to hide themselves from the world
above - secrecy is paramount to protecting their plots. They
interact with the world primarily through their thralls. When
they do occasionally emerge to the world above, it is in a
terrible unveiling of power - a reminder for the mortal world
that all they know is only temporary.

DM's Toolkit
Aboleths are one of my very favorite monsters they capture Lovecraftian horror more than any
other. The key to using them, in my experience, is
to make it a slow burn for the PCs - introduce the
threat early on, but then hide it away. Drop hints
that the aboleth is watching and plotting. Have its
servants appear periodically to
harass the PCs.
And when the time comes for the final battle,
make the aboleth as terrifying as possible. Aboleths
possess intelligence far beyond mortal minds. They
will use every trick in the book and show no mercy.
And when the PCs emerge
victorious? Remind them that their victory is
only temporary and that all of their hopes and
dreams will be washed away like anthills on the
beach.

Aarakocra
Introduction

Hawks, eagles, falcon, parrots- bah. Let's base the Aarakocra


on bearded vultures because
(1) 90% of the diet is bone dropped on rocks digested in a
stomach with a pH of 1,
(2) Lay two eggs but encourage the chicks to fight to the
death,
(3) dyes its white feathers with blood and iron oxide dust,
(4) very territorial. Seriously look this awesome bird up.
No one knows exactly how Aarakocra came to this world.
They could be exiles from the plane of air, creatures born in
high mountain regions, devotees of a long forgotten bird god,
or failed experiments in humans or elves learning how to fly.

Physiological Observations

They are vulture-like in appearance with black and white


striped faces, red eyes, and black beaks. While their faces and
heads are feather free, the rest of their body is covered in
black and white feathers head to toe. It is not uncommon to
see Aarakocra dying their feathers with blood, iron oxide
dust, or be adorned in red gemstones. Rubies being
especially valued. They live in a woven nest and are mated for
life. Each season the females lay two eggs, but encourage the
chicks to squabble and fight for choice food. Usually one
chick gets pushed out of the nest. But such is the way of
nature, life, and the winds say the aarakocra.

Social Observations

These lawful neutral birdmen generally occur in bands of 510 pairs mated for life (+ 1d6 young) in mountains, deep
crags, and plains regions that sit next to steep rocky features.
3-5 bands make up an aarakocra flight centered around 1-2
wing-less holy individuals- storm callers. Aarakocra cultivate
and encourage predators like giant eagles, drakes, wyverns
and large cats to make homes within the flight's range and
prey on deer, sheep, ect. The predators take the meat and the
aarakocra farm the bones. Therefore aarakocra territories
are already remote, but also become wild places difficult for
human settlement. An aarakocra's duties are to the storm
caller, their mate/chicks, the flight, and independence. They
are wary of outsiders and will consistently track movement
through their territories.
Stormcallers (Warlock class) were pushed out of the nest
to die by a more powerful sibling, but survived through sheer
force of will, cunning, and sacrifice. While young, these
individuals cut off their wings in a last sacrifice to air
elemental and spirits. The young stormcaller staves off death,
is bonded to an air elemental regaining flight, and gains
magical ability. Becoming a stormcaller is a painful, tragic
experience and to human eyes it can create aarakocra rulers
disposed to cruelty and lack of mercy but not always the case.

Behavioral Observations

Not too much is known about the exact behavior of these


beings. However shepherds have reported establishing light
trading with flights. Travelers crossing wastelands or remote
areas have been known to be saved by an aarakocra after
succumbing to injury. At the same time, caravans and
attempted settlement in some of the fertile grasslands near
flight have been met with destruction, death, and the periodic
storms suspiciously centered over villages.
Aarakocra have been known to keep giant eagles as pets or
war dogs. And the little bits of lore that come from shepherds
and dwarves comment that the birdmen praise rocs as agents
of gods and view the phoenix as a symbol of greed, vanity, and
trickery.
Some sailors report a much crueler populations of seaborne aarakocra that are prone to raiding ships from island
bases. Or piloting commandeered ships (sometimes with
slaves) and raiding trading vessels and port towns. These
attacks don't seem to be preceded by any weather changes,
but somehow the raids do seem to occur at the most
opportunistic time. This leads some to ask if the aarakocra
have learned divination and scrying.
Combat:

Aarakocra are not afraid to fight, but prefer to do it


on their terms which involve maximizing their time
in the air. They generally use spears, claws, and
even hooked blades to dismount opponents or
drag them off cliff faces.
They also will drop heavy, arrow shaped stones
from above in order to break or destroy more
fortified structures. Giant eagles can be used like
war dogs. If need be, a Storm Caller might lead a
group, bring the might of huge
storm systems or powerful air elementals.

Intra-species Observations

Aarakocra tolerate small human settlements and will trade


openly with shepherds for bones, good spears, and gems,
especially rubies. Aarakocra come in contact with dwarves in
the mountains and trade rare herbs, spices, and tobacco for
gems, metal work, and lightweight armor that allows flight.
Aarkocra have a hatred of harpies, orcs, and ettins who eat
too much of the local wildlife. Aarakocra will hunt the
undead, especially those primarily composed of bone. They
feel that the magical properties give them strength and
communion with the gods. Druid and Ranger PCs will have
the easiest time negotiating with aarakocra as they
understand their more neutral viewpoints.

Variant Species

Rattletails: Because not many live to see the other side of a


Rattletail attack, reports of these aarakocra are scant. Sailors
and merchants report that some make their home on chains
of island where goats can be raised for meat but there is little
else that can challenge them. From these islands, they will
raid shipping lanes and ports. Worse are Rattletails that have
ocean going vessels they will fly from and attack ships nearby.
These birdmen are equipped with clay jars of fire to drop
from the air. As the ship burns, they will then swoop in
knocking sailors off with heavy clubs and enslaving the rest.
Should a daring captain instead turn and attack the Rattletail
ship, they will find the birdmen chum the water to attract
sharks and worse. The birdmen will then leave their own ship
and bait an attack. Once most of the crew is on board they
will knock them off into the water and burn the other ship.
Finally as if their taste for wearing finger and toe bones is not
enough, Rattletails will also seek alliances with evil fishmen
for added support or shock troops.

DM's Toolbox:
Two aarakocra males grab one of the PCs and carry
them into the air by the legs. With the help of a
third, they proceed to shake any gems, trinkets, and
jewelry loose to catch in a net. They will drop the
PC in a river or tree. Local shepherds are being
driven away or killed and their flocks taken by
birdmen. Also the weather has seen strong winds
that are destroying roofs and tall crops. Rumor has
it that high in the mountains a new stormcaller has
taken hold and wants to destroy the local town.
After witnessing a brave fight the PCs put up
against harpies/orcs/ettins, an aarakocra tosses the
PCs a crude map that points out a haven and two
local dangers.
Shattering Sheep! The PCs are caught in a storm
of dropped sheep skulls and bones. DEX save or be
knocked unconscious by the mass of falling bones.
A small band of aarakocra approaches the PCs
about helping defend an injured young roc- a holy
bird. The PCs will need to stave off attacks by
ogres/giants/orcs until the stormcaller arrives. The
roc is in pain and may attack the PCs periodically.
Pieces of the local mountainous landmark are
floating off! Rumors abound that the local
aarakocra have gems from the plane of air and are
either (a) terraforming to open a gateway or (b)
actually fighting off a slaad/undead assault by
changing the landscape for max advantage.

Angel

"I'll heal the faithful and revive those who are worthy. I'll
bring destruction upon those who deserve it and I'll carry the
ones who oppose God into death. I'll do all this and even
more. For God has spoken."
--Mikael, one of the twenty-four Solar

Introduction

A direct emanation of a good God, Angels are the


embodiment of His will and their only meaning is to fulfill His
orders.
But they aren't perfect beings, this blind obedience
together with their strong pride can sometimes lead to
mistakes and an Angel may also fall into darkness, where he
begins to yearn for vengeance toward the God he was
serving.

Physiological Observations

Despite that only a few have received the blessing of seeing


the true form of an Angel, all the witnesses agree to one thing:
they are beautiful. It isn't known if it's because they are truly
beings of considerable appearances or because those who
see them are struck by a sense of beauty that comes from the
Angels' divine origin.
Anyway, they are described as very tall and muscular
humanoids, neither male nor female, with large feathery
wings, metallic or opalescent skin and gleaming eyes.
Although they can sleep, eat, and drink while under cover,
they don't need to. Even breathing doesn't appear to be a
necessity for them.

Social Observations

The Angel Hierarchy is structured with rigid castes based


solely on how much power their God has granted to them.
Ambition isn't common among the Heavens' lower ranks and
rebellion has no meaning at all. Everyone understands the
importance of his own place and only the more powerful ones
may show signs of ambition.
However it shouldn't be mistaken as the human form of
ambition, rather they crave to fulfill their duties better than
anyone else. This behavior may lead to rivalries between the
higher ranks and that's why the few Solar keep to themselves,
far from the rest of the Hierarchy.

Variant Species

Being created and guarded by divine powers, Angels didn't


face the obstacles of evolution, today they are exactly how
they were created eons ago. The classic literature tends on
classify them into 3 big categories:
Devas, the ones who live among mortals.
Planetars, the army of God.
And the, almost God-like, Solars.
Truthfully, the Hierarchy is very fragmented, with every
Angel created for a precise purpose. A more archaic
classification divided them into seven groups:
Archangels, literally "Chief Angels". They are the most
powerful ones, destined to lead the Hierarchy in the Final
Battle against the Evil.
Seraphim, the "Burning Ones". Seraphim are God's
bodyguards, they are always near their own God and
therefore they shine perpetually in His blinding light. It is said
that their wings are indestructible and thus they are often
depicted with 6 wings, flying with a pair while they wrap
themselves with the other two pairs.
Cherubim, the "Blessed Ones". Cherubs are Wardens of
relics, holy places and saints. They are armed with flaming or
thunderous swords and they have astonishing metamorphic
abilities, above average for any other Angel.
Thrones, the "Many-Eyed-Ones". Directly under the orders
of the Cherubim, Thrones are sentinels, observers, spies. It is
said that they also carry the Throne of their God, thus the
name.
Dominions are the mind of the Hierarchy. They are beings
of high intellect who elaborates the strategies to undertake
against the Evil and oversee the duties of the other Angels.
Some say that they posses orbs who allow them to see
through the Thrones' eyes.
Virtues are the ones who grant sparks of divine power to
mortals. Clerics, paladins and druids are all observed and
guided by Virtues. It is said that they may also offer
"contracts" to certain beings that were predestined to have
the chance to shift the balance in a way or another.
Powers are the soldiers of the Hierarchy. They are
specialized to fight Fiends, Devils, Demons and all the
loathsome beings that Evil may generate.

Behavioral Observations

More often than not Angels appear disguised as the races


among which they have descended. But usually only the lower
castes lives many years among mortals, dispensing aid, hope,
courage and any other quality their God presides.
Except for the lowest caste, all of them can see through lies
and deception, thus no mortal can escape their judgment, but
since the Heavens' ranks are not infinite, the medium and
higher ranks are only deployed where there is an absolute
necessity. Such a situation may call for a direct intervention
using all their might, without any need to maintain a cover.
That's why sometimes Angels may appear as emotionless
creatures, lead only by their duties, consumed by their own
hate toward sinners and unfaithful. Truly, they have emotions
like every other conscious being.
9

DM's Toolkit
Angels aren't only God's tools; they can be valuable
to any DM.
Did you think that the mighty Pelor shows
himself to any human just because this little being
was calling for help? Of course not, Pelor has His
own business to run (let's put aside the fact that
only being near to an almighty entity isn't exactly
"safe" and bearable by any poor mortal, without
considering the alignment of the deity).
Regardless of how your Pantheon is composed
you almost certainly need agents for your gods. In
the last section, I wrote an example based on the
Catholic religion of how you can organize ranks
between your winged beings.
A few examples with some D&D deities:
Angels of Tyr: Armed with longswords, they
guide, help and judge paladins and magistrates.
They can cast Zone of Truth at will or just perceive
every lie passively.
Angels of Pelor: Armed with a mace, they shine
so bright that you can't glance at them. They are
always near clerics, granting them healing miracles
and the power to destroy the undead.
Angels of Habbakuk: They always carry nets with
them and are somewhat translucent. They can talk
to animals and calm a sea storm.
Angels of Lolth: Their wings were ripped when
they fell, but the Dark Mother adopted them and
gave to them new wings, made of webs. They guide
the hands of assassins and help spreading their
new Mother's web of deception through whispers
in the right ears.
Wait! But Lolth isn't a Good deity!
Who cares?
I mean, if you think that your God deserve a
court of supernatural agents, Angels are a nice
choice. As long as your God hasn't an army of
fiends, demons or devils, they don't even need to
be Fallen Angels (or the Balance will shift!). They
are customizable to your God's needs! Don't stick
too much with the manuals! You need something?
Homebrew it! ;)

10

Animated Object

"Boris had just killed a Rust Monster that was guarding King
Olister's fortress. With his weapons and armor destroyed, he
thought he had no choice but to turn back. Then he found a
suit of armor decorating the dungeon. Praising the gods for
his good luck, he put on the armor and waved the nearby
sword with glee. King Olister would fall before his blade,
there was no doubt. When he reached the final chamber, he
shouted a challenge to the mad king: Fight me like a man or
die a coward! King Olister merely laughed at his challenge.
The enraged Boris charged, but the carpet sprung to life,
tripping him. Raising his blade to fight his new foe, he gasped
when he realized that the sword was no longer in his hand,
but floating a few feet away, pointed at him. He desperately
tried to jump out of the way of the blade, but the armor locked
up and actually moved him into the path of the blade. His
head decorated a pike outside King Olister's fortress the
following morning."
--Boris Learns to not Trust Animated Objects from Big
Book of Boris's Blunders

Introduction

Not to be confused with Mimics, which are monsters


grotesquely shaped as man-made objects, Animated Objects
are man-made objects brought to life through magic. The
nature of the objects or the magic powering them varies from
object to object, but they all share certain traits that make it
easy to classify them as a single type of monster. Most
Animated Objects are unintelligent, with a singular purpose.
Unfortunately, their purpose is almost universally harmful.
Except for the rare intelligent Animated Objects, they are all
unaligned because of their unintelligent nature. Even if their
purpose is evil, they only fulfill their purpose because they are
forced to, not because they themselves are evil. They also all
share a vulnerability to antimagic.

Physiological Observations

The shape and function of Animated Objects vary from item


to item. Three most commonly encountered by explorers are
known as Animated Armor, Flying Sword, and Rug of
Smothering. However, Animated Objects come in practically
every possible form, from the tiniest needles to carriages and
ships. All Animated Objects share one physical trait: they can
only move parts of the objects that are capable of moving. A
statue would make a poor Animated Object because it has no
moving parts; it would be wiser to make a statue into a golem
of some kind.

Animated Armor

This form of Animated Object typically appears to be a metal


suit of armor, with significant variation in composition and
decoration from object to object. It's not uncommon to see
Animated Armor with emblems or spikes decorating them.
They can also take the shape of other kinds of armor, like
leather or scale, but they tend to be less common because
they lack durability. Animated Armor doesn't rust naturally,
though if it is made of metal it can still be damaged by a Rust
Monster or any magical sources of rust. If the design of the
Animated Armor does not make it immediately obvious that
there is no one wearing it, it can easily be confused for a
person.
Flying Sword

Despite the name, Flying Sword is a classification that


encompasses all animated handheld weapons, including
swords, axes, clubs, hammers, daggers, and even crossbows.
Swords are the most common, but any out-of-place weapon in
a dungeon could potentially be an Animated Object. Like the
name implies, these objects can fly, making up for the
weapon's general lack of moving parts. Unlike a Dancing
weapon, Flying Swords function permanently (until
destroyed or disenchanted) but they do not gain the benefits
of their wielder like Dancing Weapons do. Like Animated
Armor, Flying Swords possess the same immunity to natural
rust and the same weakness to Rust Monsters and magical
rust.
Rug of Smothering

This type of Animated Object shares an unfortunate physical


similarity to another less sinister magical object, the carpet of
flying. Like the carpet, the Rug of Smothering appears to be a
rug or carpet, but instead of responding to command words
with flight, the Rug of Smothering brings a whole new world
of pain. Unlike a carpet of flying, a Rug of Smothering is
generally incapable of flight, though there are certain
exceptions. Their magical properties make them a natural
flame retardant, so while fire can still damage them, they
don't burn like cloth typically would. These rugs don't
typically possess the ability to fly, though some possess slight
levitation capabilities.
Other

Animated Objects of other categories possess the same


physical characteristics as the objects they come from,
though some things can be magically amplified. The magic
negates most of the objects' natural weaknesses, such as
wooden objects don't burn as easily or metal objects don't
rust. Objects are animated through either control of the
objects' moving parts or can fly through magic propulsion,
though the latter is less common. Since they don't have eyes
(usually), they see through a magical blindsense that usually
extends 60 ft. Beyond that, they are blind.

11

Social Observations

Because the overwhelming majority of Animated Objects are


unintelligent entities with a singular purpose, there is very
little social interaction between Animated Objects.
Sometimes they can coordinate to accomplish a group goal,
but that is largely up to their creator. The rare intelligent
Animated Object usually avoids the unintelligent ones,
sticking together in the even rarer instance of multiple
intelligent Animated Objects inhabiting the same area.

Behavioral Observations

An Animated Object's behavior is based entirely on the


intentions of its creator. The most common Animated Objects
serve a violent purpose, but there are many other kinds that
exist for other reasons. Intelligent Animated Objects develop
a sense of superiority because of their uniqueness, but they
also tend to inexplicably become paranoid, often leading to
isolated lives away from anything or anyone else.

Inter-Species Observations

Animated Objects only interact with other species if it is


required by their purpose. Violent Animated Objects interact
violently with other species, while helpful Animated Objects
aid other species. Intelligent Animated Objects tend to be
reclusive, avoiding both unintelligent Animated Objects and
other races. While Animated Objects will fulfill their purpose
to the best of their abilities, they will not perform any actions
not directly associated with fulfilling their purpose. An
Animated Object cannot aid an adventurer if its purpose is
not to aid people, and they will not harm an adventurer if its
purpose is not to harm people.

DM's Toolkit
Animated Objects are one of the most versatile
monsters in the Monster Manual because they can
literally be anything. The right amount of creativity
can turn a room full of junk into a deathtrap of
deadly Animated Objects.
Alternatively, Animated Objects can be used as
to help the PCs. An animated lamp could guide a
lost party through a maze, or an animated rope
might help a traveler rappel down a wall. There
could be a very lazy wizard who decided to never
have to deal with any mundane task again, so he
made every single possession he owned into an
Animated Object, so the door opens when he
wants through, the coffee makes itself, the broom
sweeps automatically, etc. There's no limit to the
size of an animated object, so an entire ship could
be animated, doing away with the need of a crew. A
rogue, intelligent animated ship would be a deadly
scourge upon the seas. Even more ambitious, there
could be an animated city somewhere, maintaining
itself while its citizens go about their lives, barely
aware that the city is anything special.
I'm personally fond of a homebrew spell that
transfers a dead person's consciousness into an
animated object. Fun times...

12

Ankheg

"An Ankheg's chitin makes excellent armour and each


individual has quite a bit of it. The problem is in collecting it,
mostly because an Ankheg's chitin makes excellent armour
and each individual has quite a bit of it."
--Old Hunter's Almanac

Introduction

The Ankheg (gryllotalpa aegisidae, alt. myrmecia aegisidae) is


a large insect common to temperate forest and grassland
biomes. Many consider the ankheg to be a notorious pest
species and when there is an infestation it can wreak havoc
to a farm or ranch due to disruption of local soils and
predation of domestic animals. Removal of ankhegs from
agricultural societies can be difficult as obtaining enough
poison to reach a lethal dose for the ankheg is often not a
viable solution due to size and the creature's resistance to
many poisons' effects. As such, a manual approach is often
used. Ankheg resistant to removal have been known to
consume or fatally poison unwary extermination contractors.
It is not suggested that the inexperienced attempt to remove
an infestation.

Physiological Observations

It is perhaps due to its interactions with humanoids that one


of the ankheg's most noted features are its large outer
mandibles. Capable of injecting a potent poison these are
used to subdue and manipulate prey for mastication with its
smaller inner mandibles in addition to warding off unwanted
intruders to its territory. Some sub-species of ankheg have
been reported capable of launching a poisonous projectile.
The mechanism behind this has remained expectedly elusive.
The ankheg has a number of very keen senses including lowlight capable vision, a keen sense of smell using the antenna
on its head, and the ability to sense fine vibrations in the
surrounding earth facilitated by a number of fine hairs on the
ankheg's feet.
Despite their fearsome reputation as voracious hunters of
large game the ankheg is omnivorous consuming an
extremely varied diet. It is believed that this is primarily to
maintain its rather large size for a species of this particular
clade. The large size also creates problems for the
distribution of oxygen, a known limiting factor for many
insects. Their large size suggests that there is something
more than just diffusion pushing oxygen through their
system. The ankheg's chitinous exoskeleton is the primary
reason that they are hunted, besides pest eradication. When
properly cured and maintained it can be used as armor
plating that can rival other types of heavy armor. Of of the
notable properties is that it is one of the few heavy armors
that is non-metallic instead relying on chitin for its structural
integrity. This has made it a valuable commodity to the right
buyer. Successful hunting of ankheg can be quite profitable
especially due to the fact that the ankheg has resisted
domestication despite a number of disastrous attempts.

Behavioral Observations

The ankheg is an ambush predator making use of its highly


developed senses. In particular, its ability to sense vibrations
through earth mean that it doesn't even need to have a line of
sight or to be downwind to detect potential prey or hunters.
Ankheg make the most of these senses when they are
inside their tunnels. Ankheg are prodigious tunnelers making
vast networks of them when they find a new territory.
Farmland is especially attractive for this activity and can
cause problems with the stability of the fields that the tunnels
are built under as collapses are common injuring or killing
farm animals and farmers alike. The ankheg use these
tunnels as a way to store food and protect young from egg
into its early instars. These tunnels have also been used as
staging grounds from which the ankheg will quickly burrow
above ground and attack prey.
Exploration of these tunnels without proper equipment is
not advised.

Social Observations

Many ankheg are solitary creatures meeting other ankheg


only to mate and perhaps fight over territory but on a couple
occasions more complex social interactions have been
observed. Of the more solitary varieties, a mating pair may be
seen soon after the female has laid her eggs unless she has
consumed the male due to a scarcity of resources. In addition
several males may be seen in close proximity before mating
vying for a female's attention.
Rarer are small groups of ankheg working together. This
subspecies seem to have a high level of coordination and will
perform all sorts of tasks together including building tunnel
systems and hunting. They may in fact actually be eusocial
like the ant, bee, or naked mole-rat but this has not been
confirmed.

Evolutionary lineage

There is some debate over the evolutionary lineage of this


peculiar insect. Due to the price portions of the exoskeleton
receive in most markets, comparative analysis of intact
specimens remain elusive as most are not collected with
scientific enquiry in mind. As a result, there are two
competing theories on which clade the ankheg occupies
within the Insect class.
Some taxonomists lump the ankheg in with the mole
cricket (Gryllotalpidae) citing the strikingly similar
morphologies, behaviors, and diet. Both feature strong front
fore-limbs used for digging and burrowing in earth and loose
soils to create tunnels used by both to store eggs and early
instar grubs/pupa. In addition, both appear to be omnivorous,
making them a pest to both agriculture and animal
husbandry, though the ankheg has a notable size advantage
in the later regard. There are some notable differences that
are marks against this hypothesis such as the lack of wings
on the ankheg and the lack of any poison used by the mole
cricket. This has led some to believe that there is a different
lineage for the ankheg.

13

The number of similarities to the bull ant clade (Myrmecia)


has lead to an alternative theory stating the ankheg to be a
large member of the bull ant family. Like many in the bull
ant's parent clade, Formicidae (the ant family), the ankheg
produces a poison which it is able to administer with a
fearsome set of mandibles. This, in addition to the solitary
nature of a number of ankheg, has lead to its classification in
the Myrmecia sub-family.
On the Consumption of Ankheg
Consuming Ankheg flesh has a number of complications and
thus it is generally not recommended. Contamination of the
meat from the many poison glands is common during
butchering which tends to be a rather kinetic operation.
There are, however, a number of accounts of various
individuals eating ankheg. A human culinary author named
Fredrick the Foodie boiled a (mostly) whole ankheg, convinced
the boiling process would produce a clean meat to eat
alongside a bucket of drawn butter and a bushel of lemons.
Unfortunately, before he was able to render a verdict on the
taste, Fredrick's throat closed up, never to open again.
Another brave consumer, dwarf Gurdson Ironbelly, slow
roasted an ankheg leg over a fire and his last words were:
"S'good, like crab, bit nutty..."
It is theorized that it tastes like a cross between a shellfish
like crab or prawn and crickets, which are known to have a
nutty quality to them.

14

DM Toolkit
-Darkvision, tremorsense and a keen sense of smell
means that any PCs will have a hard time hiding
from an ankheg, or sneaking up on them.
-Ankhegs become a force to be reckoned with
when they are acting as ambush predators. Make
sure that you make full use of their burrow speed
and propensity to build shaky collapse-prone
tunnels to really put the screws to a party.
-It's actually quite rare for a thing to fight to the
death in real life but clade Arthropoda is not known
for its high intelligence. Protecting a kill, its lair, or
its brood offer a great incentive in addition to more
simple blind, dumb, invertebrate rage.
-Speaking of low intelligence, some editions of
this creature have such low INT that they are
immune to certain mind affecting spells and
powers, make sure to make a note of that and be
aware that comprehension is often a prerequisite
to following an order. Giving a complex order to a
thrall does not give it a brain.
-In a number of ways the ankheg resemble ants,
but are terrifyingly larger. While the typical
depiction of the ankheg is a solitary one, turning it
into a social animal is an easy step to take. A
dungeon that resembles an anthill with larger than
life ants has a certain appeal and can be a nice
break from a more traditional dungeon. You can
use the ankheg's tunnels quite effectively given the
right context.
-Ankheg armor is also very attractive to Druids
for obvious reason. It can pose a nice macguffin for
the druid in your party.

Fire ravages and destroys, sure... But it also creates. Forests


can't live without wildfire, and the planes? The planes would
be barren without the Azers. I've seen their cities, ya know.
Spent a week trekking up one of their steel spires and saw
neither a fiery face nor brass ass. Figured they were too busy
building higher on up at the top. But when I did find 'em, and
saw what they were crafting? Heh. Well I never seen a Mithral
Hippogriff fly before, nor since.

Each Azer has a unique metallic husk, but they distinguish


each other more by the hue and pattern of their flame than by
the cut of their shells. This may be due to the prevalence of
body modifications within the Azers. The metal they consume
may either be incorporated into their next project or fused
with their bodies. Newly-forged Azers tend to be constructed
of a bronze-like psychoreactive metal, while ancient Azers
may have bodies composed of a wide variety of left-over
precious metals. Most Azers retain the Dwarf-like appearance
of their birth, but Azers with unusual, even alien, features
have been witnessed.

Introduction

Social Observations

Azer

If there is beauty and order in the Plane of Fire, it is the


result of the efforts of the Azers. An otherwise chaotic and
unforgiving place, the elegant cities and breathtaking spires
that rise from the ashes and cinders of the
Plane of Fire are unparalleled in other elemental planes.
No other race is as dedicated to or as meticulous with their
craft as are the Azers, and the works they have wrought stand
both the test of effectiveness and the onslaught of time.

Physiological Observations

The raw spirit of fire which animates these Dwarf-like beings


is inextricably linked to the metal that they are composed of,
and is imbued into them during their construction. It bursts
forth from fissures in their metallic skins, forming fiery hair
and beards that surpass even the most distinguished Dwarf's.
It is unknown whether Azers were made in the image of
Dwarves or vice-versa, as both are more ancient than
historical records. Perhaps a short-statured God simply likes
the look. Regardless, the similarities are more than
superficial, as both races have an innate affinity with metal,
gemstones, and riches. They seem drawn to the plunder of
the earth, and their bodies are well suited to the depths and
harsh conditions of the mines.
Unlike most other elementals, Azers are made, not born. It
is this very fact that distinguishes them and grants them
unique insight into the nature of construction and metallurgy.
Any Azer seems capable of building a new Azer, though the
exact requirements for their construction are unknown, and
new Azers appear to be constructed on a rare whim rather
than by some divine pattern. At best, this occurs once or
twice in an Azer's existence. Despite the origins of their
existence, however, they are no more a construct than any
other living thing, as they are far more than the sum of their
parts: A golem or automaton follows the precepts of its
construction, but an Azer will always surprise you.
They have no need for sleep or sustenance, though they
have a literal taste for rare metals. Upon consuming a metal,
they melt it down within their internal conflagration and can
extrude it from their very fingertips, allowing them to sculpt
intricate designs that are far more delicate than any mortal
smith could manage. It should be noted that an aversion to
quicksilver and gallium is commonplace, perhaps due to
these metals' low melting points.

Azers are a solitary and paradoxically anarchical race. They


have no apparent, definite hierarchy, but a strict social
contract exists within their conclaves that ensure order. Most
Azers are more concerned with their own inventions and
creations than with each other, but large projects
necessitating the input of dozens or hundreds of Azers are
often spontaneously undertaken without so much as a
blueprint agreed upon (such a collection is known as a 'Blast
of Azers'). For example, the construction of the City of Brass
for the Efreeti involved hundreds of thousands of Azers
working seemingly independently towards a common goal.
This occurred in spite of their lack of telepathy or established
leadership. Rather, whatever an individual Azer makes is
accepted and expanded upon by most other Azers. No order
is enforced by the Azers because they universally self-enforce,
and an Azer acting out of line is unheard of. It isn't that the
Azers are disorganized; they are so organized they have no
need of the usual command structures.
Social interactions between Azers usually entails little
more than mutual appreciation of the Azers' creations. At its
most flattering, an interaction will encompass admiration of a
particularly rare metal incorporated into an
Azer's husk. This brusqueness is not considered rude by
the Azers. They are universally focused upon new creation,
rather than wasting time with pleasantries. Somehow their
independence has resulted in the mutually-assured
construction of massive, gleaming spires and impervious
ships to sail the burning seas.
Other species attempting to interact with Azers should
bring some complex or rare tribute. An artifact or unusual
construct may catch an Azer's attention for a time, but those
wanting to truly interact with an Azer should engage them on
innovative ideas. Azers are happy to iterate repeatedly on an
idea for centuries, but a truly new idea will consume and
focus them.

15

Behavioral Observations

Orderly and nearly obsessive, Azers remain focused on their


current task unless something gets in their way. About the
only thing that can catch an Azer's attention is an interesting
puzzle or unusual construction. Even in these cases, only a
cursory examination will be performed before the Azer
returns to its current priority. What they lack in brilliance they
make up for in persistence. Azers are generally ancient and
unhurried, and will puzzle out problems and creations by way
of experimentation over the course of centuries. They have
very strong opinions (borne by weight of experience) about
the way machines and metals should be forged and built and
will diligently seek to correct the mistakes made by nonAzers.
Alloys are particularly delicious to them, and many an Azer
will value Bronze or Electrum over pure gold. Similarly, they
place more importance in the utility of something rather than
in its subjective value. Despite this, the beauty of their
constructions is undeniable: the vaulted ceilings and domes
of the City of Brass; the curling elegance of the Spire of
Creation; even the lava-scarred hull of a Titanium
Dreadnought... Each is built with a swooping, twisting beauty
that will endure for eons.
An Azer might agree to improve an adventurer's axe or
imbue a piece of plate-mail, but it will do so because it hasn't
faced that particular challenge before. They have little use for
currency and are distrustful of long-term agreements (likely
stemming from the Efreeti Betrayal), but can forge wonders
the planes have never before witnessed, and are thus highly
sought as smiths and architects. Azers prevented from
experimentation or creation will turn their attention inward:
warping their own metallic shells in new and unusual ways.

Inter-Species Observations

The mutual disdain between Azers and Efreeti is well known


and ancient, stemming from the Efreeti betrayal after the
construction of the City of Brass. Ironically, the relationship
between the Azers and Efreeti is best described as a cold
war. Efreeti will pay good money for Azer husks, especially if
they're still slightly molten. On the other hand, Azers are
generally not immediately hostile towards Efreeti or their
Salamander slaves. The presence of nearby Efreeti will cause
an Azer to redirect its attention towards the construction of
defenses and escape plans. Azer outposts are often harried by
Salamanders and Fire Snakes, but are well constructed to
rebuff any assault.
Modrons have an amicable relationship with Azers. Some
mutual spirit of order apparently guides the two races
towards peaceful co-creation in the rare planes where they
meet.
Azers are not especially dismissive of those from the Prime
Material Plane, but they are often unimpressed by what a
Prime has to offer. Azers don't trade favors, but concrete
progress they understand. Solve an Azer's problem and it will
solve two of yours.

16

Azers have at times made tenuous alliances with Marids


and Dao Genies. This is more the result of mutual hatred of
the Efreeti than of any common purpose, and as such tend to
be fairly unproductive relationships. Nevertheless, trade
between the Dao and the Azers is common, as the Dao covet
the gem-encrusted metallic wonders the Azers create.
However, Azers are distrustful of Genies and any others who
would take slaves, and the one thing an Azer will never forge
is shackles.

Variant Forms

As mentioned, the appearance of Azers is unique to the


individual and varies wildly. Extra arms, heads, or even
silvery wings can be added by an Azer given time and desire.
However, some sub-types are notable:
Chained Azers - Not every Azer escaped the Efreeti
betrayal unscathed. Twisted by centuries of enslavement and
confinement, these unlucky captives have wicked chains
fused to their husks as a sign of their servitude. Efreeti keep
them as smiths, and Chain devils may acquire these broken
beings as shock troops or jailers. These Azers forego the
hammers of their free kin, instead whipping opponents with
their red-hot chains (See Chain Devil MM pg 72).
Reactive Azers - Azers who have consumed large quantities
of radioactive metals are extremely dangerous to the living.
Some unusual reaction within the fire spirit turns their
flames green and enhances the radioactivity of the consumed
metals. Creatures within 30 ft. must succeed on CON saves
or become permanently sickened (1d4 CON damage).
Additionally, spells affecting these Azers must roll per the
Wild Magic Surge feature (Sorcerer PHB pg. 103).
Cold-Rolled - Extremely rare, these abominations gain life
without being imbued with a fire elemental. Wicked and
cunning, these failed Azers desperately crave heat and will
drain it from anything they can find. Their body and weapons
deal cold damage instead of fire, and they gain the Chilling
Gaze feature (see Yeti, MM pg. 305)

DM's Toolkit
Azers are the civil-engineers of the planes.
Modrons might keep a planar city's infrastructure
functional and clean, but it was probably designed
and built by an Azer. Therefore, if you need
something steam-punk or modern in an otherwise
High Fantasy campaign... Azers are the way to go.
Given their non-confrontational nature I don't tend
to use them as guardians or combatants, but they
can make for interesting low-level planar
encounters. They're also the most obvious choice
for blacksmiths in the planes.
Azers are low CR (2) and I don't like them in
groups, so I discourage aggression by having the
Azer ruin PC equipment if threatened. That's a nice
set of plate mail you have there, be a shame if
someone were to melt it down to scrap while
you're wearing it... That said they can make
excellent rewards, so if a player has grown attached
to and named their otherwise non-magical sword,
doing a favor for an Azer can make that sword be
ON FIRE. In a good way.
They needn't be confined to the Plane of Fire,
either. Perhaps some great work has brought them
to the Prime and they need help collecting material
or protecting their scaffolding. Or maybe it will
help PCs get back at that Genie who twisted a
wish, or forge them a planar gateway to get them
to a new adventure. Or a sorcerer has bargained
with an Efreeti to rent some of its Chained Azer
Slaves for the construction of his macguffin +5.
My variants are not balanced, and may prove
more challenging than the normal CR 2. Hopefully
these variants expand their usefulness or give you
ideas!

17

Father Reolus glanced at the half-moon shining through the


clouds as he climbed down from his horse. "Father, we're so
glad you've arrived so soon," stammered the mayor's boy, "It's
Ashera. Her horse bucked her off while she was riding by the
river and, well--" Just then the night was ripped by a ghastly
shriek coming from the river. Reolus checked the silver sword
at his hip. "Say no more, boy, I know what I'm dealing with.
I'm going to need some earplugs."

It is said by some that banshees' wails are twisted songs of


mourning, lamenting their lost lives. Others hold that these
wails are screams of anguish and rage. Whatever their cause,
all banshees perform these cries frequently.
It is perhaps fortunate that banshees are so loud, as it often
serves as an unintentional warning to those nearing their
domains. Banshees possess the same intelligence they had in
life, but it is twisted by malice and anger.
Reasoning with banshees is technically possible, but they
greatly prefer violently driving intruders away rather than
negotiating with them.

Physiological Observations

Inter-species Interactions

Banshee

Banshees are the undead spirits of humanoids, filled with


sufficient rage and anguish to remain on the mortal planes
after their death. However, unlike other undead such as
revenants or ghosts, these banshees have little unfinished
business. Instead, they are tethered our world by their pride
and indignation at having died.
All banshees were once beautiful in life. Humanoid
individuals (usually elves) born with great beauty and
powerful wills may use these gifts to enrich the lives of those
around them, or to arrogantly manipulate and use others for
their own gain. After lives of corruption and pride, it is no
wonder that these spirits face their deaths with rage and
denial.
After death, banshees resemble incorporeal versions of
their mortal selves, but with visages grotesquely twisted by
rage and anguish. As they age, their memories of their lives
fade and their anger grows, blurring and distorting their
frames and faces into horrors that are barely recognizable as
human.
What truly sets banshees apart as creatures to be feared
are their horrible wails and cries. Banshees' wails have been
known to drive men insane, paralyze them from fright, or
even physically age them. On clear nights, these wails can be
heard from miles away, warning all in the area of the
malevolent presence.

Social Observations

Spirits that become banshees rarely have close friends or


like-minded company at the times of their deaths; else they
would not be banshees. However, occasionally circumstances
will lead to multiple banshees being created, perhaps from a
pair of lovers or group of siblings. In such cases, these
banshees show contempt for each other, though not to the
extent of their hatred for all else. They will cooperate against
any who offend or trespass against them.
However, such groups are very rare. The nature of
banshees' creation means that they are limited to relatively
short distances (only a few miles) near their domains, usually
the site of their death, although occasionally their tomb or
other final resting place.

Behavioral Observations

In life, banshees were those who could use their beauty and
charm to manipulate and corrupt. With these abilities taken
away, banshees now use their hideousness and frightful
powers to destroy.

18

Banshees resent and envy all living creatures, which serve as


reminders of that which they have lost. Banshees can sense
life around them, and it fills them with a violent rage. This
loathing is sometimes so intense that plant and wildlife near
the banshee's domain gradually wither and die, with this
decay occurring faster the more powerful the banshee is.
Although banshees hate the living, they have been known
to permit lesser undead and spirits to live within their
domain, provided these inferior entities show proper respect
and deference to the banshee (proving that their egos persist,
undimmed by rage). However, any living creature attempting
the same will likely meet a grisly fate, as banshees usually
perceive the very act of being alive as a deep personal insult.
This hatred is not entirely one-sided. The destructive and
disruptive nature of banshees means that their wails are
viewed as omens of death. Furthermore, clergy and other
individuals of faith often view banshees as more heinous than
other types of undead, because of the often wicked lifestyle
that leads to their origin and the blind wrath that controls
their behavior.

DM's Toolbox
Although this entry is written in a generalized way,
the nature of banshees allows them to be used in a
number of ways. The main points to hit are the
malice and the wails. Even then, the wails are also
extremely variable.
Although they have set effects in the various
Monster Manuals, these effects can be changed to
create different challenges (such as raw damage,
paralysis, aging, etc.)
Banshees can be used a number of ways, as well.
They work as an end boss in a crypt or tomb filled
with other undead, awakened by intruding
adventurers. The decay they cause can be part of a
mystery surrounding a small village (is it pests? a
drought? nope, banshee). They can be used as a
living barrier or obstacle, perhaps blocking a bridge
or narrow mountain pass.

"This map is bloody useless" Rodrik swore to himself as he


navigated the dark passage. As the rogue rounded a corner
he was greeted to a statue illuminated by his torchlight, its
face caught in a horrified expression. As Rodrik moved to
inspect the curious sight he heard a low hiss behind him. He
turned just in time to see a pair of brilliant green eyes flash in
the darkness.

Rivals who refuse to back down in these displays will


escalate to mating combat, slamming their chests against
their opponent until one backs down. The winner quickly
mates and in two to three weeks the female lays a clutch of
roughly fist sized eggs. She will go on to incubate these with
her body for a period of months, becoming increasing violent
to all but her mating partner. Mated pairs will remain in close
relation until the nest hatches, but quickly lose interest in
each other once nestlings hatch.

Introduction

Behavioral Observations

Basilisk

Lumbering reptiles of modest size, Basilisks are infamous for


their magical gaze that has proven the demise of many an
unfortunate adventurer. Hunted for their innate magical
properties, feared for their power to instantly end a life, and
found in near every climate provided they can find a cave or
dig a burrow.

Physiological Observations

Basilisks are medium sized reptilian monsters that grow


anywhere from five to seven feet by adulthood. Far larger
specimens have been reported, but research has thus far
proved inconclusive. Males are typically larger than females,
but adult size is chiefly determined by availability of food.
Basilisk coloration varies depending on region and
conditions at birth. Most individuals are a range of dull
greens, with colors ranging to dark browns, oranges, greys,
and even black.
Both sexes are covered in spike-like quills that extend from
between the scaly plates on their back. Males sometimes
sport a single curved horn on their snout, but it wears down
with age or is prone to breaking off entirely in battle. As a
result basilisk sex is difficult to determine from casual
inspection.
Basilisks possess an extremely strong jaw and a natural
under bite. Their bite force is strong enough to crush both
bone and rock. A basilisk's mouth is filled with thick pointed
teeth; these constantly wear down or snap off and are in a
constant process of regrowing replacements.
The creatures are propelled by four pairs of thick squat
legs that move in alternating rhyme to avoid stumbling. At the
end of each foot are three large clawed toes. A basilisk's tail is
thick and protected by layered plates, serving more as a
deposit for stores of excess fat rather than providing balance.

Social Observations

Basilisks are not highly social creatures, typically gathering


only in small groups of three to five adults sharing a cave.
Adult males are typically solitary hunters and opt to instead
dig a burrow large enough for themselves and a potential
mate. Larger colonies are not unheard of, and if conditions
permit large broods in excess of 20+ adults can inhabit large
cave systems.
Adults can live to 60+ years of age given their mostly docile
nature. Basilisks reach sexual maturity at three years of age
and remain sexually fertile for the duration of their lives.
Females can lay up to one clutch of eggs a year, doing so only
when food is abundant. Males compete in shows of
dominance for mating rites, rearing up on their hind two sets
of legs and emitting a low earthy growl.

Basilisk's primary means of hunting and self defense is their


iconic magic gaze. It can invoke a number of effects; with the
most common being a powerful petrification spell that
instantly turns its victims to solid stone.
A hunting basilisk will slowly patrol its territory in search
of prey, dispersing its weight across its eight legs in order to
move silently over most terrain. When prey is spotted it need
only wait until they turn to face it, direct eye contact being
needed to trigger the effect of their gaze. Impatient basilisks
will sometimes hiss to draw a prey's attention.
Once subdued petrified prey may be consumed on the spot,
dragged to a more suitable location, or even stored in the
hunter's lair for later consumption. A basilisk has the unique
advantage of leaving defeated prey preserved as statues for
times of scarcity.
When live prey is consumed the creature's strong jaws tear
off chunks of flesh, easily snapping through bones. These
same jaws can even break off hunks of petrified stone, which
the basilisk swallows whole. By unknown means basilisks
can undo their spells on consumed prey, and contrary to
popular belief they do not actually eat rocks.

Inter-Species Observations

Basilisks will hunt any creature large or small that it believes


it can successfully gaze. They instinctively avoid creatures
that lack visible eyes, and seem to possess an innate ability to
detect magical power in prey, avoiding beings that may be
able to resist their spell.
They will sometimes work in cohabitation with the undead,
being unable to petrify those already dead and feasting on
those who enter their chambers. In a similar manner,
basilisks have on occasion been used by dragons that use the
beasts to guard their lair. A dragon is too powerful a magical
being to provoke a basilisk's attack, and the creatures
themselves have no interest in the dragon's hoard. This
makes them ideal watch dogs and especially proud dragons
may collect the statues of petrified adventurers as personal
trophies.
Basilisks may be captured and raised by skilled or brave
individuals. They possess intelligence on a level similar to
dogs, but their aggressive temperament makes then near
impossible to train. They can prove a very useful companion
if a would-be master can find a way to remove the threat of
their gaze, at least with regards to himself.

19

Basilisk eyes are a prized commodity on the alchemic


market, being used for potent spells of petrification as well as
a host of other high end magical uses. Hides, bone, and fangs
are also believed to hold magical properties and can fetch a
high price. Would be hunters must either be well prepared or
exceptionally lucky when hunting for basilisks.

Basilisk Variants:

Swamp Basilisk: Smaller and more agile in build than their


common cousins. These creatures are slightly weaker and
may be found in swamps, marshes, or river deltas. Their gaze
paralyzes prey rather than petrifies, and they drag their prey
below water to drown the helpless victim.
Desert Basilisk: Known locally as "Sand Fangs", this rare
subspecies that has a radically different diet. It lies in ambush
under the desert sands where it emerges to ambush prey
with its gaze. It then sucks the fluids from the victim's rocky
body using two special fangs on its upper jaw. Once drained
of fluids the corpse then breaks down into sand.

DM's Toolkit
Basilisks are moderately powerful creatures that
should present significant challenge to low level
parties. Once means of healing their spells
becomes available they quickly lose potency alone.
They can easily be scaled up for harder combat by
adding "greater" or "giant" variants with scales up
stat blocks.
They can make for tricky minions when used in
coordination with allies immune to their gaze.
Forcing party members to risk petrification or find
creative ways to mitigate a loss of vision.
Other uses include using them in traps, adding
another element of danger to common obstacles
like pit fall traps. They also make an exotic means
of execution, having a royal basilisk petrify the
guilty at which point the statue is carted away or
smashed by an executioner for a bloodless
execution.
Roleplay Situations: Basilisk prey could remain
petrified indefinitely so long as they remain intact.
The party could come across a basilisk den and
deal with the moral dilemma of reviving statues
from centuries ago. How does this affect the
victims? Their families may be dead, their county
gone, culture shocked time traveler syndrome.
One last scenario makes for a good side
question in a city. A local artisan is famed for his
sculptures. Upon investigation it's revealed he is
luring attractive young women to his home under
the guise of modeling his next piece.
They become the statue when the man's pet
basilisk petrifies the victim.

20

Behir

One of the creatures we've debated regularly is the Behir.


While their presence is a menace as any dragon it's not near
as... Disruptive I'll say. As they are clearly not natural
creatures they do little to harm the environment more than
any predator and certainly are a good deterrent to a dragon
coming.
-- Talgidar Human Druid

Introduction

Behir are strange magical beasts that inhabit many habitats


around the world. While many traits vary in different regions
they always pose a real threat to those who stumble upon
them. They are strange and strong magical creatures that
usually keep to themselves.
While they are not as well-known as dragons they are very
similar in many ways. Don't ever tell one so as you may be
finding the answer to the afterlife very soon after that. Stay
far away from them and only take them on in great numbers
and on a battlefield of your choosing.
It is thought that storm giants of the ancient days created
them to fight the dragons in a great war and these claims
seem well supported. It is also ponderous as many more
varieties of these creatures seem to be found as time goes on
leading me to believe it was more than just storm giants.

Physiological Observations

Behir are huge reptilian beasts that resemble a cross


between a crocodile and a centipede. They have very
crocodilian heads and maws but sport two backward facing
very sharp and straight horns. 6 sets of legs, on very
serpentine bodies make them expert climbers.
A behir is easily 70 feet long at full size and can rear up the
front most legs to stand over 20 feet tall. Their large heads
sport many interlocking sharp teeth indicative of a voracious
predator. Not only are they large but they can be surprisingly
fast. While moving on their legs is a more controlled and
slightly winding gait they can out run a human easily on land.
They can maintain this speed while climbing even vertical
surfaces making them dangerously mobile even in tight
spaces. They also can easily climb on a ceiling but at a slower
speed and usually used in ambush. While on the ground they
can fold their legs in and slither like a snake propelling
themselves not only with their large scales like a snake but
also pushing with their legs and sliding along. This gives
them a frightening speed when not climbing that's hard to
outrun for almost any creature.
Their mouths of interlocking teeth have very much the
same use as a crocodile. They are meant to keep things in
more so than chewing or tearing. Behir eat their prey (or
chunks of) whole. Their long bodies can also be used to
constrict larger prey and feed themselves like many
constricting snakes of the world. Their mouth also can expel
a dangerous line of magical energy in the form of lightning to
dispatch of more troublesome creatures in a fight.
This line easily can extend up to 200 feet away but they
can't do this constantly as it exhausts their magical energies.
Fortunately their energy recharges quickly making prolonged
fight disadvantageous for their foes.

Behir are preferred ambush predators despite their size.


They can move very quietly if they chose to do so and
normally like to cling to a wall or ceiling when sneaking up
on prey or foes for the ambush. They are cunning in their
tactics and very intelligent for a beast. They are not as
intelligent as your average human but intelligent enough to
form plans, escape routes and even counter measures to
situations.
Behir can also speak but normally chose not to do so and
only in the language of their most hated enemies, the
dragons. This seems to lend credence to the theory as they
were created as a weapon against dragons some time ago.
They will parley or negotiate with more formidable
opponents wishing to hunt another day if need be. Typically
when almost defeated and with no means of escape will be
the only time in which they are the initiators of conversation.
They are fierce fighters and not cowardly but will take the
opportunity to talk themselves out of a deadly situation if
needed.
While they are huge predators they are not overly
territorial. They go hunting when they need to which is
usually once a week. Once their bellies are full they retreat to
their lair curl up and hibernate to process their food.
They eat a large amount in a day and then usually
hibernate for a week making territorial disputes a waste of
time unless with a dragon.
Their lairs are typically in hard to reach areas that require
expert climbing to reach. A common tactic is a hole in the
ground that one must crawl on the ceiling of that hole to a
cave along the side, or plummet far down to their death. They
make their homes hidden and hard to reach as while
digesting they are vulnerable. Their homes are little more
than bedded areas where they sleep not caring for material
possessions and seem to only hunt and hibernate.
Recently behir have been found in many climates but the
most well-known and common are native to rolling hills,
mountains, or grasslands. They make their homes where they
can but never in the area of a dragon. Their deep seeded
hatred for dragons, again more credence to the weapon
theory, makes them never settle for a space near them. They
will fight off any dragon trying to make a home anywhere
near their cave for miles and will only leave if utterly bested
and possibly multiple times. They never make a nest in an
already occupied area of a dragon unless they ambush the
dragon and kill it.

21

Social Observations

Behir are solitary creatures from birth. They hatch in their


egg clutch of 3 to 6 eggs and immediately wonder off in their
own directions. They normally find their own secluded caves
and areas to nest in and start life instinctually hunting not
very different from that of an adult. While they have learning
to do, especially at being stealthy, they are still adept at
catching pretty due to their speed and cunning even from
birth. Of course if all else fails they can simply blast their prey
from a distance.
Upon hatching they are ready to go and thinking cunning
beasts to start. They are small though only reaching about 2
or 3 feet. They grow at a rapid pace reaching full size in only
a short decade and living for up to 19 more decades. They do
not like to confront creatures larger than themselves making
young a rare site for humanoids up until the age of 3.
Mating occurs only 2 or 3 times in a Behir's life and usually
only after their first 50 years. The female will go into a heat
that is only indicated by the desire to mate. She will travel
looking for a male and then try and entice the male for a
mating arrangement. A female will display a dance in best
terms indicating she wishes to mate. She'll stand up with as
many front legs in the air as they can and seemingly to
violently sway left to right blasting lightning in the air until
the male accepts by blasting lightning in the air as well. It
seems that they only mate out of convenience or an urge to
propagate as the criteria on a mate seem to be inexistent.
During this mating time the pair will continually mate until
the female produces eggs somewhere nearby and at which
part she travels back to her original home. They hunt
together and eat together during this period that can last
months. The seemingly only benefit is that having a mate
allows them to take on larger foes but even that seems rare.
Normally disputes between behir are rare as they just keep
to themselves and can even overlap territories given their
eating schedule, but females will fight over a male. Females
work quickly to find a mate since eating on the road is
dangerous without decent protection to digest food and a
rival makes that journey harder. They also are susceptible to
another behir taking over her lair in the absence at which
point they will have a rare territory dispute. Usually a
newcomer won't take a lair that seems occupied not wanting
to fight and rather keep their lives more simple.

Intra-Species Observations

Above all a behir is predator. Any creature it deems worthy to


eat without a high risk of injury it will try and devour. Their
large size and cunning tactics make most creatures they
encounter an easy fight. They are out for food and will return
to their cave only when they've devoured enough to go
hibernate again. This can mean many creatures if they are
not large enough, typically they eat about 5 cows before
retreating to their lairs. If they are lucky
1 giant or other larger creature will suffice.
They avoid communities from experience, as communities
have more numbers than they can eat but always have a way
to gather more than they can handle in a fight. They don't
know why more creatures show up but they learn that it will
happen when they attack a town or village.

22

When fighting they like to lead with their magical blasts of


energy and follow in for the kill. They will eat or swallow hole
any downed creature in the fight as it is their main goal of
food. They like to constrict a creature to death with the end
part of their body and fend off attackers with their mouths
and claws until the prey succumbs. Once the constricted prey
stops moving they retreat to a safe spot swallow them and reenter the fray. If they encounter a solitary creature they will
bite and rake at the constricted pretty giving it full attention.
They are brutally efficient and deadly killers giving no
mercy as they only care for their hunger. This makes their
calls for mercy when almost defeated hypocritical but they
could care less for such values as they value food and little
else. Despite their surprising intelligence for the average
beast they have no ambitions above any other beast, food,
shelter and comfort.
Their relationship with dragons changes almost everything
in their behavior. They become seething plotting coils of
hatred and death. Their drive to eradicate the dragon
consumes all behavior only stopping to eat if absolutely
necessary as they are singular in their goal. Dragons are not
typically bothered by behir as they are rare but aware of the
dangers if they do know of one. Behir will plot against a
dragon and make swift action to kill it usually by going as far
as sneaking into their lair. It's not uncommon for a behir to
wait on the ceiling of the dragon's lair for the unsuspecting
dragon. They lead with their blasts of magic then drop and
the dragon's head and neck constricting their mouths and
throats shut to suffocate them. They like to then dig and tear
at their wings while constricting and blasting them with
abandon when they can.
If the dragon survives this initial assault and manages to
free themselves they are likely to either be too torn to fight or
flee if the behir is successful. If the behir is not then the
dragon usually has the upper hand at being far more
intelligent and powerful. If the behir doesn't think it has
damaged the dragon enough it will flee for the time being
until the next opportune moment to strike. This can be a long
while later or simply the next time the dragon exit's their
home and it the behir was waiting just out of sight to try
again. If the behir continually fails or becomes badly
damaged enough in a fight that it comes close to death it will
instead flee and abandon its lair searching for a home far
away from the foul dragon.

Variant Species

Behir are usually varied by their habitat and are surprisingly


adapted to combat dragons of those habitats.
Blue Behir - as by name they are blue in hue ranging from
brilliant sapphire colors to turquoise. They are the mostly
described above as they have a line of lightning as their blast
and inhabit the fields, hills, and mountains.
They usually encounter red dragons in these habitats.
Black Behir - are strange for their habitat but effective.
They are black as by their name but inhabit colder regions of
the worlds that have snow. Their body temperatures are very
high and have a much quicker metabolism then other behir.
They spew a line of hot acid that easily melts snow and ice.
They usually encounter white dragons.
Red Behir - are dangerous and cunning ambush predators
of the swamps and flooded forests. While not aquatic they
hang around the lower bows of trees waiting for prey to pass
underneath. They are devastating with their line of fire that
easily ignites the gasses of the swamps to their advantage.
They are not well camouflaged but few creatures in the
swamp worry about the trees when something could be
lurking under the murky waters. They usually encounter
Black dragons.
White Behir - These behir are very strange in their hiding
tactics as they find larger trees and simply cling on to the
trunk head down vertically. As they lay very still they grab
nearby animals or leap at them from the tree.
They are still quite large and to most they are not well
hidden on a tree trunk. But to deer (their most common prey)
they engulf the whole tree and are nothing more than a
background. They have a freezing line for their breath blast
that traps foes as it goes in for the kill. They mostly encounter
green dragons.
Green Behir - These specimen are almost comical in
behavior. They have dark green prickly scales and from a
distance resemble a cactus. They live in the deserts of the
world and scurry behind prey's backs and when it thinks it
will be looked at quickly rears up holding its legs out and up
to look like arms of a cactus and looking straight up. They
normally feed on camels and try to keep to the night for their
hunts. They do end up hunting through the day but to less
success and move far less preferring shade or dig under the
sand waiting to ambush prey. These Behir have a unique
breath blast in that it is a gaseous line that when contacted
dehydrates the victim quickly. They have little trouble
obtaining water as they drink it from prey with their
pronounced fangs then feed on the dehydrated corpse whole.
They are common enemies to blue dragons.

DM's Toolbox
Behir are an interesting fight with their capture a
member fight the rest tactics and are unlikely allies
in a fight against a dragon. Here are a few scenarios
you can use them in.
Challenging monster fight
Challenging Ambush
Unlikely ally in the coming fight against a dragon
Livestock disappearing down a whole every few
weeks.

23

Beholder

"Oh please! Do come in! Marvel at the splendors of my abode


but take your time you're going to be here for a while. "
-- Yintha the Terrible

Introduction

The Great Mother, whose origins are unknown, created many


abominations and the worst among them was her children
the Beholders. They are just as evil and intelligent as her but
far less chaotic and thus more organized. Seeing the threat
even to herself she devoured each and every one of her
children aside from her son Gzemind who alone escaped only
due to his uncanny affinity for illusionary magic. Gzemind
paved the way for many more and is worshiped by Beholders
to this day.
Since then the Beholder race has multiplied and diversified
to an alarming degree. Although long ago and in distant
places unknown Beholders are a threat to any and all who
encounter them or their web of control. Beware when facing
this adversary as they are cunning and dangerous, they
surround and protect themselves by many traps and slaves. If
you manage to meet one face to face you'll understand the
folly of even trying to find them as few ever make it out alive
and none unharmed gravely.
Due to their belief of superiority a Beholder is afraid of
almost no being outside of an old dragon. They know their
limitations but do not openly admit them. Despite this
attitude they are phobic of losing their teeth. Beholders have
been known to go mad over some teeth lost in a fight.
Panicking and screaming their dooms. Intelligent and
reasoning beings until they lose a tooth.

Physiological Observations

Beholder while vast and varied have some similar traits to


them. Each and all are a floating orb of flesh around 10 feet
in diameter with usually a large central eye above sharp
ghastly teeth. For most eyestalks are attached to the top of
the orb looking all directions. Few would ever consider a
beholder anything more than revolting other than themselves.
Beholders most notable features are typically the eyes.
With they're large central eye and eyestalks, on the top of the
orb, they possess site in all directions from them aside from
directly beneath themselves. The eyes are also the most
dangerous weapons of a beholder. The central eye emits and
antimagic cone that extends in front of them and in their
main line of sight. This essentially is a zone of no magic and
even weapons of brilliant power lie dormant in their gaze.
Then each eyestalk can cast a ray of magic every few
moments. These rays are dangerous and varied depending on
the stalk. Fortunately the eye stalks can only turn 90 degrees
so thus most can only look in 1 quadrant of themselves
allowing more cunning adversaries to avoid the most
devastating rays.
Each ray can be found in 1 of 4 quadrants. These
quadrants are front, left, right, and behind in relation to how
the beholder is facing. Every quadrant extends to 100 feet
from the beholder and represents where the eyes can look.
There is slight overlaps in quadrants leaving no blind spots
at all unless directly beneath the beholder.

24

Beholders have a large mouth and small nasal cavities that


make up the rest of the face. The small cavities appear just
below and to the sides of the eyes an above the top corners of
the seemingly smiling mouth. The mouths are very large with
several curved sharp teeth to shred food to bits before eating.
All of the Beholder's organs are contained within the lower
portion of the spherical body, behind the mouth. They
possess lungs, intestines and stomachs that are all tightly
packed. They excrete through a tiny hole in the underside and
back of the creature. Around all the organs and the skull is a
thin bladder filled with a light gas, making them buoyant and
giving them the ability to float.
The majority of their body internally behind the large
central eye is their massive brains. The brains are large and
developed further in most areas then any human other than
that of motor skills as they only need to worry about eye and
mouth movement. Inside of the brain which almost seems to
make the brain itself a 2nd skull is the Levitus Magnus. This
organ is certainly responsible for the unusual way that
beholders fly by controlling the amount of the buoyant gasses
produced and stored in the beholder. It is also theorized to be
the origin of the antimagic cone and source of the powers of
the eye rays. This has been observed a few times as when a
slew Beholder still emits and antimagic cone as it grotesquely
floats in midair unless this organ is removed.
Beholder flight is slow but skilled. They seem to only move
at a swift walking speed but entirely in control of their
movements. It is theorized that this is practiced since young
beholders seem to bob and weave far more clumsily then
adults although the exuberance of youth cannot be
discounted. A beholder can move in any direction almost
effortlessly it seems and by will of the mind. They are usually
found closer to the ground and make their lairs underground.
Higher altitudes are less comfortable as the gas bladders
inflate for altitude in flight making them stretch in size.
Beholders are asexual and produce children in clutches of
2 to 4 eggs every century in there millennia of life. They find a
high secluded perch and regurgitate the eggs and leave them
to their own devices. After a few weeks the rotten revolting
smelling leathery eggs produce smaller fully capable
beholders that start their life of building their riches on their
own. In just 50 years they reach full size and adulthood.

Social Observations

Beholders can be described in 1 word socially, xenophobic.


They hate all other creatures and only tolerate them as
dominated slaves for their purposes or designs. This extends
even to members of their own race. If you aren't them they
hate you is the bottom line.
They do exist in a society of social importance. The more
material gains the more powerful you are considered in
Beholder thinking. Beholders jab and boast about their
standing forming rivalries instead of friendships. Beholder
communities do exist but community in a loose sense more
like hated neighbors who'd kill a common threat.
There are social gatherings of beholders that they hold in
their lairs. They show off their best and most expensive
ornaments (which may include slaves and victims of their
flesh to stone rays) to everyone boasting of their power and
presence. The other beholders go in sense of superiority that
turns into haughty over bearing narcissistic verbal sparring.
These are typically held by one member or another almost
monthly as gloating and showing off seems to be a Beholder's
greatest joy.
When another beholder dies the community then races to
the deceased's lair to loot and pilfer what they can. They only
take a few items but almost always go for the best items. They
can only carry so much with their telekinesis eyes. Most
beholders pay homage or worship the Great Mother and
think themselves' her perfect creation. There are Beholders
who instead recognize Gzemind and consider themselves a
higher being then even the Great Mother.

Intra-Species Observations

Beholders are not openly aggressive at first usually when


encountering other beings. They prefer subterfuge and
subtlety to outright aggression. Typically a beholder will only
reveal themselves as part of a scheme and let their minions
do the bidding. They are very adept as the puppet master or
wizard behind the screen.
All other creatures are playthings or ornaments to a
Beholder. Many times I have debated which is a more alien
and off-putting interaction when speaking with a Beholder or
an Illithid. Both hold an alien way of reason are far more selfabsorbed then seems even possible and are seemingly on the
precipice of murder with each passing moment. Typically a
Beholder likes to gloat and show off how great they are and
exact immediate and harsh punishment on interruption.
Then when they've spoken their agenda they kill, capture or
mentally enslave their audience.
Usually a beholder has as many as 15 to 20 humanoid
dominated slaves tending to their every whim. On top of that
they keep every creature they've turned to stone as garish
decorations around their homes. If there were any way to
revert the process many individuals would be saved in one
cavern.
Beholders create a network of spies and contacts out of
their more cunning and useful slaves. This has been observed
to corrupt whole cities with the beholder being the crime
boss savoring every moment.

Variations

Beholders come in many variations and vary in many ways.


Each entry bellow details the deviations from the average
beholder.
Eye Tyrant: This is the usual beholder described as above
with Charm Monster, Charm Person, Death, Disintegration,
Flesh to Stone, Cause Grievous Wounds, Telekinesis, Sleep,
Slow, and Fear rays adorn the 10 eye stalks. They typically
carve their lairs out with disintegration rays and favor vertical
pathways due to their unique ability to fly. They will usually
reach in 10 feet diameter.
Elder Orb: These are stronger versions of Eye Tyrants that
are around 15 feet in diameter. They are rare but somehow
even more dangerous.
Eye of the Deep: These are the aquatic variants of
Beholders that instead have only 2 eye stalks (Disintegrate
and Death) they also have 2 arms ending with crab like
pincers extending in-front of them. They are typically 8 feet in
diameter and a dark blue or green hue.
Beholder Mage: These are Eye Tyrants that have plunged
out their central eye to learn a higher level of spell casting. On
top of their eye stalk rays they possess the powers of any well
trained wizard. Their lairs are treasure troves of knowledge in
the arts of magic more so and extravagant libraries.
Death Tyrant: Ever wonder what happens to a beholder
who embraces undeath as a Lich? You get a Death Tyrant.
These are the gigantic skull floating magically with red
floating orbs for each of the 11 eyes. They are full capable as
they are in life but their rays are all dealing with undeath and
necromancy. Their gaze no longer dispels but instead raises
the dead.
Death Kiss: Beholders afflicted by vampirism are
dramatically changed. The eyes stalks become hideous
lamprey like appendages that suck blood and they lose their
antimagic ray and lose their mouths entirely. They now also
emit a dangerous electrical aura around them, a side effect
yet unexplained.
Eyeball: Small and weird beholders only measure a few
inches in diameter. They only have 4 eyestalks (charm
person, Charm Monsters, Sleep, and telekinesis) and are
popular with some humanoids as very intelligent familiars
that may have some of their own agendas.
Gauth: These Beholders are strange as they feed on magic
for sustenance. The central eye is fused shut by an
overgrowing plate over the eye and thus blocks the antimagic
cone the eye emits. They only have 6 eyestalks and have
Disintegrate, Telekinesis, Death, Drain Magic, Polymorph
and Flesh to Stone. They then have 4 feeding tentacles.
Gouger: These Beholders are cannibalistic predators. They
mostly prey on other Beholders using their antimagic central
eye and immunity to other beholder's spells to suppress and
then devour their prey. Their eyestalks are used only for sight
and are magically useless. They do not float but crawl on 4
legs and can jump with great speed and to great distance.
Their tongues are long and hard ending in a sharp point.
They will shoot their tongue gouging their prey and reeling
them in for a meal. They are large almost 25 feet across and
despite their brutish tactics are just as smart. Be wary they
prefer Beholder but will eat anything if needed.

25

Spectator: These Beholders don't vary much except in


outlook and personality. They value knowledge above all and
are usually neutral in wheel unlike their evil kin. They have
been known to from friendships with humanoids for mutual
benefit. They are smaller in size usually around 6 to 7 feet in
diameter.
Director: These are beholders that prefer to dominate
animals instead of humanoids. They only have 6 eyestalks
(charm animal, telekinesis, Disintegrate, Death, Sleep, Flesh
to Stone) and 4 clawed appendages. They usually ride giant
rats or weasels hooking on with their claws. They're normally
only found in larger Beholder communities.
Caco Beholder: A fairly new discovery and a dangerous one
indeed. Just as evil but have drifted into chaos, close to ideals
and mentality of the Great Mother. Murderous and
uncooperative to any being they dwell in the layers of the
abyss. They are 10 feet across and instead of eyestalks they
are adorned with curved upwards facing horns. Their central
eyes are green and seem to pulsate with electricity. They hurl
lightning balls from their mouths and will viciously tear apart
enemies with their teeth. They are red in hue and float with
twice the speed of their kin.
Hive Mother: The second most dangerous beholder kin.
They are much larger, as much as 30 ft. diameter and have
the same eye rays as an eye tyrant. They are far more bloated
looking and have the ability to substitute any of their rays for
powerful rays of dominance. They instead of enslaving
humanoids or animals they enslave and build whole
communities of beholders. They are theorized to be the direct
spawn of the Great Mother after she purged her first children.
Overseer: The most dangerous of all the beholder and are
an immediate threat to any creature they plot against. They
are gigantic 50 ft. trees of flesh with 3 mouths on the trunk
and eyes for leaves. They have an eye ray for each leaf which
can be thousands. They also have considerable psychic
powers and have been heard of crushing creatures simply
with their telekinesis. It's thought that Gzemind became the
first Overseer and has since taught others worthy enough the
transformation.

DM's Toolbox
As a DM beholders are a fun villain. They are
powerful beings on their own but more powerful in
their lair and surrounded by their allies. Beholders
are also very intelligent and political and can make
for a good amount of fun and intrigue. There's
many ways to use them, heck why not an evil
campaign run as thugs for a Beholder boss?

26

Blight

"Observant, are you? Pardon, my laugh, but you're not the


first to make that claim. Tell you what, leave a hundred gold
here and walk a half mile into that dead forest. If you come
back, I'll double your hundred; if not, well... I haven't had to
double anyone's stake yet."
-- Gevian Snarklehood, gnomish tinker at the edge of the
Wastewood.

Introduction

Evil plants with a taste for blood. Blights are a versatile


monster that is often overlooked. They are created by an evil
that infests a plant (referred to as a Gulthias tree). Legend is
that the first Gulthias tree was the byproduct of killing a
powerful vampire.

Physiological Observations

Blights are plants that have been tainted with evil. They have
the form of the plant they are corrupted from, but a dead
version of that plant. So twig blights look like a small, drying
stick; needle blights look like a dead bush; vine blights look
like a span of decaying vines.
When motionless, they appear as dying plants and are
generally unperceivable as different from a mundane version
of that plant, but when closely inspected, they have features
that are reminiscent of humanoid faces, although most lack
speech. Most are bipedal with legs formed by a split trunk.
Their color always resembles an unhealthy plant, and is
usually brownish, although very occasionally, one will retain
green spotting.

Social Observations

Blights community (infestations) are centered on their


respective Gulthias tree. This may be a remnant of the
original Gulthias tree spawned by the ancient vampire, or a
tree converted by a new and different evil. Sometimes the
conversion is deliberate, but sometimes it occurs as a
byproduct of a particular event - a powerful evil creature's
demise, a powerful evil creature establishing a lair, a breech
to one of the lower planes, etc.
The blights spawned will be directed by the central
Gulthias tree which always has the nefarious goal of
corrupting all creation and converting it to an expanse of
blight infested jungle with it as the primary plant. The blights
will cooperate and achieve a rudimentary hive mind that
yields coordination beyond what their Intelligence would
suggest is possible.
Their culture is dedicated exclusively to their vampiric
inclinations. They literally live to kill creatures and drink their
blood. They have a very rudimentary individual intelligence,
and the few that are capable of speech revel in crude humor
associated with killing other sentient creatures and draining
their blood that appears to be appreciated by the entirety of
the blight population as indicated by the rustling of limbs that
implies laughter at the end of the profane jokes.

Behavioral Observations

Blights will form parties with different blights filling different


roles. However, their strategies are not reactive; they do not
have the intellect to adjust tactics in response to their
opponents. So while they may have a sound overall strategy, if
it is not wholly successful, the blights will fail because of their
limited tactical abilities. Blights have no sense of self
preservation, and they are spiteful, evil creatures completely
dedicated to the suffering and death of other sentient
creatures. If the choice is inflict damage and die, or survive,
blights choose to die while inflicting damage.
Destroying the Gulthias tree frees the spawned blights
from its influence, and destroys the hive mind, sending the
blights on a near mindless rampage almost like mindless
undead.

Inter-Species Observations

Blights will interact in a cooperative way with other blights. A


creature that deliberately creates a Gulthias tree exerts
influence over the blights centered on that tree, but that
influence has limits. A controller might be able to dissuade
the blights from overrunning and consuming a village in its
path for a short time, but ultimately the blights are going to
succumb to their compulsion and destroy the village even if it
is under the protection of their master. Beyond those
influences, blights attempt to destroy any life they encounter
with no negotiations possible. There is nothing they value
other than death and destruction to form a basis of exchange
and negotiate with, not even their own existence.

DM's Toolkit
Blights as listed in the Monster Manual come in
three forms (CRs 1/8, 1/4, and ). This CR range
restricts them to lower level minions protecting a
stronger central evil force. The Gulthias tree, can be
presented as an uber-trap type encounter
surrounded by blights as minions.
While PCs quickly outgrow blights, the needle
blight is particularly suitable for advancement. It
has no traits that inherently affect CR, so advancing
it is merely a matter of adjusting AC, hps, to hit and
damage to coincide with the listing on Dungeon's
Masters Guide p.274, and probably adding 1-3
Legendary Resistances to make it more survivable.
So need a CR 10 minion of a BBEG: AC17 (natural
armor), HPs 198 (36d8+36), to hit +7, Dmg 63
(18d6), Legendary Resistance (1/day)

27

Bugbear

The easiest way to find a bugbear, is to let it find you.


--Hobgoblin proverb

Introduction

Among the goblinoid races, bugbears are often thought to be


the least civilized. These massive, hulking yet incredibly
stealthy brutes prowl the countryside on the borders of
civilization, mercilessly killing and eating anyone weaker than
themselves. Despite their brutal nature, however, bugbears
are quite intelligent and cunning. Completely carnivorous and
borderline cannibalistic, bugbears are feared even among
other goblinoids, as they have no qualms with eating their
smaller cousins. Sharing not the hobgoblin love for open
battle and conquest, bugbears concern themselves primarily
with their own survival, and rarely wage open war against
other creatures, preferring to ambush travelers or raid
defenseless farms, disappearing as quickly and silently as
they came. Bugbears are egoistic creatures and are as often
encountered alone as in company of other goblinoids.

Physiological Observations

How boogiebears 're made? Y'see, when a very ugly bear and
a very ugly hobgobbin love each other very much...
Borden, human peasant and 'boogiebear expert'
Bugbears are almost universally incredibly tall and
muscular, the smallest of them being the size of an average
human, and the largest being 6 or 7 feet tall. In some ways,
they simply resemble bigger hobgoblins: They stand upright,
they have sharp, triangular ears, and have rather big teeth as
well. However, they also sport numerous bearlike features,
such as claw-like nails (Who aren't quite large enough to
effectively be used in combat), a bear-like nose and a coat of
shaggy fur covering most of the body, barring the face. The
fur is thickest and darkest around the face, and the color of
the fur usually matches the creatures' skin colour, ranging
from pale yellow (for bugbears living underground or in cold
regions) to dark orange (For those living in warmer, more
sunny climates). Despite their rather large size, bugbears are
very agile and above all, incredibly stealthy. The perfect
combination of brawn and subtlety, bugbears are capable of
one moment sneaking silently up on an unsuspecting foe, and
crushing them to pulp in the next. Unsurprisingly, bugbears
are incredibly talented hunters.
Bugbears typically wear sparse (or no) clothing stolen from
smaller humanoids, which they do not tend to wash. They do,
however, make sure to keep their fur relatively clean by
bathing in rivers or lakes occasionally, but not more than
practically necessary. As such, bugbears tend to smell a lot,
their clothes even more so. Bugbears tend to care little for
looks and appearance, but some of them do occasionally
groom the mane of fur surrounding their faces, giving the
illusion of bugbears having hair and beards. In reality, the two
are one big mane. Both genders have the same amount of
facial hair, and there is little difference between male and
female bugbears, though the females tend to be slightly
larger. As such, other humanoids (including other goblins)
usually have a hard time discerning a bugbear's gender.

28

Social Observations

Most scholars would laugh at the very notion of bugbear


society; in some academic circles, they're considered less
organized and civilized than orcs. And indeed, the goal in life
for the average bugbear is quite simple: To survive, to eat well
every day, to acquire themselves a hoard of treasure, and to
satiate their bloodthirsty love for hunting and fighting.
Naturally, those goals are all attainable through the bugbear
lifestyle of raiding, hunting and pillaging any and all weaker
than themselves.
Bugbears feel no real connection to family or kin. They
rarely form tribes, and are just as likely to kill each other as to
join forces. Bugbears care very little for other bugbears, or
indeed, other creatures than themselves, but since they can
see the value of working together, they are not beyond
teaming up with other goblinoids. Groups of bugbears form
small hunting parties not unlike wolf packs, and several of
these groups often fight other groups over territory or
treasure. Gender means very little to a bugbears role in the
group: Regardless of gender, the fiercest bugbear, the chief,
leads the pack, eats first and takes the largest part of the
treasure, and the remaining ones fight over the scraps left
behind. If lone bugbears encounter goblins, they will usually
rise to leader positions through brute force and enslave their
smaller brethren. Bugbears often serve as mercenaries in
hobgoblin armies, provided they are paid well in coin, food
and drink.
A bugbear's ultimate allegiance is to itself, however, and
they do not entertain any desire to die in combat. As such,
when its life is on the line, a bugbear will usually flee a battle,
gladly abandoning its allies for its own sake. When a bugbear
is encountered alone, this is usually what happened.
The only beings that bugbears show a nugget of deeply felt
respect are their deities, mostly Hruggek. Though bugbears
have a small pantheon of deities, all of whom are lesser gods
or demigods from the lower planes, Hruggek is by far the
most popular and the mightiest, bossing the other gods
around. He appears as a humongous bugbear of 12 feet, with
an equally humongous two-handed Morningstar. It is said that
he prowls the lower planes, killing and eating anything in his
path, be it demon, devil or otherwise. His home is said to be
in the plane of Acheron (Some sources suggest the plane of
Pandemonium), where he allegedly lives in a great cave filled
with talking, dismembered heads, called Hruggekolohk.
Sometimes the other bugbear gods hunt with (or rather
under) Hruggek, but it does not happen often as they
generally try to stay out of his way. Hruggek represents all
that a bugbear wishes to become:
A powerful and strong hunter and warrior, feared by all the
other beings in the region, eating what or who he wants,
taking what he wants and dominating his neighbors. Hruggek
is usually invoked when bugbears battle against others of
their own kin or other humanoids, whether over territory or
for other reasons.

Another very venerated bugbear god is Grankhul, the god of


hunting, senses and surprise, and the second-most powerful.
While Hruggek is seen as the symbol of the bugbears'
physical strength and fortitude, it is said that Grankhul was
the one who taught them to be stealthy and agile, and to
ambush their prey rather than giving them a fair fight.
Bugbears see hunting and stalking as a ritual act to Grankhul,
and whether the goal is hunting for food or raiding for
treasure, Bugbears view and refer to both as a Hunt and
invoke Grankhul for success.
Skiggaret, the bugbear demigod of Fear and messenger of
Hruggek, and Stalker, the vengeful bugbear god of death, also
receive moderate veneration among the bugbears. They are
also believed to have a god of fertility.
Bugbear clerics (Usually called Godspeakers or
Warshamans) are rare, as bugbear religion is far from
organized and bugbears tend to be uncharismatic creatures
unwilling to study or work. However, occasionally one of the
gods finds a worthy champion with a silver tongue and a
strong spirit, and such a creature can usually attract a very
large group of followers with its powerful magic and inspire
great religious fervor. As such, whenever great hordes of
bugbears assemble and go to war, usually a cabal of Bugbear
clerics uniting under a common cause leads them.

Behavioral Observations

Aside from their love of carnage and treasure, bugbears enjoy


the simple pleasures of life, such as eating, sleeping, mating
and hunting, and they view themselves and other intelligent
beings as natural parts of the food chain, of which they
usually consider themselves on top. Just like bears, bugbears
get the urge to mate annually, in spring and summer. This will
cause the males in the group to fight amongst themselves to
impress the females, after which the winner must fight and
defeat the female in order to earn the right to mate.
Sometimes it's the other way around, with the females
fighting over the males. Oftentimes, when many bugbears are
gathered at the same place in the mating season, what
appears as a great battle between rival groups may just be a
mating ritual.
Bugbears are pregnant for about as long as a human, and
carry one child at a time. Children stay with their mothers,
learning to hunt and fight, until reaching adulthood at about
12 years of age, after which they strike out on their own, the
mother no longer wanting anything to do with them.
Bugbears seem to have lifespans slightly shorter than
humans, but despite their desire for survival, few die of old
age. The average lifespan for a bugbear is around 20 to 30
years, but if it isn't killed, it is assumed it could live up to
around 70 years.

Some civilized humanoids have spitefully likened bugbears


to lowly predators with humanlike intelligence, which might
actually be quite true. However, bugbears do not take insult at
this. They are carnivorous creatures and natural hunters, and
they live according to what their instincts and impulses tell
them. As such, assuming you could get into a philosophical
debate with a bugbear (which it is capable of if it feels like it,
which it rarely does), it would argue that its lifestyle is only
natural, and liken itself to an apex predator, the civilized
world being its prey. A bugbear sees no distinction between
hunting a deer for food or burning down a village for
treasure, weapons and armor (and eating the inhabitants).
Morality, a bugbear would argue, is an abstract and frankly
unnatural concept. To bugbears, there is no Good or Evil:
There is only prey, predators and the Hunt.
Bugbears generally do not craft much (Aside from
primitive, wooden weapons such as bows), as they believe
that just as their prey provides them with food, they are also
supposed to provide them with weapons and armor if the
bugbear is strong enough to take it. They generally feel that
hard work is for lesser creatures than themselves (such as
goblins and hobgoblins). They are capable of making a
number of basic traps, primarily through using rope to make
net traps, but prefer to stalk and kill their prey personally.
Generally, the goal of a bugbear is to enjoy life to the fullest,
which usually involves making it miserable for all other
creatures it encounters.

Inter-Species Observations

Since bugbears have a tendency to kill everything they meet,


rather than negotiate, they rarely ally with other creatures
unless they serve a more valuable purpose than food. Even
when they are not in the killing mood, the egoistic and
mistrusting nature of the bugbears tends to make relations
with other creatures sour at best. They sometimes find hire in
civilized societies as bodyguards or mercenaries, which they
excel at as long as they are paid handsomely in food and coin,
but their loyalty is shallow; a higher bidder or the threat of
death will cause a bugbear to change sides on a whim for its
own good. When bugbears do work together with creatures
other than themselves, it is usually with other goblinoids.
Goblins: Individual bugbears find great delight in
oppressing their smaller brethren into their service. Goblins
subjected to the rule of a bugbear work tirelessly to delight
their new chief, or the latter might choose to eat them.
Bugbears find goblins useful for providing them with
armaments and for assisting it in hunts and raids, but does
not care in the slightest for its underlings. Bugbears treat
goblins like dirt, bullying them mercilessly into submission
and killing any who shows signs of rebellion.
Hobgoblins: Bugbears see hobgoblins as weak, and inferior
to themselves, but are quite aware that their organization and
tactical skill makes them formidable foes. Bugbears find that
assisting their lesser kin in waging their many wars can make
them a decent living, but they demand a great amount of loot
and food in exchange, and do not take orders well, preferring
to be in charge themselves if possible. Bugbears serve as
scouts and shock troops for hobgoblins, often being on the
front lines ready to break the enemy line apart. However, just
as with any other creatures, a bugbear will likely abandon its
smaller employers if it gets into a potentially life-threatening
situation.
29

Barghests: Bugbears do not take well to the dominating


nature of these creatures, yet they fear them due to their
considerable power. Nonetheless, bugbears will rarely find
themselves subject to the leadership of a barghest, believing
it to be a demon sent by the gods of the lesser goblinoids to
bully them, and encountering one means bad luck and ill
fortune. As such, the more pious of bugbears will likely attack
a barghest on sight.
Orcs: Bugbears respect orcs for their great physical
prowess, but only in the same way as the lion respects the
tiger. Orcs are enemies and competitors, and the two species
rarely, if ever, get along at all. Orcs and bugbears are almost
never encountered close to one another for longer periods of
time, as one side will eventually annihilate the other. Others:
Unless the creatures unfortunate enough to have bugbears as
their neighbors are strong in numbers and have enough gold
and food to hire the bugbears for their armies, the bugbears
will attack them indiscriminately. Unlike goblins, they find
that humans and dwarves make poor underlings, and that
elves and orcs rarely wish to pay them as much as hobgoblins
will (Or more commonly that they outright refuse to work
with them at all). The usual bugbear response to an
encounter with any non-goblinoids is to steal, stalk and slay.

DM's Toolkit
Didn't see that one coming did you?
Laughing, sadistic DM playing bugbears right.
Bugbears are the perfect creatures for
ambushing the players with brute force when
they're the least prepared for it. Incredibly strong
and incredibly stealthy, a team of bugbears
ambushing the PC's dead at night while they're
sleeping without their armor on is sure to scare the
living hell out of them if done right, and likely
cause them to flee without most of their
belongings. The fact that these creatures usually
hunt in packs and that one of them is likely
stronger than the others makes them even more
terrifying.
A bugbear sneaks like a cat, takes hits like a tank
and gives hits like a truck. With both its Brute and
Surprise Attack abilities, a Morningstar hit from an
ambushing bugbear is going to hurt. A lot. A
Morningstar hit from five ambushing bugbears and
one ambushing bugbear chief is going to cause a
world of pain. And after the ambush, the bugbears
will still be able to hold their ground very well in
open melee against a weakened and terrified party.
Simply using bugbears as stand-in big brutes like
ogres or orcs is doing these monsters a huge
disservice, for the true and terrifying strength of
the bugbears lie in their ability to deliver really
hard-hitting ambush blows, giving them a rather
big edge in the following melee combat where they
continue to hit hard.

30

And remember, bugbears always try to escape with


their lives. If the party manages to overpower the
bugbears, they will in nearly all cases flee and come
back another time for revenge, possibly with the
aid of goblins. If bugbears have goblins under their
service, they will likely send them in to serve as
distractions and meatshields, wearing the PC's
down and chipping away at their HP before the
bugbears finally close in for the kill, leaping from
the shadows where they've been waiting the whole
time.
The best way to use bugbears is when the PC's
are not expecting them, and as such, they should
be used sparingly. Do not send the PC's out to
clear out a lair of bugbears, in fact, don't even
mention their existence at all; send them to clear
out a lair of some other monsters and, out of the
blue, let the bugbears ambush them on the road or
in the forest to catch them completely with their
pants down. If the PC's are investigating a goblin
camp led by a bugbear and the bugbear hears them
coming, he won't openly challenge them and
mindlessly hit at them until he dies or they die;
he'll hide, wait and judge his potential for winning.
If the PC's seem to be overpowering his goblins
and are too much of a match for him, he likely
won't even try to fight them and flee, never letting
the PC's know he was there at all, or he might try to
catch one of them alone or ambush them later in
their travels.
In any case, bugbears are -not- just another type
of rank-and-file dumb monster that charges at the
PCs and hits until it dies. Bugbears are survivors,
hunters and extremely tactical creatures, who will
always try to flee and come back for vengeance,
better prepared.
Bugbears generally shouldn't be used often
(unless they're actually part of an organized army),
but only once in a while to scare the shit out of
your players and let them feel how it is to be
hunted, rather than being the hunter.

Bulette

Mayor Hillbottom's stroll through the fairgrounds was being


rudely interrupted.
"Mister Mayor, you have to call it off!"
The Mayor turned, sighing, "Not again..."
"Fanny Stoutman had two cows go missing just yesterday."
"She should keep better track of her livestock - we all know
that."
"But Mister Mayor - the sinkholes, the upturned trees!"
The Mayor patted Garth on the shoulder.
"Garth, you're worried about a little hubbub miles away.
The County Fair is not a place where such things happen,
and I'm not shutting it down. It is a tradition. A time-honored
tradition of feasting, games, dancing..."
"No! No dancing! That would -"
Thocka-thocka-thock-thock. A dozen clog-shod children
cavorted on the main stage. Garth went white.
"Well, it's a bit late for that. Try to enjoy yourself." The
Mayor gently moved the wide-eyed halfling off to one side to
continue his stroll.
Thocka-thocka-thock-thock.
Poor Garth, the Mayor thought. That's what comes of a
halfling going on too many adventures. Monsters on the
brain. Thocka-thocka-thock-thock.
Then the earth split, and Mayor Hillbottom screamed.

Introduction

The Bulette, or 'land shark', is a ravenous, solitary, burrowing


predator that sows sudden carnage wherever it roams. While
their reputation for destruction is well known, a detailed
study of the creatures has for centuries been stymied by one
simple aspect of their nature: Only a fraction of a Bulette's life
- a few horrible and bloody moments of feeding every few
days - occurs above ground. In recent years however, our
organization has undertaken a coordinated effort to develop
the most comprehensive report to date on this legendary
beast. Our findings and methodology follow, but while there
is much to say about the Bulette, an initial summary requires
only three words: Dangerous, underground, and hungry.

Physical Form

The adult Bulette measures up to 20 feet long and weighs


several tons - reports have been recorded of singular Bulettes
surpassing even these terrifying proportions. Under a thick,
bony carapace and equally thick leathery hide lie reams of
pure muscle that seem designed for unceasing burrowing
and feeding. The Bulette sports massive jaws wide enough to
consume cattle and horses in a single bite, and four threetoed feet ending in scooped claws that excel at digging. Like
many other terrestrial creatures they must breathe clean air but by sporting an incredible lung capacity, they are able to
spend the bulk of their time burrowing beneath the ground,
surfacing only briefly every day or so to take a single breath
through a nostril hidden behind the plates at the top of their
back. Though the Bulette is reptilian in appearance,
posthumous dissection by our scholars [Ed: With much
gratitude to multiple adventuring parties for the donation of
the remains] point to a warm-blooded nature (much like the
common Armadillo) and to the birthing of live offspring
rather than egg lying.

Life Cycle

Bulettes live a mostly solitary life, and have been observed to


roam a 'territory' up to 30 miles wide. They feed on meat of
nearly any sort and seem to have a particular taste for the
flesh of halflings and horses, and a particular distaste for
dwarves and elves.
The underground nature of their life cycle makes their
exact lifespan impossible to calculate. However, in the welldocumented case of the village of Brantenburg, the same
Bulette was observed for a dozen years before the entire
surviving population opted to relocate, at which point contact
with the creature was lost.
Long term observation of several Bulette territories also
suggests they spend at least four months in some sort of
inactive state far below ground - perhaps hibernating or
reproducing - before returning to their more typical hunting
patterns.
We classify the Bulette as an apex predator: the only thing
that routinely kills a Bulette is another Bulette. Where one
Bulette is a silent hunter, two engaged in mating rituals is
apocalyptic. In a flurry of slashing claws and snapping jaws,
the male Bulette proves his worth to the female through
intense combat that leaves a swath of destruction across
miles of countryside or - in some unfortunate cases - nearby
villages. Once the female is sufficiently impressed, she
engages the male in mating after which her overwhelming
feeding instincts once again take over and she invariably
consumes the wounded and exhausted male.
Tactics and Habits

The unrelenting viciousness of Bulettes created a problem


for researchers hoping to observe them in the wild. We were
able to overcome this obstacle through careful use of scrying,
Scholar Vincini's heated-air balloons and mundane flight
magics and conducted a number of lengthy observations of
Bulettes on the hunt.
Intelligence is one of the Bulette's few weaknesses, and as
a result their hunting strategies are limited to pursuing and
then brutally consuming prey. That said, even the most
cunning foe has found the Bulette's natural hunting instincts
to be sufficiently deadly and many a trophy hunter has met
their end seeking to 'outwit' a Bulette. When hungry (which is
almost always) the Bulette will roam underground close to
the surface. A finely tuned tremorsense allows the Bulette to
detect movement on the surface and close in on its prey,
erupting from belowground with jaws wide. If the initial
attack proves insufficient to kill or consume the target, the
Bulette is capable of relentless aboveground pursuit - making
powerful leaps of ten yards or more to crush, slash and tear
their victim to pieces upon landing.
Typically, a Bulette focuses on a single, lone victim at a
time. After making a kill, it circles underground to track the
remaining prey and choose its next target, repeating the kill
process until all prey has been consumed or its hunger is
sated. Though many stories recount what could be
considered malign intelligence (e.g. eating a caravan's horses
first and circling the disabled wagons for hours before finally
killing the passengers) in practice this behavior was only
observed infrequently.

31

Mysteries Remain

Above ground, Bulettes are capable of surprising quickness


and mighty leaps enabled by their powerful and well-muscled
legs. But this cannot explain their truly incredible speed
while burrowing underground. In fact, it is estimated that
Bulettes can burrow even faster than they can run! This fact,
in conjunction with observation, leads us to one of two
conclusions: Either Bulettes possess some undiscovered
burrowing technique (perhaps swallowing and rapidly
passing some amount of earth?) or there is magic at work. We
have observed that natives of the Elemental Plane of Earth
possess the amazing ability to move through earth like water.
Could it be that the Bulette species descended from native
Elemental stock? Still, there is ample evidence of Bulette
burrowing uprooting trees and disturbing the earth, so this
mode of transit is at least somewhat physical in nature. The
pre-eminent theory relates to a peculiar gland found within
the Bulette's throat, which secretes a fluid that some Wizards
and Alchemists claim capable of transmuting earth to mud.
This theory is supported by excavations of Bulette burrows
revealing muddy underground channels and may explain
their ability to move underground as though swimming because in fact they do!

DM Toolkit
There is so much we could say about the Bulette. It
is a D&D original: One of the first monsters
created specifically for the game way back in 1st
edition alongside the likes of the Owlbear and Rust
Monster. It's been in every edition since and it
remains an awesome monster for a DM's toolkit.

Tips for running a Bulette


encounter:

Foreshadow! A distant rumbling, passing by


upturned trees and sinkholes, reports by locals - as
Spielberg can tell you, it pays to build some tension
for an Act before the beast appears.
Hit and Run. The Bulette shouldn't appear and
then fight to the death. Have it head back
underground after the initial assault and give the
PCs a chance to plan/worry/pee their pants before
it returns for another pass.
Use the Leap! Even if it's contrived or just for
show, a Bulette leaping through the air is a thing of
beauty.

Bulette Plot/Story Ideas:

Jaws/The Great White Whale - There's a singular


Bulette out there that's smarter, bigger and more
deadly than any seen before. It's preying on a
community desperate for heroes to stop it, but it
has shown the cunning to evade traps and set
ambushes of its own. It has even attracted famous
monster hunters from far and wide - who don't like
competition.
Tremors - Ever wondered where Bulettes go to
have their babies? They just decided to do it in
your village. Dune - A guerilla/terrorist force is
luring Bulettes to their enemies using magical
'thump-thumps' that attract the beasts from many
miles away. Rumor has it they may have even
tamed the beasts to ride atop them into battle!

32

Bullywug

"Bullywugs? They are just a part of the cost of doing business


around the Mire of Dead Men. The good news is, being
cowardly, if you add a couple extra guards to your caravan,
they will mostly leave you alone... mostly"
-- Melnom Allcare, Neverwinter shipper.

Introduction

Brutish frogmen who view themselves as the rulers of the


swamps. They have a distorted morality, code of honor, and
etiquette. They tax (raid) the areas around the swamps they
inhabit. They have no concern for developing or maintaining
their environment, and seek only to exploit what is easily
attainable.
Bullywugs lack the ability or inclination to develop industry
or even care for equipment. Any sort of improved item
(weapon, armor, etc.) that they acquire will degenerate from
improper care rapidly in the swamp environment.

Physiological Observations

Bullywugs are amphibian humanoids resembling large


bipedal frogs. They have bulbous eyes and a large maw
prominently lined with teeth. Their skin is smooth and
generally mottled in various shades of green. Their skin also
is always moist giving it a slimy appearance. They almost
always wear deteriorating light armor and carry spears or
other simple weapons.
Many bullywugs will wear a totem necklace with charms of
anything they perceive as having any value, but which most
observers would regard as trash.

Social Observations

While many races have advanced in their view of male/female


relationships, bullywugs are wholly male dominated. Females
produce eggs and care for young. Bullywugs do not engage in
sexual activities except for reproductive purposes, so there is
no value placed on females as prostitutes, concubines, or
other traditional sex roles. Bullywug homes are just
subsurface ruts, so there is no value for females as
homemakers. And bullywug social interactions are reserved
for males only, so there is no value in females as social
companions. Occasionally, a female emerges with qualities
that make her proficient in combat, but bullywugs view these
females as aberrations and they are typically expelled from
the community.
Communities vary on the process males go through to
transition from the role of young to adult. In some, it is
merely a state awarded upon observation of physical maturity,
but others have complicated rituals and/or tasks that must be
completed to assume adult membership.

Bullywugs form communities with rather simple social


structures. There will be a single dominant bullywug that all
other members of the community obey without question. The
leader is not expected to be consistent, gracious, concerned
for the safety of the community, nor have any of the other
responsibilities that other races generally place on
leadership. The leader is free to indulge his whims and is
expected to do so. The community obeys out of fear and also
because each bullywug enjoys the fantasy that at some future
point he will capture the leadership position and be able to
enjoy the same benefits.
Bullywug communities vary widely in their traditions and
culture because of the wide variation in the leaders'
inclinations. Some communities have a leader who is a selfstyled prophet and develop elaborate pseudo-religious rituals.
Some have a leader who is a self-proclaimed general, and will
develop complex martial orders. Regardless, no social
structure survives the transition to a new leader, who will
invariably implement a culture suited to his own whims.
Bullywug communities are sometimes vassal states of
more powerful entities, but bullywugs don't make good
vassals. They always require more resources to maintain
discipline than they produce in return for the effort.

Behavioral Observations

Bullywugs operate in two modes - either completely


obsequious or completely dominant. The idea of equality is
not a part of their makeup. In every interaction, they are
either the dominant participant dictating terms or the lesser
participant obeying the whims of the dominator.
Bullywugs will not attack unless they are confident they
have the superior force. But if they do, they attack mercilessly.
Bullywugs have a distorted and unpredictable sense of
value. They often fixate on a trinket of no value - a shell or
shiny rock - and perceive it as highly valuable. Almost never
will their senses of value align with the wider world. Very
occasionally, a female bullywug will escape the confines of
the bullywug swamp and emerge to be an adventurer.
Bullywugs are carnivores, but their preferred diet is fish and
insects. Occasionally they will gorge on larger prey.

Inter-Species Observations

Bullywug interactions with other races are generally difficult.


Bullywugs don't have the mentality to negotiate as equal
partners. So outside entities must establish a clear position
of superiority at which point bullywugs will comply with be
completely submissive. However, this behavior will endure
only as long as the position of superiority is maintained.
Usually, the utility provided by the bullywugs is not worth the
cost of maintaining the dominant position. Bullywugs can
communicate with frogs and other swamp amphibians. They
will often incorporate giant frogs into their defenses, and
because of their communications with the swamp fauna, it is
very difficult to surprise bullywugs in a swamp environment.
In the particular case of lizardfolk, bullywugs are mortal
enemies. They have competed for the same territories for
generations and developed a deep, racial loathing of each
other.

33

DM's Toolkit
Historically, there was some variation in bullywugs
presented. However, 5th Ed has only a single
statblock. It is a CR 1/4, so PCs outgrow it as a
challenge fairly early. The bullywugs' aquatic nature
can make for some interesting escape/chase
underwater encounters on to level 3 or 4, but that
is the limit of bullywugs as challenges for PCs.
Advancing bullywugs is possible, since they are
humanoid. They present a decent platform for
adding expected improvements.
Bullywugs make for interesting roleplaying
encounters as the bullywug tries to figure out if it
is the dominant or submissive. And even after the
roles are established, bullywugs complete
commitment to one role or the other often makes
for an interesting social encounter for players who
are used to negotiating as presumed equals.

34

Cambion

"Of course. All those mortal women swooning over gallant pit
fiends. All those golden-hearted succubi blushing as men kiss
their burning hands. My darling, let me tell you a secret:
devils don't love."
--Lorcan, half-devil son of the succubus Invadiah, formerly
the most powerful erinyes of the Nine Hells
"No matter how often I asked her, my mother only spoke of
him once: lavender-skinned, alluring but marred by selfinflicted scars, hair like fresh cut mahogany, deep orange eyes
that smoldered like dying embers, with a fiery temper and
cruel streak to match. I am lucky a penchant for piercings
was the only habit I inherited."
--Aurelian Shackleborn, tiefling paladin of Sharess

Introduction

Just as all humans are at least somewhat dissimilar, so too


are cambions varied and unique. In truth, there is but one
criterion that binds them together as a species: they are the
spawn of a mortal and a fiend. Their infernal blood inevitably
draws them to one conclusion: they are better than us, and
want to ensure that we know it.
Whether they choose to live their lives on the Prime
Material Plane, or leave to enter the service of some demonic
lord, each cambion feels a destiny stronger than most, and
one can be assured that whatever path these half-fiends
choose, the lives of many will be changed in their wake.

Physiological Observations

The red-skinned, bat-winged, reptilian-tailed, horned


humanoid with which you are probably familiar with
represents but a small subset of the greater cambion
population. Their individuality is matched only by the many
designations of humans; certainly far more subraces of
cambions exist than those of dwarves or elves.
The expression of their genes is as complex as any species.
A cambion may be nearly indistinguishable from other
members of its mortal half, or just as likely they may appear
to be entirely demonic. Two cambion siblings might
seemingly be of completely different races, their infernal
blood manifesting in unique ways.
Generally, they can be grouped and identified according to
their fiendish forebear, not unlike tieflings before the
ascension of Asmodeus to godhood.
The following is a list of fiends known to be able to produce
cambion offspring:
Tanar'ri (Demons)
Balor

Balor-spawn are the cambions told of in old stories and


legends. Skin like a vibrant ruby, diminutive horns outlined by
obsidian hair, large, leathery wings, and a non-prehensile tail.
Shapely, well built, undeniably attractive, these cambions are
very active in the affairs of mortals, easily influencing, ruling,
and manipulating them.
More than any of their cousins, save perhaps the child of a
pit fiend, these half-tanar'ri possess an unworldly ambition. It
would be wise not to cross one.

Glabrezu

The abyssal child of a glabrezu is a large, hulking figure. With


spined shoulders, furry, digitigrade legs, and occasionally an
extra set of vestigial arms, these horned humanoids are light
of skin, with markings similar to their demonic parent.
Marilith

It was once postulated that the yuan-ti were descended from


humans who worshipped and pledged themselves to the
service of mariliths, eventually interbreeding with them. Such
an idea was slowly proven incorrect as we learned more of
the yuan-ti history, but the connection is easily made once
one has viewed a marilith-born cambion.
Occasionally indistinguishable from a yuan-ti pureblood,
they may possess many similar physical traits; serpentine
eyes, pointed teeth, and even scaly skin, though these scales
usually manifest on the lower half of the body.
That is where the similarities end, however, as their fierce,
warlike tendencies contradict the usual function of yuan-ti
purebloods as spies. Though rare, some do inherit the six
arms of their mother, making them nearly unmatched
combatants.
Nalfeshnee

What grave misfortune has befallen the poor target of a


nalfeshnee's desire.
The corpulent, wretched spawn of such an undoubtedly
nonconsensual union are hideous, cannibalistic gluttons
possessed of porcine features and habits.
Often bearing tusks rather than horns, and wings even
more undersized than their demonic parent's, these bloated
beings enjoy nothing more than the indiscriminate
consumption of flesh and the visceral satisfaction that comes
from eating a creature alive.
Succubus/Incubus

Easily the most common cambions are those born of a mortal


man and a succubus. Cambion daughters of succubi are
known as "alu-fiends," or "alu-demons," but there is
functionally no difference between them and their male
counterparts. Children born to either sex of these demonic
tempters can be indistinguishable from tieflings and many
are capable of passing as humans.
Invariably promiscuous, they are generally attractive, even
beautiful by human standards, if not for a few demonic traits,
commonly sharp, pointy teeth, diminutive, batlike wings, and
less commonly cloven, hooved, unguligrade feet.
Yochlol

The only form in which yochlol can mate with a mortal is that
of a female drow. As such, a cambion birthed from this
creature appears as any other drow, though they are often
chosen by Lolth to become powerful priestesses and agents.

Glabrezu

35

Baatezu (Devils)

Ultroloth

One of the more humanoid of the baatezu, the bearded devil


gifts its children light purple skin, pointed ears, powerful
claws, a statuesque physique, and a thick, powerful tail.
Tendrils grow from their lower jaw, similar, but longer than
tieflings with the blood of the Lord of Nessus.
Not particularly bright, they make fierce warriors and
respond violently to perceived slights.

Night Hag

Barbazu (Bearded Devil)

Kyton (Chain Devil)

Were it not for the occasional unnaturally coloured skin and


eponymous chains worn by the kyton, they would appear
nearly precisely human. So too, their cambion offspring can
be hard to identify as such. Extremely well built, such halfbaatezu individuals find a natural proclivity toward selfmutilation, scar-tattoos, and piercings.
Kyton-spawn are cruel and sadistic, enjoying both inflicting
and receiving pain. Beyond these not entirely unique
behaviors, they can be indistinguishable from other mortals.
Erinyes

The child of a mortal, particularly human, and an erinyes


would be the most difficult cambion to notice, were it not for
the large, majestic wings protruding from its back. Usually
red or black, these alone are rarely enough to realize the
heritage of such a creature. Possessed of an otherworldly
beauty, the spawn of erinyes are almost always tall, fair,
shapely, and universally aloof, viewing lesser races with
disdain, but not caring enough to express it. The nearly
vacant, seemingly lost visage of these half-fiends, silhouetted
by beautiful, black hair, draws the eyes of most mortals with
whom they interact.
Woe to those who fall in love the spawn of an erinyes, for
the only thing worse than their indifference is their attention.
Pit Fiend

Similar to the progeny of a balor, a cambion born to a pit


fiend exhibits many of the traits that first come to mind when
thinking of evil outsiders. Red-skinned, though not smooth
like their balor born counterparts, patches of platelike scales
often appear on the shoulders and legs of these normally
digitigrade, clawed humanoids. Thick, black horns, sharp,
powerful fangs, and bright, glowing red eyes adorn the
strong-jawed head of these half-fiends.
Some inherit powerful, leathery wings capable of wrapping
around their entire body, and a long, prehensile tail.
Yugoloths

Arcanaloth

Cambion children of the arcanaloth are unusual, but not


unheard of. They often possess a more bestial form than
other half-fiends, with back and shoulder fur, long, bushy tails,
powerful canine teeth, hound's feet, long faces, and bright,
yellow eyes being among the most common expressions of
their outsider parentage.
Nycaloth

These cambions are some of the most similar to their


fiendish heritage. Nycaloth spawn tend to be large, greenskinned, and brutish. Often fat, but unmistakably strong, their
arms and shoulders may be adorned with spines. Rarely, they
exhibit an extra set of arms.
Ultroloth

36

Rarest of the yugoloth cambions, children of an ultroloth and


a mortal have a strange, alien allure to them. They are
slender, but muscular, with skin tones ranging shades of grey,
blue and green-grey being the most common. Tall heads and
ovoid eyes are complimented by abnormally small facial
features.
One method of hag reproduction involves the snatching and
devouring of a human infant. Not all hags are produced this
way. Cambions born of the unholy union between a night hag
and a male mortal are always female. The father usually does
not survive this ordeal.
They appear as normal members of their father's race, save
for a few subtle differences. They might have abnormally pale
skin, blue or black hair that seems to be made of shadow,
heterodichromatic eyes of unnatural colour, or a slight
hypnotic effect to their voice.
Rarely raised by their mothers, night hag-spawn are often
left at the doorstep of some unsuspecting couple. Upon
reaching puberty, the night hag may visit her daughter, and
over the course of thirteen magical rituals, transform her
unsuspecting progeny into a spitting image of the horror that
gave her life. If the hag cannot locate her child, or if the
rituals are interrupted, the cambion may continue living as
any other mortal, though her hag blood will always call to her.
Rakshasa

The most distinguishing feature of those descended from a


rakshasa is the inverted hands.
Beyond that, they appear not unlike the shifters of Eberron.
Their facial features may include the yellow, slit eyes of cat, a
cleft-palate and snout-like nose, pointed, curved feline ears,
sharp fangs, broad nose bridges, and even a thin coat of fur
across their entire body.
Their feline traits are as varied as any rakshasa, usually
resembling a cat of the material plane, commonly a tiger, lion,
panther, or cougar.

Social Observations

Cambions are as socially varied as any other individual


mortal. How they view each other is equally as unique.
Generally, they recognize the power of another cambion, but
are always wary. Rarely are cambions found to be in league
with one another.
They might feel a twisted sense of kinship with siblings or
other cambions of the same infernal lineage, or they might as
equally likely dread and hate them, seeing each other as
competition for favor in the eyes of their evil lords,
competition that needs to be eliminated.
Loners at heart, they never truly have a home on either the
prime material or outer planes, and are never fully accepted
by either group.
Cambions do not form societies with each other and do not
have any sort of culture to unite them. They are usually found
trying to subjugate and rule whichever settlement into which
they are born, often succeeding.
Rarely will they accept any form of mortal vassalship.
Those who choose to leave the material plane usually seek
out their progenitor and enter its service, often becoming key
agents in the fiend's machinations. Cambions are of
particular value as they have a much easier time of navigating
planar travel than outsiders, and are immune to banishment,
being natives of the material plane.
They acquire influence more easily than full-blooded
fiends, and tend to be favored by their infernal parent over
other subjects.
In particular, the demon lord Graz'zt has many of his
children in his employ. They generally look similar, inheriting
their father's beauty, grace, ebony skin, cloven hooves, and
six-fingered hands.
One notable exception is his daughter, Thraxxia, who,
despite being born to the demon prince of sin and a human
woman, appears as an alu-fiend.

Interspecies Observations

Cambions almost universally view themselves as above other


races, especially that of their mortal half. This does not mean
that they necessarily discriminate or exhibit behavior in this
manner, but they are prejudiced and hold this belief to be
true.
Good-aligned half-fiends may experience a dilettante effect,
finding it easier to get along, at least on the surface, with any
race more easily than most, depending on just how demonic
their appearance is. Their natural emotional isolation makes
them highly effective at forming quick, loose bonds with those
they meet, and easily rise to positions of leadership among
strangers.
They are not dissimilar from tieflings in this manner, as
most other species are unable to differentiate between them.

Behavioral Observations

There is truly but one unifying behavioral trait present in all


cambions: a desire to rule. No matter from which fiend it
claims its infernal blood, the ambition of a cambion can only
be matched by humans and outsiders. Small wonder that
most of them are born to a human parent.
Their innate abilities put them leagues ahead of their
contemporaries from an early age. Those who are raised
among mortals exhibit wickedness, cruelty, ruthlessness, and
perversion. They instantly establish a favorable power
dynamic between them and their peers, often leading gangs
of miscreants as children, growing up to lead gangs of thugs
or full on uprisings and revolts as adults.
Those raised in the outer planes grow up knowing only
power, as that is the path to survival in those dark, twisted
lands.
Cambions are not devoid of feeling, however, and several
align themselves with the ideals of goodness. Those raised by
good-aligned mortals are naturally the most likely to reject
their fiendish nature.
Being so devoid of acceptance, they approach their tasks
with maximum effort in an attempt to prove that they are
worthy of the ego they possess.

37

DM's Toolkit
Cambions should be as fleshed out and complex as
your player characters. They've had a rough go of it,
they deserve something.
They can fit into any sort of campaign, whether
as a minor villain, an agent to an important NPC,
even as a quest-giver. When inserting a cambion
into your world, ask yourself the same questions
your players should know about their characters.
Where did they come from? How did they get
here?
What are my cambion's goals, and how do they
plan to achieve them?
Who was their mortal parent?
Who was their fiendish parent?
Are either alive?
What role does the fiend play in your world?
Are they important and/or central to the plot?
Choose a specific race of fiend and let that guide
you in creating the cambion's appearance.
How active are fiends in your setting?
Subsequently, how rare does that make
cambions?
Are there enough to encourage you to open
them up as a player race, using modified tiefling
rules or something of your own design? More than
just a combat encounter or obstacle for the players
to overcome, create a living, breathing entity in
your world; cambions can easily be movers and
shakers.

Some ideas for cambion driven story


arcs:
A political uprising is orchestrated by a cambion
from behind the scenes, weakening a ruler who
supports the temple of one of the cambion's lord's
enemies.
The party is sent to retrieve a scroll containing
the true name of a decoy BBEG demon, the
cambion uses this knowledge for personal gain and
becomes the real BBEG.
A cambion has assassinated a high-ranking
member of the church of one of the party
members. They must track this creature down to
capture or kill it. (Thank you Sepulchrave)
A neutral or good-aligned cambion is the key to
defeating his demonic father who threatens the
realm. He wants no part of it.
A cambion quest giver misleads the party into
freeing a devil bound by holy means. Get creative
with your cambion's background.

38

Carrion Crawler

Social Observations

A characteristic of the best adventurers is that they do not


fear death; indeed, they throw themselves eagerly into danger.
The valiant ones are content in knowing they will die saving
innocents, a noble exit from this life, and the smarter ones
know that death is not necessarily the ultimate end people
make it out to be.
But it is not the concept of dying to a carrion crawler that
puts fear into would-be champions of the world. Fear of this
monstrosity comes from knowing what will happen to the
body after, and not knowing how long the potential victim will
have to stand witness, paralyzed, as their body is continuously
molested by the corrupted touch of the carrion crawler's
tentacles, and their body slowly fed into the creature's
terrifying maw...

Carrion Crawlers can be called many things. Social is not one


of them. They attempt to paralyze and consume any and all
living things they encounter, including members of their own
species, whom they will eagerly attack if no other source of
meat is readily detectable in the immediate vicinity. However
it is important to note that they do seem to prefer the flesh of
other species', therefore it is not recommended to try to lure
two of them against each other in the hopes of distracting
them and escaping.
Because of this innate hostility, it is unknown whether
carrion crawlers are even consciously aware of their breeding
processes. Some researchers believe that when a male
carrion crawler attacks a female, his body will switch its
usual paralyzing venom with an inseminating agent, much
the same way a humanoid male's body directs urine or sperm
out of the genitals. Then, due to the lack of its main combat
tactic, and faced with the female's superior size and strength,
the male dies in the ensuing fight. His corpse is then
consumed.
After a successful kill, carrion crawlers emit a particular
pheromone only detectable by members of their own species.
While the purpose of this seems to be to assert dominance
over an area or prey, it has the unfortunate side-effect of
attracting all other carrion crawlers in a one mile radius to
the location it is emanating from. This also happens upon
death, and as such, adventurers should be cautioned to act
quickly as soon as there is any kind of casualty in a fight with
a carrion crawler, lest they be rapidly overwhelmed.

Physiological Observations

Behavioral Observations

Most'a yah's stroll on up in here, complainin' bout sneak


creatures an' talkin' bout how you's would rather die starin' a
damn monster in the eyes than stabbed in the back. Know
what that tells me 'bout you lot? Yah never found yourselves
face to face with a carrion crawler, cause if there's one thing I
know fer sure, it's that the only thing worse'n getting caught
an' eaten by one from the rear, would be havin' to stare at the
creature's face an' know there ain't a damn thing ya can do
about it.
-- Sir Irwin, Knight of the Norfort Council, speaking at the
annual Fighter's Guild Assembly.

Introduction

Carrion Crawlers could be described to children as that thing


you're afraid is hiding in the dark, and half of those children
would envision a semi-accurate depiction of the creature.
The stuff of the nightmares, carrion crawlers resemble
giant slugs with many legs, all of which end in spikes which
allow it to crawl vertically along surfaces to get the drop on
wayward prey. The carrion crawler's eyes protrude from the
top of its head, a trait which allows more opening room for its
mouth to devour any kind of dead flesh it manages to come
into possession of.
Perhaps the most iconic, and deadly, physical trait of the
creature, though, is the many tentacles coming from under its
jaws, all of which secrete an extremely powerful paralytic
agent which it uses to immobilize any living creatures foolish
enough to come within its reach before consuming them.
Most accounts describe the creatures as primarily green,
though some witness have claimed different colour variations
in carrion crawlers depending on environment. It seems that
some have adapted to blend into their background more,
allowing more ease in getting prey within their tentacle's
reach.
Females have been observed to be significantly larger than
males, even having more paralyzing tentacles. It is theorized
that this is because the mothers must immediately fend off
attacks from their young upon birth, as their natural instincts
take seconds to develop and they all instantly begin
assaulting the nearest potential food sources

They are not intelligent. They are not cunning. They are
simply driven.
Carrion Crawlers have one thing, and one thing only, on
their minds at any given time: eating. The only time they can
be considered relatively less dangerous than usual is when
they are in the process of eating a fresh kill
(Whether it's their own or if they simply killed whatever
was there first is inconsequential). In these circumstances,
they are wholly concentrated on their meals. That being said,
they should still be given a wide berth, as they will
immediately lash out at anything that disturbs them during
their meal, and it should be noted that they do not have to be
looking directly at a potential victim for their paralyzing
tentacles to score a hit.
They are instinctively drawn to any kind of dead meat,
sometimes detecting it from miles around. Though they
generally prefer to stay underground, where it is easier for
them to catch prey, sufficient amounts of dead bodies have
been known to coax large numbers of carrion crawlers to the
surface. Examples of this phenomenon include the aftermath
of large battles between kingdoms and the ritual group
suicides of some fringe religious cults.

39

Childbirth is an interesting process for carrion crawlers.


While still largely a mystery, researchers believe that future
mothers are largely unaware of their pregnancy until shortly
before its end, about 3 months after conception. At this point,
it is believed that the mother-to-be is overcome with a
powerful maternal instinct and immediately seeks out any
kind of dead flesh with more desperation than usual, within
the remains of which she will give birth to roughly 60 carrion
crawler larvae at a time. If nobody can be found, the brood is
simply born wherever the mother happens to be. It is
interesting to note that immediately after childbirth is the
only circumstance any carrion crawler has been observed to
leave behind a potential meal of any kind, as they will usually
fight over food to their dying breath. The larvae quickly
consume whatever flesh they are born into, or their mother
(should they be born near her with no dead bodies to
immediately get their attention), and then immediately turn
on each other. Of the original 60 newborns, only 5 will
survive, on average.

Inter-Species Observation

Asking a carrion crawler to differentiate between species


would be like presenting a starving dwarf with a leg of
mutton, a pork chop, and a T-bone steak and asking him
which he would rather hold a conversation with. Everything
is food. Every living species is food. There are no exceptions.

DM's Toolbox
Carrion Crawler's don't have the cunning to be the
main foes of any situation, nor are they common
enough to be randomly encountered while strolling
from point A to point B. They are, however, useful
for creating those Oh Fuck This Just Went From
Bad To SO Much Worse situations. For example:
A fortified city has been under siege, which the
PC's have just broken. But now carrion crawlers
have showed up, attracted by the bodies. Even
worse: pregnant ones. The city is now under
another, more accidental siege, as no other nation
wants to wade into the birthing slaughterfields of
the crawlers.
Upon retrieving the magical McGuffin from the
deep underground lair of Badguy McEvil, they
emerge from the boss' chamber to find a carrion
crawler feasting on one of the minions they killed
on the way in. A nature check will reveal that by
now, the pheromones have been released. More
carrion crawlers are on their way, and this one is
still blocking their way out.
They also make for good pit creatures. Does your
evil wizard have a trap door to drop your PC's in?
Throw in a carrion crawler! Hell, throw in two!

40

Centaur

Swift-Stride of Starkbacks galloped up to the top of the hill


where the forest broke out to open farmland. Smoke rose
from the clutch of houses, the filthy two legs just stirring from
their dens. They had been here for generations now, cutting
at the trees, cutting away at his home.
Grand Broodmare Sunmane of Dryadspeak spoke of
solitude, of remaining far away from the business of these axe
wielders, these tree burners, these filthy savages! Swift-Stride
clopped forward, fully coming out of the treeline, with teams
from twenty Harras' of their land. He raised his bow, a gift
passed down and blessed anew by the forest, a flint tipped
arrow glinting in the new dawns light.
It will be a red one, and the blood will flow thick before this
warpath is ended, he thought, as he let the arrow fly.

Introduction

Centaurs are a noble and ancient race, coming into creation


some say even before the elves. They were there when the
first Dryads danced through the groves, at the stirring of the
first Treants. They are allies of the forests, and those who
seek to protect them, their home. They will defend them
fiercely, and hate all those who would seek to take their
ancient lands from them, whether this be open rolling
grasslands, or ancient dark forests. Some have forgotten this
proud people, but they are not one to be taken lightly.

Physiological Observations

Centaurs can simply be seen as horses with the torsos head


and arms of a humanoid, replacing their head and neck. This
is quite a crude observation, and one should never compare a
centaur to a horse. It will not end well.
Depending on their land and heritage they may appear to
have the top halfs of elves, men, even dwarves. Some say
even darker variants from some of the more brutish races
exists, though this is only hearsay. They have the same variety
of coats as horses do.
Besides armour and ceremonial trapping they rarely garb
themselves in clothes. They will adorn their hair and bodies
with jewellery which usually reflects the land they are from.
Some of the cultures will tattoo themselves with their deeds
and heritage, or apply woad and war paint during times of
conflict.

Social Observations

Centaurs are family creatures. They will raise their young as


mating couples and will usually mate for life. Families will
gather into tribes and clans, known as Herds, a Stable, or a
Harras, depending on their culture. These words have been
taken by other sentient races for discussing horses, another
point of contention for these old and noble people. They
usually speak languages of the woods, with common being a
language only known by a few. It is sometimes looked down
upon to learn the languages of two legs.

These Herds are ruled over by democratic councils, with


an elected head to make final decisions. Centaurs believe in
discussion and debate, and will hold councils to decide on
actions to be taken for any group. The young naturally rebel
against this, but they are more often than not brought into
line by sense of duty to the herd, or by stern punishment from
the strongest stallions in the tribe.
They worship a variety of gods, once again dependant on
where they are. All their gods will have strong ties to the
earth, natural forces, and wildness. They have no set
alignment. Above all Centaurs are a diverse people.

Behavioral Observations

Centaurs will engage in long conversation and debate for the


sheer enjoyment of it. Alongside martial prowess, the ability
to debate and philosophize are greatly prized. They will
usually eat and drink as a whole herd, another way in which
they socialize, debate, and tell grand tales and legends. They
are swift to anger over certain things, but are usually calm on
most topics. Both females and males will hunt and gather,
fight and talk. They will either live under the stars, on in
homes sung with magic from the land around them, such as
trees, or caves. They migratory, usually travelling their lands
in yearly cycles, returning to well-known and long used sites
of their herd. They have main religious or ancestral days and
nights of remembrance and celebration.

Inter-Species Observations

Centaurs can be allies or enemies to anyone. As long as you


do not insult them, threaten their way of life or land, and have
a similar alignment or god, they will be friendly to you. The
young will often be standoffish or insultive, but this usually
passes with age and wisdom.
They sometimes regularly trade with nearby settlements,
though this will usually be done in a neutral location. You'll
rarely see a centaur trotting down a cobbled street. They
prefer their own lands, and are naturally distrustful of such
places, such scars on the land as some Centaurs see them.
As already mentioned, they get on quite well with creatures
of the forest, elves, and other sentient beings of and from the
land.
If a Harras goes to war it will usually end when either they
are wiped out, or their enemies are vanquished. War is
something not chosen lightly, and centaurs rarely if ever war
amongst themselves. When it is chosen herds from far and
wide will usually come to the aid of a Harras on the bloody
path. Despite their love of debate and negotiation, it is very
hard to barter for peace with centaurs when they have chosen
war.

41

DM's Toolkit
Centaurs can and should be used in great variety.
From the singular titans of Greek mythology, to the
roaming clans seen in more modern fiction. The
singular ones can be done by boosting the stats of
the base centaur, and can make great damsel in
distress quest bosses.
Centaurs don't have to just be man-horses. Why
not use orcs, dwarves? How about half dragon half
ogre centaurs!!!! You could use the same base stats
but with a new and interesting coat of paint.
They also offer a perfect chance to have a prickle
NPC, one given over to long flowery speeches also.
Perfect for having fun with your players. They can
also be used in adventures that don't necessarily
need a bloody ending.
What if your heroes are required to sit in on a
Centaurs debate on whether they should trade with
a town of elves?
Just remember they are smart, they are prickly,
and when riled to war they are bloodthirsty.

42

Chimera

"It was like looking at something out of a nightmare. They tell


you stories of three headed beasts swooping down and
stealing horses and cattle, but it just sounds like a story to
scare children. But then you hear it growl...and you
remember why people tell those stories in the first place..."
--Shaw Marsdon, Farmer, and survivor of a chimera attack

Introduction

The Chimera is a creature that is steeped in legend. It is a


fierce, territorial predator that prefers to toy with its prey and
draw out the pain of others when it has the opportunity. The
chimera has the pride of its lion head, the greed of its dragon
head and the tenacity of its goat head, making it a deadly foe
for even the bravest of adventurers.

Physiological Observations

The chimera is a very large beast, standing at about ten feet


high at the shoulder and weighing almost 70 stones. The
average chimera will have the hindquarters of a goat, while
the front half of its body resembles an oversized lion. Its tail
is thick and scaly, sharing the same color scales as the
dragon head, and also has thick leathery wings which the
chimera uses for flight. The most noteworthy feature of the
chimera are its three heads. The standard chimera will have
the head of a dragon, a goat, and a lion, but the order of the
heads will vary from chimera to chimera. The sex of a
chimera can be easily told by looking at the lion head, which
will have a mane in male chimeras or will not if it is female. A
female chimera will also have smaller horns on the goat head.
Another important physical identifier for a chimera is the
color of its dragon scales. Like true dragons, the color of
scales will dictate what type of breath weapon the chimera
can have. While red is the most common head for chimeras,
there have been reports of creatures with the scales of any of
the chromatic dragons. There are rumors that metallic
dragon scales have also appeared in chimeras, but this
ecologist has found no substantive evidence suggesting that
this has ever occurred. A common misbelief about chimeras
is that only the dragon head can make use of its breath
weapon. This has been found to be false, all of the heads of
the chimera are capable of using its breath weapon, though
only one can use it at a time. This means that a chimera can
theoretically use its breath weapon on anything within its
scope of vision. The correction of this misinformation could
save the lives of adventuring parties that meet one of these
creatures in the future.

Social Observations

Current research by ecologists suggest that the placement of


the heads of the chimera directly affects how the chimera
interacts socially. Up until recently chimeras were believed to
be solitary creatures, staking out ten mile territory as their
own and defending it. It was thought that the only interaction
between chimeras would occur when they mated, at which
point the male and female would then return to their own
territory. While this is true for dragon-centric and lion-centric
chimeras, it is not true for the goat-centric chimera. Chimeras
with their goat head in the middle will actually seek out
members of its own species, creating what is known as a
drove of chimera.
These groups may have as many as ten chimeras within
them, but rarely exceed four due to large numbers driving off
local game. Droves of chimera tend to become increasingly
bold compared to others of their kind, some even have been
known to raid entire villages for their cattle and even
occasionally their citizens.
Chimera hatchlings will stay with their mothers for
approximately sixteen weeks. In these first sixteen weeks the
color of the hatchlings scales can shift multiple times, and by
the end of their growing period their body will settle on a
dragon head and their breath weapon will fully develop.
These young chimeras will then leave to either seek out
territory of their own, or find their own drove that they will be
able to join.

Behavioral Observations

Chimera behavior is heavily dictated by the central head.


While chimeras gain certain traits from all of their heads, the
one in the center will control the most of the chimera's
personality.
A dragon-centric chimera will be heavily motivated by the
same gold lust as its dragon counterpart. These chimeras
have been known to steal shiny metallic objects and horde
them in their caves, though they clearly lack the
understanding of precious metals that dragons themselves
possess.
Lion-centric chimeras tend to be the most aggressive of the
species. They are known for seeking out larger than average
prey, as well as viewing other monsters within their
territories as rivals. These chimeras have been known to
attack gorgons, hippogriffs, griffons, manticores, and in rare
cases, even young dragons. Lion-centric chimeras remember
the rivals that they fight, even after years of not fighting.
These chimeras have been known to find enemies who have
defeated them in the past and kill them to establish that they
are the alpha of their territories.
The goat-centric chimera is the most stubborn of all of the
chimeras. Even when not supported by a drove, a goat-centric
chimera will choose to fight to the death instead of run away.
They are kill or be killed and will attack with little
consideration for their own body, only stopping when their
opponent is dead. much more real.

43

All chimeras prefer to toy with their food rather than just
going for a kill. They like to swoop down on their prey,
crippling them with horns, teeth or breath weapons, then
leaving the target to bleed. In some cases chimera have been
known to let their prey limp away for hours or even days just
to savor its death. Most chimeras are also willing to flee if the
prey is too strong for them. They will leave to lick their
wounds and survive to hunt again.

Inter-Species Observations

Chimeras are cruel, dangerous hunters and in most cases


their only interactions with other species is when they try to
kill them. These beasts are capable of understanding
draconic however, and tend to defer to dragons as the alpha
predator of a territory as long as the chimera remains well
fed. Some evil wizards have actually used chimeras as
guardians by supplying them with enough food and gold to
satiate their greed.

DM's Toolkit
Chimeras are more than just monsters on a random
encounter board. They are fierce, territorial
predators who are willing to flee and regroup to let
a party think they are safe. These monsters make
for great enemies for low to mid-level campaign
when you need an encounter to really feel
dangerous. Don't forget, we have myths about this
thing for a reason. Chimeras are terrifying image
that should be steeped in contradicting legends
about its bizarre creation. It can really provide you
an opportunity to dive into some lore and help
make your campaign feel even that much more
real.

44

Chuul

Soveliss knelt in the gray mud of the cavern floor and


frowned. The tracks were unmistakable: four pairs of broad,
segmented feet, each step deeper at the toes than at the heel,
followed by the broad wallow of the tail.
"Chuul," he said softly. His eye fell on a small splatter of
blood, a place where the monster's steps hesitated for a
moment before continuing. Likely the creature had paused at
this spot to shift the villager from one claw to the other.
Ahead of him a great black lake stretched off into the
darkness, cold and still as death itself. Water dripped
somewhere in the unseen reaches of the cave, a single drop
every ten heartbeats. The chuul's tracks continued into the
icy water.
"The lake?" rumbled Tordek. The dwarf stood with his feet
planted wide, eyeing the water with distaste.
"Yes," said Soveliss. The elf straightened and brushed the
mud from his hands. "It went in, but it did not come out. I
think it knows that we followed it here."
"Damn," said Tordek. He looked at the lake again and
shook his head. "I hate the water."

Introduction

A horrible mix of a large lobster-like aberration, insect and


serpent the Chuul are carnivorous lurkers who partially
submerge themselves to surprise their prey. The many
tentacles protruding from their mouths are capable of
causing paralysis with only a single touch, thus leaving ample
opportunity for their powerful claws to strike. These
creatures are relics in that they were created during the
primeval ages when aboleths ruled a vast empire spanning
the oceans of the world. The Chuul survived the crumbling of
these empires still carrying the will of their aboleth creators:
in collecting humanoids, gathering treasures, amassing
magic and consolidating power. Although they were cast
adrift with the rise of gods and the end of the aboleth rule
these compulsions remained.

Physiological Observations:

Chuul were perfectly obedient creatures created by the


aboleths to circumvent their only weakness, being bound to
the water. They would collect sentient creatures and magic.
By design the Chuul were made to endure the ages of the
world, growing in size as the eons passed, commonly
reaching 650 pounds and 8ft long. Carrying on this mentality
and guarding ruins of the aboleths empire tirelessly, they still
linger silently observing these old commands.
Chuul can be found in aquatic lairs in a variety of watery
habitats. Although they prefer swamps, jungle lakes,
temperate marshes, and underground bodies of water, some
individuals would purposely seek out sewer tunnels or
coastline shipwrecks in order to provide themselves with a
more accessible source of food. They were also known to use
rivers, and even oceans, in order to travel to new locales.
Chuuls could be found living as solitary creatures, in pairs, or
in small groups of 3-5, which were known as pods. A pod
would purposely seek out a body of still water that was large
enough to support the entire group. Some Chuul, particularly
older ones, create lairs by digging up lake bottoms and
building rudimentary structures from trees and stones.

Social Observations:

Oviparous creatures, adult Chuul produce clusters of slimy


yellow-green eggs from which hatchlings emerge. An adult
Chuul can lay such egg sacs only rarely, and so would
viciously protect them, as would any fellow pod members. If a
Chuul with hatchlings found itself in a food-poor
environment, it would attempt to collect humanoid prisoners
alive and bring them to their hatchlings in the nest.
Seemingly counterintuitive to their aforementioned protective
care towards their young, Chuuls were known to attach their
egg sacs to the underside of ships, boats, and rafts in an
attempt to increase their distribution to new lands.
A Chuul lair consisted of circular rooms that are
interconnected by tunnels made just large enough for the
biggest member of the resident pod to squeeze through. One
of the aforementioned rooms would always be a trophy room,
as
Chuuls were born hoarders. After making a humanoid kill,
a Chuul would keep aside something from the victim as a
trophy, whether shiny armor, a piece of jewelry, or even a wellcrafted saddle. If the victim was not carrying anything of
interest, then the Chuul would settle for displaying their skull
in their trophy room.
Despite their monstrous appearance, Chuuls are actually
more intelligent than they seem, often setting traps and
ambushes for their prey. Although they are still far from
civilized; lacking any sort of culture, ability to make tools, or
settlements. However, they share a racial memory, which they
possess from the moment they hatch. This allowed a Chuul
to clearly recall events experienced by previous generation,
but this became less and less vivid the further back it went.
Chuuls tend to be rather prone to mutations, with magical
experimentation, planar rifts, and polluted water affecting
and altering them far more easily than other creatures,
leading to gigantic and/or poisonous individuals.
However, it was only under the experimentation of aberrant
magic-users that such mutations reached truly terrifying
proportions. Such tinkering was done with the aim of fully
unlocking the Chuuls' psychic potential and thus create
formidable minions that were not only physically powerful,
but possessed potent mental powers as well. Chuul could find
themselves aligned with Mind Flayers if it allowed them to
consume more humanoids or further their innate drive to slay
explorers. They are also capable of sensing magic at a
distance thus proving themselves useful to Mind Flayers.
If a Chuul were to ever come in contact with an aboleth
their long standing psychic bonds would immediately cause
them to assume their old roles. Such Chuul would redirect
their compulsions to the service of the aboleths' sinister
purposes.

45

DM's Toolkit:
Chuul are typically limited to their environment and
rely on their ability to impose advanced hunting
tactics to ambush their prey. You want to embrace
these tactics and show how potent these hunters
are. Typically, Chuul will be strong physical
combatants who fight by grabbing and piercing
their target with their enormous claws. After the
unfortunate victim was trapped within the strong
grip of a Chuul's pincer, it was either simply
crushed or brought towards the creature's mouth
tentacles, which grasp and exude a paralytic
secretion. A Chuul would normally try to always
have one claw free during combat, so that it could
deal with any other opponents that might try to
interfere. If facing a large number of foes, it would
drop a paralyzed or dead victim before moving
onto the next attacker.
Much like a number of other aberrant creatures,
Chuuls can have psychic abilities. However, it is
unusual for a young Chuul to have access to such
powers, instead they would gradually become able
to exude psychic static as they aged. Older and
larger creatures are able to emit a psychic moan
that weakened resistance to psychic attacks and
use a psychic lure to draw victims towards it.
Chuuls are also able to see perfectly well in the
dark, are very alert, and have an innate immunity to
poisons. They can act as sentries to a Mind Flayer
colony, guardians of ancient treasure or ruins
containing rich history, or take a more hive mind
approach under the servitude of a returning
aboleth.
Using their susceptibility to mutations, Chuuls
can also become larger foes armed with a number
of Psionic abilities under the influence of your
BBEG.

46

Cloaker

Dealing with Aberrations: An Adventurer's Introduction to


Alienology
Chapter 5: Trust Nothing - A guide Cloakers

Introduction

The cloaker (Magical name Tenebra Complexor), is an


extremely uncommon aberration generally believed to have
originated in the Far Realms. Although a growing number of
ecologists and alienists are beginning to suspect that cloakers
may be related in some manner to mimics, possibly a
descended species. This seems unlikely given the life cycle of
the cloaker (see Social Observations below for more).
For more information on mimics, the author recommends
Wolfdream's entry in this tome. What their motivations for
leaving the Far Realms was is unknown, but they currently
reside deep underground in a unique city, organized under
cloaker lords and other powerful subspecies.
While they usually appear to have ulterior motives known
only to them, they do often work as mercenaries. Because of
their highly reclusive nature, the majority of the observations
about them and their nature is related to when they were
found on a job related to spying or assassinating a humanoid,
and the contents of this entry reflect that.
Like many aberrations from the Far Realms, they are
intelligent, possibly even highly intelligent and maybe sapient.
However, their way of thinking and communicating is
completely foreign to non-aberrations, and usually only
powerful alienists and magic users are able to communicate
with them. Members of the cloaker lord and shadowcloak
elder groups appear able, though reluctant, to use
undercommon.

Physiological Observations

Cloakers are named due to their resemblance to common


cloaks, a fact which they seem willing to exploit when they
are hunting, often hiding themselves among cloaks, coats,
and blankets. This ability makes them excellent spies and
assassins.
They can be differentiated from real cloaks primarily by the
mouth in the middle of their form (hereafter referred to as
'the belly'). This mouth also has two red spots near it, which
act as eyes. There are also a number of
"black buttons" on the opposite side of cloaker's form,
which are additional eyes. While it is the fashion of humans
of Amn to have buttons on the outside of the cloak, the
button-eyes of the cloaker can be distinguished from real
buttons by being almond shaped. It is highly advised, however,
to not get close enough to a suspected cloaker to distinguish
genuine buttons from the button-eyes of a cloaker.
Cloakers also have claws on two of the corners of their
form and a mace-like tail, which helps create a relative 'up' for
their form. When acting as a spy or assassin they will hide
these appendages, so the reader should not assume they just
need to look for a tail.

If you believe that you have a cloaker near you, DO NOT


approach the suspect. Their intelligence means that they may
realize you are onto them and attack you. It is recommended
to strike the suspects with a blunt weapon, preferably one
with reach or range. While striking the suspect with a full
spear may be the most advantageous (keeping the creature
away from you), it can also destroy someone's cloak if you are
wrong.
Additional indications of a cloaker on the premises include
feelings of paranoia and fear as a result of its constant
vocalizations (see Behavioral Observations for more) or
apathy and lethargy.
If residents have begun to demonstrate apathy and
lethargy, the cloaker is preparing to attack, and it is
EXTREMELY important that you find and kill it, or at least
remove the residents from the area.

Social Observations

Note: For additional information on Cloaker Lords and


Shadowcloak Elders, see the Known and Suspected SubSpecies and Relations section below.
Cloakers are often organized into societies led by Cloaker
Lords. These range from small raiding parties to at least one
massive and complex city, Rringlor Noroth in the Marching
Mountains in Calimshan.
The inhabitants of Rringlor Noroth are extremely
aggressive to non-cloakers, and as such, there has only ever
been one humanoid to enter it and be able to report on the
experience, the sorcerer Stitchlipped. He reported that the
city is lead by a group of 12 cloaker lords that seem to
maintain a form of control over the whole of the city. The
individuals have self control and full initiative unless directed
by one of the leaders of the city. When needing to make
decisions the 12 join their bodies into a sphere of living
shadowstuff that he dubbed the "Conclave of Shadows". He
speculates that during this phase they merge their minds to
find an amicable solution.
Cloaker Lord's are generally the rulers of cloaker societies,
as they seem able to naturally dominate lesser cloakers (as
well as non-sentient aberrations), in a way possibly similar to
ant queens. The comparison to ant queens may be extremely
apt, as the only known way for cloakers to reproduce is
through a form of asexual division by cloaker lords, which
produces a cloud of 1-6 cloakers.
There is growing speculation that cloaker lords are what
cloakers become after a number of years as a number of
cloakers have been found in the Plane of Shadow which
seem to be somewhere in between being a cloaker and
cloaker lord. The relationship between cloaker, cloaker lords,
and shadowcloak elders creates a way to understand the
cloaker life cycle: a cloaker is born through asexual
reproduction from a cloaker lord, the cloaker grows up and
eventually matures. It finds a way to the Plane of Shadow.
There is speculated to be a location of some sort, perhaps an
armed camp or a town, that they finalize their maturity.
During their time in this armed camp they develop a startling
magical power and develop their sway over the younger
members of the species.

47

How cloaker lords become shadowcloak elders is unknown,


but it is speculated that it involves another trip to the Plane of
Shadows, or perhaps the Far Realms. However the
transformation happens, they return immensely powerful.
Cloaker lords have not been observed to take orders from
shadowcloak elders, or for them to interact at all. Additionally,
no shadowcloak elders were seen in Rringlor Noroth. This
has led to some speculation that shadowcloak elders are
actually an alternate adult form of a cloaker, which is also
able to create offspring, and leads another, hidden, cloaker
society. What kind of relationship these two societies may
have is unknown.
Due to their appearance, cloakers are often hired to spy and
assassinate targets, doing so by blending in to any place
humanoids leave clothes, coats, blankets, and cloaks.
When hunting or scavenging they are known to hide
themselves any place dark and cramped. Numerous reports
have had unlucky adventurers being attacked by cloakers
found in naturally shadowed recesses of caves, high in trees,
under rocks, and the like.
Cloakers vocalize almost constantly using a low, almost
sub-auditory sound. Exposure to this sound causes mild
paranoia, but after longer periods of time causes the subject
to become numbed to the sound, and exhaust reflexes related
to self preservation. A lord of Waterdeep was exposed to the
effects of a cloaker's auditory attack for months, during which
time he eventually stopped eating, and died of a mixture of
dehydration, malnutrition, and suffocation when he simply
stopped breathing.
Additional levels of this vocalization induce fear, nausea
and weakness, and mild paralysis.
It is generally reported that cloakers can manipulate
shadows, however, this author believes that that is an old
wives tale. It is perhaps that the unusual movements of the
creature are the source of the myth.

As may be expected, any contact between cloakers and


beholders will tend to end with violence. However, at present,
there are no records of beholders or cloakers actually seeking
each other out. This relationship is not shared with
deepspawn, who cloakers are usually seen either attempting
to exterminate or enslave. Some speculate that the slave
deepspawn were captured as newborns by raiding parties.
As far as can be told, cloakers appear to be at war with
illithids. Exactly what the cloaker's goals are in attacking
illithids is unknown, since the cloakers do not actually secure
territory when they win battles. The illithids also do not
appear to have a clear cut goal in their side of the conflict,
having never made a direct attack on Rringlor Noroth, and
often ignoring nearby bands of cloakers.
Despite existing in very different parts of the food chain,
the cloakers are known to be fierce and hated enemies of
Deep Dragons.
Derro seem to be treated as a sort of pest: killed only when
nearby, ignored otherwise. Rringlor Noroth was said to have
had numerous derro living in places too open for cloakers to
live in, but this community was slowly culled, and it is
believed at present there are no more derro in Rringlor
Noroth.
Their relationship with the drow and duergar are complex,
sometimes seeming friendly, and other times combative. This
may be tied to the alien thought processes of the cloakers, the
chaotic nature of the drow, or the xenophobia of all three.
Regardless, they have been observed on various occasions
combating mutual enemies, cohabitating, and engaging in
large scale battle against each other, and various attempts at
subterfuge and assassination.
In absence of other food in the Underdark, cloakers have
been observed to prey on the native gnomes and dwarves that
stray too far from their settlements. Cloakers do not seem to
be strictly antagonistic to either species, their relationship
may be seen as more similar to that of a human and a deer:
indifference until the human is hungry.

Inter-Species Observations

Known and Suspected Sub-Species

Behavioral Observations

They are often seen to be in rivalrous positions with other


intelligent aberrations and underdark dwellers, and have
been known to be willing to work as mercenaries with
various creatures. These relationships are normally tense
and unpredictable, which usually involves an evil-aligned
creature. Since cloakers do not have much use for money or
jewels, the relationship is often built upon an exchange of
services, with the other creature doing some unknown work
in the cloaker city.
Exercise caution in allying yourself with cloakers though:
while several individuals who have worked with cloakers have
reported an amicable relationship, others have gone into the
cloaker city and never been seen again.
Attempting to avoid paying their debt to the cloakers has
resulted in the Green Steel mercenary band being stalked
and systemically killed by cloakers and their slaves.
Their relationship with aboleths is tense, but both sides
seem content to avoid each other, since their natural homes
prevent any significant contact. Although there is speculation
that sea cloakers (see Known and Suspected SubSpecies for more) may be the result of a large scale conflict
between aboleths and cloakers, which the cloakers won.
48

Cloaker Lord: The size of a cloak of a large humanoid such as


an ogre. When furled out, cloaker lord's take on a bat-like
appearance, but otherwise very similar in description to a
cloaker, having a mouth in the centrally located belly, flanked
by two red eyes, and with a number of black button-eyes on
the other side of the mouth, a club-like tail, and bone claws on
the corners.
Resplendent Cloaker: How, or if, the Resplendent Cloaker
is related to cloakers is unknown, as are many aspects of the
creature. It is a symbiote which obtains nourishment from
healing its host, but also has a dazzling aura. It is believed to
sense impending doom, which has led to most specimens to
be killed, preventing study. Speculated to be the cloaker
equivalent of doctors, or an atypical form of vampirism.
Sea Cloaker: An aquatic aberration native to, and mainly
inhabiting, the sunken city of Simorgya, which mean minimal
study has been done, but the numerous similarities between
them and cloakers has led many ecologists to speculate on a
relationship. For additional information on this species, the
author recommends Vandermar's The Deep Ones: Aquatic
Aberrations.

Shadow Cloaker: A parasite, they are sometimes used by


underdark mercenaries, because their life draining effect can
be used on anyone the host touches. What the main line of
cloakers gets from this is unknown. They can be
distinguished from regular cloakers because they appear as
moving shadow, even in the light, which weakens them. All
attempts at communicating with them have failed.
Shadowcloak Elder: These individuals look less like cloaks
than massive, shadowborn flying rays. They have large
mouths full of teeth, gold claws, and red eyes. These
individuals are highly intelligent and able to coordinate the
attacks of cloakers, liking to send the cloaker followers in to
attack while they stay off to the side and use magic. They are
highly skilled in magic, able to manipulate shadow, and shift
to the plane of the shadow at will.
Undead Cloaker: An exceedingly rare, possibly extinct,
subspecies that may be the result of negative energy effects
on shadow cloakers. Like their possible source, they are
parasites, but they drain the life force of the host, or whoever
the host is touching. They appear as rotting cloaks or flesh.
The last confirmed undead cloaker was being used by the
Archmage Arklem Greeth before becoming a lich.

49

Cockatrice

Author: Helga Halfdragon, Associate Professor of Magical


Biology, College of Cliffport in conjunction with Marigold
Bucklebrandy, Adjunct Professor of Bioloigcal Alchemy,
Imperial College, Goldencourt. Special regards, Ithyrion
Starbreeze, Redbrand Heldenhammer(late), Torbald
Gyldaderathyn(late), Reb and Jeb Dinklutz, Aeronicles the
Incinerator(late), Ysgrid Swiftstride(crippled). Entry:
Cockatrice. Date: 1176 TL, 4329 DR.

Introduction

Rejoice not thou, whole Palestina, because the rod of him


that smote thee is broken: for out of the serpent's root shall
come forth a cockatrice, and his fruit shall be a fiery flying
serpent. - text from an unknown tome
The cockatrice is a hideous, venomous creature, standing
about waist-high to an average human or elf. It has a
poisonous bite or peck that will, if untreated, turn the victim
into stone. The cockatrice has the head of a rooster, the body
of a lizard or serpent, and dragon-like or bat-like wings.
The cockatrice is extremely aggressive to creatures larger
than itself, pecking and biting in a frenzy in order to petrify it
and make its escape. The cockatrice shares many traits with
other magical creatures, notably the basilisk, which indicates
common evolutionary ancestry.

Physiological Observations

It was like half-lizard, half-chicken, and half bat!


No, it was more like half chicken-lizard, half dragon!
I'd say more of a half dragon-chicken, half bat-serpent.
-overheard at a tavern in Kynsdale
The cockatrice appears to be a hybrid animal- mixing bird,
lizard, bat, and dragon. However, the opposite is true. The
cockatrice seems to be the modern relative of a precursor
species that may have become a variety of magical bird,
serpent, or dragon-like creatures, such as the basilisk, hydra,
wyvern, non-celestial couatl, and maybe even the mighty
dragon (though any dragon you ask would find the theory
preposterous). It generally appears like a diseased chicken
with bat wings, with scattered patches of feathers, quills,
scales, or bare skin.
The cockatrice's most notable feature is its ability to turn
creatures into stone. Though it helps a bit in hunting, it likely
evolved as a defense mechanism against larger creatures.
The cockatrice secretes a magical venom from its mouth,
which quickly evaporates into a sticky mist that coats the
beak. Contact with blood or other body fluids quickly causes
a magical petrification effect, turning the victim into stone.
This effect varies in potency between subspecies and
individuals, with some scratches causing near instant
petrification and others causing a very painful, stone-like scab
to form which will slowly turn the surrounding flesh into
rock.
Since the venom is designed to evaporate quickly, it loses
potency quickly. Without the cockatrice's constant breathing
and reapplication it will soon dissipate into the air. This also
makes the venom extremely difficult for alchemists to study.

50

Because the magical venom evaporates so quickly, it will


appear in a cloud around the cockatrice's head when using
magical detection. It will seem to emit in the breath, beak,
and in eye ducts. This may be the origin of myths of a
cockatrice needing to breathe on its victims to turn them to
stone, or staring at them like a basilisk. This seems to be a
sort of evolutionary defense to throw off magic-detecting
predators, making it hard for them to pinpoint the exact
nature or origin of the cockatrice's magical ability.

Behavioral and Social Observations


Whatever you do, if you see a cockatrice and it don't see you
yet, DON'T make eye contact. Naw, you ain't gonna turn into
stone, that's a basilisk. But if you let it see you, it'll attack, and
then you got trouble. Just let it go on its wee little way. Now,
iffen you DO see a basilisk... -Ithyrion Starbreeze, elf ranger
Cockatrices, despite their monstrous appearance, leave
fairly mundane lives, hunting in underbrush and shallow
streams for frogs, rats, fish, and bugs, or foraging for nuts,
berries, and seeds. If not disturbed by larger creatures they
would likely seem a very peaceful creature. However, another
trademark of the cockatrice is its bad temper and aggression.
At the sight of anything larger than itself a cockatrice will fly
into a murderous frenzy, pecking and flapping its wings in a
violent whirlwind of feathers and scales. Most larger
creatures are scared off by the sudden outburst. Others are
not so easily intimidated. Rangers and trackers learn that
finding a lot of dead cockatrices typically means owlbear
territory.
Cockatrice legends say they are born when a male rooster
lays an egg and it is incubated under a toad or snake. This
simply isn't true- there are male and female cockatrices with
little sexual dimorphism. When cockatrices nest the parents
will usually bring petrified toads, rats, or snakes back for the
chicks when the eggs hatch or are about to hatch. This may
be the birth of the legend.
Cockatrices aren't particularly territorial but they do
develop a pecking order in groups. If a group of cockatrices
are feeding together, the constant squawking, pecking, and
fighting is enough to drive away most prey in the area,
making cockatrice gatherings fairly rare unless food is
abundant. Cockatrices prefer being active at night or in lowlight situations.

Inter-species Observations

It was the darndest thing, Jeb. I swear it was just standing


there, with the chickens. Didn't touch a single one. Sure
messed up the duck pond though. What a mess... -Reb
Dinklutz, farmer.
Cockatrices are a rather dangerous pest animal. Farming
towns and settlements that attract rats and other prey seem
particularly prone to cockatrice invasions. They will begin at
the outskirts of a town or at the tree line of forests, coming
into town at night, feeding on smaller farm animals and
petrifying the larger ones. Once a large animal is successfully
petrified the cockatrice will usually flee the area before it
wakes up. Some farmers have begun to create scarecockatrices, stone statues placed onto property to fool the
cockatrice into fleeing the area. It has been met with mixed
success.

Cockatrices seem to share some sort of bond with the


common domesticated chicken, occasionally sneaking into
farm coops to forage with the flocks. The chickens don't seem
to mind their presence, largely ignoring the deadly predator
among them, and the cockatrice will not attack them and
seem to defer to whoever is the head chicken of the flock.
Domesticated ducks, turkeys, geese, and other fowl are not so
lucky; a cockatrice will hunt, kill, and eat them as they would
any other prey. Biologists are unsure why this is.

Variant species

No, it wasn't a basilisk, it was a cockatrice! A huge one, the


size of Nurgluz over there! Yes, I know he's a half-giant, that's
why I picked him! -Rosie Mayweather, dire cockatrice
survivor.
A Cockatrice's danger seems to increase with size. The
Lesser Cockatrice is about the size of a large chicken and its
venom, while painful, usually doesn't cause petrification in
full grown humans or stouter halflings, and will instead cause
a large bruise that is particularly rock-like. Their irate nature
makes domestication incredibly difficult, though it's not
uncommon to see the occasional brave or foolish goblinoid or
hedge-witch attempt to have a flock of lesser cockatrice.
The Common Cockatrice is the one we are most used to
seeing, and stands about waist high to an average human or
elf. It is also the most aggressive of the varieties. They are
fairly common across most climates, and their coat
camouflage will change based on their environment, dark
grey for forest, sand for desert, etc. Some cockatrices in
humid jungle environments sport vibrant and colorful
plumage and quills, presumably for mating displays. This
does not make it look prettier, and on the contrary makes
them appear somehow even more gaudy and hideous.
The Dire Cockatrice is thankfully rare and is truly
dangerous. Less aggressive than its smaller counterpart but
more intelligent and deadly. The size of a tall human or elf, it
is uncharacteristically patient and rather stealthy, stalking
large prey through thick undergrowth or foraging for fruit and
nuts. Though there are no documented cases of a dire
cockatrice hunting humans or human like races, it is not
unlikely. As one anonymous researcher put it,
There may be no documented cases because all the ones
documenting them were eaten.
You just went and MADE a new cockatrice? Probably not a
good idea... -Chiss Kratt, human adventurer.
Because of their relative ecological abundance and the
curious innate alchemical nature of their venom, cockatrices
are favorites for magical experimentation. Although both the
College of Cliffport magic school and Imperial
College of Arcane Study strictly forbid the use of inhumane
magical experimentation for ethical reasons, throughout
history and among less civilized circles the cockatrice has
been a frequent test-subject. As such, there are a variety of
subspecies that are, to a certain extent, magically engineered.
Stronger venom, flame breath, multiple heads... the
cockatrice seems to take well to a variety of magical
tampering. Add this to the fact that the
Cockatrice is a very old species with a lot of genetic
variation and it becomes difficult to determine which species
are natural and which have been tampered with, whether by
mortal, god, or extra-planar entity.

The authors would also like to point out that owning a


cockatrice at any size, subspecies, or temperament is
considered illegal in many countries and is widely considered
a very, very, very bad idea.

Historical and Cultural


Significance

Lord Baldwin the Bastard, his mind like a snake,


Lord Kenny of Highport, the villainous rake,
Lady Miri the Wise, who spreads both her legs,
Earl Brighton the Third, head bald as an egg,
The Council of Four, Oh! so brave and so true,
A cockatrice den, and their victim is you!
--Political ballad during the Third Succession Crisis.
Their loud squawking, grotesque appearance, nocturnal
activity, and magical nature make cockatrices particularly
good bogeymen stories, sounding much more dangerous than
they might actually be. Calling something a cockatrice may be
a reference to either a small thing that is more dangerous
than it appears, such as a small snake with a very venomous
bite, or the opposite: a large danger that sounds scarier to the
uniformed than it might actually be.
This double-meaning is used by bards to great degree,
especially in contemporary political songs.
The Cockatrice occasionally appears on heraldry, its
aggression and tenacity seen as positive traits to particularly
warlike or ambitious individuals. Lord Godwin the Tenacious
notably made it his house symbol, but after his embarrassing
defeat at the Battle of Goblin's Hollow where he was tricked
into attacking his own army's shadow it has since lost
popularity. Cockatrices are also used in occasional
Alchemical advertisements. As cockatrice venom is
particularly difficult to harvest, it implies a certain level of
mastery, although of course there's no guarantee that the
particular store may actually possess it.

DM's Toolbox - Better Than


Rats
A cockatrice makes a decent low-level encounter,
the obvious challenge being the two Con saves
against petrification. Being petrified sucks, and
maybe the only thing worse is having someone
ELSE in your party be petrified. I feel like it's a good
1st level encounter, and more interesting that dire
rats or a rat swarm. It can be fun to play on the
mystery- what are the strange noises at night and
what has been turning the town's animals into
stone, albeit temporarily?
Scaling for higher levels is pretty easy too. More
HP, harder DC on the Con save, larger size
description, and you're in business. Making them
more intelligent and less predictable makes a
bigger challenge. You could have pack hunting
cockatrices, fire-breathing genetically modified
ones, or truly monstrous dinosaur sized ones.

51

Couatl

"Never have I seen such a creature as that which pounced on


my quarry that day, nor do I believe I shall ever see it's like
again. It felt like its gaze pierced my very soul, and I knew it
meant no ill will towards me. Indeed, it seemed almost
apologetic to be taking my prey, and it left me this feather, I
guess by way of payment"
-- Quirious, Ranger from Baldurs Gate, on his travels in
Maztica

Introduction

Couatls are benevolent beings, celestial in origin. Exceedingly


rare, they are creatures of great good that were created as
guardians and caretakers by a god, forgotten by all except the
couatls themselves, since the dawn of time.
Most of these mandates are long since fulfilled or failed,
but a few couatls remain, watching over ancient power or
safeguarding the descendants of creatures they once helped
guide and protect.

Physiological Observations

Those lucky enough to have witnessed a couatl in it's true


form find it hard to put their experience to words, for their
form is undeniably beautiful and striking - a great serpent, 12
feet in length, covered in iridescent blue-green feathers, with
a pair of vast rainbow coloured wings (up to 15 feet span) and
piercing, intelligent eyes. They possess a keen intellect, and
radiate a glory and purpose which comes from the gods
themselves. They can speak any language via telepathy with
any intelligent being.
Though they are truly wondrous creatures, few have ever
laid eyes upon one, for they prefer to hide themselves unless
truly necessary - most are able to keep themselves invisible
with magic. The eldest among them can change their form,
appearing to travelers or pilgrims as beautiful humanoids of
indeterminate gender (as couatls themselves are genderless),
clad in loose, bright clothing.
No almanac nor bestiary can truly claim to have details of
their lifespan and are generally thought to be immortal, as
individual couatls have been repeatedly appearing to
secluded societies for many centuries. They can go without
food or even air for prolonged periods of time, but in truth
they still succumb to the passage of time, disease and hunger.
Couatls tend to favour warm forests or even jungles, though
they are known to travel and will visit any area where their
presence is required.

Social and Behavioral Observations


Given the rarity of these beings, seeing two together is almost
unheard of. They meet only at times of great significance: to
discuss matters of extreme importance, to mourn the death
of one of their own or an individual close to them, to produce
offspring, or to face up to a particularly grim or difficult
challenge.

52

As mentioned above, couatls are genderless. However, via


their magical nature, a pair is still required to produce
offspring. They seek to reproduce only when a couatl senses
its own death approaching, of which they are aware up to a
century before it occurs (though the exact circumstances
remain hidden from them). If a couatl has not achieved its
original purpose set out at its creation or birth, it will seek
another couatl with which to mate.
The mating ritual is a spectacularly elaborate dance of
magic and light, and can take many hours. The result is a
gem-like egg, from which hatches a new couatl some weeks
later. This offspring is then raised by the parent who sought
to mate, and instructed to take up the parent's duties, so that
the parent's task can be completed after it dies.
Couatls tend to reside close to the location where their
mandate states they must watch over. They make use of a
small hunting ground, where they hunt similar prey to
mundane snakes - small mammals and birds form the bulk of
their diet. They will also consume the remains of a fallen foe
if the mood strikes them. Couatls possess a reverence for all
living things, so they endeavour to make their hunts as swift
and painless, whether for unintelligent animals or their
enemies.
A couatl will rarely resort to violence, doing so only when
provoked or threatened. Even then, they will most often
attempt to incapacitate their foe, rather than kill, and make a
quick getaway. Their bite is poisonous, and induces a
euphoric and lethargic state that is fairly easily reversed by
healing magic.

Inter-Species Observations

Following their mandates, couatls do occasionally come into


contact with individuals of other species. They have been
known to "adopt" developing societies, attempting to steer
them along a path of benevolence and righteousness.
This can result in the particular couatl being worshipped
as a god, bringing knowledge and guidance, and although the
couatl might find this veneration deeply embarrassing, it will
often maintain the pretence in order to more effectively shape
the civilization for the generations to come.
Although they are servants and messengers of the gods,
couatls themselves are not particularly religious, as they have
often seen firsthand that such devotion can be mislead.
Instead, they view their patrons as distant friends, and their
service as a working relationship.
Given their reputation as servitors of benevolent deities,
when a couatl does deem it necessary to come into contact
with a more developed society, their arrival is often
associated with bad tidings and as such they are treated as a
mixed blessing. Often, their disposition is then treated as
arrogance, as their paternal desire to lift up other races can
appear patronizing. As such, many established societies shun
them all together.

Variant: Imperial Couatl

Vastly bigger than the average couatl, this mythical beast is a


powerful force of good, setting itself directly against some of
the foulest evils in the known world. It is unconcerned with
the comings and goings of humanoid creatures, and seeks
only to eradicate evil the world over. It particularly relishes
taking on Chromatic Dragons, and remains one of the few
creatures that can challenge such a beast in the air.

DM's Toolkit
In most cases, couatls are not in the foreground of
a particular setting. They make good occasional
patrons for characters, and even at times allies
against particularly powerful evil foes. They are
incredibly rigid in their lawfulness, and although
they will not often come into conflict with good
parties, they may disagree with their motivations or
actions if they are not in line with the couatl's
mandate.
In lower level games, couatls can be used as
quest goals - rumours of winged snakes prompt an
investigation in order to utilize their knowledge
and wisdom, and possibly then resulting in the
couatl taking the party under its wing (pun
intended) and sending them off on quests to aid its
own conflict with evil forces. At higher levels,
coatls can be treated more as equals to the player
characters, and can be used as a powerful NPC in
particularly difficult encounters.
A couatl will flat out refuse to aid a party with
evil or reckless characters, even going so far as to
recruit a force of defenders for itself and even
engaging them directly.
As noted above, it is very rare to come across
more than a single couatl - a gathering is sure to
foreshadow a terrible event, or that the forces of
evil are particularly concentrated in that area.
Treasure wise, the gift of a feather by a couatl
can be used to contact and even summon the
individual from which was taken, though only if it
was freely given. Feathers otherwise taken are
worth a small fortune anyway, but have no
remarkable properties. Couatls don't tend to horde
any other items, as they view the accumulation of
wealth as a path to corruption.

53

Crawling claws are hands that have been taken from the dead
(or the unfortunate living) and infused with necrotic energies
to animate them with unnatural life. Totally devoted to their
creators, crawling claws make excellent maids, butlers,
servants and -in a pinch- men-at-arms. Often chosen as the
first project for aspiring necromancers for their ease of
creation and the assistance they can provide towards the
fulfillment of more ambitious goals.

Remember, though, that the crawling claw is not simply a


construct, but an undead construct - If enough of its actual
flesh and bone is removed, destroyed, or replaced with
inorganic matter, the claw's body will no longer be able to
contain its vital essence, and it will fall apart. This is the
primary way by which crawling claws are destroyed, as they
possess no central weak point, and physical attacks that do
not remove their original biological matter will damage them
much less than attacks that do. This durability only applies, of
course, to crawling claws animated with the original and
more lengthy ritual which imbues the entire Claw with life
energies. More expedient measures, like inscribing runes on
the palm or injecting the veins with magical fluids are much
easier and quicker, but are also far more easily destroyed by
cuts and bashes.
Incapable of direct reproduction, withered or degrading
crawling claws can nevertheless be ground up into a powder
and fed to animals or humans of the same species as the
original claw. This powder acts as like a disease, slowly
poisoning the victim, whose body largely begins to shrivel and
atrophy while their hands grow to enormous size and
strength. Though the effect is not very strong, if the individual
is killed during its effective time period of between two and
three days, their hands will tear themselves off the corpse
and report to their necromancer for further orders.

Physiological Observations

Behavioral Observations

Crawling Claw

Valthias looked down at his apprentice. Then to the...


Thing...
That writhed on the floor. Four spindly fingers danced
spasmodically around a withered husk of a palm, jerking in
every direction. The index finger, he thought, must have
gotten lost somewhere in the process. Vecna preserve us if
the cat got to it.
Running one hand through his thinning grey hair, he
hesitantly laid the other on the boy's shoulder.
"Everyone's gotta start somewhere, kid."
-- From The Charitable Necromancer by Valthias Caspase,
Archmage of the Final Circle Introduction

Introduction

The appearance and physique of crawling claws vary greatly


from individual to individual based on the skill of the creator
and the nature of the source material. Necromancers have
managed to animate everything from minute crab pincers to
colossal dragon claws, and though more powerful hands
make better servants, they also take more skill to create and
control.
Disturbingly nimble, crawling claws make almost no sound
as they skitter around haunted mansions, corrupted
graveyards, and ancestral tombs. Not having eyes, they rely
on a sort of spiritual vision that gives them a panoramic, night
vision sight that prevents sneak attacks and makes them
perfect as scouts and lookouts. Their light weight and
unnaturally enhanced musculature gives crawling claws the
ability to leap great distances and stay in the air for longer
periods of time, an effect which is often mistaken for flight or
levitation by the superstitious.
Though generally able to produce only as much force as
the original hand would be able to in life, crawling claws are
often imbued with enchantment to make them tougher,
stronger, and faster. In addition to magical enhancement, the
constructed nature of the crawling claw makes it is quite easy
for the necromancer to dissect it, replacing nails with steel
talons, tendons with springs, and skin with studded leather.
The experienced wizard will sneak a few of these improved
hands into a swarm of crawling claws, presenting a
formidable surprise to adventurers who will find themselves
suddenly held down by an iron grip as the weaker claws rip
and tear at their flesh.

54

Though generally only intelligent enough to receive, process,


and carry out simple orders such as "Fetch that liver for me",
"Guard the unconscious man", and "Tear out his eyeballs if he
tries to get out of the ice bath", Crawling claws can be gifted
with greater intelligence, or even sentience, at the cost of
great material and magical expense. In such cases where this
happens, the claw is usually also given a crude mouth with
which to speak or other physical enhancements to make it a
more useful servant and justify the magical investment.
Rarely will a sentient Claw break away from its master.
Despite sentient claws hanging on to a shred of their original
person or individual's personality, they will remain the most
steadfast of servants and are even more difficult to Turn by
paladins and clerics than the non-sentient ones. Some believe
that this is a form of Stockholm syndrome, that claws long
pressed into the service of a necromancer will have their
consciousness altered to believe that there is no true way of
life besides service to their creator. Others theorize that the
process of creating a claw shatters the original personality of
the original being, instilling the source-material's feelings of
loyalty and subservience while sucking away their free will
and pride. This second theory is supported by case studies
where more powerful and prideful Crawling claws - those of
White Dragons, High Elves, Storm Giants, and the like - are
far less likely to follow orders when made sentient than
dumber, and less-wise races - such as Kobolds, Ankhegs, or
Cyclopes.

Social Observations

While they are essentially willing slaves to their creators and


thus have no real society of their own, crawling claws
nevertheless play an important role in many cultures where
necromancy is more or less acceptable. Being such a basic
construct and the first ones that many necromancers
animate, they are often regarded as something akin to mobile
teddy bears or dolls in some societies. Necromancer parents
may assign sentient Crawling Claws to act as
"nannies" for their children to simultaneously keep them
safe and instill in them a fondness for death from a young
age. In such societies, some old crawling claws are preserved
with enchantment and careful maintenance for decades and
centuries, caring for one generation of archmages after
another.
In other societies, crawling claws are seen more like status
symbols that double as slaves and are cared for in a very
different way. "The hands of the great are legion" or some
variant of that saying is generally a common sentiment in
such cultures. Rich necromancers might flaunt their wealth
and power with elaborately enchanted claws: Hollow ones
that can be worn like gloves, massive ones that guard their
dungeons, jewel studded ones that can cast spells, and
amalgamate stacks, sown on top of each other, that serve as
mobile serving platters. The upper class of these societies
prize the claws of rare and dangerous monsters such as
Giants, Dragons, Sirrush, and Phoenixes to make their
servants and fill their collections.
Most cultures, even those where necromancy is acceptable,
do not take it this far with crawling claws in particular
though. In those, crawling claws can act as familiars, pets, or
manual laborers, but they are not given some special place in
society to be admired or desired.

Intra-Species Observations

Crawling claws generally do not act on each other unless


given sentience or ordered to, but in the event that a non
sentient one is ordered to carry a non-verbal message, they
might pass it on along a chain of hands like a sort of ManualCourier Express, each hand inscribing the message onto the
next or passing it along through a tapped code hardwired into
their memory by their creator. In this way, they can act as
secure and encrypted means of passing information from the
necromancer to others.
Sentient claws often act much like their original species
does, and, holding onto shattered recollections and broken
pieces of the original's personality, might re-enact the
behaviors of their intact predecessors. Crawling claws from
Giants sometimes attack Draconic ones, Animated Illithid
claws might favor attacking the brains of their enemies, and
sentient kobold claws will often prostrate themselves before
Dragon claws. Entire microcosms of society might exist in
the crawling ecosystem of the Necromancer's lair, with
complex social webs being spun and caste systems generated
by the minds of these otherwise detached beings.

Variants
Bigby's Nightmare

Crawling claws taken from giants and enchanted with


extreme durability and gifted with the power of flight, Bigby's
Nightmares are massive constructs able to replicate the
effects of any of the "Bigby's Hand" - series of spells.
Useful as front line fighters, siege engines, and
bodyguards, Bigby's Nightmares can be terrifying implements
of destruction that bring a whole new meaning to the phrase
"Finger of Death".
Degloved One

Taking aspects of wraiths, mimics, and crawling claws and


combining them into a single abomination, Degloved Ones
are crawling claws that are hollowed out and tanned, taking
on roughly the same appearance as regular gloves.
However, if put on by one other than their master, they
immediately latch on to the wearer's skin, sucking their blood
through the vulnerable veins and arteries of the hand and
forearm. More powerful versions of these might be able to
fuse themselves to the victim's skin, making them near
impossible to take off without ripping off your own skin in the
process. Even stronger ones can take control of the arms of
weaker willed adventurers, making them hit themselves over
and over again. It is at this point that the necromancer is
advised to exclaim "Stop hitting yourself, stop hitting
yourself," while dunking the poor character into a latrine
headfirst or painfully pulling their underwear from behind.

DM's Toolkit
While mildly creepy and certainly quick, the single
basic crawling claw should pose little threat to
even a level one adventurer. Sending a half dozen
so at a time against a beginner party might be the
undead equivalent of the goblin raiding party. For
higher level adventurers, variant claws or hordes of
hundreds of basic claws using swarm rules might
provide a more suitably terrifying challenge.
Adventurers should see crawling claws as a sign
that necromancy already has its talons set into a
place, and that the source of the creature will be
somewhere in the region. Not far behind the
crawling claw scouts will be the more durable
variants, as well as the skeletons, zombies, ghouls,
etc. that usually make up the bulk of a
necromancer's minions.

55

Cyclops

"We had to duck behind an outcropping at the foot of the hill.


The rocks weren't actually that accurate, I guess only having
one eye comes with its disadvantages, but we weren't able to
break cover without risking getting pulped. Fortunately,
Regith had found a little cleft and put an arrow right into the
side of its neck, which distracted it long enough for us to
close the distance. Damn was that a mistake. It smashed
Kegan with its club, then grabbed Flint and dashed his head
against a crag. We only got out of there alive because Alamar
put some sort of spell on it and calmed it down enough that
Regith could line one up and put it in its eye."
--Folan Latimer, Captain of the Fourth Company of Scouts
"Cyclopes? They're idiots. Once I convinced one I was the
god of fire using nothing but a pot of oil, six torches, stilts,
and a long cloak."
--Kell Toddle, Halfling Rogue

Introduction

The cyclops is a massive and fearsome humanoid, found


primarily in remote locations. Although clearly intelligent,
cyclops are exceedingly dim-witted, knowing little more than
is necessary to sustain themselves and having no interest in
learning further. They are absolute strangers to innovation
and can be easily deceived, although the consequences of
failure in that department can be severe. Cyclops will often
know enough Common or Giant to converse, but practically
none can read or write. They tend to scratch a living out of
harsh lands through herding, but are not averse to
supplementing their diets with any other sources of meat,
regardless of intelligence, that stray too near their lairs.

Physiological Observations

Cyclopes resemble massive humans, sometimes reaching as


much as twenty feet tall, with broad shoulders and powerful
musculature. Their most notable feature is, of course, the
single eye located in the middle of their forehead.
The reason for this curious deviation from the basic
humanoid facial type is unknown, but it has been suggested
that the poor depth perception arising from their monocular
vision is meant to be a physical analogue to their lack of
wisdom and foresight. This, of course, assumes an active
divine hand in the race's origin, which I suspect although
have been unable to prove. Consultation with the priests of
several prominent gods has so far been fruitless, although
one cleric of Poseidon returned from an attempted
communion with his god rather red in the face, a lead which I
will endeavor to pursue in the future.

56

Social Observations

Cyclopes tend to prefer isolation, but often live near enough


to their own kind that they can trade goods and rely on each
other for mutual defense in the rare instances that a threat
appears which cannot be solved with their own great
strength. Most cyclops keep animals, maintaining sizable
herds of sheep, goats, or cattle, from which they draw the
majority of their sustenance through meat and milk. In one
curious case I witnessed a heavily scarred cyclops tending to
a small group of owlbears and referring to them as screechy
stab-goats. Cyclopes most often make their homes in caves,
among ruins, or in lean-tos constructed from whole trees. In
rare scenarios some may be found building crude structures
from huge stones, the sheer scale of which can be quite
impressive to those unfamiliar with their handiwork, even if
the craftsmanship leaves much to be desired.
Cyclopes do not follow any religion and, indeed, scarcely
regard the existence of the gods. Their own fantastic strength
and impressive self-sufficiency have caused them to become
assured of their own independence of the divine.
In those rare cases where cyclops are forced to interact
directly with gods or divine magic, they tend to be cowed into
submission only through shows of force, rather than any
sense of respect or deference. They typically chafe under
such pressure and seek to assert their independence as soon
as possible.
When a male cyclops feels a particular urge to mate, he will
typically travel to the lair of a female of his species and
present her with an assortment of gifts. These are usually
practical in nature, consisting of cheese, mutton, crude tools,
and animals from the male's herd. If the female considers the
offer sufficient, she will agree to mate with the male. Most
scholars believe that this sort of unidirectional gift-giving has
arisen due to male cyclops' propensity for returning to their
own homes soon after copulation, leaving the mother with
the resource-expensive task of raising any potential offspring.
Only rarely do cyclops form family groups for extended
periods of time. Young mature quickly and are considered fit
to fend for themselves sometime around six years of age.
When this is achieved, the mother will provide her offspring
with a small flock from which to build its own herd and send
it off to find a suitable home.

Inter-species Relations

Due to their natural propensity for isolation, cyclops are not


typically a threat to civilized societies. They are, however, an
absolute terror for travelers who wander too near their lairs.
Cyclopes have no compunctions about eating intelligent
beings and, in fact, seem to consider them something of a
delicacy. Unwary humanoids have often been known to come
across a cyclops' herd and assume that the owner is of a
peaceable disposition, only to be eaten whole when the
cyclops returns. Cyclopes are also known to trap their victims
in caves or similar prisons to be consumed later.
Cyclopes do not use currency and have little need for most
finished goods, although there are instances of cyclops
engaging in trade. This typically takes the form of barter
between cyclops, but in rare occasions can involve smaller
humanoids as well. Cyclopes enjoy shiny objects and often
collect jewelry from travelers they have eaten. They have been
known to offer these items in exchange, most often for wine,
which is the one commodity they desire above all others.
Cyclopes are not sufficiently skilled to grow and ferment
grapes on their own, but if they have had the fortune to come
across wine from a victim or trade, they have often been
known to develop a particular taste for it. In several cases,
cyclops have demanded dozens of barrels in regular tribute
from towns located near their lairs.
An adolescent cyclops can present a serious threat to small
towns and farmsteads as it strikes out on its own, searching
for a suitable area to raise its own herds. Possessed of the
same great strength as their parents but far greater
wanderlust, young cyclops have been known to eat whole
families of shepherds before tearing down the walls and
occupying their homes for a time. It is fortunate that cyclops'
low birth rate ensures that such instances are few and far
between, as it takes a sizable show of force to dislodge a
cyclops from its claimed territory.
Although superficially similar to giants in many respects,
cyclops are not included in the Ordning, the complex system
of giant hierarchy. As even ogres have a place in the ranking,
this indicates that giants consider cyclops to be of an entirely
different class of being. As they often inhabit similar locales,
cyclops and hill giants clash occasionally, with cyclops
emerging the victors in these struggles more often than not.
If confronted by giants of most other varieties, cyclops will
back down due to the former's greater size and organization.

DM's Toolkit
Cyclopes' tendency towards isolation means that,
in the absence of some external force, they should
rarely be an issue for settled communities. They
can, however, be used to great effect on travelling
parties, where capture by a cyclops can be a nicely
self contained, albeit clichd, session, or as signals
that something has upset a previously existing
balance.
An adolescent cyclops was sighted moving
across the countryside in the direction of a sizable
town. The party must find a way to stop it before it
cuts a bloody swathe through the outlying farms
and threatens hundreds of lives.
Several fully grown cyclops have come down out
of some forested hills and claimed a fertile valley as
their own lands, despite it being currently inhabited
by several human communities. When questioned,
they say that something has been killing their
sheep and is too stealthy for them to catch.
The party stumbles across the lair of a cyclops,
which proceeds to politely offer them cheese. He
asks with all courtesy whether they would be so
kind as to deal with the bandits which have been
plaguing the town from which he imports his wine,
as he cannot afford to leave his herd for so long.

Elder Cyclops

All descriptions so far have concerned themselves with those


cyclops found on the Material Plane. There are some reports
of cyclops inhabiting divine realms which are, in many ways,
nearly perfect opposites to those of our world. These cyclops
are skilled craftsmen, reputed to be among the greatest
smiths in the universe. Their great strength and simple
wisdom make them respected figures, responsible for the
creation of powerful divine weaponry.

57

Darkmantle

"I was just a lad when an adventurer, much like yourself,


asked me to lead him to a cave. He said the cave contained
untold wealth, that there was some dragon or other living
there or something. I was just a boy so with a single silver
piece he got me to take him there. The locals knew this cave
only as a dangerous place the children were much warned
against it. If there was a dragon there the man never made it
that far, this strange creature looking like some squid that
escaped from the nine hells saw to that. Be wary of the
Darkmantle boy, it lurks above" Below the tale is a drawing,
looking much like a field journal some scientist sketched,
though the attributation is currently unknown. It is the
Darkmantle.
--Excerpt from the popular "The Great and Terrible Beasts
of Our Time" on sale wherever popular tomes are sold."

Introduction

A rather interesting predator, the Darkmantle waits most


often in caves, or other dark places, where its natural
camouflage does it the most good. The natural colour of the
beast mimics that of the cave it finds itself in, and should it
move to a new home it can change to suit it. The creature
attaches to the tops of caves with a suction power near its
tentacles and waits patiently for the next fool chasing gold to
come walking through unprepared.
Should they find themselves outside their chameleon
reflexes will do them far less good as their ability to change
colour suits more the variety of greys one finds in caves more
than the browns and greens of a forest. It is theorized to have
first found its home in the Underdark with the Drow and the
other unsavory denizens of that abominable place, but how
much of this is speculation and how much of it is just hatred
of the creatures from below the earth is unknown at this time.
There were also some that believed it to be an outsider of
some description though none have ever been reported in any
of the outer plains where outsiders make their homes. Much
of the information that will follow is based on mine, and my
colleges, direct observations of this creature, the Tenebris
Pallium as we have come to call it, according to one of our
associates in the language department it is ancient Dwarf for
Darkmantle.

58

Physiological Observations

Although it resembles a common and far less deadly squid, in


basic shape if not overall form, there is a thick membrane
between each tentacle. This membrane, when combined with
the slender tentacles, is what you will feel wrapping around
your head as you suddenly find yourself in total darkness. It
also gives the creature Eyes near the top of the creatures
head face in every direction so that no matter where prey
comes from it can be seen. Inside the membrane is several
rows of teeth as sharp as a blade, where the creature stores
the food it consumes I have yet to discover as it eats far more
than its relatively small stature would allow and cutting them
open upon death has yet to reveal a long term stomach, or
any digestive organs at all. I believe they directly absorb the
nutrients they eat at a maximum efficiency, which would also
explain a distinct lack of bones found in many of the caves
they inhabit. It has no known subspecies however its relation
to beasts such as the extinct Lurker Above should bear out
further research in due time. Their young are quite
fascinating as well. Dr. Lemontwig of the Elfen Research
Institute spent fifty years tracking one from egg to adult
hood and I will share some of his findings.
Life Cycle

The Darkmantle breeds much like a fish. The females, on the


exterior entirely identical to the males, will lay an incredibly
large clutch of eggs and which release some sort of noise that
calls to the darkmantle via its echolocation, though even the
sensitive ears of an Elf cannot pick up on it. Many eggs will
be inseminated by any males nearby, some even journeying
from other caves if their own does not contain a female,
suggesting to me at least that females of the species are rare.
Following this it will take approximately one year for the
mantles to hatch. In this time no protection is offered to the
eggs nor is there any care for their well being. The creature
emerges in much of a larval stage, it is soft and lacks the
carapace its parents use to disguise themselves as stones and
so, in quite a shock to myself, must scurry around in the dark
and hope to avoid dying. This, I believe, is why they lay so
many eggs as relatively few will ever make it to adulthood. As
mentioned elsewhere they feast on whatever scraps the
adults leave and, should they survive at least, this process will
last around four years before their shell hardens and they
reach a stature that will allow them to take on small prey of
their own. These young have sometimes been found in the
cellars of taverns or sewers hunting rats and other small
creatures. to fully grow it will take another 15 years,
combined with shedding their carapace several times as they
grow which leaves them vulnerable and camouflaged for
about a day until the new one grows in. At around 20 years of
age they are adults, but while growing slowly Dr. Lemontwig
noted that they never seem to stop. However after the 50
years the subject was killed attempting to target some
industrious goblins and so we are as of yet unaware of their
full lifespan.
Dr. Lemontwig has decided to keep one in captivity in his
lab and begin anew. Though I will likely not live to see the
outcome, being merely human myself and already getting on
in years, I hope future generations will take great interest in
his research.

Social Observations

It gets along well enough with its own species, they are
seldom seen fighting over territory or food, but often prefers
to be alone or in small groups, though there are some that
grow to a good number, as long as there is food in steady
supply their population seems to grow and they stay where
they were born. Not a pack animal by any means but has an
observable intelligence similar to that of many basic animal
companions. I have personally witnessed almost a score of
the beasts descend onto a battle with some Orcs and only the
party that I was travelling with was attacked, suggesting to
me that these beasts could be tamed. If not well enough to
handle direct commands they can very well be taught what to
eat and who to leave alone. There are even records of the
creature working in tandem with several of its brethren to
take down larger and more dangerous prey. Anywhere you
see larger clutch of the beast beware, there could be even
larger creatures waiting nearby.

Behavioral Observations

They are fully and entirely a predatory animal, concerned


with nothing more than their own safety and securing food.
They lack compassion for their young, often laying eggs and
then leaving the cave themselves in search of a new home
when food may be scarce, though many times they will simply
reside nearby. In some cases the adult has let the child starve
to death as they got to the food last and there was none
remaining. They seem to only be able to attack from above,
when lifted from a host or missing their attack they often
scurry away to climb back up to try again, seemingly entirely
unaware of even the limitation on the darkness they create to
conceal their first attack.
When they work together and fell a larger beast you can
often see the entire caves worth of them feasting on the body
together until not even the bones remain, as was the case
when I saw them devouring a relatively young dragon.
At this time they will climb back up to their perches and
rest until they feel the hunger again. It is at times like this
that you are most likely to see their young scurry down in an
attempt to feast on whatever scraps remain.
Until they grow large enough to take prey of their own this
is how they will survive.

DM's Toolkit
These would be creatures to fear for peasants and
low level NPCs but an adequately leveled party
should have little difficulty unless it is a swarm.
With very little in the way of special abilities their
main use is in surprise attacks or ambushes where
the creatures the party is fighting have trained
them. Fighting goblins when suddenly darkmantles
show up could be a terrifying proposition for many
a party.
As it can attack no one else but its victim once
attached they are best thrown at the party either in
small groups or with other creatures nearby,
though one could be a good surprise to catch the
party unaware.
Obviously their specialty is surprise attacks,
most often their darkness spell is used just before
grabbing onto a prey leaving them even more
unaware of what just happened to them but it
could easily be used for other reasons if the need
arises. It has its limits though, as Darkness can only
be cast once a day and is only a 15ft radius but, as
with all supernatural darkness, darkvision is useless
against it which could leave party members
groping in the dark trying to help their party
member.
It is a very versatile predatory animal excellent in
anywhere dark, making effective use of the
darkmantle should be simple for any DM, they
appear in numbers anywhere from solo up to 1520 commonly so feasibly they could pose a threat
to even a midlevel party in large enough numbers.
Especially if you have them work together. As
suggested in this post you could easily have one
grab a head and the others latch onto other places
on the body and attack in tandem (as of 5e they
gain advantage when attacking people they are on)
leading to a deadly combination.
Use them sparingly however as if you put them
in every cave the novelty of the surprise will wear
off quickly and the party will begin to expect them
to be everywhere.

Intra-Species Observations

As any predator the dark mantle sees other species more in


terms of "food" or "not food" rather than any companionship.
Even their own young only escape their feasting due largely
to it being difficult to attack something from above when you
are on the same level as it. They seem to be trainable by more
intelligent species and I once met a ranger who claimed to
have one as his animal companion, though he was drunk at
the time and was not around when I left in the morning so I
do not know if he was telling the truth. Even those in the wild
can be scared off if they are hurt enough, they will often flee
deciding that the meal is not worth the risk, so they do have
some self preservation instincts.

59

Death Knight

Even the most righteous men can fall into darkness. I couldn't
believe it was him, not Miltiades. For so long he was a pillar
of goodness, but in the end hate overtook him. Even as I write
this his eyes, seething orbs hate, peer into my very soul
chilling me to the bone. He must have some honor left,
otherwise he would've killed me by now.
-- A note found on a skeletal warrior outside of the Ruins of
Raudor.

Behavioral Observations

Introduction

Death Knights are those that have been cursed forever to


roam the earth in undeath, hate perpetually driving them to
enact vengeance on those that have wronged them. Although
rare, Death Knights are said to have been paladins that have
been cursed by their god for a treachery they have committed
or great warriors that have partaken in an unholy ritual to rid
themselves of their mortal weakness.

Death Knights are consumed by the hatred that drives them,


this leads them to be thoughtful and deliberate, regardless of
their personalities in life. They carry their very souls in their
bony hands to serve as a reminder that their bargain cannot
be undone. Death Knights have given up any thoughts of joy
or contentment for the power to accomplish their goals, a
thought that weighs upon them every moment in their
immortality.
Those that turned to death for power were, most often than
not, frustrated in life. Death being preferable to defeat, Death
Knights have forsaken their very lives in the pursuit of power.
As the Death Knight continues to be defeated the more forces
and power it gathers. Once a Death Knight is victorious in its
goal, its joy is fleeting, for it is faced with an eternity of
endless struggle.

Physiological Observations

Inter-Species Observations

The most notable aspect of a Death Knight are the eyes.


Glowing red from the hate that now consumes them. Their
eyes illuminate their skull, having shed their skin, blood, and
muscle to become the ultimate beacon of undead strength.
Although Death Knights have no skin or bone they retain
whatever strength and vigor they had in life. Although the
Death Knight lacks a phylactery, they will continue to come
back to life until their soul has sought forgiveness.
As such, they are granted divine powers by that which
keeps them undead, although they may never use those
powers to heal.
It is said that a warrior who was transformed channeled
their very soul into their weapon, bringing death to others
with the very essence of their being. When transformed an
unnatural green flame envelopes the body and erases all
aspects of life by burning away the living tissue. The brain, no
longer needed, is replaced by the soul infused weapon.

Social Observations

Death Knights are dark and brooding, their minds lost to the
hate that consumes them. Death Knights are not welcome
among the living so they often surround themselves with
undead that are capable of complex thought. Skeleton
warriors, wraiths, and wights often make up the retinue of
the Death Knight.
As they gather forces Death Knights are forced to remain
on the move, otherwise an army of the living would be
brought upon them and ruin their quest for vengeance. A
Death Knight might take command of a ruined castle, or it
might claim a fortress from its inhabitants. If conquest is
what drives the Death Knight, captured lands might turn into
the beginnings of the Death Knight's empire.
The majority of Death Knights work alone as great leaders,
although sometimes they will join forces with a greater entity.
Death Knights who transformed unwillingly will most
certainly attach themselves to someone with great power and
initiative. This person of power can be a Lich, a vampire, or
even a mortal that holds great sway over the undead. A Death
Knight will hold true to its commitments for years, centuries
even, but as time progresses a
60

Death Knight will always serve themselves seeing that


promises, like mortality, are a farce.

Death Knights generally work alone, amassing an undead


army to further their cause. Due to their undead nature Death
Knights very rarely have any living companions. Death
Knights see mortality as a weakness, and weakness in
intolerable. The one creature that a Death Knight will make a
long term commitment to is its favored mount. Death Knights
ride into battle on the backs of evil beasts such as
Nightmares or other undead mounts. The teamwork required
between mount a rider is often the Death Knights only lasting
source of pleasure.
Death Knights will sometimes ally themselves to other,
more powerful creatures such as Liches, Vampires, or other
Death Knights. These commitments will never last, however,
as the Death Knight grows in power the more obsessed it
becomes in its own personal agenda.
Death Knights have also been known to transform other
great living warriors into Death Knights in order to form an
elite society of undead. If this is the case the other Death
Knights will always follow the oldest, most powerful among
them, generally the one that transformed them.

DM's Toolkit
During conception Death Knights drew a lot of
inspiration of J.R.R. Tolkien's Ring Wraiths. As a
potential plot hook you might be able to say that a
group of Death Knights were created by a supreme
dark lord in order to fulfill a dark brand of justice.
Another option is to use a historical leader such
as Genghis Khan. The Death Knight could be the
leader of an undead army that is sweeping the
world converting the dead into undead or even
great warriors of the land joining forces with the
Death Knight as a better chance of survival.

Demilich

I just remember so many skulls. A vast wall. And nothing but


hideous laughter all around. Then Strex's blood started
leaving his body through every pore. It pooled at the base
then began crawling up the wall into the mouth of a skull set
at the highest level.

Introduction

It is a misnomer that a demilich is a lich that that has


forgotten to nourish itself. The notion is ridiculous. Only the
most powerful wizards and necromancers attempt lich-hood,
so it's hardly believable they would forget a simple thing like
feeding their source of power.
Far more likely is that demilichs are the products of failed
transformations. This mis-fire almost always occurs at the
moment of creation of the phylactery and the bonding of the
soul to it. What is left is the intact phylactery, the skull, a pile
of ash, and an angry, thwarted evil soul that usually proceeds
to kill any living thing 1 mile around. Then they simmer in
hatred until the next victims stumble along.
Equally as likely is that demilichs are the products of a deal
with Orcus. Individuals are promised immortality in
exchange for their horrid cooperation. However, the demon
lord of the undead is known for taking delight in watching
mortals realize the moment of the double cross before they
are nothing but a skull.
Another surprising reason for a demilich is out of
reverence or for future council. In some societies, powerful
and successful rulers are preserved to ensure eternal
prosperity and domestic stability. The irrationally moral
might find this abhorrent, however the rationally pragmatic
see it as a way to prevent endless succession wars which
drain a land of resources and sow only strife.

Behavioral Observations

Against strongly influenced by the reasons for its creation.


Demilichs created from accident and deals-gone-bad are
going to hate life. Their resting places will become lures for
fool hearty adventurers, ignorant grave robbers, and zealots
seeking to impress their gods. Demilichs have no problems
quickly eliminating these intruders.
Accidental demilichs might not have any external defenses
set up. They may, overtime, have created a small army of
undead and encouraged a large monster to take up residence
in their old tower. Demilichs who were seeking lich-hood or
had it promised to them might be at the center of a vast
underground labyrinth dedicated to them as they had time to
prepare.
However, demilichs created for rule might be placed in a
vastly elaborate ossa built for worship, council, sacrifice, and
display. These places will be not only guarded by the lich's
own defenses but a host of dedicated guards.

Intra-Species Observations

Again, a demilich will tolerate those who it can rule and those
who it sees as intelligent. However, failure is little tolerated,
death is swift, and punishment can be multi-generational
after all, the undead see time very differently.

Physiological Observations

A demilich's physical appearance can vary greatly from the


mundane to the fantastical depending on the ritual used to
create the lich and if there are purposeful attempts to hide it.
These designs could be part of a protection system to prevent
the skull from being taken or jewels could be augmented to
feed the lich's phylactery, increase its surveillance capability,
or bolster offensive power.
The skull could be also resting in a pile of ash or
ceremoniously mounted in the wall or in an obelisk. This
again is dependent on why the lich was created. If by
accident, the skull could be in the corner of a cluttered study
or under a soiled cot. If by purpose, the skill might be
mounted in a very elaborate mural depicting the lich's history
in a bas relief surrounding a sacrificial alter.

Social Observations

A demilich is not a social creature in the traditional sense. If


the lich was created by accident or crooked deal, they most
likely will be very hostile toward any living thing that crosses
their path. They will take enjoyment out of causing pain,
suffering, and extinguishing the light of life. A demilich
created to run a cult, guild of thieves/assassins, or a kingdom
will be mostly concerned only with those it knows are a part
of its society and order. This can manifest itself and a sort of
xenophobia.

Behavioral Observations

61

DM's Toolkit
Below is a table for the quick generation of
demilich for your campaign. I think the most
exciting idea that the demilich is a part of a council
used by a powerful guild to maintain its standing.
The guild could be at the heart of a city have many
twists and turns.

Lich
1d10 Skull

Creation

Tomb

1-2 Human Tricked by Orcus Center of a death


cult
3-4

Slaad

5-6 Yuan-Ti

Lost in the Astral


Plane

Center of
criminal
organization

Craved Eternal
Power

Powerful family
crypt

7-8 Fiend Lichdom thwarted Abandoned site


by hero
of former power
9-10 Dragon

To serve
Center of a maze
guild/cult/kingdom

Other points:
A demilich might make a good puzzle monster. In that the lich
will be very protected since it is immobile. A good campaign
might be just piecing together the lich's deeds in life and
death to figure out how to beat it.
A group of demilichs are like a hard drive. They are created
to store very important information. A magic society could
have created them as an eternal storage place for all 9-level
(and beyond) spells. Only those rising high in the organization
can access them without harm.
Maybe on that same note, what if there is an apocalyptic
situation where PCs have to uncover a demilich in order to
restart society. As the lich is fed souls it remembers items and
enemies the players need to obtain and defeat.
However, the as the lich powers up its starts its own
schemes.

62

Demons

I see from your journal that you have studied us extensively,


wizard. Most think all we 'demons' to be savage, brutish
creatures. But you... you have peered behind the veil. I even
see that you have heard the name Tanar'ri... a name that
stretches back uncountable aeons. No, don't even bother
struggling. Those straps are tightly secured. Do you really
think you're the first wizard I've harvested?
You ARE the first to have discovered as much of our history
as you did, that I do grant you. It has been long since I
conversed with an intellectual such as yourself, and we have
plenty of time before I am done harvesting you.
You wish to know about the so-called 'Blood War?' Very
well, I will be kind enough to satisfy your curiosity and tell you
about our struggle for freedom. The knowledge I am about to
share with you has not been shared with mortals in millennia.
Try not to scream too loud as I recount it. You wouldn't want
to miss anything.

Introduction

This is a story about the demons behind the Blood War, also
known as the "True Tanar'ri." Is it a true story? None can say.
In the infinite depths of the abyss, even truth itself becomes
warped and mangled beyond recognition.
Perhaps it is best to say that it is one potential truth, and
leave it at that.
The story is a tragedy, and the tragedy is time. In time, all
things change and evolve. It is said by some that humans are
descended from apes, just as kobolds are descended from
lizards and merfolk are descended from fish. If that is the
case, and we have truly evolved so much, think about what
our species might look like a billion years from now. And
think about what other creatures might have looked like a
billion years before now...
A billion years ago, or so the story goes, there was a society
of creatures very much like our own. They were masters of
magic and technology, particularly as relates to the
connection between the body and the soul. At their society
advanced, both magically and scientifically, they discovered a
way to defeat death itself, by anchoring their souls into their
own bodies. Imagine a society spanning multiple dimensions
- a society where nobody could truly die unless they chose to
do so. For a time, it was a utopia - at least for them.

Physiological Observations

But curiosity is the downfall of all creatures, even eternal


ones. Eventually, these immortals began to experiment with
their own immortality. They discovered that because they
were unable to die and their bodies could recover from any
injury, it was possible to make surgical changes to their
bodies that were previously unimaginable. If one of them
wanted to be able to see in the dark, all they had to do was
remove their own eyes and replace them with the eyes of a
cat, then let their body incorporate the foreign parts as it
swiftly healed. If they wanted to fly, they simply needed to
remove wings from another large species and attach it to
their shoulders. This was seen as liberation from their own
physical limitations, and at first their society rejoiced in their
newfound senses, as they harvested all manner of creatures
to live vicariously through those creatures abilities and
powers.
Eventually, discontent started to grow among the
immortals. There was a limited number of body parts to
harvest, and they noticed that all the best pieces and
experiences were going to those immortals that were
wealthiest or had the strongest connections to those in the
upper ranks of their government. 'Promotions' to a better
body were given out at the discretion of those in power. This
seemed like an injustice. As their cultural aesthetics changed
and adapting one's body became an essential part of their
culture, the poor could not afford good body parts, and had to
live with whatever patchwork bodies they could make for
themselves, while their elite - the ba'atezu - harvested the best
bodies money could buy.
So the poor struck back, in the most savage way they could.
They attacked the other immortals, and harvested them. And
thus began the Blood War - a war of ideology between those
'devils' who believed that new forms should be granted by the
government, and the 'demons' who felt that they were entitled
to any body parts that they had the strength to take. This is
why there is so little physical variation between devils,
whereas demons vary so widely, even between members of
the same type or species. Devil's bodies are created by
standardized processes, whereas every demon is self-made and the greatest demons, the demon lords, consider
themselves to be artists, with their bodies as a kind of canvas.

63

Social Observations

The "True Tanar'ri" - what mortals call demon lords - are an


immortal species of anarchists obsessed with personal
freedom at any cost. They are obsessed with bringing down
the devils that oppressed them, and see no value in mortals
other than as cannon fodder, "entertainment", or spare parts
to incorporate into their own bodies.
Initially, the anarchists thought that laws were not needed
to allow them to live in harmony - that freedom itself and
mutual respect would allow all true tanar'ri to cooperate.
This dream died quickly. Billions of years of warfare and
torture have given these creatures contempt for all other
immortals, even those on their own side. A demon lord will
cheerfully harvest another of their own kind the second it has
the opportunity. Behavioral Observations
To understand the psychology of the demon lords, one
must understand the reasoning and motivations behind the
Blood War. When the first immortal anarchists rebelled, the
government could not defeat them through conventional
means -after all, they were immortal. No demon or devil could
be permanently slain, unless they chose to be.
Some might think that this would make the war pointless,
but on the contrary, it only made it more brutal. A ba'atezu
general named Asmodeus realized that if death was
voluntary, then the only way to truly defeat the other side was
to make them want to die. Aeons of torture, imprisonment
and psychological assault became standard tools of the Blood
War. The goal was to cause so much suffering to the other
side that they willingly relinquished their immortality.
And it worked. Over time, the gentler demons and devils
chose to die, their spirits broken by the eternal conflict where
no rules existed, and anything was allowed. The Blood War
has gone on for billions of years now, and the only original
survivors left are those who were almost unbreakable - the
most vicious, determined, and psychopathic members of both
sides.

Inter-Species Observations

In this way, the immortals numbers gradually eroded, and at


first it looked like the war would slowly wind down. Then,
millions of years ago, the humanoid races were created - and
the simmering conflict flared up more brightly than ever. For
you see, humanoids were one of the few races with souls
powerful and resilient enough that they could be changed into
immortals themselves.
And so it came to pass. The "true" tanar'ri, ensconced in
the Abyss from which they launched guerilla attacks against
the ba'atezu and each other, created soul magnets to attract
those humanoid souls most like themselves. And the ba'atezu
did likewise.
Be frightened of the demons that live in the Abyss. But fear
them not only for what they can do to you, but also because
they are what we may someday become.

64

DM's Toolkit
Demons are creatures of dread, and any adventure
involving them should have elements of horror in
it. I took a different approach to the horror aspect
by making demons more relatable. In this reenvisioning of demons, they began as freedom
fighters who were willing to do whatever it took to
achieve their version of 'freedom' - and lost their
humanity in the process. This can make them a
great allegory for PCs that have similar goals. For
example, a group of PCs using guerrilla warfare to
fight an evil government might use increasingly
brutal tactics to combat their adversary,
rationalizing that "the ends justify the means".
Meeting a true tanar'ri, they might see the logical
end result of such an approach.
The 'harvesting' angle also gives certain logic to
demonic behavior - they consider themselves
'artists' and mortals are their paint. The film
"Jeepers Creepers" gives an example of how this
may be used, as it depicts a demon that goes on a
killing spree to create the perfect body for itself.

Devils
Introduction

"So mortals, you've reached my lair. Did you enjoy your trip?
No? Didn't think so. Since I'm in a generous mood and you've
impressed me by making it here alive, well more or less alive,
I'll offer you a deal. Anyone who kills another member of your
troop will be allowed to beg for their life. And because I am
so benevolent I'll only take your soul before I throw you out.
Now, mortals dance for my entertainment... Show me your
pained expressions ... Gut your friends ... keep your miserable
existence ... Fight! ... Slaughter! ... Beg!"
--Tale told by a broken ex-adventurer, Nuva Lidon, about
their venture into the lower planes and their hunt of the pit
fiend Merlach.

Physiological Observations

Physiological observation is a nigh-impossible feat;


Carcasses evaporate upon death, capture is extremely
difficult, and their form shifts with the passing of their will. In
my research I've come across many theories. One stands out,
the tale of the Blood Wars, as it is mentioned in a variety of
ways in the mythos of every early civilization. I personally
refuse to believe this to be the truth. According to the Blood
Wars theory devils and demons both were originally a
humanoid race of mortals corrupted by their pursuit of
immortality. Mind you that this is a very abbreviated and
incomplete description of the theory. It is simply absurd to
believe that they were like us once, or worse that we could
become like them. I felt it was important to mention because
maybe the tale holds some merit.
After all my research - reading forgotten texts, looking into
the dark arts and talking to priests, keepers, paladins, fiend
hunters and clerics - I've concluded that devils hyper-evolve.
Hyper-evolution causes the strongest of mind and body to
make leaps in the evolutionary process while leaving the
others behind in a comparably pitiful state. Of course it is no
surprise that there is a clear physiological hierarchy caused
by this huge discrepancy in power. Much like among animals
or savage tribes the strong rule over the weak.
Hyper-evolution causes one more peculiarity: All of the
evolutionary data from these leaps are stored within the
individual fiend. The fiend can unleash this data on a lower
devil to forcibly rewrite its genetics, causing excruciating pain
- both physically and mentally - as every segment of their
being is ripped apart and reassembled. During this process
the fiend places a safeguard in the genetic code of the lower
creature. The safeguard allows the fiend to reduce it back to
its original state should the lower creature ever get out of
line.

The internal structure of the beasts is different for every


sub-species. Because of the lack of remains to examine I can't
be sure about what organs resides in the creatures. However
I'm fairly certain they have a heart: In ancient dark magic
rituals there are several references to using a devil's heart to
transmute souls into necrotic energy. This also leads me to
believe that fiends use the souls collected in their dealings to
fuel their magic or even to sustain themselves. They have
intestines according to the paladin, Falco Odyss, who ripped
its guts out. I find this statement to be insufficient proof and
would need further evidence before making conclusions. I
know for sure that the hell spawn has the ability to consume
food. This doesn't mean that they need food - or can even use
it - to sustain themselves.
Devils are to a certain extent immortal. When they are
killed on the Prime Material Plane their carcass melts away
while releasing volcanic gasses and necrotic energy. This
necrotic energy transports the body back to the Lower
Planes where it will start reforming at full strength. I have
reason to believe that this process requires souls as a magical
catalyst. A soul is the purest form of life force therefore I
think the fiends use it to rebind their consciousness to their
form. Of course this is - well-grounded as it may be - a theory
and would need further experimentation to prove. The
simplest way to dispatch a devil permanently would be to kill
it in the Nine Hells. When killed in the Lower Planes the
reforming process doesn't commence.

Social Observations

You've had your time with my gift, musician, now it's time to
pay the prize. So why don't you tell your guard dogs to lower
their weapons before they hurt themselves. ... Listen carefully
mortals. While I don't mind crushing you like insects, it is bad
for business. Besides even if you did manage to kill me it
wouldn't get you out of your contract. What? Why the
surprised look? You think you're the first to try and weasel
your way out of a deal? Human arrogance never seizes to
amaze me.
-Telling by a group of mercenaries about their encounter
with a devil.
Devils have a very strict social hierarchy headed by
Asmodeus. Every fiend heeds his call, be it directly or
indirectly, there is no escaping his rule. His absolute rule is
caused by his ability to reshape any fiend's form at will. Each
layer of the Nine Hells other than the ninth is ruled by an
archdevil, creatures whose existence is an even larger
mystery than other fiends. The Layers and their current
rulers are as follows: Avernus ruled by Zariel,
Dis ruled by Dispater, Minauros ruled by Mammon,
Phlegethos ruled by Belial and Fierna, Stygia rule by
Levistus, Malbolge ruled by Glasya, Maladomini ruled by
Baalzebul, Cania ruled by Mephistolpheles and finally Nessus
ruled by Asmodeus. There is mention of other archdevils
however they don't seem to currently be in power.
Even though it isn't in their nature the creatures all adhere
to the hierarchy. The foremost reason being that the benefits
far outweigh the discomfort suffered. Superiors and
underlings can always count on each other's support.

65

Through my research I know of at least one 'arrangement'


where the hierarchy empowers their vile species: If a devil is
destroyed that still holds contracts, the ownership of the
contracts is transferred to their superior. I imagine that there
are many similar structures are in place. Serving their master
as well as they can is exceedingly propitious since their
master holds the power to enhance their form.
A note of warning for all the mortal races: We would be
wise to fear the fiends. If they ever find a way out of the
Lower Planes their armies will annihilate us. Their absolute
chain of command combined with their immortality allows
for a ruthless efficiency when it comes to waging war.

Intra-Species Observations

Devils mostly keep to themselves but they need to interact


with other species so they can gather souls for their vile
practices. They interact with the mortal humanoid races
because our souls carry a large amount of life force and it is
in our ability to agree to their dark deals and voluntarily sell
our souls.
They gather souls in different ways. Primarily they make
deals in which mortals sell their souls to gain something they
desire. These deals take place under different circumstances:
In 142 of the 173 cases I've studied the subject summoned
the devil to attain their desires, In 27 of the cases the subject
was approached in a moment of utmost despair, In the last 4
cases the subject was offered an ultimatum. The ultimatums
are by far the worst way because they are things like: Forfeit
your soul this instant and I'll save your daughter from certain
death. Through my research I came in contact with a
situation where devils were harvesting souls. Further
investigation revealed that the band of monsters were seizing
people at random and hauling them off to their impromptu
lair to torture them until they willingly gave up their soul.
In the rare case that a demon and a devil would cross
paths, the creatures will act hostile to one another. They both
have a deep-rooted love for violence, corruption, torture and
other despicable acts but they have completely different modi
operandi. Devils are ultimately methodical and follow the
rules of their civilization while demons are chaotic and follow
no rules at all. This colossal difference in deprived ideals
causes encounters between them to almost always end up in
violence.

66

DMs toolkit
Full disclosure: I absolutely love devils. I love
roleplaying them. I love offering tempting deals to
my party. I love how sly they are. They are amazing.
Think evil salesperson that is really good at his job.
Before I say anything else I need you to know
that my researcher was wrong about one thing:
Devils do not mostly keep to themselves. They love
screwing with people: corrupting, misleading,
causing pain and so on.
In combat they are ruthless and give seasoned
parties a run for their gold if you use their cunning
yet ruthless nature. Remember they would go for
the kill unless they think they can take captives to
torture into giving up their soul. I'll go into
specifics for each of them in the individual posts.
But more important is the roleplaying aspect:
You can have them approach the party when
things are looking very bad, offering a way out for a
price. Usually this price would be a soul but I've
used smaller things like specific favours
(desecrating a church for example). The devil
would offer these smaller deals to gain trust as part
of their long con. It's important to remember that
devils are very patient, after all they're immortal.
You could have a devil (of appropriate level)
ruling a kingdom through a proxy king trapped by a
deal. This should create a rather large quest line
since devils are schemers and wouldn't be found
out easily. So be wary if you add this to your world
be prepared to be stuck with it for some time.
If you want a more straight-forward way of
incorporating devils into your campaign you can
use a roving band of devils that are abducting and
torturing people. Still they would be stealthy about
it so reports should just be missing persons and
strange screams coming from a certain place
(being the lair).
I just want you to use them. Discover the joy of
being a cunning sadistic horror. Just do it!

Devil: Erinyes

"I can't stay long. She's tracked me to the end of a dozen


worlds already, and she'll chase me through a dozen more if I
have anything to say about it."
-- Carver Dean, fugitive of the Nine Hells, during his last
known visit to Sigil.

Introduction

Erinyes, sometimes called Furies, are among the most


fearsome warriors in all the Nine Hells. Faces streaked in
blood, these fiends form the core of infernal armies, diving
into battle in the wake of hordes of lesser fiends to deal the
death blow to angel and demon alike. Erinyes are versatile,
however, and often undertake independent operations that
take them across the planes in pursuit of those who seek to
escape Hell's judgment.

Physiological Observations

Erinyes resemble angelic women with black-feathered wings,


although their presence tends to evoke terror rather than
awe. Their humanoid features are as varied and diverse as
humans, elves or dwarves. While a Fury has no natural
shapechanging ability, a Pit Fiend will often mould one into a
new form before dispatching her on a mission, giving her a
shape recognizable to her quarry, and restoring her true form
only when she returns victorious. Folklore tells several tales
of wretched spirits harried across the planes by visions of
women they wronged in life.
While Erinyes are normally regal and imposing, when
angered they are known to weep tears of blood, and their
piercing shriek is terrible indeed. There are hazy reports of
some Erinyes manifesting strange new powers in such a
state. Sometimes, foes are merely frightened away, others see
the screaming faces of every person they have wronged
hissing and spitting at them, and still other stories speak of
terror physically withering the flesh of onlookers. In
particular, there are several stories of pregnant women
having miscarriages after gazing upon an enraged Erinyes.

Social & Behavioral Observations

Erinyes are proud devils, and generally regard themselves as


second only to Pit Fiends. Certainly, they are among the most
romanticized fiends, serving as field commanders and elite
soldiers in Hell's armies. This suits the Gelugon just fine, as
the Ice Devils prefer to direct the armies of Hell from the
safety and obscurity of their infernal fortresses. On the
battlefield, a single Erinyes may serve as the commanding
officer for legions of lesser devils, or strike in trios against the
enemy's strongest champions. When the skies over a
battlefield are contested, Erinyes are generally accompanied
by dozens of Spined Devils, and possibly a handful of
Cornugon serving as lieutenants.
Even outside the Nine Hells, Erinyes command respect.
Even angels are careful to give a roving Fury her due,
knowing that she pursues her quarry with a single-minded
focus, and thus it is often better for everyone involved to
simply speed her on her way. For mere mortals it is best to
avoid such encounters altogether, as Erinyes are not patient
creatures, and often skip directly to torture when questioning
bystanders about her target's whereabouts.

Depending on the nature and importance of an Erinyes's


mission, she may be given additional magical equipment to
assist in her pursuit. This may include artifacts that enable
cross-planar travel, divination implements suitable for
observing her quarry, and magical weapons and armour. Even
without such implements, headhunter Erinyes often know
shortcuts and gateways from one plane to another, making
them quite capable of hounding a target across one world
after another. An Erinyes might even teach mortals a few
such pathways if they go out of their way to assist her in her
hunt. Of course, she might also reward such mortals by only
torturing them slightly.
Most importantly, however, one should never confuse an
Erinyes with a Succubus. Should you make this mistake, she
will specifically dedicate several hours to showing you the
wide variety of sensations a Fury can elicit from mortal flesh.
No one ever makes the same mistake a second time.

DM's Toolkit
Erinyes are some of the most badass monsters in
mythology. But their presentation in the Monster
Manual is honestly a little... bland. They boil down
to Flying lady with poison weapons. And maybe a
rope. No flashy powers, no spells. So if you want to
make Erinyes memorable, the first thing you need
to do is paint them right. Probably the best known
depiction of the Furies in mythology is Eumenides
by Aeschylus. It's said that when the play was first
performed, the depiction of the Furies was so
terrifying that pregnant women had miscarriages.
That wasn't an idle line I just threw in there for
nothing. I've always seen them as weeping tears of
blood. Can't remember where I picked up that
detail, but I love it, and it adds that little extra
horrific element that pushes things beyond, Lady
with a bow and sword to Holy crap, we do not want
to mess with this chick.
If you want to give an Erinyes a little more
supernatural edge, try giving them some kind of
fear-based power, especially one that torments the
target with guilt. It fits well with their role as
pursuing tormentors.
The line about Erinyes being reshaped by Pit
Fiends was my own invention, but also in keeping
with the general theme. Nothing says scary like
being chased across the planes by a girl you
murdered, weeping blood and screaming your guilt
for all the worlds to hear. If you take DMing cues
from the school of Dungeon World, feel free to ask
your players a question along those lines: What
woman from your past fills your character with the
greatest sense of dread or guilt? Just file that away
for a few sessions, and then drop an Erinyes on
them wearing the face of their bitter ex. It'll go over
great, I promise.

67

Dinosaur: Allosaurus

Wolves!? Heh! I WISH it was wolves taking my livestock! No


no no no ... I can hear them! Now shut up and get out there
and do what I'm paying you to!
-- Halfling Farmer addressing hired mercenaries on his
livestock issues.

Introduction

Allosaurus or plural Allosaurs are large bipedal dinosaurs


that are cunning and dangerous. They hunt in packs much
like wolves and terrorize the livestock of any civilization that
dares be near its hunting grounds. While not overly
dangerous on their own you can almost never bet that they
are alone for long.
They are often mistaken for smaller Tyrannosaurs but this
is a woefully inaccurate assumption. Allosaurs are not just
fast but also cunning tactical predators. It's also assumed that
Allosaurs are far from intelligent when just like wolves they
will surprise you if you under-estimate them.

Physiological Observations

Allosaurs are large animals sometimes reaching 12 feet tall.


They have long bodies measuring upwards of 30 feet at
times. Bipedal with strong powerful legs make them quick
and agile hunters. Their heads are larger in proportion to
many animals as their preferred method of attack is biting
with their massive jaws. The arms while short are used and
incredibly strong. They can be used to hold prey while eating
or even help in taking down larger prey or holding on. The
Allosaurus body is almost always perpendicular to the mostly
vertical legs. The head and neck are attached to the torso
lower than that of a T-rex indicating snapping at the ground
while running is a favorite tactic. It has been noted that they
can snap their head downward at incredible speeds. Although
they can be tall they can't reach but a mere 2 more feet above
themselves as a result of this body structure. Most of the body
length, about half, is consisted of the large muscular tail. The
tail is used for balance while running and also as a social
indicator.
The teeth are the most common weapon of Allosaurs
which can measure up to 3 inches in length. Once an
Allosaurs has you in its mouth it will try and pin prey on the
ground using either its arms or feet. It will then kill the prey
either by eating it alive or if a prey is particularly dangerous
disemboweling and tearing at the flesh until it relents.
Sometimes if it feels there's still opportunity for injury while
pinning a prey, like stegosaurs' tails, they will disembowel the
prey and back off at a safe distance and wait until it
succumbs to the injuries.
The arms are only a few feet in length with 3 claws that
they have no qualms using as weapons. It's been observed
that they'll hold onto smaller prey and slam them onto the
ground to daze them. Allosaurs are not kind killers and will
employ all of their tools for the safest kill possible.

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A surprising tactic for Allosaur is that they have incredible


jumping capabilities that more than make up for their vertical
reach. Allosaurs will pounce on prey as a surprise attack and
prefer to do so from hiding. The pack will wait sometimes for
the best opportunity to pounce sometimes hours. Younger
ones can get impatient and simply charge ahead but this
behavior is usually reigned in quickly by adults.
Allosaurs are reliant on their speed and use of their
powerful legs and never attack with them. The risk of injury
is too high. They will always reposition themselves so that
they can keep an eye on all attacks. If flanked they will
attempt escape and reposition themselves as to keep their
legs safe. If surrounded on all sides they will attempt to jump
over the safest option. It has also been observed that they will
become very defensive if they're legs are in danger and they
cannot escape. They will let out higher pitch almost pleading
"barks" indicating to the rest of the pack they are in trouble.
It's also noted that Allosaur are excellent swimmers and are
all adept fishers in rivers.
Allosaurs seem to be found in any climate. While most
abundant in warmer and temperate climates some have been
found in more polar regions. They are warm blooded but with
little protecting from cold in warmer areas but as the region
is colder a small "coat" of feathers can be found on them. In
Polar Regions they almost seem like giant birds stalking the
tundra. They almost always prefer highly vegetated areas for
cover and ambush sites. If a territory includes open areas
sometimes they will patrol those areas but almost never find
prey there as they are spotted too quickly.

Social Observations

Allosaurs are usually in packs of 4 to 6 members. These are


typically families of parents and children. They do not
constantly stick together as they will roam the territory in
search for prey separately. If a danger or threat is found they
will call for their pack with a deafening roar. If it is a prey is
spotted and believed to be able to taken down on their own
they will set up an opportunity to pounce. Just before a
pounce they will make the call for the pack with a quick but
loud bark and then leap. This usually is quick enough that
even the most alert prey is pounced before they realize the
noise or where it came from.
When not roaming the territory they will feed and sleep or
simply play in the central nesting area the remainder of the
day. They do not need to eat every day and can survive up to 2
weeks without food but will hunt every day.
Nesting sites are typically indicated by the bones of victims
strewn about a secluded area. Those knowledgeable and
unlucky enough to find a nest can indicate from scraping by
the teeth on the bones that it's an Allosaurus nest.
Allosaurs seem to communicate through barks and tail
indicators. A tail that is curled up is interacting in a peaceful
manner or excited. When young are at play the tails are
curled up as they chase and nip at each other. When
aggressive, their tails are straight and stiff to be ready for any
sudden movements by aggressors or if they decide to strike.
Tails curled down seem to indicate unsureness. This is
usually seen when Allosaurs spot creatures they wouldn't
consider prey or are particularly stressed.

The barks are usually excited greetings of family members or


almost cheering for taking down prey. The short barks
mentioned before are high pitched but controlled. A more
prolonged and unaggressive roar has been observed when a
member leaves the family usually for a mate. The most
unsettling noise aside from the deafening roars of
intimidation is the pleading barks they tend to do when in a
dangerous situation. These are by far the most urgent noise
Allosaurs make. Once observed by a survivor of a hunting
band that once they had cornered an Allosaur and it gave that
bark all the other Allosaur immediately disengaged from
other fights and focused on a single area for the other to
escape. The trapped Allosaur pleaded and rapidly snapped its
head up and down at member of the group. All of the
Allosaurs attacked the poor hunter and ripped him to shreds.
They then left as a group and struck from the shadows at a
later point.
Calls seemed to be always heeded by every member of the
family. Even extremely younger and smaller Allosaurs rush to
a call (no matter the call). This would seem counter intuitive
for a border dispute with another pack but showing the
amount of young seems to play into the intimidation. Borders
are almost never fought over only intimidating roars and
advancement to drive intruders away. If it does come to blows
it's typically done by the 2 leading males. If the loser male
survives the pack then moves to another area. If the loser is
killed, which can happen, the rest of the family assimilates
into the winner's pack. Usually rare but this can make a pack
of close to 10 to 12 members at times.
The nest is defended very aggressively but not to the point
of injury. Typically they will try and intimidate intruders,
preferring to not fight alone. If they are together intruders are
likely to be killed and eaten.
Allosaurs live for 40 years or so and usually raise between
4 and 8 children in their lifetime. They lay 4 eggs at a time
though normally only 2 survive the first 6 months after
hatching, if all 4 hatch. It's most common for 2 young to be
with the family. Once young reach 2 years they are full grown
and able to hunt for themselves. Allosaurs will not lay another
batch of eggs until the current young have left. Finding a
mate seems to occur around the 5 to 7 year mark of an
Allosaurus life. At this time females emit a pheromone that
unmated males are attracted to. If a female is intrigued by a
suitor she will excitedly bob her head up and down at the
male's direction. The male then mimics this action and both
give out a long loud higher pitched roar. This seems to
indicate that they're off to start a new family. The families
then respond in kind and seem to go about business as usual.
Males leave on their own accord around the same time to go
searching for a mate. They tend for safety to stick to smaller
prey as they wonder outside of the family's territory. They
seem to linger at the border for a few days but then eventually
give out their departing roar and leave to find a mate.
If the lead female or male is killed the other parent will
raise the children on their own. It seems that they have range
of emotion although not far developed as they will guard a
mate's carcass from scavengers and hang around it for days
not eating. It seems to understand its mate is dead as it never
tries to awake them as it might do in each morning. Once a
few days have passed it then seems to move on and resume
life as it would have. They never look for another mate or
accept a new one and once the last children leave simply
keeps to itself.

Lone Allosaurs don't make social calls and instead just


pounce on prey or threats and fight ferociously. If
overmatched or unable to win they will flee and return later
instead. They will keep eyes on threats and try and attack
while they are otherwise distracted, usually asleep.

Intra-Species Observations

Allosaurs are a clever bunch and are always dangerous to


almost any creature in the right situation. To an Allosaurus
each creature is put on the same spectrum of interaction.
They either consider you prey, a threat, inconsequential, or
dangerous.
Prey - usually anything living and smaller than an Allosaurs
or larger animals that they have experience in taking down.
Allosaurs are adapted to bringing down larger sauropod
dinosaurs but only in groups. Humanoids that do not carry
weapons fit in this category. It seems they've had enough runins that they are cautious of weapons. Prey are treated with
respect for injury at all times. They will not press an attack if
prey is able to injure them, they will harm prey and wait for
the next opportunity. They are known to stalk a kill in
progress for several days if needed. Allosaurs prefer quick
kills and if a fight with food goes to long it will come back
later. Unlike Tyrannosaurs they do not eat carrion; they
always kill their prey and thus are hard to be baited.
Inconsequential - animals too small or too dangerous and
unaggressive are ignored. They have no qualms showing
themselves and ignoring such creatures. They will if hungry
and other food sources are unavailable go after this group.
Ankylosaurs are typically in this category as they are too
dangerous to safely deal with. If threatened by an
inconsequential, they will respond in kind, but avoid fighting
unless they are starving. It is noted that if something
becomes a potential target that was previously too dangerous
they will not attack until the whole group is present.
Threat - This is a very dangerous category for any being to
an Allosaurus. Humanoids with weapons are typically in this
category. Allosaurs are more cautious with this group but far
from less deadly. Instead of pouncing from the brush they will
study a threat until found or they decide to reveal themselves.
Observations indicate that parties seeing an Allosaur
watching from the shadows are a very bad omen. They watch
with patience for when to strike making a horrifying
experience for all. This is also how other Allosaur packs or
larger predators are treated. The typical tactic that they either
reveal themselves or when found let out the intimidating roar.
If the "threat" doesn't leave it watches from a safe distance,
roaring again if any progress is made towards the creature.
This is a stalling tactic meant to intimidate and confuse. The
straight tail will flick from side to side eventually when it
recognizes the family has arrived. They then surround the
threat and if unseen pounce otherwise they go in for a
coordinated attack. As with prey if the fight goes on for more
than a few minutes they retreat. They will then stalk the
threats striking at times when they deem threats vulnerable.
It would seem to some that attacking during this initial phase
before the family shows up is optimum but it is probably the
worst decision. The Allosaur will retreat and refuse to engage
and if chased will let out the distress cry while running. The
worst part is that they only run as fast as their intruders
letting the family catch up. This has caused the death of some
large solitary predators.
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Danger - This category is reserved for creatures that have


bested Allosaurs in battle or truly intimidating creatures.
Typically hydra and dragon fit in this category to an Allosaur.
Dragons easily unsettled Allosaur as they seem susceptible to
their fear aura. Hydra seemed too dangerous to even attempt
with so many heads. Sometimes if a party ends up killing a
member of the family the pack will treat the party as such.
They keep an eye on a danger from a far distance but do not
engage. They will simply run if pursued. If cornered they'll
fight but distress barking the whole time. This has ended
some creature's lives but not often, as the whole pack will
fight to save 1.

Variant Species

Allosaurs all variations act as above aside from costal


Allosaurs. The differences are explained below.
Tropical Allosaurs - these Allosaurs are brightly colored
with no feathers at all. The lush vegetation of the tropics is
cover enough and the bright reds and yellows they appear
could be mistaken for fruits in between the leaves.
Temperate Allosaurs - these Allosaurs are typically greens
with brown feathers living in a temperate climate. With
season changes they grow thin feather coats of brown
feathers or lose the coats all together. It seems that this is a
camouflage technique to blend in with the changing forests.
Polar Allosaurs - These Allosaurs have thick white feather
coats year round. They have trouble hiding when not snowing
so they tend to be more aggressive to catch prey. It is also
noted that these Allosaurs typically are found sleeping most
of the time huddled together and are only active during the
warmest parts of the days. They also prefer cave dwellings for
nests but sometimes in deep forest thickets.
Coastal Allosaurs - These are truly fascinating beings. They
are far more docile then other variations and skin with
brilliant teal and blue tops and while bottoms. This seems to
be similar to sharks to confuse fish for camouflage. These
Allosaurs regard most other creatures as inconsequential and
treat fish and sharks as prey. They wade into the ocean
shallows staying very still. Then with incredible speed when
fish become complacent and swim nearby snap there head
down grabbing prey and sometimes with their arms. They
make their nests on the beaches and protect them but not too
aggressively. They'll warn creatures getting near the nest but
otherwise ignore humanoids and other creatures. All
Allosaur can fish but only coastal ones do it exclusively.

70

DM's Toolbox
Allosaurs despite being CR 2 in 5e could pose a
challenge to any level of group. Their reliance on
the pack makes them cunning like wolves and they
can admit defeat. Here are some possible scenarios
As the quote farmers losing live stalk to an Allosaur
pack, eradicate the dangerous predators before
they start to find more reason to jump out of the
wood.
A journey through Allosaurus territory that could
change based on how the encounter goes
A lone Allosaur simply trying to avoid a kill crazy
party
A frustrating fight for a high level party where
they keep getting surprised and attacked but
without the ability to retaliate effectively.

Dinosaur: Ankylosaur

BAH! Take your stinking war hogs and horses and go


elsewhere! Ol' Rooter is sticken' with me!
-- Dwarven Cavalryman when questioned for his...
unconventional mount

Introduction

Ankylosaur are a large and rather docile herbivore. They


unfortunately are not very bright. They have only a few goals
in life and that's eat, stay alive, and eat. They will mate if it
suits them but unlike most animals they are not social by a lot
of means. They do take a liking to routine which makes them
able to be trained as long as food is involved, otherwise they
lose interest.
At first glance they seem to be very plodding and slow
creatures much like turtles, but unlike turtles they can make
for a trusty mount. Stubborn and sometimes moody it takes a
certain kind of rider with the right care to make it effective.

Physiological Observations

At first glance it seems that an Ankylosaur is just a giant


more lizard like turtle. This is not quite true as Ankylosaurs
are not attached to their "Shell" and can move quickly when
they care to, fair warning this is not often.
They stand about 5 feet tall and can be up to 20 feet long.
They have short squat wide heads that taper off in 2 small
backwards facing horns. On their back is the large "shell"
that extends all the way to the end of their tail.
This is not like a turtle shell as it is a hard bony plated area
that extends a few inches off the sides of its body. Think of it
like a cobra's hood all the way down that's made of bony
plates. The bones in these plates are hard yet spongier
making them lighter than expected. The Ankylosaur shells
make for good shields if forged correctly by skilled craftsmen.
The end of the tail ends in a dangerous bulbous club of sorts.
This is made of solid hard bone with no nerves as they do not
hesitate to use it even on castle walls if it desires. Some
variations have been seen with spikes of horn like material on
the end of their tail also.
Their mouth is wide with a beak and flat teeth for eating
and chewing soft vegetation. It seems that they are
particularly fond of fruit but since it is rare on the forest
floors they tend to stick to softer plants for their primary diet.
They have an excellent sense of smell and hearing making
them alert to many dangers before many other animals. They
do not rely heavily on sight as they seem to not be very sight
driven in actions. They can see but it seems to treat hearing
and smell as humans would sight for their primary way of
navigating the world around them.
Their legs are very unlike that of turtles in that the legs are
upright and not out of the sides like a turtle. This can account
for Ankylosaur despite awkwardly wobbly from side to side
when running are deceptively quick for their pudgy looking
nature. Ankylosaur can run up to 20 miles an hour and
maintain a speed of 10 easily for longer traveling. While not
nearly as effective as a horse for traveling it's certainly good
at defending itself.

As for intelligence they are lacking in comparison to other


animals. They are stubborn and stuck in their ways by the
time of adulthood. If a new creature or situation is presented
an Ankylosaur is wary and even at times aggressive if it finds
something dangerous. They mostly run on instincts although
Ankylosaur riders would argue that there's more intelligence
than most give them credit for. It has been noted that
"domesticated" ankylosaur will have an understanding and
bond with a rider after much training but this seems to be the
only complex relationship observed.
Ankylosaurs are not particularly vocal animals. They have
grunts and calls but it only seems for rudimentary
communication. It will call at an attacker with a low grating
roar when on the offensive. It happily grunts when eating or
content but no other noises have been heard.
Young Ankylosaurs are hatched with their shells and are
just as sturdy. Although they start small they are fully capable
upon hatching from their eggs. They immediately start
searching for food once hatched. They grow up over a period
of 10 years and live to be about 70.
Ankylosaur prefer the softer vegetation on forest floors and
jungles and thus stick to those kinds of environments. They
are not normally found in colder regions although given
proper care as mounts can traverse such regions.
Ankylosaur riders do have to keep their mounts warm just
as much as themselves in these environments and they are
just as susceptible to freeze to death as any humanoids.

Social Observations

Ankylosaur are inherently non-social animals. Even among


their own kind they treat each other with indifference. They
prefer a solitary life rooting around the jungle eating as they
go. a life of simple eat, sleep and find more food seems to be
the way of life from the onset.
Although normally alone socially other animals nearby
normally don't agitate them. They've been found grazing with
herds of other dinosaurs if the food is good enough. In rare
occasions a group of ankylosaur can be found together but
this is almost always coincidental. It may be multiple males
finding a female in mating season but it seems to be a first
come first serve situation. When it comes to mating season
the female will give off a pheromone and eventually a male
will head the call.
Nests are fairly well hidden with dirt and vegetation by a
mother. She will lay between 10 and 12 eggs and lightly cover
them for hiding. Her responsibility as a parent ends there.
She will then wonder off back to a life of solitude. Young
when hatching move off in the direction they see food. They
are not competitive and mostly ignore each other.

71

Intra-Species Observations

Ankylosaurs are indifferent to most other creatures. They


continue to feed walk or do whatever they were doing
regardless. They aren't easily startled either which leads
some to believe they are oblivious to their presence. The truth
is that an Ankylosaur normally is well aware of what's around
it thanks to scent and hearing. They simply most of the time
don't care.
When dangerous predators are near they are a little more
cautious. Anything considered an enemy should be wary of an
angry Ankylosaur. They face their enemies calling with low
grumbling roars. The slant there bodies front down exposing
mostly their shelled back and waive their tail menacingly in
the air. Larger predators typically are the only thing that
immediately causes this behavior. It's unfortunate that the
Ankylosaur doesn't handle multiple enemies well as it's
exposed to anything behind it. This can be its down fall in
many of confrontations. If the Ankylosaur is approached
while angry it will put the club to swift use.
The club is hard enough to snap a Tyrannosaur leg in 2 or
crush the skulls of raptors. They will swipe at enemies behind
them but ultimately face the largest threat. A downfall aside
from the inability to effectively react to multiple foes is also
that they rarely run. They will stand their ground no matter
the adversary. This can be useful to riders or cause serious
issues, especially in groups.
While their interactions with humanoids in the wild have
been far from interactions it is possible to train an ankylosaur
as a mount. The ankylosaur needs to be raised from hatching
or very soon after by the intended rider. This takes a great
deal of patience by the rider and a lot of work. They will learn
much as any other animal using food as an indication of good
behavior. Due to their thick hide unlike horses they are
unable to be spurred or physically indicated for behavior. All
commands need to be verbal and by the rider. They are only
attached to 1 being making them not usable by others. They
will bear strangers as riders but will only obey the trainer. It
has been noted that it is NEVER advised to use physical
punishment on an Ankylosaur. Regardless of who or what it
is, attacking an Ankylosaur will result in injury or death. They
will fight and most of the time they will win.
Riding an ankylosaur is far from a comfortable one with
their backs being wide and hard. Saddles can be strapped to
the animal. The movement jostles the rider side to side and
the hard shell shifts left to right. Dwarves seem to be the only
races that enjoy such a ride as other races are more akin to
the grace of horses or such. It is helpful that an Ankylosaur is
just as dangerous as its rider to would be aggressors.

Variant Species

Below are variant species of Ankylosaur:


Forest Ankylosaur - These are the most common and what
the variant the article speaks of
Mountain Ankylosaur - These Ankylosaur are smaller than
their forested cousins with longer legs. They are excellent
climbers and feed off of vegetation most others won't reach
high on a mountain. They have the unique ability to curl up in
a ball to safely fall if they slip. It has also been observed with
will bowl down an aggressor if it has the high ground by
rolling into them.

72

Domesticated Ankylosaur - These ankylosaur are good at


protecting herds or live stalk from would be predators. While
they don't actively care for the livestock they are very
aggressive towards would be predators and keep the
herd/flock safe. These are virtually identical to Forest
Ankylosaur aside from usually being bred for more
dangerous tail clubs or even spikes.

DM's Toolbox
Ankylosaur are a good creature for mounts if done
correctly as they can create some interesting
moments for their stubbornness. Here are some
possible scenarios:
Confrontation where a mounted Ankylosaur
won't back down from a fight with an over
matched foe like a dragon?
Aggressive old Ankylosaur that doesn't like
people as it learned the hard way not to trust
humanoids
Maybe RPing the budding relationship between
rider and mount
hunting a population for good armors and
materials made out of the durable back plates.

Dinosaur: Deinonychus

"These beasts are unlike any creature I've seen. They are
swift as a deer but strong as a lion. When I look into their
eyes, I see them thinking...reasoning."
-- M'ul Doon, Jungle Huntsman

Introduction

Dinosaurs are fearsome beasts that come in all shapes and


sizes. Deinonychus is one such creature. Among the smartest
of its kind Deinonychus is a deadly pack hunter, relying on its
speed, strength, and coordination to bring down large prey.

Physiological Observations

Deinonychus is a medium sized dinosaur, growing upwards


of 11ft from nose to tail, and weighing roughly 220lbs. They
possess scaly bodies ranging from green to brown to dull
greys. There is also a light concentration of feathers around
the limbs and head.
Deinonychus is most famed for its sickle like claw on its
foot. Used to rend prey this weapon is a natural compliment
to its impressive leaping abilities. The creature's skull is
narrow and triangular, lined with rows of small razor sharp
teeth.
Despite being clearly a reptile, Deinonychus is warm
blooded. Their hearts are four chambered and they display a
level of activeness not seen in other cold blooded creatures.
They are still limited to tropical climates given their lack of
body hair or thick fat deposits though.

Social Observations

Deinonychus is a pack hunter, similar to wolves or lions. They


operate in groups usually numbering 3-6 adults and a nest's
worth of adolescents or hatchlings.
Packs are ruled by a single dominant member, the Alpha,
who may be either sex. The pack will adopt matriarchal or
patriarchal hierarchy depending on the leader. Rivals
challenge the Alpha in single combat and losers are exiled.
Those Deinonychus in exile tend to die from wounds, but
are known to survive and usurp other packs or reclaim their
own.

Inter-Species Observations

Deinonychus are almost unrivaled in their jungle domains.


They consider any creature smaller potential prey, and
anything larger a potential threat. A lone adult can easily
match more common predators like panthers and jaguars. A
full pack can bring down much larger prey.
Deinonychus holds no particular regard for humanoids.
They respect numbers though, so large enough groups will
simply be avoided. They speak no language and while
cunning, and not sapient creatures.
It has long been theorized that much like wolves, by using
their pack instinct and hierarchal behavior, one could train or
even domesticate Deinonychus. Few have tried, as capture
proves a daunting enough task. Tales of jungle dwelling
druids riding Deinonychus mounts have been heard in exotic
ports.

DM's Toolkit
Dinosaurs as a whole provide "exotic" flavor to a
region. They are good for creating a brave new
world type setting or making a landmass feel truly
wild.
Deinonychus are good encounters for mid level
parties traveling the jungle. They attack fast and
without warning, have large bonuses to spot and
hide, and are not mindless. They ambush and
retreat, call for reinforcement and attempt to flank
are target weak individuals. Played smartly they can
bring fear to an ill prepared teams.
There are no official stat blocks for Deinonychus
in 5e as of yet, but several homebrew alternatively.
In older versions they are usually included in the
Monster Manual. Adults are medium, hatchlings are
small, and an Alpha can be scaled up to large to
pose greater threat.

Behavioral Observations

Deinonychus calls home to primarily jungle environments.


Thick vegetation helps camouflage their members as they
stalk prey, and their impressive agility gives them mobility in
the dense undergrowth. Packs will occasionally live within
savanna like regions, so long as there is sufficient tall grass
or other such cover to obscure their movements.
Deinonychus packs control large territories, and scout the
outskirts of their realm for potential threats. A series of calls
and vocalizations are used to alert the rest of the pack to the
severity of threats.
Breeding rites belong solely to the Alpha, with egg clutches
of usurped claimants being destroyed and hatchlings
cannibalized. Eggs are guarded collectively by young females
and hatchlings are quick to learn lest they be abandoned by
their pack.

73

Dinosaur: Plesiosaur

"It was never the sharks or the pirates that scared me in my


sea faring career. It was the disappearances. One day one of
my boys was just leaning on the rail looking at the water, and
then he was gone".
-- Ex-Captain of a pirate hunting vessel.

Introduction

Plesiosaurs are marine reptiles that have no discrimination


on food. They are very dangerous when hungry and
sometimes due to their size they'll always be hungry. They are
powerful swimmers and surprisingly quiet ones. They are
extremely dangerous to humanoids that are unfamiliar with
the sea and are the cause of many sea voyages returning with
fewer crew.
It is very likely that these were once land creatures as they
are able to "walk" on the beaches. They are slower and less
fierce on land probably resting for the night. That doesn't
make them easy prey or targets as many have been observed
suffering grim fates thinking a plesiosaur was beached and
helpless like a whale.

Physiological Observations

Plesiosaurs are a varied group of animals. They share a lot of


the same traits aside from their heads and necks. Each
species is easily identified by the differences and is further
detailed in the variants.
All plesiosaur have 4 flippers and a tail. The tail is usually
small and seemingly vestigial aside from the wide jaw variety
that use their massive tails for propulsion. Their bodies are
made of a coat of smooth and sleek scales giving them the
sleekness needed for speed in the water. Most varieties have
a long neck that ends in a tooth filled head that's to be
avoided. Without their flippers their bodies resemble large
long tear drops. The front of the chest and back where most
of the organs are contained is much larger than the small tail
and hind quarters.
The flippers are very close to a paddle from a boat. They
swim but rowing through the water with each paddle
independent from the other. This movement is very fast and
fluid making them very quiet swimmers. This makes them
extremely effective hunters as they can surprise a school of
fish and if they still are found out can out swim and maneuver
any of them. Turning is quick and sharp with every paddle
independently moving.
A clue that they were once land dwellers is that they are air
breathers. Observations record plesiosaurs holding their
breath up to an hour at a time. Breathing seems to be
controlled exclusively through the nose holes facing upwards
just in-front of the eyes. They seem to stay near the surface of
the coastal regions they inhabit with their heads up in the air
scanning for prey. When they find prey the quietly slip under
the surface and dive. They'll dive out of sight of the fish and
then strike from below. They will then chase after the
remaining fish eating until they're full.

74

After most the day in the water, Plesiosaurs return to the


beaches to sleep. They crawl up onto dry sand with flippers
and lay their heads down falling asleep. They are dangerous
to many animals in the area so many do not bother to go near
them. If awoken before they intend they instinctually lunge at
the source of the disturbance. This seems to be why they
seem to sleep out of reach of each other. A few incidents have
been observed of accidental attacking but rarely are the
wounds serious or result in retaliation.
While primarily fish eaters Plesiosaurs will grab anything
they can. They've been seen snatching birds from the sky and
crew off of ships. Their ability to be quiet makes them very
hard to notice when they are close. Observers who have seen
crew member be taken from ships report a snake like head
emerging from the water with no sound. The plesiosaur will
peak its head over the railing looking for food. They are not
aggressive about it but snatch anyone close enough. It is
noted that they prefer to eat things whole so gnomes and
halflings seem to be favored over larger humanoids but they
will grab something up to 10 feet tall. If they meet resistance
as in attackers striking them they'll leave for a time. They
then will check back after some time and prioritize
individuals they deemed as threats and throw them from the
ship.
If prey is too large to swallow they will grab a victim and
swim a few feet below the surface. This is usually the case
when grabbing larger birds or pteradons. They bite with their
needle like teeth grasping prey and attempting to rip the prey
apart. They bite off chunks eating them whole as they go. It
seems that they are not able to chew.
They are not particularly fond of confrontations or fights
but they do have means in which to fight. Typically this is
seen when on land as they are too slow to simply run and risk
injury. They lunge like a snake with their heads almost
opening to 150 degree angles. They will bite and grasp
enemies attempting to trip or throw them. Most humanoids
unfortunate enough are tossed into the water where the
Plesiosaur has the advantage and they will then slide off into
the water to end the fight with their superior water
maneuverability.

Social Observations

Plesiosaurs live in pods of 4 to 10 members. They all hunt


independently but close by. They are not entirely coordinated
when attacking prey or ships. They will follow the first
member to notice in hopes to also find food. This is not to be
said they don't interact. They will stick close together and
when larger prey is involved they do take bites and leave for
other members to take a bite. Even if prey is killed they will
still just take a bite and leave. This seems to allow the whole
pod to feed without fighting over food.
They are not patient hunters so the first pop member to
notice a meal usually immediately leaves for the target. The
others will then follow but keep distance of at least 10 feet
from each other as to not cause collisions. When fighting
underwater or as a group this behavior is also followed. They
seem to be a group of individuals biting from various angles.
This is very deadly to most aggressors although without any
coordination smarter foes usually know to dispatch of
Plesiosaur one by one.

In a pod there are a mix of males and females. Mating occurs


frequently and often between feedings. There is no
preference of partners. It seems that they are not very fertile
and only produce young once or twice every 5 years despite
mating all year round. Even when a female has a calf mating
is accepted and occurs very often. Pregnancy seems to not
burden a female in any way. She will not accept mating at this
time and will simply swim away from male advances. They
seem to round out their shape a bit more towards the end of
their body. At later stages of pregnancy the tear drop shape
becomes more and more oval shaped with a tail. Luckily
pregnancy is not long only a matter of 5 or so months.
Females give live birth underwater usually mid-day. The
young just like their parents are predators and while
disoriented at first quickly learn the ropes of swimming. They
keep close to the mother all the way until adults. They simply
just follow the mother and either eat scraps or learn to fish
along-side her. Once full grown they stay part of the pod but
act independently.
Plesiosaurs seem to live around 20 to 30 years and stay in
the same hunting grounds most of their life. Prey may be
abundant of one kind or another but since they are not picky
eaters as long as there is anything edible it will stay in an
area. Pods will move in roaming for more food on the water
and can move over time great distances. This can cause pods
to intersect sometimes. Pods will then just merge as they
seem to favor safety in numbers.
Larger pods occur but not often. They act no differently but
since food is consumed at a higher rate availability becomes
more of an issue. Larger groups run the risk of members
starving. Pod members still act individually and if starving
members continue to miss food opportunities they do
eventually die. Larger pods normally don't stay large for many
years as member start to die off.

Intra-Species Observations

Smaller animals, including humanoids, are prey to


Plesiosaur. They seem to recognize ships as sources of prey
and know to look on deck for easy to grab members.
Observers will see a pod of plesiosaur in the distance with
necks out of the water one second and then nothing the next.
Experienced captains and sailors know to either go below
deck or get your weapons ready. Of course that's when crew
is lucky enough to spot them first.
In some areas more often traveled plesiosaur will start to
become more of an issue. Sailors will sometimes mark
locations on maps indicating plesiosaurs there. Sometimes
stories are exaggerated coming up with great serpents that
crash ships. Sometimes as described below this is not far off.
Larger creatures are typically ignored as since they think
as individuals they do not expect to win a fight despite
numbers.
Typically if a fight or larger prey is being killed a lot of
blood will permeate the water around them. This brings on
their most hated enemies, sharks. They are familiar with
sharks and compete with them for food often. Most
plesiosaur will attack sharks on site, even if they are
outmatched. This has led to survivors of plesiosaur attacks
describing violent battles between hated enemies that
allowed them to escape a previously hopeless situation.
Larger sharks like megalodon who are simply massive are
even attacked.

When sharks are spotted, plesiosaurs forgo stealth for


aggression. Smaller sharks are wholly overmatched for an
enraged pod and are torn to shreds quickly. Fights with
megalodon and great whites take longer but most of the time
the pod is victorious as the sharks are not actively hunted by
most anything and don't react quick enough. Whale sharks
are not attacked as they are considered whales to a
Plesiosaur.

Variant Species

Below are the variants for Plesiosaurs.


Long Necks: these are the most common and mostly
described above. They are typically 30 to 40 feet long with a
third to half of that length being their neck. This allows them
to superior reach with their weapons or teeth as we call
them. They favor warm coastal regions. They are usually teal,
blue or green.
Wide Jaws: These are terrifying variants that are thankfully
usually solitary. Growing up to 80 feet long with wide
crocodilian like heads full of sharp teeth. Some have been
called mosasaurs, they are quite similar to behavior as their
long neck cousins aside from usually being solitaire. Mating
occurs on every meeting of a male and female but they
continue on their own ways afterwards. These have been the
cause of capsizing ships as they favor larger prey like whales
and mistake ships for whales. They also are entirely water
dwelling as beaching is a much more fatal endeavor to them.
They will sleep floating on the surface using special air sacs.
They also hold their breath for up to 3 hours. Their tails are
large and paddled to help propel them in the water unlike
other Plesiosaurs. They are more often in open seas away
from coasts and in warmer climates. These are normally light
blue in color with white bottoms.
Polar Plesiosaurs: these are very similar to long necks but
always have dark black skin to absorb as much heat as
possible. They have a specialized chemical that super heats a
water jet they can spray at prey and attackers. They usually
use this to drill breathing holes in the ice. They still beach
themselves to sleep and do not have the snapping instinct.
They huddle together for warmth. They are still wet so a thin
coat of ice covers them but they can breathe by the warm air
coming from their nostrils close to the super-heated spray
vent on top of their head. It's been noted this super-heated
chemical is close to that of a polar worm or remorhaz. They
are less familiar with ships as the climate normally doesn't
allow for ships and avoid them if around.

75

DM's Toolbox
Plesiosaurs are something fun for a water or costal
adventure to mix up a campaign. Dinosaurs are
typically seen as a setting on their own but they can
be integrated into any campaign. Here's a few
sample encounters below to jog your imagination:
Long sea voyage, lookout on the crow's nest
spots weird poles in the distance that disappear.
Then suddenly, the cabin boy disappears moments
later.
Deadly encounter in the water with a wide jaw
that's mistakenly capsized your ship
A fun tip toe through the beach and a pod of
sleeping long necks
Polar adventure with a weird frozen breathing
mass of black creatures.

76

Dinosaur: Pteranodon

"The town council didn't pay heed to the druids who warned
us about the reduced amount of seagulls. They advised we
double up on crossbowmen on the walls because of less
seagulls! We were glad that there were less of those pests
around!"
-- Mayor of Seaside Town

Introduction

Pteranodon is a general term for many flying dinosaurs. They


are characterized for their enormous beaks, leather almost
bat-like wings, and their interesting head crests. Each type of
Pteranodon is a veracious carnivore patrolling for food. They
are more than just pests to communities they are dangers to
the inhabitants. Druids have troubles finding balance when
such a dominant carnivore takes roost in the area.
It's theorized they are the first fliers to exist. While they
have mastered and rule the skies they inhabit they are not as
agile in flight as many birds but then again birds are normally
not as dangerous as a Pteranodon to every-thing around
them. They are powerful fliers able to take off from a standing
position and carry prey considerably heavier than themselves
they are not agile. Grace is left to the birds as some experts
say.

Physiological Observations

Pteranodon are bird like reptiles. With large heavily muscled


forearms with spans of leathery skin in-between fingers and
joints forming wings. Their back legs are small and they all
have a long tail. Their necks are fairly long and end in
seemingly oversized heads. A Pteranodon beak can be up to
half of its body length (or height when standing). The beak is
long, straight, and narrow. Extending from the back of their
head is a crest that varies depending on the specie.
Pteranodon hunt by flying over prey and grabbing with
their long beaks and returning into the air. They have large
eyes with rotating cornea that can zoom in on prey. They can
either grab prey with their beak or will pick up larger prey
with their back legs and fly into the air. Observations have
indicated that larger species can pick up children with ease
and even some adult humanoids. They are daily hunters
eating only 1 meal a day but will likely hunt 2 to 3 times as to
bring food home to squawking young.
Pteranodon have low sounding rolling calls. This is similar
to how some humans roll their tongues to speak. They can be
very loud with their rolling squawks. They normally call out
to inform others of the community of a large amount of food
sources if found. Other times it just seems they want to startle
prey just before they swoop in, making them easier to catch
from not moving.
Flight is a very slow and almost clumsy looking affair for
Pteranodon. They flap their large wings with great power
until they reach their desired flying height. They will then
glide on currents conserving energy. They are amazingly
strong and can carry seemingly impossible weights while
flying. They are unable to do complicated maneuvers such as
rolls or spins like many birds. Fighting in air is almost
impossible for a Pteranodon. Their tails usually long and
ending in an almost symmetrical leaf like shape are used as
rudders to helping steering while flying.

On land they stand on all 4 legs and lift their necks


upwards. Their head will then be at a 45 degree angle to their
bodies as they walk on their hands and feet. This stance is
similar in posture to that of a giraffe. Their crest is usually
pointing up and their beaks slightly down. This is the normal
head position in flight also. They are slow on land as their
wings are very large and awkward to walk on while their back
legs are very short. They are dangerous while on land using
their powerful wings as weapons and their beaks as usual to
tear attackers apart.
Their wings are made of the tough leathery tissue that runs
from the tip of their last finger and connecting each finger to
the side of the body. The wings end at the angle of their back
leg running down the whole length (or height) from shoulder
to feet. The wing span can be up to 4 times as wide as the
height of Pteranodon. For instance if a specimen is 4 feet
from legs extended to shoulder, it's likely to have a 16 foot
wing span.
Master leather workers can make leather goods from
Pteranodon wing membranes. The leather is very thick and
useful for many things such as armor. It helps that as it is
thick it is flexible for use in flight. This makes the leather
highly valued for its rarity and strength.
Take-off from ground is a feat of impressive strength to
those familiar with flight. While lots of fliers take a running
head start a Pteranodon will take off from where they stand.
They will launch themselves using all 4 legs to jump straight
up in the air and then spread their wings and flap to lift
themselves higher and higher. This is usually at a more
forward angle with their back's facing the wind as to expend
less energy.
Males and Females are slightly different with male's being
slightly larger and more colorful as to attract mates. Each
species is further detailed in coloration in the variants
section.
Pteranodon are found all over the world even in colder
regions but usually during summer months. Most species
migrate like many birds to favorable weather.

Social Observations

Pteranodon are mated pairs across all species. They nest


with both male and female hunting until a clutch of eggs are
laid. They mate for life producing up to 10 clutches of 4 to 8
eggs every year. They will do this for their whole adult life
even into an older age, which they can live to be up to 20
years old. Reaching adult hood like most birds only takes 1
season or year.
They are not solitary pairs and they live in communities or
flocks. They will be massive in size of community with dozens
of pairs sometimes reaching well into 100 or so. This can
vary from specie but the most common Pterodactyl are
coastal fishers with large amounts of food can support huge
flocks.
Although it seems like they will have increasing population
very quickly typically only 1 or 2 young survive the first
season. It is extremely competitive between young in the nest
as the mother and father let the young sort out amongst
themselves who gets the food brought to them. Most of the
time a single dominant chick will survive, other times 2 will
survive although will compete until leaving the nest and
hunting for their own.

77

Once they reach adult hood they go looking for a mate in the
flock for a suitable match. The males show off their bright
crests and colors to the females in hopes to impress them. If
a female accepts they will stay together until death. The male
displays by landing in front of a ground female and shaking
his head vigorously to display the prominent crest and colors.
A female will accept by returning the display after waiting for
time to decide or simply reject by flying away. Occasionally it
will take time mates to be found and singles will build their
own nests on the outskirts of the flock until a mate is found. If
a mate is killed or dies they start the mating process all over
again although it's harder for older males to attract females
as their colors start to dim with age.
Other flocks if ran into are simply ignored as Pteranodon
are normally only concerned for food and if there's not
enough to go around a flock will simply leave.

Intra- Species Observations

Pteranodon are not very aggressive creatures only attacking


what they could consider prey or something disturbing their
nests. They are a menace to sea towns they decide to take
roost near as they will pick up children and smaller adults as
food. Eventually if enough are killed they will leave a nearby
town alone fearing injury or death. Although they will try
again next season and have to re-learn their lesson.
They are at odds with many types of birds. Seagulls of the
coasts, and other birds where ever they live. They
unfortunately take up the same niche in the environment and
end up driving out competitors simply by numbers. They
normally don't have direct confrontations unless competition
decides to make that move themselves.
While they normally don't fight larger animals they will if
their nests are in danger. They do this by landing on the
attackers and pecking at them with their sharp beaks. Larger
specimen have been observed driving off bears from their
nests by landing on their backs and pecking until the bear
was injured enough to leave. If something is small enough to
be picked up they will do so and then drop them from great
heights.
If a larger scale assault occurs and too many nests have
been destroyed, for example humanoid communities
eradicating them, they will move on to other safer locations.
Their memory is not long as they have been known to return
to the same abandoned site if they chose next season despite
the losses.

Variant Species

Described below are the various kinds of Pteranodon that


can be found:
Pterodactyl - This is the kind mostly described above. They
live in coastal regions preferring fish as prey. They are up to 6
feet (tall) with 24 foot wingspans. They will try and eat
humanoids small enough although they still prefer fish. The
males are teals and blacks, while the females are duller blue
and browns. The male's crests and heads are bright reds and
blacks. Crests are like a knobbed horn extending from the
back of the head straight out for half of the beak length, for
both males and females. Flocks will typically be between 50
and 80 pairs.

78

Rhodaran - These are much smaller variations that live in


forests. They are only 1 feet tall or less with average 4 foot
wingspans. They primarily glide from tree to tree snatching
insects out of the air with their pointed teeth.
Their favorite prey seem to be dragon flies so they are
especially fond of forests with bodies of water concealed in
their midst. Being insectivores they are rarely concerned with
humanoids and only attack if bothered. They do migrate in
colder regions to warmer areas during the summer months
but not as large of a migration as pterodactyl. Flocks will have
200 pairs at most and little as 100. Rhodaran males are
darker green in coloration, with females being a light brown.
The crests are similar to a pterodactyl but curled up and the
end, almost hook like. Male crests are a brilliant lime green
with yellow markings.
Quetzalcoatlus - These are very dangerous and enormous
variations. They are anywhere between 16 and 20 feet tall
when on ground and can have wingspans stretching up to 70
feet with a slightly smaller wingspan ratio. This makes them
quite the opposing figure as they can be as tall as a giraffe on
all 4 legs. They are usually not in a flock instead they are
more solitary with 1 pair. They live on mountain tops and
consider their territory for up to 50 miles. They have been
seen picking up livestock, deer, or other animals and carrying
them away. Roc's are in direct confrontation with these
massive Pteranodon. Quetzalcoatlus will usually swoop down
from great heights and carry off prey to be eaten at the nest.
They are dangerous as they can consider many things food
due to their size. Quetzalcoatlus are dangerous fighters that
will land on their enemies and tear at their skin with their
beaks. If this fails they will bludgeon foes with their wings
much like a duck will. Roc and Quetzalcoatlus fights are
usually initiated by Quetzalcoatlus by diving onto a roc's back.
Rocs are superior fliers if they survive the first assault they
can recover and win a fight but often do not survive the initial
assault. Males are usually bright colors of reds and yellows
with females being a duller brick red or dark orange. Both
males and females have lighter colored chests as to obscure
their presence to land dwellers. The crests are large wedges
like that a Mohawk. The male's crests are slightly larger and
brilliant blue with yellow and red marks.

DM's Toolbox
This guide assumes an integrated world of
dinosaurs and regular monsters. In this case
Pteranodon are a far rarer occurrence than that of
what would usually inhabit their habitats. Below are
some ideas for using Pteranodon in your campaign.
A large flock of Pterodactyl has taken over the
cliffs near a town driving the seagull population
away. Children have started to go missing
Rhodaran are fleeing the forests inciting stories
of clouds devilish bats to nearby villages. What
could be driving them off?
A dwarven kingdom under the mountain has
stopped trading for fear of confronting the new
mountain residents the Quetzalcoatlus.
A craftsmen looking to make better leather
employs adventurers to harvest Pteranodon leather,
none have returned thus far.

Dinosaur: Triceratops

"Hornbeast are strong, stronger than horse, stronger than


elephant, stronger than enemy!"
-- Warchief Ghazgul on his Triceratops riders

Introduction

Dinosaurs are an ancient race of creatures native to the


Material Plane. They are as diverse as they are ancient,
coming in all shapes and sizes from as small as a chicken to
as large as a dragon. Triceratops is among the larger
dinosaurs, a peaceful grazing herbivore, but a deadly
combatant when provoked.

Physiological Observations

Triceratops are among the most physically impressive


dinosaurs. Adults reaching an average of 20 feet long and
weighing as much as ten tons. This pushes them far beyond
the size of other large animals such as Elephants and even
Mammoths. Size is only one important feature though. The
Triceratops is famed for its three large facial horns, which
grow with age but are prone to breaking off in battle. Its
massive skull tapers into a boney crest that protects the
animal's neck from attacks. The creature's tail is also
considered very dangerous, and although not designed as a
weapon it can strike hard enough to break bones and easily
knock humanoids off their feet. Thick powerful legs and wide
squat feet support a triceratop's great weight, but also give it
the strength and speed needed to make deadly charges.
There is very little about the Triceratops that does not invoke
power and strength.

Social Observations

Triceratops are herding animals, as are the majority of four


legged dinosaurs. They live in familial units that can be
anywhere from five to fifty individuals depending on the
region and the availability of food. Both male and female
sexes will exist within a herd, although males will compete
for status and dominance amongst each other. Males become
extremely aggressive during mating season, going into a
rutting phase. During this time they become much more
solitary, only rejoining the herd to attempt to breed or secure
breeding rights. Mating rites consist of lengthy battles
between rivals, locking horns in contests of strength to prove
dominance. Females lay clusters of 6-8 eggs that take
upwards of half a year to fully develop. Herds will migrate to
nesting areas where pregnant females will construct nest
clusters in protected regions near ample food and water. The
Herd will experience little mobility during this time and
males to seek other herds if food begins to become scarce.

When threatened adults will roar and bellow to alert the


rest of the herd and to intimidate potential threats, rearing up
and pawing the ground to signal their intent to charge. Adults
may mock charge if the aggressor creature is much smaller
than the triceratops. In the event of a significant threat such
as a Tyrannosaurus or a Dragon the herd will form a
defensive ring around their young, using a wall of horns to
give their opponent no opportunity to attack. If this ring is
broken the animals tend to panic and break formation,
leaving the attacked to their fate while the herd retreats to
regroup.

Inter-Species Observations

Triceratops and humanoids generally share an uneasy


coexistence. The animals tend to only live in savannas and
grasslands, or other suitable tropical climates, and they have
little interaction with major civilizations. They are
exceptionally difficult to tame and domesticate, making them
less appealing than elephants for beasts of burden. However,
it is not unheard of, and very brave or very foolish individuals
have been able to tame and even ride these animals. Their
natural armor and weapons combined with their great size
makes them truly formidable on the battlefield, as does the
ability to provoke them into a charge.
Triceratops have few natural predators, and their young are
only vulnerable to creatures such as lions and hyenas for the
first year or so of life. By the time they reach adolescence a
triceratops is usually the dominant animal in the region.
However, their great size does make them appealing targets
to the highest class of predators. Tyrannosaurs is an age old
rival, preying on the old and sick, but is a manageable foe.
Rocs and Dragons however are a danger these creatures have
little ability to counter. Both strike from the skies and are
massive enough to carry off even some adults, and Dragons
are particularly dangerous given their breath weapons.

DM's Toolkit
Triceratops are fun monsters, being a good way to
introduce a more "wild" region. They can make for
supreme mounts for players at high levels, and
overall are a fun creature to replace animals like war
elephants when the setting calls for it. Overall it's
hard not to place Triceratops into any tropical
setting, but they hold little place in more
northernly climates.

Behavioral Observations

When the God's made this creature they invoked some small
mercy upon the rest of us. The triceratops is an herbivore,
content to spend its days grazing on low growing shrubs and
other vegetation. And indeed it does, spending over 12 hours
a day simply feeding in order to sustain its great size. Water
is also of great concern, and herds will not wander more than
a few days travel from reliable sources of water.

79

Dinosaur: Tyrannosaurus
Rex

"The great ones! All who believe themselves powerful need


only to gaze upon them and know folly. For no creature aside
from dragons can match their strength, speed, and cunning!"
-- Lizard Folk shaman referring to the revered
Tyrannosaurus

Introduction

Tyrannosaurus Rex or T-Rex for short is a massive bipedal


lizard like animal. They are ferocious carnivores and
dangerous to all creatures, even dragons if caught unaware.
These gargantuan predators roam their territories protecting
their claim and devouring food when it pleases them. King of
lizards is an apt name.
Their enormous size and power give many ecologists pause
when considering the similarities to dragons. The groups of
lizards, known as dinosaurs, have always been classified as
distinctly different from dragons. Now that seems to be an
incorrect observation when looking upon a T-rex. It is
possible that in the early times Dinosaurs were the
predecessors to the Dragon kind and even Hydra as all seem
to be familiar in sorts. It is uncertain and no dragon would
admit such a base claim in their eyes.

Physiological Observations

A T-Rex stands on two long legs at center of mass to their


large 40 foot long bodies. They have massive heads
resembling a hornless dragon and rows of sharp very large
teeth. They stand with their heads and bodies parallel to the
ground at around 18 feet tall. They are powerfully strong
monstrosities with thick muscled jaws, powerful necks,
strong fast legs, and powerful thick and dangerous tails.
The large head of a T-Rex has forward facing eyes that
while look small in proportion to the head are excellent for
depth perception. They are very perceptive when it comes to
sight and smell. Able to see somewhere between that of an elf
or a human and ability in smell can rival that of a hound.
Their massive jaws sport up to 6 inch long teeth all made for
tearing large chunks of flesh. Their ability to smell is probably
the most impressive. They can track older than week old
trails simply by smell alone. Escape from a T-Rex seems only
temporary.
Their powerful necks give them incredible strength even
for a creature their size and able to carry multiple tons in
their mouths with ease. They have very small yet powerful
arms just past the base of the neck. While the arms seem
vestigial they are used often in grasping prey or mates. Their
hook-like claws are hard to extract and their small size makes
the arms incredibly strong and efficient at holding fast.
While very large creatures they are incredibly fast. Able to
run as fast as any horse chasing down prey or enemies with
surprising speed is well within their capabilities. Their tails
are mostly used as a counter balance and while flexible
extend straight outwards from the hind quarters and only
drooping down at the very end. When not used for balance
they can make a devastating swipe able to level buildings.
Both legs and tail are incredibly strong making a T-Rex
dangerous from all directions not just in the reach of their
maw.
80

A T-Rex is a violent carnivore that eats large chunks or


whole creatures. They can bite and swallow a human sized
creature with relative ease. Any larger creatures they pin with
one leg and pull large portions of meat off with their clamping
jaws. The site is gruesome to behold. Reports of starving TRex subsisting off of carrion exist but it seems they are more
than capable of hunting and only doing so in desperation. Any
amounts of bone or materials too hard to be digested are
regurgitated much like an owl pellet hours later. Well-fed TRex territories are marked by occasional piles of bones teeth
and even weapons and armors.
When hunting they sniff out prey and follow the tracks to
their intended target. Often good enough they can trot until
their destination is revealed. Once prey is spotted they work
hard to get as close as possible without alerting to their
presence. They hunch down on their bellies and softly crawl
on all 4 until they explode into a leap running full speed at
their target. If discovered they will also explode into a run at
their prey. Usually they can outrun their prey and easily catch
them but the least amount of energy spent possible the better.
They need to eat a lot to satisfy their hunger but they only
need to eat 1 time a week. They will eat up to 2 tons of food if
they can manage thus preferring larger prey. They can subsist
off of smaller prey but it requires more work and more often.
They mostly inhabit hilly moderately warm climates with
open spaces for running down prey. They tend to nest in
copses of trees in the open rolling hills for cover. A territory of
a T-Rex is usually in a 20 mile radius giving a lot of room for
prey to live with never seeing their domain's king. This not
only allows for an ample amount of food for a T-Rex but also
doesn't inspire every living creature to run from a new T-Rex
territory either.
T-Rex while are clever in decision making during battle are
not overly intelligent creatures. They are as intelligent as any
lion or other large beast and can be outsmarted given the
preparation. They have few tactics outside of ambush and
slight herding into favorable terrains when chasing a target.
They pursue with abandon and fight to the death.
Unfortunately for most inexperienced humanoids to the
death is usually in favor of the Tyrannosaurus.

Social Observations

Tyrannosaurus is usually a solitary hunter. They are not in


need of allies or protection often being the top carnivore in
their territory. They hold their territories for many miles and
border disputes can be vicious as the instinct to keep a
plentiful amount of food is very great.
Females are stationary in their established territories
through adulthood unless supplanted by a rival or
catastrophe. They prowl in search of food and to protect their
borders. Overlapping can occur but only by coincidence as
the territories are so large that rivals may not encounter each
other for a very long time.
Males are nomadic by nature in comparison. They hunt on
the go and sleep where they can. Smaller than females but
not by much and more brightly colored, especially their
heads, indicate them as male to any potential mate. Males
roam the lands looking for females to procreate with. If a
female is receptive she will allow a male's advances into her
territory if not she'll chase him off with a frightening display
of aggression.
Males gingerly approach a receptive female emitting low
grating hums and growls. Receptive is a kind word to a
female for if unbothered will simply accept his presence
almost ignoring him. He will then mate with her when she
crouches down and he's close enough.
During a span of many months the male will benefit from
the territory as they continue to mate until eggs are produced.
He will then hunt the territory and share spoils with the
female as she guards the eggs. Once the eggs hatch the male
simply leaves to find another territory.
A clutch of T-rex can be between 2 and 4 eggs usually only
2 viable eggs are produced. Young are raised to adulthood in
a short 3 years by their mother. At this time she chases them
away from her territory and she resumes life as if nothing had
occurred. During the time of raising them they will hunt
together and herd prey into each other. Mother will usually be
waiting for an ambush while the younger playful children
chase prey with abandon to their mother's position.
T-Rex can live up to 30 years and producing children every
5 or so. It's unfortunate that of a clutch usually only 1 will
survive to adulthood and it's not a guarantee. Without the full
strength they enjoy as an adult prey are not as easily obtained
and they are less able to fight dangers. T-Rex populations
rarely explode and naturally keep at a constant rate in a
habitat for these reasons. They are susceptible to decline
more than other apex predators of an environment
unfortunately.

Intra-Species Observations

T-Rex are simple predators that eat when hungry and ignore
animals when not. They like to make themselves ever present
to herds of animals just on the horizon making animals lull
into complacency in their presence. They regard most living
creatures when hungry as food, even larger then themselves.
If they are not hungry and not being provoked they are as
docile as a contented house cat. T-Rex are unused to being
challenged for dominance by other creatures and treat them
all the same, food when hungry and background when not.

As more than capable fighters of larger creatures they favor


bludgeoning with their tales to knock foes off balance and go
for a devastating kill by tearing out huge swaths of flesh.
Cocky unaware dragons have been decapitated
underestimating a hungry Rex. When fighting smaller
creatures they sweep with their tails and snatch up prone
victims in their jaws to be devoured. When they fight they are
very vocal and loud. Their roars rival that of any dragons and
they will do so with every opportunity. This seems to be a
defense mechanism to make as much noise as possible in an
attempt to intimidate an attacker into running. If they run a TRex will catch them.
When attacked or fighting for reasons outside of food they
still eat their foe probably as sign of dominance. They will not
totally devour the opponent but will eat things like the head
arms and legs stripping weapons and other perceived valued
appendages away. Odd behavior for creatures with little
intelligence outside of battle.

Variants

There are different kinds of Tyrannosaurs roaming the lands


and each is dangerous and to be avoided.
Tyrannosaurus Majorus - This is the T-Rex described
above. They range from dark greens and browns to soft
yellows in color. They typically look much like the main color
of vegetation in the fields for better sneaking up on prey. They
prefer plains and hills with small outlooks of trees. The
male's heads will appear a softer blue in contrast to the rest
of the body.
Tyrannosaurus Sauronious - This is a dangerous variant of
T-Rex that inhabit more tropical regions of the world. They
are never docile as they never cease in hunger. They roam the
tropics stripping prey as they go. These variants typically run
in mated pairs as both sexes are always on the hunt for food.
They are bright yellows with purple or green accents and can
roar so profoundly it will concuss foe and prey to the ground.
The males are still slightly smaller but bear no significant
markers. Their roars are far more powerful and have been
known to cause physical harm although not much
information has been gathered as survivors are non-existent.
Tyrannosaurus Diabolis - This is arguable the most bizarre
variant of T-Rex. They are red and black in color and have
outright immunity to fire. They live and thrive in extreme heat
and volcanoes. They enjoy meat but sustain mostly on rocks
and lava. They seem to regurgitate fire in wads of flaming
pitch at prey preferring charred meat. They occasionally run
across Sauronious and devastating battles occur. They live
together in closer colonies of up to 10 members sustaining
their numbers with young. They only live in areas around or
in volcanic activity.
Tyrannosaurus Freezanis - This Tyrannosaurus type is by
far the most rare. They've developed their scales into thick
down like feather coats keeping them warm in polar climates.
Other than their black skin and white coats of fur they are
closest to Majoris in lifestyle aside from the climate. In the
summer they do shed their feathers to reveal their shining
obsidian scales but as those days of slight heat are short they
soon sprout new coats of ivory feathers.

81

DM's Toolbox
Tyrannosaurs are an iconic dinosaur. This
interpretation uses the mostly real world creature
for the behaviors that are believed to be true
according to more recent studies. You as the DM
have discretion to make them opportunistic
predators that normally feed off of carrion as
catching prey is harder as is the previous accepted
theory.
Here are a few scenarios to use a T-rex.
Ambush predator of extreme danger
stalked by dangerous predator stuck on an island
time forgot
A dragon thought to have been living nearby
found with it mutilated and mostly eaten what
creature could do such a thing?

82

Displacer Beast

The following excerpts are from the journal of Jason


Canderman, of the eight-man Canderman-Dodder
Expedition, which was documenting the newly-discovered
ruins of an ancient Hithan pyramid. This journal was found
by a group of nine explorers (three of whom met their fate
later by the same creatures described within). Based on the
following excerpts, we recommend bringing a full regimen of
prepared soldiers before the next expedition is attempted.
Juelay 18, 887 NE - On the ninth day since our expedition
began, We have finally entered the Ssizeraal valley. The
temperature is sweltering, and has been becoming so for the
last three days. Ahead of us is the massive Ssizeraal Jungle,
and beyond, new discoveries. We have seen no sign of any
locals, either intelligent or not.
Juelay 21, 887 NE - The travel through the jungle for the
last three days has been difficult to say the least. The air is
oppressive and thick with humidity. Very little light makes it
through the canopy above us. The bugs are terrible. Malik is
sure that we are being swarmed by new species of gnats that
are far more aggressive than those of our more temperate
farmlands. Finley has warned us that the pack mule and
spare horses all seem nervous, and I hear them whinnying far
more than they did on the open paths leading to the jungle.
We hope to soon find the ancient road we were told about.
Juelay 22, 887 NE - Just before sunset, we found the
ancient, overgrown road that once connected two great
Hithan cities of the past. We decided to set up camp in the
slightly-clearer area. I saw with my own eyes the uneasiness
of the pack animals - they seemed especially fearful of the old
road itself.
Juelay 23, 887 NE - Traveling on the road, overgrown as it
is, has provided far swifter travel than the first several days
through the jungle. Though the canopy is still thick, light is
able to reach the jungle floor, which seems to have a positive
effect on both the humidity and the bugs. We are still several
days out of the ruins we seek, but are optimistic. Guardsman
Chaz mentioned he thought he heard a loud roar earlier in
the day, such as that of a predatory animal, but no one else
heard it.
Juelay 24, 887 NE - I am sad to write that tragedy has
struck us today. Guardsman Jueg, youngest of our crew, has
perished to an unknown beast. At just past noon today, Jueg
left the path for personal reasons. As the minutes passed, we
became worried. Finally, after nearly thirty minutes, and no
response to our calling his named, Guardsmen Chaz and
Dale entered the forest. Scant minutes later, they returned,
carrying the body of Jueg. The back of his neck had been
mauled by a maw of significant size, with piercings from
teeth penetrating to the front of his throat. This had caused
his death, and also his inability to scream. However, much
more terrible and obvious, was the gaping wound on his
chest. His heart had been viciously removed, leaving a large,
bloody cavity. None of us had experience with any sort of
predator that did this, and so sadly, the cause of death will
forever remain a mystery.
We buried Jueg off the path, speaking a few words to
Shand, Patron of Safe Travels, and gathered his items to
return to his family. We will sleep uneasy tonight.

Juelay 26, 887 NE - Another of our crew has died. Around


midnight last night, Guardsman Dale, on duty, was killed by
the same beast which took Jueg's life. We only discovered his
body this morning. Just as with Jueg, his throat was horribly
wounded, and his chest had been eaten on, with the heart
gone. We are surely being stalked by a predator of such
ferocity as we have before witnessed. For the rest of our
expedition, both guardsmen will remain awake through the
night, along with either myself, Malis, or Jenar. Finley will stay
with the pack animals through the night, to make sure they
are not terrified so much that they break their restraints.
Juelay 27, 887 NE - We are down another crew, this time
Jenar, whom I have known for well over twenty years. Though
we were not close, and over the years had vehement
disagreements on our various scientific pursuits, his death
was a tragic blow to me and our expedition. We are now
fearful of our lives, though we have a bit more information
now as to what fell beast plagues us. Jenar was awake while
attacked and was able to let loose one scream, which
Guardsmen Chat and Vic heard. They both spotted a large
black beast, extremely fast, and both attacked, but were
unable to wound it. They retrieved Jenar, who was still alive,
and brought him back to camp. After waking the rest of us,
Jenar eventually died in my arms. Even now, his blood is still
on me, as I struggle to put pen to paper.
Juelay 29, 887 NE - Eighteen days after our expedition
started, and after the deaths of three of our comrades, we
have arrived at the ruins. Though our hearts are weary and
souls are heavy, we rejoice at the beauty before us. Three
pyramids, mostly claimed by the vines of the jungle, but still
obvious in their majesty, stand before us in a large clearing.
My initial notes before we set up camp:
The pyramids appear to be aligned with the stars of
Gozdare the Bard - specifically his lute. The smallest is to the
northeast of the clearing, and appears to be no more than a
hundred feet tall. The next-smallest is on the southwest of the
clearing, and is much larger, possibly close to three hundred
feet tall. It clears the tallest trees around us. The central-most
pyramid however is the largest, possibly over five hundred
feet tall. If our estimates are true, this will be the largest
Hithan pyramid found so far, though we will need to take
more accurate measurements to be sure. This central
pyramid has also best-withstood the ravages of time - being
furthest from the trees, there are no vines pulling at the
stones, and no roots to disrupt the ground. It is quite
beautiful.
Stairs climb the center, and each of the four sides of the
base are adorned with animals, some known, some not.
There are griffons and rocs on the south face, salamanders
and large bug-like creatures on the eastern face, frogs and
octopi on the western face, and on the northern face, which is
the side that greeted our arrival into the clearing, are gorillas
and some sort of feline creature. Though the statues are
mostly-eroded, these feline creatures are of a variety never
before seen, with large spikes protruding from their shoulder
blades. All-in-all, they are quite menacing looking, and the
pack animals seem wary of the statues. Multiple times in the
evening, as we were setting up camp, I also caught Chaz
gazing upon the feline creature statues.

83

Juelay 30, 887 NE - On the eve of Agaus, we have been


attacked again. Luckily no one was wounded tonight, and for
the first time, beneath the nearly-full moon of Juelay's final
night, we all finally caught glimpse of the beast which has
been stalking us. It is a large black feline creature, which is
likely what the northern-face statues are modeled after, but
instead of spikes on its shoulder blades, long writhing
tentacles protrude. It is, quite simply, the most horrific
creature I have ever seen in my life, and it is quite menacing.
Chaz and Vic were able to fend off the beast. Chaz even
swears he struck the beast clear in the neck, but his sword
went straight through as though it wasn't even there! We are
very much on edge, but now that we know more of the best,
we feel more confident. Our fires burn bright throughout the
night.
We have studied the ruins even more, and based on some
hieroglyphics we have been able to find around the base of
the central pyramid, we are quite certain that these ancient
Hithans likely worshipped - or at least revered - the animals
to which they built totems. This is astounding to us, as all our
previous knowledge of the Hithans has led us to believe they
were actually worshippers of The Fold.
I and Malik climbed the stairs of the central pyramid today.
Again, we have not made concise measurements, but based
on the five hundred fourteen steps, each of which are almost
a feet steep, we are quite certain our first guesses about the
size of the pyramid were very close to correct.
Atop the pyramid is what appears to be an altar, and it is
stained with what can be nothing other than blood. Beside
the altar, on each side, is a smaller statue of several of the
animals that surround the base of the pyramid - the feline
creature faces the altar's south side, the frog its west, the roc
its south, and the bug-like creatures its east. Though
obviously a sacrificial altar, there appear to be no knicks in
the stone to suggest that blades were used in the ceremonies.
Agaus 2, 887 NE - Again we have been attacked by the
strange beast, and our knowledge of it increases and
becomes harder to understand at the same time. Malik, who
has had some study of the Arts, was able to loose a spread of
magical bolts upon the beast. He swears they hit, and that in
fact, those magical bolts are incapable of missing, but I
clearly saw the bolts strike thin air two feet to the right of the
beast as it approached the camp. Either way, it screamed in
pain and retreated, but I was sure I saw it look back with such
a look of menace that no natural animal can attain - this was
the look of a thinking, rational creature, and it struck me with
such fear that it is now four hours later and I cannot sleep.
In the study of the pyramids, our work has been cut short
both of the last two days, as powerful thunderstorms have
swept through the region. Several of our horses broke free
and we had to chase them down, all while being fearful of
being attacked by the stalking beast.
Agaus 4, 887 NE - We are leaving this wretched place.
Tonight, just after the final darkness of night had settled upon
us, we were attacked. This time not one, not two, but three of
the terrifying creatures attacked us from three sides, as
though they were organizing a three-front attack. Malik was
able to let loose another burst of magical power which
wounded one of the beasts, causing it to flee, but was quickly
mauled from behind by a second.

84

Meanwhile, Vic and Chaz were able to fend off the third,
but not before Chaz was critically wounded. Malik perished
soon after the creatures were chased off, and Chaz may not
be long for this world - he is missing an eye, which was
bloodily removed from his head by one strike of the beast's
tentacles. He also has a terrible bite wound on his hip. Vic,
Finley, and I sit huddled together, with four fires around us,
and the animals to our back. Chaz babbles incoherently about
invisible teeth. We could not even risk burying Malik. His
body is covered and rotting just outside the fires. May the
gods have mercy on me for saying this, but if the beasts come
back, hopefully they will be distracted by his flesh and will
leave us be. We leave tomorrow.
Agaus 6, 887 NE - The last two days were a nightmare. As
we began travelling north to leave this place, we realized
almost immediately we were being hunted. Multiple times
throughout yesterday, we could see the slinking forms of
black felines in the jungle to our right and left. The first attack
killed several of our horses, including the one which carried
Chaz's limp form. To our shame, we fled further up the path,
leaving him on the ground. Our only comfort as we ran from
his limp form on the ground was that, in his delirium, he
likely would not realize what was happening to him. We
stumbled along the ancient roadway for almost an hour
when, to our horror, we saw several of the beasts awaiting us
on the path before us. They just stood there as we scrambled
to a stop, trying to hold the horses steady. They watched us as
we backed away from them, and then began slowly moving
down the path toward us.
We saw them leave the path behind us eventually and tried
to turn around north again to escape the jungle. No sooner
had we turned the horses around than five of the horrible
beasts appeared on the path to our north, blocking passage.
They moved toward us again and we fled back south, the
direction from which we had just come. They were herding
us! We passed the remains of Chaz and two horses without
looking, seeing only a bloody mess. It took us two hours to
reach the pyramids again, and we quickly set up camp with
our backs to the base, not knowing what to do. I am certain I
will not sleep tonight.
Agaus 7, 887 NE - This is my last will and testimony. If one
should eventually find this journal, please read the words
within carefully, and leave this ungodly place. Throughout the
day today, we have been attacked multiple times, but never
lethally, save for one instance. At noon, Finley, in terror, took
to horse and galloped toward the jungle's edge. Three of the
beasts caught him and his screams still resonate in my ears.
These creatures, now attacking us in broad daylight, are
herding us up the pyramid, though we know not why. Vic and
I now sit halfway up the stairs of the pyramid, between the
base and that fearful altar, and watch the cat-like creatures
prowling below us. There are almost a dozen of them now, an
obvious pack, and we can see features now we could not
before - such as their six legs, and that the tentacles seem to
have teeth on them, and that though they are the color of
panthers, they are closer in size to full-grown tigers. Vic has
fired arrows at them over the course of the day, and I can now
swear that the arrows are hitting the creatures as I see them,
yet still moving straight through them, as though they are not
truly there. They keep slowly coming higher up the steps, and
we keep retreating. It will not be long before we are at the
altar. I have sharpened my knife - if I must die, I will die
cleanly.

Introduction

Displacer beasts are a magical monstrosity from the Feywild.


It is said that at one time, they preyed only in the fey courts,
but as many an explorer and adventurer have learned (to their
own detriment, usually), these monsters are alive and active
in the prime material plane. While many regard them as
simply animals (thus "neutral" in alignment), the truth is,
most harbor an intelligence and maliciousness not available
to natural beasts of the world.
They are a truly deadly predator, not to be taken lightly.

Physiological Observations

Physically, displacer beasts have an almost uncanny


resemblance to panthers. However, the appearance is mostly
superficial, and their more alien features are quickly apparent
to even the most casual observer.
Feline in structure, the beast can grow up to eleven feet in
length, rivaling the largest tigers in size. Unlike tigers, they
are much sleeker, tending to weigh at the most up to 650
pounds. They have dark black fur, much like the panther they
resemble, but their fur has a gloss to it not found in natural
wildlife. It is thought that this is a leftover from their heritage
as a fey-related creature, as it typically would not help with
camouflage at night to have a sheen to one's fur. Finally, their
heads can be up to two feet wide, with a maw that contains
two-inch-long incisors. The creature's jaws are so powerful
that they have been known to crush their victim's skulls in
one bite.
From here, the displacer beast's unnatural heritage takes
over. The most obvious aspect of the monster are the two
tentacles that protrude from the shoulder blades. These
tentacles can grow up to seven feet long on a full-grown adult,
and end it a pad covered with spiky growths resembling
sharp, pointed teeth. The tentacles are able to be moved and
maneuvered by the displacer beast as though they are fullyfunctioning limbs.
Instead of four legs, the displacer beast has an extra pair of
legs immediately behind the front, giving the creature a total
of six legs. Scholars are unsure of the evolutionary purpose of
these legs, unless simply to make the beasts even more
deadly than they already would have been otherwise.
Finally, the creature's claim to fame and namesake, is its
ability to appear anywhere from several inches to several feet
from where it actually stands. Observers have reported
seeing someone striking the monster dead in the eyes, only to
then be swatted and attacked seemingly by something
invisible to the side. The nature of this natural displacement
is unknown, though it is likely to be a remnant from the
mystical nature of the Feywild. This ability is in constant
effect - it does not disappear if the animal is asleep or
unconscious, though if it is killed, the effect ends. Many a
hunter or warrior has been awfully disconcerted to finally
slay the stalking beast, only to have its corpse transport to a
few feet to the right or left.
Displacer beasts can run extraordinarily fast, far outpacing
cats of similar size (other than the cheetah), as well as other
animals with more than four legs. They can also jump
amazing distances - up to twenty feet horizontally, and over
ten feet straight up from a standing still position - several feet
more in either direction if they have a running start.

As kittens, displacer beasts have no tentacles - rather, they


have two bony protrusions on their shoulder blades. Over the
course of the first three years of the displacer beasts' life, the
spikes will elongate and grow outward, with skin covering
them. The protrusions will soften and become more flexible
over time, and by the third year, when the beast is in
adolescence (and about half the size it will eventually grow
to), the protrusions will resemble rudimentary tentacles - they
will often be just a few feet long, and not very flexible yet. By
the fifth year, pads have formed at the end of the tentacles,
which are now up to six feet long, and spikes are just
beginning to grow from them. By the seventh year, most
displacer beasts are fully grown, tentacles and all.
Displacer beasts lifespan on the prime material plane is
around thirty years. In the Feywild, they can live for hundreds
of years.

Social & Behavioral Observations

Displacer beasts are extremely aggressive predators, and


similar to most cats, they seem to enjoy toying with their prey.
Some reports have indicated people being stalked for
multiple days in a row, often with the displacer beast making
an appearance just at the edge of the potential victim's vision.
It is said that once a displacer beast chooses a victim, it will
not stop stalking until either the victim or the monster is
dead.
Displacer beasts have several typical manners of attack.
The first method the monsters use in combat is usually
striking at their opponents with the reach of their tentacles,
thus staying out of the range of most weapons. The tentacles
can strike with extreme precision, with the jagged spines
leaving devastating, often fatal wounds. If this does not finish
off the prey, then the creatures will often next move in and
attack with their massive claws.
Much like other large feline predators, they will often jump
onto the back of the victim, raking with their back claws while
holding on with the front. Unlike those other feline predators,
and to the misfortune of their victims, the displacer beasts
have that extra pair of front legs, giving it even more attacks
to incapacitate their prey.
Finally, often as a final death blow, the beasts have been
known to bite the victim's chest with their massive jaws. As
though they are aware of where the prey's lifeblood comes
from, they will eat the heart of their victim, sometimes in one
fell bite.3 Dead bodies which have not been completely
consumed will often be found with their heart, and most
surrounding organs, missing, having been eaten by the
creature.
Very few who have seen a displacer beast have lived to tell,
but those who have all seem to agree that the monsters
display almost no sign of fear. They also seem to display
malice at their victims, especially those who evade them.
Survivors often awaken terrified in the night, screaming of
seeing those feline, malevolent eyes staring them down. More
hardy folk, such as adventurers and explorers, confirm this most who have survived tell the same story that as the beast
fled to safety, it would often look back and stare at its wouldbe prey, as though calculating.

85

In regards to their associations with other species, what little


is known is shared here.
Firstly, displacer beasts and blink dogs have such an
incorrigible and known hatred for each other that they will
attack each other on site with no regard to their safety.4
Pound for pound, displacer beasts are much stronger and
more terrifying that blink dogs, but blink dogs are a bit
smarter, and will often attack with its full pack, giving it the
upper hand. Scholars debate where this hatred comes from it does not likely extend from the typical dog vs cat mentality,
since by nature, cats and dogs do not actually hate each other
(despite what many a pet owner says otherwise). The most
prevalent theory is that the two creatures' abilities (blink and
displacement) are so similar in their mystical nature, that
their auras upset the other. Both species can sense when the
other is around, even when outside the range of hearing or
smelling (and even when hearing and smelling are magically
blocked).
They have similar (though not as ferocious) disposition
toward other magical animals as well, such as pegasi,
unicorns, and winter wolves. None of them inspire the
displacer beast's fury like the blink dog, but the beast will go
out of its way to specifically target those other species.
Toward most other animals, and even humanoids,
displacer beasts display a predatory air mostly, though again,
if they are bested by their prey, that nature starts turning to
hatred and fury. With one exception, displacer beasts are not
scared of humanoids - they consider an elf, human, or gnome
just as much fair play as they do boar, buffalo, or elk.
Rakshasas are something different. This is possibly the one
creature in the multiverse that displacers not only show
respect for, but possibly fear. No matter how large a pack, no
scholars have seen, or even heard of, displacer beasts
attacking Rakshasas, and some myths and legends even
place the beasts in the company of the tiger-men, often as
pets or guardians.
Some other species have been known to capture displacer
beasts to use as guardians, though the beast will spend all its
days in captivity planning its escape and eventual evisceration
of its captors. It is very rare that a pack of displacer beasts
can be caught by surprise by any amount of hunters, but solo
beasts have been overcome by large groups of hunters. In
particular, lizardfolk seem to like capturing the creatures,
possibly simply due to their close proximity in jungle and
rainforest ecosystems. Large bands and tribes of orcs,
hobgoblins, and other powerful goblinkind have been
reported to have captive displacer beasts, but these situations
are much more rare.
Finally, they seem to have no specific ill will toward other
large predatory cats, and are not known to hunt them. This
could be that the predatory cat's natural instincts are too
refined for the displacer beast to stalk, so it is not worth the
trouble, or it may even be some sort of lingering byproduct of
the species' evolutionary history.

86

Ecological Observations

Within the prime material plane, though displacer beasts can


be found in almost any region and climate, they favor humid
forest areas, such as jungles and rainforests. These
biospheres are likely the most attractive simply due to the
prey within, but it could also be they still retain deep, past
links to their jaguar and leopard "cousins." However, they may
appear anywhere in the world, and have been known to adapt
to different biospheres - brown and tan displacer beasts
(colored like a lion) have been spotted in the desert (though
rarely), and there are even rumors of white displacer beasts in
arctic regions.
Displacer beasts need to eat anywhere from ten to twelve
pounds of food per day, though like other hunting cats, they
can go for a week or so without eating, then gorge themselves
on a meal of anywhere from a 100 to 125 pounds.
Their preferred prey in their natural habitat are any large
animals such as boars, large deer, and other large mammals.
However, they are just as happy to prey on humanoids,
smaller mammals, and even certain larger lizards and
reptiles that have enough mass to sustain them. Once a
displacer beast has killed its prey, it will usually start its meal
with the heart, and then move onto the head, and other
internal organs.

Intra-Species Observations

Displacer beasts are more often than not pack animals.7


They roam, hunt, sleep, and live in small packs, with
anywhere from five to eight adults. If there is not a pack lord
(see Variants), then usually the strongest male in the pack will
become an alpha.
Displacer beasts tend to be fiercely loyal to their pack, but
are highly competitive of territory if they come across other
beasts not in their own pack. Two displacer beasts from
different packs (or two solo beasts) will size each other up
and likely fight if one encroaches on the others' territory.
The mating ritual between a female and male displacer
beast could be confused by the outside observer as an intense
fight. Often, two or three males will approach a female in
heat. Those males will strike each other with their tentacles,
leaving gaping wounds on each other. It is not uncommon for
one of the creatures to succumb to the wounds and die
during the process. Eventually, only one male will be left
standing - the others having either perished or fled to lick
recuperate. This one will then approach the female. The two
will circle each other with their tentacles flailing wildly. After
as little as several minutes, or as long as a few hours, the two
will launch themselves at each other, wrestling viciously.
Their tentacles will strike at each other, but during this part
of the ritual, rarely is blood drawn. Rather, for the only time in
a displacer beast's adult life, the spikes on the tentacles will
withdraw slightly. The two will eventually entangle their
tentacles around each other and the male will mount the
female.
During pregnancy, the male often stay close by the female,
and will guard her ferociously. Other males in the pack will
be protective of a pregnant female, but the male mate will
attack literally anything that comes close to the female,
including other displacer beasts.

Pregnancy lasts around a hundred days, and then the female


will give birth to three to six kittens. At this time, the male
mate will often leave the pack permanently, though the rest of
the males will continue protecting the mother during the first
few months. The kittens grow rapidly, and the mother will be
training them to hunt on their own by their sixth month.

Historical and Cultural


Significance

There are many primitive cultures across the world that


worship displacer beasts, and other similar magical
monstrosities. Some prehistoric cultures (those dating back
to before writing) even have legends that the displacer beasts
came from the sky 5 - these cultures look upon the beasts as
a form of totem, and praise (and fear) them in equal
measures. More intelligent displacer beasts may use these
cultures for a time, as they will provide plenty of fresh meat
for the beasts, but they will soon become weary of being given
food - after all, they would much prefer to hunt.
More modern legends have displacer beasts in them as the
guardians of evil deities - it is said that Bhaal has a pet
displacer beast named Fade, whom he sends out to do his
bidding when needed.
It is also likely that displacer beasts are the actual start of
many rumors and ghost stories across the world that involve
spectral panthers.

Variants

Occasionally, due to a fluke in the dark magicks that sustain a


displacer beast's life, a beast will grow much larger and
stronger than the typical specimen. These Displacer Beast
Pack Lords can reach a full twenty feet in length (with
tentacles over fifteen feet), and are always the undisputed
ruler of any packs that form around them.
Though there would be no change to their stats, arctic and
desert variants exist. The arctic displacer beast has a bluishwhite coat, and its tentacles look less like long whips, and
more line multi-segmented bones. The desert displacer beast,
varying between brown and tan, looks like a large puma, with
tentacles that look like thick, knotted ropes.

DM's Toolkit
Displacer beasts should be used carefully. They are
a very dangerous creature, and even though they
are not very high CR, their nature, and the
mysteries of their origin, can make them a great
opponent for PCs. They can make for a very unique
encounter.
First and foremost, they are not likely to be the
final boss in an adventure. Though they are much
more intelligent than regular cats, they are not
smart enough to plan strategies and create longterm menaces. At the end of the day, they are just
extraordinarily intelligent and ferocious hunting
animals, and should be used as such. Encountering
one (or a pack) in the wild is a completely suitable
way of using them.
To make things more interesting though, having
displacer beasts be the pet or guardian of more
rational NPCs would make for a more memorable
encounter. A lizardfolk shaman that releases the
displacer beast on the PCs while attacking with
magic from the back could be a deadly and unique
encounter.
For strategy, displacer beasts will almost always
attack with reach first, using their tentacles. On any
creature that can actually fight back (such as PCs,
other displacer beasts, or stronger NPCs), it will
attempt to use its tentacles as long as possible,
wearing down the victim. When it must resort to
its claws and jaws, it will be at a point where it is
going all in. If the beast thinks it doesn't have much
of a chance, it will likely flee (though it will stalk
the victim afterward, looking for a weakness).
Though it is unusual for a single displacer beast
to attack a group of armed combatants, if they are
particularly hungry, or feeling the combatants may
be in a weakened state, they may do so. A pack of
displacer beasts has no qualms about attacking
multiple potential victims.
Displacer beasts have powerful claw and bite
attacks, however these were left out of the
Monster Manual. Using slightly modified tiger stats
(to account for the displacer beast's higher
strength), here are some attack options using claws
and bite:
Bite Melee Weapon Attack: +6 to hit, reach 5 ft,
one target. Hit: 9 (1d10 + 4) piercing damage.
Claw Melee Weapon Attack: +6 to hit, reach 5
ft, one target. Hit: 8 (1d8 + 4) slashing damage.

87

Doppleganger

"The questions I began with were not about doppelganger


society. I simply wanted to find a way to make my pet mimics
more intelligent, you see. But it was the answers I found that
led to me being hunted across the breadth of creation by
those assassins. You see, my friend... my friend... Sven, this
drink tastes funny. I... Sven, you aren't... no! Nooooo"
--Last words of the sorcerer Leeren Bannes

Introduction

I wish to categorically retract and apologize for all of the wild


tales I published in my most recent work 'Doppelgangers: the
Threat Within Us'. At the time I was suffering from a case of
anxiety and I regret that this in combination with the
unorthodox nature of my work was enough to trigger a
mental breakdown. Naturally, a full refund will be issued to
anybody returning a copy which they have purchased, and a
free version of my book will be made available to those
people, once it has undergone suitable revision and academic
fact-checking. --Leeren Bannes, two months later

Physiological Observations

At first glance, the doppleganger seems like a humanoid of


whatever species and type it has chosen to impersonate.
Upon cutting the doppleganger, its nature is hinted at to the
keen-eyed observer - its blood is a sap slightly thicker than
blood, and similar to the internal fluids of its evolutionary
predecessor, the mimic. The only difference is the coloration,
which varies depending upon what species the doppleganger
has chosen to impersonate.
Typically a doppelganger will alter the color of its internal
fluids to resemble the blood of whatever creature it is
impersonating. A deeper examination reveals that the
doppelganger has no internal organs. It absorbs food just as a
mimic does, breaking it down with acidic secretions inside
the doppelganger's own body. Of course, such examinations
would kill a normal human, so they are hardly a foolproof way
to detect doppelgangers in one's midst.
It was upon cracking the skull that I made the discovery
that would secure my place in history - the discovery not of a
brain, but a nucleus similar to that of a mimic. I say similar...
but not identical. With the added support offered to the
nucleus by a solid bone structure, the nucleus took on a
pattern of variegated folds and creases similar to that of a
human brain. It was a mimic, you see - a highly advanced
mimic that had exchanged a broader range of shapeshifting
for something much more dangerous - enhanced intelligence.
With its nucleus separated from the shifting tides of its body,
the mimic could maintain the shape of the nucleus - its
mental library, if you will - and store more data, thus retaining
a higher intelligence with each shift.

88

But if that was the case, why could not any mimic simply
create an internal bone structure for itself, I wondered? It
seems that the resinous structures a mimic creates are
temporary in nature. It was not until I thought to cast the
Animate Dead spell that I realized the horrible truth - that the
skeleton of a Doppelganger was that of a dead humanoid. A
doppelganger in effect is born as a parasite - a creature that
starts as a human, but with a mimic living inside of it.
Gradually the mimic grows, replacing the host's body and
even its mind, taking on its thoughts as it gradually shifts its
nucleus inside the skull and devours the host from the inside
out. By the time the body is done with puberty, there is
nothing left of the host but its skeletal structure.
How does the doppelganger impregnate the host, however?
Mimics breed through parthenogenesis, so doppelgangers
should not be able to interbreed with any other creature. At
first the question baffled me, but the answer was elusively
simple. Doppelgangers are only born when a doppelganger
breeds with a female that is already pregnant. Using its
understanding of humanoid pheromones and subconscious
body language - an understanding so deep as to often be
mistaken for telepathy - the doppelganger senses the
pregnancy most likely even before its "mate" does. It is then a
simple matter for it to assume the guise of a target's lover to
mate with her again, splitting off a little bit of itself which
wriggles into the womb. This baby mimic bonds with the
fetus during development, becoming a parasite which
eventually takes over the host entirely sometime during
puberty.
It was then that I realized the true ramifications of the
discovery I had made. For if a mimic could establish such a
parasitic relationship with a humanoid, who was to say that it
could not have done the same with another creature - a
centaur, ogre, or even a dragon? I later confirmed that this
was indeed not just possible, but common. The only
limitation to the forms that a doppelganger can take is the
underlying skeletal structure of the host that the parasitic
mimic bonded with. This is one of the many reasons for the
secrecy that doppelgangers typically demonstrate. If the
world at large knew that every doppelganger can only be born
through the death of an infant, the species would doubtless
be persecuted far more than they already are."
It was shortly after that discovery that I learned I was being
hunted. --Excerpt from the secret notes of Leeren Bannes

Social Observations

I was able to infiltrate doppelganger society through the use


of the Alter Self and Polymorph spells, in conjunction with
the metamagic abilities of my sorcerous blood, which I used
to cast my transformation spells through thought alone,
without any verbal or somatic components. I also cast an
illusion spell to mask my slight body mannerisms, for
doppelgangers are so attuned to the nuances of body
language that it can often seem like they are reading minds.
The species as a whole is inherently mistrustful - until they
can be assured beyond a reasonable doubt that somebody
else is one of their kind, the only information you will get from
them is lies.

While masquerading as one of these creatures - an infiltrator


hiding among a species of infiltrators - I learned that the
society of doppelgangers exerted far more control than
anybody has ever suspected. the natural structure of
doppelganger society is the cell - a group of infiltrators with
one singular purpose, control over a society - with the
ultimate purpose being that society's destruction. Each cell is
led by a handler.
The handler is the only doppelganger with connections to
other cells. This way, if an individual doppelganger is
captured and interrogated - either through torture or magic the amount of information that he is able to disclose about
other doppelganger operations is limited. The handler of a
cell is itself part of a larger cell, composed only of handlers.
The leader of a cell of handlers is known as a director, and
the director is the only doppelganger to make contact with
other handler cells. What level exists above a director? Sadly,
I never got the chance to find out.
The meetings of a doppelganger cell are unlike those of
other secret societies. During my time with the cell, we had
one meeting in a stable, (where our forms were three
stablehands and two horses), one in an hobgoblin tent
(where we were two hobgoblins, a bugbear, and two worgs),
and one in a castle, where we were a duke, the crown
princess, a bodyguard, and two trained griffins. --Excerpt from
the secret notes of Leeren Bannes

Behavioral Observations

In my earlier studies of mimics, I had previously categorized


them into two breeds - the relatively docile house mimics,
created as peaceful furniture, and the aggressive hunter
mimics, bred for war. Initially I had thought that
doppelganger society would follow a similar cultural divide.
However, I fear that in almost every aspect of their behavior,
doppelgangers seem to have the aggressive mentality of
hunter mimics. I suspect that only mimics programmed with
this level of aggression were motivated enough to attempt to
procreate with humans in order to get closer to their targets.
The personality of Doppelgangers also corresponds to
hunter mimics - they have the mentality of spies who are at
war. If outed, they attempt to assassinate witnesses. If
captured, they refuse to cooperate - and their lack of a
nervous system makes them very resistant to torture. A
doppelganger who speaks under torture is almost certainly
lying. Effectively, a doppelganger has the same goals as a
hunter mimic - to identify and neutralize "enemy" targets and a complete lack of understanding that the war they were
created to fight ended a long time ago. Even worse, they have
a more sophisticated set of tools by which to eliminate targets
- such as gaining power in other species societies and
manipulating them to fight each other. You will never see a
doppelganger living a contented life as a simple farmer - every
persona which they take on is meant to either get them closer
to their next target, or gain more power to use against their
target. They are the ultimate assassins that mimics were
once meant to be, and while they each may have slight
personality quirks and preferences, in the end they have no
goals or ambition beyond the lethal programming that their
ancestors were given centuries ago. --Excerpt from
"Doppelgangers: the Threat Within Us" by Leeren Bannes

Inter-Species Observations

Doppelgangers blend in with all societies. They have the


ability to read body language, control their own pheromones,
and perform a role so convincingly that even a victim's loved
ones may not know that person has been replaced.
This is only a role, however - doppelgangers do not feel any
true emotions in the humanoid sense of the word. There is
only a cool, thoughtful calculation. They work together very
well, out of a sense of mutual benefit - doppelgangers are the
only creatures that other doppelgangers can trust, and it
makes sense to work together in order to help each other
eliminate targets and gain power. Unusually, a cell of
doppelgangers that works together for a long time will often
fixate on the same "enemy targets" to eliminate. This is not so
much a sign of empathy as a sign of how much of a
doppelganger's personality is nothing more than ancient
programming by their creator. It is ironic that the race of
creatures which may someday end mankind started out as
nothing more than furniture.
Other than fellow cellmates, Doppelgangers often
cooperate with hunter mimics in a symbiotic relationship the mimic assumes the shape of the clothing, armor, or
baggage that the doppelganger is wearing, so that when the
doppelganger changes shape, their equipment and clothing
changes also to match their new form. And when the
doppelganger moves to assassinate their victim, the mimic
will assist them as well. I speculate that these tame mimics
are the result of doppelganger parthenogenesis when they
are unable to implant a tiny mimic into a developing fetus. -Excerpt from "Doppelgangers: the Threat Within Us" by
Leeren Bannes

89

DM's Toolkit
If you enjoy conspiracies and intrigue, then the
Doppelganger is the monster for you. These
creatures manipulate their pawns from behind the
scenes, and pack a solid punch for low-level
characters that finally uncover their machinations,
especially when each doppelganger is
accompanied by a mimic or two.
Of course, there is no need to limit
doppelgangers to low level adventures. As parasitic
organisms, a doppleganger could be anywhere. A
cloud giant supervising a team of fire giants might
actually be just a huge doppelganger.
One plot hook in a campaign could be
uncovering whom the doppelgangers report to.
Each cell reports to a handler, but only the handler
knows the bigger picture - and the handler is part
of a cell of handlers, whom in turn report to
somebody else. Who is at the top of the
doppelganger hierarchy? And what are their
ultimate plans?
Another plot hook is the question of how
doppelgangers were first created. It is easy for
doppelgangers to reproduce themselves, but if
they are truly descended from mimics, that means
that somewhere, centuries ago, there was a mimic
smart enough and skilled enough at shapeshifting
to impersonate a humanoid in order to "mate" with
it and create the first doppelgangers. Mimics never
die naturally, they only grow older and larger.
Where is the Doppelganger Creator? And what
does it look like after all these years? Perhaps it is
the size of a castle by now. Perhaps it IS the castle.
And do the doppelgangers that it has created
report to it?

90

Dragons

I've heard tale of red beasts who rule as tyrants. I've heard
songs of gold majesties who rule over kingdoms with aloof
care, protecting and only visiting for occasional tributes. I've
read books of dragons fighting in wars for the greater good. I
have no idea where these stories come from. The only dragon
I ever met wanted to talk. Dragons are weird.

Introduction

Like Humanoids, Dragons are wholly complicated and


mysterious creatures. Some say they were created by pure
magical energy by the gods they worship. Others say they just
came to be. Few dragons have ever tackled the idea, thinking
they are individuals incapable of being quantified by some
science or another.
There are dragons that rule, there are anti-social dragons,
there are war-faring dragons, and there are as many
personalities amongst the True Dragons as there are people
on the earth. The only main difference is that Dragons are
much bigger and much fewer in numbers. They are legendary
and they are to be respected above all else.

Physiological Observations

Dragons have long lifespans similar to that of Elves,


developing through several age categories. The most
important ones are wyrmling, where the Dragon is born and
taught the magical pulse of the area it was born in. Then
young, where a Dragon goes out and finds its own lair,
separating itself from its parents.
After that the Dragon begins to develop and grow into its
large head, gaining the shape it would carry with it as it
continues to grow into adulthood. In adulthood a Dragon
grows stronger and wiser, breaking the cusp of human
capabilities and reaching a power that is unmatched by most
creatures. The last stage of a Dragon's life is Ancient. These
are creatures that have lairs that they've filled for most of
their life with their horde. These are monsters that are
legendary in nature and possess the power to destroy cities
or rule them. These are what the songs sing about. These are
what the villagers fear and worship.
Besides being reptilian in appearance, with their resistant
scales and large claws, they are very feline, with cat-like eyes
and a sleuthing walk that mirrors the majestic and proud
thoughts that fill their minds. Their eyes are superior like a
hawks, spying things from hundreds and hundreds of feet
away even in the pitch black of night.
Most have horns that grow in various directions and styles
which, along with their respective color and tint, help distinct
them from other Dragon types. Their wings continue to grow
until the day they die, their wingspans reaching up to 80ft,
their bodies stretching to be 85ft, standing 16ft tall, weighing
as much as 160,000lbs.

Social Observations

If there is one thing that can be said of all Dragons is that


they enjoy isolation. Typically they only come out of their lairs
to mate and raise wyrmlings in a new spot where their
children will live long enough for them to leave it on its own.
Though there are certain Dragons that tend to stay in cities
and kingdoms and are quite social.

Social interactions with Dragons can either go really bad


or really right depending on your personality and the
personality of the Dragon. Evil, subservient people can find
solace with a Red Dragon, while kind bards can find friends
with Copper Dragons. They are a very complex creature that
are often unpredictable.
The only other thing that can be said for sure of Dragons is
that they speak draconic and typically several other
languages that allow them to communicate with their
servants or their friends. Draconic is a language that is very
complicated and learned only by the eldest of elves and sages
in capital cities.

Behavioral Observations

Being in isolation, it can be hard to figure out much about


Dragon behavior. There are few facts set in stone, but they
are important to their character. Dragons love hoarding
treasure. Whether it's literal piles of gold, old warships, the
remains of elder kings, intelligent creatures, gems or ancient
tombs. All Dragons hoard as an instinctual part of their
nature, almost like a compulsion. Typically, evil Dragons like
to steal their hoards from other dragons or kings and they
have their minions and servants collect gold and gems for
them. Good aligned Dragons will barter for priceless objects
and collect their gold from fallen enemies or as payment for
aiding a kingdom at war. All Dragons have at least one lair
where they keep their treasure. Every type of Dragon enjoys
different weather and environments where they will search
for or build their own lair for them to live in and spend most
of their days. A lair is extremely personal, very much like a
home is to humanoids, though Dragons don't tend to raise
their wyrmlings in their own lair. They will find a place out in
the wild where the baby Dragons can learn to hunt.
Dragons like the feeling of isolation, whether it's because
they are paranoid (sometimes rightfully so) or just because
they are introverted is not known. Some say the best of
Dragons are never seen by a humanoid eye, because of their
well hidden lair and their aloof nature. Then again, other
humanoids spend their whole lives under the thumb of an
ancient Dragon which bullies their ruler into giving away
most of their riches. Like Humanoids, Dragons are wildly
varied in their likes and dislikes and without further delving
into each personal Dragon's life, not much else can be said
for sure of their behavior.

Intra-Special Observations

True Dragons believe they are the top of every food chain.
Even the good aligned ones who make friends with
humanoids find themselves superior. Depending on each
individual Dragon, they may or may not aid and ally other
creatures, though they typically don't help fellow Dragons. It's
hard to have two people who think they are the best work
together.

DM's Toolkit: Use Dragons!


Use your own personal Dragon.
If you have some ideas for a Dragon, write it up.
Use them.
Use Dragons.

91

Chromatic Dragons

The only reason Chromatic Dragons are not on top of the


food chain is because of their lack of numbers among their
ranks. In fact, the main argument for them keeping
humanoids around, or alive for that matter, is the same
reason we keep cows and chickens locked in cages. They look
upon us as if we are just subjects to their whims.
This arrogance might seem like a part of their beliefs, like
Tiamat herself preaches these things, but it's more simple
than that; it's a fact. It's an integral part of their psychology
and the cornerstone of their personality.
Dragon's are more powerful and intelligent, more worthy of
all the Earth and wealth, than any other creatures living or
dead.
One thing of note though, Dragon's are not so arrogant that
they can't recognize the capabilities of certain individuals or
powerful organizations and cultures. They can put their pride
aside to acquire things that deadly enemies have or to
negotiate with a creature that has something to offer.
That's one thing to keep in mind. If players think they can
talk to a Chromatic Dragon, they need to have land, wealth,
power and the ability to let the Dragon take the Authority
position.
This sort of psychology follows through to communication
with other Dragons. Chromatics find themselves superior to
all non-chromatics as well that their variety is superior to all
other chromatic varieties. Most times it even goes so far that
each individual of a certain chromatic variety finds
themselves superior to all others of that variety.
Even with all of these definitives in their basic psychology,
how they represent themselves is quite varied. See, some
honestly believe the world revolves around them, some work
together only to be the leader of other dragons, while other
see humanoids as poor, defenseless children that needed
protecting and herding.
To DM for a dragon all it takes is the right combination of
vanity, narcissism, power, pride and a uniqueness that they
believe puts them well above the other Dragons.
Unlike humanoids, Dragons do not seek comfort or
companionship. They are long-distance hunters, willing to fly
for miles and miles from home for just one meal. Dragons do
not feel a safety in numbers, but more so they feel that same
sort of safety in isolation.
I think the best way to think about it, or at least to
comprehend it, is that a Dragon's psychology is similar to how
a human with a mental disorder might act or behave.
Humans might view Dragons as sociopaths even going so far
as to being a psychopath.
Now, of course, they don't have any mental disorders, it's
just a little DM shortcut you can use. Have a Dragon that's
OCD about their gold, sociopathic with its social life and a
psychopath with its manipulation. I believe this is the secret
to understanding a Dragons behavior.
If you look hard enough you can find these in all
chromatics. It's these things that put them apart from
metallics and other creatures in general.

92

Metallic Dragons

I've seen many things in my years of life. I have seen armies


clash, where more blood and death surrounds you than you
thought was possible to be in one place. I have seen the sun
break over the mountains in the spine of the world, with such
pristine beauty that you wonder why mankind would ever
want to mar its surface with their passage. I have dined with
Queens and Emperors, and laughed with Ambassadors from
faraway lands.
But none of these things prepared me for being the guest of
a Dragon. Aye, 'twas a great Wyrm she was, and a fine
amicable host she made. Plenty of food - if you liked rare
oxen - and she regaled us with stories of ages past. She was
attentive to our own stories, though they were far less
interesting than her own. For three days straight, she hosted
us in her lair, only to find umbrage in a passing remark made
by a companion of mine. She proceeded to bury the poor man
up to his neck and leave him in the middle of nowhere to
starve to death. The last time I saw him was his head poking
out of the ground as I was carried away in the claws of the
Wyrm herself.
Upon returning to her lair, she gave me a King's ransom in
treasure, thanked me for the companionship, and told me she
hoped I would visit her again in the future - perhaps with a
more respectful guest next time.
Aye, I'm certain of only one thing when it comes to
dragons: nothing is certain.
--Excerpt from the memoirs of Geirafhel the Warrior Prince

Introduction

The study of dragons is an exhilarating and dangerous field. It


is a testament to their power and fierce nature that they are
ubiquitous in every culture, yet so little is actually known
about them. The reason for that, of course, is that no dragon
to date has consented to being examined and studied. They
are notoriously sequestered. Cloistered in their lairs for years,
or even centuries, they are quite content in solitude.
On the rare occasion that a man (or woman) of learning
has the opportunity to speak with a dragon, the dragon is
invariably loathe to give any insights or details into the nature
of themselves. Most tales speak of the Dragon's
Barter, a game which it seems all dragons enjoy to some
extent, in which treasures are traded. The definition of
treasure varies, but oft times the scholar finds they somehow
do not receive as well as they give. An ancient work of art for
a nugget of information or a pledge of many years of work for
a scrap of detail is not unheard of. One man traded a decade
of service to a Brass Dragon, and in return learned that Brass
Dragons have a peculiar affinity for sunlight and sunbathing.
This is expounded within the chapter dedicated to Brass
Dragons within this series of Treatises on the Ecology of
Faern.

Physiological Observations

Physiologically, it would appear that Dragons have similar


attributes to a variety of common animals. Akin to birds of
prey, females tend to be slightly larger and stronger than
males, although there seem to be more exceptions with
dragons than with avian species. Their movement on the
ground is quite feline in nature - lithe and ready to pounce at
a moment's notice. Like sharks, they can regrow lost teeth.
This remarkable amalgamation of traits from across the
various animal kingdoms sometimes brings up more
questions than answers.
Despite the fact that there are a number of examples in
recorded history of dragons being slain, no complete body
has ever been recovered for dissection. Parts have been
harvested to be converted into magical items of various types
by intrepid adventurers, but never an entire body for scientific
study.
A Metallic Dragon's eyes are particularly fascinating. At a
Dragon's hatching, their eyes resemble that of most any other
creature with walks upon or flies above the lands of Faern.
As they age, however, their pupils, irises, and all normal
structure of the eye is lost as they take on the appearance of a
molten metal to match their scales. Some scholars posit that
the metallic sheen is a covering over the eye, much like the
second set of eyelids which crocodiles and other reptiles,
which allows the Dragon to see through it. Others claim it
must be magical in nature. Ultimately, it is unknown how a
Dragon is able to keep such keen eyesight without any visible
structures of the eye, but their keen sight cannot be doubted.
Indeed, it would seem that as a Metallic Dragon ages into the
Ancient years of its life, their eyesight improves. Some even
claim that the oldest, largest, and most powerful of
Metallic Dragons can see straight through cover and
magical illusions.

Social Observations

It is common wisdom that Metallic Dragons embody the


precepts of Good, filling the counterpart to the Chromatic
Dragons which embody Evil.
I would say that is mostly true, yet I would advise caution.
Your or my definition of Good and Evil is not always
synonymous with a Dragon's definition. Even Metallic
Dragons have a very different perspective of morality than the
humanoid species, one which is tempered by many centuries
and even millennia of life. While Humans are oft impatient
with the longer lived races such as Elves and Dwarves, even
these long lived races are seen as impetuous in the eyes of a
Dragon.
Thankfully for lesser races, Metallic Dragons are more
likely than their Chromatic cousins to be involved in the
affairs of the Kingdoms around their lairs. Certain species,
such as Brass, are quite gregarious and will at times seek an
audience to speak with (or as some would say someone to
speak to. They are known for not allowing their
conversational partner to get a word in edge wise). Others,
such as Gold, tend to be quite a bit more arrogant, demanding
obeisance and extravagant displays of deference to their
might.

93

A Metallic Dragon can make for a staunch and powerful ally,


with the older individuals able to lay waste to entire armies.
This makes their allegiance hard won, as most loathe
meddling in the affairs of the lesser races. It would behoove
those who seek to ally themselves with a Metallic Dragon not
to stoke their ire. Oft times, what a Human Kingdom may see
as a dire threat does not pique a Dragon's interest. If that
Dragon can remember a time a mere century or three ago
when the Kingdom seeking its aid did not even exist, does it
really matter if their existence is in danger now?
When the cause is great enough, however, Metallic
Dragons are known for fighting on the side of Good. There is
a reason why tales of Dragons in battle survive to become
legends of old, for it is beneath them to interfere in anything
less.

Intra-Species Observations

Metallic Dragons are much more likely than their Chromatic


cousins to engage in social behavior with other Dragons.
Each type of Dragon has its own unique mating rituals, and
some Metallic Dragons even meet for purely social reasons,
to tell tales and swap gossip. Tales are told and sagas are
sung in taverns across the land of great Dragons-moots in
days of old, where they claim a governing body of all Dragons
was held and decisions made. None know exactly what
happens in these meetings, as no non-Dragon has ever
observed one (or having done so, lived to tell the tale). Ancient
texts proclaim these may happen as often as once every
quarter millennia.

DM's Toolkit
Metallic Dragons are complex, powerful creatures.
They are great to add to a campaign as potential
allies, or perhaps potential enemies. After all, a
Dragon's unique perspective on morality may put
them in the grey area from the perspective of the
party.
Perhaps a Silver Dragon will ally himself to a
party looking to get rid of a rival White Dragon.
Perhaps a Gold Dragon has become the selfproclaimed ruler of a town, enforcing strict laws
and harsh punishments for the greater good.

94

Dragon: Dracolich

"We fought hard to reach that treasure room. The Kobolds


defended the caverns fiercely and jealously. The walls
themselves conspired against us, riddled with poisoned darts
and blades that could split a man. They were no match for a
real band of adventurers in the end. Imagine our surprise
when we found out all those wretched lizards were
worshiping a mere corpse! No dragon, just a pile of bones
splayed over treasure, like the vermin had already picked
them clean. Sure, we all had a good laugh. We smiled and
joked about how foolish the little lizards had been for
venerating this pile of garbage. We even encouraged Rollin to
pull out his lute and make a quick dirty limerick about the
pile of dust. Not one of us had time to even call his name
before that terrible greenish fire devoured him. He was... he
was just ashes, body and soul. Gods, how could we have
known it was listening?"
-- Lorent of Raging Blood, 10 years after retirement

Introduction

Dragons (or the Draco Draconis) have always been a


fascination of scholars, especially those among the magical
guilds. They are beautiful and terrible creatures with qualities
that make them as diverse as humans themselves. The
secrets of dragons are closely and fiercely guarded by any
who know them, and some are darker than others.
One such secret is the abomination known the Dracolich.
These foul monstrosities are dragons who shed their mortal
coils for a form of immortality that leaves their bodies as
decomposing corpses. The Dracolich preserves its soul
through the creation of a phylactery, and in doing so is no
longer dependent on its body for survival. It is said the
process is only attempted by the deepest of evils, as the
sundering and repairing of souls is best left to the powers of
the divine.
Few creatures are able to achieve lichdom, and the
Dracolich has sparked many a debate among scholars as to
the implications of its existence. The core of these debates
often focuses on whether humans introduced the process to
dragons, either through force or by choice, or whether
dragons imparted the knowledge to humans. Almost all agree
that no matter which side is correct, the results are never
good.

Creation

While a Dracolich is an undead creature and in being so


could be said to have no life cycle, its creation is still a
process. Dragons are incredibly long lived beings, their
lifespans far outstripping most humanoids. The existence of
the Dracolich would suggest that even these majestic
creatures still fear the ravages of time. The transformation
process is unholy and dangerous, and therefore most
commonly attempted by evil dragons that wish to stave off
death, have struck some sort of dark pact, or simply have an
unquenchable thirst for ever greater power. This leads many
guild scholars to believe that the chromatic dragons are the
most inclined to attempt the change into lichdom. Some have
personalities that are too impatient to attempt this, these
being the Green and White Dragons who have poor
dispositions for such long term goals. Others colors have
greater disposition towards the cost of achieving lichdom,
such as the power hungry Red Dragons, the cruel and selfish
Black Dragons, or the ever plotting Blue Dragons.
The transformation is a closely guarded secret, but there
are many theories and hypotheses about surviving in undeath
and preserving the consciousness. It is said that each
particular ritual is tailored to the individual performing it, but
all are painful and incredibly dangerous. Failure results not
only in death, but damage to the soul (should it survive at all).
All methods agree that there must be a receptacle for the
released soul known as a phylactery. This usually takes the
form of a very well crafted and suitably powerful gem. These
gems are always of the highest quality, as flaws and
blemishes upon the object would make them unable to
contain the necromantic magics required. These phylacteries
are guarded jealously and under the most powerful minions,
magics, and traps that the Dracolich can summon, for its
immortality is assured as long as the artifact remains
undamaged and unsanctified.
The ritual itself varies by Dracolich and theory. The
process is a long ritual of great concentration and
preparation, some theories claiming that it may take weeks to
complete. Circles of power must be drawn, potions must be
brewed, and artifacts collected. When all preparations are
made, the Dragon must find a secluded place to perform the
ritual where they will not be interrupted for an extended
period of time. Often this takes place far and away from
civilization where wayward humans might stumble upon
them. The ritual involves a carefully planned suicide of the
body, at which time the soul is drawn forth and magic is used
to redirect it from any seeking divine power that would guide
it to an afterlife. The purpose of the ritual suicide to slow the
process of death so that Dragon may continue to weave the
necessary magics even while dying and in incredible pain.
Only the most disciplined of minds would have a chance at
completing this task.
Some scholars insist that the process is not one that can be
performed by the Dragon alone, and that it must be assisted
by a powerful magic user who is willing to provide magical
aid in directing the soul and balancing the flow of magical
energies. The implications of this method would also suggest
that a sufficiently powerful wizard may be able to force the
transformation on a helpless Dragon. If any true evidence of
this exists, then it has been wisely destroyed or forever
hidden.

95

An opposing school of thought insists that the process is


done alone through the brewing of a very potent extraction,
which the Dragon imbibes in order to destroy itself. This
theory has been the source of great research into
necromantic brews that mimic the effects of death, from the
rotting appearance of a corpse to the unholy resistances that
undead beings have. The mixture would require a massive
amount of necromantic power and negative energy infused in
it, and could take years to brew a single draught. A single
mistake could result in failure... or worse.
It is worth noting that a small school of scholars propose a
more divine method through the evil Dragon god known as
Tiamat. Humans have poor understanding of this deity,
however, and so very little has come of such speculation.

Physiological Observations

Physiological observations of the Dracolich are in direly short


supply. Thankfully few of these creatures have existed. I was,
through diplomatic request, able to gain temporary access to
the only known Dracolich to have been taken alive: Daganth
the Eclipse, held in highest restraints within the Elven
temples of the Western Empire. The beast was terrifying even
in captivity and his consciousness subdued. It took me several
attempts before I was capable of remaining in the room for
more than a few seconds without fleeing in fear.
The physical body of a Dracolich can be an indicator of its
power and age, with new Dracoliches still having flesh yet to
rot. Once the soul has been removed from the body, the body
is most certainly dead. As such, without proper physical care
and magics (both are required as mundane means only go so
far) the body begins to rot and decompose. While there are
the incredibly rare reports of Dracoliches who have
maintained their body carefully throughout the ages, the
overwhelming consensus seems to be that with great age
comes little motivation to do so. Thus, most Dracoliches
allow their body to rot until they are little more than great
skeletal figures.
The decomposition process is what makes determining the
original scale color of the Dragon difficult. One must work
from clues based on skeletal shape, size, and wear. This can
be terribly misleading, however, as time and personal habit
can lead to odd markings and alterations. While conceivably
a Dracolich may be of any age at the time of conversion, the
experienced required undergoing the transformation means
that most are skeletons of great size and age, the wyrms of
their kind. This makes most of the beasts quite large, the size
of several buildings in length and height, though obviously
without much of the weight from organs and tissue. It
maintains the great claws of the Dragon species, as well as
the mighty teeth.
Though the beast has no eyes, it appears to have no trouble
seeing. In fact, it seems capable of discerning friend and foe
in the pitch black with ominous green light that emanates
from the sockets. For all accounts and purposes this is
completely cosmetic in that the creature has no need of the
light. It is, however, incredibly unnerving. They are also
capable of hearing, despite their lack of ears. Speech is
possible through the use of magic. Mundane means no longer
serve as the throat has long since turned to dust.

96

The Dracolich has no need to eat, breath, sleep, or even


move unless it so desires. This makes its lair options quite
varied, and allows it to choose according to its purpose.
Mountain caves, old labyrinths, ancient forests, even the
bottom of the ocean if it serves the beast's needs.
A truly fascinating aspect of the Dracolich is the presence
of the Dragon's Breath, despite the creature's lack of inherent
lungs, throat, or indeed even the need to breath at all. I
believe that this is a kind of sentimental attachment to the
existence of its living counterpart and the deep seated
connection to its being and type. A Dracolich is quite capable
of emitting terrible and powerful energies from its jaws,
usually in the form of ghostly fire or necrotic black energy.
However, some Dracoliches do not seem bound to this
particular breath, as the Dracolich Saphira is said to have
emitted jets of acid during the Wars of Myth in the Second
Age. I am told that Daganth the Eclipse does not have this
capability. This would suggest that the magical nature of the
beast makes them capable of learning to augment this breath
to suit their needs if they are sufficiently powerful and
inclined to learn.
The body of a Dracolich is far from indestructible, though it
is indeed incredibly resilient due to the powers that move it.
Should the body be destroyed, the bones cracked and
scattered to the point that the spirit of the creature can no
longer maintain the form, it crumbles to dust. This is not the
end of the beast, however, as long as the phylactery remains
intact. In time, the soul crafts a new body to inhabit near the
phylactery so that the beast may continue its unlife. Human
variations of liches can take over a week to reform a physical
manifestation. It stands to reason that the body of such a
massive creature would take longer, possibly even months,
before it is capable of being inhabited once more. During this
time, the essence and soul of the Dracolich is bound to its
phylactery, unable to act upon the world. This is when the
creature is most vulnerable. As a result, the phylactery of
such a creature is always well hidden and guarded.
The physical weaknesses of the Dracolich are few and far
between. Being once Dragons, their bones are incredibly
sturdy and difficult to destroy, and they retain the powerful
energies that cause spells to falter in their presence. The
addition of the... I reluctantly say benefits... of undeath make
them even more resilient. The Dracolich does not have any of
the valuable organs, the small breaks in the scaly hide, or the
dependency on sensory organs that adventurers have used in
the past to assail Dragons. The beast does not fear the lucky
axe blade nicking an artery, or the well placed dagger piercing
the eye. The necromanticaly infused bones will shrug off all
but the most grievous of injuries and the lack of pain means
that even these will not cause the beast to falter. The one true
weakness these abominations seem to fear is the power of
the Divine, and the life giving positive energies it brings. Even
this is a difficult weapon to wield, as the beast is capable of
attempting to stifle these energies to prevent them from
affecting it. Daganth himself emits a horrible aura, and his
lair was desecrated to slow the advance of the Elven Clerics
that assaulted him.

The Un-Life Cycle

As stated above, the Dracolich could be said to have no true


life cycle. Upon completing the creation process, Dracoliches
may suffer damage to their psyche. This can lead to varying
degrees of memory loss for the creature. As with human
liches, this is of little consequence to a being that now holds
eternity. The unlife of such a beast is never over until its
phylactery is utterly destroyed, and the remains sanctified by
divine power in order to purge the necromantic energies that
fuel it.
There is one particular ability that sets the Dracolich apart
from its humanoid cousin in necromancy. When the body is
destroyed, a Dracolich soul is capable of forcing itself into
and taking control of the corpse of another slain Dragonkind.
This need not be the same type of Dragon, or even another
Dragon at all. In fact, the power seems only limited to being a
sufficiently reptilian physiology. Documents of Dracoliches
surviving assaults in such a way describe a marked change in
the Dracolich, and it would appear that the process alters the
souls according to the body it chooses to assume control of.
In some cases, it could be considered an entirely new
Dracolich due to the process. This also means that this
particular form of preservation is a last resort for the
creature.
Ironically, even these beings who have sacrificed everything
to gain immortality are unexpectedly subject to the ravages of
time. Much of the following is based on documents, some
speculation regarding humanoid liches, and the journals of
such beings that have been found. It stands to reason,
however, that the Dracolich would follow much of the same
procedure:
With the dislocation of the soul from the body, it is made
free to wander without it at times. The soul can explore
planes that no mortal coil could ever enter. During this time,
the body is unattended and inanimate. It merely wastes away
further, dissolving into dust until the soul returns to restore it
over a slow process of regeneration. In humans, this great
time takes a toll upon the psyche, and may eventually result
in psychological damage. The soul may also find that the
body rejects its return, and it must reassert its control,
possibly unsuccessfully. The mental erosion can turn the
bodiless lich into nothing more than an unstable essence that
eventually fades to oblivion. This is the slow, but ultimately
inevitable fate of liches that are not destroyed. It is uncertain
whether the effects of time are as detrimental to a creature
whose mind and body were built to withstand much greater
passage than that of a humanoid. Thus, the Dracolich may be
capable of this spiritual disconnection for much longer than
any humanoid counterpart before detriment to the mind or its
ability to control the physical manifestation.

One feared speculation among scholars is that the


Dracolich may be capable of a particular transformation into
an iteration seen in humanoid liches known as the Demilich.
In humanoids, the extended deterioration leaves behind only
the skull (which remains forever pristine) and little more than
a shadow of the original intelligence or essence. The result is
an unintelligent but incredibly powerful and dangerous skull
that is capable only of a basic animalistic instinct... usually to
devour the soul of any adventurer foolish enough to destroy it.
While there are no documented cases of a Demi-Dracolich,
this has not stopped the speculation that such a creature may
be possible. More frightening, there are cases of Awakened
Demiliches who retain their intelligence and have even
greater power than before after eons of spiritual travel.
Should an Awakened Demi-Dracolich skull exist, it would be
an artifact of such terrifying power and malice that one
trembles at the possible horrors it could inflict upon the
world.

Behavioral Observations

Each Dracolich is unique in its behavior, as it is an intelligent


individual. This is greatly influenced by its personality and
preferences in life. It is known that certain Dragons have
particular personality dispositions, and this can carry over
into the creature's unlife. Dracoliches that were once Red
Dragons tend to be greatly domineering and obsessed with
power. Former Blue Dragons tend to be greatly contemplative
and far scheming. Each may have its own habits or ticks that
it has developed over the eons. However, a very common
theme is isolation and secrecy, as when their presence
becomes known there is great panic and attempts are made
to eradicate them. A Dracolich may influence an area
inhabited by lesser creatures for decades or even centuries
before anyone ever discovers the beast itself.
The typical Dracolich has no actual necessity to move, and
therefore can appear as nothing more than a pile of draconic
bones. At the same time, the mind of the beast may be
contemplating any number of things during internal
processes, giving no sign of such machinations.
A creature that lives forever generally has two options that
overtake their behavior: Increased obsession with some goal
or knowledge, or the eventual drifting into listless
disconnection from the physical world. Being born from
beasts of Dominance and power, the Dracolich tends to favor
the former over the latter. This means that a Dracolich will
spend countless years seeing some sort of goal come to
fruition (simple with no concept of time anymore), or continue
to actively seek some fascination it held in life. A Dracolich,
therefore, is an incredibly talented creature concerning the
skills it may learn, the magical prowess it has pursued in
arcane studies, or the procurement of truly astounding and
unique artifacts for its treasure horde (another quality they
retain from life). This makes each and every one truly unique.

97

When threatened, the Dracolich is a deadly foe. They are


cunning and planning, often not engaging until the opportune
moment and having servants and thralls soften the defenses
of the enemy first. When pressed into combat themselves,
they prove more dangerous than any creature at their
command. Ghostly fire or life devouring energies may spring
from the bony jaws and consume a foolish adventurer. Their
claws and teeth can crush and maul any melee combatant,
piercing through the hardiest of armors and magical
protections, making quick work of the enemy. Most fearful of
all, however, are the powerful magical energies that the
creature has at its command. Centuries or even millennia of
arcane knowledge and artifacts may be at the Dracolich's
command, along with the tactical experience necessary for
deadly efficiency with tooth, claw, and magic. No one wishing
to slay this beast should make the attempt without a great
deal of planning and adequate provisions. Even then, the
chances of success are slim.

Social Observations

Dracoliches are, beyond thankfully, magnificently rare


creatures. Much like the Dragons they once were,
Dracoliches are solitary creatures. Though after their change,
they are no longer driven to even interact with their own kind
in order to breed, making them more reclusive than before.
Their personalities are as varied as their living counterparts,
though they tend to be more malicious and cruel due to the
evil nature their unnatural life requires of them. It is possible
that a Dracolich may interact with others of its kind. Dragons
tend to be as intelligent (and often far more so) than humans,
and a Dracolich retains this quality. They are capable of
forming bonds with each other, but are greatly uninclined to
do so. They retain the predatory predilections of Dragon kind
as well, both in speech and body language. Considering the
power and investment their creation requires, it is safe to
assume that most of the Dracoliches would be intellectual in
disposition, though how that manifests can vary dramatically.

Inter-Species Interaction

Most Dracoliches are unrepentantly evil, and as such, treat


other creatures with great maliciousness and cruelty. Being
intelligent, they are driven by their own desires and wants,
and therefore are not usually interested in interacting with
what they consider sub-races or sub-creatures unless there is
something particularly useful or noteworthy about the subject
that the Dracolich fancies. This means that most creatures
that come in contact with a Dracolich are either killed or
subjugated. The reasoning is almost always selfish. A
Dracolich's intelligence means that they are also capable of
handling and keeping lesser creatures as minions, usually to
guard their bodies and dissuade any intruders to the lair so
that the creature need not bother itself with such trivial
matters. All variety of creatures may be found, from mindless
undead drawn to the necromantic energies, to animals
following carrion or cohabiting the environment, to even
thralls or hired mercenaries from sentient races. Any
preferences in slaves tend to match the Dracolich's
personality from life. There are reports of a kind of reptilian
affinity for those Dracoliches that keep living creatures as
some strange form of pet.

98

When the Dracolich does enthrall or subjugate lesser


creatures, they often tend to do so with purpose and reason.
A Dracolich is more than capable of furthering its own goals
through manipulation of the political landscape of lesser
creatures, and as stated above this manipulation can last
many years through the quiet use of puppets and envoys
before the true mastermind is revealed. There is commonly a
desire to accumulate some form of wealth, which satisfies the
beast's desire to be dominant over others.
Should a Dracolich seek an equal partnership with another
creature, the power of that individual must be something to
be reckoned with. In all likelihood, the Dracolich
begrudgingly admires the creature, as in any other case it
would most likely subjugate the competition. Usually any
alliance is short lived (relatively speaking), and serves some
purpose or desire of the Dracolich, be it power, artifact, or
personal gain.

DM's Toolkit
Story

Grand and deadly, the Dracolich is a great mid to


late game challenge for any party. The typical first
reaction is to have such a powerful and frightening
creature serve as the BBEG (Big Bad Evil Guy, for
those who don't know) in the campaign. However,
I find that they tend to work best not as the final
evil creature pulling the strings, but as a very
competent Second-in-Command. While they are
indeed frightening and dangerous enemies, they
are rather alien in their thinking and can be difficult
to connect with as a villain.
It can be very effective to have the true villain in
control of such a beast, either by force or by
agreement. The arrival can be quite dramatic when
the end of the BBEG looms, and this foul monster
comes to his aid with the force of dark wings. The
Dracolich can also serve as a wonderful
complication in the assault on the BBEG, with the
party knowing that the villain has this creature in
his bag of tricks and having to concoct a plan to
deal with the creature and its master in one fell
swoop. Of course, this is always open to any
interpretation, as they can just as easily make for a
terrible, monstrous driving force behind evil deeds
in any campaign.
Due to their intelligence and cunning, any
encounter with a Dracolich should be a very big
event and planned. The Dracolich is not the typical
random enemies a party faces, but a dark and
brooding force. It plans and plots in its dark lair,
furthering some evil desire that drives it in unlife. It
does not reveal itself too early, being far too
cunning for such a thing. It studies the party,
learning about its enemy, focusing on discovering
crippling weaknesses both in combat and out. A
Dracolich has no qualms about holding innocents
hostage or forcing the party to turn on itself due to
creed, purpose, or magical domination. Then it
plans for the proper time and place to destroy such
adventurers.
Have this creature serve as a master of others, a
cunning plotter steeped in the political intrigue of
both the mortals around it, and the cosmic forces
above. Outsiders and natives alike will tremble in
fear before such power.

The biggest weakness of this kind of villain is its


pride. A good way to flavor the personality of this
particular monster is to remember that it believes
itself invulnerable and superior to any challenger (a
very Draconic trait). Who doesn't love a little bit of
clichd This cannot beeeee! as the warrior sunders
the phylactery of this mighty foe? The greatest
strength is the Dracolich's versatility, and as such
they serve best as a controlling type monster on
the battlefield, buffing melee thralls and delivering
devastating pain in the background. They are easily
augmented, and capable of taking class levels as
wizards, sorcerers, or warlocks. They also gain the
use of feats both monstrous and humanoid.
Metamagics can serve fantastically for a Dracolich
who wishes to ambush the party with silent spells
and maximized damage. Feats for multiattack and
increased melee damage can give the monster a fall
back for when the party closes the distance either
in the air or on the ground. You can also justify
having the negative energy breath weapon drain
levels, just like a number of undead creatures. It
makes for quite a scene when the party has its
paladin and barbarian driving off the hordes of
Dragon Cultists in brutal melee while the wizard
and priest are deflecting blasts of necrotic energy
and hurling thunderstorms at the Skeletal Dragon.
After the big finale, the Dracolich is an incredibly
rewarding victory. It is sure to have a great deal of
treasure and loot to pour through, and a veritable
mountain of gold. This is another reason why the
Dracolich serves as a very good second-incommand to the BBEG, as the players will get a
true boost in the character value and equipment
just after defeating the beast. This might give them
that big McGuffin they require, or just give them
the opportunity to buy themselves a brand new toy
and actually have a chance to use it in the final
battle that looms just ahead.

Combat

A Dracolich is rarely surprised by the foolhardy


attacks of a short lived and mortal being, having
eons of experience on its side. They create a
daunting task. Should the party bring the fight to
the beast themselves, they should expect a
dangerous lair filled with defenses and traps
tailored to their intrusion, as well as a variety of
intelligent and unintelligent creatures that the
Dracolich has collected and subjugated to serve
him. They should also expect a very fatiguing
battle, as the entire lair gives them no chance of
resting and little chance of healing.

99

Dragon: Shadow

Every night, more of the king's family disappeared. The


bodies were torn to bits, savagely mutilated. The villagers
blamed ghouls, or vampires. Eolyn was no amateur, however.
Ghouls couldn't slip into the keep unnoticed, especially after
the wards she had prepared. And in the woods, she had seen
the footprints of a man gradually become larger and morph
into claws. A shapechanger.
Tonight, she was ready. Her familiar had observed the
comings and goings of the townsfolk, and she was ready to
lay an ambush for the monster that was targeting this town.
After dark, she and her companions lay in wait outside the
smith's hut, and when she heard the door creak open she
summoned her silver pact blade. When dealing with
lycanthropes, it was important to strike fast and true, and that
is why she did not give any warning but instead struck right
for the neck when the blacksmith stepped out.
"Ow!" the blacksmith exclaimed, gingerly touching the
shallow cut where the sword had bounced off his neck.
"That... that really smarts. What impelled you to do
something so stupid?" He sighed. "I had really hoped that I
could set up a more reasonable government here without
claiming any souls, but I can't just let a human take a swing at
me and walk away. I'd be a laughingstock, you know." The
man's features began to shift, and his body grew in the
manner that Eolyn was accustomed to. Then he KEPT on
growing. "Nothing personal," he growled.
As the ash-colored dragon looked down upon her, Eolyn
started to reconsider the value of giving fair warning before
an attack.

Introduction

Shadow dragons are metallic dragons tinted a dusky grey by


the Shadowfell. Due to their manipulative and often vicious
behavior, it is a common misconception that Shadow dragons
are descended from the bloodlines of chromatic dragons.
This is actually far from the case. Though chromatic dragons
can become shadow dragons as well, metallic dragons are far
more susceptible to this transformation, as the dark powers
that exist in the Shadowfell seem to enjoy corrupting goodhearted souls more.

Physiological Observations

Shadow dragons are easily distinguishable from other dragon


types due to their coloration, which gradually fades from their
original color to a charcoal hue that can range from grey to
black. They maintain the physical features of their original
dragon subtype; for example, a gold shadow dragon will have
sail-like wings and long flexible spines dangling from either
side of its face. Viewed from very close, the inside of a
shadow dragon's scales retains the dragon's original
coloration, occasionally shining through where the edges of
the scales rub against each other. Of course, shadow dragons
are rarely seen unless they choose to be. In darkness, a
shadow dragon's body becomes transparent and can be seen
through, as though it were composed of dark smoke. Blades,
weapons, and even most spells barely affect this incorporeal
form. Of course, the shadow dragon can choose to make
certain parts of its body briefly corporeal - generally, its claws
and teeth.
100

In daylight, shadow dragons in their true form are blinded,


and it can be noticed that their eyes are almost entirely pupil,
with very little sclera visible. Their inability to dilate the pupil
prevents them from controlling the amount of light that
enters their eyes. Metallic dragons who have mastered the
ability to change their shape are not affected by this limitation
while in humanoid shape, and most spend their daylight
hours in this form, posing as humanoids. This combination the ability to fly and be nearly invisible at night, while posing
as humanoids in the day - makes shadow dragons excellent
spies and assassins, and this is generally their favorite
methodology for resolving conflict. Shadow dragons are
almost never seen in their true forms unless they are about to
make a kill.
Shadow dragons generally have two breath weapons: the
non-damaging breath weapon of their metallic ancestry and
another that stems from their connection to the Shadowfell.
The elemental breath weapon of a shadow dragon is replaced
by a white mist that appears to hurt the victim's shadow in the
way that the original breath weapon normally would. For
example, a silver dragon normally has an icy breath, so a
silver shadow dragon would breathe out a mist that appears
to freeze their opponent's shadow. A gold dragon normally
has fiery breath, so a gold shadow dragon would breathe out
a mist that appears to set their opponent's shadows on fire.
Regardless of the visual effect, all shadow dragons elemental
breath weapons deal necrotic damage. If the victim is killed
by this effect, their shadows separate from their body after a
few moments, rising as undead shadows that are under the
complete control of the dragon.

Behavioral Observations

Shadow dragons tend to have the same general personality of


their dragon type. For example, brass dragons are talkative,
bronze dragons oppose tyranny, and copper dragons have a
good sense of humor. However, the Shadowfell alters the
personality of every shadow dragon, causing significant
mental instability. Every shadow dragon is consumed by one
of the traditional seven deadly sins. A shadow dragon
consumed by pride might set itself up as the ruler of a society.
A shadow dragon consumed by greed or envy might be a
merchant king. A dragon consumed by gluttony is a rapacious
predator. And a dragon consumed by lust is... well, best not to
think about.

Regardless of which vice they succumb to, all shadow


dragons become homicidally dangerous when their ability to
indulge in their innate vice is threatened. For example, the
aforementioned pride dragon that rules a kingdom might
generally be a fair and just ruler - it prides itself on having the
respect of its subjects. However, if one of those subjects does
not show it enough deference, the dragon will unhesitatingly
roast them alive. Or perhaps a neighboring kingdom doesn't
show enough respect to the dragon. Where a mortal king
might simply ignore an accidental slight to his ego, the
dragon monarch would declare war. To a shadow dragon,
their innate vice eclipses everything. Thus, even the most
virtuous of shadow dragons are dangerous creatures which
need to be interacted with cautiously. To make matters worse,
shadow dragons do not know what their vice is, or even that
they have one - from their perspective, their vice is perfectly
rational and it is the rest of the world which is illogical. In this
way, the Shadowfell corrupts even the most pure-hearted
metallic dragons.

Social Observations

Generally speaking, shadow dragons gradually become


neutral or evil in alignment. They start with good goals, but
are absolutely ruthless in how they choose to pursue those
goals, and when this is combined with an uncontrollable urge
to indulge in some sort of vice, the combination can be quite
unpleasant. Most shadow dragons consider themselves to be
good, but a more pragmatic good than their naive cousins.
They have a ruthless the means justifies the end mentality
that can often be quite horrific in its application. For example,
a silver dragon might try to improve a human society by
educating and guiding it. A silver shadow dragon, on the
other hand, might try to improve that society through
eugenics, gradually eliminating unworthy bloodlines.
Shadow dragons tend to be urban creatures, and often
make lairs in a city, storing their treasure in vast underground
basements that are guarded by their servants - both living and
undead. Despite their terrifying abilities, shadow dragons
prefer to rule from the shadows rather than openly seizing
power. In a city controlled by a shadow dragon, most of the
residents will not even be aware of the dragon's existence they will simply learn over time that the night is something to
be feared. Residents who oppose the dragon's goals will
simply disappear one evening, walking into a patch of white
mist and never being seen alive again. Shadows lurk
everywhere, spying on conversations which they whisper
back to their dark master. Even the rulers of the city may not
be aware of the true nature of the creature they serve - all
they know is that this person knows more secrets than they
have a right to, and controls a veritable army of undead. A
group of adventurers unfamiliar with shadow dragons may
easily leap to the wrong conclusion and assume that the
nobles are being manipulated by vampires or lycanthropes.

Inter-Species Observations

Chromatic dragons tend to be terrified of shadow dragons,


although they would never openly admit it. Since most
shadow dragons consider themselves to be metallic dragons,
they are inherently hostile to chromatics. However, their
transformation makes them vicious and lacking in any ethical
restrictions. The very first opening move in a conflict with
another dragon is to send an army of shadows out to hunt
down and kill the other dragon's eggs.
Metallic dragons are not particularly well inclined towards
shadow dragons either. In situations where the shadow
dragon was once a metallic that was gradually tainted by the
Shadowfell, they generally have friendships or alliances with
other metallic dragons, and these relationships may survive
their transformation. However, at the very least the shadow
dragon will be considered by other metallic dragons to be
mentally ill, and even their former friends will treat them with
caution.
Shadow dragons have a very dangerous view of humanoids
- they consider every humanoid to be a potential pawn or
puppet. Their stealthy nature and shapeshifting ability makes
it easy for shadow dragons to gather blackmail on people of
influence, and if a person is not susceptible to this form of
compulsion, a simple breath is enough to turn them into an
undead shadow willing to obey the shadow dragon's every
command. Humanoids who interact with shadow dragons
must be aware that at the back of the dragon's mind is a
constant calculus of Is this creature more valuable to me
alive or dead? and conduct their interactions accordingly.

101

DM's Toolkit
For a shadow dragon, creating an army of minions
is literally as easy as breathing. As such, they make
ideal BBEGs for your campaign. Their abilities and
personality makes them best suited for hit-and-run
tactics. During the daytime, a shapeshifted shadow
dragon might pretend to be a peddler and
accompany the PCs to a town, learning about their
strengths and weaknesses the entire time. Then it
transforms, takes wing, and breathes on the town,
turning them all into shadows to attack the PCs.
After PC warriors have been weakened by the
shadows Strength-draining attacks, the shadow
dragon will move in for the kill.
Shadow dragons who are spellcasters favor
spells that provide darkness or obscurement, such
as Darkness or Stinking Cloud. This allows them to
skew battles in their favor (since they have
blindsight, they can see perfectly well under such
circumstances) while also providing them with
protection from the sun if they have to fight in
daylight. A shadow dragon that is forced to fight in
bright light (especially daylight) will choose to flee
if these protections are dispelled.
It is important to remember that due to their
Living Shadow feature, a shadow dragon that fights
in the dark effectively has twice as many hit points
as another dragon of the same age. Like all dragons,
shadow dragons are highly intelligent creatures and
will use this to their advantage. When applying the
shadow dragon template to a normal dragon,
increase the CR by 3 to reflect this.
In many campaigns, BBEGs are not encountered
until the very end of the game, due to PC
tendencies to kill any enemy they meet. Shadow
Dragons are a refreshing change of pace because
their unfair hit-and-run tactics mean that PCs who
are attacked by them in the dark will be heavily on
the defensive and will probably need to find a way
to retreat or escape, while a shadow dragon
attacked in the daytime (or with their darkness
spells dispelled) will probably retreat, even if it
normally might outclass them. Having multiple
encounters with an enemy that can be far stronger
than them in certain circumstances adds a personal
element to the rivalry with the BBEG. Killing the
shadow dragon will require a lot of cunning as the
PCs need to come up with a plan to get the dragon
in a well-lit area where they have the advantage,
while at the same time cornering it in such a way
that the dragon cannot simply escape and come
back for revenge later.

102

Dragon: Black

"I had slain every kind of dragon except the Black. Mighty
reds, Cunning Blues, Dangerous Greens, and Primal whites
all pale to the horrors that I found in that lair. At first it
seemed like any other of the foul beasts lairs but then I
stumbled upon, nah smelled the feeding chamber. I turned
back and never took another Black contract again."
-- Radiald Dragon Hunter

Introduction

Many dragons are feared and worshiped; hardly any Black


Dragons would be in the latter category. Most would say that
the great reds are the worst to come upon but some would
argue that's true of Black Dragons more so. Black
Dragons are evil and sadistic like many chromatic dragons,
but they revel in the anguish of victims. Tales of heroes
overcoming a dragon often come from dragons of other
colors, as Blacks don't make that mistake. They have pride
just like any dragon but they take pride in their art of torture
and revel in their victims fear. To be caught by any dragon
means death but to be caught by a Black Dragon means a
very slow and a very painful death.
Black Dragons are the cruelest of the cruel and take their
time. They are patient, cunning and dangerous. Woe to those
who find themselves in a Black Dragon's lair as you are
unlikely to escape. They are powerful creatures that could
destroy many creatures in a fair fight that never fight fair.

Physiological Observations

Black Dragons are similar in frame to other dragons. Long


serpentine necks and reptilian heads, with tall cat like bodies
and long tails make them intimidating already. Like other
dragons they can become immense and seemingly never stop
growing. They differ in many ways from other dragons
especially considering they're quite amphibious.
Black dragons' feet are webbed both in front and back and
they have a tall frill extending from their spines from the base
of the skull all the way to the end of their tail. They can
breathe air or water and seem to enjoy just lying in the water
waiting for prey.
A Black's skull and head are the defining features. First of
all the large segmented horns that come of the sides of their
heads and point forward are the most clear markings. These
horns have incredible durability so don't count on cutting
though them. Their faces are unique in that their eyes are
sunken in and continue to appear so with age. Their noses
are nothing but 2 sunken in nostrils upwards pointing at the
end of their snout. With age the skin on their head and face
gets thinner and thinner, sometimes exposing bone. This
appearance gives them their apt nickname of skull dragons.
Their wings like any other dragon are large and powerful
although given the terrain of swamps and fetid lakes they
prefer swimming to flying. While swimming typically the
wings are folded tightly to their sides and back but can be
opened up to help push for powerful rushes forward. They are
able with this process to go from completely submerged to
flight.

A Black dragon's scales are always black but where they


can differ is accents in color. Typically the wing, frill
membrane and horns will share the same hue. Typically is a
muddy grey color but more exotic specimen have been
observed with yellow and greens for accenting colors. These
colors usually match up with the murky swamp waters they
inhabit. More exotic marshes that have green or yellow
waters give these black dragons their unique colors.
As with any dragon a dangerous breath weapon can be
used to decimate foes. While a Black prefers to torture
enemies they rarely hesitate to use their breath to fell foes.
They can spew a long line of acid that is so dangerous it melts
any organic material it comes in contact with. This causes a
slow debilitating but excruciating death that they more than
enjoy watching.
The most overlooked yet hideously vile part of the dragon
is the tail barb. It stores a totally different kind of acid or even
venom in the tail. It seems to have a necrotic and extremely
painful effect on the area stung. It's very thick which seems to
prevent travel through the body like most other venom. It puts
this to great use as discussed further when feeding.
Black dragons are probably the most patient hunters. They
prefer to wait in the mud for a hapless victim to get close
enough and then snap much like a crocodile would. If the
initial attack doesn't work they either finish off prey with their
teeth and claws or on rare occasions when prey is larger or
tougher to kill it will use the horrible breath weapon to end
the fight.
Before I write on feeding I must speak on the evil nature of
a Black Dragon. It's very well known that chromatic dragons
are entirely evil but no other dragon is as sadistic and cruel as
a Black Dragon. They plot and scheme the torture and misery
of any creature near it and revel in their pain. A Black's
favorite thing to watch is a society crumble and die, especially
by their own claws. They love finding ancient submerged or
water logged civilizations often making their home in or near
them if suitable enough.
Feeding is by far the most common enjoyment a Black
Dragon enjoys. While their diet of unthinking marine animals
consists of the day to day diet they enjoy other prey in a very
different way. Humanoids are the favorite prey of Blacks and
almost anything intelligent. They don't just gobble up
humanoids like they do with fish they make sport of capturing
and torturing prey for long times. The mentioned tail barb is
put to use to disable creatures legs and then they are dropped
into the feeding chamber. Once stabbed the venom kill the
appendage over time. Paired with being constantly
submerged in the water causing water rot the appendage
becomes forever useless and dead. This is when they feed.
They chomp off the rotting "pickled" meat and enjoy the
prey's horror and disgust endured over and over again when
all they have left to give is their life. Pickling as they call the
process is practiced on many beings and most often
humanoids. They enjoy watching from the shadows or secret
compartments, their prey futilely trying to escape. Most may
survive the initial dragon attack but few ever are relieved by
that fact.

103

There are very few if any accounts of survivors of feeding


chamber victims. I did manage to track one individual down
who gave a fairly detailed explanation of how the room was.
The room is very large and submerged in shallow fetid water
full of rot and disease. There were 4 live victims with the
remains and parts of many more making the rotting smell
entirely engulfing. The survivor was able to escape after
losing an arm to the pickling process. He managed to climb
the slimy wall using broken bones as picks he stabbed into
the muddy walls and climbing out of the ceiling chamber. The
dragon was waiting for him in the tunnels and congratulated
him on his efforts and let him go. Well done human! The
dragon had told him and bade him on his way while the
dragon climbed down the shaft to feed off of another victim.
He didn't question his fortune and hurried to town to tend to
the rotting stump the dragon left of his arm. This is where I
met with the man who unfortunately succumbed to the
disease festering in him from the wound only a few days after
I spoke with him. His last words to me were that of paranoid
thoughts of the dragon following, even haunting him out of
the corner of his eye. It wouldn't surprise me that the dragon
let him go knowing his wound mortal and enjoying the
psychological damage done.
Black Dragons make their lairs complicated networks of
chambers in the mud and dirt of any swamp, lake or flooded
forest. There are typically at least 5 chambers in every Lair,
Bedding area, Visiting or Entertainment chamber,
Treasure chamber, Feeding Chamber, and Observatory
(typically into the feeding chamber). Dragons like to make
their lairs complex for weaker creatures to navigate. For
instance they usually drop down into a chamber from an
angled slope somewhere on the ceiling. They typically will not
do this for the visiting chamber as they like the surprise to
outsiders to be complete. They typically tunnel down under
the water and allow the air to keep the water at bay, or not,
simply allowing it to spill. They will always keep their
treasure room up higher to avoid water damage to any
precious goods they may have or soon obtain. Their lairs and
the areas around them are usually "spoiled" with fetid water
and rotting smells. Lairs will always have at least 2
entrances/exits. Typically the main entrance they can fly out
of for escape but is usually concealed. The 2nd is almost
always underwater.
Black Dragons are particularly fond of coins as treasure
making them easier to bribe with gold than most others.
While they hold coin in high regard they most value ancient
artifacts of lost civilizations. They are eager to obtain such
things and not against bargaining for them. A typical Black
horde will have mostly coin and occasionally some magic
items. On rare occasions very powerful ancient items are
found in their lair as they constantly keep an ear or eye out
for such treasures to add to their collections. They are also
fond of dominating and toying with sentient magical items.
Typically older dragons will get their claws on at least 1 such
item and use it regularly for entertainment when not
sleeping.

104

All dragons live a long time and Black Dragons are no


exception living for millennia. But as most they are not
immortal and will eventually die. They continue to become
stronger and more powerful up until the last few months of
their lives where they wither and die quickly. Almost all
dragons seek a way to avoid death in many means. The most
typical way for a Black Dragon is that of lichdom. They are
especially talented at this form of immortality as they can
maintain their sanity for a long time given their sensibilities
are very close to that of a lich to begin with. They may lose
over time their love for torture and instead go for a quick kill
but that will take thousands of years to even start to occur.
Black Dragons from the time of birth hang around the
father's territory building their own 1 or 2 chamber homes
until they reach a young adult stage. They will then depart
usually after directly visiting their father for advice on a
location and then build their own lair over the next few years.
While building they are usually more concerned with the act
and only hunt for food. Once a lair is established and finished
though life carries on as usual. The older a dragon gets the
more comfortable they are with leaving their territory for
short periods of time. They usually go on an annual treasure
hunt to specifically build up their horde. Males will normally
inform children they are actively guarding at the time and not
travel more than 100 miles.

Social Observations

Like many chromatic dragons Black Dragons are primarily


solitary. They live most of their lives aware of but not near
other Dragons. Being very large and dangerous predators the
environment may not suit even 2 fully grown Dragons. The
most likely time to see multiple Black Dragons are when
mating has come into play.
Black Dragons treat other Black Dragons with general
mistrust and even as a potential threat. They will very rarely
cooperate considering any conflict achievable by they
themselves. Black Dragons like most other dragons are
prideful to a fault and will be stubborn and independent to
their end, with one exception discussed further. That pride
unlike other dragons doesn't cause them to overestimate a
humanoid as they always have killing them in the back of
their mind.
Most animal males fight for a female to impress them but
for Black Dragons it goes the other way around. When a
female is ready to mate she will travel far from her den if
needed to find a male. She must display her worth and will
typically show this by completing tasks set by a male. This
may include fighting other females if multiple suitors arrive at
once for 1 male. Once she was proved her worth she will then
mate with the male to create eggs. She will carry the eggs for
around 3 weeks before giving birth to them in the male's
territory. At this time the maternal instinct has come to an
end and she returns home usually cursing herself for leaving
her hoard unguarded.
Black Dragon males from the time of egg lying are tasked
with guarding the eggs in his territory. He will protect them
from predators but usually keeps a distance from them.
Males will watch over hatchlings for many years until they fly
away looking for their own territories. This is usually at the
time of early adulthood, about 40 years.

Males give their young protection from potential threats and


even guidance from time to time. This interaction between
father and child is seen by humanoids as cold at best. The
paternal instinct in a Black Dragon is very strong and
conflicts with their sadistic and evil natures resulting in a
"tuff love". Most Blacks would never admit it but they have a
soft spot for their children. The children also often idolize
their fathers. This may be why females fight over males as
father figures may influence that decision. It's important to
note that when attacking young Black Dragons you're likely to
face an adult male. Although the connection is lose at best
between father and child when the child leaves they still hold
a fondness for them the rest of their lives. This is probably
the only chink in any emotional armor to a Black Dragon.

Intra-Species Observations

Black Dragons are notoriously sadistic and evil and due to


this they do not get along with many creatures. Most
humanoids are destroyed and eaten when entering their
territory. As watching civilization crumble is their most
favorite thing in all of their existence any towns nearby are
likely to have a Black Dragon invade local politics through
bribery and manipulation. Nothing pleases them more than
when riots break out and the town destroys itself.
Sometimes lizardfolk and bullywugs are found as slaves or
worshipers of Black Dragons as they share a swamp like
territory. Black Dragons are particularly fond of bullywugs as
their society is disastrous at best and will entertain them to
no end. They normally do not allow other races to stay long as
they will usually start filling up their feeding chamber when
bored of any other race. They will keep a society of lizardfolk
or bullywugs close for centuries as guards if needed.
Lizardfolk are desired as being very capable and obedient
guards.
Black Dragons are born fighters and killers so when pitted
against formidable opponents they like to fight, and know
how, but always fight dirty. When against other dragons they
will immediately go for the eyes with their breath weapon or
attack from the shadows if possible. They will then wade in
with a frenzy of bites, claws, goring with their horns and
stinging and bludgeoning with their tails. They also like to
particularly target other dragon's wings as they want the flight
advantage if things get too dangerous for them.
With humanoids and other smaller foes they like to start
with a tail whip and knocking as many enemies as they can
down. Once unable to move they will douse targets in their
breath weapon and move in to finish them off with their teeth,
wings and claws. There's nothing easy about fighting with a
Black Dragon. They also prefer to keep at least a few
survivors for pickling.
Many tales of heroes biding time with a dragon playing
against its pride have led many to believe this is a viable
strategy in dealing with Black Dragons. When in truth most
dragons and especially Black Dragons are smart enough to
see past such ploys and only entertain themselves by playing
with their food as they call it. A Black Dragon likes to position
themselves in a way when facing a humanoid that at least
part of them is obscured to surprise sting with their tail. They
will entertain conversations for long times if the topic is
interesting and sometimes will spare a creature if it feels the
relationship could be beneficial, for a time at least.

When a Black Dragon is outmatched or in danger they


have no qualms in leaving to fight another day, as they will fly
away. Per their personality normally they will remember
those foes and plot a subtle and excruciating death for all
involved later on down the road. Letting a Black Dragon live
is sometimes more dangerous than finishing a close fight.
They are crafty and creative in their revenge and exact it
completely.

Various Forms

As with most creatures Black Dragons can be found in many


forms. You could consider the various colors of dragon
variants of the Chromatic Dragon specie as they share many
aspects and features. This is more of different forms of a
Black Dragon as they all can be one or more of these at one
point in their lives, except for gender changes (usually, magic
can do some strange things).
Females - It's important to distinguish the difference of
females and males in particular. Females are far more
solitary in nature only possibly keeping in contact with their
fathers. Usually a dragon is never far from their lair but with
females this is possible and they are far more likely to employ
trusted slaves, servants, allies or pets to guard treasure while
gone. Females never mate with their fathers; this is openly
admitting a fondness or weakness.
Males - Males are just as evil and sadistic but this behavior
clashes with their love for their children, although
begrudgingly. They normally don't leave their area and are
slightly distressed in leaving their territory incase young need
guidance and of course their treasure. Males are more prone
to bartering and conversation being less traveled than
females but still enjoy a fun pickling as any other.
Dracoliches - The Black Dragon Dracoliches are different
in that they retain a majority of their personality for many
more years than that of other Dracoliches. Males still harbor
love for their children as the paternal instinct is very strong
and often the last aspect to go.
Humanoid masqueraders - This is one possibility when a
Black Dragon takes a vacation. This is normally when they
start to sow the seeds of discord in a community. They play
the part of the politician usually and seek to destroy the unity
and rock the boat as some humans might say. They typically
appear as raven haired member of the dominant race and
enjoy solitary quarters. They will stay this way for a few
months or as long as they feel needed to start fires and leave
to watch the show. As they normally are an outsider they will
try and quickly gain the trust of a leader and influence or even
force them to certain positions.
Treasure Hunters - This is the other possibility of a
vacation. This is when a Black Dragon is roaming and
looking to increase their horde. Usually they will travel within
a 500 mile radius and pick a location to plunder. They favor
ancient ruins hoping to find treasures and take pleasure in
learning the fall of the society. They normally are never gone
more than 2 months but longer journeys they'll stretch to 3.
They normally do not attack communities outright. They will
employ or force laborers to transport treasure back to their
horde, and usually add them to their pickling room when
finished.

105

Good Black Dragons - It's not unheard of for a Black Dragon


to succumb to good as good folk succumb to evil. As males
battle with their sadistic nature and their love for their
children some take to the love side of their personality.
Females are far less likely to occur as even among males this
is an extremely rare occasion. The dragon acts more as a
protector of their swamp than a great danger to outsiders.
Given other conflictions even a good dragon may consider
humanoids food but torture while always a desire is withheld
in these individuals.

DM's Toolbox
Black Dragons are a powerful adversary like any
dragon and they fit the bill for a great villain who's
calculating and ruthless. Here are some ideas on
how to use a Black Dragon.
Your standard run of the mill, kill the dragon get
the treasure
A trade caravan has to go through a known
Black's swamp and needs protection
A city is dealing with a rather disruptive
individual politically that seems to be swaying the
town politically into a downward spiral.
An important NPC or team member has been
captured and is in danger of or being pickled.
A father Black Dragon as last resort looks for
help in aiding a child from a dangerous situation or
rival such as another dragon. (Very tricky RP
situation as a dragon as an ally)
Run in with a treasure hunting dragon wanting
your campaign's mcguffin.
A curious encounter with a good Black Dragon.

106

Dragon: Blue

"Truly, it was the oddest thing. I'd heard talk of a mighty Blue
lording itself over a town, so I decided to solve their problem
for them; only to get there, and be turned away! As it turns
out, the Dragon was their mayor - their mayor! As it turns out,
there was a relationship the townspeople were calling
mutually beneficial. The dragon gets livestock, and gets to
bask in a sense of power and superiority, while the
townspeople get the protection of a Dragon - hell, he even
paid them!"
-- Sven Silverblade, Monster Hunter.

Introduction

Blue Dragons - occasionally referred to as Storm Dragons are some of the most amicable of the Chromatics, sometimes
living as peaceful neighbors, employers, or even leaders of
humanoid communities. By the same stroke, however,
Blues will engage enemies in combat over even the
smallest territorial infractions, or occasionally just to prove
their power. All this culminates to the one thing Blues live for
- to prove their power and superiority over others.

Physiological Observations

Blue Dragons share their overall physical form with their


cousins - a large, reptilian body with powerful limbs and
wings, as well as thick scales and a long, muscular neck. Blue
Dragons are unique in several aspects besides coloration of
their scales.
Blue Dragons have a specially developed brow ridge that
works to funnel rainwater out of their eyes, thus serving to
give them exceptional vision even in the heaviest of storms.
Blues also have some of the most flexible wing joints of any
dragons, their flying resembling nothing more so than a bat.
Though this flexibility does trade off a fair amount of impact
durability to the wing joint, Blues can fly in hurricane winds
with ease, catching blasts of air like a sailboat would catch a
small gust.
Also unique about the Storm Dragon is its massive, heavily
plated tail. The tail, aside from being lethal in combat, serves
as a counterbalance in inclement weather, preventing the
Dragon from being blasted around by shifts in the winds.
Blues also have unusually reflective scales - while not quite to
the point where it could be used as a mirror, the scales can
allow a Blue to become all but invisible in clear skies or at
nighttime.
Blues prefer to eat infrequent, large meals over many
smaller ones, and have no special proclivities towards
hunting the sapient for food - in fact, while they may hunt
humanoids to prove their might, they show preference for
food that doesn't fight back.
No matter how many autopsies I've performed on blues three, with special thanks to Sven Silverblade and Tommik
Stoneaxe - I cannot seem to find any physiological power
behind the Storm Dragon's powerful lightning breath, leading
me and my fellow researchers to believe the power's source is
instead of magical origin, perhaps some remnant of the
powers of Tiamat.

Territorial Observations

It's well-known that Blue Dragons prefer coastal lairs, but


why? In my research, I was finally able to find out the reason.
After speaking to the Blue Dragon Terrorcloud, he (or she it's difficult to tell without a violation of the dragon's pride)
had the following comment; It's not just the coast, and it
definitely isn't the fish - it takes far too many to make a decent
meal. Sure, the salt baths are great for cleaning the scales,
but a handful of thralls can replace that easily. It's the storms,
why my kin and I prefer the coast. There's a simple
exhilaration in flying out into its winds, roaring your
challenge against its thunder and pitting your strength
against its winds. It's the ultimate challenge of a Blue Dragon
- the metaphorical force of nature against the literal one.
Aside from that, however, blues are some of the most
versatile in their territorial habits - for pretty much any area
will receive storms from time to time. This, combined with
their fierce territorial claims (after conversations with the
aforementioned Terrorcloud, I have concluded this ties in to
their innate pride and sense of superiority) leads Blues into
frequent conflict with many that may intrude upon their
territory - humanoid civilizations, mighty underground
denizens, and - not infrequently - other members of
dragonkind.
The actual specifics of the lair seem not to matter much Blues like lairs with easy access to the water, and are
indifferent about access via land. They have a strong aesthetic
sense about their hordes, primarily taking in visually pleasing
treasures, with a preference for those blue in color. This leads
Blues to more frequently having gorgeous works of art in
their hordes, alongside the more traditional treasures. In fact,
it's even been witnessed that Blues will disdain treasure that
they find displeasing to the eye, upon fear that it will ruin the
beautiful tableau of their lairs.

Social Observations

Blues, as mentioned above, are among the most social of


dragons, and certainly the most agreeable. As long as one
maintains the superiority and impressive power of the Blue, a
visitor can frequently survive the conversation unscathed. It's
also not uncommon for a Blue to claim peaceful dominion
over a settlement, or have amicably hired workers in its
employ - as all these only add to the sense of power and selfimportance that a Storm Dragon has.
However, due to this need to feel powerful, Blues will only
very rarely get along with other members of Dragonkind, even
other Blues. The only time Blue Dragons will mate is during
massive tropical storms, wherein all Storm
Dragons in the area will challenge the winds and attempt
to find a mate. The couple will then separate, the mother
taking the clutch back to her lair to nest.

107

Lifecycle

A Blue Dragon will incubate for about 20 months, the first


five happening inside their mother. The average clutch falls
between 2 and 4 eggs, with failures to hatch being incredibly
uncommon. After hatching, the wyrmlings take about 7 years
to develop into a young dragon, at which point the mother will
drive them from the nest.
Young Blues will typically be considered adults after living
about 160 years, growing to about 31 feet in length, with a 36
foot wingspan. However, like all Dragons, this does not signal
the end of their growth. Chromatic Dragons grow throughout
their entire life, and have been recorded being as long as 85
feet and weighing in at over 80 tons.
A Blue Dragon is generally considered an Elder after living
for a millennium, and an Ancient after living for 1,800 years.
The oldest lifespan recorded for a Blue Dragon was
approximately 2,300 years, from the record of it being
hatched by a clan of Dragonborn, to the record of its death at
the hands of a Dwarven empire more than two millennia
later.

In Legend

DM's Toolkit

In Combat

Hunt down and kill because dragon


Storms are hitting all along the coast. The storms
aren't any harsher than usual, but for some reason
all the villages hit seem to lose contact...
Rumors spread of a town under the dominion of
a Blue Dragon. However, the townspeople don't
seem to mind that much. (Moral Dilemma).
A Blue dragon is clashing with a White over
territory, causing deadly weather patterns and mass
destruction.
A Blue is looking for some new works of art to
add to its lair. While its own methods aren't the
nicest, it could be persuaded to let the party do the
looking.
A group of dragonborn are trying to hatch and
raise a Blue Dragon in the middle of a fishing town.
How long can they keep that under wraps?

Storm Dragons have an illustrious place in legend, beaten out


only by their Red and Black cousins. Dwarven tales claim of
mighty blues following powerful storms, adding their
destruction to it's, while Elven tales claim that the storms
were, in fact, following the Blues. Blue Dragons have inspired
many works of art and song, as well - the concept of a mighty
beast, roaring its challenge to the storms, has captured the
minds of romantics for millennia.
Some tales speak of the mightiest Blue Dragons, the first
to arise from Tiamat's sundered head, having the power to
control the storms, whipping them into existence with gales
of wind from their powerful wings. While few sources have
any true evidence behind them, few stories of the Blues of old
lack that particular detail.
Thanks in no small part to the efforts of Monster Hunter
Sven Silverblade and Dragon Slayer Tommik Stoneaxe, the
knowledge of the fighting styles of Blues can be fortified with
firsthand accounts, rather than old wives' tales and legends.
Silverblade, on the hunting of his first Blue, had the following
to say; We'd been hunting it for weeks. We knew the location
of its lair, we knew where it fed, hell, we even knew where the
damn thing dropped its waste, but we still couldn't find it - it
found us. Dropped out of clear skies like teleportation, and
blasted us with lightning. Killed a quarter of my men in that
first pass alone. And while some Dragons will stand and fight,
engage you on the ground to prove their strength, the Blues
aren't like that. No, to the Blues, fighting is a long-term
commitment, sometimes even lasting a week or more, and
this one - Deathwind - was no different. After that first attack,
he came irregularly - sometimes not coming at all in a day,
sometimes twice or even three times a day. We knew we were
buttered when the fifth day rolled around - there were only 8
of us left, and a storm was rolling in.
That's when we stopped hunting it, and forced it to come to
us - we took over its lair, and its horde. Nothing a dragon
loves more. Forced it to come after us in the confines of its
cave, where the damn beast couldn't fly away.
108

Most tales of the hunting styles of the Blues match


Silverblade's account above. Harassment, followed by
vanishing into clear skies, attacking irregularly, keeping their
prey guessing, and usually long-term, hit-and-run
engagements. However, not always. Tommik Stoneaxe speaks
a different story, of the one Blue he's slain.
It was our third day of travel, and we were nearing the
cliffside that supposedly held the lair of the beast. I say
supposedly, because we never got to find out - Stormwing
found us first.
The six of us were walking along the beach, and had just
passed a sand dune, just like any other - so we thought. Turns
out, the white sand was covering blue scales - the damn thing
burst forth like Asmodeus from the Abyss, taking out our
back two in seconds, and hitting the rest of us with a blast of
lightning. Fortunately, we managed to drive the beast into the
nearby forest, and take it out there, but it was a near thing only two of us lived to tell the tale.
This sheds light on a more uncommon aspect of a Blue's
hunting style, a type of burrow-and-ambush tactic.

Dragon: Brass

I followed the setting sun as the winds blasted me with sand;


I tightened the fabrics on my face. My camel moved
stubbornly over the dune, knowing full well that if we slowed
we would be consumed by the sandstorm brewing a mile
behind us. If we were caught we'd be buried alive or ripped to
shreds by the sands. We reached the peak of the dune just as
the storm was upon us, then as though a switch was pulled,
my camel charged at full speed down the dune.
Its legs seemingly spinning and bending impossibly as it
shot down to our destination. I could hear the roar of the
winds in my ears, despite my protective clothing it felt as
though glass was being scraped across my skin at a thousand
different points at once. Still I struck my camel with the flat of
my sword and screamed,hut hut hut hut! my mouth filling
with sand. It charged even faster, the sky darkened above us
as we reached the base. Then it was gone, or rather it could
no longer reach us. We travelled down a worn path in the
sand as we had countless times before. Before dusk we
reached an oasis, the bright blues and greens like jewels
against the barren wastelands.
I got off my camel allowing it to wander and rest; I walked
by the largest pool and placed my swords carefully by the
bank. The water began to bubble as a gargantuan Brass
Dragon rose from its depths; I could make out my reflection
in its blank eyes. I bowed my head Peace upon you, oh great
serpent of the desert, it drew back its lips revealing rows of
giant teeth that glowed in the twilight, and peace upon you
Salah, what have you brought me this time?
--Exert from Travel among the nine seas of sand By Salah
Al Tin-neen

Introduction:

The Brass dragon is often overlooked in many cultures, being


less impressive than the other metallic dragons of gold, silver,
bronze and copper as well as far more isolated in nature. As
such, it is my goal to change this and shed some light on
these mysterious creatures. The following is an accumulation
of my own interactions with Brass dragons as well as stories
and documented encounters I have gathered through my
research across the lands.

Physiological Observations:

Like all dragons the brass dragon has a serpentine neck, four
legs, large talons and two powerful wings. The structures of
the head, however, are very different. Brass dragons have a
broad protective plate that expands from its forehead and a
spike that protrudes from its chin. While the exact purpose of
these structures are unknown they are thought to either be
used to attract mates or for focusing their magic.
While by no means the fastest among dragons, Brass
dragons are the ones best designed for long flights. They have
the largest wingspan of all the dragons and a frill that runs
the length of their neck. These two features allow them to
cover great distances while expending very little effort. An
important adaptation for living in an environment where
everything is separated by miles of sand.

The appearance of a brass dragon changes very obviously


with time. A wyrmlings' scales are a dull mottled brown,
shining more and more as it matures. Their frills begin as a
pale green but darken with age. The most notable change is
the eyes. The pupils become fainter and fainter with time
until they just resemble a pair of molten metal orbs. This is a
common trait among all metallic dragons.
The loss of eyesight was initially confusing for me. After all,
in such an expansive environment wouldn't eyesight be a vital
tool for survival? I was soon proven wrong upon meeting my
first adult dragon. Their senses of smell and hearing is far
more extensive than previously thought, capable of detecting
me miles before I reached them. On top of that, (like the blind
bandit monks) they are capable of detecting the subtlest of
vibrations through sand, water and air. Giving them an
incredible sense of perception of their surroundings. As
previously indicated, Brass dragons live in desert
environments. Unlike most dragons, they will build their lairs
in any structures they can find in the desert such as oases,
ruins, canyons or caves rather than go for one in particular
(e.g. whites and mountains). However, they will always have
abundant access to sunlight, even if they have to tear holes in
the roofs of their lair to do so.
Their affinity for sunlight is something of a mystery. Like
large reptiles they enjoy bathing in light and often seem much
more energetic after doing so. As they rarely go hunting
regardless of their lifestyle, it is my professional opinion that
they are capable of harnessing sunlight and convert it into
fuel. In fact, I theories that the purpose of the head shield and
their neck frill is to optimize the amount of sunlight they can
catch or, at least one of its primary functions.
Abilities:

Like all metallic dragons, Brass dragons have the ability to


transform into other humanoid creatures at will. While I have
never encountered one personally. I must note that several
prominent members of history who seemingly just appeared
from the desert have very.....dragon punny names. Such as the
founder of the great high magics academy Tin-neen Al-Karim
which literally means the generous dragon not to mention the
great Queen Gamila Al Muta-wazin which depending on your
dialect either means Gamila the well balanced or The
beautiful scaled one. These people have always possessed
high magical ability, are noted for being incredibly
extroverted and often have massive events of history revolve
around them.
Brass dragons are also capable of two breath attacks, a
powerful sleep breath, which can knock out a camel at nearly
100 yards. And a much more powerful fire breath attack.
While nowhere near as powerful as the fire dragons' breath
attack, it is noticeably more persistent. The yellow flames
lasting hours rather than minutes.

109

Brass dragons also exert a surprisingly fine level of regional


control. Capable of creating hulking illusions to patrol and
scare away any uninvited guests in their domain. The domain
of a Brass dragon varies as it grows. From a mile radius as a
wyrmling to a thousands of miles. Ancient Brass dragons
consider entire deserts as part of their domain. They have a
truly amazing ability to know the exact location of any
creature that goes within 30 feet of any source of water
within one mile of its lair. It should be noted however, that the
most common regional ability used is the creation of paths in
the desert terrain. These typically lead uninvited guests in
circles, away from its lair, or it leads weary travelers to nearby
sources of water and shelter where the dragon may or may
not be staying.

Social Observations:

To describe Brass dragons as gregarious would be akin to


calling a fire elemental warm. They love all forms of company
and conversation. They accumulate as much knowledge and
information that they can whenever they have an opportunity.
And are more than willing to share that wisdom in exchange
for gifts of knowledge or valued items. If an intelligent
creature attempts to leave its domain without talking to it
first, the dragon will pounce on them
(much like a house cat) and force them to make
conversation. A fact that, to many of my colleagues, makes
them more terrifying than Tiamat herself. Any creature that
then tries to leave by force will have greatly offended the
dragon, as such it will typically knock you out and you will
awake; pinned beneath its claws, buried up to your head in
sand or in one case, tied upside down to a palm tree, until
you're willing to cooperate and make small talk.
The most treasured things to a Brass dragon are
knowledge and magical items. It is not uncommon for a brass
dragon to gift a hoard of gold to someone they deem
interesting. Items such as a living weapons and djinn in
bottles are among their most beloved items in their hoard.
Much to the ire of djinn. They rarely have one giant hoard of
treasure but rather prefer to have many smaller hoards
scattered across their domain.
The mating ritual of Brass dragons is essentially any given
winter/fast festival at a university, work or town. A large
number of Brass dragons meet up at some predetermined
location each bringing fine foods, drinks and possibly
musicians. Followed by an entire night of social interaction as
they share and trade knowledge and wisdom accumulated
through the ages. Mates regale one another with tales of gods
long forgotten or heroes in lands long lost and stories so
amazing that most writers would give their hands for the
opportunity to tell it themselves. Eventually they pair off and
fly away to mate at one of their lairs rarely leaving any single.

110

(Much like humanoids) When a Brass dragon couple has


mated, whichever has the smaller domain moves into the
larger one leaving their hoard unattended but with indicators
that they shall return (typically an illusion that will inform any
who enter the domain) The two will then raise they
hatchlings together, teaching them ancient tales and secrets
passed on from parent to child since the dawn of dragons.
When the scales of the hatchlings begin to shine they will be
"encouraged" to set off on their own. Once they have all
moved out of the nest, the parents will split ways, but not
before the dragon who did not have to move out will gift its
most valued treasure to its former partner as compensation. I
was informed by a Brass dragon that to not do so is
considered "bad form" and brings extensive shame to both
them and their brood.

Species relations:

Brass dragons get along very well with most humanoid races.
To the nomad tribes of the desert, Brass dragons are revered
as guardians and great deities of the sands. Often leaving
gifts and offerings to the dragon in hopes for safe travels. Any
kingdom would do well to remain in a local Brass dragons'
good graces or else find that all the roads leading out of the
kingdom always bring them back into it.
As brass dragons are typically very trusting in nature it is
not uncommon for people to try and manipulate/trick them.
Historically, however, this has rarely panned out as originally
intended. As, if a Brass dragon finds out it is being tricked or
manipulated, it will try to do the same to whoever is tricking
it. They will see it as a giant game of who can be tricked and
have centuries of experience. Many a trickster has tried to
swindle a Brass dragon only end with them being left
penniless in the middle of the desert with the sounds of
draconic laughter echoing through the sky.
Brass dragons and Blue dragons hate one another. There is
no other way to describe their relationship. If two know of
one another they will try to defeat each other in any way
possible. Subverting any plans they make, stealing any
treasures they can and destroying each others' lairs whenever
possible. The only thing preventing them from attacking one
another outright from the moment they can, is the fact that it
is likely that both would end up dead in the ensuing battle.
That does not stop Blue dragons from sending its thralls to
kill the Brass dragon, or the Brass dragon trading secrets of
lost treasure with kings and assassins willing to kill a Blue.
Djinn are not fond of Brass dragons, as most do not like
being trapped within a bottle and as such dislike being stuck
inside a bottle inside a hoard of gold within a chest inside a
cavern beneath an oasis guarded by a dragon.
Even though most djinn rarely care for one another, if a
Brass dragon has one whom is regarded as a friend or has
been sealed with salt, it is said that 1001 djinn will work to
free their imprisoned comrade. For similar reasons, Genasi
often try and achieve the same.

DM tool kit:
Lost in desert, can't find food or water. Brass
dragon comes to the rescue
Party takes a seemingly abandoned treasure
chest at an oasis, much to the anger of the brass
dragon
Attend a brass dragon party as musicians
(perfect for bard heavy teams)
Help settle a long dispute between a blue and
brass dragon
Come to a brass dragon for help defeating an
ancient blue
A Djinn/ Genasi wants help freeing a djinn in a
bottle in a brass dragon hoard
Need to find ancient knowledge pertaining to
quest or ancient item in a dragon hoard, players
need to trade their own knowledge and use their
charisma to get it from the dragon.
A Brass dragon feels somewhat snubbed by their
partner's choice of compensation and will pay
handsomely for some revenge

111

Dragon: Bronze

"We watched in awe as the seemingly young woman cut


down Orc after Orc. Her bronze eyes gleaming with joy, her
green tipped bronze hair flowing around her. When the
enemy brought their wyverns upon us, she turned towards us,
handle the rest, I'll take the wyverns. In a flash of brilliant
light her body grew, the mighty form of a bronze dragon
standing tall before us. She took flight into the swarm of
wyverns, the very embodiment of battle. "
--Unknown Soldier

Introduction

The good aligned aquatic dragons that inhabit coastal and


underwater lairs, Bronze Dragons are an interesting species
to study. Despite their fierce appearance and the hints of
green upon their bodies they are some of the most just and
honorable dragons. Their penchant for partaking in war
makes them common allies for the forces of good in the
constant battle against the evils that threaten our world.

Physiological Observations

Despite having the long, sinuous, winged body of all dragons,


the bronze dragon is unique amongst its metallic brethren
due to its aquatic nature. Their heads are defined by the
pointed beak and the ribbed and fluted crest that adorns it.
Curved horns protrude from the crest, as well as from the
lower jaw and chin. To assist their swimming they have
webbed feet, webbing between their forelegs and body and
smooth scales. There are also two sails along their spine.
One that runs from the top of the head to the base of the wing
joints, and another that runs from the bottom of the wing
membrane towards the tip of the tail.
Bronze Dragons can be immediately identified by their
unique colouration amongst all dragons. Born yellow, their
colouration darkens to the bronze as they mature.
Interestingly enough the far end of their wing membrane,
their wing tips, the webbing between their feet and claws, and
their sails are all coloured green. Upon approaching one you
will also notice that their eyes are a softly glowing green and
that there are even small green patterns across the scales of
these wondrous dragons. Of course do not be confused, this
green colouration does not mean the Bronze Dragons have a
penchant for evil, they are as much champions for good as
their Golden brethren.
As all metallic dragons the Bronze Dragons have access to
two different types of breath weapon. The first is a lightning
breath similar to that of the chromatic Blue Dragons. Their
lightning breath fires in a straight line with the range and
power of its breath increasing as the dragon grows older.
Bronze Dragons often use this in the midst of combat, except
when they do not wish to slay the opponent they face. Their
second breath weapon is a blast of highly repulsive miasma.
This is often used in combat to place some distance between
a Bronze Dragon and it's opponent, or opponents to great
effect. As with all dragons, the breath weapons are highly
exhausting and are difficult for dragons to use consecutively

112

Social and Behavioral Observations

Bronze Dragons are a somewhat social species of dragon but


rarely reveal their form immediately. Often they will watch
various creatures and ships of interest, take the form of a
friendly sea creature and follow after whatever catches their
interest. Occasionally, a Bronze Dragon will take the form of
a smaller creature, such as a rat or bird, and sneak on board a
ship to check for treasure. A Bronze Dragon will attempt to
barter with the ship captain to gain ownership of an item that
piques their interest.
They have a strong sense of righteousness and believe in
working towards a just cause, that being said Bronze
Dragons also have a love for combat. Should any sort of war
or fight take part within their territories, the Bronze Dragons
eagerly watch. They will often determine if a side is working
toward a just cause and then make their way towards that
group to offer up their services during the war. When it takes
a pledge to assist an army it will often do so for a fee in the
form of gold, a ceremonial item or any kinds of books that
deal with military history or that tell tales of great wars and
combat. Occasionally the Bronze Dragon may lay claim to the
treasure of the defeated enemies should he deem the
treasure to be dangerous in the hands of humanoids.
Bronze dragons usually have their lairs in coastal or
underwater caves. They are able to control the weather
around their lair and all underwater plants within 6 miles
taken a range of colourful hues. They are also able to create
fog clouds and thunderclaps within their lairs should they
require to defend themselves from attack. Within you would
find a collection of the usual treasures within a dragon lair
(gems, gold, jewellery, magical items and weapons, quite
often found from various shipwrecks or ancient sunken cities)
as well as books detailing military history. You will also find a
large assortment colourful coral and pearls from the reefs
and seabeds.

Intra-Species Observations

Bronze dragons are able to get along with various other


creatures as long as they show themselves to be just and
honorable. In particular a Bronze Dragon has a penchant for
maintaining friendships with those few individuals they deem
worthy whom have fought alongside the Bronze in the
various wars it have taken part in. They are also known to be
quite fond of the bartering they perform with ship captains
they have met, and rarely leave a bartering session unhappy,
even if they didn't manage to gain the item they wished for.
They have also been known to assist humanoids who have
found themselves shipwrecked, or in some other trouble at
sea. Never requesting a reward for what help they provide.
Apart from the normal animosity towards chromatic
dragons that all metallic dragons share, Bronze Dragons have
a particular hatred for the Blue Dragons. This occurs due to
the propensity of Blue Dragons to occasionally establish
coastal lairs. The altercations between Blue and Bronze
Dragons are known to be some of the most violent, with
combat lasting until one of the dragons is severally injured
and retreats. Then after the dragons have rested they will
begin anew fighting for dominance. This can last centuries,
ending only when one of the dragons finally slays the other
and claims victory over land and hoard.

Variant

Tyrannical Bronze: In extremely rare circumstances a Bronze


Dragons sense of righteousness will go to such extremes that
they will determine that the only way to maintain order and
the greater good is for the Bronze Dragon to rule over the
people. Such Bronze Dragons will take over a city or country
and become quite tyrannical in their rule.

DM's Toolkit
Bronze Dragons can appear in a number of
circumstances acting as wither as friend antagonist
for the party. Such circumstances include:
The party finds itself shipwrecked at sea. The
Bronze Dragon spots them and assists them in
reaching the nearest island.
The Bronze Dragon notices a particularly
interesting magical item on the ship the party is
currently on. The Dragon attempts to barter with
the party for the item.
A tyrannical Bronze has taken over a coastal city,
the party can choose to try and kill it or try to
convince it to change its ways.
The party needs to seek out a nearby Bronze
Dragon to ask for its assistance them in a war
against a great evil.
A Bronze Dragon is assisting an army that it
believes is just, and the party is pitted against it
despite being mostly good aligned.

113

"Lad, if a Copper Dragon were to ask you Do you know why a


raven is like a writing desk? would you know the answer?"
"Because some dead poet wrote on both?"
THWACK
"No, it's because a Copper Dragon tells you they are"
--Archmage Ragno, tutoring a student.
"Odd, I didn't take you for fools"
--Porath the Ancient, to a group of adventurers who failed
to laugh at his joke.

Despite this, Copper Dragons are extremely fond of guests


as a rule, particularly those that they find fascinating or
charming, and to this end they will often make the general
location of their lair well known (although the entrance to
their treasure hoard is always a closely guarded secret).
Likewise, Copper Dragons enjoy one another's company
and will make regular visits to each other to recount newly
acquired jokes and tales. For Copper Dragons this also
doubles as the courtship ritual during times of mating, thus it
always pays for a Copper Dragon to maintain exciting
company to help increase their chances of mating success.

Introduction

Ecological Observations

Dragon: Copper

To the uninitiated, Copper Dragons, with their well known


miserly streak and penchant for misleading adventurers,
might seem closer to their fell cousins the chromatic dragons
than their helpful metallic brethren. This, however, would be
an egregious insult to Copper Dragons everywhere, who are
far more aptly described as playful and sociable tricksters.
A good life for a Copper Dragon is one full of laughter and
mirth. Though they do not seek to actively root out evil in the
same manner as Bronze or Gold Dragons, invariably Copper
Dragons will challenge evil entities in their domain as a
threat to their local entertainment.

Physiological Observations

Physiologically the body of a Copper Dragon, with its athletic


muscularity, is not dissimilar to that of a Red or Silver
Dragon's; having the profile many consider (quite incorrectly)
to be archetypal of all dragons.
Where a Copper Dragon differs from other dragons is
through the thick brow plates that jut over its eyes and extend
along the top of its skull before connecting to its segmented
horns. This incredibly dense layer of bone affords
Copper Dragons remarkable protection and they have been
even known to use it offensively (particularly against other
dragons) to cave in the skulls of their opponents with a
vicious head-butt. Incidentally, this also gives rise to the
expression 'as hard-headed as a Copper Dragon'.
Rumour suggests that the copper scales of an Ancient
Copper dragon can be (when combined with high quality tin)
used to create a miraculous form of bronze called chalkos
that has the ability to change shape with its wearer. While
I cannot confirm the veracity of this, it has been suggested
that because Copper Dragons grow into their polymorphic
abilities later than other species of dragons their whole body
becomes hyper-morphic so as to make up for this lost time.

Social and Behavioral Observations


Copper Dragons see themselves as fun and intelligent beings.
Indeed, Copper Dragons regard themselves as excellent
hosts, capable of providing endless entertainment through a
long standing collection of jokes, riddles, pranks, and stories.
Such mental collections, much like their treasure hoards,
are painstakingly built from a very young age and are a
source of great pride for each Copper Dragon. Invariably
though, this pride leads them to become quickly annoyed
with those guests that do not appreciate the wit and humour
on display within such collections.

114

Copper dragons are fond of hills and rocky uplands,


particularly those with twisting ravines and canyons, as it
allows them to take advantage of their nimble flying ability.
Due to their desire for company Copper Dragons will also
tend to reside close to at least one major settlement, and are
especially partial to lairing in abandoned castles or cities dug
into mountainsides.
While it has been reported that intelligent beings living
near a Copper Dragon seemingly fall into fits of giggling for
no apparent reason, this is often an over exaggeration.
Instead it would be more accurate to say that people near a
Copper Dragon are happier as a rule and also prone to being
mischievous and mirthful in nature. Indeed, any bouts of
giggling likely have a very apparent cause to the prankster but
perhaps not to their victim.

Inter-Species Observations

Copper Dragons enjoy the company of most species provided


that they can maintain an interesting conversation. When
dealing with any creature the Copper Dragon often
inadvertently shields its keen intelligence behind its trickster
nature, leading many creatures to believe that they can be
easily fooled or manipulated. This is of course patently
untrue, but the Copper Dragon will usually only reveal such a
fact at a time it finds most entertaining.

DM's Toolkit
The temperament of Copper Dragons draws its
inspiration from many sources, in particular though
the parallels to the trickster gods and beings of
ancient mythology (such as the satyrs and Loki) are
particularly apt.
Copper Dragons, along with their cousins the
Silver Dragons, are perhaps the most recognizably
human in nature. Indeed, Copper Dragons, while
they are good entities, are quite hedonistic and
enjoy life in very grounded ways, telling stories and
jokes, playing pranks, and so on. The thing to
remember of course is that this mirthful attitude is
still tied to an extremely intelligent and deadly
being.
For this reason Copper Dragons are perfect
additions to most campaigns, able to serve as an
ally, an antagonist, or an obstacle with equal
measure. They also allow the DM a great
opportunity to role-play and inject some
characterful flavour into a session or campaign.
Here are some sample encounters with a Copper
Dragon:
A local baron urges the party to rescue his court
bard from the clutches of a terrible and wicked
dragon. The bard is of course an honoured 'guest'
of a Copper Dragon, and the dragon is unwilling to
part with his company.
The party encounters a wizened old woman
travelling alone along the road near night fall. The
woman is making camp for the night and asks the
party to stay and pass the time with stories. In the
morning the party sees the woman transform into a
Copper Dragon, and, if the party's stories were
pleasing, the dragon provides them with useful
information or items.
A Copper Dragon has been rampaging along the
frontiers of a kingdom or empire renowned for its
order and civility, the Dragon sees this cultural
change as threatening to the 'happiness' of the
people within his realm.
A Copper Dragon has an item the party requires
(or blocks the path of the party etc). The dragon
challenges the party to a riddle contest to resolve
the issue.
A druid has heard of the mythical properties of
chalkos bronze and commissions the party to
acquire scales from an ancient Copper Dragon to
allow him to create a set of armour that can be
worn while using wild form.

115

Dragon: Gold

"I have finally caught up to you Vepinir..." The sun glinted off
the golden scales as the majestic beast swooped down next to
the Rakshasa. The Rakshasa looked up to see the Dragon
looming over him. "Congratulations, Kiera. I knew that it was
inevitable that you'd catch me, and send me back to that
dreary place, but I have accomplished much in this lifetime. If
you kill me, I'll simply come back, and be able to continue my
plans uninterrupted. You have won for now, but I will come
back." The Dragon snorted in disgust, but then continued
"Unfortunately for you, coming back is not an option." As the
dragon's claw lifted up to strike the Rakshasa, the last thing
he saw was the glistening pearl in the dragon's hand.

Introduction

Gold Dragons are some of the most powerful creatures in


existence. It is truly a great blessing that they are on our side.
Many often say that they are the kings of the Metallic
Dragons. This title is rightly earned, as a Gold Dragons
strength rivals that of a Chromatic Red. With this great
strength comes great responsibility, and many Gold Dragons
have dedicated themselves to a life of vanquishing evil. With
the ability to see into the future, and the strength to fight
many evils, no other creature is as suited to the job as the
Gold Dragon.

Physiological Observations

The Gold Dragon is unique in comparison to other species of


dragon, in that it has whiskers coming off of the face. These
whiskers are rumored to contain its ability to see into the
future, and are a valuable component in many alchemical
mixtures. The Gold Dragons head also has 2 large horns that
go just above the Dragon's eyes. Larger horns are typical on
male species of the dragon, and females prefer dragons with
larger horns and whiskers. Other features of the dragon
include the wings which start at the shoulder, but travel along
the side of the body until it reaches the end of the tail. A gold
dragon is also much more slender than other dragons, giving
it a kind of serpentine look.
It is truly a spectacle to see a Gold Dragon in flight. The
way the wings ripple make it look more like it is swimming
through a vast ocean. The wings should not be able to
provide enough lift for a Dragon on its own, so we can only
speculate that magic is what keeps it flying. But that does not
make this a less majestic flight.

Social and Behavioral Observations


Gold Dragons see themselves as the ultimate destroyer of
evil. Their might and strength is matched by none other, and
so it is only fitting that they should go out and protect
innocent people. Gold Dragons often see themselves as
superior to humanoid creatures, and see themselves as the
protectors of these insignificant mortals. Unconcerned with
the daily tribulations of a small group of humanoids, they are
more focused on what is important. Destroying evil before it
begins.

116

With the ability to see into the future, Gold Dragons may
spend a lot of time in meditation. Searching through all of the
possible threads until they find someone, who is bound to
commit an evil act. The next step is to learn more about that
creature. They can accomplish this, by turning into a
humanoid form, and getting close to the person in question.
Once they know with a surety that the creature will perform
an evil action, they strike them down before evil can come to
pass. Gold's follow a philosophy of "stop evil before it has the
chance to spread".
Gold Dragons however have a special hate for Rakshasas.
These tiger like creatures are the absolute bane of existence,
and must be wiped out. Gold Dragons search unceasingly for
any trace of a Rakshasa and will do all in their power to
destroy these devils. Rakshasa know this, and often try to
execute plans, that will culminate in the death of a Gold
Dragon. Thus a cycle is born where Gold's try to seek out the
identity of a Rakshasa, while Rakshasa's try to kill the Gold
Dragon.

Ecological Observations

Gold Dragons like to live in terrain with lots of hills. This


gives it the opportunity to survey it's area in detail, and spot
any threat long before it becomes a threat. If a Gold Dragon
decides to stay in any one area for a long period of time, it will
start to construct a beautiful lair that resembles humanities
greatest feats of architecture. It is believed that we may have
stolen their designs. Gold Dragons who have laired, are also
capable of producing a pearly mist in a six mile radius around
the lair. This pearly mist will contort into haunting forms if
evil ever sets it's foot within the mist, immediately warning
the dragon, and any humanoids in the area, that evil is near.
Many people often associate these pearly mists with good
fortune, and will try to make a village within these mists.
Humanoids who live in the mists have often been caught
worshipping the Gold Dragon. The Gold Dragon does not
mind this, and often encourages it, as it has the potential to
bring champions of good, in the name of the Dragon.

Inter-Species Observations

Gold Dragons are very solitary creatures, and often do not


associate with other Gold Dragons for long periods of time. If
a Gold crosses path with another Gold they may stay and
chat for a little, ask one another for small favors, and then be
off on their way. Every once in a while, maybe every 100
years, a Gold Dragon will get the urge to mate. When this
happens all Gold Dragons will travel to a special place
designated as the mating grounds. This place is often a place
of water, and may have great waterfalls, or be a large lake.
After mating has commenced they will decide on a new
location to go to in a 100 years, and then separate, with
mothers raising the new clutch of eggs in their lair.

DM's Toolkit
Gold Dragons origins come from the dragons in
Chinese myths, and legends. With ancient Chinese
myths, the Tiger is seen as the arch-nemesis of the
dragon, and they are often depicted in an eternal
struggle with each other. In D&D we have the
Rakshasa which is the perfect counterpoint to a
Gold Dragon. With their scheming and blatant evil,
contrasting the Gold Dragon and it's undying effort
to destroy evil.
Gold Dragons are often seen as the paladins of
dragons. This combined with their eastern origins,
ability to see the future, and their mists, can make
for interesting encounters. Gold Dragons are best
suited as strong allies to the party, or potential
obstacles. Here are some sample encounters with a
Gold Dragon.
Locals are concerned with mists spreading into
their hometown. These pearly mists often contort
into haunting shapes, especially right before
someone in the village dies.
A Gold Dragon is convinced that the mayor of
the city is evil, and has revealed it's true form. The
mayor is in hiding, and the Dragon is growing
impatient with the people of the village.
A Gold Dragon is convinced that a player will
commit an evil act, and wishes to destroy the
player.
A Gold Dragon is searching for a great pearl, as
big as a man's head. This pearl is rumored to be
able to vanquish evil, and the Dragon needs it.
A Gold Dragon in humanoid form asks the
adventurers for assistance in taking down a
Rakshasa that is terrorizing the local town.
A pearl is the only thing that can permanently
end the life cycle of a Rakshasa. Obtaining one
from the ancient tomb of a Gold Dragon will be
difficult.
A threat presents itself, be it a Rakshasa, or a Red
Dragon. The Gold Dragon then asks the party to
stand down, as they are incapable of fighting such
evil.
A small village has lost the mists that helped to
warn them of danger. With them having grown
complacent, it is easy for monsters to attack their
village.

117

Dragon: Green

"Despite the rumors of Green dragons being horribly evil our


encounter was, pleasant to start with. Our party was seated
in a lavish room served wonderful meats and vegetables and
entertained with lively discussion. We played games of whit
and debate and we all seemed to enjoy the company of
Pyrillis the Green dragon of Fell Forest. As one member
discovered her riddle a flash of annoyance came across her
eyes that it seems only I perceived. That fact is what probably
saved my life. I then started to pay attention more to words
she used and began to worry, as she seemed to have an
agenda in store that didn't sit well with me being a hundredth
of her size. I tried to quietly inform my companions but they
were in disbelief. Then the conversations started to die with
nothing more to tell of our adventures the true nature came
to light. Before any one of us could react she sprayed her vile
breath in the enclosed yet large room. The green smoke
burned and chocked but I ran for the exit. I only made it out
as I cut the vines closing up seemingly on their own and ran
without looking back. I deeply regret leaving my friends but I
also knew that we'd all be dead if I had tried to help."
-- Survivor of Pyrillis Green Dragon

Introduction

While dragons are imposing figures of great power, Green


dragons like to subvert that stereotype by being warm and
welcoming. They invite you into their home, feed you, make
sure you are comfortable and make conversation. They
subvert their reputation for evil ruthless creatures to any who
listen, and confirm that reputation on those who don't. Green
dragons are masters of deceit and desire control above all
else.
Green dragons are intense dangers to anyone who manage
to be in their evil gaze. While they seem to be kind and
courteous to those who speak to them they are undoubtedly
evil and deceptive. They enjoy trickery and deceit and plot
your death with every move. It's a game of chess that the
dragon started 3 turns before you and considering 20 moves
after you.

Physiological Observations

Green dragons like most are built much more feline in body
structure than most realize. They are extremely reptilian at
first glance with their crocodile like heads, great bat-like
wings and long tails. Their scales are extremely tough and
resistant to many forms of harm. Like any dragon they have a
devastating breath that can fell most creatures with a single
puff.
Green dragons in contrast to other dragons are very tall
and more slender. They have longer front legs and shorter
back legs giving their body an upward slope. This gives them
the body angle much like that of a giraffe. Their tails and
necks are long and slender although both are very strong.
Green dragon's heads resemble a crocodile with a perpetual
crooked grin. Telling facial expressions on dragons are hard
enough but Green's seem to particularly be difficult to discern
as they always seem to be smiling.

118

Green dragons have a spinal sail. Every third vertebra has


an elongated spike and is connected by a leathery membrane.
This sails starts between the eyes on top of their head and
rises dramatically at the end of the head and base of the neck
to a peak and tapers off to the end of the hips and base of the
tail. This sail can be up to 10 feet at the peak depending on
the size of the dragon making it a very prominent feature.
Green dragons' wings are very large and powerful like most
dragons. They are connected above and just behind the front
legs and each of the wings are longer than that of the
dragon's total body length. Green dragons love to patrol their
territories from the skies and will often fly at least once a day
to oversee their area of residence.
A Green's breath weapon is akin to a chlorine gas. They
themselves are immune to its effects but to any other animal
it's a stinging choking gas that can be very potent even when
spread out in open air. This breath weapon does not affect
plant life even though it does hurt animals on contact. A
Green feeling particularly annoyed by a creature they may
force them into an enclosed space and enjoy gassing a foe as
one would enjoy a play. Green dragons usually do not use
their breath weapon on animals they intend to eat as it
doesn't taste good.
A Green's diet consists of primarily meat. They usually
hunt for larger forest animals such as bears or owlbears but
will even eat smaller game if needed. They usually only eat
once every other day as they don't have too much of a
metabolism. Their territories can be rather large so game is
usually plentiful but if it isn't they can eat shrubs and other
plants as sustenance but by far prefer meat. Their favorite
food is elves as they find them particularly delectable, though
they are good at hiding that fact from elves.
Green dragons start life as a very dark green color, almost
black looking. As they age they become lighter and lighter
with adults being lime green and older ancient dragons a
light olive green. I theorize this is for camouflage in their
typically forested or jungle homes. There have been rumors
of stark white dragons who patrol ancient jungles and forests
who may be old enough they've lost all color.
As mentioned before Green dragons prefer areas full of
plant life for their home. Forests, jungles, or even swamps
can be suitable for a Green. Confrontation on territory is not
uncommon with Black dragons when a green decides to
make a swamp their home. Green dragons seem to have an
affinity for plant life as they either seem to control them or at
least communicate with plants to give them orders.
Green dragon lairs are usually dug out from the ground or
in caves. They are lined with vines and ivy all around. Some
lairs even have trees in them or other larger plants as
decorations and may be warped into furniture. The lair
usually only consists of 4 large chambers, Bedding area,
Treasure Hoard, Dining Hall, and Audience Room. Some
dragons have a 5th room used as a gas chamber, it may be
that they all do and they are just well hidden as few ever leave
a Green dragons den alive or are very concerned to explore it
more than the treasure hoard.

A Green dragon's treasure hoard is usually filled with a lot of


currency but they value green gems the most. Emeralds are
very popular amongst Green dragons and there always seems
to be plenty of them in a dragon's hoard. Green dragons also
usually have art objects usually made of wood in their hoards
as decorations. Unlike most dragons all of treasure is neatly
stacked or piled and organized. They do not seem to slumber
in their treasure room and sometimes even have a ledger on
their wealth. Green dragons actively seek out objects of
intelligence and seem to enjoy the challenge or simply
dominating them and bending them to their will.
All dragons in one form or another seek immortality. Green
dragons are no exception as they spend a lot of time in
research on this mystery. Green dragons seem to somehow
gain immortality by becoming ethereal in nature or in
layman's terms a ghost. How this achieved is a mystery but
they start the process late in life after the end of their many
millennia. They start to flicker in and out of corporeal form
and once fully achieved stay in a state of constant existence in
both planes. Ghostly greens seem to haunt their territories
with their new powers as a ghost but ultimately keep to their
same way of life. Other methods of immortality are not
usually seen but it's not unheard of to see a Green become a
Dracolich.

Social Observations

Green dragons are usually in contact with many other Green


dragons at a time. Their territories seem to be planed as
usually a male and female will overlap to a small degree.
Green dragons know about other dragons nearby, not just
other Greens, but seem to only know of their location and
color.
The only way to see the true evil nature of a Green dragon
is to observe it in interactions with other Green dragons.
They are brash, rude, insulting, belittling, and crass to each
other. Green dragons will roar and carry on so loud that it
would shake the bravest warriors and so offensively the worst
sailors would blush. Despite this seemingly unproductive
communication they seem to communicate effectively as they
form many schemes together.
One such scheme is children. Procreation seems to be a
business deal that neither party enjoy but understand the
necessity to further the race. This is usually why a male and
female would overlap territories as they wouldn't have to
leave their homes far behind to bother themselves with
mating. It seems this process is planned far ahead of
children. Typically the parents will mate and then leave the
eggs by themselves in the overlapping area. A clutch of eggs
are usually 2 to 4, anymore will probably be smashed by the
parents as 5 would be too annoying. They watch over the
eggs and protect them from afar. Once hatching they then
step in and raise the children together. They teach their
children their ways of deception and how the world works.
While they are very diligent parents, children are an
obligation to them and hold no feelings for them other than
that of their invested time. Children move on to make their
own territories once they are old enough to survive on their
own.

During this time of raising children of their first brood it's


not unheard of for parents to mate again and produce a
second clutch of eggs. These eggs are laid away from their
territory and totally ignored as the burden of more children to
a parent is just too much for them to care. It is very rare for
the eggs to survive long unprotected from predators as they
are exposed and just lying on the ground. If one does survive
they usually can make it on their own gaining full sentience
only hours after birth. These individuals have no sense of
community with other Greens or any other dragon. They are
still lies and deceivers but not as adept at it as young who
were raised by parents. They are more easily read by others
and seem to be far more aggressive as their view on the
world is constant hostility from all angles. Sometimes these
clutches form their own council and start lives in a whole new
area untouched previously by Green dragons.
Green dragons that live near each other usually form yearly
or longer time spanning councils. They meet at an appointed
location each year and discuss, or brutishly yell current
issues and how to resolve them. Sometimes this is outsider
dragons, particularly troublesome settlements or anything
they don't like. This is also where mating arrangements are
made. Each dragon vies for power over each other giving no
clear leader. Typically after hours of discord and undermining
a discussion leader is agreed upon for the meeting out of
annoyance and frustration.

Intra-Species Observations

Green dragons are deceptively nice to intelligent creatures.


They offer help and information when they come across any
intelligent creature in their territory. They try and suggest
that they stay and speak with them in their lair and will walk
them there. If a creature or group of creatures refuses they
usually insist but do not press too hard as a Green doesn't
need a lair to get information. A Green dragon wants
information, they have a desire to be in complete control of
their territory and outside influences can upset that so they
pry for such information. They also seek information on
anything that would be of interest to adding to their horde
and are fond of adventurers telling tales and rumors of
treasure and will usually seek those out of they believe them
enough.
The Green will be kind and courteous during the
conversation but once it believes it will get all the information
it can or will it will then start to pose a riddle or game. They
genuinely enjoy such games with any creature.
Unfortunately Green dragons are not a desirable foe as
they are sore losers, and can turn from friendly to a mortal
enemy in a blink of an eye. If refused when they offer riddles
or contests of whit they will be polite for a few moments as
they consider how dispatch of their new prey. Green dragons
are very volatile.
If a Green dragons becomes bored at any point or feels that
anyone has discovered it's intensions it will attack
immediately. As they are masters at hiding their true feelings
and thoughts they are masters at discerning others' and
rarely make mistakes in intentions of others. Green dragons
prefer to lead with their breath weapon if the foes are too
dangerous otherwise they sweep with their tails if they can
eat their foes.

119

The kind and courteous behavior extends to other dragons as


well (except other Greens). They will usually employ the same
tactics although be more careful about asking a dragon's
hoard location as that's alarming to any dragon and they
know that. A Green if it decides to kill the other dragon will
drop the facade before asking about where their hoard is and
will then make it clear that they will know the location by
force. Green dragons prefer to not fight with creatures. They
prefer to keep things civil until they can strike in a false sense
of security with no recourse. Having to fight creatures that
fight back is considered a failure of deception and they do not
enjoy that.
Although Green dragons are not fond of fighting, they have
a deadly enough arsenal at their disposal that they can
certainly hold their own. When fighting humanoids or smaller
beings they usually sweep with their tails hoping to fell
creatures quickly and by surprise. They will then wade in
with their claws and wings. They almost never bite smaller
beings as lowering one's head is considered bowing to a
Green dragon and they are only bowed to.
When fighting dragons they are usually taller when
comparable in age and douse their enemy in their breath
weapon from the top down starting at the head. They hold no
qualms about biting another dragon as it is their most
effective weapon and easily crushes through any other
dragon's hide. Green dragons have the strongest bit power
and grip of any dragon and have been observed severing
another dragons head with a single bite.
Green dragons like to pepper in double speak when
speaking to humanoids. They'll speak in a manner that if
noticed hints at their intentions of usually eating humanoids.
They are good at word play and hiding their intentions
though. They will particularly do this more so about elves as
they are the best meal a Green can have. Green dragons
when establishing a territory like to eradicate nearby
settlements near their new home. They prefer to do this from
the background than outright attacking any village, town or
city. They will often aggravate relations between group by
spreading rumors or even attacking villagers and leaving
their remains at a settlements doorstep aiming to spark wars.
Often times Green dragons like to help directly side
themselves against elves as it gives them protection in a
coming battle and an opportunity to eat as many elves as they
desire.

Various Forms

Green dragons while could be considered a variation on


Chromatic dragons have various aspects of their lives that
can vastly different given their age or situation.
Young Student - These dragons are typically traveling and
much younger. They are given tasks by their parents raising
them to hone their skills in deception. Such tasks include
starting a political uproar in a village or even swindling
another dragon's hoard if they are found to be particularly
talented.
Abandoned - These dragons are at any age. They usually
act independently or in league only with their siblings. They
are far more prone to violence as their skills in deception are
not as well honed. They also are more likely to seek other
means of immortality as the secrets of becoming a ghost are
kept within a community once discovered.

120

Ghostly Dragon - A Green who as learned the secrets of


prolonging life without end. This secret is jealously guarded
within a community of Greens but eagerly shared among
them. They haunt and patrol their homes looking for more
wealth to swindle and no longer needing sustenance. These
dragons are more prone to play tricks and ask riddles of a
more ominous and dark nature and only reveal themselves as
attacking.

DM's Toolbox
An important part of D&D has always been and will
always be dragons. Dragons may be the
quintessential monster but they should be used
with though and purpose. Green dragons make for
a great RP experience. As a DM it is of course up to
your discretion on how each dragon acts as indeed
each one is an individual. A Green dragon in
general can be described as a calculating serial
killer that wants all the information they can get
before having fun.
Here are some possible scenarios to use a
Green.
Unknown sources of rumors are inciting war. A
Green is actively marking its territory and
there's not enough room near this forest for a
town and a dragon, let alone 2.
A curious encounter with a seemingly friendly
Green dragon despite all conventional
knowledge that they are evil dragons.
A smaller green dragon approaches the party
curious of what's in your wagon.

Dragon: Red

"Hear me now, you insignificant speck. I have annihilated


your armies, and your pathetic champions warm my stomach.
Do not insult me further by attempting to run... Did you
actually dare to believe that you could so much as scuff my
scales? Have I been withdrawn so long that the universe
forgets the respect I am due? Do you not recognize oblivion
when you look upon its face? Make no mistake, foolish
morsel: I am a dragon, I am death.
I hold favor with Tiamat herself. Civilizations rise and fall
at the twitch of my tail. I have lived so long that stars and gods
wink into and out of existence in the time it takes for my
flames to extinguish themselves. I am that ancient power
which all creation fears... And you have roused my ire.
No, I am not going to kill you, impotent mite, though it
would take no effort at all. In your ignorant attempts to harm
me you have done me a favor. You made me aware that the
world has forgotten who is its master, and for that I shall
honor you as my thrall and herald. You shall bear witness to
my glory as I reduce all that your kind has wrought to ash,
and from the soot establish my dominion once again. Go, sing
my song of fire and blood. Remind the world that you, all of
you, are beneath me. I am the King of Red Dragons."
--Etrigan the Eternal to Daniyel Albright, last Emperor of
the Seven Kingdoms of Sunstep.

Introduction

All dragons are characterized by their power, cunning, pride,


and the compulsion to hoard. These traits are embodied by
reds to the extreme. Please note this report does not intend
to belittle the abilities of any other dragons nor marginalize
the accomplishments of any who manage to best a dragon (in
whatever fashion), for every dragon is a significant danger
and challenge which should NOT be taken lightly (as any who
do so will quickly find themselves in the afterlife). The aim of
this report is to better understand and deal with Reds, who
display such enormous amounts of greed and arrogance
(even compared to other dragons) that they have come to be
viewed as the archetypical evil dragon by many cultures.

Physiological Observations

Red dragons share the extended serpentine necks, reptilian


heads, and feline style bodies covered in immensely tough
scales of all dragons. They distinguish themselves by being
somewhat bulkier than their cousins, having the longest
wingspan of any chromatic dragon, and carrying themselves
in a consistently proud/disdainful manner even when they do
not think anyone can see them. The scales of a red dragon
wyrmling are a bright glossy scarlet that become a dull,
deeper red as they thicken and become as strong as metal as
they reach adulthood. At which point the features which most
people know them for will have fully developed: the beaked
snout which constantly vents smoke, the golden orbs for eyes
which dance with flame when enraged, the blue-black tint
along the wings which resembles burnt metal, and the sweptback horns and spinal frill which define their silhouette. Red
dragons lair in high mountains or hills, dwelling in caverns
under snow-capped peaks or within the deep halls of
abandoned mines and Dwarven strongholds. Caves with
volcanic or geothermal activity are most highly prized by red
dragons, as they then have even more hazards which hinder
intruders and allow searing heat to wash over the dragon as it
sleeps. It should be noted that due to the high level of
confidence in the protection of their treasure hoard Reds
spend as much time outside the mountain as in it.
There is a reason peoples of the Material Plane are hardwired to notice the color red even against other shades of
itself... I suspect it has nothing to do with berries.
-Amber Ironfist, Dwarven Chief of Overground Security

Social Observations

Red dragons, like all dragons, live mostly in isolation and are
fiercely territorial, preferring only their own opinions on lair
aesthetics, treasure priorities, etc. Reds are aware of where
other dragons are located, but are only truly interested in
their status and accomplishments compared to other Reds.
Unlike most dragons however, Reds are actually willing to
actively seek out their elder Reds and other-colored cousins if
there is a significant problem they cannot solve by
themselves, using their authority as "Tiamat's chosen" or
bribes from their horde to enlist their "servitude". When
mating, Reds display a rare level of respect for each other
compared to the rest of Chromatics. The female seeks a
male's lair when she is in heat, then each courts the other
through a sculpting competition where the duration, control,
and intensity of flame is compared in addition to aesthetic
creativity of the sculpture. The winner of this competition
receives the honor of "hosting" the eggs and hatchlings. Due
to their extreme ego both parents help raise the wyrmlings,
as each believes them self to be the best and most
knowledgeable parent and will unload all of their collective
knowledge on their children at only the slightest prompting.
As soon as they deem a child old enough, usually the first
time it speaks out against either parent, they kick it out.
Confident that they have done the most absolutely perfect job
in child-rearing.
I must note that an unforeseen aspect of Chromatic dragon
culture has been recently discovered, at great personal
sacrifice by two colleagues and dear friends of mine, the halfelf Varis Tanner and Dragonborn Kepeshkmolik Ghesh.

121

It would seem that once a century all Chromatic dragons are


compelled by a mysterious force (I suspect Tiamat) to gather
in one place, an island which only dragons are able to find
naturally. Ghesh and Varis were able to follow a
Red they had been hunting to this island and reported it to
be similar to a Kings Moot. Apparently this is the one
instance when dragons break their characteristic isolationist
nature to share knowledge (including strategies used by
adventurers who attempted to harm them), compare
accomplishments, and select a "King" (a tradition which
began during the Giant war I'm sure, though I must consult a
Brass dragon to determine if Metallics conduct a similar
"Dragons' Moot"). It seems that their hoards are in minimal
danger while they are away, as the collective magic from a
large number of dragons in close proximity with each other
creates a field or "bubble" of magical time distortion and each
dragon is aware of the date of gathering as it approaches thus
making extra precautions to their respective lairs. According
to my calculations, it seems that within this magic field one
experiences a year in the span of a single day, as when one of
my fellows would exit to safely relay their report to me the
other would tell them they had been missing for several
weeks, even months at a time. The phrase "might is right"
appears to be fact among dragons as Reds, being the
strongest physically, are the only contenders for royal title
although the other colors devise various tests which
determine which Red is worthy of "wearing the crown" for
the next hundred years (whether this is a physical crown or
not is unknown as my compatriots were unable to get very
close).
For example, it seems the Greens present a series of
difficult riddles and complex puzzles to determine the
"strongest" mind, whereas the Blues demand various physical
tests (a trial by combat section forced my friends to leave the
field for several minutes). The Whites demanded a series of
hunting challenges, the word "dangerous" apparently was
used to the merriment of all dragons in attendance. All
dragons seek immortality, and apparently this is the most
viable route for Reds, as any consort of Tiamat receives
boons, and one can only imagine what favors await a Red that
distinguishes itself among the rest in her eyes. All this was
communicated to me through scrolls in a Secret Chest spell
of which we each share a replica... Unfortunately this is as
much as I know, as I have not heard from them in a month,
and must assume they were discovered and killed.

122

Interspecies Observations

Like most dragons, Reds are carnivorous. Dragons being at


the top of the food chain for the earth and sky, and Reds being
at the top of the Chromatic hierarchy, they are not picky about
what they eat so long as it is meat. This often means that
most sentient creatures are classified as "food". However, as
they see themselves as the rulers of the world, Reds are
actually the most likely Chromatic dragon to entertain nonlethal options when dealing with intelligent species. In
addition to kobolds, who so frequently worship and work for
Chromatic dragons, Reds have been known to allow
adventurers leave their lair alive, so long as their treasure
hoard doesn't seem to be in danger. Add to this the
competitive nature amongst Reds and it is not surprising that
they enjoy conquering and ruling tribes or even cities of
"lesser" creatures, often counting these as an extension of
their hoards and the accomplishments of "their loyal citizens"
as something to lord over other Reds. This brings up a point
which has long been slightly misunderstood. Reds seek
wealth for their hoard, not only because of their greedy nature
but because red dragons desire recognition of their power
above all. The power they have due to their possessions is
determined by the value others place on it, so by extension
they understand the worth of each slave in servitude to them
in relation to the rest, and each brick in a building. In addition
to material wealth, they are able to estimate the value of a
year's worth of labor from each individual according to only a
day's observations. However, no dragon will allow a giant or
their descendants to live as its servant, due to the blood feud
between them.
The one other silver lining for adventurers who encounter
a red dragon is that they are the most likely to allow their
vanity to be used against them. Flattery, though not effective
as a long term stalling tactic, has saved many a hero's life,
and Reds are the most likely to underestimate the cunning of
non-dragons in comparison to themselves. Legend has it that
the most frequent method of successfully slaying a Red has
been through manipulation of its ego in order to get it to leave
its lair. While allowing them room to fly does seem unwise,
dragons' weakest spots are their eyes and wings. Remember:
a downed dragon is a dead dragon... Occasionally. Red
dragons are absolutely ferocious combatants, and will fight
all the harder to avoid the slight to their pride should they
need assistance.
When dealing with dragons it is best to understand their
history. We don't know exactly how the war between the
Giants and Dragons ended, but only one side was forsaken by
their god... And last I checked Tiamat was still accepting
dragon consorts.
-Birel Ilphelkiir, Head Librarian of the High Elf Museum of
Natural Science

DM's Toolbox
Reds fulfill all of the classic tropes associated with
dragons (at least in Western Cultures), so it's the
perfect chance for you to try portraying a
megalomaniac, have fun with it. Some ideas for
incorporating them into a campaign include:
Slaying or stealing from the dragon that
threatens/possesses your MacGuffin, obvious but
always enjoyable.
If your PCs start to die off it may offer the one or
two survivors the chance to live as slaves, which
could lead to a "heroes turned villain by necessity"
campaign.
The Red rules a city/empire and your PCs are
hired by/leading the resistance.
The Red can be convinced to give your PCs
information if it has something to gain from it. It
may even employ them to collect treasure or
information on the accomplishments of other
Reds. Even steal from other dragons if your PCs can
display they won't die or give up their employer.
There are often evil sentient items that can only
be destroyed by magic fire; an ancient red dragon
serves as the perfect twist on the "Mount Doom"
trope.
Food is becoming scarce because of red dragons
raising their young nearby.
A multi-dragon encounter. Perhaps even Dragon
wars.
Make smart dragons! If a tactic worked too well
for your PCs in the past, allow the next one to have
heard the story & counter their strategy.

123

Dragon: Silver

"My knees went weak as she walked into the gates. It had
been over 40 years since we had tearfully departed on that
cold night. A love long lost had returned as youthful and
beautiful as ever. Here I am a withered and old man. I both
feared and hoped she'd recognize me. Then she looked me in
the eyes with those soul piercing turquoises and approached
smiling. 40 years isn't long I felt myself thinking. "
-- Baron Thadius McKardly's diary.

Introduction

When the dragons first discovered humanoids many


disregarded them as ants or playthings to be used. Yu'llandar
the powerful Silver Dragon instead looked at them with
curiosity. He watched over a small group of elves carve their
start in a forest and grew fond of their lust for life and beauty.
He watched from afar with a love that was pure and chaste.
Silver Dragons like most dragons consider themselves the
ultimate beings. They do so not with superiority or pride but
just a calm sureness that only ever comes across as polite
confidence. Silver Dragons are kind and value matters of the
heart. If any dragon were to be encountered by the goodly
folk it would be dangerous but only if it were Silver would it
be a blessing.

Physiological Observations

With shinning silvering metallic scales, vibrant cobalt eyes


and highlights, Silver Dragons are among the most beautiful
creatures. They have regal sails standing tall starting at the
head and ending at the end of their tail.
Their eyes sparkle with wonderment, sincerity and
kindness. When in battle they seem more at play then
aggressive as they move around with a grace and confidence
that seems unflappable.
They are most easily recognized by the head with their tall
sails and stunning eyes. Their 2 horns are sharp and sturdy
but almost useless as they extend from the back of the skull
and gently slope downward, almost as if slicked back hair.
Blue to Purple their eyes shine with curiosity and
intelligence. Their faces are gently sloped down to the jaw
giving them a shorter face then most dragons but fittingly
seem to only accentuate their regal frill and beautiful horns.
They also have 2 chin frills staring at the chin jutting forward
and down and going all the way back to the end of the jaw.
These chin frills resemble a well-groomed dwarvish beard at
times. Females typically have smaller chin frills.
The silvering shining scales make most creatures wonder
at their beauty. Then at ends of the sails, wing membranes
and ears they turn to turquoise, purple or blue (the same as
their eyes) in hue giving them a splash of color.
Most dragons of other colors consider themselves the
epitome of what a dragon should look like but do admit that
Silvers are second.
In body structure they resemble lithe and graceful cats like
most dragons. Despite their great size they seem to move
with ease and grace. The Silver Dragons keep their wings
always upwards when folded unlike other dragons who fold
their wings against their bodies when at rest. Their long tails
move about with ease behind them and are usually kept off of
the ground unless at rest.
124

Despite their grace and beauty Silver Dragons are deadly


creatures that are more than capable in battle. They can use
their strong tails agilely and with great effect in bludgeoning
foes. Their claws on each of their 4 legs are dangerous and
sharp, able to slash open the hides of even other dragons.
Their teeth and jaws are strong and easily can be used to
bite. Most of all they can breathe 2 different breath weapons
depending on the situation. They primarily use the element of
cold in a wide cone that can freeze enemies and the like. The
second is a cone of paralyzing gasses that not many creatures
can withstand. They freely use both in battle.
Battle for a Silver Dragon usually is done by fly by breath
attacks first ice then paralytic in nature. Those remaining can
expect sudden onslaughts of claws, teeth, and mostly
whipping tail upon the ground until their ready to lose their
breath again. They favor using their tail and keeping a
distance but can fight up close to devastating effect. Since
they are raised to learn to fight by their parents some can be
extremely tactically adept and dangerous fighters.
Generations of Silvers hardened by fierce combat are
common.
They are carnivores like most dragons and with the sharp
brilliant white teeth to prove it. They do prefer their meat cold
or even frozen. They usually just gently blow on a deer or
another animal to freeze it and then eat the meat after a
sufficient cooling. They will eat fallen enemies too as long as
they are not fellow dragons.
Flight for them is just as easy as any other dragon. They
need space to take off and land or some advantageous terrain
like a cliff to properly take off. Once they are able to get going
flight becomes easier and flapping to gain height seems
effortless to them. They glide as much as possible to conserve
energy but normally they're not flying for long. Silver Dragons
can shapeshift into humanoids forms and prefer to live most
of their lives among the lesser beings. Usually taking shape of
a kind and helpful person like a sage or strange wanderer
they keep their distance and just enjoy the lives of the
humanoids. They can be noticed by the perceptive for always
having silvery hair (often mistaken for grey hair) and bright
youthful and blue eyes regardless of apparent age.
Their treasures are mostly of lost civilizations with relics
and artifacts of the particular race they've become fascinated
with. Most Silver dragons value humans for their ambition
and lust for life with such a shorter lifespan.
The least likely is that of the traditional and stoic dwarves.
They regularly visit their homes in high up caves or alcoves
in the mountains to ensure their treasures are still in order
but do not stay for long. Silvers tend to only visit their homes
monthly and only for a few days. They open their homes and
even their identity to their most trusted friends if they make
many among the people they watch.
Their homes are typically in colder regions of the worlds
but can be in warmer regions of the mountains reach high
enough.

Social Observations

Silver Dragon culture is very different to many dragons. They


are parts of clans that consist of many families making for
large networks of Silver Dragons. They can number as many
as 50 in a clan making for a terrifying force to draw ire from.
These clans despite the loyalty of members are disjointed and
non-active in human standards only meeting twice a decade.
Silver Dragons don't spend their time like most dragons is
why this lack of urgency to meet.
Silver Dragons spend most of their time as the mortals
they watch as they live among them and learning from them.
When they do meet they generally socialize and sometimes
find bonds among close friends catching up. These meetings
last for many a ten day in order to properly catch up and
socialize with fellow dragons. These meetings most of the
time are purely for casual purposes but sometimes in need
for pressing issues. Meetings of urgency are typically held
outside of the regular schedules and are facilitated by any
member if the need is dire. The most common reason is the
looming threat to the safety of a member and that's usually
only if multiple enemy dragons are involved.
Silvers have a unique way of bonding in mating for
dragons, there usually in their own affairs and estranged but
they do have marriages. These are typically arranged and
appointed within the clan or sometimes in rare occasions as
acts of good will between clans. These marriages are lose by
most interpretations as they rarely live together and will only
meet 1 or 2 times outside of meetings for mating purposes
and to raise children. Of course there are exceptions to those
norms that do live together and usually dwell among the
lesser beings in the guises of husband and wife.
Clans are usually not concerned with problems of the land
as a whole seeing lesser beings' troubles as insignificant.
Very rarely is a clan roused to action on behest of an outsider
unless large scale issues are present that could directly
threaten members. If a clan is unified in action they can be
very powerful as a flight of Silver dragons could decimate any
army.
Silver Dragon young are produced every 5 to 6 centuries.
The parents are very loving and take great care in raising
their children as any humanoid of goodly wheel would.
Typically 3 to 6 eggs are produced and hatched after 10
months in cooler moist temperatures. In parent they are
typically strict but fair. The children are taught everything
from basic life skills, social decadence, fighting, and master
of flight and mastery of their breath weapons.
In around half a century the young children will be old
enough to find homes of their own typically with the help of a
clan member that will scout a suitable location for them in
relative safety. After fully grown they do keep in contact with
their parents though mostly only through the bi-decade
meetings.
If anything were to happen to the parents during the time
of raising young, the clan will assign surrogate parents for the
young. Thankfully rare occasions but dire none the less.

Intra Species Observations

It had been only a few years since I left my little hamlet on the
hill. I couldn't resist no matter how I tried, I wanted to see
how Thadius had fared over the few winters. I had heard of
an orc raid and hoped he still lived among the people. When I
did return it became obvious a few years is a lot to a human
as I looked into his soft eyes. I immediately recognized him
and decided this time I wouldn't hold back. Even if I had only
but a blink of an eye with him it would be worth it. I'm sorry
that it took too long to realize that. - Lady Thamia when
returning after only 40 years.
Silver Dragons take more interest than most other dragons
in creatures below them. As with most dragons they consider
themselves the ultimate beings. They are not above
interacting with lesser creatures though and find the goodly
ones fascinating. They study and watch civilizations under
their territories with more than passing interest. They don't
normally like to make themselves known not desiring to
interfere with the day to day lives and instead watch from
outside or inside under disguise. Sometimes they make
themselves known to a city or town and publicly show their
allegiance if the town is a positive enough force.
They listen to stories and tales with great amusement.
They are particularly interested in lost civilizations or tales of
such and sometimes may venture for those very places to see
for themselves. A Silver Dragon in an area is likely to know
the complete and extensive history of a settlement near to
them as they make it their business. Many adventurers have
found useful information in seeking out the wisdom of a
resident Silver Dragon.
As with other goodly dragons Silvers have no qualms
destroying villages of orcs and goblins they find in their
territories. However, unlike other goodly dragons they'll not
actively seek these settlements out and so only do so if they
feel like brushing on their fighting skills. It's not uncommon
for evil communities to exist near a Silver's territory if they
are benign.
Although Silvers are largely fascinated by a settlement but
can be very self-centered. They care not of taking a few
livestock here and there as long as they're not risking the
lives of the lesser beings. Often times when things are lean
for a settlement they may rebalance the livestock in the area
to be more equal. They consider themselves for the most part
not intervening even if they do from time to time.
Sometimes they'll become close friends with members of a
community and will often help those friends in need. It's not
uncommon for a dragon to have many friends and friendly
faces known to them in a town. In fact they quite enjoy having
such company. They rarely stay so open to the public for too
long preferring a distance emotionally if they wish to keep
their identities secret.
Usually if they feel they've become too close they'll leave
and distract themselves with other matters and return after
50 years or so. Sometimes this distance is not achieved and
while not bad it's a more dangerous prospect for a Silver.
Many are taught this distance from experience as they'll have
to endure several lifespans of even the long lived elves and
keeping that distance keeps things more guarded
emotionally. Such close bonds are not looked down upon by
other dragons but always advised by caution.

125

One such practice that is indeed taboo is the mingling of


dragon and mortal romantically. These are rare occurrences
as they are highly advised against and heavily chastised
actions among the clans. Even though they are taboo these
relationships do exist. The dragon typically will adopt the
customs of such a practice by the race of their chosen
partner. Children produced of such a union are often taken
care of by the dragon parent in their cave as to avoid the
suspicions or simply troubles a half dragon may bare in such
a community.
In the clan the half dragons are accepted typically, although
more xenophobic clans may reject such children. The
networks of allied Silver dragons make for half silver dragons
the most likely of a half dragon to succeed in life and often
they thrive. Not much is done or can be done once this taboo
is committed other than moral support when things
inevitably end.
In the presence of other dragon kind Silver Dragons are
often kind and talkative. They've been known to form lose
friendships with other goodly dragons. When in the presence
of evil dragons they give extreme caution and suspicion but
are not quick to immediately expect a fight. Often times when
negotiations of dragons of evil and good take place a Silver
will represent the side of good.

Variants

Silver Dragons are technically a variant of their own from the


group of Metallic Dragons but they can be in different
categories based on heritage and their chosen interests.
Hardy Silvers - These silver Dragons are usually fascinated
with dwarves or barbarian tribes. They are Patient even for
dragon standards. They are usually very adept fighters and
regularly practice on the many goblin, orc and even giant
tribes that plague dwarven lands.
Versatile Silvers - Typically found in more diverse or
humanoid lands they are the most knowledgeable clans of
Silvers. It's not uncommon for them to have great libraries
and great hordes of powerful artifacts and devises. They have
a thirst for knowledge and will gladly trade in such goods.
Graceful Silvers - Typically closer to elves and enjoy the
lust for life that most elves have. They are very companionate
and are the most prone to having maybe too close of ties to
their chosen interests in mortal beings. These silvers are also
more likely to be in wedded pairs as they enjoy being close to
another.
Sharp Silvers - Found closer to gnomish and Halfling areas
they love witty banter and comradery among folk. They also
are more likely to be in wedded pairs as marriage is a big part
of Halfling culture in some areas. They admire the smaller
races for their ability to thrive in a world seemingly meant for
people twice their size.

126

DM's Toolbox
For Silver Dragons just like any other dragon it's
very important to remember that all dragons are
individuals just like any PC. These are just
templates upon Silver dragon culture. Silver
dragons can be a good way to show how power
and beauty can intersect into a friendly and deadly
encounter. If you have a good party they can be
powerful friend or source of information. Evil
parties can have a real threat looming over their
head if they step too far out of line.

Dragon: White

"Twas a battle for the ages, there in this huge lair carved out
of the ice and stone sat the dragon. The walls were
comprised of a fine ice clearer than glass, within sparkled
jewels of all colour like a rainbow trapped in time.
Surrounding the center were giant sculptures of ice, they
depicted giants frozen in battle and flight. Upon a closer
inspection I saw that these were no sculptures but the poor
inhabitants of the mountain before this Dragon arrived. Some
had been cracked in two, exposing their rotting entrails not to
feed on, but to simply remind any who dare enter this lair of
their ultimate fate. I must admit that despite my own violent
past, I felt a shiver of fear down to my tail just thinking about
it. Then in the very centre, upon a mound of ice and diamond,
I saw him. Shining in the spectral lights of the cavern, scales
as white as the moon and eyes like the night sky, he opened
his might maw and let loose a blizzard of terrible force."
--Zahra, a hunter.

Introduction

Arguably one of the rarest of the dragons in the known world.


Due to their rarity there is little known about the White
Dragons compared to the ferocious Reds or the Sadistic
Blacks. The following is a combination of my own research in
the field and deductions from tales of Hunters seeking
wealth, heroes seeking glory and those who were merely
unfortunate. I have attempted my best to remove any possible
exaggerations that may have been used to embellish these
accounts, however when dealing with such a terrifying
creature what seems too incredible for fiction may in-fact be
the cruelty of our reality.

Physiological Observations

As can be expected, white dragons share the same overall


build of their cousins. Reptilian body, long serpentine neck,
scales. Other than their colour, the main difference is the
structure and size of their legs. Unlike most other types of
dragon, the White dragon has enlarged powerful legs
connected to spade like feet which in turn have large
retractable claws. This allows them to dig through solid rock
with frightening speed; and, according to various accounts of
giants I asked, with surprising silence.
A White Dragons head is serpentine in structure, but closer
inspection of the skull reveal that they possess pits next to
their nostrils which allow them to detect even the smallest
amount of heat in a raging blizzard. They also have an
incredibly large ear structure built in, meaning they are
probably capable of vision only using their sense of hearing.
This highly developed skull structure may mean that White
Dragon heads are weaker than other kinds, however no
credible account of slaying one shows this as of yet. Their
eyes are typically black in colour, though reports of blue eyed
dragons exist and will be addressed later in this report.
White dragon wings are incredibly powerful, and are
capable of folding inward to allow the dragon to better tunnel
through stone and ice. Their wings are typically white with a
blue tint, meaning they can be near undetectable with the
naked eye at night.

White Dragons prefer to live in cold regions and build their


lairs within the largest mountain they can find. They excavate
incredibly complex tunnel systems out of the ice and stone.
The lair of the dragon seems to shift as the dragon ages, the
older and larger the dragon the deeper their current lairs can
be found.
A White Dragons size seems to be directly linked to the
size of their cavern or lair. I have personally seen a White
Dragon within the hollowed out base of a mighty mountain
that was easily over a mile long and Gods know how tall
. It seemed that the dragon was in some sort of state of
hibernation a fact that is not in any known White Dragon
account. The monks protecting the cavern would not allow
me to investigate the depth of the behemoths' slumber nor
would they permit me to investigate the density of its skull
with my sword. But did allow me close enough to see that its
breathing was slowed to, on average, less than once per day.
Like all dragons, the White Dragon has a dangerous breath
attack that allows it to unleash a torrent of frost and ice at its
opponents. Investigations of old lairs show those who were
unfortunate enough to receive the blast full on. These
individuals were frozen solid, perfectly preserved in their final
moments; one can only hope that death was instantaneous.
Furthermore, White Dragons are capable of some level of
weather control, able to stir up great blizzards with their
mighty wings. Although, I believe that this is somewhat
limited to their environment, I have yet to hear of a White
Dragon in a desert so this is unverified.
White Dragons typically use their blizzard abilities for
hunting. Upon locating suitable prey (a pack of mammoths,
giants, hunters, Frost Orcs etc), they whip up a mighty
tempest to surround them. The White Dragon will encircle
the prey from high above, increasing the ferocity of the
blizzard with every lap, cutting off any retreat and allowing
the prey to wear itself out as they are subjugated to the
unrelenting frosts. The White Dragon will then cut off the
weakest from the pack and devour it in a mighty swoop and
continue to pick them off one by one until only whatever it
deems the strongest remains. Then they usually allow the ice
storm to end and appear before the enfeebled leader before
dealing the final blow.
While all dragons can survive many millennia and are to
many extents immortal, most seek ways to avoid death
entirely typically via Lichdom or some other dark magic or
bargain. White Dragons show no such inclination. Instead
upon reaching a certain age they will begin a rampage or
feeding frenzy which is usually marked in history as a Frost
Age which typically lasts about a dozen years. During which
vast amounts of land will be buried beneath tonnes of snow
and entire countries will be reaped of all life. Following this
event, the White Dragon will completely disappear. It is my
personal theory that this is when they enter a state of
hibernation. I do not know what they are waiting for nor what
they do when they awake, however I theorize that the
awakening of such dragons can be linked to the vast amounts
of Mortal history dubbed Ice Ages.

127

Social Observations

White Dragons have no code of ethics when it comes to non


White Dragons. To them, words are just sounds and actions
are all that matter. Never trust the word of a White Dragon.
If a White Dragon builds its home in an inhabited
mountain. It will take its time to create to create its lair.
Instead focusing on tormenting the indigenous population by
attacking stealthily from the shadows or through a series of
guerrilla like tactics where it will suddenly appear among a
vast amount of them, unleash its frost breath upon as many
as it can before disappearing back into the Earth. Historically,
Dwarfish civilizations are the most successful at repelling
such attacks, however if a Dwarven city suddenly ceases all
contact after an especially harsh winter, it is probably due to a
White Dragon attack.
When the indigenous population is reduced to its
satisfaction, it will proposition certain members with an
opportunity for survival. Claiming it will allow them to flee if
they attack their fellows. To my own personal dismay, I have
yet to encounter any who have rejected this offer. These
accursed individuals will more often than not instead find
themselves trapped in eternal bondage to the dragon instead
of free. Much to their horror and the dragons delight.
Combined with their curious hunting habits, it seems that
what a White Dragon enjoys most of all is domination. The
feeling of toying with lesser beings and breaking them down
mentally and physically while they stand strong and powerful.
They seem to prefer living in mountains which house thriving
civilizations more than any.
As can be expected, White Dragons are very fond of jewels.
While diamonds seem the obvious choice, they typically use
them to make beds for themselves, preferring the more
coloured variety to decorate their lairs by embedding them
within the ice. A completed lair glows like the northern lights
as moonlight cascades through the jewels and ice through a
very sophisticated series of ice lenses. Evidently White
Dragons are a great fan of beauty and art.
White Dragons typically mate a couple centuries into their
lives. When a White Dragon is prepared to mate, it creates a
mighty blizzard extending for many miles. Any interested
mates will create their own blizzard and the two storms will
approach one another with amazing speed. The union of the
two storms masks the exact specifics of their airborne
mating. However I have observed that it involved a lot of
biting, roaring, talons and (somewhat comically) they do not
know their partner's gender until they meet and they rarely
care.
If a male and female union takes place, the Mother will go
to the Fathers' lair where he will bring her many offerings of
various large creatures until she gives birth to half a clutch
(~4) of eggs. After this, the Mother will leave to her own lair
where she will lay the rest.
I have yet to see any real difference in the outcome of the
young dragons despite different parents raising them. Both
parents will allow the dragons to create their own smaller
dens within its mountain and bring them along for hunts until
they are large enough to do so themselves. The children will
then leave of their own fruition before their first century.

128

Species relations as previously mentioned, White Dragon


will often trick members of a given civilization it is tormenting
into working for it. Upon its victory, the White Dragon will go
back on its word and simply force them into serving it until
they die of old age or it gets bored. As such, they rarely have
more than a dozen or so serving it at any given time. From
experience, many are too afraid or traumatized to turn on
their master even when presented with an opportunity for
escape. Even upon the White Dragons death, many choose to
wander to their deaths in the unforgiving colds than return to
freedom.
Due to their preferred habitat, White Dragons are rarely
seen with those of other kinds. I heard reports of a White and
Red quarreling over terrain (mountains and sleeping
volcanoes being so similar). The following maelstrom of fire
and ice are said to affect countries for decades after the
battles have ended. Accounts show that in direct combat, the
Reds are far more deadly than the Whites. However, the
Whites typically use a combination of ingenuity and cunning
to defeat the Red. Accounts that show a White winning over a
Red will often leave them barely alive. Only to leave the area
entirely as Whites have no real interest in living in volcanoes
but seem to only fight due to their own immense pride.

Legends

There are very ancient legends of Blue Eyed White Dragons


who brought their awesome might to villages and towns well
far from their mountain lairs. These great beasts would
freeze entire cities in ice or burrow and cause it to literally
collapse on itself as thousands cry out in horror. I found only
five accounts of these terrible creatures throughout the entire
world. While the first three disappeared as quickly as they
appeared, the fourth was slain by a nameless King and his
army of wizards. The Fifth is known as the Ultimate Dragon,
the first born of Tiamat herself, the Three Headed White
Dragon. Destroying more than the sum of the other four
combined. Like the others it disappeared as quickly as it
appeared. Beyond carvings of ancient conjurers, I have yet to
find anything explaining their origins.

DM Tool kit
Classic Kill Dragon because dragon and get rich
A dwarven city is under siege of a mysterious
monster. Players will have to hunt down a dragon
while simultaneously watching out for the dragon's
servants.
Terrible storms ravage countries of the North;
players are stuck and are forced to race to kill the
dragon before they freeze to death in the
unforgiving wastes.
A Red Dragon wishes for vengeance against a
White that humiliated it and is willing to pay very
handsomely.
A dragon rampaging dragon leading to a
hibernation, is it worth hunting it down if it'll sleep
for the next few centuries?
A cult attempts to awaken a terrible hibernating
dragon beneath a mountain.
An over ambitious wizard attempts to locate and
control a legendary Blue Eyed White Dragon.**

Dragon Turtle

Whether or not your princess is alive is of little consequence.


You would be better to find a new mate, and find a new ruler.
Her dynasty... your civilization... it will not last forever. Already
it reaches the end of a cycle, the tree may fall but new ones
will grow. Hmm. Nonetheless, if you are determined to know
her fate, I am not one to choose for you how to spend your
short life. Your bauble is shiny enough, and the determined
will of an individual cannot change the tide but can swim
against it... Very well. I will help you.
Gargantuan, solitary, and incredibly ancient, dragon turtles
are the apex predators of the oceans, the dragons of the
undersea world. Dragon turtles have incredibly long
lifespans, far surpassing those of humans, elves, and even
dragons. Legends speak of dragon turtles that live for
millennia, and of turtles who hibernate so long they become
living islands. Myth says that dragon turtles have the gift of
prophecy, and that they see time differently than other mortal
beings, though it may be that their incredibly long lifespans
simply give them a unique perspective that is difficult for
shorter-lived beings to comprehend.

Physiological Observations

Mating and Spawning

Dragon turtle mating is a very private affair, but a few things


are known. Dragon turtles follow a seasonal mating pattern.
For a year or two, the oceans become empty while dragon
turtles migrate to spawning grounds. Little is known about
the mysterious spawning season, but speculation says that it
lasts for years, perhaps decades, and that there is a long time,
perhaps hundreds or thousands of years, between spawnings.
People are unsure where the dragon turtles go, whether the
deep ocean or uninhabited lands where they can have space
and privacy. The prevailing theory is that they make their way
to the elemental plane of water for their spawning, but how
they get there no one is sure.
Though dragon turtle spawnings happen once in a great
while, dragon turtle eggs presumably hatch in staggered
waves, lying dormant for years until the conditions are right
for the particular turtle. As a result, there is a steady stream
of new dragon turtle babies each year. Dragon turtle infants
are comparatively tiny, about the size of a loaf of bread. They
rise in staggering numbers, hundreds of thousands each year.
Very few survive to adolescence, and fewer still to mature
dragon turtles. Maybe one in every four-hundred thousand
will survive long enough to mate.

A dragon turtle resembles a massive turtle with a head


resembling a large snapping turtle or dragon. Dragon turtles
breathe superheated steam which they use for hunting for
food and treasure. There have been reports of dragon turtles
with elemental breath weapons resembling dragons, such as
corrosive, fire, or ice breath, though they are not confirmed. A
dragon turtle is truly massive, ranging from the size of a
small whale at adolescent to the size of a merchant vessel as
an adult. It's not clear when or if a dragon turtle stops
growing, and there are legends of dragon turtles growing to
the size of islands with their own ecosystems growing on
their backs while they hibernate the centuries away.

Intelligence

Behavioral and Social Observations

Dragon turtles are mostly private. They crave seclusion and


solitude, even from their own kind. They are capable of
conversation, though at they are at best uncaring of the affairs
of shorter-lived creatures. They can occasionally be coaxed
up for conversation if treasure is involved, and some younger
dragon turtles have been known to join undersea armies or
coastal navies as a way to build a quick hoard.

Underwater Treasure Hoarders

Dragon turtles, like their flying cousins the Dragons, crave


treasure at an instinctual level. They hoard it in great
undersea caverns and defend their lairs jealously. Like
dragons, an individual dragon turtle's lair and horde varies
based on the personality of the individual, though pearls, jade,
precious stones and stone sculpture and metalwork seem to
be common favorites.
Feeding

Dragon turtles can eat nearly anything. They crunch on coral


beds, forage through kelp forests, and hunt both whales and
entire shoals of tiny fish. As young turtles they are insatiable,
but as they grow older their metabolism slows. Mature
dragon turtles can go months without eating, and even longer,
years or centuries, when hibernating.

Dragon turtle intelligence rises as they grow; gaining


sentience once they reach adolescence after a few hundred
years and have survived long enough to become the size of a
small whale. Then they will be brash and animalistic, ruled
more by instinct than cognizance. As they mature, their
mental capacity grows, matching and then perhaps
surpassing mortal minds. Telepaths talk of fully-grown
dragon turtles minds as dark and vast like the wide open
ocean, full of depth and mystery.

Inter-species Interactions
Slow and Solitary

Strange Perspective

Talking with a dragon turtle is difficult. They don't seem to


have the same way of thinking as a mortal does. They don't
form attachments to individuals or countries as much as
geographical land masses. A dragon turtle may sink every
ship in a given bay because a primitive tribesman threw a
spear at it when it was younger there, or may always defend a
port city from invading ships despite who is actually in
control of it. The timeframe of their thought process is so
slow it's almost geologic; the empires of elves, man, and
dwarf are just blinks in time, the slow crawl of the continents
something a dragon turtle can watch with interest.

129

Connections to the Plane of Elemental


Water

It is clear that dragon turtles have some connection to the


elemental plane of water, whether it is their original origin or
their post or pre-mortal plane of existence it is unsure.
Certainly the other creatures of the elemental plane are more
used to seeing them and are able to engage them in
conversation somewhat easier. Some people believe dragon
turtles routinely pass in and out of the elemental plane to
other planes of existence, swimming through all the oceans
of all the worlds for eternity.

Historical and Cultural


Significance

Dragon turtles are sacred to some island societies. Some


societies hold origin legends of dragon turtles as their
guardian spirits, or as wise benefactors sharing their wisdom
in times of crisis. The dragon turtle symbol is a sign of
longevity, strength, and wisdom. The God of Time is said to
be a dragon turtle of cyclical age, never-ending and being in
both past and future simultaneously.

Variants / Age groups


Infant

Infant, adolescent, adult, and elder dragon turtles vary in size


and temperament enough that it may be useful to think of
them as separate species. The infant turtle acts much like a
regular sea turtle, and doesn't even really have a breath
weapon for hunting. It kills and is killed enough to be a
normal part of the food chain, albeit as it gets older it gets
much larger.
Adolescent

An adolescent dragon turtle is beginning to gain sentience. It


is about the size of a whale, and now is one of the largest
animals in the ocean. Its main motivations will be for food
and for treasure. It is wise enough have conversations, and to
be bribed or convinced by other creatures, and is full of
youthful energy and curiosity. It does still have the usual
dragon turtle aloofness, and may be prone to long periods of
deep thought as its mind begins to open up to the rest of the
universe.
Adult

An adult dragon turtle is massive, larger than most whales


and the same size of many ships. Dragon turtles at this stage
begin to withdraw into their own minds and into the deep
contemplations of mature dragon turtles. They may retain
relationships with people and dynasties from their youth, but
few kingdoms last as long as the dragon turtle. Those that do
develop elaborate rituals so the dragon turtle has a sense of
familiarity that one would develop with individuals; using the
same rote language, ceremonial clothing and appearance. It
gives the turtle something lasting to connect to.

130

Elder

An Elder Dragon Turtle is one of the oldest creatures in


existence, and may have been one of the first sentient beings
on the planet. They are prone to long periods of hibernation,
and may grow to truly colossal sizes. It may be more legend
than reality.

DM's Toolbox
Theme: Time keeps on slipping...

Dragon turtles are OLD, and can be the main


theme to drive home. Dragons are typically
dynamic enough to get involved in the affairs of
mortals, but dragon turtles while the centuries
away with their hoards at a much slower pace.
When roused they can be impressive as they use
their massive bulk to smash your PC's vessel with
the slow, uncaring indifference one would use lazily
swatting a fly.

As an Encounter

Adolescent turtles will be the most likely monster a


PC would run into, while a dragon turtle elder
would be more of an NPC. At CR 17 a dragon turtle
isn't something you would want to carelessly jump
into combat with. A dragon turtle attack should feel
like a force of nature, a tsunami or an earthquake,
venting and belching scalding steam like an
undersea volcano.

As an NPC

Good dragon turtles and evil dragon turtles exist;


you can make benevolent, wise seers or enigmatic
undersea tyrants. When roleplaying a dragon turtle
give it a deep and mysterious, alien air. They see as
your PC's as very short-lived and largely
insignificant, but are aware that powerful
individuals are capable of creating lasting change.
Dragon turtles are said to have a gift of prophecy,
but they may simply have the benefit of thousands
of years of experience watching events unfold
around them.

Drider

"Once my last torch had burned out, I knew I was finished. I


had no idea I'd have to wait so long.
The thing had been stalking me for days. Ever since, I
climbed deeper into the Bottomless Maw to avoid the goblins
in the upper tunnels. The tunnel was utterly black. I couldn't
see my own nose, much less what was following me.
My light had been out only a few minutes when I stumbled
on the rough stone floor. The thing crawled toward me. The
sound of its feet, clicking and clacking on the stone was
directly over my head. I don't know what happened next.
When I awoke, I was hanging upside-down. Gravity made
the pounding in my head that much worse. I struggled
against my sticky bonds to find I was swaying, suspended
from the cave ceiling by a thread of webbing. I don't know
how long I waited, minutes, hours...it could have been days.
All that time, I'd hear the occasional skittering across stone.
Sometimes across the floor, but more often across the ceiling.
Once, the thing brought someone else into the cave. She
was screaming the whole time, and then silence. I tried to
listen for her breathing when the thing left again though I
heard nothing. Only the occasionally soft clacking of its feet
on the stone.
The time stretched on like the darkness, there was an end
to it somewhere, but I could not see it. I was thirsty and
hungry, I felt so weak, and my head was throbbing. When my
captor finally came to drain the blood from me, death was a
blessing."
--the ghost of the adventurer Japhy Grint reflecting on the
events leading up to his death, recorded by Egarford
Bittwistle, gnomish dungeon ecologist, during exploration of
the Blackwilde Caverns

Introduction

Driders are terrible monstrosities; a twisted, ruined soul of a


dark elf cursed for failing the Spider Goddess's trials, a drider
is driven by madness and hunger. Driders live out their lives
in solitude in the deep places of the world. Adventurers who
happen upon a drider's hunting grounds will likely die.
The word drider is a portmanteau of the words drow and
spider. Some ecologists prefer the term arachnotaur. I had
once thought to seek out and survey several driders regarding
their individual preferences in this and other matters.
However, it is not easy to find a drider without becoming food,
and once found many are not interested in chatting, even in
the name of knowledge.
The ritual of transformation is a closely guarded secret.
Dark elf high priestesses claim that the Spider Goddess
herself is the only one who can perform it. Outsiders
postulate that an inner circle of the highest ranking priestess
possess the requisite formulae and incantations. Attempts to
uncover any further information regarding this have resulted
in nothing on which I have reason to believe the priestesses
will make good. Two prominent scholars who were
investigating these fascinating creatures disappeared under
suspicious circumstances.

Physiological Observations

During its horrible transformation, the legs of the cursed


dark elf are replaced with the posterior portion of the
cephalothorax, abdomen, and legs of an enormous spider.
The cursed dark elf retains its head, arms, and upper torso.
Two changes in its face are noticeable. The color in the eyes
of the cursed elf fades to pale, milky pools. The elf's upper
canine teeth extend into long fangs. The details of the inner
workings of the anatomy of this beast are difficult to discern.
Upon death, the innards rapidly decay to a goo that ranges in
color from pale green to black. It is known that a drider eats
with its elf-like mouths and is capable of spinning webs with a
spinneret on its spider-like abdomen.
The black haemolymph-like substance that circulates
through a drider's veins is a deathly poison. The toxin can be
delivered to foes bitten by the drider's fangs. The toxin is a
valuable commodity, sought after by poisonmakers, but the
location of the gland that produces it has remained elusive. It
is thought that the toxin is not produced by an organ at all
and that it may be a by-product of the dangerous magic that
produces these monstrosities. I find this hypothesis weak in
evidence though difficult to disprove.
A stronger hypothesis is that the drider is a ritualistic
wedding of organisms so different from one another that the
toxin is a specialized product from somewhere in the spider
portion of the drider that undergoes a terrible combinatorial
selection process during the transformation ritual itself or
shortly thereafter. As the dark elf transforms, the toxins are
"tested" throughout its body in rapid succession and in short
bursts until a combination that does not kill the creature is
found. This combination is still likely to cause excruciating
pain, but less so than one of the other combinations. In
support of this hypothesis, there is some alchemical evidence
that the haemolymph of each individual contains a unique
combination of toxic substances. This evidence is still thin,
but provides a testable hypothesis as more data is gathered.
The constant pain from toxin in its own veins may be what
drives a drider to madness. Driders feed on the blood and
fluids of other creatures. I suspect that some abatement of
the pain derived from the toxin occurs after feeding.
Reinforcing the almost constant hunting and feeding
behaviors observed in these creatures.
The initial transformation ritual can be completed in a
matter of hours, but the exact timeline of development of
toxin, web-spinning, fang-growth, and change in eye-color are
unknown. In over three hundred documented
transformations, the creature scuttled off to avoid observation
for at least several months. Whether driders succumb to old
age or if they can lurk in the dark for eternity is not known.

Social Observations

Most driders are solitary hunters. Most keep no company,


save a food source kept until later. At various times in the
past, splinter sects of the Spider Goddess's faithful have
taken to both worshiping and enslaving driders.
Worship of driders often ends in blood and death for either
the drider or the dark elves, as madness and hunger subsume
any rational thought. Manipulating the behavior of an
enslaved drider depends on keeping it well-fed. If unleashed
as a weapon of war, there is danger in that a drider that is too
well-fed will lose some of its viciousness.
131

Though capable of speech, driders rarely speak. Even in the


instances of cultists following a drider, the creature often
gives silent commands, pointing and nodding approval or
viciously attacking to express disapproval. To call a drider an
anti-social creature would not be incorrect though I believe
such labels do a disservice to attempts to understand them.

Behavioral Observations

Drider often lair in dark web-filled holes deep beneath the


earth. I have only entered these lairs after the creature was
destroyed. Evidence suggests that the drider returns to its lair
only to rest and to feed, but it spends most of its time hunting.
These monsters have been known to stalk prey for days
through dark tunnels, waiting for an opportunity to strike. It
is thought that they are very selective in choosing prey. I have
been hunted myself before. However, their malign presence
always ceases the pursuit when I reach a place of greater
light or denser population.
Some driders prefer to set sticky web traps instead of
stalking prey. I find this behavior curious, and suspect this
may correlate to variability in the intelligence of the
creatures. The behavior may be something that driders of
differing ages engage in-if driders age at all. One might think
that older driders set web traps as their capacity for speed
and stealth fail them, or that younger driders set web traps as
their need to feed is greater. My notes on this are a scattered
mess as drider ages are as yet impossible to discern fully. I
can say with certainty that there is no geographical pattern to
stalking hunters versus trap-setting hunters.
No matter the style of hunting, driders of both ilk are
known to carry prey to their lairs to save for feeding at
another time. My suspicion is that this behavior has more to
do with a cunning for maintaining a supply of food when prey
is scarce. A colleague of mine insists that the drider is simply
cruel and enjoys tormenting its prey. Try as I have to capture
a specimen alive for interview, I have failed at every turn.
Some driders wield blades and cast spells as they may have
in former days as elves. Others fight with fang and web, must
like a spider with exceptional cunning. I have had the good
fortune to survive encounters with both, and for this, I am
indebted to my brave companions, one of whom was not so
fortunate.

Inter-Species Observations

Except for prey, a drider abhors the presence of other


sentient species in its lair. It incapacitates its prey, wraps it in
webbing, and carries it into its lair to drain of blood at its
leisure. Most driders drain prey completely in a single large
feeding.
Within its lair a drider may tolerate the presence of
maggots, oozes, and other non-intelligent creatures that will
feed on the corpses and leavings. A drider will not abide
another predator in its lair or the immediate territory around
it. Generally avoiding confrontations, the drider will often
abandon its lair and move to other tunnels. Leaving a cave
filled with web and bones.

132

The notable exception to this is the drider's affinity for


spiders, a curious behavior pattern to say the least. I have
seen drider lairs, both active and abandoned completely filled
with spiders. From tiny specimens to spiders the size of large
dogs, these beasts are at home with the drider. I, and several
other notable ecologists, suspect drider lairs present
abundant food and ideal breeding grounds for spiders with
ample maggots and flies to eat, webs that catch other small
prey, and a lack of larger predators. Superstitious underfolk
believe that the spiders follow a drider and congregate
around it because the drider is a manifestation of the Spider
Goddess. She whispers to the spiders through its milky.
An old story among the elves speaks of the first drider. This
story is rarely spoken as it challenges other assumptions
regarding the origins of the dark elves themselves. The tale
speaks of a primitive elf shaman called Cyrelia the
Blackflame. Cyrelia was tasked with destroying a demon that
had infiltrated Cyrelia's village and begun demanding tribute
from her people turning them to madness and death. Cyrelia
faced the demon and succeeded in subduing it. In the
process, however, she absorbed its essence and was
transformed into a terrifying monster with eight legs,
venomous fangs, and a desire to feed. She returned to her
village and demanded that the people follow her. A handful
did, and she led them below ground to a deep place touched
by a demonic presence. In this desperate colony, the elves
sheltered against the forces of the dark protected by their
dark half-spider mistress. Twisted by the dark, over the years,
the elves and their children were changed, for Cyrelia's colony
was the birthplace of the sinister drow race.

DM's Toolkit
Driders tend to be isolated, stealthy predators.
Encountering a drider in a dark tunnel should be a
harrowing experience for PCs. The drider will use
darkness and its ability to scale walls to avoid being
seen. But it will also use these to aid its escape. A
drider works well in a series of twisting, branching,
and intersecting passages with sheer drops and
openings in the ceilings. The drider can easily move
between levels while the PCs have to slow down to
climb if they are to pursue or to flee from the
monster. Whenever the PCs encounter a drider, it
should be in tunnels that the drider knows well, but
the PCs have only recently entered.
For higher-level drider encounters, the difficulty
of navigating the tunnels should increase. I would
also add more web hazards. Both sticky webs that
hinder movement and tricky webs that hide
collapsed tunnels and chasms. The drider will rarely
turn to fight when pursued, but it might try to lead
the PCs to a place where they must. The drider is
aggressive in attacking, but it's not foolish enough
to allow itself to be killed when it is outmatched.

Dryad

"When I was a child I used to go out into the forest behind


our farm if I was sad or just frustrated with my parents. I
never knew why but I always felt like I had a friend there.
Like someone was comforting me."
--Aylana Foxheart, Innkeeper at The Ebwyn

Introduction

Dryads are fey creatures with immensely close connections


to nature, and more specifically, with trees. Any geographical
location with naturally occurring tree growth is likely to have
at least a few dryads that live there.
While most experts are still at a loss for an explanation as
to how or why dryads came to exist in this world, a popular
theory is that the deities of nature created them as
companions and caretakers for the forests that had become
all but abandoned millennia ago.
Others argue that if that were the case dryads wouldn't
exist in forests that are densely populated and that it is more
likely that these tree spirits are exiles who hid in the forests
taking on the form of humanoids they saw being the most
protected or treasured by human and elven culture.

Physiological Observations

A dryad's appearance can vary depending on the


environmental factors at play near their ebwyn, or birth tree,
but a few features are always the same. dryads are solely
female in gender, and they do have a gender, sexually
speaking. It is not uncommon for handsome/attractive men to
go missing from towns or paths located inside of or along the
edges of a dryad inhabited forest. Dryads charm these men
(magic not always being involved) into being their mates and
protectors. All dryads also exhibit physical features one could
best describe as a combination of plants and human or elven
women. There is often a fair share of skin visible near the
neck and thighs specifically. The rest of the body varies
depending on the type of dryad. Most, if not all, dryads also
have a substantial amount of lichen on the parts of their
bodies that are not bare skin.
Another thing all dryads have in common physically is that
their appearance changes along with the seasons. During the
summer their hair, leaves and bark are lively and vibrant. In
the fall and winter these features turn darker, fall off or
shrivel up. When spring comes around their bodies begin
regenerating. Their hair grows, their bark (if they have it)
strengthens their leaves or flowers bloom.
Every known species of dryad originated from, and is
bound to through its life force, an ebwyn or birth tree. It is not
currently known what attributes are necessary in a tree to
allow for the creation of a dryad, or if the dryads are truly
created within the tree in the first place. Some theorize that
dryads are the spirits of trees incarnate.
What is known for sure is that the death or destruction of a
dryad's ebwyn is always closely followed (within 48 hours) by
the death of the dryad and vice versa. Because of this, it has
been observed that a dryad will become uncharacteristically
enraged when its ebwyn is endangered.

The majority of intelligent races/cultures that would care to


study fey in their homes have discovered that dryads do not
eat or drink. Instead, they return at least once per day to
absorb energy and nutrients through the roots of their ebwyn.
It is widely believed that this plays factor in dryad
appearances being influenced by their surroundings.
Some examples of this influence would be the dryads in
the arctic climates of the north being heavily covered in a
light gray moss that many of the trees in that climate grow.

Social/Behavioral Observations

Dryads can be categorized as one of two particular


archetypes. The first, endearingly shy and high spirited.
These dryads are giggly and playful, being easily entertained
by displays of skill or culture that they are not normally
exposed to. The second being stoic, watchful and almost
paranoid. It has been hypothesized that the less familiar a
dryad is with the world outside its habitat, the more it tends
to be the shy and playful type. Those who have seen the
chaotic and cruel way the world can be tend to be more
careful.
Through various rituals or other powerful magics it is
possible for a dryad to live for extended periods of time away
from its ebwyn. However, this is extremely rare as all dryads
strongly prefer the comfort of their homes over traveling and
experiencing other environments.
When dryads have been encountered away from their
homes the stories told afterwards are almost always unique.
Depending on the species of dryad, these are either tales of
merriment or tales of woe, but always interesting
nevertheless.
While in their homes, however, many dryad species are
known to welcome company. Their voices are melodic and
soft. Many a traveler has lost track of time while sharing an
evening with a dryad, ending up back on their original course
days or weeks later.
It is not uncommon to find small groups of dryads living
together in somewhat of a commune. While each is tied
individually to their own ebwyn, they enjoy the company of
their own kind and feel at home near one another's ebwyn.
However, if a hierarchy or social order of any sort exists
among dryads, it is yet to be discovered.
Most dryads are naturally benign and, while they will
certainly make efforts to ward off danger from their homes,
tend to avoid conflicts unless something would endanger
their natural habitats.

Intra-Species Observations

Dryads of the first social archetype we discussed tend to get


along with just about any race that isn't inherently evil as long
as they do not endanger the dryad's habitat or openly despise
nature in general. They enjoy storytellers and actors
especially as they do not often leave their homes. They also,
for some unknown reason, have a soft spot for gnomes and
have been known to break into giggle fits at the sight of one.

133

Dryads of the second social archetype get along with their


own kind well enough. They also tolerate other fey who
would also put forth efforts to protect nature. Beyond that, it
is unlikely that these dryads will even show themselves in the
presence of other races unless it is to protect their home.
Rare exceptions have been made for the occasional
wandering druid who passes through seeking guidance or
refuge and seems genuinely respectful.

Variant Species

Let's talk about a few of the different known species of dryad.


There are several and each is specific to an environmental
setting. While all dryads may have been the same at the time
of their arrival on this plane, years of dwelling in various
climates seems to have forced evolution upon them.
Azwai

The Azwai are the dryads typically found in arid areas of the
world. They are the only species known to have cacti as their
ebwyn. As such, their physical appearance has been known to
frighten at first sight.
Their heads, shoulders, stomachs and thighs are soft skin
like that of a human or elf. It ranges in color from a lime
green to a tan gold depending on whether their ebwyn is
lively and surrounded by other desert foliage, or stands alone
amidst a sea of sand and cracked earth.
Azwai that are linked to a cactus also tend to have small
spines protruding from their elven/humanesque skin. They
are the only type of dryad that is frequently bald. Their arms
and legs (from the knee down) slowly form into soft vertical
ridges.
Yelmyb

The Yelmyb are the most common and well known species of
dryad. These beings live in lush green forests. Their ebwyn
are most commonly oak and ash trees. Their physical
appearance is often described as quite pleasing or soothing.
They are the most humanoid of all dryads. In fact, from a
distance, it can be hard to tell that Yelmyb are dryads at all
rather than some poor lost soul who can't seem to find her
clothes. From head to toe Yelmyb appear to be human or
elven women with long, straight hair and very soft features.
Their skin resembles the texture and physical appearance of
the wood underneath a tree's bark and is typically a light
shade of brown while their hair is a mossy or leaf green.
Freymir

Freymir, like their favored pine, spruce and fir trees, are the
most common dryads in boreal and frozen areas of the world.
Unlike other dryads the Freymir communicate entirely
through telepathy. As far as anyone has been able to tell, they
do not have mouths. Instead, a thick white bark grows along
their jawline and grows as high as just below their noses.
This bark glows faintly when they speak.
Unlike their brethren, the Freymir have almost no exposed
humanoid skin. Where others would have bare skin, the
Freymir have a particularly thick type of lichen. Initial studies
have indicated that this particular type of lichen, when
observed and studied independently, is capable of vegetative
reproduction. In theory, this would mean that the Freymir
also have this capability.

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1.While the PCs are passing through a logging
village, they notice that the village is mostly
women. While resting in the tavern for the night
they are approached by some of the women in the
village whose husbands have recently gone
missing. They ask the PCs to investigate. The PCs
search the nearby woods where the husbands
would have been working and find them
worshipping a beautiful Yelmyb who is reveling in
their adoration.
2.The party has settled down for the night in a
cave with a fire to escape the cold of the alpine
mountains they've been traversing all day. Just
outside stand hundreds of pine trees that the PCs
swear they hear faint giggling from while they eat
their suppers and lay out their bed rolls. As each
watch begins, the PC on watch makes a wisdom
saving throw to see if it is charmed by the Freymir
who is watching over the camp. If they fail their
save, they do not waken their comrades and
instead wander out into the night to play with their
new friend(s).
3.A wizard has fallen in love with a beautiful
spirit of the forest and has decided that she must
join him in his home. He is researching ways to
separate her from her ebwyn when the PCs find
him. The party helps him at first but comes to find
that what he is planning to do will likely endanger
the forest itself and all of its denizens. However,
when they approach the wizard with these
concerns he has become crazed, obsessed with the
idea of freeing his beloved.
4.The party has been traveling for days across
the treacherous desert and are dangerously low on
supplies. As the sun begins to set they see a figure
in the distance. It is bald and strangely feminine. Its
head seems to tilt slightly as if it is eyeing them
curiously before it vanishes. Nearby a bed of cacti
begins to glow a pale green and they hear a soft
chuckle. They try to ignore it and move on, worried
that it may be a fight they cannot afford at the
moment. As they stop for the night and attempt to
take one last drink from their waterskins, they are
amazed to find them full of a sweet, cool liquid that
was not previously there.

Duergar

"No being ever loved gold more than the Great Dragon.
However, the Duergar were second, and not for lack of trying."
--from "Demons and Dwarves, the Hidden History of the
Duergar" by Flavia Septimus
-From the Writings of Flavia Septimus, official historian of
the Antarin Empress, Aguinala von Slaydo, peace be upon
her.-

Introduction

Duergar are a long removed sub-race of Dwarf, possessing


dark complexions, grey eyes, and black hearts. They were
long ago expelled from Dwarfkind for their insatiable greed
and disregard for the concepts of brotherhood, honor and
mercy. Banished from the lands of Dwarf, the Duergar were
forced into the harsh extremes of the wilderness, to fight for
survival as the Dwarves of old did. Sadly, Duergar proved as
resilient as their former kin, and the
Duergar were left to eke out an existence in the blistering
deserts, freezing wastes, or the deepest caves and caverns.
There they forged a new culture, and new bonds of hatred for
their old kin.

Physiological Observations

Duergar have adapted to the savage places where they live.


They are a solely nocturnal race, sheltering in caves or
fortresses when the hated sun looms overhead. The sunlight
causes their sensitive hides to blister and their eyes to seal
partially shut. But at night their dark hides enable them to
vanish and reappear with impressive dexterity. Their eyes are
silver or gold, with a rare few having pupils that resemble
rubies or topaz. Their eyes pierce even the darkest of
shadows, and their hearing is so good that they can hear a
heartbeat behind an inch of wood. Duergar possess huge,
bulging jaws which are full of closely packed, pointed teeth.
They use this to eat things other races wouldn't even consider
food, such as roots, raw meat, bark, and supposedly, slaves
that are too weak or injured to work.
As stated earlier, Duergar are a sub-race of Dwarf which
refused to obey the Gods we all hold most dear, preferring the
worship of hideous creatures that slither beyond the stars
and the vile, mad gods of the Underdark. For this, they were
expelled from their place and forever scorned. Due to the
limited number of partners, many Duergar exhibit unique
hair, eyes, and diseases due to inbreeding. Some scholars
have stated that these conditions are actually due to the
Duergar's obsession with drawing power from blasphemous
pantheons. Sages are prone to such idle speculation, and no
firm evidence of this was ever found. For instance, some
Sages also say that Duergar's incredible stealth abilities are
because they can turn invisible! Other wild speculation on the
behalf of these so called Sages point to tales of Duergar
breathing fire, scaling walls like spiders, turning into or
controlling wolves, and even manipulating other Dwarves
into joining them, before using magic to transform other
Dwarves into Duergar as fact. The shrewd Dwarf will
disregard such tales as what they are, mere common
superstition.

Social and Behavioral Observations


Most Duergar live in small, highly mobile social units. These
units are called Warbands. These Warbands vary in size,
from several thousand to only a few hundreds. Each Warband
is a self contained society, containing everything it needs to
be self sufficient and mobile. Duergar must constantly remain
on the move, as other Dwarves and other Duergar will attack
them, trying to steal their supplies or kill them. Other goodaligned races tend to be hostile to them as well, since
Duergar have a habit of kidnapping their countrymen as
slaves or plundering their home's wealth. Since Duergar are
almost always constantly on the move, they find themselves
constantly short of supplies, from food to steel. As such, they
raid the surrounding area or attempt to seize the means to
produce whatever they need. However, unlike other raiders,
Duergar collect treasure not just for bragging rights. Duergar
will usually attempt to purchase what they need, so they can
keep their enemies far away from their areas of resupply.
However, such dealings must be kept secret, for any
government that helps Duergar and there is a Dwarven state
nearby will be threatened with war if they do not help to
apprehend the Duergar. Certain races are always willing to
deal with Duergar, such as Goblins, Kobolds, Giants, Drow
and Devils. However, usually for the convenience of both
sides, such dealings are kept secret.
When other options have been exhausted, Duergar will
attempt to seize areas of great wealth. They favor forests for
lumber, cities for slaves, mines for ore, and bridges and
straits for tolls. This is a Warband at its most dangerous. A
mobile Warband will flee if they are badly outmatched. But a
Warband that has seized a vital resource will dig in and fight
until they are pushed out. In cases like these, the Warband
must be expelled quickly, for they will invariably attract other
Duergar bands. And while Duergar view each other as rivals,
they have no shortage of common enemies. These Warbands
may form a temporary alliance, or they may coexist for years.
If this occurs, they leaders of the Warbands may agree to
surrender their authority to a single competent commander.
As an example, allow me to site the Cirrenholm mining
town. A Duergar Warband of 2,000 strong called the
Daughters of Augustus seized the town, enslaving all of its
inhabitants. The Dwarven members of the populace were
butchered, and the humans put to work. But when the local
Human Count dallied in going to drive them off, he found
himself besieged by another enemy Warband, the Company of
the Bleeding Eye.
When dealing with races willing to sell them goods, the
Duergar are known for their cheerless, gloomy demeanor.
They are also known for their impeccable honor and martial
pride. Duergar hold debts of honor firmly in their minds, and
if a group has helped them in the past, they will rush to that
group's aid. Duergar do not trust most races. Certain ones
they hold in open contempt, such as Dwarves. Any group not
known for its honesty will be kept at arm's length and not
trusted. Usually, a Duergar will keep their word, but they
expect you to break yours.

135

In Combat: A mobile Warband will attempt to lure attackers


away while sending back word. These forward scouts will try
to defuse a violent situation, usually by bargaining or bribing
the other party.
If a Warband is attacking or defending a valuable location
or useful plunder, half of them will enlarge, the other half will
turn invisible.
Duergar always try to use the battlefield to their advantage,
and fight only at times and places of their choosing.

Intra-species Observations

A Duergar warband may look very united, but in actuality it is


only the threat of a multitude of enemies that keeps them
together. The leaders of each Warband scheme against each
other. Warbands have a very fluid command structure, as
certain warriors can rise or fall rapidly after a particular
success or failure. Duergar are a hard people, with no trace
of mercy in their hearts. They are not cruel, but they are not
stupid. Duergar too old or too feeble to fight are abandoned
and left to die, or killed. It is the responsibility of all members
of a band old enough to receive martial training to fight in its
defense. And while the warriors are honor bound to always
defend their band, in the worst case scenario all but the
youngest children and the pregnant females will gather their
arms to make war on the Warband's foes.

DM's toolkit.
Duergar are criminally underused. They are
Dwarven Drow, and yet the latter is incredibly
common while the former is not. And despite this,
they are quite similar. They both have grey skin,
weird magic power, and dwell in caves.
So change that. Let the Duergar take their
rightful place as one of the most common
monsters, as they are rife with possibilities.
Duergar possess great flexibility, as they will rarely
attack on sight. however, Duergar loathe Dwarves,
and are much more likely to try to attack if an
adventuring party includes a Dwarf. This can make
for some tense decision making, as everyone has a
knife, but no one wants to attack first.
Here are a few ideas to stir up your think pans.

136

Alternate Versions:

Forest Duergar are taller and leaner then their


cousins, and have a struck bargains with the
inscrutable gods of the virgin wilderness. These
Duergar are often accompanied by Quaggoths or
Mantaragons, and occasionally the spirits of
territorial fey. These Duergar cannot grow in size,
but can often control or transform into animals.
These Duergar are the most reclusive, preferring to
never leave their claimed territory unless absolutely
necessary.
Desert Duergar have paler hides and often have
growths on their shoulders and foreheads. Desert
Duergar are camouflaged to blend in with the sand
stone of their preferred hiding places. Some are
known to breathe fire or be able to transform into
swirling clouds of sand. These Deserts are terrible
marauders, attacking in a whirlwind of fire and
steel.
Frost Duergar possess topaz eyes and snow
white hair in much larger quantities, due to the
inbreeding that takes place in such small
communities. Frost Duergar are the most willing to
set aside debts of honor or gold in the pursuit of
survival. They are said to possess near
invulnerability to cold, and a kinship with the
savage predators of the blasted wastes, but also
with undead. Frost Duergar often have retinues of
corpses to serve them, and intelligent undead that
normally despise them find them tolerable, if just
barely.

Plot Hooks:

A cult of Toroq, Lord of Torture, has arisen in a


human city. The cult has seized the city, and the
local Lords are readying an army to go liberate it.
However, unknown to everyone, a Duergar
Warband who follows the same Black Lord is
coming to reinforce the cult.
A Human military commander in charge of a
frontier fort is secretly selling his extra supplies to
a Duergar Warband. The Duergar are using these
extra supplies to raid the nearby Dwarven state.
The Human King dispatches the party to go
investigate and prevent a conflict with their
neighbors.
A Duergar who has been abandoned by his band
waits by the side of the road. He possesses a
maimed leg, a blind eye, a grievous wound and a
small magic sword. However, halfway through the
conversation, a patrol of Duergar arrive, realizing
that they left the dying Duergar with a valuable
heirloom that they feel belongs to them.

Elemental

"Elementals are a conjurer's best friend, boy. Imagine


summoning a creature of pure fire out of a gate. Imagine
summoning waves of water that swirl and vortex to fight for
you. A moving hill at your command. The very wind itself
battling for you. The elements at your command. Though, I
suppose it's a little too early for you to even dream about
summoning them. "
-- Tigrim, Founder of the Dwarven School of Magics.

Introduction

Elementals are constructs of raw elemental power. They are


found, primarily, in four different forms: Air, Water, Fire, and
Earth. Each has a specific shape and can perform specific
duties. However, in essence, they are the same.
In their own planes, Elementals are simply living energy.
They don't have form in their homes or any desire. It is only
through the conjuration that Elementals gain form.

Physiological Observations

Elementals in their own worlds do not have any physiology.


They are simply bodiless constructs of living energy. However,
when a spellcaster summons the Elementals to their home
world, the Elementals gain a form. Depending on the power
of the magic and the trade enacted for the magic, the
Elemental can differ in size. The smallest are approximately
16 ft. tall while the largest are closer to 40 ft. tall. Elementals
can be bound to certain forms as well.
For example, Invisible Stalkers are simply Air Elementals
that were bound. The same thing applies for Water Weirds as
well. Some elementals can be bound to strong materials such
as stone or iron to create golems; however the magic needed
to do so is much higher.
Air Elementals generally resemble moving clouds and
prefer to fly low to the ground picking up dirt and debris.
However, when angered they can quickly become cyclones
that batter the foe while throwing them.
Earth Elementals resemble moving hills. They are
immensely strong and capable of withstanding blows easily.
Earth Elementals can move through the Earth as if they were
a liquid, flowing from place to place easily. Creatures that are
earthbound should be wary because the close ties to the
element allow this monster to precisely pinpoint any quarry
that touches the ground.
Fire Elementals are furious burning humanoid creatures
which only exist for one purpose: carnage and chaos. They
burn everything in their path and leave nothing behind.
However, like any other fire, they are weak to water and water
causes them to retreat hissing and smoking in pain.
Water Elementals appear as waves that move rising and
falling. Just as easily, the water can become a swirling
devastating vortex that batters. They prefer to surround and
drown the opponent filling their lungs and mouth and nose.
Because of their nature as living energy, Elementals
require neither rest nor sleep. They are not affected by
exhaustion, grappling, paralysis, petrification, or loss of
consciousness. They cannot be restrained. They cannot be
injured by nonmagical weapons. This makes them incredibly
challenging enemies.

Summoning Process

Summoning an Elemental is a two part process. The first


part involves the use of a Gate Spell. The most common ones
are the Timed Gate and the Soul Gate. The Timed Gate
allows for smaller Elementals to be drawn while a Soul Gate
is usually best for larger Elementals. The soul used acts as
part of the trade for summoning the larger monster.
In addition to the gate, a material component of the
element is required. For Water Elementals this component is
at least a small pool of water approximately 15 gallons in size
at minimum. Fire Elementals require a bonfire at least 10
feet high. Earth Elementals require at least 100 pounds of
dirt or mud. Air Elementals, are the easiest as they simply
require air, although for larger ones, steam is preferable.
Finally, the verbal component is:
M...rg r s'an, fj...gur jir bjuggu ' stt . En, breyttist allt
egar eldur j rist.
This process should obviously NOT be attempted in areas
where fey or wild magic is predominant.

Behavioral and Social Observations


Elementals resent being bound to the material plane or any
plane other than their own. They do not enjoy enslavement
and are constantly looking to escape this enslavement. They
attempt to sabotage the master in every way. Because of this,
every instruction given to an Elemental must be very specific
so that they do not turn against you. They follow orders very
willingly, and are not emotional. Their goal is to fulfill the
required task in order to return to their own plane.

Interspecies Observations

Elementals do not particularly have any interactions. The


only notable interaction is that Fire Elementals do not like
Water Elementals and Water Elementals enjoy killing Fire
Elementals. Elementals will not work together unless
ordered. Even if ordered, Fire and Water Elementals will
never work together.

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Honestly, I think this is one of the monsters you
throw at a party to make them a little scared and I
think they work best against a party in which only
one or two people have any magic and are low
level. This is because it serves as a great tool for
forcing players to look at alternatives besides
fighting and makes the party realize how powerful
their enemies can be.
Another use, that I've recently really enjoyed, is
having elementals trapped in chests (imagine a 16
ft. creature being smushed inside a 3 ft box) and
having it explode out, furiously, when the chest is
opened. A great trap for unsuspecting parties.
Of course, they also make great guards for
treasure as well, which is the classic. A powerful
construct of living energy that's made of one of the
4 elements. Always a scary enemy.
My favorite one is definitely the Earth one for
encounters. The ability to move as liquid to any
given area and suddenly attack makes players have
to consider new strategy and tactics especially
when surprise attacks cannot work if the players
are touching the ground.

138

Elves: Drow

"Station is the paradox of the world of my people, the


limitation of our power within the hunger for power. It is
gained through treachery and invites treachery against those
who gain it. Those most powerful in Menzoberranzan spend
their days watching over their shoulders, defending against
the daggers that would find their backs. Their deaths usually
come from the front."
--Drizzt Do'Urden

Introduction

Centuries ago, there existed only one faction of elves.


However, a rift developed in the elves due to a difference in
moral principles between two factions. One faction, who
today are the elves we know of, believed that the highest
moral value should justice and fairness. The other faction,
however, believed that might was the key factor in society. As
these differences developed, the two factions began to form
tension and eventually this tension led to war. The war was
brutal and raged for nearly two decades but the elves were
able to diminish the Drow forces, which were then forced to
retreat into the Under-dark, the cavernous world under the
surface. The Drow, initially forced to the Under-dark, began
planning for vengeance. But, over time, they grew to love their
new home. They adapted to it and began to view themselves
as the rightful rulers of the Under-dark. They also became
faithful followers of the chaotic goddess, Lolth (Lloth in the
Drow language). The Drow are famed for their cruelty, their
martial prowess, and most for the chaotic and manipulative
society they live in.

Physiological observations

The drow are very similar in stature to the elves. They stand
just a little shorter than most humans. Their skin is dark,
often completely black, is believed by elves to have developed
among the drow as a result of a curse cast on them by
Corellon as punishment for their lack of justice and their
obedience to the evil Lolth. The white hair of the drow
developed due to a lack of melanin, an adaption to the dark
work they live in. Both sexes in the drow species are fairly
athletic which lends to their martial prowess, making them
agile warriors. In addition to their white hair, life in the
darkness of the lower world forced another adaption among
the drow, their eyes. Their eyes over time turned red and are
now able to see in the darkest of places. This ability
developed fairly quickly as a result of Lolth's blessings to her
favorite people. Besides the adaption to light, the eyes of the
drow developed another strange trait. If one were to examine
a drow's heat signature, they would notice that the eyes of the
drow glow incredibly bright, appearing above the normal heat
signature of the torso as almost miniature fires. Though there
is no proper explanation, many scholars attribute this to the
drive the drow have for revenge against the surface dwelling
people. The drow also have a natural resistance to magics, a
trait that developed as a result of a blessing granted by Lolth.
However, their time in the Under-dark means that they have
developed a sensitivity to light making them detest the dark
sun.

Social Observations

Drow are introverted creatures. They do not particularly


enjoy the company of other species. This behavior is largely
driven by the attitude the drow have that they are superior to
every other creature in the Under-dark and that they are
ordained by Lolth to rule this new home. Thus, the largest
interactions of the drow with other creatures tend to be
subjugating them. They often lead raids against these
creatures intent on enslaving them. Often, the subterranean
dwarves and gnomes keep some kind of spies among the
drow to prepare for such raids. They drow avoid, mostly, any
relationship with the mind flayers, recognizing their prowess.
They do not choose fights against these abominations
without much prior preparation.

Behavioral Observations

Drow are a cruel, sadistic race. They are expected to conduct


themselves confidently and are expected to torture those who
disobey any rules. However, this trait does not require any
reinforcement since the drow love being in positions of power
and the screams of those who are weaker than them. The
drow love being able to boast themselves especially when
they can boast as to the favor they have curried from Lolth.

Intra-species Observations

The drow have a very complex intra-species structure. On the


surface, all drow are expected to work together. However,
their entire culture is built on a hierarchy and the only way to
advance in position tends to be through deceit and
backstabbing. The primary relationship that drives the drow
structure is their inter-gender relationship. In the drow
society, women hold the most power. They are much more
physically fit than their male counterparts.
They also hold positions of power among individual
families and tend to have better positions of power. They are
trained to be clerics to Lolth, which is considered the best
position any drow can obtain. The men tend to be placed into
lower positions acting as wizards or simple fighters.
The next system that holds the drow culture is their
familial structure. The largest families hold the most
strength. They tend to be the ones with the most soldiers and
the most slaves. The top 8 families in the drow culture form a
council at the peak of the drow society. These families make
all of the major decisions for the Drow and act to convey the
will of Lolth. They are also said to have the most favor from
the dark goddess.
There are ways for the families to advance. The most
common way for these families to advance is for one of the
higher ranking families to disappear. Many times, this
disappearance is a result of a secretive attack from one family
against another. As long as there is no proof, the family that
advanced cannot be held responsible.

139

DM's Toolkit
Personally, I find that Drow make wonderful villains
in a campaign. They're dark, evil, sadistic, and best
of all cunning. They've got great magical potential
and good physical prowess which means that
players would be in for a fight. They also have no
qualms against stabbing someone in the back. They
also make great decoys from a real villain since
players are less likely to trust a drow, especially if
they've been stabbed in the back before.

140

Empyrean

"We'd heard loud sobbing coming from the Dresden Fields to


the west. Something so loud that it was heard even in the
capitol of Rendiza, almost 4 days away. The Abbot of the local
Church asked us to investigate the strange noises. So, the 7
of us jumped on our horses. We were sure we could handle
whatever it was. We were young and heroic then. Imagine our
surprise when we got to Dresden Fields, the most gorgeous
meadow on this continent only to find every flower shriveled.
The whole place was gray. Not a color left. And in the center
of the Blight sat a wailing Empyrean. Mind you, it didn't stay
sad long. As if by magic, or maybe the divine erratic blood
seeping through its veins, it exploded at us in a burst of
uncontrolled rage. Lucky for us Zatara was there. Took the
whole impact and shielded us. But, we were knocked out
cold. When we came to, the Titan was gone."
-- Memoirs of Tigrim, Dean of the Dwizard College

Introduction

Empyreans, or celestial Titans (Titan caelestis), are some of


the most beautiful creatures that mortals could possibly see.
These creatures are the divine offspring of the Gods residing
in the Upper Planes and retain much of the celestial prowess
of their parents. They are gorgeous, intelligent, self assured,
and resilient. Empyreans' godly blood often impacts the
material planes or any planes that they choose to live on
profoundly.
Because the Empyreans are children of the gods that
reside on the Upper Planes, they tend to be more good than
evil. By our survey, around 3/4ths of the Titan caelestis are
good in nature though the race is chaotic, with one or two
exceptions. These good Titans reside primarily in the
Olympian Glades of Arborea in the Upper Planes.
The evil ones become evil due to a curse placed upon them
or as a result of their ventures into the lower planes and
becoming corrupted. These cannot survive long in the Upper
Planes, lest they be killed. Instead, they run to the mortal
planes, usually becoming tyrant rulers of mortal kingdoms.
Many of the abnormalities of the world are results of the
powerful emotion of this species. This concept is further
described in the "Social Observations" section.

Physiological Observations

Titans resemble the word in every sense and it would appear


that the word in the language of common is derived from
these creatures. The average height of this species is
approximately 25 feet. They weigh, on average, 14,000
pounds. The species is incredibly statuesque and many
master sculptors often sculpt marble carvings of titans,
honoring the children of the gods. Their stone like skin only
serves to further the nature of their statuesque appearance.

Largely, the Empyreans have no age. They are immortal


beings and do not change. They never age, though it is
possible to kill them. Immortal is quite different than
invincible. However, because they never age and cannot die
peacefully, few Empyreans are willing to stop in battle, often
fighting even when they are almost near death. Additionally,
Empyreans have naturally hardened skin that is fairly
resistant to most weapons. Additionally, they've been born
with a resistance to magic as well as an innate ability for
spellcasting from their divine ancestors. All of their weapons
are magical, a gift from their parents. This inborn ability and
centuries of experience makes them almost impossible to
combat.

Social Observations

Empyreans are incredibly well versed at interactions with


other groups of people especially due to their large
intelligence and charisma which almost matches their
strength. Empyreans' magical blood often flows into their
interactions with society. When Empyreans are happy, their
mood flows into the society. Around them, in this mood, many
wild animals and birds crawl around and run around the
Empyrean happily and the moods of people improve
drastically. Many times, furious Empyreans that venture near
dormant or even extinct volcanoes cause sudden unexpected
eruptions slaughtering many. Other times, the radiating joy of
an Empyrean can suddenly cause leaves to grow, flowers to
bloom, and plants to bear fruit during the harshest of winters.
In many villages, folklore attributes natural disasters to the
unhappiness of Empyreans and in some villages; ritual
celebrations take place to ensure that the Empyreans remain
pleased so that their wrath or sadness doesn't bring
misfortune. Some people even believe that the positive
feelings of an Empyrean can heal the gravest of wounds and
illness, anything short of death.
The few Empyreans that are evil often use this to their
advantage to gain control/dominion over kingdoms of
mortals. These evil Empyreans quickly become indomitable
tyrants over mortals thanks to their large charisma.
The good Empyreans tend to have largely beneficial effects
and are largely helpful to those that are good. However, they
spend much time away from the world of mortals, preferring
to reside on the Upper Planes with their parents.
Good Empyreans that fall in battle are often recreated by
their godly parents. Evil ones that have displeased their
parents will usually never be revived, which is one of the risks
of becoming evil.
Empyreans remain detached from the mortal realms.
However, sometimes, Kings or other similar leaders send
messengers to ask advice of the Empyreans due to their large
life spans. The evil Empyreans tend to be against the general
ideals represented by the rest of their race. They only talk to
mortals to dominate them or to manipulate them in some
way.

141

Behavioral Observations

Most Empyreans enjoy goodness. They enjoy helping people


and making things better. However, they prefer freedom, due
to the chaotic nature of their blood. Because of this chaotic
blood, they do not spend much time amongst mortals who
often constrain themselves with laws. Instead they prefer to
worry about their own happiness and despite their best
intensions occasionally hurt others attempting to do what
they feel are right. Empyreans enjoy serenity in all things.
They love spending their time in the glade fields of the Upper
Planes.
The Evil Empyreans are similar. They enjoy power and
control and view themselves as vastly above mortals. Because
they cannot live in the Upper Planes without the gods
destroying them, they descend below the Upper Planes and
choose to take over the material planes. Here they conquer
and become tyrants that rule almost for millennia till some
band of heroes replaces them.

Intra-species observations

Empyreans enjoy the company of other Empyreans holding


feasts in their homes. However, they dislike evil and prefer a
more chaotic environment. The few evil empyreans that
attempt to remain in the Upper Planes are quickly killed.
DM's Toolkit Empyreans can make for incredible high level
enemies and friends alike. Specifically, they serve the role of
BBEGs for campaigns that can involve freeing entire nations
from the grasp of a tyrant. Something this heroic that would
place your PCs in a textbook! Other times, the Empyrean
could be used as the end of a long expedition searching for
celestial advice for dealing with a BBEG or an ally against an
enemy that your PCs may not be able to handle. Don't tell
your PCs that Empyreans can be revived and have one as
their ally die. Revive him later for an awesome uplifting
moment. (Keeping in mind you have to build a bond between
the PCs and the Empyrean).
Because of the belief that Empyreans can heal with
happiness, maybe the PCs are tasked with taking a sick
person and gifts to the Empyrean.
Outside of story, Empyreans are strong enemies that have
high AC and incredible resistance. Their strength makes
them a threat to party members that are weak to direct
attacks and their innate spellcasting skills makes them a
threat to the party members weak against magic. They are a
great well rounded threat. Toss in a few underlings and the
fights become incredibly difficult to win. The best part is they
can be used in both normal campaigns as well as in evil
campaigns.

142

Erinyes

Three beautiful winged figures land on the steps of a


resplendent structure of gold, silver, and marble. It is an
Areiopagos, a place of celestial justice. The trio storm up the
stairs and barge through the gigantic double doors startling a
group of celestials chatting inside. Continuing inward the
three figures ignore the bystanders as they approach the
center of the building. There, sitting high on opulent thrones
flanked by marble columns are nine magnificent archons.
Arbiters, judges, philosophers, beings that seek to uphold law
in its magnificence. With a quick bow the leader of the trio
speaks with the strength of a thousand guardsmen.
"Forgive me for our intrusion. There is another human
actively evading those hunting him down for his crimes. I
request permission to stop him."
One of the archons with a head of a regal hawk looks down
upon the three with stern eyes. Its voice, as firm as stone,
carries the beauty of a harp. "His retribution will come.
Mortals are short lived and their sins swiftly catch them."
"But what if he finds a way out? What if he makes a deal? He
has committed horrible acts and needs to pay!" Her
passionate intonation rapidly grows louder as she speaks.
The archon responds, his tone measured. "You believe he
deserves justice?"
"I believe he deserves punishment!" She shouts, words
echoing off the silent columns. "I wish to..."
The hawk headed archon silences her with a hand and
leans back in its throne. "And that is why you will not receive
authorization to leave. Punishment is not an end but a means
to enact justice; and justice" The archon pauses, glaring at
her like a disapproving father "is clearly not your aim. Speak
not of this again."
The leader of the three throws her hands up in disgust and
gestures to her siblings to leave. As they storm back out the
door and take flight, the three fume with frustration, with
anger never experienced before. The siblings look at each
other, knowing that each shares the same conviction. One by
one they dive through the magnificent skies of Arcadia and
plunge into the material plane where their quarry hides.
The three swiftly catch the man cowering under a tree,
hiding from his pursuers. Like the sword of the great warrior
Damocles, the angels descend upon him. First, the eldest
strikes, delivering a wicked blow that brings the man to his
knees. The middle strikes next, knocking him to the ground.
Finally, the youngest attacks, hammering the man's face into
the earth. Standing over this beaten man bleeding in the dirt,
the trio of angels look at each other.
Their rage had not been abated; in fact it seemed to have
grown. Below that feeling was something else, something
primal and powerful. Joy, sadistic pleasure derived from their
gleeful torture, giving him what they believed he deserved.
As the night progressed, the angels grew ever more brutal
with their attacks. They built off one another's progressively
more brutal assaults. The first fashioned a rope from her hair,
using it to lash and restrain their target.
The second employed healing magic to allow for ever more
brutal assaults. The third turned their weapons into the
cruelest implements of torture.

When the sun finally dared to peek above the horizon, the
eviscerated corpse of the man lay dead on the earth. The
three angles looked at each other, exhilarated, their
pearlescent wings stained crimson by blood. There was no
remorse in their eyes, no hint of guilt, but no satisfaction
either. The hatred, a feeling nigh alien to them for centuries,
still lurked in their hearts, muted but unremitting. One by one
they took wing, returning home only to speak of this night in
hushed whispers. But, as they ascended, gravity pulled back.
Despite their efforts they were pulled earthward, slowly at
first, but soon they were in free fall. Bracing for a crash the
three hurdled through the ground, continuing ever downward.
When they opened their eyes the three found themselves in
a realm of fire and brimstone. Horrific screams could be
heard in the distance and untold monstrosities lurked in the
shadows. They knew they should be afraid, they should clutch
their weapons and steel themselves for battle, but something
deep within told them this was no longer hostile territory.
With eyes that now burned with hellfire they examined each
other and their new home. It was in that moment that they
understood who they truly were. The feeling inside of them,
the feeling that drove them wasn't mere anger or hatred. It
was fury.
-From *The Legend of the Erinyes"
Littering the skies of Baator, Erinyes, also known as furies,
are a common sight to any planar traveler. All are descended
from three angels who fell from Arcadia eons ago and all still
bear their likeness to this day. Erinyes are said to be beings of
vengeance, but in the eons since the species was first born
they have grown into much more.

Physiological Observations

While almost all devils are twisted, horrific monstrosities,


Erinyes appear to be beautiful men and women. They tend to
be of an average height of 6ft with well-toned bodies. Almost
angelic in a sense, the dark coloration of their wings and their
fierce red eyes belie their true nature. The youngest Erinyes
have wings of blood red that gradually darken to black as they
age. Once an Erinyes ages beyond a certain point, their wings
begin to gradually shed feathers until only bone remains.
These Erinyes are by far the oldest, most dangerous, and
most sadistic of their kind.
Erinyes tend to be outfitted in a manner that gives them a
more intimidating visage. Spiky plate mail and helmets
adorned with horns are incredibly common along with their
flashy weapons. Erinyes typically use wicked serrated blades
and longbows with barbed arrows. Often, Erinyes carry ropes
woven from their own hair that are able to act autonomously
in a manner not dissimilar to a serpent. Erinyes have
developed numerous ways to utilize these ropes in combat.

143

Most devils come into existence from the forsaken souls of


the dammed. Erinyes however, are born in a manner most
mortals would consider natural. An Erinyes' parent can be
another Erinyes or one of the greater devils who tend to be
fond of them. In a world full of bleak scenes and revolting
creatures, an Erinyes' beauty provides welcome respite.
There is much philosophical debate over whether or not
Erinyes are born innately evil. There is a common belief
among many extraplanar scholars that Erinyes are born
walking the line of good and evil. Their immediate parentage
points them towards ill but their ancestry towards
righteousness. Regardless of whether or not this is the case,
any semblance of benevolence is swiftly and mercilessly
beaten out of young Erinyes by their parents.
Erinyes mature at about the same rate as humans, but their
childhood is one of suffering and rigid order. When their
parents and devilish society at large aren't literally beating
their worldview into them, young Erinyes spend their time
learning and training. By the age of 10 years (as measured on
the material plane) Erinyes are formidable warriors and
possess a working knowledge of magic and the planes. It is at
this point that these young Erinyes enter the forces of Baator
proper to begin their eternity of service. There have been
attempts by various good natured individuals to rescue
Erinyes before they reach this point hoping to usher them to
good. Unfortunately, these good intentioned missions are
almost always deadly failures.

Behavioral Observations

There are many different types of Erinyes with a diverse


spectrum of personalities and worldviews. That said there is
one key principle that unites these vile creatures: the desire
to punish wrongdoers. To some, it is a passing fancy,
something not to be pursued with zeal but enjoyed as it
comes. To others it is an obsession chased at every
opportunity. While this may sound borderline virtuous, even a
cursory examination of their methods and motivations
reveals them to be as malicious as any denizen of the Nine
Hells.
True good comes from justice and penance, not
punishment. Those of a pure heart do not seek to make
wrongdoers suffer but rather to restore a karmic balance and
(hopefully) to reform the wrongdoer into someone worthy of
redemption. Punishment is often the means with which this
end is reached. To an Erinyes however, punishment is the end.
The thrill of vengeance, the joy of making others suffer is
drives them. The twisted sense of justice is but a thin
justification for their wicked hearts. These seemingly
conflicting ideals are a carryover from their angelic heritage
twisted by the cruelty of Baator. A criminal who repents for
his sins and has a true change of heart will receive no mercy
from an Erinyes.
Erinyes are also bound to a deep sense of honor reinforced
by both the strict hierarchy of hell and their ancestry. They
make soldiers that are brutally efficient and, most
importantly, loyal to the end. It is exceedingly rare for an
Erinyes to engage in an act of deception, they prefer to act
frankly and decisively. This is one of the man distinguishers
from succubi.

144

Societal Observations

Erinyes exist in a strange place within the fiendish caste


system. While most devils are born at the very bottom and
constantly attempt to claw their way up the ranks, Erinyes are
born about halfway up the ladder but have almost no hope of
promotion. This strange placement coupled with their sense
of honor makes them favored agents of greater devils, as
Erinyes are powerful enough to be quite useful but are not a
threat to one's status. Thus, many
Erinyes are privy to information or powers that their
masters would usually keep to themselves. Some leverage
this to gain more influence within the infernal hierarchy or
preferred appointments.
The one chance an Erinyes has for promotion is to become
a pleasure devil. These greater devils occupy some of the
highest levels of Baator and almost exclusively spend their
time corrupting virtuous mortals. Only Erinyes that operate
on the material plane (known as Alecto) are eligible to be
promoted. Many actively resist promotion as it precludes
them from engaging in the activities they revel in such as
combat, command, and torture. These Erinyes get much
more satisfaction out of their current lot than they would
from promotion. However, those that truly excel at
condemning the souls of mortals, strive for a chance to
become something greater.

Erinyes Specialties

Erinyes can be roughly divided into three main disciplines


within the Nine Hells. The first are the Alecto who work on
the mortal plane. These individuals engage in many activities,
almost all of which involve collecting souls for their masters.
They have been known to hunt down wrongdoers on the path
to atonement to slowly and mercilessly cut their journey short
assuring their soul makes its way to the Shelves of Despond.
The Alecto are also the Erinyes who coerce individuals to
the lure of evil. Whether it is taking the form of an individual
so alluring one is willing to sell their soul for a night with
them or taking a position as a trusted advisor coaxing a
leader down a darker path. However, it is rather uncommon
for an Erinyes to have the patience for such slow subversive
methods as most prefer to act more decisively. The few
devious Erinyes who revel in this work are the select few who
are able to ascend to the rank of pleasure devil.
The job many Alecto take the most pleasure in carrying out
is the execution of Faustian pacts, particularly those that
involve vengeance, punishment, or the dreaded "Curse of the
Erinyes". Taking after their progenitors, Erinyes are adept at
exacting vengeance and punishment. They delight in creative
and gruesome ways to cause agony to extract every last bit of
suffering from an individual before sending them below to
begin the process anew. Often, a jilted lover or irked business
partner will call an Erinyes down only to be horrified at the
sheer depraved lengths Erinyes are willing to go when
exacting said revenge.

Megaera is the second class of Erinyes. Their vocation is


coveted by the vast majority of Erinyes. Megaera are always
selected from members of the other two groups who prove
themselves to be particularly adept at torture. These
individuals spend their time tormenting the souls of a select
group of the dammed. Megaera have a particular talent for
inflicting what they call "justice" upon those who commit
particularly barbaric crimes. Slowly, and for as long as
possible, Megaera sadistically torment these souls driving
them slowly mad. Megaera are by far the most dangerous and
cruel Erinyes to encounter. Fortunately, unless your soul has
been condemned it is extremely unlikely to meet one.
Tisiphone is the final designation of Erinyes. They are the
guardians, the vanguards, and the soldiers. Tisiphone are the
Erinyes one sees patrolling the skies of the nine hells, leading
contingents of lesser devils on the fields of war, called to the
side of greater devils in combat, and even serving as infernal
lawyers in the Diabolical Courts of Abriymoch. Tisiphone are
the most numerous of Erinyes as they serve a relatively
unique niche within Baator.
As only a select group of Alecto are even eligible for
advancement within the hierarchy, greater devils place much
trust in the Tisiphone, using them for special tasks and
important duties. Tisiphone are, in turn, more loyal and
reliable than any other devil. While the most exceptional of
Tisiphone do not get promoted, they are assigned to the most
coveted of positions, such as high level commanders or
interdictors.

The Curse of the Erinyes

One of the greatest horrors a mortal can call down upon


another is the Curse of the Erinyes. Unlike the majority of
curses, the Curse of the Erinyes can only be invoked through
a direct pact with an Erinyes. Once the agreement has been
reached the invoker's soul is forfeit and the Erinyes who
made the pact will descend upon its target. The process is
slow, horrific, and almost undetectable as only a minor
tracking curse can be identified by even the greatest clerics.
First the Erinyes bring misfortune upon their quarry. Slowly,
their trust in their friends, family, society, and even reality
itself is eroded.
Second, an unnatural hunger sets in coupled with revulsion
for food. No amount of consumption will sate this hunger and
often, food only exacerbates the suffering.
Third, sickness finds its way into the target's life. It doesn't
always descend upon the target of the curse however, those
they care about could instead be struck deathly ill.
Fourth, madness descends upon the target. The process is
slow and surreptitious as Erinyes take great care to
personalize the creeping onset of madness, consuming even
the strongest of will. Unlike magical insanity, this madness is
not easily reversed for the process is insidious in its
mundanity.
Finally, death comes for the target. It is not swift, it is not
peaceful, and it is not merciful. Death is usually the most
torturous part of the endeavor. Truly a fate no soul with an
iota of a conscious would honestly wish upon another. The
entire process can take months if not years, turning the very
world into the subject's own living hell.

If an Erinyes is successful in their endeavor, they will


collect both the souls of both he who called down the curse
and he who it was called upon. The Erinyes often makes sure
the two individuals meet upon their arrival to the river Styx. It
is possible to remove the curse of the Erinyes, but it is a task
only completed by the cursed. Unlike many other curses, the
Erinyes must be warded off for it will not relent. One must
first complete a right of purification and, if a patron of good
answers the call, a grand task of atonement must be
undertaken to ward off the tormentor. The few who
successfully ward off the curse may gain the favor of their
patron to champion the cause of good.

Variants

White Winged- These Erinyes do not inherit the tarnished


wings of their parents. Their wings retain the milky hue of
angels making them natural deceivers. From a young age
these Erinyes are pressured into using their appearance to
take advantage of those foolish enough to trust them. These
individuals are arguably the most dangerous of all Erinyes as
their skills of manipulation and subterfuge become incredibly
potent over the eons.
Redeemed- Every now and then an Erinyes will reject their
parentage and seek to redeem themselves in the eyes of good.
These individuals steal away from the deep reaches of Baator
and seek forgiveness. The denizens of the upper planes are
not fools however and it may take thousands of years to gain
their trust. Redeemed are most often encountered on the
neutral or material planes where they prove their worth
through selfless acts.
Wings of Hades - The most powerful and dangerous of all
Erinyes. Wings of Hades are ancient creatures having
survived and grown through thousands of years in the lower
planes. These beings surpass the caste system of the Nine
Hells to exclusively hunt the denizens of the upper planes.
Wings of Hades have all but lost the beauty of their brethren.
Their feathers have fallen from their wings, their skin has
hardened into a wrinkled carapace, and hair has grown long
and bedraggled. Their hair now attempts to grab and drain
the life out of anything that gets too close. Those who have
made allegiances within the upper planes must be wary; the
Wings of Hades are one of their greatest threats.

145

DM's Toolkit
Erinyes are interesting creatures. While they're
unilaterally described as attractive to humans and
the like, they are not usually described as seducers.
Furthermore, their origin in Greek mythology has
nothing to do with seduction or temptation. These
are beings of punishment and vengeance. If you
need a sexy demonic seducer, the succubus and
incubus fill the role perfectly. It is a disservice to
Erinyes everywhere to just treat them like
succubae.
The Curse of the Erinyes can make for an
interesting plot development. It places the target
on a timer to complete whatever task set before
them and it should make them loathe whoever
placed the curse upon them. If a player sets you up
to place it upon them, it can be a great way to
guide the party in a particular direction.
It is very likely any extraplanar travelers will
encounter an Erinyes at some point. They are often
used as couriers, scouts, soldiers, and guards. Of all
the devils, Erinyes are some of the most combative
and will likely treat the party with disdain at best.
Erinyes on the material plane tend to be less
subtle than most other devil agents. While a more
cunning devil will be the grand vizier manipulating
the king into allowing horrible individuals to
influence his kingdom, an Erinyes may be the king's
head general yelling "THIS MEANS WAR!"
Make good use of the ropes Erinyes carry with
them in combat. Having a tool constantly
attempting to ensnare, trip, and hinder attackers
can turn the tide of a fight.

146

Ettercap

"The Webbed Woods? Now why would you want to go there?


No spider alive or dead should spin webs of that size and
strength. Hells, ain't nobody seen a spider in those woods for
centuries, and yet those webs remain."
--Crazy Gregory
"Rutger still tells stories of what he seen in there, hunched,
fat, purple-skinned men with spiders for heads and fangs for
fingers, spittin' web and riding giant spiders up and down the
trees. Don't pay him no heed; ol' Greg's never been quite the
same since his wife passed, not that he made much sense
before."
--Carroway Saddlebaum, farmer

Introduction

The ettercap. Believed by some to be descended from a cult


of arachnid worshipping druids, these humanoid aberrations
possess a low, primal intelligence and hunt prey instinctually.
Some have argued that, very rarely, an abnormally intelligent
ettercap is born which can learn to communicate, and even
study magic. A true scholar cannot rely on such an
abnormality to be replicated, so, for now, this can be regarded
as conjecture.

Physiological Observations

Ettercaps stand as tall as a man and weigh as much. Their


lifecycle mimics that of a human, perhaps lending weight to
the aforementioned idea of their origin. That, however, is
where the similarities end.
The most commonly known is the forest ettercap. Their
thin, lean, digitigrade legs support a bulbous, distended,
oversized abdomen, from which they project their webbing. A
hideous, fanged, spider-like face protrudes from its hunched,
hulking upper body, with long, muscular arms that finish in
large, black claws. Their skin maintains a greyish-purple hue,
with a light, ivory chest and underbelly. These ettercaps
possess a necrotic venom, which rapidly rots infected flesh.
Desert ettercaps dig burrows deep underground from
which they launch lightning strikes at unsuspecting
passersby. These monstrosities forego the mauve skin of their
woodland cousins for a sleek, shiny, jet black tone, making an
all ready terrifying creature more sinister. Rather than
bulbous and soft, desert ettercaps have a chitinous, shell-like
hide and a much more muscular physique, as they require
less of their bodymass devoted to web production.
Instead of building elaborate traps and snares, their use of
webbing amounts to what we would see as bedding and
security. Their sandy burrows are lined with their silk for
ease of movement, while the area surrounding its den is a
complicated sequence of trip wires, allowing the ettercap to
pinpoint the location of its victim beyond its tremorsense.
Neurotoxic venom paralyses prey, allowing for their oversized
fangs to tear the body apart for later consumption.

Leaping ettercaps range from green to yellow hues and live


in foothills and grassy plains. Blending in with their
environment and smaller than other ettercaps, their primary
attributes are patience and stealth. Without any sort of
webbing, their lithe, thin bodies are built to hunt. With
oversized legs and smaller arms, leaping ettercaps are not
well suited to fighting or chasing. The venom of the leaping
ettercap acts as a sedative, and once its prey has been bitten,
the ettercap will allow it to flee, tracking the victim until it
passes into slumber. Once it has re-captured its prey, the
sleeping creature is dragged back to its den, in which it never
awakens.
The hunter ettercap can be any of several shades of brown.
The only ettercap to possess fur, the hunter has particularly
powerful forearms that allow it to sprint, not unlike an ape.
The most energetic of their brethren, slowly creeping to their
target before sprinting at great speeds to catch prey off guard.
Their primary offensive tactic seems to be crushing prey
against their enormous girth. Paralytic venom and powerful
hooks ensure that once ensnared, its meal cannot escape.
There have been sightings of ettercaps adapted to
swimming; a frill jutting from and following the spine,
webbed toes, and in place of the usual scythelike claws are
three-pronged, webbed, chitinous spears. The habitat of these
horrendous creatures has not been located; all we know of
them is from half-drunk accounts of frightened fishermen.

Social Observations

Ettercaps are solitary, cowardly creatures who only socialize


to mate. The females tend to be more intelligent than the
males, and usually dominate them in mating rituals. Not
uncommonly, the male is killed during the act, to be eaten by
the mother, or cocooned and saved for her offspring.
The only companions an ettercap possesses are the natural
spiders with which it shares its lair, tending to them as a
shepherd to his flock. Occasionally, ettercaps will keep giant
spiders as pets in a twisted mimicry of the relationship
between a hound and its master.
More cautious than aggressive, multiple ettercaps may take
up residence within another's territory as long as there is
enough prey for both of them. When short on food, ettercaps
are not above resorting to cannibalism, especially the hunter
variety.

Behavioural Observations

Ettercaps hunt much as spiders do, laying traps and weaving


mazes of webs, patiently stalking its prey from afar. Cowardly,
ettercaps will flee if its intended prey proves to be too much
of a threat, content to let the thing wander until a better
opportunity to strike presents itself. Those who seem to
evade the traps of the ettercap may find themselves the victim
of a web garrote or venomous bite, both methods attempting
to subdue its prey without great risk to itself.
The digestive system of the ettercap is much more complex
than our own. With the exception of the hunter ettercap,
digestion occurs outside of the body. Thus, the hunter is the
only ettercap at risk of parasites or food poisoning. Once prey
has been successfully subdued, the ettercap returns to its
nest where it weaves a cauldron-like cocoon for its meal.
Digestive enzymes are then vomited into this cocoon where
the victim is dissolved into a drinkable soup which is then
drunk by the ettercap.
147

Interspecies Observations

Ettercaps view nearly all other species as the same: food. The
only exception to this is the fey, for which ettercaps possess a
particular enmity and singular hunger. They enjoy nothing
more than devouring a captured pixie or sprite, even going so
far as smothering a dryad's tree completely with web, in some
misguided attempt to catch and eat it.
The only species with which ettercaps seem to have a
positive relationship are spiders. It is unknown for what
purpose ettercaps seem to domesticate both the common and
giant spider, as their intelligence is unlikely to be able to allow
for any sort of husbandry. It is possible they feel some primal
kinship with arachnids. It is unknown how ettercaps would
react to a servant of Lolth. Perhaps we are lucky that no
drider has subverted a number of ettercaps to its worship.
Such an organization would surely be a blight on whichever
land it existed.

DM's Toolkit
The ettercap makes for an interesting encounter.
Perhaps some children of a nearby town have
disappeared after wandering too close to an
ettercap's territory, there is a very limited window
of opportunity to rescue them and provide an antivenom or magical healing before they are killed and
eaten. Perhaps the PCs are forced to travel through
ettercap infested land in order to reach their
destination, being stalked from the shadows as
they travel.
Perhaps they are caught unaware as they wander
over the den of a burrower hidden in the sand.
Mechanically, a battle with and ettercap allows
the DM to combine elements of deadly traps,
mazes, and combat all in one encounter. Cowardly
as they are, be sure to only reveal the ettercap
when it is convinced the fight will be in its favor.
Play with the predatory nature of it in its habitat.
Tell the players they see hulking shadows scurrying
up the trees and behind cocoons of web. Let them
get deeper into the web labyrinth before they
realize they are lost. Describe the bones and
equipment strung between the trees. Entice them
with magical items that are theirs for the taking if
they can only pry them free of the web.
Play with some variants on the standard ettercap.
Maybe the venom grants the restrained condition
on a failed save, instead of bonus damage. I spent a
lot of time researching real-world spiders for
inspiration. (GOODBYE SLEEP) Many spiders have
unique hunting and trapping methods. Maybe your
ettercaps forego webbing entirely. Maybe they
possess powerful legs for leaping strikes. There is
one thing all spiders have in common, though:
patience. The longer the ettercap waits to strike,
the more terrifying it becomes.

148

Ettin

"They're a funny and stupid sort. Don't worry about MekTar


he'll be no trouble for us to get around*
-- last words of Radial the Human Mage

Introduction

Ettin are a strange creature that's hard to pinpoint a


classification. They resemble orc, giants, and ogres in some
strange compilation where an extra head was forgotten by
the gods. Large lumbering giants standing around 15 feet tall
make for a menacing sight for any adventurer. They smell are
dirty and seemingly lazy. Ettin are not afraid to bully smaller
creatures for mundane tasks but seem to be solitary most of
the time.
In short they're not pretty and not pretty smelling. Ettin are
solitary for their awful demeanor and even more awful
manners. There are not many creatures who can stand to be
around them even their own kind it seems. Yet there seems
that there should be more to them than mindless brutes,
hence my investigation. The findings were surprising to say
the least.

Physiological Observations

Ettin as mentioned before giants standing at 15 feet tall with


many orc features and two distinct heads. They have the pig
like noses and greenish to light brown skin coloring much
like orcs but long flowing wild thick hair like that of an ogre.
They normally don't wear much than a loin cloth in
comfortable temperatures made of hides and skins seemingly
hastily stitched together.
The two headedness of Ettin is their most striking feature
and it seems greatest disadvantage. They are unique in
features for each head like that of the uniqueness between
any face. It seems that they are always the same sex with no
reported male and female heads reported. In that they are
separate with unique personalities and preferences. The
unfortunate part is that they share the same body from the
necks down. Each head controls their respective sides of
their bodies and it seems to make them uncoordinated and
clumsy creatures indeed. They can fight well enough when
they do fight seemingly coordinated actions. When they work
in unison the Ettin can be a powerful enemy to any creature.
While not engaged in a singular goal the ettin are combative
with each other. They sneer and make backwards comments
and harsh jokes at each other in open contempt. They
constantly argue and mutter with each other. Having grown
up together it would be thought that they'd learn to live with
another but only seem to grow up in contempt for only being
half in control of their body. The profanity and slurs that they
speak to each other in are enough to make a denizen of the
lower planes blush at times.
Most Ettin are unbathed and poorly dressed slobs. They
reek of past meals spilled on themselves and gory matted
hair and clothes from past battles. They hardly care to clean
up for any reason or even get up unless to find food or
necessity demands so. They are foul in personality and
presence making them ugly creatures in and out.

They live in many regions of the world like orcs or humans


with no real preferred climate or habitat. They seem to prefer
a solitary cave, glade or anything really away from other
sentient beings. They are not overly territorial and share their
home with animals sometimes taking kindly to them as pets
but often the bickering keeps most animals away. Ettin do not
value good or treasures like many sentient races do, or even
community like most. Above all they value privacy. They do
like a more comfortable living and will strike deals for their
considerable strength to gain wealth but never for any
extended amount of time. Dealing with constant harassments
and annoyances they are quick to anger and violence. Their
unbridled rage is almost uncontainable and makes them
extremely dangerous to those in their path. They are good for
brutes or guards to potential employers and do their jobs very
well but can be unpredictable enough that this is rare. Ettins
will live between 60 and 70 years until they can no longer
hunt for themselves or force others to do so. Ettin names are
self-given and typically central to the head. UrukDahk is an
Ettin comprised of the individuals UruK and his sibling Dahk
is one example.

Social Observations

Ettin are extremely solitary to other members of their race


unless they are somehow in debt to or in league with a
greater force or for mating. They are possibly even fouler in
behavior to other members of their kind than themselves
making for an unpleasant sight for anyone or anything to
behold.
Mating seems to only occur out of sheer reluctance of
nature's call. The female's being the more dominant sex
always seek out a male for bearing children and bully them or
physically force them into the act. During pregnancy and
early childhood the female relaxes and makes the male tend
to her every need. Food, drink are demanded and then the
male is sent off from her sight until needed again.
Children are seen as a necessary burden of their existence
and once only a few years old are sent off into the wilds to
deal with life as it comes. Not many children would describe
themselves as loved or even cared for in their early years by
their parents just given the means to survive. No discipline
guidance or care is offered before the family departs to go to
their solitary existences.
Ettin children often do survive on their own given their
considerable strength and size being almost 2 feet tall at
birth. Once they are only 2 to 3 years old and capable they
take off hunting and foraging on their own in search for a
suitable cave or similar secluded area to call their own. This
is a forced departure when the mother sends the father and
child away to be on her own once again.
Ettin fathers are far from caring to their children and
openly contempt them for being the reason of their forced
labors. They long to be rid of the responsibilities and depart
as quickly as possible, usually after the first year. The mother
then will indenture the child to do her bidding, once the
father escapes.

149

Intra-species Observations

Ettins seems to be aggressive with almost any other sentient


creature in attitude but don't attack on site. They more
consider the options of food and who gets what part. They are
not picky eaters and eat almost anything they can when given
the opportunity. They do parley for food or wealth and do so
only when bested or they believe themselves in danger.
Ettin are excellent fighters as mentioned as they seem to
come to a clarity and coordination in battle. It seems to come
naturally to them when the stakes are a bit higher. They move
in coordination and attack with an uncanny efficiency given
the ability to process information in battle twice as much as a
single individual. It's not uncommon for Ettin to be using a
weapon in each hand with great efficiency.
They are often taken advantage of other creatures who
know how to play each head against each other making the
argument more of the focus than the common task or enemy
the Ettin shares. Tales of adventurers escaping the dinner
table using this tactic are not unheard of and in-fact a
children favorite for some human communities.

The Ettin's Dilemma

I have observed another side to Ettins and their ways that


may go against all previous conventional wisdom. As
previously described Ettin seem to live very solitary and
miserable lives with only desiring to be left alone. They are
harsh angry and aggressive to most beings including their
attached siblings wanting no contact with any other creatures
and over indulging in self pleasures when possible. Having
studied many beings across the realms this seems as an odd
state of being so I looked to other creatures of similar
behaviors and my results were astonishing.
It seems that Ettin are products in demeanor of harsh
mental and physical abuse. This behavior can be seen in
almost all sentient races who have suffered as such from an
early age. I do not know the cause of such an upbringing only
to theorize that parents seem to conduct themselves as their
parents did. This perpetuation that plagues most Ettins is
deep and long running that further perpetuates in each
generation. This explains the harsh and solitary behaviors
and even the bad hygiene in a self loathing that's been
instilled from an early age that seems to be lashed out
uncontrollably at any and all directions including their sibling.
I came to this question as I had found a fully functioning
Ettin who was not abused but cared for by a surrogate elven
community from childhood. I do not know what drove the
Elves to put aside the preconceptions and accept an Ettin into
their community when they rarely do so for other races such
as dwarves or humans but the differences were astonishing.
Further investigation is needed on this matter but
interviewing the typical Ettin is far from easy and talking
about such personal endeavors seems far from their interest.
For now I only know of RabThom the goodly Elvish raised
Ettin, there must be more out there.

150

Having no other subjects to base this on but it seems that


Ettin who are raised with a healthy upbringing are more akin
to an orc. While crude and violent they are not necessarily
evil and they seem to relish battle. RabThom enjoyed how
when focused on a singular goal such as battle he felt the best
and was a very apt forest guardian. Rab informed me that he
controlled the left side while Thom controlled the right, yet in
battle both could at will move any part needed and rarely did
they disagree in such a situation. They trusted their limbs to
their respective brother while they focused on another aspect
of the fight. RabThom had his disagreements but more akin
to that of siblings who care for another and who are very
close then that of hated enemies. RabThom also was a very
well dressed and bathed creature in comparison to most
humans which may have been a personality trait or
something garnered from the elves.

Variants

As with many creatures in the world Ettin come in a few


variants depending on some differences
Abused Ettin - As described for the most part of ettin upbringing and society. They live all around and are aggressive
harsh and violent thinking beings more concerned with
themselves then most anything else.
Adjusted Ettin - As described above for RabThom they are
far more agreeable mild mannered and thankfully well
hygiene minded individuals. They seem to still enjoy battle
instinctually but not so much so to attack anything and
anyone without good reason.
Tri-headed Ettin - A very rare occurrence that seemed to be
an even better killing machine with a head controlling each
arm and the other controlling the legs. But with more arguing
it seemed as a downside outside of their common goal.

DM's Toolbox
Ettin are a good fantastical creature to use and
work well as a tougher challenge when paired with
orcs or goblin kin. Ettin are typically depicted as a
dumb smelly brute but as a DM you can adjust that
to anything you need in your campaign. Keep in
mind that an Ettin is actually 2 individuals (or 3) in
the same body and using that can make for an
interesting encounter both in and out of combat.

Faerie Dragon

" . . heehee . ." There it was again! Borgog snapped his head
around looking for the source of the sound but the giant
could see nothing but gravel and shrubs. Puzzled, he turned
his attention back to the large fruit cake sitting on the
pathway. Suspicion winked in the back of his mind but
Borgog's hunger brushed it aside. He was glad to finally catch
a break after his run of bad luck. There had been the leg of
lamb a few days ago that had somehow turned to stone in his
mouth, shattering his canines. Then the dead Halfling he'd
stumbled upon yesterday that had the taste and texture of
night soil. And all the while, that constant giggling noise.

Introduction

Faerie Dragons (Draco Lascivus) are curious creatures that


straddle the Material realm and the Feywild. While generally
possessing a playful and generous nature, if threatened they
doggedly stalk and torment their victims with a variety of
malicious illusions.

Physiological Observations

Diminutive and agile, Faerie Dragons can live almost a


century. Born with a pinkish hue to their scales, they change
in color as the creature ages. The color of the scales moves
through the color spectrum while the creature matures,
settling on a vivid violet around the half-century mark.
The anatomy of the Faerie Dragon go some way toward
proving that the creature is Draconic in nature, rather than
Fey. They possess all the identifying features of the Draco
family; interleaving scales, leathery wings extending from
above the shoulder, and most tellingly a shriveled breath
gland. The gland expends a gas known to induce hysterics in
humanoids. The numbing and euphoric properties of the gas
make it extremely appealing to narcotic aficionados, but
healers have also been known to pay rich bounties for
samples of it.
The creature's magic is organic in nature and grows as the
creature ages similar to the greater Dragons. Perhaps due to
its small stature, the creature relies on illusory magic to
evade and confuse predators.
Faerie Dragons can turn invisible at will, but this feature is
not reliant on magic. The creature's scales seem to possess a
chameleonic quality, folding and reflecting light in such a way
that it appears to pass clean through the creature.

Behavioral Observations

While their larger cousins prefer to amount expansive hoards


of treasure and magical items, Faerie Dragons seem to lack
the attention span for material objects. A traveler that offers
up a shiny ring in exchange for information may well find the
ring discarded in the bushes only days later. They value
precious stones and children's sweets with equal regard,
temporary playthings who's only worth is their novelty.
The true hoard of a Faerie Dragon contains of riddles,
jokes, and gossip. They have a lasting memory for such
information. Wizards take note, while their obvious
intelligence and inherent magics makes them seem like ideal
familiars, take heed. They lack the patience for higher
learning, and their loyalty is directly linked to the amount of
attention they are given.

Intra-species Observations

Extremely talkative, Faerie Dragons are never found far from


intelligent creatures. They are particularly drawn toward
peaceable societies appearing to favor Halflings and Gnomes.
Faerie Dragons rarely stay in one area for any length of
time. They grow bored with the slow rate of change of most
societies, but will make a habit of visiting a town every few
years. The creatures seem especially drawn to adventuring
parties as they have similarly short attention spans. They may
not always make their presence known to the party, simply
following them curiously and occasionally pranking them
with tricky illusions.

Variant Species

A small colony of Faerie Dragons in the Tolgey region have


been observed to have taken on a permanent state of
invisibility. The high number of strange and dangerous beasts
in the region is believed to have driven this adaptation. These
Faerie dragons can only be spotted by their grinning teeth
floating in mid-air.
Like everything else in the region, they are suspicious of
humanoids and their default reaction is typically malicious.

Social Observations

When conversing with a Faerie Dragon, be wary of the


creature's playful nature. They are unable to resist the
opportunity for mischief, and will invariably give a misleading
answer rather than be helpful. An adventurer willing to
decode their riddles and misnomers will be able to extricate a
large quantity of information from them, whereas impatience
and literal translations will only lead to frustration.

151

DM's Toolkit
Faerie Dragons have very low HP, and extremely
limited ability to deal damage. Where they do excel
is through the wide variety of spells they possess,
as well as their euphoria breath.
They can turn a mundane encounter into a
chaotic one by directing their illusions at both the
players and the monsters, giggling all the while.
Scaling the Faerie Dragon for different level
parties is pretty much done perfectly in the
Monster Manual. Just move along the Rainbow a
few steps, and maybe add a handful of HP. Don't
underestimate the power of Polymorph, it scales to
fit any CR level.
Roleplay encounters are where these creatures
really shine. Illusory pranks, riddles, and trading
songs for information can all make great interludes
from the overbearing presence of gritty reality.

Further Inspiration

I like to portray Faerie Dragons as mischievous and


playful; the fun side of Chaotic Good. If you worry
about this being a little too light for your campaign,
malice intentions and survival instincts can be
amplified. The list
below is not comprehensive; it is merely a
sample of characters displaying a different aspect
of the trickster personality that you may like to use
for inspiration.
Bugs Bunny
Jerry (Tom and Jerry)
Scooby Doo
Puck (A Midsummer's Night Dream)
Jack Sparrow (Pirates of the Caribbean)
The Riddler (Batman)

152

Flameskull

"My old master sent me a request: he was having trouble


dealing with worrisome occurrences in a village near his
tower. Crop blights, dead livestock, villagers going missing all signs of potential dark magic. I arrived within the
fortnight, and found the door to his tower ajar. I entered and
was hit by a profane stench. It was familiar at first: his old
tomes, miscellaneous reagents, strange taxonomies. But it
smelt burnt... I can still smell it. My master's voice called out
to me, and I came running up the stairs to his study. When I
entered, a bright, green, light roared in front of me. And then
the laughing started."
-- Dalerion the Adept, speaking to an Archmage's Tribunal

Introduction

The Flameskull is an undead mystical creation, the result of a


profane ritual involving the head of a magically-attuned
individual. It is a simplistic and rigid, yet effective, guardian
that is bound to the commands it is given at its creation. It is
a skull, leafed in powerful flames that stalks silently and
imitates voice with frightening accuracy. It never rests and
follows its orders with maniacal efficiency, taking advantage
of the memories and magical prowess of its previous form. It
follows its commands to the letter, often producing intended
consequences for its creator.
Make no mistake; however, the Flameskull is not even a
shadow of its former self. It only borders on sanity, and woe
be to any ill-prepared adventurer who falls in its path. The
mage that once was is gone - and since the head is required,
they're usually dead.

Physiological Observations

The Flameskull, being a mystical creation, can be quite


different aesthetically but the general anatomy and function is
near ubiquitous. The Flameskull is defined by its very name;
it is a levitating flaming skull. The form of the skull depends
upon the race, age, and sex of the mage the skull was created
from but otherwise is completely bone. No flesh, muscle, or
other viscera remain. The Flameskull is continually wrapped
in a bright (usually green) flame that burns violently hot and
can be controlled by the Flameskull. It levitates above the
ground, and is animate by magical means. It has keen hearing
and sight, although rumors of a sense of taste remain yet
unverified.
They are as intelligent as their former selves, though
usually only speaking the languages of their creators. They
only faintly remember personal members, but otherwise have
accurate historical recollection.
Flameskulls move quickly, silently, and their flames can be
dulled to an infinitesimal glow (although never intentionally
extinguished.) Their skulls, no matter how old, remain
extremely strong; infused with the magical bindings that
created it. The Flameskull does not eat, drink, sleep, or
breath - it spends its existence executing it's given orders and
discerning how best to do so. It is lost otherwise.
The primary form of defense and combat used by
Flameskulls is their ability to use the magic of their former
self. They also inherently may focus rays of fire from their eye
sockets, and have been known to also bite.

A Flameskull may only be permanently killed by immersion


in holy water, or a spell that dispels magic or curses. If
otherwise killed, no matter how shattered, a Flameskull will
reform in as little as an hour.
Creation

The ritual to create a Flameskull is an inherent act of evil.


While not requiring the soul of the subject, it does require
their head and magical powers. This usually means death,
but in the case of a multi-headed sorcerer, or perhaps a
particularly well-prepared wizard, this may not spell death for
the subject.
First, the creator must acquire the head of a powerful
magic-user, usually by decapitation of some sort. Then,
specific runes found only in long-forgotten tomes must be
inscribed, in the blood of the caster, both in the flesh and on
an alabaster slab four paces by four paces large. The creator
must then find a flame that has burned continuously for one
hundred and eleven days - no less, no more. Using the fires of
this flame, the creator must melt down the hair, eyes, teeth,
and brains of the subject into an inkwell. With this ink, still
hot, the creator must write down their commands. Before the
ink cools, the parchment it was written on must be shoved
into the mouth of the head and then the head must be set
alight by the same flame used to melt down the ink.
After uttering profane words of binding, the flames will
turn a deep color and the remaining flesh (if there is any) will
melt off, and the Flameskull will begin to scream. It will not
stop for four days and four nights. It then follows the
commands it was given - they cannot be changed or modified
in any way.
There are a variety of points at which a ramshackle mad
wizard may go wrong: the ink may not have a proper binding
agent (gum arabic is recommended,) causing it to run and
sully the commands; the head may not have had the eyes
removed fully; or the runes used could be an age-old secret
for the transmutation of beets.

Social Observations

Flameskulls, in general, do not work well or cooperate with


one another. Often two or more Flameskulls will be set to the
same task, and begin to bicker and beguile one another - each
one perceiving that the other is compromising their goals.
They inherently do not trust one another, perhaps because
each understand the insanity lurking underneath them.
Multiple Flameskulls set to similar but different goals are
even worse, as they begin to be caught up in an internalbureaucracy tied to usually one hastily scrawled sentence.
Flameskulls whose tasks do not interact with one another
whatsoever are a rare encounter, but in those cases it goes
swimmingly. They revel in their tasks, complement each
other's flames, and discuss the nuances of their commands.
Often, those still bound by them will scheme with one
another on how to deceive and rid themselves of their chains.
Flameskulls of opposing goals fight to the death, with no
exceptions.
Flameskulls do not, otherwise, interact. They don't mate,
form social structures, or otherwise propagate a future.
Different Flameskulls feel differently about their tasks:
some are frustrated, others eager to serve, others eager to
have the opportunity to kill their creator and roam free.

153

Flameskulls often talk of "Freedom." Freedom from their


commands, freedom from their creators, even freedom from
sanity.

Behavioral Observations

Flameskulls are apt communicators because of their ability


to recall historical events quite well along with near-perfect
voice imitation. They usually simply use the voice of their
previous self, unless attempting to deceive an intruder or
mock something.
However, Flameskulls do not communicate often, unless
they have gone insane. The key to dealing and
communicating with a Flameskull is to discern, as quickly
and accurately as possible, if it is insane.
Sane Flameskulls will be reasonably suspicious of all who
approach it, but will be eager to offer as much information as
they can about their master and how someone might kill their
creator or free them from their commands.
However, this conversation is usually impossible as most
Flameskulls are given strict commands to kill all who come
near whatever they are guarding. (Absolutes, such as "kill all"
are quite dangerous terms to use for commands - as an
unwary creator has often learned.) However, insane
Flameskulls, those released from their bonds or having failed
to guard whatever it is they were guarding, are another
matter entirely. No longer bound to the very essence of their
creation, insane Flameskulls lash out with the remaining
fragments of their former life and tormenting contract. Their
ability for voice imitation is used to their fullest as they
terrorize all who come near them, without regard for life or
morality. Most take sick pleasure in luring people into traps
with the voices of hurt innocents before incinerating them
with their gaze. Some use riddles with no right answer
(unless death by fire is an acceptable one,) others simply use
their former self's ability for Illusion magic to force people
through twisting labyrinths with no end.
There is no limit to the extent of both the malice and
ingenuity of an insane Flameskull - they are utterly and
wholly lost to any chains that once bound them. A sane
Flameskull can be just as devious, though often more
restrained. While they crave freedom, they are still absolutely
evil.

Inter-Species Observations

All races are equal in the sight of a Flameskull, in that they


usually hate them all. Sometimes especial prejudices remain
from their past selves, but otherwise a Flameskull will view
anyone not sanctioned in their commands to be a possible
threat and never let down their guard.
Due to their usually secluded nature, guarding areas or
people of great and evil power, common folk do not usually
interact with Flameskulls and the more dramatic nature of
the Lich often causes it to overshadow the Flameskull.
Many encounters with Flameskulls throughout history
often simply become more exaggerated until it becomes the
story of a powerful Lich.

154

Rarely, Flameskulls are viewed as an alternative to


Lichdom. Their commands are usually something akin to
"Live free and well." The resulting Flameskull often has
existential crises, and go insane within the first few days of
activity. Flameskulls may be used as guards by secluded
mages and communities of evil creatures (though they must
be well-supplied and magically adept.)

DM's Toolkit
Flameskulls are good for a wide range of
encounters - from goofy to gritty. Combat wise,
they are suited for an early to mid level party but
may easily have their difficulty scaled up by adding
other spells to their abilities.
Their talkativeness, voice imitation, and odd
appearance allow a DM to capitalize on using and
honing their aural and visual imagery. Their
rejuvenation and spell-casting provide a variety of
ways a DM may use backstory, time-constraints,
and roleplay in order to make what may seem like a
one-off encounter have lasting repercussions. The
fact they are bound by commands and may have a
semblance of their old selves can introduce
interesting moral dilemmas for player characters.
I've included an example ritual of creation for
inspiration, utility in evil campaigns, and insight.
I've also included a short example list of encounter
and plot hooks based around Flameskulls.
A wizard of great renown has asked the party to
check up on his old colleague, whose last letter
described a recent crop blight in a small holdfast
near him.
The familiar of an ancient Druid approaches the
party, and leads them to an old and abandoned
tower in the forest. Beautiful and soft singing can
be heard from inside.
Rumors of a voice making prisoners go insane in
the castle dungeons are confirmed when the party
is sent there by a corrupt and sinister new lord.
The party encounters a Flameskull frustratingly
knitting together a small sweater with telekinesis. It
bemoans its fate to eternally "Knit for the Great
Dread Lord Nercomarth." Apparently, Nercomarth
wasn't the greatest speller.
The party happens upon a strange altar with
runes written in blood, a hastily written note on the
altar says "Don't trust the voices - especially the
dog." The party then hears the cries of a wounded
dog further in the distance.
An erratic Flameskull stands before two doors,
and offers a simplistic riddle to the correct door.
Both doors open to solid rock and the Flameskull
has no intention of letting the party exit with their
lives.

Flumph

"In my time spent in the underdark I was constantly in fear


for my life and stalked by horrors in the dark. Until I met the
strange Flumph. Since then I've never met such a friendly
and kind creature and I owe my life to them and happily call
them friends."
-- Underdark Survivor

Introduction

The flumph (used as both singular and plural) are creatures


that few find but almost always come back to tell the tale.
Flumph are known to be very kind and helpful to other
creatures of good alignment and are a welcome sight to most
in the underdark. They look physically weak but are highly
intelligent and extremely powerful psionically. Psionics
regard flumphs as powerful beings.
Their origins are unknown as no other creature seems to
be related in any way to a flumph, some theorizing they are of
another plane. Despite this otherworldly nature they are very
adapted to their lives in the underdark and seldom find their
selves in a dangerous situation that can't be handled.
Flumph will avoid any danger or simply just hide from any
potential threats. If they need to fight they employ hit and run
tactics and work as a team.

Physiological Observations

Flumph appear to be floating jellyfish at first sight. A dome


like body with tentacles hanging down sort of drifts through
the air. Where they differ is large eye stalks that sprout from
the dome and a large toothless mouth between the stalks
used only for breathing. They also glow soft inviting hues
belaying their emotions.
It has been observed that they normally are glowing soft
pinks as they are content and happy working throughout the
day. Other colors have been observed, Green seemed to show
curiosity, Blue was an indicator of sadness, Red was anger,
Yellow fear, Orange has been observed as a mix of fear and
anger usually observed in battle. It was also noted the more
brilliant the color the more intense the emotion.
The gentle drifting in the air is controlled by several air jets
attached at the bottom of the dome structure. They float
using the air to varying degree. They gulp in air and expel it
through the jets. There's a larger central air jet for fast
sudden movement that gives them their namesake for the
"Flumph" sound it makes. It's also noted that they do not
appreciate being called as such. It was noted that if they
happen to land eyestalks down they have trouble up righting
themselves. This was especially true for younger members of
the cloister. It's common practice for young to flip each other
and race to upright as it was called.
When in danger they prefer to hide and disguise
themselves as the glowing mushrooms commonly found in
their environment. A flumph will "sit" their tentacles on the
ground bunching them together to appear as a stalk of a
mushroom and retract the eye stalks and close their mouths.
It takes practice for a flumph as younger ones who have less
control of emotions may accidently attract intruders giving of
brilliant yellows.

When in battle they use their tentacles to club attackers


close to them. They will start by spraying a target with a foul
smelling liquid that is quite poisonous to other creatures.
They can only do this once a day so it's used sparingly. They
prefer to hit a target and disengage and let another flumph
move in for an attack. Because of this many attackers simply
gave up.
Flumph are considered very dangerous to psionic beings
as they feed off of psionic energy as a food source. Feeding
was never "observed" as they seem to just constantly do so
with ought any physical indication. They usually do this at a
safe distance and without notice from the beings they feed off
of. Illithid are the most common food source but in some
cases Aboleth and other psionic beings are found. Many of
the creatures they feed off of do not suffer any ill affects but
when too many feed off of them or feed too much they can
become weakened and even die as a result. This is dangerous
for the Flumph as they could be discovered if a community
becomes suspicious. It's hard for psionics to detect a flumph
as they are always protected by a shroud of psionic energy.
It's well known to Illithid that flumph are to be dealt with
physically, most of the time by slaves. Flumph are also found
outside of drow cities but in smaller cloisters as psionics are
less common in the race.
As a result of feeding they can see into the mind of the
victim and since they usually end up feeding on evil creatures
they end up seeing many evil and base acts. Being good
creatures they do not enjoy seeing such things and eventually
if built up enough can weigh on them heavily. They usually
"vent" to members of the community to relieve the stress but
those who can't vent can turn into a Dark Flumph.
Flumph can feed off of non-psionic creatures thoughts as
long as there is some amount of intelligence. Doing so is not
considered desirable as it can be excruciating to the victim
and is poor feeding. This is avoided most of the time but if
desperate they can do so.

Social Observations

Flumph live in groups called cloisters. They are composed of


usually 4 to 6 pairs of adults and there can be up to 1 child
per pair. This depends heavily on the availability of a food
source and can range upwards of 15 pairs. The pairs are
mated individuals that stay together for life usually raising 2
to 4 children over a life time. It seems that breeding numbers
were calculated as they would only replace members in lower
food source regions and build up in abundance. A flumph
lives around 50 to 60 years and once it finds a mate stays
with them for life. If a mate dies a Flumph will only last a few
hours as the profound depression can affect them so
completely that they'll die as a result. In a cloister other
members console the remaining mate as much as possible
but ultimately know their fate. The cloister has no reverence
for the dead bodies and simply moves them to a location
where scavengers won't be attracted to the cloister.

155

How Flumph reproduce wasn't revealed as it was considered


a private affair. It didn't seem to be a long affair as a pair
would float off and be back within a few hours. It was usually
reserved for the sleeping times of the cloister and didn't occur
very often. Flumph are pregnant for only a few months and
give birth through the large central jet. The central jet was
never used during pregnancy seeming to be a result of the
pregnancy. This seemed to be dangerous for the female so
the mated pair was usually protected and it seemed only 1
pair would be expecting at a time. Young are very quick to
learn and become fully mentally capable in a few days. Motor
skills were developed over a few weeks as newborns
instinctively crawl up onto the mother's dome. Newborns
immediately instinctively feed on the nearby food sources.
Children reach adulthood in a matter of 3 years. Once they
are newly adults they usually leave the cloister to find a
suitable mate which is referred to as the departure. The
cloister revered this leaving with fear for the child and was
very supportive. Typically children did not stay as a cloister
too large would be discovered. It was observed that this was a
very dangerous time for a flumph as they did not have any
member to "vent" to until they find a mate. The flumph emits
a psionic signal that indicates it is looking. When 2 potential
mates meet up they immediately vent. They seemed to then
search for a suitable food source away from their cloisters
although visiting from time to time socially. Eventually pairs
searching find other pairs and form their own cloisters.
Cloisters can sometimes not be far apart only a half mile or
so as food can be extremely abundant since a cloister can
usually feed off of only 1 or 2 psionic creatures. The more
powerful the creature, the better the food source.
Creatures like Aboleth can by themselves support a cloister
of 15 and still not feel any affects.
The community usually is concerned aside from feeding
with safety. All members of a cloister seem to immediately
accept a role and play its part to the key. There are teachers
or children watchers that guide young in groups to learn
about their world and explain things. There are alert sentries
for dangerous predators that are far from susceptible to
psionic defenses. Then there are cleaners that simply keep
the area they live in clean. There seems to be at least one
individual that is concerned with relations with other beings.
They will regularly communicate with other cloisters or be
the spokesperson to outsiders. There are also sometimes in
larger communities scouts to guide young in a safer direction
during the departure. Scouts would go long distances and
aside from the young themselves are most susceptible to
becoming Dark.

156

Intra-Species Observations

Flumph regard intelligent outsiders with curiosity or simply


avoid them. Being very intelligent and psionic they attempt to
communicate psionically they are unable to do so verbally. If
they can't communicate immediately they will very carefully
try and probe an intruder to determine motives and react
either friendly or go on alert. They will never reveal
themselves purposefully without determining if an outsider is
dangerous our not. If friendly they will attempt to
communicate to an individual visually by showing their
curiosity or green hue. They will then attempt to carefully
work their way into the outsider's thoughts to communicate.
Once communication is established they greet and welcome
good outsiders offering safety and information or any help
they can. Neutral individuals they are cautious of but if asked
they are willing to help.
If introduced to the cloister the Flumph will introduce
themselves as individuals. They don't have a name for the
species as a whole and only address individuals in naming.
It's been noted that when first called Flumph they found it
very rude to be named after their locomotion. They refer to
cloisters by family ties or if no tie exists by a few individuals
and their location. Flumph are especially eager to warn and
help adventurers with either avoiding or safely confronting
their food source. They are cautious to reveal locations for
fear of individuals' lives. Although they hold no love for a food
source as with their usual evil nature, they will not in any way
help individuals kill it. They do not stop such actions and
avoid violence even in this situation but they will deceive to
protect a food source.
It's not uncommon for them to befriend good individuals
and treat them warmly as a trusted friend. They are always
kind and pleasant and will provide ample hospitality for any
friend. They even go as far to attempt to gather physical food
and water for a friend. Venting to a friend is considered a high
honor and usually only reserved for a mate as it is a done only
with extremely trusted individuals. Venting has the potential
to harm an intelligent creature of any non-evil alignment. This
is an attack against ones will (or wisdom) that forms a bond
with an individual. This bond cannot be broken to the Flumph
and they will stay with that individual for life. Venting can be
done to multiple creatures but causes complexities with more
and more individuals as it is usually reserved for parents and
mates exclusively. If an individual who has been vented to
dies they Flumph regards this as a great sadness much like a
trusted friend or relative dying. It seems that only the mate
dying affects it so profoundly to death but that may be due to
the mate being vented to the most.

Variant Species

There are 2 variants of Flumph:


Dark Flumph - These individuals have not vented long
enough that evil thoughts have built up and caused them to
mentally deteriorate. They gain a psionic blast that can be
lethal to even lower intelligence creatures as they are trying
to vent to anything it can. Typically Dark Flumphs don't live
very long as they'll disregard safety for the need to vent on
any creature. They are easily indicated by quickly flashing
between emotions almost rainbow like flashing and always
brilliantly.
Aquatic Flumph - These flumphs are found underwater in
the pools and lakes of the underdark or even rivers. They tend
to favor Aboleth as prey but will find any source suitable for
food. Instead of air jets they have water jets and breath
through gills, thus the mouth is replaced with gill slits.

DM's Toolbox
Flumph are considered a silly creature in D&D's
history but they can be used as a joke or as a
believable part of any world. Many scenarios can be
used with flumphs.
Gather information on the surrounding or an evil
city they are feeding off of
Players can Help Flumph move to a new food
source
DM's can use Flumph cloisters as a morality
issue to chose between letting a city of evil thrive
so the Flumph can survive or just wipe the city and
let the Flumph figure it all out.
A role-play scenario of trying to communicate
for the first time with a seemingly alien race
A quest to help a young adult find a mate
A deadly encounter with a Dark Flumph
Help protect a cloister from a dangerous
creature

157

Fomorian

The following is an extract from the preliminary notes and


works of Dr. Edmund van Richten during his study of the
Underdark. Dr. Van Richten still has not returned from his
last excursion and has been deemed M.I.A. by the Academy. A
group has been dispatched to locate him/his remains.

Introduction

I have been studying the Fomorians for several weeks now,


both up close and from excerpts of recorded history from the
Eladrin. The findings in the physiological and socio-societal
areas are conclusive, but the historical aspects need further
probing. They have proved an interesting specimen to begin
with, both from a historical and biological standpoint. Let us
begin shall we? Subjects are Fomorians, a race of sentient
creatures that currently reside in the Underdark. They are of
Giant-kin, though whether the pureblood lines were originally
a product of the Othea is unknown however. The name
bestowed upon them comes from the Eladrin/Elven
civilizations of the olden ages.
Previous name has been lost in history. The etymology of
the given name is believed to have originated from an ancient
dialect of Elvish that has long since died in the spoken word.
The 1st part fo means 'under', 'below' or
'nether'. The 2nd is debated to either mor meaning 'big'
(which is plausible given the giant-kin relationship) or from
mare, which relates to infernal origins, giving the meaning
under-demons. Both are perfectly plausible roots from the
name.

Physiological Observations

The physiological characteristics of the Fomorians are


difficult to pin down in writing. This is mainly due to the
malformed nature of each individual Fomorian. The source of
the deformities in the Fomorian race can be historically
traced by the elves. They state the Fomorians were a once
proud race, magically inclined and very handsome (which,
given elven standards, lends some definite truth to the claim).
However, they were also described as apathetic to the
suffering of others and very despotic in their gathering of
magical knowledge. Once they attempted to overthrow the
Feywild and enslave it, they were struck with a curse that
began to physically deform their very bodies. The origin of
this curse is currently unknown. The physical manifestations
of the curse on the body are random. Limbs can be uneven in
size, shape and/or position on the body. Facial features are
distorted, as if the face has literally melted. This, however, has
bestowed some unintended benefits (see below). The defects
have affected the race's strength levels, as an atypical Giantkin can lift tremendous weight (Do not underestimate them,
however. These beings are still much stronger than any
standard humanoid creature). They do share some
characteristics. Males stand at an average height of 4.10m
(16-25'), depending on age and weight around 450kgs
(1000lbs).

158

Females can measure between 3.90 (13-17') and weight in


at 300kgs (700lbs). They possess a grey-white skin tone,
explained by the generations born below the surface. It has
been observed that they possess superior senses to that of a
normal inhabitant of the Underdark. It is posited that the
malformation of the sense organs on the face/head is of some
benefit to them. (It should be noted that the above
information was gathered by a dissection of a male and
female adult Fomorian, obtained by the purchased services of
a party of wandering mercenaries.)

Social Interactions

From multiple observations of interactions, several


inferences regarding Fomorian social hierarchy can be noted.
One key aspect is that all Fomorians appear to possess a
superiority complex in regards to other races, even after the
debilitating curse they now possess. They retain slaves of
what they deem to be lesser beings. The primary
characteristics they deem important among themselves
appear to be fear and intimidation. They seem loyal only to
those that they fear. One observation showed what appeared
to be an Alpha hunter and his group attack a pack of Hook
Horrors. The Alpha was severely injured. Once his back was
turned, what can only assumed to be the Beta, jumped it from
behind and bludgeoned it to death. It seems like if you are not
a member of their species and/or fearsome/intimidating in
some fashion, you are considered fodder in Fomorian eyes. It
also appears that they possess a hierarchal system of
leadership, as an enhanced interrogation session with the
hired party's wizard and a male Fomorian Alpha described.
Exact details could not be gleamed at this time but the
subject noted that slaves are of high interest to the
Fomorians.

Behavioural Traits

Fomorians appear to be highly aggressive and territorial. As


noted before, they possess an almost psychopathic
superiority complex with a tendency towards megalomania.
Fomorians are known to keep slaves of Cyclops, dwarves,
Svirfneblin, drow and any other beings that run across them.
Accounts by escaped slaves have detailed that once a slave
has outlived its usefulness, they are slain and used either for
food or used as quote decoration. The tunnels and cavern
entrances that lead to the domains of these beings are
littered with the desecrated corpses of their prey and former
slaves. Shrines of poorly stitched body parts mocking the
races they're composed of. This is how they mark their
territory. Previous accounts also give the impression that, due
to their abnormal shapes, Fomorians do not create clothing
themselves anymore but rather drape the tattered armour
and clothes of slain adventures, explorers and miners across
their bodies when they even bother (again, direct quote). One
slave noted that a group leader, the Queen as the tribe's
hunters termed her, kept poets, singers and dancers for her
own amusement. It is unknown if Fomorians have any artistic
desires beyond this or if this is an outlier. This particular
account was of interest as many previous observations of
Fomorian behaviour towards members of the female sex tend
to distain and patriarchal.

Inter-species Interactions

Fomorians are known for their intense loathing of any other


races, particularly elves/eladrin. This distaste can be subdued
if the Fomorian in question desires something they believe
you can help them obtain. This fact was observed during a
meeting with a pack of local lycanthropes that had previously
agreed arrangement with the Fomorians (exact details
unknown).

Further Information

Fomorians still seem to possess some magical abilities. For


many years, it was believed that the magical essence of their
powers was the cause of their altered state. However, they
seem to still retain some level of power which they can inflict
on other beings. This power has been termed the Evil Eye
locally and seems to be some form of psychic attack. A
further effect has been observed in some that have been hit
with this power. The target seems to slowly deform in a
similar manner to the Fomorians. This effect is temporary for
a period of time, depending on the individual in question.

DM's Toolkit
Fomorians are an interesting case as they are
Underdark creatures and high on the level listing.
At a bare minimum, the adventuring party should
be at level 5 before encountering just one of these
vile creatures. These should be larger villains of a
trip into the Underdark, and could be modified by
the DM in some way to signify a boss style
Fomorian, the Alpha of a hunting group or tribal
leader. One should also consider other, nonintelligent creatures for Fomorians to use as
hunting pets. Perhaps they are an indentured tribe
of Quaggoths or taken Kuo-toa as slaves. They can
also be used in an epic adventure involving an
invasion of the Feywild or an uprising of the
Underdark. The DM could also force a tenuous
alliance with a small band of Fomorians being
hunted by mindflayers or something else prowling
the Underdark. Fomorians are a key part of the
Underdark, and while they need not be included in
every adventure to it, they can be a very useful and
fearsome foe for the part to contend with.
Fomorians are as useful as the DM's imagination
allows them to be (yes that is corny and I know it).

159

Fungus: Violet

I wonder why it's called the violet fungus. They should have
named it the violent fungus instead. All of my comrades were
slaughtered on our first journey into those caves because we
weren't careful enough. And me? Well, I used to be an
adventurer like you, but ever since my left arm has rotten off
I've resorted to making my living as a scholar. And that's good
for you, foolish young explorer. Let me tell you what I know... Durson One-Arm, human scholar and ex-adventurer.

Introduction

Known quite well among cave-dwelling species, the violet


fungus is a small to medium sized plant creature. They
resemble giant mushrooms, ranging from light pink to deep
purple in color. Their most distinctive, and dangerous feature
is their venomous tentacles that cause the rotting of almost
any tissue they come in contact with. They are known to have
a symbiotic relationship with shrieker fungi.

Physiological Observations

The typical violet fungus is between 3 and 5 feet tall, and


weighs 40 to 65 pounds. The mushroom has a surprisingly
resilient outer skin, somewhat wood-like in consistency, and
many adventurers have been surprised at its toughness. At
first glance a violet fungus seems to be an extremely
overgrown, pretty purple-colored mushroom, but closer
inspection will reveal up to 6 large tentacles attached to the
foot of the mushroom that it uses to kill prey. If destroyed,
these large tentacles will often regrow within a couple of
days. The foot itself is a large muscled organ, used for
soaking up nutrients and is capable of movement. This
movement, while not particularly fast, is often enough to
surprise and overwhelm unsuspecting creatures or
adventurers. Aside from the larger tentacles, it has a host of
smaller tentacles around the foot that are most likely used for
soaking up the nearby nutrients.
Life Cycle

Once a violet fungus has reached maturity and found a


suitable feeding ground, it will try to catch some extra prey in
preparation for releasing its spores. Once extra prey has been
caught it will release its spores on the surrounding area.
Within a couple of weeks new violet fungus mushrooms will
grow from the rotting mound of sustenance. Often, this
results in too many violet fungi in one particular area, and
consequently many of the fungi will migrate to another area
to form new colonies. It has been reported that sometimes,
scavengers or hungry predators become desperate and
manage to steal a fresh corpse from near a colony of violet
fungi. Rarely, spores have been released just before this
happens and the remains of the stolen meal sometimes
manage to produce a new colony of violet fungi.

160

Behavior

Generally, violet fungi that have enough food are quite docile
and content to stay where they are. However, if food is absent
for a long time it may begin to wander in search for a better
spot. Once it detects prey it will strike out with its venomous
tentacles. These tentacles are coated with a particularly nasty
venom that will cause tissue to become necrotic and rot away.
Many members of the species that live or hunt in an area
where these fungi make their home have scars on their body
due to these vicious tentacle attacks. While scholars have not
yet agreed on how the violet fungus detects its prey, most
speculate that it must sense vibrations.

Inter-species Observations

Many sentient cave-dwelling species have tried to use the


fungus to their advantage by cultivating them at key locations
in their domain together with shrieker fungi for extra security.
They often take care to feed the fungi enough so that they do
not start wandering away from their positions. This
combination has proven to be a crude but good first security
measure if well-maintained, but has also proven to be a
complete disaster when not maintained properly due to violet
fungi wandering around. Although some have questioned the
fungus' intelligence due to its ability to move around, this is
all a form of instinct, and should not be seen as any sign of
intelligence.

Trivia

The venom that coats the violet fungus' tentacles is very


potent, but loses effectiveness when a tentacle is severed. The
venom may be harvested (a dangerous job indeed!) and
preserved by a skilled alchemist, although this does decrease
the effectiveness quite a bit. Many of the species that use
violet fungi as security have devised methods of obtaining and
preserving the venom.

DM's Toolkit
So, how would you use the violet fungus to
surprise or possible decimate your clueless
adventurers? Some ideas are mentioned below. Be
aware that their effectiveness and damage type
depends on the edition you are playing.
For an extremely low level party, either a pair or
small colony of violet fungi would do, somewhere
in a cave system. Maybe they are curious and don't
know the dangers of these mushrooms yet and
therefore come too close to these hungry and
dangerous mushrooms. Perhaps there's something
shiny in the pile of rotten stuff on the floor near
the fungi that attracts their attention. It could be
that they have to retrieve this shiny thing for a
quest if you so choose. This is perfect for
acquainting them with the dangers of caves and/or
the Underdark. You could even have them receive a
quest from an alchemist/wizard who wants a violet
fungus specimen or its spores for breeding or
study.
For an extra kick, combine some violet fungi
with a few shrieker fungi. The shrieker fungi will
attract the adventurer's attention when it senses
light or movement, and depending on the
subspecies/variant might even be a real nuisance in
combat. If they don't want to fight with the blaring
sound of the shriekers they will have to fight
against the violet fungi in complete darkness,
leaving those without darkvision in serious trouble.
The wailing of these shrieker fungi can then call in
the local security (for example, troglodytes or
goblins) might be equipped with a couple of violet
fungus venom vials, or wandering predators that
have learned that the shrieking sounds means fresh
prey (so many predators to choose from!).
Random nonsensical suggestion: An awakened
violet fungus requires the party's help in fleeing
from its evil druid master who wants it to guard a
grove of mushrooms or a mushroom forest.

161

Fungus: Shrieker

Often found near the deadly violet fungus, the shrieker is a


type of underground mushroom that reacts strongly to light
and movement. While not really deadly on their own, the
sounds they make are horrible and can attract predators.

Shrieker meat is actually edible as long as you remember to


remove the spores beforehand. It's quite unpalatable for most
species but it'll keep you filled. Some specialty shops sell
shrieker spores held in a thick mixture of wheat paste and
vermiculite in a small stone container. These can be planted
in a dark and moist place to eventually grow into a shrieker
colony. According to some rumors this paste also shrieks
when there's light or movement, but this is absolutely not
true, seeing as how the sound is only made by mushrooms
and not the spores. When a shrieker fungus shrieks, talking is
usually near-impossible due to the overwhelming noise.

Physiological Observations

Variants

There was only one way to survive at that point. Either eat
the first thing I could find or starve to death. Oh, I ate alright,
dont ye doubt! But me ears werent the same for a couple o
days after that." Thorgan Gemsniffer, dwarven miner.

Introduction

A dull gray to milky white mushroom. It is usually about 3


feet tall and weighs about 35 pounds once fully grown. It has
a stalk rooted into the cavern floor and exploratory tissue on
the surrounding detritus. The cap has small holes in its top
that are covered by some kind of oily and stinky membrane.
These holes contain soft tissue not unlike vocal chords, and
are used to produce the shrieker's typical sounds. It also
seems to be immune to the venom that coats violet fungi
tentacles.
Life Cycle

Once the spores have found a favorable environment, a layer


of nutrient-absorbing tissue is quickly formed on this suitable
spot. From here, a shrieker mushroom will start growing.
During growth, the stalk will secrete acids to anchor itself
into the stone. Its spores are spread by either bombarding
them away strongly enough and hoping that they land far
away, or due to spores hitching a ride on migrating violet
fungi and thereby moving somewhere else.
When this violet fungus dies, the shrieker fungus spores
will often have a chance to start growing.

Behavior

When something comes close, the mushroom starts


shrieking. Depending on how close the creature is, and its
disposition, it will either move away or come to investigate. In
any case, nearby predators will likely kill the creature as it
moves away. If the shrieker is located near a violet fungus
colony those will kill the prey if it comes near. Aside from all
this shrieking the shrieker fungus doesn't really do much.

Inter-species Observations

The shrieker and violet fungus enjoy a symbiotic relationship.


Aside from that, the shrieker is cultivated alongside the violet
fungus for protection. Some underground creatures like
shrieker 'meat' and eat it gladly.

162

Trivia

The Mindstab Shrieker Fungus. It shrieks just like a normal


shrieker, but is also capable of emitting a mental blast to
anyone nearby. Creatures that are unable to resist are
stunned.
The Singing Shrieker. Instead of making a horrible noise,
these shriekers sing a captivating melody. Those who fail in
resisting their lure are tempted to walk towards the shrieker
in the most direct manner possible.

DM Tools
To be honest, these aren't the most exciting of
enemies. I suggest using them in conjunction with
violet fungi or as outermost security for a base of
some kind used for alerting the guards. Be aware
that depending on preference and edition, their
shriek effect may vary from being unable to hear
anything else happening nearby or sonic damage to
status conditions like being deafened.
Random nonsensical suggestion: An awakened
shrieker fungus has learned how to sing beautifully
and challenges the bard to a music contest.

Fungus: Gas Spore

"I told them we should have left it alone! But noooo, let's not
listen to the only person who has common sense. And what
did we get for it? A bunch of infected people!"
-- Bilybar, gnome wizard.

Introduction

An odd floating orb with several "arms" and a patch that


looks like a large eye. This fungus resembles a beholder and
is known as a Gas Spore. They seek out light and are
harmless as long as you stay away. They are extremely
sensitive to damage, and will explode if damaged. This
explosion is actually a method of reproduction, infecting
living creatures to grow new gas spores.

Physiological Observations

A round, brown floating orb coming in at 180-200


centimeters in diameter when fully mature. It has several
small tentacles (usually ten) that it uses for movement,
feeding and reproduction. It also has the fungal equivalent of
an eye. This eye is sensitive to light and heat and is used for
navigation, feeding and reproduction. The inside contains a
large amount of gas in which seeds float around. The gas
spore seems to be naturally buoyant in air, although it
remains unclear whether this is due to the gas on the inside
or some sort of natural levitation ability. Due to its shape it
has been mistaken for a beholder by many adventurers.

Life Cycle & Behavioral


Observations

A full-grown gas spore will float around in caves or above the


surface in search food and light. In caves this means that they
will seek out any source of light they can find, like
phosphorescent mushrooms or areas filled with magical light
or even torches. Above ground they are content to stay in any
spot that has enough light for their needs. Aside from needing
light, they need food. Specifically, they feed on other plants of
all kinds. This ranges from molds, lichens, small mushrooms
and moss to small plants and leaves from trees. As such they
are found in many different areas. They use their tentacles to
help themselves move along all sorts of surfaces. They can be
found in unexpected places due to their ability to levitate. If
they cannot find food or light for a long period of time, a gas
spore will hibernate and float around aimlessly, for centuries
if need be, until it reacts to the presence of light.
If they sense a warm-blooded creature of at least gnomish
size they move towards it. If they manage to reach this
creature, the gas spore will try to hit it with one of their
tentacles and inject seeds into this creature and flee
afterwards. Sometimes, the intended victim fights back, but
this rarely improves the situation for the victim. The gas
spore's hide is quite fragile, and so even a small amount of
damage will pierce it. The gas inside of the creature will react
to the outside air and cause a powerful explosion, shooting
seeds in every direction. This suicidal trait is actually a
manner of reproduction as well, since any creatures nearby
will be showered in seeds and it is likely they will breathe in a
few of these seeds.

Infection

Once a creature has been infected with seeds, either through


injection or by breathing in a few seeds after a gas spore
explosion, the seeds will begin growing on the inside of this
unlucky victim. The process may take hours to more than a
day, depending on the size and fortitude of the victim. In any
case, fighting off these seeds without some outside help is
nigh-impossible once infected. Most commonly magical help
must be sought out to cleanse the body of this infection,
although an alchemical solution may be available as well. If
the victim cannot be helped in time, several new gas spores
emerge from the victim, their number dependent on victim
size and severity of initial infection. These gas spores are still
very small, but otherwise fully formed and will go on their
way to find light and plant matter to consume.

Inter-species Observations

Generally, gas spores don't interact with anyone or anything


in any way, except for hunting down warm-blooded organisms
to reproduce. They may congregate in certain spots, however.
For example, a place in the caves where there's abundant
light and plants may attract several gas spores. In such
situations, gas spores don't interact with each other at all.
Most sentient species also tend to avoid gas spores, seeing as
how they can be quite dangerous.

DM's Toolkit
A gas spore is one of those creatures that can be
deadly if you don't know it, but trivial if you know
what to do about it. Once you know its trick, it's
over. If none of your players have ever encountered
it before, you'll have most fun with this creature.
Seeing as how they eat plants and need light, they
can be located nearly anywhere for a random
encounter, and can be quite deadly if there's no
magical healing nearby.

163

Galeb Duhr

"Aye, the Talking Stone set us a task! A bloody impossible


one! Only once the full Codex of the Titans was read aloud to
it would it grant us access into the lost diggings. The War
Chief said that would take roughly 2,300 years! Never trust a
Galeb Duhr!"
--Bittern Coldrock, Dwarven scout.

Introduction

The race of creatures known collectively as the Galeb Duhr


were first discovered by dwarven miners in the Age of Mists
and those early diggers called them, literally, Talking Stones.
The creature can create vibrations that can mimic language
as well as music and natural sounds, and have proven able to
learn basic Dwarvish, but most communication is done
through a pidgin called Minish, a natural result of thousands
of years of friendly interaction between the species. The
Galeb Duhr are guardian spirits who have chosen stones and
minerals as their chosen vessel in this world. They are able to
animate this body through force manipulation and can use
vibration in astonishing ways. Not all of the Galeb Duhr are
alike, each is unique, and each pursues their own goals, and
treating with them can be unpredictable.

Physiological Observations

The Galeb Duhr can inhabit any chunk of stone or mineral


that can move freely and roll around, none have ever been
observed possessing large stony formations, like mountains
or cliffsides, but much of the world is unexplored, and who
can say what lies beyond our knowledge? In any case, the
Galeb Duhr have been seen in boulders up to 30' long as well
as small stones a mere 2' long. The average seems to be 8 to
12 feet, however.
The size does not seem to matter, but most Galeb Duhr are
seen in larger boulders, most likely as this allows them to
fulfill their goal as guardians against very determined
enemies. There have been reports of pure mineral Duhr,
made of silver, gold, tin or copper, and as large as a barn door.
These Duhr are vulnerable to fire and actively avoid areas of
volcanic heat.
The weight of the stone a Galeb Duhr inhabits varies
according to size, and they are subject to the same natural
forces and hazards as regular stone is, and their speed varies
with size as well. Small Duhr can roll twice as fast as a man
(60') and at that speed can knock down an armored man or
mounted rider with ease and doing considerable damage in
the process. The largest Duhr are slower (20') but their
weight gives them a reason to be feared as they can crush
and pin multiple enemies at once, but their real power comes
from the Galeb Duhr's innate ability to Meld with Earth, and
allows them to Dash at will while earthmoving. They can feel
vibration and will use ambush tactics against any determined
enemies, thrusting out of floors, ceilings and walls to crush
and rend intruders.

164

The Galeb Duhr as stated above understand vibration and


can create, use, and manipulate it to communicate in many
ways; speech, song, and mimicry are the most common, but
they can produce vibrations above and below the hearing
range of most humanoids and monsters, and its believed that
they use these frequencies to communicate to one another
and power the amazing abilities that they have been observed
using. The songs of the Galeb Duhr are haunting and
generally slow as a lament, and they raise sympathetic
vibrations in nearby mineral and ore veins, causing the
surrounding terrain to literally join in the song. Explorers
have reported hearing a singing cavern from miles off before
coming across the full vibrato of it and being awestruck with
the eerie orchestration of the singing stone.
Speaking to a Galeb Duhr is an exercise in patience. It's
such a psychological trial that the dwarven clans have created
a special Study of Galeb Duhr in the teachings of the
explorers of the species. This Study conditions the dwarf to
adopt a mindset closer to mineral than dwarf. To slow the
mind and become attuned to the special perception of stone.
This allows the speaker to endure the trial of communication
that awaits.
When you speak to a Galeb Duhr the vibration that your
words create take 1 minute per word to travel through the
rock's structure to the spirit within. It then takes the same
number of minutes for the Duhr to process what you've said
into something it can understand, and then when it speaks
back to you; it does so at the rate of 1 word per minute. As
you can see, this is excruciating for the quickened mind, and
interrupting the Duhr with some rash impatient statement
will derail the entire conversation as the Duhr are incredibly
polite (mostly) and will stop what they were saying to address
the social awkwardness, which can lead to further
misunderstanding and there have been many reports of
Galeb Duhr becoming slowly enraged and attacking the ones
it perceives as mocking the sober dignity of the rock
guardian.
There are dwarven tales of dedicated Stonecallers who
cast off their blood and culture and engaged a Galeb Duhr in
conversation that lasted for centuries, the dwarven hermit
becoming a Galeb Duhr himself after X amount of years
spent in philosophical debate with the Talking Stones. Faerie
tales also mention the folly of "speaking to stone, who
obsessys over forme". Caution should precede any attempts at
engaging these creatures in conversation.

Social Observations

The Galeb Duhr are, primarily, guardians of minerals veins


and they steward the natural wonders found underground
(grottos, flowstone caverns, waterfalls, etc...). They will attack
and kill any who attempt to mine or destroy the natural
resources that they have taken under their protection. They
are extremely dangerous enemies, being able to command
arcane abilities to move, animate, and shape earth and rock
at will.

The dwarven clans have strict rituals that they undertake


when seeking new areas to exploit for mineral wealth. A
ritual of Greeting must be performed every day for 30 days by
a sanctioned Stonecaller (and this beautifully diplomatic
entreaty takes 3 hours to sing). If no Galeb Duhr gives
challenge in that time, the dwarves move in to claim the area
secure in the knowledge that their proscribed ritual is now
permanently archived in stone, the vibrations captured in the
lattice of mineral and able to be retrieved by any who know
where to look and how to listen.
The Mineral Duhr, the rock-and-ore creatures that shine
with gold, silver, tin, copper, mithral and other valuable
minerals are rare creatures. They are dedicated guardians of
the type of mineral that they are created from and have been
known to wage war on those to steal mineral wealth from
their protected territory with a zeal that borders on
unstoppable. They seem comprised entirely of rage and angry
thoughts, rarely speaking and attacking any and all with no
mercy. The stone Duhr regard them with awe and a little fear.
They are seen as superheroes to the general Duhr population
- they are fascinating and a little terrifying, and there is
something about that that draws stone Duhr to the mineral
Duhr in sometimes great numbers (30 or more).
These groups serve the mineral Duhr without question,
and there are many records in many creatures' histories of
armies of vengeful Duhr come to punish those who delved
too deep and grew too greedy. The Great Gold Duhr and his
army of hundreds of large boulder Duhr sacked with success
four of the larger trade cities in the Drow Empire some
thousand years ago and their bards still whisper the terrors
of trusting stone into the ears of the young ones.
Some Duhr have formed friendships or at least mutual
assistance agreements with surface races on numerous
occasions. The Druid circles have been reported of having
Galeb Duhr block passageways to sacred or secret places,
where the Mysteries are close to the waking world, and their
intertwined culture with dwarves is well documented - Duhr
sometimes serve as Living Doors in dwarven communities,
or as hidden defenders, or installed in mountaintop temples
preaching wisdom to wide-eyed seekers of truth to acolyte
Stonecallers.

Behavioral Observations

Most Galeb Duhr are peaceful. They will actively avoid


confrontation if possible, by simply melding with the earth
and disappearing.
If attacked, they are fearsome foes, using their powerful
earth abilities to aid them in anyone who seeks to cause them
harm. Earthquake, Stone Shape, Wall of Stone and other
earth-related spells are available for use by any
Galeb Duhr, regardless of size or age.
They will treat fairly and kindly with anyone who seeks to
treat them the same.
The Duhr are able to create one (and only one) "offspring"
each. Some mechanism we don't understand allows the
transference of energy to a new stone and when this happens
a new Galeb Duhr is "born". The new creature is fully
cognizant and has full command of its abilities.

Galeb Duhr have never been observed fighting one another,


nor do they seem to form pair-bonds or family units. They are
loners, seeking solitude in places of natural beauty, whether
above ground or below, it does not seem to matter. The only
time they come together in numbers is if one or more of them
are threatened, and there are nearby Duhr who can assist, or
if a mineral Duhr is in the area, which will call all of the local
Duhr to serve its needs.

Intra-Species Observations

Galeb Duhr get along with a large number of species, most


notably dwarves and Duergar, who pay them the proper
respect. They have affinity with all the earth elemental
species and can even communicate with Golems if the need
arises. Any race of creatures who takes the time to treat with
them with respect and kindness and does not fight the Galeb
Duhr and steals resources will find the Talking Stones to be
wise, polite and willing to help an ally in need if it is within
their power to do so.
Their enemies are largely the reverse - anyone who steals
material wealth from the earth is an enemy. This sets them at
odds with any race that digs for wealth as well as Dragons in
general, whose minions like to tear up the ground looking for
ore. Despoilers of the earth's treasures can often call many
Duhr to the area, as vibration can travel a very long distance,
and the Duhr recognize the alarms of mineral that is under
attack.

DM's Toolkit
Obviously I have taken a lot of liberties on this
creature, as per the brief when this project was
announced.
There is a TON of chatter and lore out there
about the Galeb Duhr, so if this Ecology doesn't
tickle your fancy, there are lots of alternatives out
there.
The Galeb Duhr don't seem like a typical D&D
monster at first glance. Their first instinct is to flee
any confrontation and communicating with them is
an exercise in patience.
However, once roused to anger, they are
formidable. Since you can have any size rock be
inhabited by the Galeb Duhr spirit, I have used
them in small, baseball-sized stones that acted as
swarming foes, all the way up to house-sized
dolmens that are worshipped as a God. The Galeb
Duhr is best used as an obstacle, not something to
fight. Treating with them takes a long time, and
some long puzzles could be keyed around
interacting with them.
In any case, they can be weakened or
strengthened as you see fit, like any monster, and
therefore can serve as a challenge for any level of
party.

165

"Flying rocks. No! Not thrown rocks; flying rocks; big $%&#
rocks that fly around and try to kill you. Look just like stone
statues. Crazy? Well if you are planning on going in there, you
are the crazy one. "
-- Garg; "professional" tomb raider.

Since gargoyles don't engage in sexual activity there are no


mating rituals. Gargoyles will live until they are killed. Many
are thousands of years old. And one would think that over a
lifetime that long some degree of civilization would develop,
but gargoyles appear to be incapable of that sort of
development. Gargoyles have no culture; no architecture; no
organized states. The only artistic contributions they make
are the statues they carve to blend in with.

Introduction

Behavioral Observations

Gargoyle

Gargoyles are creatures of elemental earth (rocks) that take


(essentially) humanoid form. They are indistinguishable from
a statue until they move (usually to attack). Gargoyles need
nothing to survive and no use for treasure; their only
enjoyment appears to come from killing, so they are inclined
towards violence as killing is the only thing that brings
pleasure to their unlimited lives.

Physiological Observations

Technically, a gargoyle can be of any shape, but (by far) most


have a humanoid form with unusual heads. Less frequent are
gargoyles that look like beasts. Either because of evolution or
design the vast majority are also medium sized and are thus
less noticeable as statues. Many have wings, but that is a
decorative feature, as their flight ability is a supernatural
effect, and while those with wings will flutter them while
flying, the aerodynamics of an earth elemental using wings to
fly are pretty absurd.
There is no inherent size restriction, and gargoyles exist
from sizes of tiny all the way to gargantuan, but the vast
majority are medium sized. Technically, gargoyles have no
sex, but they often resemble a male or female anatomically.
Gargoyles are not born or hatched. They are created by a
process. Their form is carved from stone and then imbued
with life. The first gargoyles to emerge from this process
were created by Ogremoch, the evil Prince of Elemental
Earth. But other gargoyles have been created by other evil
powers.
Occasionally, a gargoyle becomes a parent by carving a
form and then sharing its life essence with the form. When
done, the parent shows a significant downgrade in its powers.

Social Observations

Gargoyles only socialize with other gargoyles. And within


their groups, the strongest will dominate. Their social
structure is hierarchal with the alpha commanding
obedience, and taking first spoils. The entire group will be
ranked, and it is only through physical challenges or finding a
different group that a gargoyle can change its station.
Gargoyles spend the vast majority of their time motionless,
usually blending into a crowd of statues, so there isn't a lot of
socialization going on. The only time socialization occurs is
when there are spoils of some kind to be divided. At these
times the socialization is very straight forward. The stronger
members of the group exert their position in the selection
process, and occasionally there will be a challenge to the
existing position, resulting in violence.

166

Gargoyles have no physical needs to survive. And they have


no use for wealth. They literally live simply to survive and
occasionally punctuate their existence with the sadistic glee
they take in killing. Curiously gargoyles make excellent
guardians for evil masters. If a creature can convince a
gargoyle that it is more powerful, and acting as an agent will
give rise to opportunities to kill sentient beings, gargoyles
become willing servants. Because of their unlimited lifespan,
time means almost nothing to gargoyles. A gargoyle usually
cannot relate if they have been serving a master for several
days or several centuries. When there is no activity, the
gargoyle assumes a motionless position, and is just another
statue.
If a gargoyle is assigned to guard a location where there
are no statues present, it will carve its own statues from
whatever stone is available. And over the centuries, some
gargoyles incidentally become quite good sculptors.
Unlike most elementals, when a gargoyle is killed outside
the plane of earth, they do not return to that plane. They are
killed wherever they are slain on the cosmos.
In combat, gargoyles will coordinate their attacks. They
almost always start in a situation where they are camouflaged
among a group of statues. They are not particularly cunning,
but they do recognize obvious things - like hey, that guy is
healing the others and hey that guy looks like a wizard. And
they have a great deal of mobility to get to vulnerable
opponents.

Inter-Species Observations

Gargoyles often serve evil masters. And sometimes they serve


them long after they are no longer alive. A fairly common
situation is for a master to set a gargoyle to a task - guard this
treasure chamber from intruders - and then the gargoyle will
do that almost forever. They will assume statue form and just
wait - there appears to be no limit to how long a gargoyle will
wait without abandoning their watch.
Gargoyles' interactions with other species will almost
always begin with the gargoyles observing the creature while
disguised as a statue to evaluate it. If the creature appears to
be weak enough that the gargoyle can kill it, the gargoyle will
do so. If the creature appears too powerful for the gargoyle to
kill, then if it appears to be an evil creature, the gargoyle will
almost always offer service; if not, the gargoyle will simple try
to avoid contact with the creature.

DM's Toolkit
Gargoyles generally are going to be a combat
encounter. There is some room for PCs to deceive
gargoyles into believing the PCs are powerful
forces for evil, but usually gargoyles will have
discerned the nature of the PCs by observing them
as statues.
Since they have unlimited lifespans, and infinite
patience gargoyles are excellent choices to be
guarding something that has been long forgotten.
The single gargoyle entry in the Monster Manual
is a CR2, but the gargoyle is a pretty good platform
for Modifying a Monster (DMG p.273). Here are
examples of gargoyles with CR0 through CR20, but
a DM may choose a different advancement.

167

Genie

Your wish is my command.


--Ancient Djinni saying

Introduction

The Elemental Planes offer some of the strangest and most


powerful folk in the Multiverse. A traveler of the planes may
meet such outsiders as elementals, salamanders, azer,
mephits, xorn, and much more. The greatest of these
outsiders are the genies.
Awareness of genies is widespread. Even in the most
mundane places of the Prime, unread peasants have heard
the tales of otherworldly spirits trapped inside foreign oil
lamps or magic rings. These spirits are said to be accursedmagically bound to their unassuming prisons to serve the
whims of daring thieves, great heroes, and devious wizards.
Against their will, genies are said to grant three magic
Wishes to the man or woman who possesses the container.
This all makes for a fascinating story, but scholars of the
magic and the weird, like you and I, know otherwise. In
circles of extraplanar travelers, students of the cosmos will
quickly discover that there's much more to know about genies
than simple wish fulfillment and magic lamps. The truth... is
far grander.

Physiological Observations

If one thing can be said about genies, it is that there is no


such thing as an average genie. Genies run the gamut of
appearances, and no two look alike (as they'll be sure to
remind you).
The shortest of genies is five feet tall (1.5 meters, for you
folk from Mechanus), and the tallest is nearly twenty (roughly
6 meters). Their body structure varies similarly. Some genies
are tall and slim as the feyfolk, and others are as wide and
squat as the dwarves. Some are bound with the muscles of an
athlete, and others allow themselves to become soft and
flabby. They can be hairless as a monk, or as hairy as a yeti.
On the surface, genies appear to have two distinct genders,
male and female. Upon closer inspection, one will find a wide
range of inbetweens. 'Both' and 'Neither' are as common as
'Male' and 'Female' in the wide spectrum of genie society.
Some extraplanar researchers suggest that a genie's
appearance is governed by the traits that the genie wants in
itself. A djinn may have a big, round belly and a jolly chortle
as a way to show to others that he's a genie of good nature.
Conversely, an Efreeti may take on an fiendish visage and an
intimidating size to present that he is not a genie to be taken
lightly.
Of all the physical traits of a genie, there is only one that
they have no say in. Each genie belongs to a specific
elemental subspecies.
Djinni are the cerulean-skinned lords of the Plane of Air.
Their hair is seemingly made of sapphire or onyx pulled into
soft wires. Their eyes shine red like rubies on a bed of jasper.
Naturally, Djinni command the winds at their will. They can
guide the spring zephyr to fly to the east, and demand that the
raging typhoon retreat to the south. As masters of the Air,
djinni ride warm air currents and prove themselves as the
fastest fliers of all genie.

168

Marid are the weird denizens of the Plane of Water. Of all


the genie subspecies, Marids claim the most diverse
morphologies. In the shallowest shoals of the Plane of Water,
the Marid appear as pools of water that have taken on a
humanoid shape. With this amebic form, they can take on any
surface features they so desire and change it at a whim.
Contrast these shape-shifters to their cousins that make the
deepest trenches into their home. These deep-sea
Marid are ancient and fishlike like the timeless monsters
that swim in the Far Realm. They are covered head to foot in
shimmering scales, serrated fins, poisonous spines, and
queer antennae with eerie glowing nodules. Like the
Djinni, they are perfectly suited to their environment, and
are the fastest swimmers of all the genie subspecies.
The Dao are made of living clay, stone, and silt. Where the
other genies look like they are made of gems, a Dao may
literally have gems embedded into their earthy flesh. Their
hair is comprised of soil and sand that sits exactly as the Dao
desires. Despite the shape they take on, Dao are as sturdy as
a marble monument, and strong as the tumbling boulder.
Solid stone is to them as Air is to the Djinni.
Last, but not least, are the Efreeti. Efreeti are the hotheaded rulers of the Plane of Fire. They present themselves
with infernal horns, hellish crimson skin, and fierce,
muscular bodies. At first glance, they may look similar to a
red ogre, an extraplanar oni, or an irritable giant. That is a
misconception best kept to oneself. An Efreeti's hefty
musculature is never just for show.
No matter their age or background, a genie is capable of
great and powerful magic. With this innate magical power,
even the weakest genie is a fair match for the pinnacle of
human achievement. The greatest genies become lords
among their people. At the time that a genie is named a lord,
they innately gain the ability to grant a single wish to another
creature, once per year, at no cost to themselves. When a lord
is named a sultan, it can then cast three per year.
Wish fulfillment is a natural and curious part of genie
physiology. A genie's ability to grant wishes is directly related
to their social group. Researchers have attempted to
investigate the extents, limitations, and causes of genie wish
granting, but their efforts have been fruitless. Furthermore,
the genie people as a whole refrain from commenting on the
subject.
Birth and death is another rarely-spoken concept amongst
genie. While genies are known to successfully bear children
with other species, there are no known records of pure-genie
children. From an outsider's point of view, it may seem as
though new members of a genie clan appear out of thin air!
The prevailing theory is that young genies spawn from lost
souls that fall into the elemental chaos. Of all the wretched
things that fall into the chaos, only the strongest crawl out of
the roaring elements as genie. The rest are annihilated. Upon
their death, a genie instantly returns to their element in the
form a warm breeze; a splash of water and sea foam; a flash
of fire and a puff of smoke; or pile of crystalline dust.

Social Observations

Genie society is comprised of three 'orders of debts'. These


debts are recognized in order of importance. The first
supersedes the second, and the second supersedes the third.
First and foremost is the debt of the Sultan.
Every great city of genie is ruled by a Sultan. In their eyes,
the Sultan is the king amongst kings. A Sultan is the wisest,
most powerful, and most decorated of all the genie in the
land. Every phrase the Sultan says is as a proverb, and every
word is as law. To receive summons from the Sultan is a sign
of great importance, and to receive an order or request from
the Sultan is never to be taken lightly. The rewards of
following through with the
Sultan's request are very great. The only thing greater than
the rewards are the punishments for failure.
A genie is in debt to the Sultans the most because the
decadence of all genie society is preserved and protected by
the might and power of the Sultans.
The second debt is to the Family.
When a genie crawls out of the Elemental Chaos, the first
sight they see is that of their adoptive family. From that
moment on, the genie is showered with wealth and power.
The adoptive brothers and sisters will teach them the
nuances of trade, craftsmanship, and combat. It is with these
skills that a genie will bring more wealth and great honor to
their family.
As caretakers, trainers, and benefactors, the genie owes an
insurmountable debt to her family.
The third and final order is the debt to oneself. When the
genie is ready, it will leave its ancestral palace and have one
built for itself. Independently from its family, the genie will
strive to be successful. It may start a trading empire, or build
a treasure hoard, start a business, or even loan its powers to
wizards that beckon for their aid.
For all its own hard work, a genie is entitled to live in
luxury. All genies own slave workers, and are encouraged to
become connoisseurs of food, drink, tobacco, love-making,
and other such splendors.
Be careful what you wish for
Ancient Efreeti saying

On Genie Birthing Traditions

Genies are as much family-folk as they are entrepreneurs.


From the moment the soul stands to survive the chaos of the
Elemental Planes, their family is alerted to its presence by
some ancient instinct. On the day of their second
'birth' into the cosmos, their family descents on to the spot
where they are expected to appear, ready to robe them in the
finest silks the family has and ready to feed them their first
meal in what very well could be centuries. The festivities
differ from subspecies to subspecies.
Efreeti crawl onto the shores of the City of Brass from the
burning waves of the Sea of Fire. As they break the silky
smooth pahoehoe and heave themselves out of the frothy a,
they meet their family for the first time beneath the cool
shadows of the sultan's palace. There on the brimstone
shores, they are handed their own scimitar before anything
else. That scimitar is the Efreeti's dearest possession, the one
object that they will care for until they return to the flames
once more. Training begins immediately, without fanfare.

Djinni spirits in the Sirocco Straits roam about the clouds


listlessly, as if they were caught in the deepest of daydreams.
Someday, each one of those nameless souls will be ushered
along by a warm mistral. The soul will travel over the clouds
until it lands on the island that it will call its home. For Djinn,
this is a time of great festivity! It is a time for drinking, eating,
and sharing stories with their new relative. Most of all, it is at
this time that the newly awoken Djinn has its first laugh.
According to Djinni tradition, the genie to give the newcomer
their first laugh will have three years of good luck.
Marids form in the unknown depths of the Sea of Worlds.
It is said that the Marids are molded by the impossible
pressures that exist at the very bottom of that great sea. From
the abyssal trenches, the Marids rise and grow until they
reach their desired depth-zone, circled by their clan. They are
whisked away by their folk in wreaths of bubbles and taken to
their coral palaces beneath the waves where festivities await.
As the family eats, the newborn tells their first story, a fishtale from one of their previous lives. A little known fact about
Marids is that they retain more of their memories from their
past lives than other genie subspecies, presumably for the
sole purpose of hyperbolizing them.
Dao emerge from the stony cliffs of the Plane of Earth.
When they fall from the rock walls, they awaken to no family
or likely anyone else for hundreds of miles. The Dao fashions
its own weapons and clothes, and walks on foot to their
home, as if driven by animal instincts. As the single Dao
makes its adolescent exodus home, it will often fall in with
Dao bandits, mercenaries, or trade caravans. By time they
reach their destination, a Dao has often already made decent
business person of itself and can join in the family business
immediately without prior training. Of all subspecies of genie,
Dao are the least friendly with their family, but the most
connected to the greater
Dao community.

Behavioral Observations

To mere mortals, Genie are strange and otherworldly


creatures with unusual, hyperbolic personalities. While
genies are all unique in their own way, each subspecies
carries certain connotations or patterns in their people's
personalities.
Djinni, especially when compared to the hot-headed Efreeti
or the cold-hearted Dao, are a jolly, welcoming sort. Of all the
genie types, the Djinni is the most likely to be a good host for
a tea party or a meal. They are a proud and respectable lot.
Always accept an invitation to dinner or a drink with a Djinni,
to do otherwise would be an insult. Djinni do not take insults
well.
Marid are as reclusive, solitary, haughty, and egotistical as
Wizards. In fact, Marid are so full of themselves that all Marid
are genie lords. Of those, five percent of the population
names itself as a sultan. Marid respond very well to flattery
and bribery. All it takes to get a Marid's help is chest of
treasure and a slew of cheap compliments.

169

These behaviors would be damning for the other three


subspecies. If they attempted such a stunt, their entire race
would surely be victimized by evil wizards, and their souls
would become trapped in any piece of chinaware or clamshell
off of the beach that the devious spellcaster could find! The
Marid's saving grace is their obnoxious persona. If it weren't
for their greater-than-thou aura and endless storytelling, they
would be victimized to extinction.
Efreeti are egotistical and cruel. They are deceptive,
cunning, ruthless backstabbers. Plane-travelling adventurers
are advised: Never cross a Efreeti. Despite all of these things,
Efreeti are very well connected and very honorable (in some
circles). While very few Efreeti can really grant wishes, any
Efreeti that is very grateful will do everything in its power to
fulfill their debtor's request. Through their connections, they
can have people killed, connect an adventurer to high society,
and even obtain ancient artifacts. Of all the subraces, Efreeti
are the only genies to have a standing army. Thanks to this
military, the City of Brass is effectively impenetrable. It is said
that if the Efreeti were to ever get Imperialistic, the
multiverse would genuflect to the Brass Sultan in just three
days.
The Dao are greedy and malicious folk. They hide
themselves behind sparkling gems, otherworldly silks, and
gaudy gold jewelry. They are impossible to deal with, unless
they see something to gain in the transaction. They are so
infatuated with their wealth that they often eat it by crushing
it and powdering it over their meals and drinks. Growing a
fortune from nothing is considered a part of growing up for
the Dao. As such, they do not care about those who
experience misfortune or poverty. Charity is as foreign a
concept to a Dao as being born from a cliffside is to a mortal.

Inter-Species Observations

First and foremost, all genies have slaves. If you are an


adventurer, do not attempt to argue with them about
abolishing slavery or emancipating their slaves. The best that
can come from that argument is total ignoration from the
genie. The worst... is unpleasant to write about. To genies,
slaves are property with an expiration date. It is in their best
interest to make the best use of their living assets before they
shake free of the mortal coil.
Each of the genie subspecies has a different view on
slavery. Marids treat their slaves with indifference. They form
complicated class and work structures within their palaces so
that they only have to deal with one or two slaves ever. More
often than not, this grand hierarchy goes to waste, as the
Marid asks little work to be done around its palace. All others
defer to the slave that supervises them. Dao do not just own
slaves, they actively capture more. To the Dao, being a slaver
is a legitimate career choice, and a popular one at that. Dao
rarely leave the Plane of Earth in search of slaves. When they
do, it is to search one of the other four Elemental Planes for
slaves to sell to the local genie. Efreeti are wicked slavers.
They punish and work their slaves harder than the other
three subraces, and have a higher turnover of slaves as a
result. They view any non-genie as a potential slave.
Travellers to the City of Brass are often warned to be wary
of their surroundings, lest they be coerced into Efreeti
slavery. Djinni find that slavery is a sad matter of fate.
Sympathetic to their slaves, they treat them nicely.

170

It isn't uncommon to see a Djinn's slave treated as part of


the family.
Genie are waited on hand-and-foot by their slaves, and do
not serve others except by order of their family or the Sultan.
However, that does not make them unhelpful. Powerful
wizards often consort with genies and summon them into
their towers. Genies make excellent magical tutors,
researchers, and guards. This great power comes at a great
price, however. The bribes required to take on a genie helper
are immense. To force a genie to help takes magic powers
that are beyond what most wizards will ever be capable of.
The alchemical reagents needed to cast such a powerful
charm are often as expensive as the genie's wages, besides. A
wizard that becomes friendly with a genie may find that they
are given a discount for the genie's time. It is not unheard of
for an Archmage to freely consort with a genie at no charge.
This sort of friendship only occurs after many, many years of
working together.
Some dark and evil magicians avoid both of these issues by
using clever spell combinations to summon a genie and
capture it inside of a magic container, such as a ring or oil
lamp. Genies that are bound inside these objects are forced
to be loyal to their owner. This forced loyalty comes with
great loathing. Enslaved genie often try to subvert their
master and try to find ways to escape their prison. Beware;
an escaped genie is a wrathful genie. Genie
Lords and Sultans that are bound inside of these prisons
can only be held until their yearly allotment of wishes are
granted three times. Genie lords can grant a single wish per
year. Genie sultans can grant three.
When asking for wishes for such a genie, always be aware
of what type of genie you are wishing upon. A Djinn will often
grant the wish close to the original intent, but with a benign,
mischievous twist. Marid purposely misinterpret wishes or
fail to hear their master's wish entirely. The cold and
malicious Dao, like the Djinn, will grant a wish close to their
master's intent, but the wish will come with a malicious twist
instead. Efreeti grant the wish as well, but never how it is
expected. Usually, an Efreeti's wish will end with their
master's demise.
For an example, a person wishes upon a genie for onethousand gold pieces. A djinn might make all of the gold
pieces counterfeit, which could get the master in some
trouble down the road. A marid will misinterpret the wish as
one-thousand cold nieces and summon all of the young
women from a nearby town to the master's vicinity. A dao will
transport one thousand gold pieces to the master from a
nearby dragon's hoard, and leave behind clues to lead the
dragon to finding the 'thieves'. The Efreeti will create the gold
pieces, but send the heap to a location a thousand feet in the
air above the master. By time he realizes where his treasure
is, he will have been squashed by the weight of his own greed.

DM's Toolkit
For a campaign starter, have all of your players as
slaves to an entrepreneurial Djinn who's looking to
start an Adventurers for Hire business. Although
the genie owns the players, this could turn out to
be a very happy and trusting relationship between
the master and the PC's. By time they reach level
10, they might have already gotten to a point
where the Djinn sets them free and continues to
act as their friend, advisor, and quest giver. For
higher level characters, or evil ones, a boss who's a
greedy Dao or Efreeti might be more appropriate. A
group of casters might work for a Marid.
Genie cities are cities of adventure. The City of
Brass, for instance, is as wide and diverse as Sigil,
the City of Doors. An entire campaign could be set
in one of these places! If not, they make for a great
place to visit.
Players who are new to the idea of the Great
Wheel Cosmology may find a genie city as a good
entryway before getting into the complex politics
of the Sigil or the weirder aspects of the Outer
Ring.
As I said in the first part, the basic genie (in the
Monster Manual) should be considered a
commoner amongst genie. Genie Wizards,
Fighters, and Rogues should exist in these cities
with class levels. In addition, Genie Lords and
Sultans should be upgraded into top-notch foes
with Legendary Actions. The greatest Sultans, like
the Sultan of the City of Brass, should be Challenge
Rating 30 when you're done.
An enslaved genie can be the source of some
very interesting plot hooks! Each one of those
examples that I gave for a subverted wish could be
a plot hook, especially if the genie's master is an
NPC. A rich man is paying for things with coins
made of fool's gold! All of the young women in the
land need to be led back to their towns after some
strange magic teleported them in front of this one
guy's house! A red dragon is sending hit men after
the party, but they don't know how they could have
possibly made it mad! A man locked inside his
study dies from a chest of gold falling on his head!
It's a murder mystery!
If you're ever looking for some inspiration for
your own genie, check out Disney's Aladdin (for a
jolly Djinn), the Wishmaster series (for a devious
Efreeti), The Arabian Nights (for examples of
genies who live as normal genie-people with
normal genie-lives), and the X-Files episode Je
Souhaite (for great examples of wish-subversions).

171

Ghouls

Tuesday, 16th of January: We had come to a small town in the


northern parts to investigate cases of cannibalism. When we
found the remaining people they were all huddled in the local
temple praying. The local cleric had cast detect good and evil
after the first few killings and detected some sort of evil in the
forest. According to the villagers some of the town guard
ventured into the forest never to return. My lay partner and I
decided to check the forest. About a mile from the village in a
clearing we discovered the mutilated, have eaten bodies of
the town guard. We were about to return to the village when
we heard an ear piercing screeching. My partner and I turned
just in time to see an emaciated, corpse like creature
resembling an elf charging at us. We dispatched it easily and
we identified it as being ghoul. Just then we heard more
screeching and we both looked around. The edges of the
clearing were full of these ghouls. We were surrounded. Eddard Tallstag, inquisitor of a religious order of undead
hunters.

Introduction

Of all the creatures of undeath, ghouls are one of the most


fearful. Even necromancers are wary of them. Ghouls first
walked the earth when an elven necromancer named
Doresain began to eat the flesh of other elves for Orcus, the
king of undeath. As a twisted reward, the undeathly king
turned Doresain into the first ghoul. Doresain turned other
servants of Orcus into ghouls. Orcus gave a few of them extra
power, turning them into ghasts. Ghouls were a scourge upon
the world until the gnoll king, jealous of Orcus, robbed
Doresain of his power and slew many of them. Having been
abandoned by Orcus, Doresain appealed to the elven deities.
They had mercy on him and saved him. Since then all elven
races have found themselves immune to the paralytic claws
of the ghouls and the evil infections of the ghast. This
immunity became known as Doresain's salvation in elven
folklore. Ghouls still roam the world and
Orcus creates new ones.

Physiological Observations

A ghoul resembles an emaciated elf with a notably protruding


jaw. A ghoul's skin is possessed of a deathly white pallor often
covered in blotches. Most people describe ghouls as being
skin and bones with abnormally long arms that end in hands
with long spindly fingers and claw like fingernails. These
fingernails drip with a black ooze which acts as a poison that
causes paralysis. Ghouls have no body hair and their teeth
more closely resemble canine teeth then they do that of an
elf's with massively exaggerated canines and incisors. A
ghoul's skull actually has a longer mandible and a maximalla
that protrudes more than normal. As a result, a ghoul's skull
vaguely resembles that of a dog or wolf yet maintaining its
humanoid appearance. When their skulls are cut open,
ghoul's brains appear shriveled up. This is likely due to decay
caused by all the necrotic energy that they are exposed to
during their transformation.
A ghast is very similar to a ghoul with a few exceptions.
The most notable of which is that its skin varies in color. A
ghast's limbs are also slightly longer than a ghouls. A ghast's
brain also resembles that of an elf or human.
172

A ghast's claws radiate necrotic energy. While a ghoul's


claws are black and covered in ooze, a ghast's claws appear to
be heavy, almost darker than black (this must be seen to be
understood). This is not the same kind of necrotic energy like
that of a wraith's life drain which causes necrosis in the
victim. The necrotic energy of a ghast's claws is subtler.
Similar to the poison of the ghoul's, this necrotic energy
stuns the nervous system when the claws cut through a living
being's tissue. This necrotic energy lingers in the victims'
bodies and will sometimes cause them to become a ghoul.
When someone is slashed with a ghast's claw and survives
the encounter, sometimes the victim starts to become a ghoul.
Victims possessed of a hearty constitution typically have
more of a chance of surviving and recovering. It is important
to note that due to the divine immunity granted them, elves
are fully immune to this process. The first sign of the
transformation is necrosis in the wound. Necrosis typically
appears twelve to twenty four hours after the wound is
received and will continue to grow over the next forty eight
hours. Wounds from a ghast's claw never get infected as the
necrotic energy kills any kind of disease that might be on the
wound. About three days after infection the victim will start
feeling unusually hungry. This marks when the necrotic
energy has spread to the stomach. At about five days the
victim will almost surely start binge eating, particularly meat
and other animal products. The victim will also start looking
pale, start losing hair, and will start complaining of pain in the
jaw and teeth. Their hunger will grow until it becomes
uncontrollable and the victim loses all sanity. This means the
necrotic energy has eaten away at the brain. After another
week most higher brain function and become a crazed, flesheating creature that only listens to ghasts. And thus a new
ghoul is created.
Ghouls and ghasts do not have stomach acid. Instead their
stomachs are full of a necrotic soup that decays and destroys
anything introduced into the stomachs. This is an extremely
inefficient way of absorbing nutrients as most of the nutrients
the ghoul consumes are destroyed. As a result, a ghoul
constantly hungers and consumes an amount of meat on a
daily basis that would make an ordinary humanoid morbidly
obese yet they maintain a skin and bones appearance.
However, ghouls are like most undead in the sense that they
are animated and draw the energy their bodies need from
necrotic energy. This means that a ghoul needn't use
nutrients from eating to function. A ghoul also does not need
to maintain homeostasis as it appears to matter little what its
internal temperature is as long as its blood isn't freezing or
boiling. Thus the majority of the nutrients a ghoul consumes
are used for regeneration of wounds which is why ghouls
have impressive regenerative capabilities. In fact, a ghoul or
ghast can survive for decades or even centuries without
eating. It is not entirely known what happens to excess
nutrients as the ghoul's body does not convert nutrients into
fat. Most undead experts theorize that excess nutrients are
converted into more of the negative energy that fills the
ghoul's stomach.

As a ghoul eats more and more food, the negative energy in


its stomach grows. As the energy grows, it moves towards the
limbs and making the ghoul stronger and faster. Once it
moves to the claws causing them to glow with necrotic
energy and moves towards the brain, reforming it, a ghoul is
considered to have progressed into a ghast. Like ghouls,
ghasts draw their animation from the necrotic energy from
their stomach. Because of this, the best way to kill a ghoul or
ghast is to either decapitate it (which is effective for most
undead) or to disembowel it.

For necromancers, ghouls can be a very tricky thing. Many


a novice necromancer has sought out ghouls for minions only
to be eaten alive or be turned into a ghast themselves. As a
general rule, ghouls make bad undead servants.
However, for a diabolically enterprising necromancer,
ghouls can be used as attack dogs. Indeed, many vampire
counts have pens of ghouls in their castles that they will
release into the forest to kill any vampire hunters foolish
enough to make themselves known.

Behavioral Observations

Ghouls and ghasts are almost always looking for their next
meal unless they're under the control of some necromancer.
Ghouls and ghasts either hunt alone, in packs, or rarely
hordes. A pack of ghouls refers to four to ten ghouls led by a
ghast. Ghasts communicate orders to ghouls via a language
resembling a more rudimentary version of common with
moans, snarls, and grunts replacing most of the vowels.
When a ghoul in a pack progresses to a ghast, the new ghast
and the established leader of the pack will equally divide the
pack of ghouls and go their separate ways. Sometimes the
two packs will join up together to take down a large group of
prey or for safety in the event that they are being targeted by
an undead hunter. Sometimes several packs will join up into
a horde.
Ghouls and ghasts typically roam forests, old crypts, and
other out of the way places. Some ghouls have been observed
hunting city streets and sewers. Once they have been realized
to be ghouls they are hunted down and slaughtered but the
city guard almost immediately. Ghasts, being slightly more
intelligent, can sometimes hunt an immense metropolis for
weeks or even months by spacing out the time of their kills.
Generally in cases such as these city guard attribute the
cannibalistic murders to serial killers. A captain of a city
guard must not discount the chance that a serial killer might
actually be a ghast when cannibalism is involved.
Ghoul hordes are the stuff of nightmares. A horde contains
anywhere from twenty to even eighty ghoul foot soldiers and
five to twenty ghasts leading them. The ghasts command
their horde towards a common goal. Generally hordes
wander rural areas on the edges of civilization attacking
towns and razing villages. Hordes tend to disperse after only
a few raids as they quickly attract the attention of local
garrisons. Naturally occurring hordes are a rare thing though
skilled necromancers have been able to organize them to
terrifying effect.

Interspecies Observations

Ghouls and ghasts are very territorial. Rarely do they get


along with fellow undead and generally see them as
competing predators. Sometimes when ghouls and other
undead are sealed in a crypt together the ghouls will often
attack the other undead. Often times the ghouls will claim
rooms in the crypts for themselves but there are cases of
virtual wars being fought within crypts between the resident
ghouls and other undead. Sometimes if the only other
occupants are zombies or skeletons then the ghouls might be
successful in killing or driving away the other undead.
However, more often the ghouls will either be wiped out or
sealed in one specific part of a crypt by more powerful
undead.
173

DM's Toolkit
Ghouls and ghasts are very versatile in my opinion.
They can be make good encounters for all levels for
an ingenious DM. Granted this can be said for any
monster (Tucker's kobolds anyone?), but ghouls
are a favorite monster of mine. A pack of ghouls
chasing low level PCs through a forest can make a
good encounter for low level adventurers.
Alternatively, a lone ghast can stalk them
through a forest. Personally I like to have ghouls
attack unexpectedly
at night as a way of introducing a BBEG
necromancer. I once had my players sleeping on
the first floor of a house only to have a ghoul break
through their window at around midnight. Ghoul
hordes can make a good encounter for high level
adventurers. Especially if your players are the type
to set up defenses in a town and teach the villagers
how to fight.
Implementing the ghast claw infection rule can
give ghasts an extra scary feeling when the players
know that one slash can kill them days later.
However, I would not recommend this for a group
that likes to keep lethality low.

Rules for Ghast Transformation


(Feel free to alter these)

Day 0: When a player is hit during an encounter,


have them make two constitution saves: One for
paralysis and one for infection. On a successful
save your player isn't infected and can go on like
nothing happened. Depending on the lethality level
of your campaign, the DC level of the save could be
5, 10, or 15 (personally I like to use a DC of 10). If
they fail they are infected.
Days 1-2: Both days at morning have the player
make a constitution save. The DC can be the same
as the one you used to calculate infection.
Alternatively, the DC could scale as the infection
progresses (ie: Days 1-2: DC 5, Days 3-5: DC 10,
Days 5-7: DC 15). If they succeed one save they
overcome the infection if you like to keep things
easy. If you are a mean DM you can require the
player to succeed three separate saves or become a
ghoul. On a failed save on these days they notice
necrosis in their wound.
Days 3-5: At this point the player starts to feel
unusually hungry. As they near five days the hunger
will grow and grow. Their fingernails will also start
growing faster and become claw like. From day 3
on the player will rapidly start to lose weight until
they appear emaciated on day 7.

174

Days 5-7: At this point your victim player will start


compulsively binge eating (Day 5 - DC 5 will save
not to binge eat. Day 6 - DC 10 will save not to
binge eat. Day 7 - DC 15 will save not to binge eat).
During this time their skin will turn pale. Their jaw
will grow to look like that of a ghoul's and their
ears will start to look like an elf's, causing the
player much pain in the process. Hair will also start
to fall out. If your player manages to fail all their
saves by day seven their brains will have
deteriorated and their stomachs become that of a
ghouls. Effectively they become a ghoul.
If you don't want to kill your player you can give
the player some sort of magical artifact to make
them maintain their sanity. At this point you have a
human ghoul. Every once in awhile they need to
make a save or feel hunger intense enough to want
to eat NPCs and even party members (personally I
leave off that last part). In this state the player does
gain paralysis for unarmed attacks and the ability to
understand ghoul communication. You can also
give the player the ability to make a charisma save
to command ghouls.

Ghost

"I know what I saw! She was right there then she vanished!
Oh my Valinda what happened?!"
-- Marko WindStep Human Soldier

Introduction

Of all of my research I've not found a more tragic and sad


creature as the ghost. I gathered this research at behest of a
small town who regularly found a woman standing on a
guard's post looking outward. Fearing a security breach many
times this creature was spotted but never for long and when
spotted simply vanished. I also gathered information from
over 30 different cases along my travels and only now I feel I
can make a concise investigation on these creatures.
Ghosts are the echo or spiritual remains of a creature that
has since shed its mortal frame. Any creature it seems can be
a ghost aside from other undead. They must have possessed a
spirit or soul. They often are benign but sometimes are just as
dangerous or violent as a ghoul.
If there seems to be any indicator on how a ghost comes to
be it's a factor of 2 things. First is an immense will power and
second is a specific goal or task left undone. It would seem
that both conditions need to be met for a ghost to manifest.

Physiological Observations

Ghosts often look as the creature did in life, but insubstantial


like a soft glowing fog taking the creature's visage.
Sometimes depending on the situation the ghost can be
deformed or look as they did in the moment of death instead
of as life. These deformed ghosts are more often not of the
friendly persuasion.
Ghosts by nature are nothing more than a visible fog.
Unless an item or creature is magical they will never be able
to touch a ghost unless the ghost wishes it. They use this
ability to their advantage often and maneuver through solid
walls, doors, and floors at will. Some will even hover above
the ground as if walking on an unseen floor.
Ghosts always dwell in a single location and do not move
from their home. Often times it is where they had lived or
died. This location is often called haunted. Strange
occurrences mark a haunting. Furniture or objects misplace,
moved, or rearranged, eerie noises or unnatural silence,
unexplained feelings of dread, sadness, fear or even anger all
are markings of a haunting in an area. Often times these
areas are relatively small such as a single building or part of
one. In open the open air often a specific landmark like a
water fall or tree or even a bed of flowers can be haunted.

Ghosts have a dominating emotion that usually rules their


existence. Even the most intelligent and aware ghosts are
ruled by a major emotion. This doesn't mean that ghosts can't
exude for feel other emotions just that as we may have a
default of peace they may have one of anger or sadness.
Positive emotions are virtually unheard of as usually such
emotions do not come with a task undone. This emotion is
determined upon their primary feelings at the time of their
demise. A ghost who died of or during profound sadness will
exude this very feeling from themselves. Creatures can
succumb to this same feeling if not careful or prepared. Most
often violent ghosts come from violent intent upon death.
Weather this is outright anger or hatred, or the profound and
dangerous sadness of suicide.
These undead shadows live in 2 planes of existence and
shift between them at will. They live on both the Material and
Ethereal Planes. When in one plane they are completely gone
from the other. This explains how they can simply vanish to
the eyes of others. One could travel to the other plane and
find them.
The few ghosts that do act violently do have a few ways in
which to attack others. First is that by mere touch they can
wither a corporeal creature. Their touch is necrotic in nature
although they seem to be able to choose upon contact to
enact this ability or not. Some of these ghosts also have the
ability to either change their own appearance to a horrifying
visage or change how others perceive them to look.
Sometimes, especially in the more violent deaths enacting
the state, the mask of their own death is constant and always
a frightening sight. Lastly and most dangerous is their ability
to possess a creature. Often times this ability can be applied
to any individual creature. Only those with a strong sense of
self have deterred such attacks, even then it's not guaranteed.
These abilities are present in all ghosts though only the
violent ones employ them often. Possession in less violent
beings often is very specific to race and gender of a host body.
The possession will often show something to someone or
bring something to one's attention, in accordance with the
ghost's unfinished agenda.
When a ghost's quest has been fulfilled they are always
granted full clarity of their existence and become at peace.
They then move on into the next stage of life never to be
bothered again. Often times they will thank those who aided
them and in some rare cases bestow gifts of material or
magical means upon their allies. Most often it is simply kind
words and as much insight they can give. A ghost can never
be deceived that its goal is achieved. They are inexorably tied
to the event by the fates or some guiding factor. Goals exist in
which they need to better understand a situation and
persuasion or proof is required but never does the goal
remain undone.
If they are killed by conventional means they will simply
return to the Ethereal Plane. Although there is one way to rid
an area of a ghost without their unresolved business
achieved. If they are exercised by a priest, even if they are of
good alignment, or exposed to a weakness tied to their
existence they will dissipate. Ghosts have a truth or object
which often opposes their goals greatly. They always have one
even if it is small. One such ghost that by all means was
helpful to a city was banished by this method. He had been a
human paladin in life and sought to protect his town forever,
and he did so. He was loved and cherished and often helped
the townsfolk.
175

Unfortunately he was banished when during the investigation


it was found that he had during his life broke the vow of
celibacy of his order 1 time. The shame of his act caused him
to depart there and then when he was asked about this very
act. Since he's not been seen and it is assumed that he simply
moved on.

Social Observations

A ghost is not always solitary but it is rare to find them in


groups. Ghosts have no need outside of their agenda to
interact with another. There are a few occasions in which
ghosts are numerous but in all situations they seem to not
acknowledge another's presence unless somehow they have a
common or related agenda.
Some ghosts who are in groups do directly interact,
especially when they are fully aware and have the same goals.
Often times these ghosts died together or in the same
manner. They will acknowledge and even talk among
themselves depending on the situation. In one such occasion
I directly spoke to a group of 3 adventurers who had
important information for a former companion to complete
their journey. I learned that not all 3 had died at the same
time but all were bound to a place of great importance in that
quest they had been before.

Interactions with Other Creatures

Ghosts are complex in their interactions with those few that


they do so with. They range from one way conversations to
complex and deep conversations. This all depends on a
ghost's goals, how aware they are and their demeanor or
ruling emotion.
The range at which a Ghost can be lucid is very wide. From
unresponsive and completely aloof to as aware and lucid as
any living being can be found among ghosts. The level at
which they are aware is often directly tied to their resolve in
life. The individuals who were weak willed but just enough to
remain for some reason often are trapped in the
unacceptance of death and linger. These ghosts are often
called echoes and repeat an action over and over.
Those who were driven and focused on a goal unerringly
often are themselves completely.
Ghosts always interact in the means to further the
completion of their agenda. They ignore any and all
interactions unrelated. Violence or hostility to them or their
agenda is usually taken as a threat and can push even some
benign ghosts into attacking. If spotted by creatures they are
disinterested in they normally leave unless they are actively
working on their agenda. They are elusive because they can
simply wish not to be seen and shift to the other plane.

Variations

Ghosts all share common traits and act according to their


agenda. There are many kinds of ghosts from many races.
Listed here is but a few of the varieties of ghosts I've
encountered or heard tale of.

176

Ghost of Vengeance - These ghosts want to some creature


dead, either slain by them or who slew someone dear to
them. They will not rest until their quarry has died. They will
attack those who resemble their target and sometimes that
can be as broad as a whole gender or even humanoid or not.
Lucidity is key to a ghost of vengeance because without it
they may attack any and all thinking them their true foe.
Ghost of Great Dishonor - These ghosts exist until some
act they had caused or caused to them has been corrected.
This ghost is not too uncommon with races who value a
proper burial and it was not conducted.
Ghost of Something Unsaid - this ghost can manifest when
someone dies before they can say something important; often
a personal message to someone. Lovers who never spoke the
word, vital information to research, or sometimes words to
right the course of a life.
Ghost of Something Undone - This is a ghost who left an
act of great importance undone. Often times these are tasks
of great importance to the individual. They can range from a
personal quest to find a missing person to a goal not achieved
for the whole of a kingdom. These ghosts are friendly to allies
but deadly to anything or anyone directly in their way. Often
times they need proxies to achieve this goal as they can't
leave the immediate area of their death.
Lost Soul - These ghosts are often unaware of many
individuals and their goal is often unclear to them. They can
have small moments of clarity usually at a specific time
during the day or sometimes more complicated a certain day
of the year. When lost or unresponsive they are often seen
doing something important or enjoying to them during life.
Ghost of Despair - Most likely the hardest goals to achieve
as the ghost themselves feel unable to do so. These ghosts
are mainly ruled by sadness and in some cases took their
own life. They have been heard of possessing others and
continually carrying out their last acts in a futile attempt to
alleviate their troubles.
Ghost of Hidden Truths - These ghosts want a secret to be
known and spread. These ghosts are active participants in a
mystery to solve their dilemma or get someone to prove it.
They are not far from something unsaid but often are not
simply a message but a truth obscured.
Ghost of Catastrophe - These ghosts are often unaware
they are dead or will not accept the truth. They often simply
need to accept death. Often times they are killed in mass by a
natural event or death instantaneous and unexpected. There
have been whole cities of lost ghosts milling about in their
daily live as before completely unaware of their demise. They
often are in large groups but do not interact.

DM's Tips
Ghosts are there for a variety of useful reasons.
They can bring light to mystery, help with
information, be a challenge or aid in a quest.
Ghosts are also very useful for a great RP
experience and can make for interesting
interactions that players need to decipher. Try
using a ghost to start a quest instead of a jail it
might be fun.

Giant: Hill

"Hill Giants? We've had no trouble with those beasts for


months now." The adventurer looked up from his notebook,
surprise written plainly on his face. "How'd ya manage that!?
Them things are massive, they are!" The farmer smiled. "We
built ourselves a scarecrow. A really big scarecrow."
-- overheard from a conversation in Grabiel.

Introduction

There are plenty of things that can make your day miserable
out in farmer country, but Hill Giants are by far the worst you
can encounter. They eat anything they can get their massive
hands on, livestock, buildings, people, it makes no difference
to them. They have the mental acuity of a toddler, unable to
hear reason and prone to throwing tantrums, destroying
anything and anyone around them. Thankfully, they're also
quite possibly the dumbest creatures under the sun. A far
throw indeed from the legendary rulers of old you hear
stories about.

Physiological Observations

A Hill Giant grows to be around 16 feet tall; they commonly


have tan skin and immense bellies. It is rare for a Hill Giant
to bother with clothing as they are rarely ever cold and have
no use at all for manners. On the rare occasions they choose
to adorn themselves however, the clothing usually consists of
pelts, skin or bones from their most recent kills, be it human,
beast or whatever else they've come across. They use small
trees or large boulders as weapons, usually just picking them
up whenever they need it. If no tree or boulder can be found
close by when it wants one, anything heavy will suffice. They
have been known to pick up horses and use them to bash
humans to death. They have been seen ripping barn-doors off
their hinges in order to throw it like a discus into a group of
people or buildings. As long as it's heavy, a Hill Giant will
likely use it to kill things with.
Hill Giants are one of the few creatures who can truly
claim an existence free from hardships. They suffer no lack of
sustenance as they can eat just about everything, be it rotten
or fresh, old or young, they simply don't care.
As long as the food available is not overtly poisonous, a Hill
Giant will eat it until he throws up, and will then likely try to
eat whatever came out of him.
Due to this incredible hardiness the Hill Giants have never
needed to develop past the mental state of toddlers. They
take what they need with their considerable muscle and if
they ever encounter a problem that said strength cannot take
care of, they throw tantrums and then give up and move on to
something easier. They are the quintessential bully, only they
want to eat you as well as beat you up.

Social and Behavioral Observations

Hill Giants are on the lowest rung of the Ordning the Giants
caste system. Every type of Giant is part of this hierarchy,
each individual Giant are placed in the Ordning based on type
and a set of skills or attributes decided by said type. No two
Giants are ever equal.

The major difference between Hill Giants and their cousins


is that Hill Giants are too dimwitted to actually be aware of
the Ordning; they obey other Giants not because of their
caste system, but because of their size. For Hill Giants size
means everything, leaders are appointed not by aptitude or
ability but by the volume of their bellies. If a thing is larger
than the Hill Giant is, it is to be obeyed and feared with
unquestioning loyalty. This has turned the Hill Giants into the
black sheep of the Giants, who are usually quite respectful to
one another. A Hill Giant tribe rarely reaches more than 7-8
individuals, as the chaos caused by these creatures is prone
to attract adventurers and Giant hunters to the scene,
effectively culling the herd.
Hill Giants are commonly used by other Giants at war time
as cannon fodder and front-line berserkers. A wave of raging,
massive piles of wobbling flesh rushing at whatever target
has been pointed out for them, they will not stop killing,
eating and destroying said target until the fall dead or a Giant
of higher Ordning rank than they tells them to stop.
These creatures may share blood with some of the world's
most impressive races, but make no mistake; they are beasts,
brutes and bullies.

Intra-species Observations

Hill Giants have but two ways of interacting with other races.
Eat it or Obey it. What the Hill Giant decides to do depends
almost entirely on the creature's size. One of the first lessons
a Farmer learns when they live in an area with Hill Giants is
how to avoid destruction at their hands. Several methods
have been invented, including massive scarecrows, painting
buildings green to camouflage them and leaving trails of food
leading away from close villages.

DM's Toolkit
The adventurers are hired to protect a village, Hill
Giant tracks have been recently spotted only a few
miles from the small hamlet. Give the Players a
deadline of a few days to build defenses and see
what they come up with!
A large plume of smoke can be seen on the
horizon, traveling there reveals a medium to large
sized city demolished. The walls have been
knocked and pushed down and there are signs
everywhere point towards Hill Giants. But why
would Hill Giants attack a fortified city when they
can get easier food in the forests?
There has been a report of a large gathering of
Hill Giants, easily over 50 of the beasts. The scout
spoke about how they all gathered in a circle
around the fattest Hill Giant he had ever seen. The
strangest thing however was what that Giant was
wearing; it had a massive talisman tied around its
neck. The scout swears he saw it draw battle-plans
in the dirt, but obviously that's ridiculous.
The adventurers, for some reason, need to
assault a large castle/hold/fort etc but it's walls and
position make it nearly impossible to attack. A tribe
of Hill Giants have been spotted nearby; maybe
they could be fooled into assisting? Note for the
DM: Coercion would likely not work; Hill Giants are
about as open to reason as a newborn.

177

Giant: Stone

"On that day, we dug deeper than we ever had before. We


were so sure we'd hit the jackpot, after all those years we felt
it in our bones. We broke ourselves upon the stone until it
gave way. We broke through, but what greeted us was neither
gold nor diamonds. What we saw was so, so much greater
than anything we could have dreamt of. Carvings. Carvings in
the stone. Carvings telling stories that would make each and
every one of you weep. Carvings of such beauty, such grace...
on that day our purses were left empty, but our hearts grew
richer than I could have ever imagined possible."
--Joseph Valeran, recounting his mining efforts in the
Darkmist Mountains.

Introduction

Deep below the mountains live the Stone Giants. They care
not for the world above, that fickle world below the sky.
Underground channels make their waterways, huge caverns
their settlements and long, winding tunnels their highways.
Stone Giants are tranquil beings; they keep to themselves at
all times. They are artists, beauty and grace their sole
purpose in life.
This is not what a common tale of Stone Giants will reveal
however. No, tales of Stone Giants are tales of rage, of bone
crunching beneath stone, of blood and gore and death. The
few who have survived meeting a Stone Giant will tell you
about the mountain that suddenly started moving, how it
shouted in a language older than the rocks themselves and
how it came down upon them like a grey avalanche of fury.

Physiological Observations

The body of a Stone Giant is a marvel to behold. 18 feet of


finely sculpted muscle, every inch of it crafted for a purpose.
It's face usually carry gaunt features and sunken, dark eyes.
It's skin ranges in colour from the lightest of Granite to the
darkest of Basalt but usually take after the tone of the
mountain they dwell in. Their hair is unanimously dark grey.
A Stone Giant will rarely be clothed while in their
subterranean dwelling. On the rare occasion they travel to the
outside they will wear treated animal pelts (usually of cave
bears or mountain goats) to keep warm. Their weapon of
choice is the mountain itself. They will throw boulders, create
rockslides, break the stone upon which their enemies stand
and knock them off of their mountain ledges into the
darkness of the deepest ravine available. Be warned, the
mountains is the domain of the Stone Giant, engaging one in
combat on its own terms is equal to suicide. Some Stone
Giants have been known to carry exquisitely carved stone
cudgels, the size of small trees, though the Giants carrying
these rarely seem happy about using them for such dirty
work.
When it comes to sustenance a Stone Giant can live for
eons on nothing but the minerals provided by the mountain
and the water from underground channels. They can and will
however eat plants and even meat if they have recently been
engaged in extended periods of physical stress.

178

Talking about a Stone Giant's physical attributes without


focusing on their purpose is a fool's errand. Stone Giants
value beauty and grace above else, not like the Cloud Giants
who wear diamonds and pearls to be the object of jealousy,
not like the Dragons who simply wish to wallow in their own
splendor. No, the beauty a Stone Giant seeks goes far beyond
such things. The beauty of a Stone Giants work is a gateway
to the gods themselves.

Social and Behavioral Observations


Like all Giants, Stone Giants are part of the Ordning. A caste
system that ranks all Giants based on type and special
attributes and skills, no two Giants are ever equal. Stone
Giants stand on the second lowest rung of the
Ordning, just above the Hill Giants. Even the lowest ranked
Stone Giant stand above a Hill Giant chieftain.
Each type of Giant has ways of appointing their leaders; the
Stone Giants decide the most worthy among them by skill in
Stone Carving. They believe that when a skilled Stone Carver
works, their god speaks to them through the artist's hands.
When you look at the carving such a Giant can produce, it is
easy to see why. They are true masterpieces. The massive
chambers used for such carving are their cathedrals, their
temples. They are considered holy by all Stone Giants.
Stone Carving is not the only way of gaining a high
standing in Stone Giant society however. They also value skill
in throwing and catching large boulders with poise. That's a
recurring theme in Stone Giants, everything is to be done
gracefully, and every movement is an art.
The only thing that would make a Stone Giant willingly
leave their homes is the order of a Giant higher than it in the
Ordning. They will travel far and wide to follow their
superiors command, be it to do battle, to do observe an
important event or to carve them a masterpiece to hang upon
their walls. Cloud Giants in particular are prone to ask Stone
Giants to construct their mansions for them. In a war waged
by Giants, the Stone Giants would make up the ranged
covering squad. Their prowess at throwing boulders is hard
to match even for most other Giants.

Intra-species Observations

Giants that don't show adequate skill in carving, throwing or


other art forms, are appointed to be gatherers and protectors.
They live on the outskirts of Stone Giant settlements and they
carry out their jobs with extreme prejudice, for there is
nothing that Stone Giants hate more than being disturbed.
They do not trust anyone or anything coming from the world
outside. The world they call 'The dreaming world under the
sky'.
A Stone Giant treat the outside world like a dream in more
than just name, they're not entirely sure that place is even
real. A promise made there need not be kept, no
responsibility applies to actions taken there, and no creature
living there can be trusted. Because of this Stone Giants are
very careful about letting anyone not of their own kind close
to them. They would rather let death rain down upon
travelers than risk one of them setting foot on an entrance to
Stone Giant tunnels. This is where the stories come from;
this is why the Stone Giants carry such foul reputations.

Giants and Dragons have a special relationship; the Dragons


were but wyrmlings when the first steps of a Giant shook the
world beneath their feet. The history of war between the two
species is as long as it is brutal. While Stone
Giants certainly have fought and won battles against
Dragons before; it is rare to see it happen nowadays. Dragons
have much easier targets to prey upon in the mortal races.
Not to mention that the art of a Stone Giant is not often the
type of treasure a Dragon seeks. That said there have been
altercations where a Dragon has found one of the Stone
Giants finely carved caves an excellent place for a lair. As
stated above, the Stone Giants are at their most dangerous
when able to use the mountain itself as a weapon, most
Dragons will know better than to take one of the Giants holy
places for lair.

DM's Toolkit
While Stone Giants are ferocious warriors and hate
being disturbed, they are not stupid like their Hill
Giant cousins. Nor are they inherently evil. A very
clever party may find ways of appeasing a Stone
Giant to let them use its tunnels as a shortcut.
Stone Giants make excellent plot devices for
Lost Civilization stories. A dwarven archeological
team has gone missing after their last reports of
We've found something amazing down here.
Stone Giants can be used as an environmental
hazard. A party who knows that Stone Giants dwell
in this mountain may lead its pursuers straight into
the belly of the beast. Just hope they have a plan in
place to spare themselves the hell that is about
come upon their enemies.
A clever villain has led the party down a cave
system leading to Stone Giant territory, and
blocked the way out.
The party comes across a town working on hard
on seemingly preparing themselves for battle. Their
survival depends on their mining efforts in the
nearby mountain but a Stone Giant has been
making it impossible for them. They're gearing up
to fight it, not realizing that where one Stone Giant
is, there is an entire settlement of them.
A Cloud Giant wants a new piece of art for its
wall, but simply asking for it is far too simplistic. It
hires the party to brave a Stone Giant dwelling to
steal the piece. The Cloud Giant has of course
placed bets on whether party will survive or not.

179

Gibbering Mouther

"HEY! Hey meatbag! HEY FILTH! Filth! Yeah, YOU! C'mere


you delicious crunchy bag of meat! FILTH! WHERE YOU
GOING? Hey! HEY! YOU DIRTY FUCKER! YEAH YOU
BETTER RUN! Hey FILTH! Come BACK!"
--A gibbering mouther on a good day.

Introduction

Madness personified. Nightmare-made-flesh. A creature of


amorphous flesh, eyes, and mouths, the Gibbering Mouther is
a an aberration unlike any other known monster. Many
theories have been put forth about the Mouther's place-oforigin, striving to find some sort of framework to explain its
nature. Most believe that Limbo is the only place that could
spawn such a horror, but many others argue that the Void is
infinite, and there are multitudes of Planes that we cannot
even imagine where perhaps these types of lifeforms are
normal. Others will say that they have no Plane, and spring
forth from the minds of sleeping Elder Gods, and some even
claim that they arise from the energies arising from the
trauma of many conscious minds, much like Feyr do.

Physiological Observations

Whatever its beginnings, there can be no doubt that the


Mouther is a terrifying predator. It moves with an alien grace,
almost flowing like liquid. It is a huge amorphous blob
covered in eyes and fanged mouths that it stretches out with
pseudopods in any direction to grab and devour prey.
Some have been reported being slightly larger than mansized, and one asylum patient claimed she observed a
Mouther that was the size of a house (her claims that it
destroyed her entire village was later proved true). The
creature propels itself in two main ways; by oozing along the
ground, in a peristaltic wave, (and it is decidedly faster when
traveling over mud, snow, or water), or pulling itself over walls
and ceilings by means of extended pseudopods - the mouths
of the Mouther actually bite and grip the surface of whatever
its climbing across.
If still, they resemble a wet pile of earth or stone. There is a
miasma of stink around them that cannot be ignored.
Ammonia and feces seems to be the two that are reported the
most, but Mouthers smelling of sulfur, formaldehyde and even
turpentine have been observed.
The eyes and mouths covering a Mouther are said to come
from the prey it devours, however many new research papers
have postulated that new eyes and mouths appear at random,
and the multitudinous babble that pours from it are not the
memories of its prey, but more often just a muddle of
nonsense. Heated retorts have been declared in public and
the debate continues. What it does illustrate is how little we
really know of these aberrations.
Because they are covered in living eyes, Mouthers can see
in all directions simultaneously, and can never be surprised.
Mouthers have never been observed at sleep and most agree
they do not need sleep, but can relax and close its eyes and
mouths when in ambush.
Some have speculated that Mouthers can breathe through
anaerobic respiration and are unable to be suffocated. This
has never been tested.

180

The prevalent theory is that the Mouther's nervous system


is decentralized, meaning no brain tissue as we would
recognize it, but there is a vocal minority who claims to hold
evidence that the Mouther's brain is found in one central
location, much like humanoids.
Mouthers have been observed "giving birth" - when enough
victims have been devoured, the Mouther splits itself into two
smaller creatures, much like Oozes and Puddings. The two
new creatures each have around half of the size of parent
form, and immediately seek to distance themselves from one
another. Nothing is known about lifecycles, or even if the
Mouthers have one. Perhaps their size is merely a reflection
of how much prey it has consumed?

Social Observations

Mouthers are not naturally friendly. They do not socialize. If


you aren't a Mouther, you are food. If you are, you are to be
avoided. Mouthers do not wage war on one another. When
two meet, they determine who should leave on some level
that we cannot comprehend, and age or size does not seem to
make a difference. There is some speculation that if two
Mouthers were forced into the same area and could not leave,
that they would merge into a larger version rather than fight,
and this could explain the observations of witnesses, but does
seem less practical on a biological level.

Behavioral Observations

The creature appears to have no real intelligence, most agree


it only rates a 1 on the Moldvay Scale. It exists only to devour,
and while it can survive on vegetable and mineral resources,
it's real hunger is for flesh. Animals, humanoids, monsters,
whatever it can catch.
The Mouther appears to be completely insane. It howls and
gibbers in dozens, sometimes hundreds of voices, depending
on size, and any creature who hears this cacophony is usually
driven from the area in sheer terror. Only the very stoic can
face a Mouther in battle.
Mouthers have two incredible abilities. One appears to be
biological, the other, some force of the Unknown. The
biological ability is a spitting of ammonium iodide from any
one of its mouths. When this spittle strikes a hard surface, it
causes a bright, dazzling flash, and is often used to blind prey.
Some arcane force little understood also gives the Mouther
the ability to soften rock and stone to the consistency of loose
quicksand in an area around the Mouther beyond its physical
body. This gives the Mouther an indisputable advantage when
hunting and Mouthers are actually faster in watery terrain.
That being said, their almost non-existent intelligence
usually results in a Mouther's own death by simple greed.
Most Mouthers die of starvation, not battle. If they become
trapped in an area for only a few days without any source of
food, they die and their corpses aspirate away through some
planar transfer we do not understand yet. In short, we have
never been able to dissect or study a dead Mouther. They do
not seem to hoard treasure, and have not been observed
using magic items.

Inter-Species Observations

These insane abominations are incapable of understanding


what cooperation means, so they are unable to form
attachments for mutual benefit, but they are capable of being
dominated by creatures with formidable will and power.
Mouthers have been used as shock troops in wars across
the Planes, and they are most often found in the company of
Demons, who find them hilarious. Agents of Chaos will often
have dominated Mouthers that serve as assassins and
"biological weapons". Powerful sorcerers often keep them
as "pets". Mouthers can be found serving nearly any powerful,
intelligent creature.

DM's Toolkit
These things are really scary. They are fast, multiattackers with terrain-modifying powers and a nifty
flash (without the bang). Oh and the Fear from the
gibbering, always handy. They lay in wait, just a pile
of dirt, some prey happens by, they shift the
ground to a nice sloppy mire, and then turn on the
Gibbering Machine. If they had any intelligence
they'd probably think that was hilarious. The jump
scare followed by a dunk and a crunchy ending.
Mouthers as ambushers is my preferred method.
Their physiology practically demands it. But having
one roll up on you in a dark alley, glad as hell to see
you? They are just plain scary all around.
I like to give Mouthers the same origins as Feyr.
That they appear in areas where fear and stress and
trauma in the local populace is high. They sort of
coalesce from the bad air and roll around, scaring
and eating folk until the sun comes up and they
vanish like mist, only to return the following night
for more shenanigans. This might go on for weeks
or until a bunch of adventurers show up to deal
with the problem. On the flip side, I like to have
one of these act the same way around the PCs. The
Mouthers appears out of nowhere, taunts them
with craziness and follows them until dawn, where
it vanishes and comes back again, and again, and
again, and...Until they find a way to deal with it,
through combat or magic, or some other method
that doesn't include trying to negotiate with the
gorram thing.
They are great minions and can really change the
tide of a battle if dropped in from the ceiling or
waiting in ambush near its master. They make great
Solo challenges if increased in size and given the
right terrain and features to work with.

Mouther Variants

Undead Mouther - Give those bites some necrotic


gravy. Make them unturnable, too, for funzies.
Ghost Mouther. Phasing in and out of the Prime
Material Plane should make this version even more
pants-wettingly awesome.
Masonry Mouther. These are stationary and
cannot move. Walls, floors, ceilings - now with
more Mouther. Or entirely Mouther. Dungeons will
thank you for it.
Aquatic Mouther. Sure the regular ones can
swim. But are they see-through, bioluminous, and
paralytic? With shark mouths?
Singing Mouther. Only hungry for song. 40 at a
time. Will Gregorian Chant for food. Lawful Good
(if such things exist for you). A real aberration.

181

Gith

"Me, sister, mother, father; not-human, just mind-bended.


Mother, father; killed by Voor. Me, Sister; Slaves, but more.
So much more. She Gith. She speaks and minds come
straight. We think. We think free. She speaks truth, we are
one. We are Gith, we are strong. So we win. Long, brutal;
memories of Pharagos and visions of dead gods haunt my
dreams. Gith say we have not won. Must kill all mindbenders; all creation.
Is this Gith, or Illithid? I say no. More follow. Sister,
Brother. No longer slaves. Only war. Sister, Brother. Gith, no
more.
I know this, I know her pain. She sells her soul for war.
Sister, Brother. Foul Baator. She was Gith, but I am
Zerthimon."
--Zerthimon, Hero of the Githzerai.

Introduction

The gith are a race of semi-Astral beings, whose forerunners


were shaped by Illithid experimentation and long exposure to
the Ethereal, Astral, and Outer Planes. Vaguely human, they
are sentient race with strong temperaments and affinity for
planar travel. The two subspecies, Githyanki and Githzerai
despise one another due to a bitter civil war between the gith
race that occurred after they were liberated. The gith are so
named for their liberator, Gith, a slave like them who arose to
topple their Illithid masters. The name of the original species,
the forerunners, remains lost in time.
The divide among the gith occurred after the successful
toppling of their Mind-Flayer masters. Their leader, Gith,
instituted a strict military hierarchy and set forward to ravage
the planes in search of all Illithids in an attempt to
exterminate them. A war hero, Zerthimon, objected and
formed a strong following of gith seeking to retreat into
meditation and martial training - to prepare for an Illithid
counterattack. Zerthimon also objected to the rigid military
hierarchy of Gith, which he argued was no better than being
an Illithid slave. As tensions boiled over, civil war ravaged the
home planet of the gith and thrust them into extraplanar
battlegrounds. The races divided in creed and lifestyle until
the two races, Githyanki following Gith and Githzerai
following Zerthimon emerged.
The whole lot are savages, plain and simple - if you'll
excuse the pun. Illithids did all this, really. Broke them and
put them back together - the ultimate slaves, save for the fact
they were exceptionally good at rebellion.
What they were before? Oh, don't bother asking. They
already did.
Eq'Torst, Arcanaloth

Physiology

Gith are the results of extraplanar exposure and Illithid


experimentation, optimized for burden and martial prowess.
They are bipedal and stand at just over six-feet, with tawny
brown skin and thick russet hair. Their limbs are elongated,
and their heads more ellipsoidal and narrow. They posses
piercing eyes the color of a nebula, and their skin is
commonly covered with either scars in Githyanki or martial
tattoos among the Githzerai.

182

The Githyanki reproduce by laying eggs that hatch and


fertilize in secret clutches on the Prime Material plane, while
the Githzerai are even more secretive - leading some to
believe they give either live birth or some other form of
reproduction. Both the races live about two times as long as
the typical human, producing on average two to three
offspring in their life time. Both reproduce on the Prime
Material plane as aging does not happen regularly or
standard enough in the Astral plane.
After years of Illithid control, the gith have developed
strong psionic ability - mostly defensive.
Githyanki have adapted to extraplanar travel in the form of
resistances to planar-splicing and other various malfunctions.
Common accidents like a mid-transition portal failure often
are more humorous then deadly, with Githyanki walking
around without an upper torso and severed heads cracking
jokes while the raiding party's artificer and doctor
reassembles them. They have also slowly adapted to longperiods of dragon-riding, coming from a deal struck long ago
by their ruler Vlaakith with Tiamat. Most Red Dragons are at
the very least respectful of the Githyanki, a great many are
ridden by them as war mounts - not necessarily as
companions.
Githzerai, meanwhile, have thoroughly trained their minds
to further develop their psionic capabilities and this allow
them to control their native habitat of the plane of Limbo. By
mentally enforcing stable structures, Githzerai develop small
free-floating habitats of stability in the infinite chaos.
Slavemasters. They are hypocrites, devious raiders who
want nothing but their own bloodlust satiated. I would find it
almost admirable if I wasn't enslaved to them for many
centuries. Many foolish riders. Some killed in... accidents.
Some I outright incinerated. They were shocked when I killed
the lot of them, but you don't bind a dragon, you don't chain a
god.
Harrelhorn the Scarred, Ancient Red Dragon

Social Observations

Imperious and free-willed in both cases, the gith have


fragmented over time from their ideological empires. They
still despise their counterparts, but Githyanki and Githzerai
no longer form planar empires, instead consigning
themselves to raiding parties and small monastic groups
mostly.
The Gith language is shared between the two, and the
written script is unique to the gith. Written in circular runes,
words and idea-phrases are written clockwise in arcs and
circles. Verb structures arc between noun-circles with objects
tangentially relating in a mass of intertwining patterns
indecipherable to the untrained eye.
The last bastions of strong civilization for the Githyanki
reside on the floating astral husks of dead gods - the capital
city residing on a long-lost one from the eons of creation.
Here, Vlaakith CLVII the immortal Lich-Queen rules with an
iron fist and subjugates most all Githyanki. While many do
not report directly to her or her command, she wields mighty
power as she is the bearer of their contract with the Red
Dragons. It is also here young
Githyanki who have grown in the Prime Material plane
come to pass the ritual of adolescence, hunting and killing an
Illithid, and train in Dragon-riding.

Githyanki raiding parties usually have small crews of fighters,


a Sword Stalker, an artificer/healer, and a pilot. A Sword
Stalker is usually captain of the astral ship and representative
of the larger Githyanki hierarchy. Sword
Stalkers are part of the solemn Silvered Order, which
protects the mighty Silver Swords created by the Githyanki in
order to slay their foes. Formed from ancestor worship, the
firestone of a Red Dragon, a masterful smith, and the
guidance of Gith these blades wreck havoc upon foes, able to
sever the astral connections of travelers to the plane. Some
raiding parties act as either Gith-alatto or Rrakkma raiders,
Githzerai and Illithid hunters respectively.
Githzerai monasteries are secluded and interspersed
throughout the planes, but the primary capital, the Floating
City, resides in Limbo. Limbo is the central location for most
Githzerai, allowing them free control over their settlements,
save for the occasional slaadi intrusion. Their deeply
meditative and rigorous hierarchy is mostly based on merit
and ancestor worship. The most skilled among the monks are
given the title of Zerth, and are able to shift between planes
nearly at-will.
Both of the gith have strong traditions of rejecting deities, a
pursuit of freedom, and astral navigation. Some gith feel at
home only on their Astral-ships, flitting between the planes
either raiding or spreading the word of
Zerthimon. As a rule, the gith primarily avoid the personal
realms of major deities; respecting their distance. Githyanki
have specifically been forbidden by Vlaakith to enter Baator,
who says the contract of the Red Dragons will be
compromised otherwise. However, past that, the gith have
been known to profit off the curiosity of the more sedentary
and exchange passage for information about their rivals and
Illithids, or payment. Githyanki specifically also have a
tradition of dragon-riding, and are more likely to use their
mounts instead of Astral ships when conducting large scale
warfare where the unstable guerrilla abilities of astral ships
become compromised.
I know evil. I am evil. We were made evil, and entered into a
deal with evil. Our slave-brothers are not evil. They not know
evil. They focus. On pity. Mercy. Weakness.
When mind-bender comes, they will not know. They will
die. When evil comes, kills all, only evil will remain. Only evil
will be free. We are evil, we are not slaves.
Rosstiun qa'Vlaakith, honorable Silver Sword of the EverRrakkma, Githyanki.

Gith otherwise may have chaotic and impure, or highly


restrained temperaments - with the same variations any other
sentient race. A common theme, however, is a certain
arrogant xenophobia. Partially because of an imprinted fear
of racial subjugation and partly because of their history of
struggle, most sentient races are looked down upon by the
gith. While the occasional raiding party may have a human
mercenary, or a half-elf may study under a Githzerai
monastery, the vast planar differences often led the gith to
associating only with elemental and planar beings.
Slaadi are a tense acquaintance of the Githzerai, often
being given Githyanki prisoners for spawning in exchange for
peace. Conversely, Githyanki despise slaadi. Above anything,
the gith despise the Illithids - they are to be killed on sight, no
matter the circumstance, by any member of the race. The
race after the Illithids are the opposing subspecies, although
rarely tense alliance or peaces may exist for a short time if
motivated by a combined threat.
Some enterprising gith scoff at the traditions of their
brethren, co-mingling as Githzerai and Githyanki in the
ultimate pursuit - duplicitous capitalism and free enterprise.
Gith trading companies are known for their speed, skill, and
relative safety of cargo. However, dealing with extraplanar
travel always has potential drawbacks, which are usually
pushed onto the traders and not the gith middlemen. A
shipment of fine china may come back as animated objects if
the caravan stops too long in Mechanus, for example. Other
companies, offering planar travel to nobles and royalty make
a fortune off of rushed trips through the elemental and upper
planes. Their services have also been contracted by
adventurers, fiends seeking advantages in the Blood Wars,
and minor spirits and celestials looking for safe passage.

Behavioral and Inter-Species


Observations

The gith are not bound necessarily by honor, but rather a


strong tradition of freedom, that is paradoxically tempered by
Githyanki military and Githzerai monasticism. This, in part,
is the leading cause of the gith's planar diaspora. It is the
opinion of this researcher that there may come a time when,
motivated by a universal struggle, the gith will reunite and
abandon the hierarchies of their predecessors as the original
gith did the bonds of slavery.

183

DM's Toolkit
Planar pirates, planar travel agents, planar monks,
planar freedom-fighters, planar Lich-Queen
worshipping red-dragon riding plane-shifting
martial silver-sworded Astral badasses - yes please,
the gith are any Spelljammer / Planescape
aficionado's bread and butter. They've got a rich,
very interesting history with Liches, Dragons,
Fiends, Illithids, and Humans all intertwined. Here's
a basic interpretation/rundown. Here you go here
we go, adventure/encounter hooks:
The party finds the freshly blasted ruins of a
Githzerai monastery, on a successful Arcana check
or Planes check the players find a planar rift leading
onto a Githyanki raiding ship.
After clearing an Illithid dungeon, the party finds
in the darkest depths a secret time-experiment.
Apparently the Illithids were experimenting with
reversing the Gith rebellion, the party must go back
in time, witness the rebellion, and undo their
experiments to avoid the creation of a devastating
time-warp.
The party is approached in a buzzing metropolis
by gith traders looking for guards. They're pretty
secretive about where they're traveling to. Just after
the point of no-return they admit the destination is
the Abyss, in search of [insert swaggin' treasure
here.]
A Githyanki challenges the party's biggest
jackass to a duel, and if successful a larger force
will come and impress the entire party into service
in their raiding ship - War of 1812 style.
The party must get from Plot-Device-Town #34B
to the Lost Island of McGuffins. A wizened
Githzerai approaches the party with an offer; if they
will help him get revenge on raiders who killed his
family, he will planeshift them to the Lost Island.

184

The party is faced with a red dragon far beyond


their capability. Prepared to meet their fate (or
caught up in moronic loot-lust savagely trying to
beat the dragon's insane AC with a wooden sword,)
the fight is interrupted by a Githyanki ship blasting
through the magma blaring [insert favorite rock
song.] They quickly begin wrapping metal bonds
around the Red Dragon, who violently fights back.
From here you've got a few options, either
The ship is smashed by the dragon into the side
of a large outcropping of rock and the surviving
Githyanki enlist the party's help in killing, or
hopefully subduing, the dragon.
The dragon is violently plane-shifted away,
leaving behind an exposed cave that reveals a
scared dragon wyrmling.
Githzerai come, noticing the disturbance in the
force Astral plane and everything just becomes
a clusterfuck.
The party is trying to interrogate a hermit Illithid
for information when a gith Rrakkma bursts
through the doors (or anywhere, really)
demanding the Mind-Flayer's head. They are not
likely to interpret the situation well.
The party uncovers a Githyanki clutch of eggs
that their Kenku guide was secretly searching
for. As he begins looting the eggs, a brood
matron arrives.

Gnoll
Introduction:

It is technically incorrect to say that Gnolls are inherently


cruel creatures. This suggests that they take delight in
causing pain. They are predators and no more naturally cruel
than a wolf among sheep. That being said, the majority of
gnolls are worshipers of Yeenoghu and do engage in
deliberate acts of cruelty in his name.

Physiological Observations:

The predominant species of Gnoll is the Striped Gnoll. There


is nearly no sexual dimorphism among them, giving rise to
the common belief that gnolls can swap genders. Short of
them being pregnant, nursing, or naked, there is no reliable
way of telling which striped gnolls are female. They are
bipedal with a generally humanoid form. Their arms are
longer than their legs and they are short in the torso. Their
grey and brown fur tapers lengthens into a mane that goes
from their brow to nearly their tails. The high sagittal crest of
the skull, in addition to making them look dull-witted and
thuggish, gives them jaws strong enough to splinter a horse's
leg. Striped Gnolls stand about seven feet high and weigh
300 pounds on average. They are almost completely
nocturnal.
Gnolls of any species can digest meat, bone, hide, and
hooves. They can and will eat scavenged and decomposing
corpses if that is what they find. However, when they hunt
they will not always wait until the creature is completely dead
before they start feeding. This is often misattributed to their
having a cruel nature. They have an aversion to vulture and
Aarakocra flesh, but won't starve if that's the only option.
Although they are primarily carnivores,
Striped Gnolls will eat just about anything that isn't
poisonous. All species of Gnolls will eat anything they can kill,
whether humanoid or not - this is unrelated to the deity they
worship.
Striped Gnoll cubs are born toothless and with their eyes
closed. There are, on average, two pups per litter. Both
parents dote on the children, keeping them safe in a den dug
into the earth. The young grow quickly, becoming half their
fully grown size within a year and capable of hunting with the
adults. Striped Gnolls may give birth at any point during the
year.

Sociological Observations:

Striped Gnolls mate for life and are monogamous. A mated


pair is the primary social unit. A territory is occupied by a
close-knit extended family of Gnolls. They will join together
for raids, hunting, defense, and worship. They are very hostile
towards groups that are outside the family. Families are
traced through matrilineal lines and they are matrilocal (a
mated pair will stay within the territory of the female and her
family). A pack will have at least ten members, but there will
be no more than 100 in a territory. As the family ties become
more tenuous it is more likely that the pack will split in two
with each going to a separate territory. They are unlikely to
remain on friendly terms.
Gnolls do not make inquiries, they make demands. They
are very abrupt and do not have a concept of diplomacy.

Striped Gnolls do not have a firm hierarchy. Leadership is


ad hoc, chosen every time two or more pairs comes together
in cooperation. The display of trophies taken in previous
raids and hunts is very important in determining who will
lead. Females and males are equally as likely to lead the
family pack. If displaying of trophies and bragging stories is
not enough to determine a clear leader then a fight may break
out. These fights tend to be over quickly and with few injuries
- the family remains close and it is a bad idea to weaken the
pack.
Gnolls grow quickly. A two-year old Gnoll is fully grown and
deadly. The average lifespan of a Gnoll is thirty years, and
they will remain in the prime of health until the final few
weeks before their death. As soon as a Gnoll begins to feel
the effects of age or disease they will become the most deadly
warriors, seeking out dangerous enemies of the pack. Gnolls
believe that death in battle or on the hunt is the only
appropriate way to die and the more dangerous the foe, the
better. Dying of disease is deeply shameful. A Striped Gnoll
who has lost their mate and has no pups to care for may
similarly become a berserker in their grief.
All Gnolls will ritually consume their dead.

Behavioral Observations:

Taking trophies is an important part of gnollish culture. They


do very little crafting of their own so trophy taking is how they
acquire most weapons, clothing, and armor. Such items will
be patched and torn as necessary to fit a
Gnoll. Other trophies are mementos of great hunts and
battles. These tokens are used as personal decorations and
also used to display the might of the Gnoll who took them.
The trophies are not necessarily valuable in the monetary
sense.
Gnolls consider natural tunnels and caverns to be sacred
spaces. Early theories associated this with the worship of
Yeenoghu - that the Gnolls were trying to emulate his infernal
realm. However this behavior also shows up in packs that do
not worship Yeenoghu. It may be an instinctual behavior
stemming from the warrens the pups live in.
85% of Striped Gnoll packs worship Yeenoghu. Those that
do take pride in inducing and maintaining a state of terror in
their victims. The most depraved are the Slavers. Slavers are
Gnolls who specialize in physical and psychological torture,
completely breaking the will of their victims so they will serve
and fight for the Gnoll pack. The victims of Slavers are
broken to the point that they will happily participate in the
torture of further victims. The pinnacle of the most skilled
Slavers' art is getting a paladin to renounce their deity and
deconsecrate themselves. Any pack of more than 20 adults
will have a Slaver. The Slaver will have 1d4 slaves with at
least one of them being a fighter.
Only slightly less repellent are the Priests of Yeenoghu.
Priests are in charge of the act of sacrificing creatures to
Yeenoghu deep in the sacred caverns. The altars of Yeenoghu
are unworked stones, with chains for securing the sacrificial
victims. Sacrifices can take days to die if the Priests are in
mind to make it last that long. Priests also gather the sacred,
hallucinogenic herbs that are mixed with the blood that in
consumed by the worshippers.

185

Gnolls whipped into a religious frenzy and under the


influence of the sacred herb will berserk and attack with
suicidal furor anything that they can reach in the night. The
Priest wears robes that have never been cleaned and wields a
dagger that has likewise never been cleaned. There is a
chance that a creature struck with the dagger will be
poisoned and suffer from sepsis as a result. If the sepsis is
left untreated it will turn into gangrene in 1d4 days.
Flinds are stockier, shorter, and smarter than the average
Gnoll. In the past they have been considered a sub-species of
Gnoll, perhaps runts. A newly emerging theory is that a Flind
may be a hybridization of humans and Gnolls.
It is not uncommon to find them in packs of twenty or
more. They will almost always have a leadership position
either as a fighter or a cleric.

Intra-Species Observations:

A lone Gnoll seeks a pack and is fairly egalitarian when it


comes to what species they will consider part of that pack. It
is not an easy thing to earn the friendship of a Gnoll but once
it is given, not even a dwarf is a more loyal companion.
A Gnoll pack does not take kindly to any trespasser into the
territory. Bringing gifts and food is one way to keep a pack
appeased enough to bargain with, but there's no guarantee of
a positive outcome. If the Gnoll pack approves of the bargain
they will provide gifts of their own (that they perceive as
valuable), but they also may demand further gifts of the
adventurers gear.
Although they are not terribly intelligent, Gnolls are canny
killers and patient hunters who make efficient use of their
ability to imitate voices and noises. Even a small pack can
take out a human settlement if they are sufficiently motivated.
One captured Gnoll had this to say:
Start with the young and it is easy. Lure them into the
woods and make them die. Eat the first few so that nothing is
left. Young go missing from houses and it is tragedy that
happens all the time. After the first three or so the people in
houses start getting suspicious. Then you leave some gnawed
bones. They blame wolves and send out the hunters. You use
the voices of the children to call the hunters and make them
disappear.
After the hunters disappear they send the fighters. Use the
children's voices, the hunters' voices. Separate them and kill
them and eat them. Not all of them. Leave the remains where
they will be found. Drive those in the houses into a frenzy so
they send all their weapons and shields and armor out on the
backs of fighters. Fighters are dumb and cowardly and will
not stay where they can protect the houses.
Then we have the weapons and the armor and the shields.
And all that is left in the town is the soft parts. Like the belly
of a fawn. The old and the young and the sick. The perfect
prey. Call to them with the voices of the dead and many will
come out, wanting to believe that their mates have returned.
But it is the pack, and we are hungry, and we will feed until
there is nothing left to gorge on. It is all joy.
Some have found ways to control Gnolls. The easiest way
to gain control of a small group of Gnolls is to threaten a
member of the family. This is holding a rakshasa by the tail
though because the instant the threat is no longer
enforceable it will bring the full wrath of the family down.

186

To control a larger group of Gnolls it is best to promise


them good hunting and the opportunity to kill in the name of
Yeenoghu (if applicable).

Variant Species:

Much rarer than the Striped Gnoll is the Spotted Gnoll. They
are generally similar unless otherwise listed. Spotted Gnolls
are bigger than Striped Gnolls. An average Spotted Gnoll is
about 7'6* and 350 pounds. Females are about fifteen
percent larger than the males, but it is even hard to be
assured of gender than with Striped Gnolls. Females have a
pseudo-penis and pseudo-scrotum, making it difficult to
determine gender even if the Gnoll is nude.
Spotted Gnolls have some very distinct sociological
differences. They are intensely matriarchal and hierarchal.
The highest ranked male is still lower than the lowest ranked
female (although an exceptionally fierce and strong male may
be considered female if he proves himself worthy). There are
about twice as many females as males. They eat from a kill in
order of rank, with the Matriarch and her youngest pups
getting first pick. To take food out of order is seen as a
challenge to rank. Most politics among Spotted Gnolls are
worked out over communal meals.
They are not monogamous and do not pair for life. A
female will mate with any male who is not related to her that
catches her nose while she is in heat. Only females of a
certain rank are permitted to bear pups. The Matriarch will
kill any pups from mothers of too low rank.
Spotted Gnolls are born in litters of four, too many for the
mother to nourish. They are born with their eyes open and a
full set of teeth. Spotted Gnoll pups dig their own warrens
out instinctively, only emerging to eat. In the pup warrens
they fight and the weakest will die. After about three months
they are generally too big for the pup tunnels. It is only after
they finally emerge from the tunnels the last time that a pup
is considered to be alive. Spotted Gnolls are guaranteed not
to worship Yeenoghu. The idea of being ruled over by a male,
even a deity, is both abhorrent and hysterical. Despite this, it
is possible that Spotted Gnolls were among the final
worshipers of Gorelick before his death. They value strength
of arms and will above all other virtues. Spotted Gnolls do
not have any Priests or Clerics among them, but there may be
a Shaman who will help them commune with spirits and
ancestors for guidance. They are very in tune with natural
surroundings, and will defend their territory from anything
that would upset the ecosystem.
Spotted Gnolls are hostile towards those outside the pack,
but a Matriarch may be interested in making a deal if a
suitable number of gifts are provided. She will distribute
these gifts among her followers. The alignment of
Spotted Gnolls will follow that of their leader and they are
not inherently given towards Evil (they are most inclined to a
Chaotic Neutral alignment). Remember, however, that these
creatures are still primarily predators and regard most
humanoids as part of the spectrum of prey creatures.

They are more nomadic than the Striped Gnolls and can be
convinced to move on to where hunting is better.
Spotted Gnolls revile their Striped Cousins because of
their worship of Yeenoghu. They see it as borrowed strength
and that is contemptible. They do not take slaves and they do
not torture or make sacrifices. It is very important to Spotted
Gnolls that they die in battle. They believe that it is necessary
in order to take their strength with them into the afterlife.
Inquiries into the nature of the afterlife is usually met with a
wave of the hand and the statement that is tomorrow's stag.
Let us hunt today's.

DM's Toolkit:
TL;DR Striped Gnolls have a family life that would
be familiar to most adventurers, almost downright
endearing. However they indulge in unspeakable
cruelty to appease their evil god. Spotted Gnolls
have a social life that many would consider
abhorrently cruel, but they are most amenable to
dealing with outsiders and are not likely to be evil.
Here are some ideas beyond the group ambush
tactics that Gnolls are so justifiably known for:
A Striped Gnoll comes to the adventurers at
dawn - he returned home to find his mate
murdered and his pups missing. If they can find his
missing pups before nightfall, when Yeenoghu can
look upon the land, then the Gnoll will convince his
tribe to not attack a nearby village. He may even be
telling the truth.
A lone Spotted Gnoll Matriarch has been
blocking the bridge to a nearby village, slaughtering
any who approach. When the party approaches she
demands they face her in combat. This Gnoll is
ghostly with the power of Frightful Moan in place
of Butcher's Lure. She can be hurt with mundane
weapons. The Gnoll cannot be bloodied. When
reduced to zero hit points she will thank the party
for finally providing a worthy challenge. She will tell
them where to find a treasure. Under the bridge is
Gnoll corpse with a broken neck (she fell off the
bridge and broke her neck). The body will have her
weapons and armor, some jewelry, and a map to a
treasure. What a Gnoll considers treasure may be
surprising.
A desperate Spotted Gnoll ambushes the party
and shoves three squalling, biting pups into their
arms. Seconds later a pack of Gnolls strikes from
hiding and kills the desperate Gnoll. The most
battle-scarred individual - the Matriarch - demands
the pups and makes it very clear she will kill them
in the name of maintaining the natural balance of
the ecosystem. She is amenable to diplomacy (and
gifts) if the party has a solution, otherwise she will
attempt to kill them to get to the pups.

187

Gnomes: Deep
(Svirfneblin)

"We ran into the labyrinth, knowing that on our tails were the
most fearsome creatures the Underdark had ever seen. I felt
hopeless as we wandered for days and days, until finally we
found them. The Svirfneblin of Blingdenstone."
--Journal of Aoth Uuthrakt

Introduction

The Deep Gnomes, or Svirfnelbin, are the Underdark


equivalent of their surface gnome cousins. The Svirfnelbin
are guarded and suspicious of others, but when they find a
trustworthy companion, they are as kind-hearted and loyal as
their surface kin.

Physiological Observations

Svirfnelbin seem to be creatures of stone rather than flesh.


Their skin is leathery and is colored in gray, brown, or other
earthy hue's that act as a natural camouflage with the rocks
around them. Their bodies are incredibly dense, often
weighing close to 120 pounds but only standing 3 feet tall.
This density makes the Svirfnelbin bodies hard from muscle
are gnarled with fat.
Male and female Svirfnelbin are easy to distinguish. Males
are typically bald from childhood while females have long
stringy hair. Since male Svirfnelbin don't grow hair on the
tops of their heads, some have taken it upon themselves to
grow stiff beards or elaborate mustaches. Female Svirfnelbin
usually tie up their long stringy hair so that it doesn't get in
the way as they work.
Deep Gnomes also have an innate ability to cast magic.
Much like the Drow, Svirfnelbin have been born to be natural
spell casters. Spells that focus on defense aid the Svirfnelbin
while in the extremely hostile environment of the Underdark.

Social Observations

Being that most Svirfnelbin are slow to trust, there are very
little interactions between them and other races, especially
those from the surface. However, sometimes Svirfnelbin see
the need to establish relationships with other races and will
venture outside of their enclave. Such individuals tend to
become merchants that deal with the other Underdark races
or scouts and spies that go out for a certain mission.
Svirfnelbin have established gender roles within their
society. Males will work the mines and patrol the perimeter,
while females will run the enclave and see to the day to day
operations within the city. Mining for gemstones is a top
priority to the Svirfnelbin enclave, especially when it comes
to rubies.

188

Behavioral Observations

Deep Gnomes tend to be sullen and hard working, using their


intense focus to perfectly achieve the task at hand. It is this
stoicism that led to the Svirfnelbin to be highly successful in
the dangerous environment of the
Underdark. Learning how to survive, the Deep Gnomes
found that any sound at all can attract attention and lead to
the deaths of thousands, thus it is typical that Svirfnelbin
cities are deep within caverns with only one entrance and
plenty of sound dampening along the way.
Stark stoicism and the intense survival instinct melts away
when faced with the precious gems of the earth, particularly
rubies. Svirfnelbin are fascinated with gems and jewels that
come from the earth, and most males dedicate their lives to
becoming master craftsmen of different ores and gems.

Inter-Species Observations

Svirfnelbin are highly distrustful of others, even other


Svirfnelbin. When dealing with others it is common that the
Deep Gnomes keep the other party at arm's length and under
a suspicious eye. However, if one is persistent in their
attempts to befriend a Svirfnelbin they can find that they are
the most loyal and dedicated friend one can have.
Deep Gnomes have a high distrust and hatred for the
Drow. They are highly outmatched when it comes to battle
but they will hide and make sure the demon-worshippingpointy-ears will never find their settlements. Some
Svirfnelbin will have transactions with the Drow, but always
in a safe environment and in the Deep Gnomes favor.
Creatures of Elemental Earth are quite commonly found in
the company of Svirfnelbin. Elemental Earth creatures such
as the Xorn have a high reliability to the Deep Gnomes and
will from fast friendships with them. Xorn are often tasked
with guarding a Svirfnelbin enclave with the promise that
they will be fed the precious jewels that are mined from the
earth.

DM's Toolkit
Deep Gnomes are a fairly niche creature, seeing as
how they are mostly found in the Underdark.
However, once in the Underdark the Svirfnelbin can
be used in a variety of different ways.
A Deep Gnome illusionist wizard that has made
a great home for itself in the Underdark. Using
flavorful illusion spells for a Svirfnelbin would make
a great encounter for any party.
Another encounter with Svirfnelbin would be a
classic merchant. Distrustful with incredible wares
that the party would want. This merchant could
also promise more exotic items in exchange for
different materials and gems found in different
places in the Underdark.
Or one of my favorites, war. The Deep Gnomes
have been entangled in a war with the Drow and
the Svirfnelbin enclave has sent out scouts to find
help defeating their enemies. This would be a great
way to show off the Underdark as well as its many
inhabitants.
The most important thing to remember about
the Svirfnelbin is their ability to hide in the rocks of
the Underdark. So always make sure the Deep
Gnomes are sneaky and come out of nowhere.

189

Goblin

"It's no small wonder the whole of the world hasn't been


destroyed, consumed, and shat out of a goblin's wretched ass."
"Every once in a while when they aren't getting incinerated
in lava, crushed under rock slides, or devoured by dragons,
goblins experience moments of unmitigated glory in battle."
"Finding themselves in a new and unexplored world, they
immediately set it on fire."
"Don't let them lead the soldiers, but by all means let them
lead the way."
"I like goblins. They make funny popping sounds when they
die."
There are few things you could do that are worse than
creating goblins. Goblins are dumb, excitable, cowardly, and
dangerous beings with very little instinct for self preservation
and no regard for any creature other than themselves. Not
even other goblins. They are a gross overmeasure that is at
best aimed at an enemy and at worse immediately brings ruin
upon you in a myriad of painful and horrific ways. What you
can do with the leftovers is limited only by your imagination
and their predisposition for escaping and propagating
uncontrollably.
Few blights upon the world have as many teeth, knives, and
explosives.

The Ritual and Purpose

The first to summon a batch of goblins up from...wherever


they come from REALLY didn't do the world any favors. And
the ones that have performed the ritual since are idiots. I
mean, really. Who looks at a world now teeming with these
little shits and thinks, "Naw, I want a fresh litter"?
Anyways, if you're looking to create your own special brand
of terrorizing, cruel, lunatic saboteurs then have at it. You can
find the dark knowledge needed to summon these elemental
spirits of destruction to your location in any evil library or
sunken temple to a black god of chaos. It'll usually be written
in blood and the reagents and materials are quite cheap.
Except that elven baby. That'll cost you for sure.
Once you finalize the casting with the initial demand (no
guarantees, broh) your little monsters will be clawing their
way out of that primeval soup carrying various fel implements
of torture and murder. If you performed that extra step in the
ritual they'll each hop out with a very sensitive grenade hung
around their necks and clutched in their grimy claws. I
recommend the upgrade, honestly. Those that don't blow
themselves up will do a hells of a lot more damage to your
target.
Within an hour they'll be full sized and ready to destroy
your enemies. Or you. Or the world.

190

Physiological Observations

How one desires a goblin to look upon creation is not always


how they come together during the ritual. Nevertheless they
often resemble best what they're designed to do: Cause
mayhem and kill things. Such as it is they more often than
not are small gnarled humanoids in form with comically large
heads, long arms, short legs, sharp claws on all appendages,
and blotchy skin in a wide range of hues between black and
pale blue-white. Their teeth are tiny and pin-like and number
in the hundreds. They are not especially muscular although
some are created or come by a larger physique, but usually
only alpha goblins known by a wide range of names which
include such clever ones as "Big",
"Fat", and "Boss". Their large eyes are alive with avarice
and curiosity and their ears are very sensitive and range from
tiny holes in the side of their noggins to large batlike attene
on top (mostly) of their heads.
Second generation and newer true-bred goblins have
muted colors that eventually fall somewhere between
charcoal and pale green. They also might be larger or more
lithe depending on what wretches made such fruitful pairings
and what environment they now terrorize and quickly spoil.

Social Observations

Society isn't a concept many goblins can grasp, and those


who can choose not to. Goblins are herd animals monsters
and follow the pack in all things. A lone goblin is either a
problem, or a bigger problem, an alpha goblin. Both are
rushed to be killed or beaten and if this assault fails then you
know which kind of goblin you've got on your hands. Alphas
are smarter (relative) and possess a modicum of the focus it
takes to keep a pack of raving lunatics from blowing everyone
up. And if all else fails, or really it doesn't matter, they have
the muscle and the will to cave in every last skull that doesn't
get with the program.
Male and female sexes are both created in the batches of
little horrors that crawl out of the soup they're magically
imbued with life in. It is unknown why both reproductive
requirements would be created in a creature brought to life
by magic. I can only guess that the cruel dark god or fiend
that first shared the secret of this doom with a mortal mage
purposefully lied about the "perfect soldiers" it would create
and instead unleashed a chaotic nuisance upon the
multiverse.
Regardless, soon after the completion (maybe) of the initial
mission of their purposeful summoning to life the goblins will
begin to procreate and fill whatever holes or ruins they can
escape to with a horde of slathering craven duplicates. They
will multiply and the land that hosts them will quickly
deteriorate as they draw an ever growing intake of resources
while polluting what's left with excrement and carrion.
Eventually females will be regulated to breeders and matrons
deep in protected warrens churning out an endless supply of
little green monsters. The gestation for a goblin is quick, at
around a month. And they can be natural born in litters of 2
to 20 depending on the age and strength of the foul mother.
These "slugs" lack any ability to care for themselves so are
looked over in large groups by a matron, a haggard beast of a
goblin who has outlived her reproductive organs.

They care for these goblins until they are a few months old
and can move and hunt for bugs on their own at which point
they are thrown into what are little more than large holding
pens to grow strong and "play" such games as
"kill the weakling" and "What's this do?". Young goblin
mortality is VERY high but this weeds out the inferior
specimens.

Behavioral Observations

After a year or so a goblin reaches adulthood and is a fully


fledged terror in its own right. It will steal, kill, or starve. It
will amass a degree of avarice that rivals a dragon and a
hatred of anything that isn't itself. It will exert dominance over
anything weaker than it and kill anything it doesn't find useful
or entertaining.
Speaking of entertaining, nothing captures the gnat
strength of their attention spans like fire and explosions. Any
first generation goblins still alive will have been making
explosives for some time now and these will be cherished
armaments by all goblins that go out into the world. They will
happily detonate these or themselves on any enemies they
come across. Sometimes they will accidentally blow
themselves up at inopportune times. Goblins are clumsy and
stupid things and are prone to all manner of accidents. Now
add in a crude and faulty grenade...

Intra-Species Observations

Goblins make ideal lackeys and even better cannon fodder.


Their nature also makes them easy to lure into alliances or
slavery.
"Here's an old boot. You like old boots, don't you? Now
you're mine. Sweep this floor. Don't steal anything and I'll
give you more boots! Idiot."
This being the case most evil humanoids are eager to have
a den of goblins on their side. They are mad, suicidal
combatants and prone to accidents so there's never a large
number of them to feed or try to corral for too long once the
war is on. And with those dens packed with brood-bearing
factories your ranks will be replenished swiftly. This makes
goblins highly sought after if your plans involve a high death
rate, a nigh impossible attack vector, you need a prolonged
distraction, general mayhem, or you literally want to fire them
out of cannons of varying reliability.
Hobgoblins and bugbears, though of no actual direct
relation to goblins are most often in control (they like to
think) of some good number of these goblins and use them as
scouts and slaves. Like a small dog there to wake the big
dangerous dog in case of danger. Though in this example the
chihuahua has a knife and a handful of other ankle-biters.
Other humanoid races that can find the goblins useful and
have the stomach to maintain a modicum of control are
gnolls, orcs, and ogres. But a goblin will align itself when the
going gets tough to ANY creature it views as dangerous or
powerful enough.

Goblins for their part can actually prove competent and


loyal servants. If you're a dragon, or some other mind
numbingly powerful entity who is a god in their minds.
Anyone else who is boss boss probably has a timer running
before some brighter than most goblin alpha thinks stabbin 'n
grabbin is a better plan for the den. Smart overseers will
immediately identify alpha goblins and either elevate them to
king gob and spend resources training and controlling them,
or killing them outright. In the end you sacrifice a little order
and coordination for a little bit more time to sow destruction.
Though goblins are very much nature over nurture, and
their nurture just reinforces their nature mostly, sometimes
you can come across a goblin that passes for something
likeable and well-meaning. These are never the first
generation of primordial chaos, but their spawn. If taken from
birth and raised in a temple of well mannered and disciplined
monks or what have you, the worst you'll get is a green kid
who sometimes eats a bird or breaks some clay pottery for
fun. At best you'll have a green kid who sometimes eats birds,
breaks pottery, but does his chores. Goblins that survive and
mature inside a warren of their own design rarely display any
decent behaviour but some craven individuals develop quirks
that allow them to live.

DM's Toolkit
Goblins are a staple of any D&D game as they are a
low CR creature that can adapt and stay a threat
probably up until mid range levels. They can be
deployed alone or in groups of a handful to a
hordeful with jobs varying from scouts, workers,
and thieves to marauders, assassins, and shamans. I
especially like goblins because I can flood a combat
with them, give each a single hit point, and roll
attacks in groups so the PCs are drowning in teeth
and knives but there is often very little danger of a
death to my adventurers and it doesn't slow
combat down as much because I treat them as
swarms.
Goblins make great information droppers,
trickster guides, and lying cheating assholes due to
their nature to survive seemingly impossible
situations and to screw over anyone they can. One
moment the party's prisoner goblin is leading them
to an ancient underground temple that borders the
goblin den, and the next the PCs find themselves
IN the goblin warren in very grave danger. These
goblins can also be tragic NPCs because even
though your dwarf probably hates them with a
passion, the human PLAYING the dwarf wants to
believe there's something within worth saving. And
you can play that for and against the party pretty
much whenever you want. These are flawed beings,
meant for a single purpose and getting them to do
anything else is a hassle.
In closing,
They're cheap.
They're easy.
They remain dangerous.
Happy hunting. And stealing. And maiming. And
overpopulating. And devouring. And...

191

Golem

As they peered down the chamber, towards the ancient vault,


they saw what appeared to be a giant statue in their way. But
as they approached, it seemed to move. It was too late to back
down.

Introduction

Golems are the spirit of beings from the Elemental Plane of


Earth bound into a constructed body that is usually made of
clay, flesh and bones, iron or stone that serve as protectors or
guardians, and to serve their creators.
Golems are also sometimes created with items that allow
those who are not the creator to control them.

Physiological Observations

Barring flesh golems, whose size usually compares to that of


humanoids, as it is made from their remains; golems tend to
be hulking in both size and strength in addition to resilience.
Additionally, being constructed, they do not have any needs
and also don't have problems with staying active for very long
times, even eternity. As such, they make great guardians for
places like vaults and fortresses, so much so that even long
after the death of their creators, such places are still
protected.

Social Observations

Golems are usually only friendly towards their creator. They


don't tend to gather up unless many are created for a single
task. Even if observed or argued with, golems will simply try
to execute their task. As such, trying to persuade a golem is
impossible.

Behavioral Observations

Golems have little intelligence, and have problems with


understanding. However, they are also able to understand a
command or instruction from their creator. But, if it cannot
finish its task, it might do nothing, become violent, or
something else might happen, due to their inability to think
about what to do. Golems, in fact, cannot think for
themselves, or act for themselves. Even if their creator told
them to jump off a bridge, they would be bound to do so.
Despite all this, golems are great for performing assigned
tasks. Because they can understand commands, they can be
used to guard areas by commanding them to do such,
allowing the protection of areas by the golem. This is perfect
and meets the skill set of a golem, with their knack for
resilience and strength, allowing them to prevent unwanted
creatures from entering an area.
Golems are rarely killed, but when they are, it is usually by
very powerful opponents, far more powerful than a
commoner or a plain old soldier. However, if a golem is
damaged, its elemental spirit contained within it might try to
escape, wrecking havoc rather than following orders, unless
something is done to repair or destroy it.

192

Inter-Species Observations

Golems being bound by their creator's orders tend to be very


good at following the instructions of their masters.
However, golems are incapable of comprehending or
interacting beyond those facilitated as part of a command
from their master, and as such, almost never interact with
others except as part of their duties.

DM's Toolkit
Golems are a good foe for all sorts of characters, as
different kinds of golems have different challenge
ratings from 5 all the way to 16. It should be noted
that golems have resistances to magical effects, so
they are a bigger challenge to magic focuses
groups. Additionally, they can be used and
constructed by players with a Manual of Golems,
which can help make a fun side quest and boost
the power of a party.
They are very good to use as guards for ancient
dungeons, as their doesn't need to be much work
put into explaining why it's their other than to
guard it.
As such, I hope you enjoy golems and use them
in your games, as they add a good amount of
content to games.
Bonus Fact: The golems of Dungeons and
Dragons are inspired by stories like "The Golem of
Prague", from Jewish Folklore, a mass of clay
brought to life by a Rabbi by rituals and
incantations, which can be used as a great excuse
to allow divine spellcasters to use golems too.
According to such folklore, The Golem of Prague,
who was named "Josef", could turn itself invisible
and summon spirits of the dead.
Modifying golems by giving them names or
giving them powers such as the ability to summon
spirits or turn invisible, like "The Golem of Prague"
can add flavor or make them extra challenging
enemies.

Gorgon

"Long have I quested to prepare for this day. I came armed


with a golden sword, a magical helm of darkness, flying
sandals lent by a god, and a shield mirror-polished. To fulfill
an oath have I come, yet now I see that I shall fail. Not a vile
snake-haired woman, but a herd of bizarre metallic bovines
live in this isolated valley. It would seem that something was
lost in the translation with the wood elves. It appears that one
of the creatures approaches, perhaps they are...."
--from the lost journal of Perceus of Ellada

Introduction

The Gorgon, as it is known to the Wood Elves of Ellada, is


called Khalkotauroi by the wary dwarves that live in the
mountains above the creatures' breeding ground. The beast is
oft confused in conversation with the humanoid
Medusa, and mistaken for a construct by ignorant travelers.
Yet the proud and mighty Gorgon has its own story to tell, told
largely by verdant pasture land dotted with beautifully
accurate stone sculptures.

Physiological Observations

Once the naturalist or zoological hobbyist has overcome the


immediate danger of petrification, the details of close
observation wash away the misconceptions generated from
distant viewing. Overall, the Gorgon does indeed resemble
cattle in overall proportions and composure. While males and
females both have horns, males tend to have larger horns and
broader shoulders.
The Gorgon's distinctive visual characteristic is their
metallic, shining scales. These lead to myths about the
creatures being mechanical constructs or being dragonkin.
Neither of these could be further from the truth. These
Magical Beasts are certainly made of flesh and blood, and
show absolutely no other physiological or behavioural signs
of dragon blood.
In fact, the scales appear to be keratinized fur that hardens
into the Gorgon's armor. Due to the striation of the hair fibers
and the oiliness of the beasts' skin, a bright white metallic or
yellow metallic sheen develops in the adults. Newborns are
born quite fuzzy, and calves have dull, developing scales. It is
believed that this is an adaptation to protect against the claws
of undead creatures, the Gorgon's only 'natural' predators
that are not affected by the Gorgon's petrifying breath.
It is still not understood how the Gorgon's petrifying breath
works, as the gas is not stored in the body and so not
retrievable via autopsy of a Gorgon corpse. While a few
Gnommish alchemists are certain that the Gorgon creates
the gas from materials it consumes, all attempts to synthesize
it have failed. And this is why the High Wizard Subcommittee
for the Classification of Magical Beasts includes the Gorgon
among their count of Magical Beasts. Rumors that the
petrifying gas can be nullified with anti-magic zones have not
been confirmed. There are magical items that protect the
user from turning to stone, tested extensively during the
investigations that provide the facts for this treatise.

Social Observations

Gorgons behave much like other large herbivorous fourlegged beasts, in that they graze on prairie or valley grasses,
slowly migrate from well-grazed to fresh growth pastures,
and raise and protect young, all as part of a herd.
Gorgon herds are protected and guided by strong, powerful
bulls and occasionally cows without a calf. Most cows are in
some state of raising offspring: pregnant, birthing, or nursing
one to two calves. While each mother provides primary care
of their own calf, the whole herd shows concern over the
calves and help protect them.
Bull Gorgons have been observed sparring with their
horns, but this seems to be more about learning and
developing defensive skills, rather than the displays of
dominance that bovine and ovine males are known for. They
rarely harm one another, and unlike cattle no clear winner is
determined.

Behaviourial Observations

Aside from relatively familiar herd-like behaviour in grazing


and protecting their young, Gorgons have a few bizarre
behaviours that are not easily explained. As mentioned
earlier, it is posited that the shining scales developed to
protect against undead predators. This is critical since
Gorgons seem strongly attracted to graveyards, battlegrounds
and other areas teeming with death magic. Thus they
encounter greater quantities of skeletons, wights, ghouls and
ghasts than most beasts. One wizard suggested that without
the elusive Gorgon herds, our world might be overrun by
hoards of undead.
Rarely, but often enough to have been recorded numerous
times, a single Gorgon bull will wander into a large village or
city. With seeming clear intent on confronting everyone and
everything near its path, the bull will run and charge into the
midst of crowds, storm into china shops or smithies. These
events are obviously very dangerous as even people not
turned to stone by the Gorgon's petrifying breath end up
gored or trampled. Inevitably, the Gorgon dies from the sheer
number of arrows and swords brought to bear against the
intruder.
Gorgons loath blackbirds. Aside from the thousands of
blackbird stone statues found in their grazing pastures,
observers noted that Gorgons of all ages will charge, gore,
petrify and even bite any blackbird within reach. This is
particularly odd since songbirds and birds of prey are left
alone. There is even a StirgeEater that is often found
perching on the backs of the southern Gorgon herds, keeping
the beasts safe from the flying parasites. Due to this strange
behaviour, getting a high quality blackbird statue from your
local stone mason is fairly inexpensive.

193

Inter-Species Observations

Gorgons are not beasts of even moderate intelligence, and so


they do not interact with other species (aside from the
blackbird) unless the herd or young are threatened. After the
first week of observation, our scientists were able to relax
their vigil somewhat, as the beasts became accustomed to
our presence and did not immediately charge and breathe
their petrifying breath upon us. Indeed one brave half-elf
druid of the company went out among the grazing herd with
nothing more than a makeshift set of twig horns for
protection.

194

DM's Toolkit
Due to the petrification ability and lack of
significant treasure, players and DMs alike are not
easily drawn to the Gorgon. I certainly have never
used one before. However, after this Ecology writeup, I see that they can provide several interesting
opportunities for the DM.
The first I allude to in the quote and that is the
opportunity to pull a bait-and-switch on the
players. While being turned to stone is still the
result of a failed encounter, players that spend
much time preparing for encounter with a gazeattacking Medusa will find their mirrors useless
against the noxious breath of bos petris.
The next use for these creatures is a nongeological barrier. A simple two day trek through
prairie land becomes a deadly game of sneak and
hide if the grasses are occupied by a large herd of
Gorgons. This forces players to think creatively
stop and observe, and exhaust spells of protection
and/or flying.
With the addition of the irrational city-raid, I've
given our DMs an opportunity to let the players
come to a town's desperate rescue by stopping the
stampeding statue-maker. Whether it is used to
redeem the PCs of their murderhobo habits, bring
them to the attention of the city government, or as
a hook as to what is out in the wilds that would
drive even a Gorgon into town; it utilizes a nearlyforgotten mythical beast to keep the PCs on their
toes, and out of range of the green cloud. (On that
note, the ONLY reference to the breath being
green I found was describing the 3rd edition
illustrations and later.
Be very careful forcing your players into directly
interacting with even a small herd of Gorgons.
Petrification is a fate almost worse than death,
since the corpse now weighs 3-5 times as much as
normal, and finding a reversal could turn a minor
side adventure into the beginning of an entire
campaign that includes at least one player
incapable of doing anything until they are returned
to normal.
The DM providing a description of intricate
statues in places they do not belong will give smart
players a warning that something dangerous is in
the area. After using this trick once with a real
Gorgon (or Medusa, basilisk, cockatrice, etc.) then
use it again as a tension builder and a security ploy
by a reclusive stone mason/wizard who can't afford
a real guard Gorgon.

Grell

"Th-they c-ame" "they came out of, out of nowhere. We were


strung out, you know? Strung out down the tunnel, when,
when they came. Gods, I can still hear Mayeesha screaming. I
can hear all of them screaming. Whatever took...whatever ate
them, they weren't anything natural. Can we, um, can we stop
now? I don't feel like talking anymore."
--Ex mercenary during a session at Rafanar Asylum.

Introduction

Grell are terrifying predators. A huge brain with raptor's beak


and a mass of dangling, barbed tentacles, these psionic
creatures gather in colonies and rely on ambush and
numbers to overwhelm their prey.

Physiological Observations

Grell are the result of a mutation of a psionic disease


common to the Illithid race. A virus-like metamorphosis
occurs that creates a new identity in the diseased Illithid
brain. This new identity has only two drives - to feed and to
procreate. In a shocking transformation, the final stage of the
disease causes the Illithid brain to swell to 20 times its size,
obliterating the skull (and killing the Illithid). The brain,
through some psionic mechanism, is able to levitate, and rips
itself free of the body. Over the next hour the brain manifests
a large, cruel beak on its "underside" and 10 suckered
tentacles, each over 2 feet long.
The Grell is now fully adult and able to feed and reproduce
immediately.
Their beaks are sharp and tough, able to tear through thick
hide and strong armor with ease. Their tentacles are sticky
and strong, 4 can grapple an armored man with ease. Their
levitation ability does not have any recorded limit in regards
to the weight they can lift. Grell have been seen carrying off
large cattle and deer, and they are limited by the ability to
grab prey, so many Grell often work together to carry back
food.
They are wholly psionic creatures - able to detect psions
and be detected by them. They have crude attacks and
defenses, almost primitive in nature, but the sheer number of
them often overwhelm much stronger prey.
Feeding appears to be chaotic. Oftentimes Grell colonies
will relentlessly strip an area of all living things, while other
times they will only occasionally take a few large creatures,
seemingly content with the bounty until they need to hunt
again.

There do not appear to be male/female gender roles, with


every member of the swarm appearing to participate in every
activity required for survival (hunting, defense, procreation).

Behavioral Observations

Grell know only hunger and the drive to create more Grell.
They have a sixth sense that appears to let them sense living
prey (and they especially love humanoids) and objects up to
60' away.
Grell need humanoids to reproduce, much like their Illthid
progenitors, but do not require the victim to be alive. Once
slain, the Grell will extrude a thin tentacle and enter the skull
of the incubator through the ear. We are not sure what
process takes place at this time. Some have postulated that
the tentacle is an ovipositor, but most agree this claim has
little evidence to support it. The overriding theory is that the
tentacle transfers some sort of seed-virus into the host,
allowing the Grell mutation to transform the incubator's
brain, but there is much dissent, stating that this would not
account for the newly-born Grell's psionic abilities. The
rebuttal has been that perhaps the virus is the source of the
psionic attributes to being with? Debate continues.
Either way, a new Grell is born from the host in just 24
hours.
Grell do not fight one another for resources, each
individual contributing and taking from the collective equally.
When hunting the Grell attack from ambush. They are able
to compress their bodies into surprisingly small and shadowy
places, drawing their beak and tentacles in tight to their
sponge-like bodies. Grell are never found alone unless some
disaster has befallen the colony.
Grell have no fear, and have been observed attacking every
type of living creature, from human to dragon. If they detect
Illithid they frenzy and will focus solely on destroying them.

Intra-Species Observations

Grell have never been seen to treat with non-Grell in any way
but as prey. Much like any mindless predator, they are not real
good at making friends.
Their sworn mortal enemies are, of course, the Illithid, who
will oftentimes become obsessed to madness in eradicating
Grell nests when they find them, to the point of killing every
living thing in the area, just to deprive the swarm of food
sources and incubators. The Grell, not surprisingly, feel the
same, and will abandon all other activities to pursue the
eradication of any nearby Illithid (and any incidental Flumphs
in the area as well).

Social Observations

Grell gather in colonies, like many social animals. They do


not appear to have the traditional alpha/beta/loner structure
like wolves or other pack animals have, nor do they seem to
have a single leader, such as bees and ants.
Grell do not seem to have any leadership structure at all,
and as such, researchers have postulated the idea that they
must function in the same way that flocks of birds do, or
schools of fish (these groups do have leaders, but its more
valuable to model our observations with the premise that the
mythological "hive mind" controls the Grell, as we cannot
predict with any reasonable certainty how an abberative
species self-organizes. Indulge us, with our thanks).
195

DM's Toolkit
Obviously this is a large departure from the canon.
I don't like just rehashing the same old thing - for
me, these Ecologies are about looking at monsters
in a fresh way while keeping the basic
understandings alive.
I've modified these for my own game by
removing their lightning abilities and adding a basic
Psionic Blast - treat as a cantrip, does 1d6
force/psychic damage.
Truthfully, Grell scare the shit out of me as a
player. They are like psionic piranha to me - they
hide, they swarm, they kill everything and take it
with them to create more Grell. As a DM, what's
not to love?

196

Grick

Coiled beneath the stones and brush, it waits. It hears voices


approaching - high-pitched, playful voices. Voices it
recognizes as younglings from the community down the river.
It opens its beak, pointed tongue running along the edge of its
sharp lips. It knows it is in a bad position to strike, but cannot
risk moving now, as the voices are close now, and would hear
the stones above it shifting. It feels excitement welling - it
hasn't eaten in a week, since eating the meat off the bones of
a deer, and fresh man-meat is always preferable to deer. The
voices are only a few feet away now, voices filled with joy and
glee, unaware of what lies beneath the stones they play atop...

Introduction

Gricks are large, serpentine monsters that prey on animals


and humanoids that are weaker than they. Most grow so large
that they become the dominant predator in their small range,
easily attacking, killing, and consuming the smaller animals
around. Though they mostly live underground, a few live and
prey in areas of dense foliage or other areas that provide
adequate cover for their preferred hunting method, which is
hiding in wait until the perfect moment to strike.

Physiology

"There's slime everywhere," came Dane's squeaky voice. Sal


entered the small cave - barely more than a depression in the
hillside. It was dark inside, but he wasn't scared. He'd been in
darker places. He worked his way down the slight descent,
kicking some loose pebbles ahead of him. The ceiling was
very low, so low he had to crouch.
After about ten feet, it opened up into a larger space, and
Sal ran into Dane. His friend was crouched over a pile of
animal bones on the ground, which had a slick, slightly gooey
look to them. He looked around - the cave was not very large.
Just a pile of rocks within arms' reach to his left, and a
depression to his right with a bunch of leaves - almost like a
nest.
"What kind of animal do you think this was?" Dane asked,
dragging a stick through the clutter of bones, scattering them
slightly. The light from the opening showed Sal that some of
the goo was now on Dane's stick. "Think it was a deer?" Dane
asked.
"I don't know," Sal responded, then turned to his left. He
thought he had heard the stones shift, just a low clicking
sound, like a rock bounding off another. He peered at the pile
of stone, looking concernedly at the dark spaces between the
larger rocks. Was something moving there?
"I don't know," he repeated. "Let's just get out of here." He
turned to climb back up the path. He heard Dane shift behind
him. Then he heard rocks begin to fall... It's not hard to figure
out why people think that gricks are some sort of snake or
worm. Their serpentine bodies, seen from either afar, very
much resemble a thick, coiled constrictor or large worm.
However, as it turns out, and you will see, they are actually
much more related to mollusks - in particular, cephalopods than either reptiles or anything we understand as a "worm."
The general (visible) shape of a grick is known for three
distinct features - the tentacles, the beak, and the "tail." Let's
start at the top.

A grick has four tentacles, spaced evenly around its beak.


The tentacles have sharp, serrated hooks at the tip, and are
covered on the underside by two rows of sucker. While in a
state of rest, the four tentacles fold together neatly,
completely hiding the beak within. In this position, the grick
looks like one, long form, thus giving way to people believing
they are worms.
In the center of the tentacles is a sharp, powerful beak.
Similar to a squid, the beak is hooked and downwardpointing, and can make gaping wounds in flesh.
Though the beak and tentacles area are often pointed
forward, and are used in the grick's consumption of food, the
creature does not have a head - there is no skull and there are
no eyes. Instead, we have the "tail." However, what most
people refer to as a tail, is actually nothing more than an overdeveloped fifth tentacle, which houses the grick's digestive
and reproductive system.
This tail is much thicker than the other four tentacles, and
instead of being covered on the bottom side by suckers,
instead is covered by a fine, almost invisible lair of cilia.
These cilia both aid the grick in movement
(allowing it to climb walls and ceilings), and are also the
primary sensory organs for the creature. The grick uses these
cilia to smell the air around it, informing it of prey or
predators in the immediate area. They also sense
temperature, allowing the grick to move safely through its
environment. The cilia have tiny pores on them that secrete a
benign slime to aid in the grick's movement along the ground.
The base of the tail has two important features. The first is
a clump of very small, serrated blades, which the grick may
use as a weapon (though it is typically much too slow to be
very effective). The second is a small slit, running parallel
with the length of its body, which houses the grick's waste
excretion parts, as well as its reproductive organs. Grick
males and females have distinctive reproductive differences,
but to the outside observer, it is impossible to tell them apart.
Overall, gricks tend toward earth tones in colorization browns, grays, and greens being the most common. This
helps them blend in to their favored hiding spots for ambush.
The underside of all five tentacles tends to be a paler shade of
whatever color the grick's body is. The beak is typically
brighter, sometimes orange or red, or at least a reddishbrown.
At birth, from the egg, gricklings are very small. Coiled
within the egg and for the first several days of the grick's life,
it is only three to five inches long. At early stages, all five of
the tentacles are an equal size and length, though the fifth
"tail" outgrows the other four very quickly. Within a year, the
grick is two feet long, and within three years, is fully grown at
five to seven feet long.

Behavior and Social Interactions

It heard the obvious sounds of animals and man-creatures


retreating. It knew it was time to strike, or it would miss its
opportunity. It shifted its massive bulk, uncoiling, flexing its
powerful muscles. Stones rolled off the top of it, clattering to
the hard ground, and it lifted its front end, spreading its
tentacles wide, revealing its sharp beak.

197

One of the man-things was very close, stupidly frozen in fear.


It lifted itself up to be level with the head of the child, feeling
the warm temperature, sensing the stinky, fearful sweat that
it craved. It opened its mouth, stretching wide, and surged
forward - not swiftly, but fast enough. The child was just
starting to scream when it felt its sharp tentacles sink into
tender flesh...
Gricks are solitary creatures for most of their life. After
birth, the brood will be fed by the mother grick a diet of
worms, bugs, small rodents and birds. These animals will
already be dead, as the grick is too small at first to kill its own
prey. Out of the four to six gricklings born usually only two at
most will survive. These two will eventually feed on the rest
of the gricklings that did not make it.
At around six months, gricks will leave their mother and
find their own territory. Usually, for the first year or so on
their own, they are no more than a few miles from the mother
grick. In fact, they will often scavenge the mother's prey if
they are having a hard time finding their own. However, by
the time they are full-grown, they are often the apex predator
in their region, and have to find larger hunting grounds away
from other gricks.
Most of a grick's life is spent coiled beneath branches or
rocks, awaiting prey. They are ambush predators most of the
time, but will willingly scavenge for food if hunting is not
going well. For example, some gricks have been known to set
up their lairs close to quicker predators, but those which do
not consume flesh. For instance, it would not be uncommon
at all for a grick to set up a site beneath a siphoning of stirges,
knowing the stirges will simply drain the blood from their
victims, but will leave the flesh intact for the grick to
consume.
To capture their prey, gricks will rise up like a cobra,
distinctly "S"-shaped, and lurch forward. They will first strike
with their tentacles, using the sharp ends to flay and pierce
the skin. If close enough, it will attempt to wrap the tentacles
around the prey and draw it within range of its powerful beak.
Gricks are not particularly fast though, so this is usually
just how it attacks if it must be seen. They much prefer to
hide beneath rocks, or on ceilings, and grab, stab, slice, and
bite their potential prey from concealment.
The grick's tail blade may be used as a weapon in certain
circumstances, but it is slow and sluggish, and mostly used
only as a last resort.
Because the grick is not particularly smart or fast, it will
often form symbiotic (or sometimes parasitic) relationships
with other creatures around, particularly creatures who do
not consume bodies quickly.

Variants

Sal led the five town guardsmen and his father back to the
cave. The guardsmen went in first, brandishing torches and
swords. His dad put his hand on Sal's shoulder and squeezed.
After a few minutes, Rane, the leader of the guards, came
back up, casting his eyes downward. He took a deep breath
then looked up at Sal's dad, and gave a slight nod. Sal felt his
lip trembling, and his father held him as he sobbed.
Their procession back into town was solem - five
guardsmen on horses, Sal riding with his father, and a
seventh horse laden with a covered shape. There had been no
sign of the monster. It must have moved on.

198

In very rare instances, gricks will have more than the four
front-facing tentacles. Some adventurers have reported up to
ten tentacles, though this is likely an exaggeration. The
highest number of tentacles documented by scientists and
specialists is six.
Less rare, but much more terrifying, are the monstrous
grick alphas, which can easily grow to fifteen feet long. These
monsters are almost always the apex predator in their area,
destroying any competition with ease. Many a campaigner
has met his match fending off a grick alpha's five-foot long
tentacles.

DM's Toolkit
Gricks make great low-level encounters, and can fit
into just about any type of wilderness or dungeon
setting. Because they will often form symbiotic
relationships with other, speedier (and/or more
intelligent) creatures, they are suitable to be used
for several types of encounters. Here are a few
examples:
A grick lays low in a small hillside cave, beneath a
copse of trees where a half dozen stirges live. The
grick eats the remains after the stirges drain the
blood of victims.
A small tribe of grimlocks, knowing the
existence of a local grick, have set up several traps
to lure adventurers away from their lair and to the
grick.
An ogre mage keeps a grick in a pit inside his lair
- he feeds disobedient minions, as well as
prisoners, to the grick to show who's boss.
Make use of the gricks' ability to hang off walls
and ceilings. There is little more terrifying to a
group of already-frightened adventurers, deep in a
dark cave, than something attacking them unseen
from above.

Griffon
Introduction

In civilized lands, free from the tyranny of Dragons, the noble


Griffon often holds the position of apex predator. The
common or mountain Griffon is a large, social creature with
the grace of a soaring eagle and the ferocious power of the
largest jungle cat. It is fortunate indeed that they favour herd
animals as prey, a shepherd can loose some sheep to appease
a pride of Griffons and a marching army can afford the loss of
a few horses if it will distract from the ones between their
legs.

Physiological Observations

The Common or Mountain Griffon is a noble beast, standing


six feet at the shoulder, up to ten feet long and with a
wingspan of eighteen feet. The fore features resemble those
of a gigantic bird of prey, somewhere between an eagle and a
vulture and ranging in colouration from black to white
including browns and greys. The rear of a Common Griffon
resembles that of a huge cat; they are often the same or a
similar colour to the avian features but can be mottled,
spotted or even striped.
Hidden in rocky shorelines, coastal caves and on the pack
ice of colder seas live the elusive Sea Griffons or Seagriffs.
These flightless Griffons may at first seem comical dragging
themselves bodily like a massive Sealion crossed with a
Penguin or Auk, however any good sailor will tell you of their
awesome power once they are in the water. Indeed in many
places communities have made a tradition of scouring the
shorelines to collect all the Seagriff eggs they can in an
attempt to control the population.
The Royal Griffon is in all ways a superior creature to other
Griffons twice the size of a Common Griffon and intelligent
enough to be capable of speech if taught from hatching. Royal
Griffons exhibit a luxurious and vibrant range of colours and
patterns. Tiger stripes, peacock fans, ruffs, plooms and quills
are all common. As such the pelt of a Royal Griffon would be
a fine prize indeed.

Social Observations

Common Griffons like in small family groups called prides. A


pride consists of a dominant male, a handful of females with
which the male breeds and a few hangers on such as the
males mother and perhaps some young males soon to depart
in search of their own mates.
Seagriffs live in colonies which can range in size from just
a few animals to thousands, they will each year form a
partnership and raise one or two cubs after which the
partnership will end as the seasons turn and the colony
breaks apart for the summer.
Royal Griffons are solitary creatures and very territorial
only coming together to breed or to fight out territory
disputes. A mother will raise her cubs until their first hunt
then as they enjoy their first kill she will abandon them.

Behavioral Observations

A Griffons nest is clean and discreet, often hidden from view


either high upon a cliff face, deep in a cave or simply in some
remote location with a little cover. Their hunts are organized
and graceful, all hunters could learn from watching a Griffon
hunt even if all they learnt was to avoid provoking the beasts.

Inter-Species Observations

Common Griffons are known to favour horse meat or that of


cattle and sheep in fact the only time a humanoid should be
fearful of wild Griffons is during a famine or if they approach
the nest itself. Seagriffs on the other hand are far more
unpredictable, their diet consists largely of fish but they may
attack anything that gets too close. In the water they have
even been known to hunt for sport. A Royal Griffon hunts at
will and is utterly indiscriminate though they mostly have the
common sense to avoid populated areas they will think
nothing of stalking a band of adventurers or merchants
caravan.

DM's Toolkit
So common Griffons are the rules as written,
monster manual Griffons, great if you want to add
some danger to a mountain pass, and something
impressive and scary without being invested it
killing the PC's. Have the Griffons attack the party
but focus on the horses and pack animals, once
they make a kill they will try to escape (assuming
the PC's have the sense to let them go!)
Seagriffs are a flightless variant of the standard
Griffon, great for those long sea voyages when you
are all bored of sharks they are also nice set
decoration for a smugglers cove.
Royal Griffons need a stat and size boost, maybe
give them a language. Could be a great plot hook
for a local man-eating Griffon that needs to be
hunted down but, twist, she's just as clever as the
hunters (Predator meets the Jungle Book)

As Mounts

Everybody loves to ride a Griffon right? Well that's


gotta be earned. Depending how harsh you want
your world to be perhaps a mercenary band have
raised their own Griffon mounts but removed their
wings, making them easier to control?
There's also totally room for Royal Griffons
acting as mounts as a onetime favour, if you can
convince one that is.

199

Grimlock

"Blind, even more so than others of the Underdark, they


shuffle their way around to the surface where they pick clean
entire settlements in a single afternoon before vanishing as
quickly as they arrived. Showing no mercy, inducing only fear
in whatever pitiable souls happen to survive their onslaught.
They swarm, they feast, they are no better than locusts."
--Excerpt from: Creatures of the Underdark and you.
Surviving in a hostile world. Only sold in Ratgrowth's Tomes
and Magic's located in scenic down-town Ravenloft

Introduction

Have you ever wondered who the creatures of the underdark


focus their hatred towards when they are not attacking the
surface world? It is the Grimlock. As intelligent as your
average human the Grimlock have fashioned a very simple
society in their caves of the Underdark. Full of homes for
their young and protections for them, even farmland where
they cultivate mushrooms and other edible plants native to
the underground network. However things are not all well
and good for these creatures, after eons in the dark they no
longer have eyes and must rely on their other senses. Even
worse the Illithid and the Drow have taken to using them as
slave labour, or food in some cases, and sometimes just
destroying their homes and land for fun. After spending a
year among the Grimlock, not an easy task with their
echolocation and sense of smell akin to that of a dog, I
learned much of these feared creatures and decided to share
my knowledge with the surface world.

Physiological Observations

Interestingly enough they look vaguely like the humans of the


surface world, they have a comparable height and weight as I
learned examining their dead. Their skin in a very dark pallid
grey, as mine has quickly become in my time away from the
suns warm glow, theirs however is a much darker grey, not
unlike that of a simple stone. The most notable thing about
their appearance is their distinct lack of eyes. Many claim it is
a blank place where their face should have eyes but I have
seen several notable distinctions in this aspect. I believe that
those that survive, hence those we hear the stories from, are
the ones that have only encountered the more timid Grimlock
who each share a physical distinction I will discuss
momentarily.

200

Physical Distinction

Interestingly enough the Grimlock do not have a single


physical deformity that explains their lack of sight. Some
have no eye sockets at all, merely skin stretched across their
face lacking even so much as eyebrows, I have heard that
many people are most disturbed by this variant, though I
myself find the evolution that caused it quite fascinating.
There are others yet who still have eyes, though they take the
appearance of milky or clouded over as some humans who
have lost their sight appear. There is yet a third variant
however, and these ones truly terrify me. They are the most
violent, and most intelligent. They lack eyes but the sockets
where their eyes used to be are still present, they are merely
empty holes. Sometimes it seems as though they are looking
right at you, and I am unsure if they are the next stage the
Grimlock will take as they continue to adapt to the
underdark. However the most interesting, perhaps the most
troubling, thing about them is that despite being entirely blind
they have forged a hierarchy in their society that correlates
directly to the state of their eyes.

Social Observations

They have a simple society, not unlike our records from the
Dwarves and Elves of early human society interestingly
enough, consisting mostly of warriors and women and the
young. There are a few who contend for the leader but the
caste system will be talked about shortly. They form family
units as well, and each is granted their own home, with the
usually seen male female and then eventually children set up,
though they don't seem to do the usual courting ahead of
time. Family units like this seem to be contracts of a sort, I
was lucky enough to witness the event, a young male went to
an older male and traded some spoils from a recent hunt
(several humans) and then the young female joined with the
young male in his home. This was early in the year so I was
also lucky enough to witness some of their mating habits as
well as some of the life cycle, truly an interesting prospect.
Caste System

As mentioned above the caste system is directly tied to the


physical appearance of the Grimlock in question. I am not
certain if their behaviour is tied to what kind of eyes they have
or if the caste system merely forces that behaviour on them in
order to best survive in their designated role within the
community. The most timid of Grimlock (relatively speaking),
the ones with flesh instead of any eye sockets, are usually the
crafters and farmers and lowest level warriors. They tend to
the mushroom fields, they craft the stone tools the Grimlock
use and they are the ones tasked with carving out new
dwellings in the rocks for new Grimlock who have earned
their place, and they also carry any spoils and loot from
another raid on the surface meant for the entire community
back to the Underdark. To earn ones place one must merely
perform admirably in their designated job, and sooner or
later the leader will have a cave carved out, alternatively
should a family die for whatever reason that hole may be
taken up by any Grimlock who can defend it from the others
doing the same.

The milky eyed Grimlocks are more aggressive than their


flesh faced counterparts, and they are the medium level
warriors, they carry the best tools and in some cases even
rudimentary armour, be it looted from a town or made of
bones from other beasts of the underdark. Some of them may
help with the farm tasks when it is required of them but for
the most part they merely guard and scout nearby tunnels,
attempting to keep a look out (pardon my usage of the term)
for predators and nearby threats from those that wish them
harm.
As mentioned before the ones with the empty eye sockets
are by far the most aggressive, though they also appear to be
the most intelligent. In my time among the Grimlock they
have by far almost spotted me the most and that was with my
trick to hide my scent from them. They are the leaders of the
group, either the chief or the generals or even leaders of the
other individual castes. They offer direct instructions to
others, they otherwise live in luxury. With several women and
many children of their own they only venture out on raids on
the surface or when a battle is being fought in their
encampment. There are power struggles occasionally where
others with empty eye sockets attempt to take the top spot
but in my time here one has remained in power for the entire
year. They seem to refer to him as Grok Noll and he has a
very distinctive scar across his abdomen.
The women, children, elderly or otherwise infirm all face
the same stature in the society. They are treated mostly as
property or as burdens, either killed (if they are elderly or
inform for a certain amount of time) and eaten or taken care
of but otherwise restricted from doing much of anything.
Some of this may be out of necessity however as were the
women to be put in danger the entire society may fall. Their
very high mortality rate means that women are worth more
than gold.

Life Cycle

I will not discuss mating in great detail here as it is much the


same as it is with most humanoids and thus would be
pointless to go into great detail about. However their life cycle
is very interesting and so I feel I should discuss that.
Once the female is pregnant, which seems to be incredibly
quick as the one I observed was showing growth within
weeks, they are born within two months. Following this it
takes approximately six for them to fully grow, interestingly
enough though both parents were the flesh covered face
types of Grimlock the child was one empty eye sockets and
this leads me to believe that their biology is one that is in
constant flux. Perhaps there is some magic about that is
causing them to be this changeable.
At any rate within six months the young child I took to
calling Nareth was fully grown and already seeking conquests
of his own, he battled with the captain of the guard and upon
killing him took everything he had as spoils. He became the
leader of the town's guards; he gained that Grimlocks
possessions, home, and even his females. Nareth
immediately killed any children the former guard had, as well
as any females he had that were currently with child, and set
about creating a family of his own. It seems when a shift in
power takes place the homeless of the Grimlock feast well.

Behavioral Observations

They are intelligent, it is easy to tell that, their use of tools


and a hierarchy proves that without a doubt. But they are also
very aggressive, more so to outsiders than to others in their
group but they will not hesitate to attack others if they need
to. To each other they seem to get along well enough so long
as no one steps out of line. Grok Noll sees to that well
enough. However they lack compassion of any kind, their
elderly are not taken care of and must scavenge to survive.
They care not for the lives of others or each other however
they will protect each other well enough when it benefits
them all. Such as protecting the females. In my year here I
also have yet to see a single instance of a male attempting to
mate with a female belonging to another male, it seems they
respect those boundaries, or otherwise fear the result of
breaking those boundaries. However the other species of the
Underdark cause the Grimlock much fear and for good
reason.

Intra-Species Observations

The Grimlock are often attacked or mistreated by others in


the Underdark and so are incredibly wary of any other
species, this is one reason they band together. I was only able
to hide amongst them by using the guts of a dead
Grimlock to hide my scent so they could not trace me as a
different being but rather leave me in peace. This also means
however that Grimlock most often do not speak
Undercommon, a language I have studied for many years in
anticipation of this research. It left me entirely unaware of
what they were saying, instead they seem to have their own
language, and while I have picked up on terms here and there
I have yet to learn the majority of their language.
To the Grimlock settlements on the surface, those of
Humans most commonly but also Elves where they find
them, are little more than a pantry. When they are desperate
for food it causes them little worry to lead a raid on a nearby
village and take most if not all of their people home for
consumption. I have witnessed the end result of many of
these raids and they are always fatal to all brought back. They
take all humans and all of the food said humans had in order
to prevent starvation of their own. It seems they do this only
out of a strict need to eat however there are some that enjoy
consuming humans more than others do.
The Drow Elves raid the Grimlock camps as well; they tend
to destroy crops and water cisterns and then take as many as
they can hostage to use as slaves. I was unable to find out
exactly what they need the slave Grimlock for however as I
needed to finish my research. Hard labour seems most likely,
and I suspect given their natural strength they would be well
suited to such work, perhaps this would explain why the
Drow seem to have such opulent palaces carved out of solid
rock, but that is a research subject for another day.
To the Illithids, also known as Mind Flayers, the Grimlock
are seen as two things, food or slave labour. When the Illithid
attack the relatively simple minded Grimlock people they
attack with their Psionic abilities to disrupt the Grimlock's
natural echolocation and then capture as many as they feel
they need, though sometimes they eat their minds right on the
spot, and other times they eat them on the way back to their
homes in other parts of the Underdark.

201

Aboleths are less utilitarian about how they treat the


Grimlock, seeing as the Grimlock people cannot breathe
underwater and thus would be useless as slaves to the
Aboleth they seem most often just to torment them for fun. As
alien as the Aboleth society and culture are to us from the
surface it seems they take joy in some of the same activities,
namely hurting others or watching them hurt each other. I am
certain an Aboleth would love to visit a Colosseum if it ever
got the chance. In cases where a Grimlock has stopped to
take a drink near an Aboleth the Aboleth will almost always
torture the Grimlock to death or near death.
In the Medusa we see early formations of a Grimlock
religion. As the Grimlock cannot see they believe the
Medusa's ability to turn flesh into stone to be some sort of
divine magic and many will worship any medusa that finds its
way into their encampments. Some Medusa take advantage
of this in order to gain a loyal following of servants and will
indeed like the Drow or Illithid before them effectively
enslave the Grimlock. In many cases forcing raids on the
surface once more in order to feed the hunger of the Medusa.
However some, notably the Grimlock Grok Noll, rejected a
Medusa that came to the camp I was observing, it expected
followers and instead it became food. It seems that Grok Noll
is, based on symbols I found in his cave compared to texts
after I returned to the surface, a follower of Shar the mistress
of the night and goddess of the darkness. I am unsure of how
he came to be aware of the goddess, their xenophobia would
prevent a priest of Shar from coming into the town to spread
her message, perhaps she found another way to speak to the
Grimlock people.

202

DM's Toolkit
There are several ways to use these guys
effectively, our own Hippo suggested using them
as a sort of swarm, piranha style, who descend onto
a town and pick the area clean before disappearing
back to the Underdark. This is quite the effective
way to use them on the surface, to attack a town
players are in and force an encounter (or force the
party to flee if you prefer that way)
They are low level monsters best used in large
quantities or when the players are similarly weak
with the 5e rating them only at a CR of 1/4. As
mentioned they can be used as guardians of a
medusa they see as a god, fodder for Drow that use
them as slaves or similar from Illithid, they can
even be used to warn of nearby Aboleths just by
placing their corpses near some water or having
some behave very erratically. If you wish to stat
them up they can even use tools and armour and a
scavenged battle axe from a blacksmith they
destroyed would be especially useful to make them
a bit stronger. Maybe they were even smart enough
to kidnap a blacksmith to make better weapons
and gear for them making them an even bigger
threat, that's not out of the realm of possibility
when dealing with Grimlock.
They have blind sight via echolocation and an
extremely good sense of smell and so can be
rendered entirely useless by spells that cause
sound (to trick them) or other methods of making
them deaf and strong smells thrown directly at
them to confuse their nose. If they lose their sense
of hearing their blind sight becomes much shorter,
being only 10ft.
Editions vary but their INT is usually around 10,
5e lists it at 9, and they speak Undercommon in 5e
but in previous editions had their own language, so
they can be reasoned with should the party wish to
try but due to their constant mistreatment by
literally everything they encounter their distrustful
nature will make any negotiations difficult, they are
far more likely to react violently to any party that
sets foot anywhere near them than listen to what
the party mouth has to say. So they are a good
option if your party enjoys negotiating and you
want to throw some combat at them.

Hag

"They sneak through our world, gobbling up naughty


children, seducing the men and wreaking havok. There is not
a single race of the material plain that can consider itself safe
so long as the Hags and their cousins roam free and alive."
--Speech from Guildmaster Trex prior to his guild
vanishing.

Introduction

An extraplanar being of uncompromising malice, I have


found myself the captive and unwilling mate of several of
these beasts, I have watched them birth horribly offspring
stemming from myself. I was lucky enough, however, to have
been allowed to keep my notebook. I decided that though I
may die here I will record everything I can. These creatures
are exclusively female, they rely on captive males such as
myself for breeding purposes, though this sometimes leads to
a male offspring, I shall condense my notes on them later on.
I have witnessed them eating children stolen from a nearby
village, orks, goblins, anything they could steal away. I doubt
there is any race on this plain that tolerates their existence.
Horrendously ugly there are still several varieties I have seen
coming and going from my prison. They speak common with
no regard if I overhear them, I fear that means the worst. I
will piece together tales I have heard as well as things I have
seen so I may learn what I can before my end, and hope
against hope that someone finds my notes.

Variable types
Annis Hag

This creature seems to use magic, not to disguise itself as a


maiden as some of her sisters will do but rather to make
herself seem more fierce. Usually a giant or ogre of some
sort, though they always strive to make them an exceptionally
attractive specimen of whatever race they pretend to be.
Though it is hard to be exact from my tiny prison I would
venture a guess that these specimen are at least 8 feet in
height. Though physically they will, when not in disguise,
appear as merely some giant though particularly ugly, old
woman. Having heard tales from friends of mine who had
gone adventuring I can tell you for certain these beasts are
both physically overpowering and dreadfully clever. They use
tactics on the battlefield that simple minded creatures simply
could not fathom. No doubt they have taken the life of many
adventurers with such fearsome abilities.

Green Hag

I know not the proper name for many of these beasts; they
spoke it in a tongue I do not comprehend, so I will merely call
this one a Green Hag as it describes it well. Like most of its
Hag sisters a Green Hag seems to have the ability to hide its
true form and make itself look like any beautiful young lass
you might see, say for example, in a farming village as you
ride by, recently having spent a year in the underdark
studying the beasts to be found there. One should always be
wary however of any maiden who seems overly eager to be
rid of her flower or you may find yourself in a cramped cell
with only a notebook for company. These beasts seem to
favour swamplands, or else very desolate forests. They seem
to be capable of keeping as pets creatures far more
intimidating than themselves which lends credence to their
true powers and capabilities, I have seen several different
ogres come and go from this place taking orders from these
beasts. The only tales I had heard of them say they prefer
trickery when combat is unavoidable, they will mimic the
sound of nearby beasts to make unwary adventurers drop
their guard and then attack from the shadows without
warning.
Sea Hag

Once more a name spoken in tongues I do not know, this one


however can be seen dripping with coral and seaweed. I
recognized them immediately; a dear friend lost his life
escorting me to the underdark to one of these foul monsters.
They favour the water, seas or deep lakes he told me. Unlike
their cousins they do not hide their true forms, once more
looking like a decrepit and in this case drowned old woman
who time was particularly cruel to. And unlike Sirens they do
not call out to men to lure them to drowning or crashing upon
the rocks. Instead they prefer a direct attack method
whenever possible. I have found myself losing even my ability
to write in their presence and more than once after they have
glared at me the sun has moved in the sky. I know not how
long I have been here, days, months, dear Pelor how long
have I been here. I shudder to think how many of these
abominations my carelessness has helped create.
Night Hag

Wherever it is I am being held this beast seems to be the one


in command. Slender fingers shape into claws at the end of
its hands; horns grow out of its head in a strange spiral, its
skin pitch black and its eyes a glowing fierce red. I have never
heard this one speak at all, though I see her and hear her in
my nightmares. I am never allowed to rest, they haunt even
my attempts at sleep. I fear they seek to drive me insane, I
only prey they end me before it comes to that. These
creatures seem to be the most dire of the Hags I have
otherwise seen from my hole. I have witnessed this one give
birth, steal away into the night and return with a human child,
no more than a year old, I can only imagine they traded their
young for this one. They feasted on it as though it were a
spring lamb. I closed my eyes and tried to block the noise. It
did little good.

203

Dusk Hags

A mere tale I have heard from one of my friends long long ago
I think, my hands are looking older, how long have I been
here? I must keep my sense of mind, I must keep writing.
Dusk hags are sometimes the offspring of Night Hags, rather
than the black skin of their mothers theirs is more akin to old
paper, very yellowed with time. Tales I have heard have said
these Hags are less confrontational and prefer to be left
alone, though they can seek companions and often times
prefer the company of their sisters. Those same tales also
warn of the Dusk Hag and its most insidious ability, that of
prophecy. Emperors have ruined their entire realm chasing
after some misinterpreted words from a Dusk Hag, and many
lesser men have done the same. The prophecy is never
wrong, however it is always vague, and this is also why many
bands of hags keep them around, to help them plan whatever
fiendish cruelty they seek to accomplish.
Hagspawn

Occasionally from the mating of Hags and their male


captives, a son is born to this all female race. The child is
accepted neither by the Hags nor by humanity. I have heard
that some go out into the world seeking their fortunes or for
their own reasons not unlike the Dhampyr. A guild master I
was friends with once told me both creatures make
exceptional adventurers. Unfortunately I do not know much
else about them, they are fierce fighters and they often
slightly resemble the Hag breed their mothers come from.

Social Observations

The hags themselves often form small groups, known as


Covey, where they exist as a trio with several dangerous
creatures like ogres and giants acting as pets for all intents
and purposes. The three seem to be capable of being any
variety of hag, the ones noted in my book here are only the
ones I have seen or heard tell of, there may be more. They
exist in this trio to make best use of their powers. They are
fiercely intelligent creatures and often I can see them
concocting plans for the nearby town. I wish I could know
how many of these creatures exist among them, or how many
came from me.

Behavioral Observations

There is not much I can say about their behaviour, they feast
on living members of other species, plot in languages I do not
know and breed whenever their vile wombs are empty. I am
not their only captive, but I am the only one still alive after so
long. They have kept me here for longer than I have been able
to keep track of, I just want it to end but they won't, when I
beg for it they laugh and cackle with those raspy monstrous
voices and tell me I have so much more use to them. I fear
they let me live now out of cruelty, wishing me to be tortured
for as long as what little sanity remains to me stays intact.

204

Intra-Species Observations

With the exception of the Hagspawn and Dusk Hags their


main interactions with other species involves either tricking
them into mating with the hag or simply feeding on them.
And often times from what I have seen the Hag will feed on
her mate immediately after they are finished anyway. When
their children are born they replace children from homes
sometimes in cities miles away, I was nowhere near Ravenloft
when I was captured and yet when I had the chance to speak
to a child of four I found out that is where she came from.
Replaced by the Hags whelp no doubt to be raised by this
girls parents in her place. I have seen Goblin children
replaced in much the same way, I can only assume any race
with live children may face the same fate. Once they are
ready they feast on the children they bring home. I have
grown numb to the dark feasts. Dusk Hags they treat as
treasures almost with their gift of foresight and Hagspawn
they care not for, they will either kill it or set it into the wild
and let nature do the same. Relatively few Hagspawn live long
enough to encounter their mothers, not that either would ever
know.

DM's Toolkit
With such a large variety you can fit hags into
pretty much any setting, and with their guards
consisting of Orcs and Giants you have a lot of
variety you can toss towards what could easily be a
boss encounter of a short quest at the right levels.
Family finds out their child was replaced and hires
you to go track down the Hags before their
midnight snack consisting of baby organs, or
perhaps they captured a lot of men or an important
NPC for mating purposes and you want to save
them. They can also be more middle quest foes as
well if the party is strong enough you can toss
them in the path without question if at least one
party member is male. They make for good ambush
foes as well given their predilection for sneaking
around and ambushing, and they could easily get
the drop on party members. If you're looking for a
longer quest goal for them you could just have the
party meet and mate with a hag in disguise and
then they go off in search of his child before they
use their profane rituals to turn their young child
(at puberty) into a proper Hag like them as for all
intents and purposes as children they appear to be
completely normal until such a ritual takes place
and could pass off as human their entire lives. The
Hagspawn as well can make for a good PC class if
the player is looking for something a little out of
the ordinary.

Half-Dragon

"She'll be fine." I told myself as I watched the figure ride over


the horizon. "She's got fire in her blood and her dad is a
dragon."
Known as Migakh (pronounced My-Gah) in the draconic
tongue, half dragons are an interesting breed. While one can
come about in various ways, they are most commonly created
simply by parentage. It is fairly well known that many
dragons have a penchant for polymorphing into humanoids
and comingling with the "lesser" races. It is not unheard of
for a dragon to sire a child with a member of the humanoid
races, often with powerful or interesting individuals. The
humanoid parent (who is not always the mother) is almost
always saddled with their unique offspring, as most dragons
want nothing to do with them.
The second way Migakh come about is far more difficult to
predict. Wild magic, spellplague, and "unique" encounters
with dragons have all, in rare cases, resulted in people
gaining the benefits of draconic blood. Half pseudodragons,
half Faerie dragons, and most non humanoid Migakh come
about in these ways. I met an individual who spent a few
weeks eating nothing but the heart of a slain dragon,
gradually taking on its traits. She ended up becoming quite
powerful. It should be noted these cases are the exceptions;
you are far more likely to be poisoned by the foreign blood of
a dragon than you are to be strengthened by it. Consult your
cleric before trying to transmogrify your very essence.

Physiological Observations

Migakh appear as one would expect humanoid dragons who


are usually a bit larger and more muscular than the race they
come from. While Migakh always have the protective scales,
claws, tails, and the deadly breath of their progenitors, it is
also very common to carry a smattering of other traits
relating to their parentage. A half black dragon, for example,
will likely have horns that extend around the side of their
head pointing forward and webbed digits. Beyond the broad
strokes, Migakh vary quite wildly in appearance, as with most
half breeds. Some individuals inherit the elongated skull of a
dragon, while others retain their humanoid structure. Most
Migakh do not possess wings, and even fewer possess wings
powerful enough to sustain flight.
Migakh almost always live longer than those of their parent
race, usually living two or three full lifetimes. The largest
exception to this rule are those of elven parentage who may
actually lose a century or two off the elves' near millennia of
life. The prevailing theory as to why this is the case is the
dissonance created by the conflicting magical nature of
dragons and elves.
The only major physical drawback Migakh experience is
that they are all entirely sterile. Some are perfectly content
with their inability to sire offspring, while others may spend a
lifetime hunting down a way to circumvent this limitation.

Social Observations

As with most half breeds, Migakh tend to find themselves on


the fringes of society. Most humanoid races fear and shun
them, principally if their scales are chromatic in color. This
means Migakh usually find themselves fighting whether it's
for survival or as a career path. Their unique abilities tend to
make them superior to the average individual when it comes
to combat and many become quite well known for their
talents.
Many people believe Migakh would be able to find kinship
with the dragonborn, but this shows a complete lack of
understanding of dragonborn culture. While they may look
similar, the two races are no more alike than humans and
drow. The majority of dragonborn see half dragons as
abominations or agents of their hated foes. Migakh rarely
have any knowledge of dragonborn culture and society. It is
often far harder for them to assimilate into a dragonborn clan
than a human one.
The one place a half dragon may inherently find
acceptance, and in fact reverence is with Kobolds. On several
occasions, Kobolds have been found to serve under a Migakh
who fills a role somewhere between warlord and demigod.
For any given Migakh, their relationship with their draconic
parent varies widely. Some actively seek them out in hopes of
finding kinship or vengeance. Others have no desire to track
down their parent due either to resentment or disinterest. As
for the dragons, each may have a different response to
meeting their half-blooded children. One may be delighted to
find their offspring wandering into their lair, while another
may be disgusted by the very idea that such a lesser being
should stand in its presence.

Behavioral Observations

As with any half breed the Migakh are not entirely beholden
to their bloodline when it comes to their morality and
personality. It should be noted however that there are often
latent traits exhibited by half dragons that relate to their
lineage. Half blue dragons are more likely to be vain and
arrogant whereas half white dragons tend to more impulsive
and quick to anger.
Those born as Migakh tend to have difficult childhoods.
While there blood is no direct indication of personality or
behavior, the nature of humanoid society often treats Migakh
with hatred and scorn. Leaving most as loners
(whether by choice or necessity), often with a
contemptuous view of humanoid society as a whole.
It is hard to predict exactly how one reacts to becoming
half dragon later in their lives. They tend to have a different
mindset depending on the circumstances of their
transformation. Many in a particularly dangerous line of work
see becoming a Migakh as an honor or triumph over
something as powerful as a dragon. These individuals tend to
wear their scales with pride. Others (often those who became
Migakh due to an accident), find their new appearance as a
mark of shame or a horrible curse.

205

Non-humanoid Migakh

While it is most common for humans or elves to birth


draconic children, it is not unheard of to find a myriad of
other creatures created of draconic blood. Because it is
exceedingly rare for a non-humanoid Migakh to actually have
a dragon parent, these creatures are often the results of
magical manipulation. Whether the intent is to create a living
weapon or simply an accident, the result is always something
powerful and dangerous.
The most notable examples of these creatures are the
steed of the great hero Wuuzeulan who is said to ride a
dragon-like pegasus into battle. There have also been tales of
the deadly dracolisk, an amalgamation of the feared basilisk
and a dragon. It is said they guard the abode of a great
wizard.

DM's Toolkit
-Half dragons are an interesting way to spice up
npc's. Whether they're friends or foes it adds an air
of strength to them.
-It's almost inevitable that a PC will want to be a
half dragon at some point. It should be noted that
half dragons are significantly more powerful than
the standard player races. Usually they're worth a
class level or two to make up for their innate
strengths.
-It is better (in my opinion) to have a player
become a Migakh later in their adventures as part
of the story. There are a myriad of events that could
result in a PC's transformation and it can make a
wonderful "reward" for overcoming a great foe.

206

Harpy

WARNING: Harpies are seriously messed up creatures. I


held off writing this article for a long time because my mind
kept going to horrible, horrible places every time I sat down
to write it. But there aren't a whole lot of ways around the
implications of things like how Harpies actually reproduce. If
the first line of this article bothers you, you might want to skip
to "Encounters and Variants" at the end. I've worked to make
sure the stuff there is PG13.

Introduction

Harpies are sexual predators. When considering this


statement, note that emphasis is placed firmly on the word
"predators", for the harpy fulfills the evolutionary imperatives
of sustenance and reproduction through the same means.
This can make it difficult to properly discuss the harpy
from a strictly ecological standpoint. On the one hand, there
are individuals who do not take harpies seriously. Various
fraternities, for example, at magical colleges and military
academies around the world have attempted to use harpies in
their hazing rituals. This practice invariably ends with the
new pledges being eviscerated and cannibalized. This, of
course, leads to distorted rumours reaching students at a
college one town over in time for next year's hazing. Do not
mistake a harpy for a harmless seductress.
On the other hand, we have the genuine discomfort of
discussing a creature that reproduces through violence and
force. It is not a subject to be taken lightly, but it lies at the
core of the harpy's continued survival, and so I cannot truly
avoid it.

Physiological observations

Harpies resemble women, generally either human or elven,


with wings sprouting from their backs and legs that end in
taloned feet. Typically these resemble the wings and talons of
a vulture, although there are a wide variety of harpy
subspecies resembling other avian species, ranging from
hawks and eagles, who tend to be stronger physical
specimens inclined to a more solitary lifestyle, to the vibrant
plumage of parrots, who lack the enchanting song of their
sisters, but instead wield powerful illusory magic. All of these
subspecies, however, are united in their basic predatory
nature.
Harpies are not cleanly creatures, and as a rule one can
gauge just how dangerous a given specimen is by the
rankness of her odour. The more successful a huntress she is,
the more layers of gore cake into her feathers and the fouler
she smells. Indeed, among the more social varieties of harpy,
an individual's stench is one of the most important factors
determining her place in the pecking order. A harpy's den is
one of the foulest places in all the world, second only to the
immediate vicinity outside a Harpy's den. While the remains
of past victims will litter both inside and out, a Harpy at least
has the decency not to relieve herself inside her own den.

Of course, the most well-known hallmark of the harpy is


her enchanting song. No matter how vile and hideous a
harpy's visage is, her song is capable of entrancing an
individual and bending them to her will. This song can be
used to lure prey away from companions and into an ambush,
or to leave the victim so captivated that they walk off a cliff in
their distraction.
Needless to say, this song is one of the Harpy's most potent
tools when hunting her favourite prey: men. Harpies despise
men, be they elf, dwarf, halfling or otherwise, and yet as a
single-sex species, they must rely on men to reproduce.
Harpies do not find this troubling, as they are also
cannibalistic. To the harpy, a "mate" is just another slab of
meat. The fact that said meat might furnish her with a child is
largely incidental. Several students have assured me that this
attitude is remarkably similar to ex-boyfriends they have had
in the past. So far, the review board has turned down all of
our grant requests to investigate this connection more closely.
Harpies in heat are truly vicious creatures. They will band
together and seek out the strongest male humanoid they feel
they can reasonably overpower, and use their song to lure
him away from any companions. When their prey is along,
they will then attempt to incapacitate him. This is generally
accomplished by working together to lift the man into the air,
and then drop him from a height low enough that he will
survive, but high enough that his legs break on impact.
Once their quarry is incapable of escaping, the harpies will
compete with each other to establish dominance. This
involves elaborate posturing, wafting of their wings to
compare stench, and occasionally in outright combat, though
the loser rarely suffers any permanent injury. This
determines the order in which the harpies will first mount,
and then devour their victim.
One month after mating, a harpy will lay a clutch of two to
four eggs, which hatch three months later. Members of the
aerie take turns warming the eggs, allowing the mother to go
out and hunt. After hatching, baby harpies reach adolescence
at ten years of age, and full adulthood at seventeen, often
helping to raise their younger sisters until they are old
enough to have children of their own.

Origin

There are numerous stories which claim to tell the origin of


the harpy. The typically this involves something about a
woman who was spurned by her lover, and whose subsequent
bitterness changed her into the monster we know today.
Personally, I find these stories lacking. They don't speak to
the heart of the harpy's nature.
No, my favourite origin story is altogether different. There
once was a woman whose tribe venerated their Ancestors,
the great men who had led the tribe throughout their
centuries long history. She lived according to the laws and
traditions of the Ancestors, and none could match her singing
of Ancestor's Hymn, the epic cycle of their great deeds.
And the men of the village coveted her, until one night they
set upon her and left her bloody and weeping in the morning.
She beseeched the tribe for justice, but they refused her,
saying she had corrupted the Ancestor's Hymn, turning it to
an instrument of seduction with her voice. Then she
beseeched the Ancestors for justice, but they turned from her,
for she was no longer pure in their eyes. Then she beseeched
the demons for justice, and the demons answered.
207

And so they forged her into an instrument of terror that she


might visit upon her abusers what had been visited upon her.
They twisted her beauty to foulness in the wings and talons of
a vulture, that those who lusted after her would be revolted
when she set upon them. They imbued her with unnatural
strength, that she might tear a man apart with tooth and claw.
Yet they preserved her voice, and made it yet more beautiful,
that the Ancestor's Hymn might truly be turned into an
instrument of seduction.
So it came to pass, that the tribesfolk heard the Hymn once
more, yet they had never heard such words set to its melody.
And such was its beauty that they all stood enraptured, even
as the song foretold their doom, and the end of the Ancestor's
Hymn. Then she was upon them, and the screams of the tribe
played counterpoint to her song. And when at last she stood
alone among the tents of her people, she befouled the altars
of the Ancestors with filth, and with the entrails of her people,
and they were heard no more. Thus was the first harpy born.

Social Observations

Most harpies are social animals, banding together into tribes


of up to a dozen known aeries. While aeries have a loose
hierarchy based on stench, physical size, and other
dominance cues, there is rarely a centralized leadership and
harpies demonstrate a remarkable cooperative spirit unless
directly competing for a resource. Indeed, the harpies of an
aerie share an almost sisterly affection towards each other,
and some reports indicate that harpies occasionally engage
in romantic pair-bonding.
While it is rare for an aerie to exceed sixteen individuals,
from time to time several aeries may unite behind a singularly
strong harpy. Such Harpy Queens tend to arise on the
outskirts of densely populated regions, and may exhibit
elements of fiendish or draconic blood.
Harpies have incredibly strong maternal instincts, and
watching a Harpy mother tend to a newborn child is an oddly
tender experience (if one discounts feeding, which is carried
out in a manner similar to birds). So strong is this instinct
that Harpies have even been known to adopt orphaned
humanoid girls, especially when the harpies themselves are
responsible for orphaning the child. There have been a
surprising number of reports from adventurers, who cleared
out harpy nests only to find a gore spattered seven-year-old
grieving for her lost "family".
From time to time, it is possible to find a harpy living alone.
These creatures are generally stronger and more cunning
than their sisters, and often gravitate to urban areas. There
are unconfirmed reports that in these plentiful hunting
grounds, urban harpies routinely seek out men who victimize
women for their prey. Solitary harpies often adopt a more
cleanly lifestyle, bathing to rid themselves of their telltale
stench, and discretely disposing of the remains of their
victims to better blend in with their environment. They are
also generally much more open to bargaining and
cooperation.

208

As sapient but feral creatures, Harpies are prone to the


worship of demons and similar entities, especially ones
whose portfolios include hunting, womanhood, or nature.
While they do not generally have an established clergy, those
that are blessed by their profane patrons tend to favour
druidic magic over clerical. Of course, neither of these is
anywhere near as common as the bardic magic which
naturally complements the harpy's inborn song.

Interspecies Observations

It is understandably rare for harpies to have amicable


interactions with humanoids, although as intelligent
creatures, they can be reasoned and bargained with,
especially if one has particularly gaudy pieces of jewelry to
offer.
Notably, harpies are not overtly hostile towards women
unless one intrudes directly into their territory, or offers
resistance in defense of one of her male companions.
Harpies will never willingly serve a male warlord. On more
than one occasion, a band of adventurers successfully
enlisted the aid of an aerie to overthrow their master. On the
other hand, Harpies regularly ally themselves with female
monsters and matriarchal tribes such as lamia or gnolls.
Perhaps the most notable example of such collaboration
was the Conception of Queen Phiralee. Ancient prophecy
spoke of a champion, born in lightning, who would lead the
harpies into a golden age and feast upon the kings of men.
To sire their champion, the harpies enlisted the aid of a
coven of hags. In the night, hundreds of harpies assaulted the
lair of the Great Blue Dragon Xyroquel, pinning him to the
floor with the weight of their numbers. The hags then
enacted a ritual, binding the dragon within the form of an elf.
The greatest warrior of all the aeries then mounted the
dragon, and ate of his flesh. In time she bore Phiralee, Queen
of the Skies, who indeed feasted upon many a king before she
was vanquished, and her army dispersed.

DM Toolkit
Concept

TL;DR: This section is basically a lengthy


discussion of making harpies scary by inverting the
typical image of rape. If that's not cool with you, no
sweat. It's fucked up stuff. Scroll down to
"Encounters and Variants". I've tried to make the
ideas there useable at any table.
As I said before, this article took me to some
dark places, and it took me a long time to work up
the courage to write it. I just struck me as
inescapable that harpies are rapist cannibals. Not
necessarily elements that you should just drop into
any game at random and if you want to gloss over
the rapist part and play up the cannibal, that's
totally valid, and probably a wise choice 90% of
the time. But done right, it's an amazing concept
that really turns a lot of tropes on their heads.

(Side note: Ed Greenwood got around the harpy


reproduction problem in his original ecology article
by asserting that male harpies exist. They just look
exactly like female harpies. I thought that was
stupid. Of course, this all being related to me by
Elminster sitting in Ed Greenwood's kitchen eating
cookies, so I was having a lot of trouble taking
things seriously at that point.)
First off, people tend not to take "seductress"
monsters seriously. A succubus will kill you, but
you'll have a lot of fun in the process. Let's face it;
anyone who dies at the hand of a succubus will be
the object of both ridicule and a little bit of envy
forever after. I don't want that for harpies. Harpies
should be scary seductresses. A harpy will break
your legs, rape you and eat you. String up intestines
like party streamers, emphasize the mutilated
genitalia of harpy victims, make fake blood and
pour it over your face when you want to portray
harpy characters. What Dan O'Bannon wanted to
do with Alien I wanted to do with Harpies.
Everything else was just predicated on, "How do
I turn played out tropes on their head?" Spurned
love is a boring origin story, almost as played out as
"A wizard did it". I mean, if you look in the Monster
Manual, the first harpy basically just moped herself
into existence. Lame. So, I went with the poetic
justice angle. My harpy rapes her rapists and then
shits on her old gods (side note, in early myths like
the Aeneid, Harpies don't have the whole siren
song ability. All they do is shit on all the stuff
you're trying to keep clean, like your food, and then
laugh in your face).
I'd popped out the idea of powerful half-dragon
harpies early on. Then I asked myself, "Wait, how
would that happen?" There was the easy answer:
Dragons are pretty much the apex rapists of D&D.
But this article isn't about dragons. It's about
Harpies. So I had to figure out how to make harpies
their bitch. I think my campaign setting just got a
new Chuck Norris level badass.

Encounters and Variants

Okay, let's get safe for tabletop now. Harpies can


actually be a lot of fun used right. Here are a few
general variants, first.
Regal Harpies: I personally prefer to jack up the
CR on my harpies a bit. Pathfinder actually makes
them CR4, and I'll often add levels in barbarian,
sorcerer or bard on top of that. Try advancing the
hit dice on your 5e harpies to create a monster that
could hold her own against a low level party solo.
These fit well as urban huntresses, or just the alpha
bitch of a harpy aerie. They might have features
more akin to hawks or eagles.

Parrot Harpies: I originally though these up as part


of a tropical island in my homebrew setting. Swap
out the enchanting voice power for a few illusion
spell-like abilities. Minor illusion, ghost sound, that
sort of thing. A parrot harpy might confuse
travellers into getting lost deeper and deeper in the
jungle by creating false images of landmarks the
party has already seen, or deter them from certain
pathways by sounding the roar of a lion from one
direction or another. I might make them a little less
physically adept, and give them the power to use
colour spray instead.
Harpy Queen: Get a tough harpy like the Regal
variant and slap a template on her. Half-fiend, halfdragon. Take your pick. Stack some character class
abilities on there too. Have a multiattacking,
greatsword wielding, fire breathing badass.
Now, here are a few encounter scenarios I've
been kicking around my head.
The Harpy Mob: One nice thing about CR 1
harpies in 5e is that you can swarm higher level
characters with them. Have a half dozen or so gang
up on a PC they've picked out, and lift them into
the air, trying to drop them from a significant
height. They're not interested in a fair fight, so if it
seems like the odds are even slightly turning
against them, they fly off.
We all know the "orc babies" dilemma. Well,
here's a twist pulled from my article above. The
harpies have adopted an orphaned human girl, and
she has been raised alongside a pair of baby harpy
sisters. If the PCs harm the baby harpies, or
separate the girl from the harpies, she begins to cry
inconsolably, and it becomes evident this girl has
no real conception of civilized society.
The PC's objective lies on the other side of harpy
territory. There's too many to just fight their way
through, but perhaps a persuasive female PC could
negotiate safe passage. To do so, though, she will
have to pass a test of initiation into the aerie. A test
that requires her to master a verse of the harpy
song.
If you're a fan of the Maximum X-Crawl setting
(you play professional wrestlers dungeon crawling
for fabulous prizes), I've wanted have a magical
rock band encounter. Harpy on lead vocals and
guitar, with bard/fighter levels, backed by a 3 man
orc band. Pink mohawks encouraged. The harpy
uses her song (subtly, roll will saves in secret), to
entice the PCs into a central dance floor location.
Under the dance floor is a giant flamethrower trap.
Treat it as a fireball spell of appropriate will save.
Once the trap detonates, she switches over to a
bardic inspiration song, her guitar extends into a
double-headed axe, and the orcs start smashing
their instruments over the PCs heads.
She'll surrender if she gets dropped to low
enough HP, and possibly ask a particularly rugged
fighter type on a date if it'll sweeten the deal. Silly,
over the top, and absolutely in line with a typical XCrawl game.

209

Hellhound

"Stealing the Mythos gems? No problem. That's what I'd


thought anyway. I broke into the mansion at night. It was
chilly. Harvest season was almost done. I snuck past every
trap and every guard in the place. It seemed almost a little too
easy at first, but I've never been one to question luck. I got to
the room that the informant had said the gems were in. I
grabbed the gems and threw them in a bag. That's when I
heard it, the low growl behind me. I turned around slowly to
see two red eyes glaring at me from the corners of the room.
Then it moved forward and fire entered my sight. Even with
the heat of the flames, my blood froze".
-- Euryndas' Journal

Introduction

Hellhounds are extremely intelligent creatures that possess


an evil nature from birth that is ingrained into them. Because
of these traits coupled with their fierce loyalty and strength,
they are a favorite pet for most evil villains especially those
affiliated with fire such as fire giants and devils.
There are three main kinds of Hellhounds. First, there are
the ordinary Hellhounds. These hellhounds are believed to
have been created by Primordials when the world was still
young. The next species of Hellhound is called the
Fire bred hellhound. These are said to have been bred from
captive populations of the original hellhounds for size and
power by the fire giants. These hounds are loyal to their ageold masters, the fire giants. Finally, the
Nessian Hellhounds that reside in the ninth layer of Hell in
the palace of Asmodeus. These are perhaps the most vicious
of the hellhounds, with an innate ability for breathing fire as
well as the ability to bite as if their teeth were flaming spears.

Physiological Observations

For observations of the physiology of the Hellhounds, I shall


separate the species into three sections, one for each kind of
hellhound.
The first species we shall examine is the original
hellhound. These monsters stand approximately 4-1/2 feet
tall with dark skin. They are surrounded by an aura of flame
that burns any opponent who moves to close to it in battle,
burning them with the aura of hellfire from their home,
Baator (the nine hells). These creatures boast a thick and
hardy coat of fur which blocks many arrows and weaker
weapons allowing the creature to withstand assault from
fierce foes. Hellhounds also possess excellent eyesight able to
see in pitch dark up to 60 ft as well as heightened senses to
track prey. Because of the hellhound resides primarily in
Baator, it has evolved a resistance to fire but cannot stand
cold temperatures. These hounds usually travel in pairs or in
groups of 9-12.

210

Fire-bred Hellhounds are larger versions of their counter


parts. These monsters stand at 5-6 ft. tall with hardened
muscles. Their fur is thicker as well and is able to resist all
but the most powerful of weapons and magic. Their claws are
sharper than the claws of ordinary hellhounds and their
larger jaw muscles make their jaws more powerful with bites.
Because they were bred for more power, their flames tend to
be hotter and Fire-bred Hellhounds have the ability to create
bursts of fire directly pulled from the 8th layers of Hell, an
ability that ordinary hellhounds lack. The senses of Fire-bred
Hellhounds are also sharper making them better trackers and
much more fearsome foes. They boast an almost doubled
resistance to fire as well. Interestingly, this species has
evolved to lack the susceptibility to cold that it's weaker
counterpart has. Its powerful leg muscles make it faster.
These monsters live primarily in the upper realms rather
than Baator, usually near volcanoes that house the Fire
Giants.
Finally, the most terrifying of the species are the Nessian
Warhounds. These creatures are a breed that reside only in
Nessus, the 9th layer of Hell and are the pets/servants of
Asmodeus, the lord of Hell and the strongest of the devils.
The Nessian Warhounds are the largest species of Hellhound,
standing easily at 7 ft. tall. Bred to inherit the strength of
Asmodeus himself, Nessian Warhounds move the fastest of
hellhounds thanks to their enhanced muscles. Their bites
have nearly four times the force of the ordinary hellhound
and their claws can cause permanent damage to its quarry by
tearing tissue while causing severe burns to the tear. The
hounds have thick hides that resist weapons as well as the
hides of the Fire-bred Hellhounds however; the Nessian
Warhounds are completely immune to fire. They usually are
also fitted with chainmail suits. They retain the weakness to
cold that the original
Hellhounds have albeit a much smaller weakness. Nessian
Warhounds are surrounded by flames from the 9th layer of
hell, the hottest of hellfires. They are able to breathe fire and
their teeth bear the traits of flaming steel.
Because of their master's prowess, the Nessian Warhounds
act as the Emissaries of the lord of Hell and often forbearers
of tidings of his arrival. They track down his enemies with
ease and are used to eliminate those Asmodeus hates.
Asmodeus occasionally tests his enemies with these
Warhounds. Nessian Warhounds, like every other
Hellhounds, cannot speak. They are able to learn languages
and understand them, unlike the other Hellhounds which
only understand Infernal.

Behavioral Observations

Hellhounds are relentless trackers and hunters. Once


assigned a mission, the hounds track their quarry to the ends
of the earth and create ambushes and traps in order to take
down prey. Because of relative weaknesses to cold, they may
not always proceed into colder climates, bidding their time to
strike instead.
The Hounds are immensely intelligent as well. They have
the ability to understand orders and follow them. They can
create traps and plan ambushes. They are well versed at
working together and understand the orders of hierarchy.
In addition to their intelligence, Hellhounds are fiercely
loyal to their masters, willing to die for their masters without
a second thought. Because of their insane loyalty, the hounds
are always lawful. But, due to their evil nature, they refuse to
be merciful. Hellhounds disdain weakness in every way and
for that reason; deformed pups are often killed instantly. This
trait is most exaggerated in Nessian Warhounds due to
Asmodeus' hatred of mercy.
Hellhounds are creatures that make great pets, provided
you are equal or stronger than them and are evil. They enjoy
company and I've noted from a pet or two I've had that they
love a good belly rub or a scratch behind the ear.
Throw them a bone from the latest annoyance you crushed
or perhaps pick up a human child to give to your hound as a
play thing. They love playing fetch with their masters.

Social Observations

Hellhounds spend most of their time in the company of their


masters. Ordinary hellhounds, created by evil Primordials
spend their time roaming the nine hells, avoiding the 9th
layer except for the rare occasion. There they spend time
torturing the poor souls cast there by the gods for
punishment or serving the lords of the respective circle on
missions.
Fire-bred Hellhounds are not as loyal to the inhabitants of
Baator. Rather, they serve the Fire giants that bred them over
thousands of years. They spend time with species like Azers
and Fire giants acting as hunting dogs and brutes to terrorize
weaker races that interfere with the work that their masters
plan. (Note: This species enjoys sleeping by itself far more
than a belly rub or games of fetch. Don't bother them. I've lost
many foolish apprentices who decided to bother a napping
Fire-bred Hellhound).
Nessian Warhounds are only loyal to Asmodeus. They
refuse to serve any other master. The entire species seems to
have formed a pact that at least two of them should stay with
their master to eliminate anyone who dares to bother him.
Hellhounds regard any creature weaker than them prey
and enjoy devouring the flesh of the weak. This flesh fuels the
fire inside the hellhounds making them stronger and far more
fearsome.

Intra-species Relations

Hellhounds by natures prefer to remain alone in groups of 2


or in packs similar to wolves. However, they rarely interact
with other species. Fire-bred Hellhounds especially avoid the
other two groups due to the strange smells from Baator that
mark them. Nessian Warhounds prefer to work in groups of 2
but for larger missions or ones that require man power, a
Warhound may take over a pack of 5-12 ordinary hellhounds.

DM's Toolkit
Ordinary Hellhounds are the perfect guard dog.
They are the perfect creature to trap your PCs with
when they break into the mansion of their enemy
and grab whatever item they wanted. With a simple
level of 7, ordinary Hellhounds are more than a
challenge for weaker parties in groups of 1 or 2
and for your stronger parties; groups of 5-12 are
common. For parties above level 10, Fire-bred
Hellhounds are a great tool. Their fierceness makes
them the perfect monster to fight in hotter
settings. Most importantly, a Fire-bred hellhound
means that Fire Giants and Azers are nearby.
Together, they make a powerful enemy. If either
group were to find one of their hellhounds dead,
it'd spark an entire settlement to hunt your PCs, a
great thing to have in your bag of tricks, especially
for parties that consist of pesky murder hobos.
Nessian Warhounds are perhaps the toughest
monsters to have in your toolbox. They are hard to
hit, relentless trackers and extremely good at
planning traps and ambushes. They can be very
patient as well striking once and then striking again
weeks later when PCs thin they're safe. To make
encounters tougher, 2 Nessian Warhounds can
easily be accompanied by 24 ordinary hellhounds
or a powerful devil spawned by the blood of
Asmodeus. If the PCs do defeat the Warhounds,
there is no guarantee that more won't be sent. Even
worse, killing the pets of the Lord of the Ninth
Circle may cause Asmodeus himself to send his
avatar to check on the enemy, a great way to strike
fear into the heart of any player (especially if you
see the stats and skills of the guy).

211

Helmed Horror

Social Observations

Tallien had always known that his greed was going to get him
killed. Dashing around a corner, the rogue stumbled on the
stones of the ancient dungeon as blood dripped from the
wound in his side. The glowing suit of armour followed in hot
pursuit, clanking with every movement. Putting its sword
down, the helmed horror unsheathed its crossbow to take a
shot at its quarry.

Social interaction with a helmed horror is nearly impossible


if you aren't a telepathic being - they can understand the
language of their cantor, but can't speak. If you do so happen
to have the power of telepathy, you'll find that helmed horrors
aren't the greatest conversationalists - their responses are
automatic and repetitive. Like the majority of constructs,
helmed horrors can't be argued or bargained with. Their
loyalty to their masters is absolute.

Introduction

Behavioural Observations

Helmed horrors are animated suits of armour, imbued with


sentience by powerful practitioners of magic. Unlike the bulk
of other constructs, helmed horrors are intelligent beings that
are capable of nuanced judgment.

Physiological Observations

Helmed horrors are walking suits of plate armour, filled only


by a red-purple glow. Each horror will look different based on
the armour that it was created with. Helmed horrors also
possess blindsight, but are blind beyond a radius of 60 feet.
The creation ritual for a helmed horror is complex, taking
up to a full day to complete. Limitations on behaviour and
freedom are given during the creation process - in order to
prevent the exploitation of loopholes, a helmed horror's initial
orders must be worded as delicately as a wish spell, as these
orders cannot be changed once given. Once created, helmed
horrors make magnificent guards, as they are able to follow
the intent or spirit of their orders, not just slavishly carry
them out to the letter like other constructs. Helmed horrors
will follow their orders even after the death of the one that
gave them, making them highly prized as guards for
important places or objects. Their loyalty is
uncompromisable and eternal, and a group of helmed horrors
can be organized into a deadly fighting band.
Physically, helmed horrors are incredibly tough. They're
immune to undeath and poison, and the plate armour that
constitutes a horror's body provides great protection from
blades and arrows. Most helmed horrors are given a
longsword and crossbow to fight with, but are able to fight
ably with most common weapons. Horrors also have
immunity to a small selection of spells, chosen during the
creation process. These commonly include spells that could
warp the horror's metallic body, such as fireball or heat metal.
The appearance of a helmed horror varies wildly - there are
as many different helmed horrors in existence as there are
different sorts of plate armour. Horrors can be in any
condition (from rusty to gleamingly polished), but will always
be suits of plate armour. Many who create helmed horrors do
so out of ornate and gem-encrusted armour sets in a display
of power and wealth - and also because thieves are more
likely to try to steal it, leading to an untimely and brutal
demise.

212

Helmed horrors are generally restricted to their posts, and as


such are sedentary for long periods of time. Not needing
sleep, food, or drink means that horrors aren't forced to leave
their posts by hunger, thirst, or exhaustion.
When on guard, helmed horrors will remain perfectly still,
only shifting when intruders approach. When in combat,
horrors will go for either magic-users or the foes that they
perceive to be the weakest.
A helmed horror exists to follow its orders to the best of its
ability. Even after its master dies, a horror will continue to
follow its orders - there have been cases where the construct
has been left with orders that command it to pursue and kill
those who were responsible for the death of the master. The
very rare helmed horror that manages to gain complete
independence from its creator wanders the world, feared by
most and a source of curiosity to many.

Inter-species Observations

Being silent and almost always alone, helmed horrors don't


tend to interact with other species very much at all. Most of
their actions towards foreign beings can be boiled down into
three categories. Depending on the horror's given orders,
they can either attack foreign beings, ignore them, or let them
pass. The fact that helmed horrors only understand the
language of their creators and can only be reached through
telepathic means if you don't speak that specific language is a
huge hurdle in social interaction. Otherwise, helmed horrors
can't be communicated with.

DM's Toolkit
A helmed horror or two is an excellent alternative
to the unthinking and unfeeling golem. Helmed
horrors are more intelligent than most other
constructs, and can act in concert with other
helmed horrors to present a well-armed and
armoured threat to a party of any level. Resistances
to bludgeoning, piercing, and slashing damage
from weapons that aren't adamantine, immunity to
force, necrotic, and poison damage as well as the
blinded, charmed, deafened, frightened, paralyzed,
petrified, poisoned, and stunned conditions makes
them extraordinarily tough opponents for martialand magic-focused groups alike.
Helmed horrors make good guards for ancient
tombs or dungeons, as no explanation is needed as
to why they're where they are, and the ancient suits
of armour that the horrors are made of could make
for an interesting bit of lore, or even a plot hook in
and of itself.
Helmed horrors are CR4 monsters, making for a
good challenge for low-level parties, but a group of
them can be a threat to intermediate- or high-level
groups. An AC of 20 means that a horror will make
for a tough fight.
Being the flavourful and uncommon monsters
that they are, helmed horrors will make a colourful
addition to any campaign, whether in the form of
an heavily ornate and ornamental set of armour that
springs to life when approached, an old and rusted
set of armour deep in a swamp, or a set of strange
and wonderful plate armour deep in an ancient
tomb.

213

Hippogriff

Often mistaken for being a griffin from far away, hippogriffs


aren't in any way lesser threats that griffin themselves. With
an equal lust for horseflesh, hippogriffs strike fear into the
common farmer when he sees one out hunting.

Introduction

The hippogriff, also known to scholars as Dimidium Aves


Accipitridae Equus, is a specie which is a close relative of the
Griffon, also known as Dimidium Aves Accipitridae Felidae.
In comparison, the hippogriff possesses an intellect that is
inferior to that of the griffin, making them more suitable to be
trained as mounts. This is especially true for hippogriffs
trained from their birth. They also lack the dangerous talons,
although this barely appears to impact their effectiveness in
combat. The origin of the hippogriff is strongly debated,
although general consensus agrees that it most likely was a
deliberate fusion between the horse and a hawk, most likely
through the magical applications of a wizard.

Physiological Observations

A hippogriffs torso and hind legs are that of a horse. Its


wings, head and front feet are that of an eagle, however. A
hippogriffs wings usually have a wingspan not short of 20 ft.
Colorations amongst hippogriffs vary greatly.
Their horse-like bodies have colours ranging from bay and
brownish to grey and black tones. Their feathers typically
have birdlike colours ranging from light to mid-tone brown,
although white and black feathers are not a rare sight.
A hippogriffs diet primarily consists of meat, with a strong
(and ironic) preference for horse meat. Other favoured meals
include fish, game and livestock, the latter often bringing
them into conflict with farmers. Hippogriffs often graze after
particularly large meals, supposedly to aid digestion.
Captive hippogriffs have shown that they are omnivores.
They have been observed being able to sustain themselves on
grass and plant matter for about up to a week, provided that
small amounts of meat of up to two pounds are available each
day. This also is the likely reason why they are able to thrive
in the barren hills and prairies where they typically live, as
other predators need more abundant resources to sustain
themselves.

Social Observations

Hippogriffs are predominantly solitary creatures. They are


very territorial and will protect their lands against intruders,
whether they are of their own or a different species. Unlike
griffons, they do not mate for life. During mating season,
males compete with other males to claim a female for
themselves. Only after claiming a female will two hippogriffs
live together as pair.
During this period two hippogriffs will build a nest, usually
in the female's territory. There the female hippogriff will lay
an egg, which will hatch after about a few weeks. The young
hippogriff is then raised for about 5 to 6 months, after which
it is strong enough to survive and is driven off to fend for
himself. The female will then in the coming week drive away
the male from her territory.

214

Young and inexperienced hippogriffs are known to group


together into 'flights' of up to 7 hippogriffs, though flights of
up to 12 hippogriffs have been examined in some rare cases,
where food sources were in abundance. These flights live a
nomadic life style in which they move from region to region
when local food sources have been depleted. However, once a
hippogriff reaches maturity he will leave the group to find a
domain for himself.

Behavioural Observations

Due to their ability to see well in the dark, and the danger of
other predators that also hunt hippogriffs, like dragons,
wyverns, drakes and other large beasts, hippogriffs tend to
hunt in the dark during the early morning hours or very late
in the evening. During day they will stay close to their nest or
lair, during which time they will rest and groom their wings.
When out hunting, they use hunting patterns comparable
to that of eagles: turning in circles until they have located
prey, after which they will dive and carry off their meal back
to their nest. Or, if the area is relatively safe, they will
consume their meal on the spot. After especially large meals
they will consume grass, grazing near their nest. If grass is
not readily available, leaves are a readily available alternative.
The nests behaviour varies wildly between gender, and
indeed between individual hippogriffs. There is a somewhat
common appearance between most nests, however. Males
tend to build rather simple nests to rest in which are mostly
made from branches and leaves. Females, however, have
been observed building their nests from a multitude of
materials: leaves, branches, fur, feathers and even the hides
of their prey.

Inter-Species Observations

As noted before hippogriffs are solitary creatures, even


amongst their own. Other species are either regarded as prey,
or predator from which they rather flee. However, due to their
intellect that is comparable to that of a horse hippogriffs
make great (winged) mounts. Capturing and training adults
are rather dangerous affairs, though a hippogriff raised after
hatching is just as easily trained as a horse.

DM's Toolkit
Hippogriffs; you can somewhat envision them as
slightly weaker (and less intelligent) variants of the
griffon. They do not quite make the social impact
of an enslaved (or charmed) griffon and neither
have their majesty.
However, they make great mounts for players
who want a flying horse-like companion, or for
lower level BBEG's who will likely charm a
hippogriff or have bought a hippogriff egg on the
black market. Or in mid-level campaigns hippogriff
may serve as the general mount of either a good or
evil army.
Plot hooks related to hippogriffs may include
black market operations (eggs and/or young) or
hunting one to stop a village from getting harassed
by it.
Alternatively, you can use the stats for a
hippogriff as the stats for a younger griffin.

Hobgoblin

"Hobgoblins are much more dangerous than all other


goblinoids, especially when they're leading the latter."
--Fyril Goblincleaver, elven general of the Truesilver Woods
They break before our shields
They fall beneath our blades
Their home is ours to conquer
Their children our slaves.
Acheron, Acheron! Victory is ours!
--Hobgoblin war chant

Introduction

It is a common opinion of scholars, goblinologists and


generals alike that hobgoblins are the most dangerous of all
goblinoids, for one glaring reason: They're smart. Hobgoblins
are arguably just as intelligent, organized and even civilized
as we humans. And by that is meant that they, as we humans,
run the gamut from tribal goblin-mongering oligarchs of their
lesser kin, to brilliant scholars and rulers of mighty
civilizations. The more civilized varieties build strongholds
and even occasionally cities; they are capable of great feats of
architecture, sophisticated arcane and divine magic and are
quite technologically advanced.
How quite unfortunate for the other sentient creatures of
the world that all these talents are focused on aiding their
war effort, for whether tribal or civilized, hobgoblins are
prolific warmongers. Their malefic deity created them to be
the ultimate warrior race, and since the dawn of time,
hobgoblins have embroiled themselves in conflict after bloody
conflict, painting the sky red with fire and blood, and
drowning the earth in rivers of the latter.
The sons of Acheron cometh to wage war, conquer and
rule, and the world trembles at their approach.

Physiological Observations

The best way to kill a hobgoblin is to kill his friend first. The
reverse is also true.
Old saying among adventurers.
"A hobgoblin is war made flesh and blood. They make
fantastic specimens for undead minions."
Unknown
The hobgoblin is quite the physical marvel, as would befit a
race created specifically for the purpose of war. Hobgoblins
stand upright, usually around at least 6 feet, or 180
centimeters, which is significantly taller than the average
human.
Like with humans, there are many varieties of hobgoblins
as the species has spread across the face of the earth
throughout the centuries. Generally hobgoblins are deeply
orange-skinned, the tint of which can vary according to
sunlight exposure, with some northern species exhibiting
pale yellow skin and southern ones having almost reddish
skin. Male hobgoblins can sometimes have a blue or red
nose, which is a sign of virility and strength.

A hobgoblin is pretty much built for fighting. Their nails on


both hands and feet are hard and tough, and their mouth is
filled with a row of powerful teeth. While none of these are as
impressive as that of predatorial animals, it is said that the
phrase to fight with tooth and nail was coined by someone
fighting hobgoblins, and indeed, reports have existed of
disarmed hobgoblins doing this with great ferocity, like
cornered wolves. Hobgoblins do have molars in the back of
their tooth set, and are capable of eating plant-based material,
but most of their front teeth are intended for biting things and
tearing through meat.
Like all goblinoids, hobgoblins are inherently quite
dexterous and agile, and due to their harsh warrior lifestyles
and rigorous training, the varieties encountered by
adventurers tend to be strong and tough to boot. Though not
reported to be as strong as orcs (Indeed, human warriors of
similar training have been known to go toe-to-toe with
hobgoblins physically) their natural dexterity and uncanny
reflexes tends to give them an edge in combat even against
physically equal or superior foes (Of which there are rather
few).
Indeed, their manual dexterity in combat is frightening to
behold; hobgoblins have excellent hand-eye coordination
skills and reflexes, and are known to make superb
bladesmen, javelin throwers and archers. These natural
talents play into the ability that has made hobgoblin soldiers
famous throughout the eras: Hobgoblins are excellent at
coordinating their own attacks with those standing beside
them. Hobgoblins who are well-trained learn to analyze the
attacks not just of their opponents, but of their battle brothers
too, and immediately and decisively react. When a hobgoblin
strikes an enemy and forces him to parry, that creates an
opening in the enemy's defenses, which the next hobgoblin in
line will immediately take advantage of. Though hobgoblins
need some level of training to perfect this skill, fighting
cooperatively comes naturally to them.
It should be noted that this ability to effectively work and
coordinate effort as a team when fighting translates into
many other aspects than combat. Hobgoblins are generally
good at cooperating regardless of the task, and thus make for
good and efficient workers as well as warriors. Hobgoblin
craftsmen sometimes work in pairs or even groups; one
hobgoblin legend tells of six master weaponsmiths who could
finish a sword six times quicker than anyone else because
they could all hammer on the metal at the same time without
interfering with each other. Though this legend is unlikely to
be true, it has a nugget of truth to it. Too many hobgoblin
cooks might not spoil the broth after all.
Regardless of its other applications, however, this
instinctive ability to coordinate their own attacks with that of
those beside them has made them quite frankly superb
formation fighters; as one arena master once said, It is a
fairer fight for an orc to fight a hobgoblin, than for two orcs to
fight two hobgoblins.

215

Social Observations

Hobgoblins are incredibly social creatures. It seems like a


contradictory statement at first, for hobgoblins are very much
capable of intrigue, egoism and betrayal, and they are not
known to be fast friends. Indeed, those who align with
philosophies of cosmic balance would be quick to deem them
evil. What they lack in friendly comeliness however, they have
in an instinctual sense of pragmatism and loyalty.
Hobgoblins work naturally well as a team, and thus are
naturally driven to do so. It is both hard-wired into hobgoblin
nature and reinforced by their warlike, martial, caste-driven
culture to stick together and work together when needed, and
to attempt to forget personal disputes temporarily for the
greater good of the tribe, nation or empire. The latter doesn't
always work (Hobgoblins are individuals, after all, not
modrons), and given that all hobgoblins are different, not all
hobgoblins work well with each other. The most successful
hobgoblin leaders, from sergeants to generals, are those who
can effectively avoid putting hobgoblins who hate each other
to the same task.
Due to the above, hobgoblins very rarely leave their tribes
and communities. They feel secure and at home around other
hobgoblins, and the social stigma that comes with leaving a
tribe can be quite lethal at times, as hobgoblins do not take
kindly to traitors.
In regards to hobgoblin society and worldview, it is central
to understand their religion. Hobgoblins are a creation of one
of the vile and brutal lords of Acheron, the Plane of War: the
Mighty One Maglubiyet Fiery-Eyes, all-father and High
Chieftain of all goblinkind. Hobgoblins believe that they were
created in the image of their war god as the perfect warrior
species, which will one day conquer not only the material
world, but also the Plane of
War itself, which Maglubiyet aspires to rule unconditionally
as the ultimate War God. Hobgoblins believe that conquest of
the material world and the subjugation of all other inferior
species is their destiny. However, in the long run it is little
more than a test of their mettle before they join the spirit
army of Maglubiyet in Acheron, and the True War, as it is
called, begins. As such, hobgoblins see fighting as the only
purpose to their material existence, and they do not fear
death in combat. Rather, they seek it out, for death in combat
is the only way to reach the glorious afterlife of eternal war. A
captured hobgoblin will often do virtually anything to escape
simple execution; begging for mercy or betraying vital
information to the enemy is not nearly as shameful as dying
to a headsman's axe or a torturer's blade.

216

It is a popular misconception that all hobgoblins can do


and ever do is fight. As previously mentioned, they are
capable at organizing projects and cooperating regardless of
the task at hand. Though it is true that their society is
thoroughly martial, hobgoblins are not purely a warrior race,
for as any landholding knight or army commander will tell
you, only a small percentage of the total population can be
full-time warriors. Any war machine needs cogs to keep it
going, and warriors need food, equipment, dwellings to live in,
and they need to have time to train without being bothered
with any of the beforementioned. Hobgoblins are no
exception to this limitation, but due to their belief that being
anything but a warrior excludes one from the glory of
Acheron, hobgoblin leaders try to overcome this limitation in
two ways: Either, through using other races as laborers and
slaves (Usually goblins), in which case the hobgoblins will be
a small and elite minority, or through imposing an incredibly
strict social hierarchy of castes where only the higher castes
get to be warriors, and the lower castes (hobgoblins though
they may be) are treated as lesser beings not worthy of the
glories of the afterlife, and as workers before warriors.
Due to the fact that the first option requires roughly 9
slaves for every 1 hobgoblin, larger organizations of
hobgoblins lean toward the latter. The most common
hobgoblin organization, the Legion, is a mixture of the two. A
huge tribal band organized into a strict hierarchy, with a large
amount of goblin slaves at the bottom, followed by hobgoblin
farmers or herders, workers and laborers, artisans,
craftsmen, smiths, beastmasters and finally full-time
warriors, priests and magi, and commanders in that order. A
Legion is a well-oiled war machine, and like any machine,
needs its cogs to stay more or less in place. However, Legion
hobgoblins practice a sort of meritocracy where a priest of
Maglubiyet judges every newborn hobgoblin child and tries to
divine its path in life. Usually hobgoblins remain in the caste
they are born into, but exceptions do occur. Members of lower
castes may also be drafted into the warrior caste if the latter
needs reinforcements, and most hobgoblins regardless of
societal standing train in the ways of war in hope that they
might one day get to fight.
Less organized, smaller tribes of hobgoblins tend to rely a
lot more on goblins to do the work for them; often a few
dozen hobgoblins will be found dominating goblin tribes of
hundreds or more. In such tribes, every single hobgoblin,
male or female, is a born and bred elite warrior, mage or
priest.
Finally, historical great hobgoblin nations, cities and
empires with thousands or even millions of hobgoblins living
in them have been recorded as absolutely totalitarian and
hierarchical. Keeping that many hobgoblins in line doing nonfighting related work requires immense tyranny and
discipline, and an utter conviction that only the elite will ever
reach the Iron Heaven.

Behavioral Observations

Hobgoblins have the intelligence of man, the grace of elves,


the spirit of dwarves, and the agenda of orcs. They are
civilized engines of destruction.
Dwynn Steelnose, Dwarf veteran fighter and philosopher.
While hobgoblins build, study magic, forge their own tools,
build shrines and statues to their gods and cities for their
people, it is all meant for a single purpose: War.
Hobgoblins are justifiably perceived as cruel and merciless
creatures. However, they do possess a crude notion of honor,
though it varies from tribe to tribe and is more akin to a
warrior's pride than any inclination of paladinic justice.
Moreover, hobgoblin honor only applies on a personal level,
and mostly focuses around personal duels. In warfare, almost
everything is fair game. Though hobgoblins tend to prefer
direct and glorious confrontation, they are adept at
subterfuge, sabotage, ambush tactics and covert ops as well
(Usually utilizing goblins for the more dirty work). Also, most
of the hobgoblin code of honor (which includes such things as
never fighting an unarmed foe, attacking without warning or
challenge, or denying a warrior the right to die by the blade)
does not extend to any non-hobgoblins. Hobgoblins are
nonetheless very precarious about what honor they have; as
previously mentioned, dying outside of combat is the ultimate
dishonor, as is surrendering to an opponent or using any form
of poisons or trickery in a duel.
The twin concepts of honor and glory define everything
about hobgoblin society. One's prowess in battle equals
prestige, though prowess in battle translates both to
leadership ability, tactical or strategical genius, the ability to
cast spells or mere skill at fighting. Hobgoblins value
leadership and magical skill just as high, if not often higher,
than individual fighting prowess (Though dying in the safety
of a commander's tent is tragic and dishonorable). This, along
with their exceptional formation fighting ability and
humanlike intelligence, makes hobgoblins among the
deadliest creatures on the planet.
Whereas other monsters tend to dwell in caves and deep
jungles far from the cares of society, occasionally raiding the
civilized societies in ragtag hordes, hobgoblins are a civilized
species as well as monsters. Hobgoblin archmages, warlords,
liches and dragonslayers all exist just as well as their more
benign humanoid counterparts, and they are all hell-bent
upon the destruction of all non-hobgoblins.
When at war, hobgoblins fight extremely strategically and
tactically. They rarely declare war before having planned for
months and scouted the enemy they plan to invade
extensively; indeed, many cities and nations have had
peaceful relations with hobgoblins for years or even decades,
only to be overwhelmed by a well-executed campaign at
exactly the right time.

Hobgoblins tend to employ great formations of infantry,


armed primarily with spears or other polearms, and swords
or daggers as backup weapons. In these tight formations,
every hobgoblin warrior fights in unison with those around
him, bringing their deadly cooperative abilities to full use. A
wall of hobgoblin spears is a deathtrap for any unprepared
army. While infantry is the backbone of the hobgoblin army,
hobgoblins also utilize archers, battlemages and warpriests
(the former depending a little on their relative level of
sophistication), not to mention large amounts of warbeasts.
Beast mastery is an ancient hobgoblin tradition whose
origins are utterly lost to time, but hobgoblins have a natural
affinity for animals. They use horses, mules and dogs for
transportation and other everyday things, as well as in war.
They use trained pidgeons and ravens for communication,
and their lairs are often guarded by savage wolves. Some
exotic hobgoblins have been reported to train everything from
lions, elephants and dinosaurs to wyverns. The most
common and iconic warbeast of the hobgoblins is the Worg,
however, a great and mighty wolf that serves the most elite
hobgoblin cavalry in battle. Hobgoblin warworgs are living
embodiments of frenzy, and are just as dangerous (if not
more) than their rider. Horse-riding cavalry has also been
known to occur, but is generally seen as less prestigious.

Intra-Species Observations

Goblins: Hobgoblins consider their lesser cousins to be


inferior, put there by Maglubiyet to serve their needs. Cleanly
put, hobgoblins utilize goblins for everything they do not want
to do. When a job is too dirty, too pathetic, too laborious or
too dishonorable to do, hobgoblins get a goblin to do it.
Goblins grow food, tend animals, sew clothes, wash dishes, or
perform sabotage missions like raiding local farmsteads or
poisoning water supplies. Many of the quests that young
adventurers are sent to complete involving goblin activity is
really just the preparation for a larger, hobgoblin-based
assault. Sometimes, a large wave of goblin raids is just an
attempt to mellow the defenders before the true storm
arrives.
Bugbears: Hobgoblins have a tenuous relationship with
bugbears. Bugbears share not the same ideology of honor,
war and glory as hobgoblins do; indeed, they don't even
worship the same god, and hobgoblins see their larger
cousins as decadent, selfish and even cowardly at times.
However, bugbears willingly hire themselves out as
mercenaries for hobgoblin armies, provided they get paid and
fed very well, and their amazing size, dexterity and stealth can
prove to be quite useful indeed for the hobgoblin cause.
Orcs: The historic enemy and rival of hobgoblins, for they,
too, was created by a Greater God of Acheron: Gruumsh OneEye. Hobgoblins and orcs, and their respective deities, have
feuded for ages uncounted against each other for the title of
ultimate warrior race, both in the material world and in their
respective spirit armies in the Plane of War. Whether in life
or in death, hobgoblins and orcs will feud. It does happen
occasionally, however, that a group of hobgoblins take control
of an orc tribe, but they rarely regard their servants with
much respect.

217

Worgs: Hobgoblins are well-known beastmasters, and they


are especially fond of worgs, and vice versa. The pact
between hobgoblins and worgs is ancient and lost to time,
and both species know almost by instinct to seek out and
trust one another. One is rarely found without the other,
though wild worgs do exist, and tame worgs will quickly leave
the service of any master they find do not treat them well
enough.
Elves: Hobgoblins envy the connection to nature and
mastery of beasts and natural magic that elves possess, yet
the reason for why hobgoblins loathe the pointy-eared wood
folk is not well understood. One hypothesis claims that the
gods of the elves took away the ability for hobgoblins to
become druids (Though this has never been proven to be
true), and stripped them of most of their powers of beast
mastery, which were much more potent in ancient times.
Everyone else: To hobgoblins, there are generally two types
of creatures: Enemies and future enemies, or in other words,
slaves and future slaves. Future enemies or slaves refer to
creatures which it would be unwise to wage war with
currently, either because they are too strong or because the
hobgoblins are busy fighting other creatures. Future enemies
are treated much as temporary allies; as long as hobgoblins
are not at war with someone, they may offer limited trade,
mercenary services or even temporary military alliances with
other creatures. They are exceptionally quick to scheme
against and sever any ties they have with other creatures if an
opportunity for conquest presents itself.

DM's Toolkit
Hobgoblins are the Sauron of D&D. The militant,
totalitarian war machine that is just as organized,
numerous and civilized as the rest of the world, but
hell-bent on conquering the latter.
Hobgoblins are an excuse to have the players
fight smart and competent monsters. Hobgoblins
have mages, priests, plate armor and siege
equipment just like everyone else, and they're
terrifyingly good at everything related to war.
If you're tired of your party roflstomping stupid
orcs or weakass goblins, line up some hobgoblins
with heavy armor, pikes or halberds, pack 'em close
together so you can utilize Martial superiority, and
give them the polearm master feat and some
superiority dice, throw in a fireball-throwing war
wizard, a commander and a healer, and watch the
world burn. Oh, and traps. Don't forget traps.
The cool thing about hobgoblins is that they can
be as civilized as you want them to be. You can
have primitive hobgoblin tribes, cave-dwelling
underdark monsters, or illustrious empires of
smoke, fire and death a la Mordor. Or they could be
semi-civilized Vikings or Mongol-style steppe
nomads.
Hobgoblins are a swiss army knife of player
death. Use them well.
I can personally recommend researching a bit
about actual medieval military tactics to get some
inspiration for using them. Spoiler alert: Polearms
are your friend.

218

Hobgoblin-related quests and


plot-hooks:

The local goblin tribes are raiding (Again), but this


time in a slightly more organized manner. After the
adventurers has slain one hundred goblins and
killed their warchief, they find out that he was
merely a puppet of a larger hobgoblin force headed
straight for the party.
A wounded hobgoblin scout offers to give the
party vital information about his Legion if only one
of them will slay him in a duel before he loses too
much blood.
The ghost of a hobgoblin warrior wants the party
to take vengeance on a group of orcs who captured
him, executed him and desecrated his remains.
Once the orcs are defeated, the ghost animates his
dead body and asks to fight one of the party
members.
A hobgoblin nation has been founded in the
hills/mountains/whatever, and they are sending
emissaries to the players' kingdom offering an
alliance against an enemy kingdom...
The hobgoblin nomad tribes on the steppe are
slowly being conquered by a powerful Khan. His
horde is ever-growing, and the settled societies are
beginning to worry...
A valley occupied by orcs and hobgoblins has
been contested for almost five generations, neither
side gaining the upper hand. Either side asks the
party for help, and promises the blessing of their
respective Acheronian war god in return.

Homunculus

"At first I was just ignoring the little pecker. I mean, it was just
a little thing slightly bigger than a bug, and with the witch and
the hobgoblin we had a full plate. Then the little bastard bit
me, and at first I thought, What the heck?, because it didn't
feel like more than a pinprick, but then this wave of nausea
came over me, and I got dizzy, and I realized that damn thing
had poisoned me. But Erinor slapped it down with little more
than an off-handed swat and we moved on."
-- Therion, the Archer.

Introduction

Homunculi are tiny constructs. A caster of some sort creates


the body and then infuses it with magical essence. The result
is a tiny construct with a magical bond to the caster. The
creator (master) has a telepathic link that is restricted only by
the fact that they have to be on the same plane to
communicate. If the creator dies, so does the homunculus, as
it is the creator's magical essence that sustains the
homunculus. A homunculus is similar to a familiar in many
respects. It follows the creator's telepathic intentions, it aids
the creator, and a caster can only have one homunculus at a
time. It, however, cannot deliver touch spells the way a
familiar can. Most homunculi are merely general servants
who perform mundane tasks for their creator, and, like
familiars, are generally incidental if combat ensues. However,
in combat, the homunculus can deliver a poison bite that can
have an influence. A homunculus can also carry a potion of
healing (perhaps two) that can it can administer to a downed
party member in an emergency.
Some casters are capable of creating more advanced
homunculi. There are innumerable qualities that can be
imbued in a homunculus.

As a homunculus carries out the intent of its master, it will


generally have the biases as the master. If the master hates
elves, then the homunculus will, too.

Behavioral Observations

While a homunculus has a personality that mirrors its master


when it is created, if a homunculus endures for a long time, it
can develop divergent properties. Never will it turn against its
master, but it may develop a slightly different perspective on
certain things. For example, while the master may absolutely
hate elves, the master's homunculus may be swayed by
repeated kindnesses it has experienced from elves and has a
slightly softer attitude towards elves. However, in the end the
homunculus has absolute dedication to its master to the point
of sacrificing itself in the service of its master.

Inter-Species Observations

Like so much of a homunculus, their interactions with other


species is determined by the intent of its master. Further, if
the master's attitudes towards other species change over
time, almost certainly, so will the homunculus' attitudes
(perhaps with the aforementioned minor quirk).

Physiological Observations

Homunculi vary in appearance, and appearance is


determined by the creator. Usually the form of the
homunculus reflects the character of the creator. So a neutral
good life cleric might have a homunculus that looks like an
angelic cherub, while a neutral evil warlock might have a
homunculus that looks like an oversized bat. Some creators
deliberately create a homunculus that doesn't reflect the
master's nature as a deception, or for a special mission.
Homunculi often share a physically noticeable feature with
their master. A homunculus whose master has a nose of an
unusual shape, will often share that. Or an unusual eye color,
or thick/thin lips, etc.

Social Observations

Much about a homunculus is determined by its creator. A


creator that brings his homunculus to social events will
educate the homunculus in the ways of society even if it is
just a byproduct of exposure to social situations. But if a
homunculus is deprived of social interaction, it will be little
different than a beast.
Homunculi are mute, so communicating is difficult - except
for with its master via telepathy. Still via pantomime an
exchange of information can occur with a homunculus; they
are not unintelligent.
219

DM's Toolkit
At first glance, a homunculus is almost a throw
away monster. But if a DM spends much time, he
will see that for 10 XP, he can do some interesting
things with a homunculus. As written, the
homunculus can carry a potion of healing or two
and as a tiny creature it can take total cover in most
terrains - flying out to administer a healing potion
and then taking total cover again. Its ability to
impose the poisoned condition makes it a
challenge at any level that must command
attention for at least one attack. It can also use the
Help action in various ways.
If a DM is willing to modify the homunculus, it
can present a challenge greater than its CR0
implies by adding traits that specifically do not
increase the CR from the DMG's special traits table
(p.280-281). Specifically, flyby, and invisibility can
do nice things for a CR0 homunculus. So can
innate spellcasting, but one needs to make sure
that the spells cast do not increase damage,
effective AC, effective HP, or to hit. Further, note
that the homunculus is mute, so while innate
spellcasting often doesn't require the material
component of the actual spell, it would be a
significant variation to allow a creature to innately
cast a spell with a verbal component without using
a verbal component; so that brings the realistic list
down to the cantrips friends and minor illusion; at
3rd level there is counterspell and hypnotic
pattern, but that may be pushing the expectation of
a CR0 creature.
Something that I've done quite often, is reduce
the hit dice from 2 to 1 (giving it 2 hit points
instead of 5) and giving it immunity to other
damage types in addition to poison. The idea that it
is constructed lends it to the proposition that with
the right material, it could be immune to whatever
damage the creator chooses; I often use fire, force
(for eldritch blast and magic missile) and piercing.
There is no mechanism for a player character
creating a homunculus (in 5th edition). One could
have a spell similar to find familiar or add a Create
Homunculus Feat (if using Feats) or special magic
item (Manual of Homunculi).
Regardless, a good strategy is to allow the
construction of the base CR0 Homunculus via a
method of choice, and then allow for
improvements - different immunities, flyby,
invisibility, better ability scores, innate spellcasting,
(the list of improvements is limited only by the
imagination) Different improvements would
require different ingredients in the creation mixture
(for example, immunity to force damage might
require adamantine) and the search for those rare
ingredients are grist for encounters or entire
adventures.
Finally, the homunculus is a pretty good platform
for advancement. I've gone from a variant CR0
version to a CR20 version here.

220

Hook Horror

"It starts as a slight tap, maybe a stone falling. You hear it


again but as if two small pebbles fell. Then you hear it more
clearly. The distant clacking of something knocking against
stone creeps closer and becomes louder. Pray you never hear
a second source as doom may be upon you"
--Ardonel Drow Scout

Introduction

This information was obtained through me via a hidden


outpost in which I observed a clan of Hook Horrors for some
time. This was constructed with the aid of a Drow city in
efforts to learn more of the dangerous creatures and how to
proceed with threats of a clan settling near a city. I also had
traveled far from that city in efforts to find more clans, and
while successful I didn't observe them for nearly as long as
the clan in which the observatory watched.
The Hooked Horror is a brutal and gruesome predator.
Their kills are not clean, they are not quick, they are not
merciful and they are not quiet. Clackers, Vulture Beetles,
and Hooked Horrors are the most notable and common
names for them. They prey upon one and all.
Despite their bestial nature they are cunning. Running into
a Hooked Horror is an ordeal, but running into more than
that is a sliver at a chance of life. Unfortunately the latter is
more common. With ambushes and surprise attacks that may
surprise even in the most visible conditions, they are experts
at catching prey. Never underestimate the hunters in the
dark.
It is theorized by many, especially the Drow, that they are
descendants of the Vrock that have slipped into the
underdark to make their homes. This accounts for their
almost torturous way of killing prey and some physical
features they possess. I find this conclusion clumsy and
uninformed, although I had not worded it that way to those
who employed me.

Physiological Observations

Hooked Horrors are monstrous in many ways. If one could


see in the lightless tunnels they roam it would strike fear into
their hearts. They are a large mix between a vulture and a
beetle that stands bipedal around 9 feet tall.
They have bird like featherless heads with large pale eyes,
large shelled bodies and stalky feet. The most notable is the
enormous hooked claws that serve as their arms. Despite
being monstrous looking the most horrifying experiences that
most have are the lead up to confrontation and that brutal
attack.
Their bodies are large beetle like shells that have sharp
spiked spines running down the sides and where the
backbone would be if they weren't exoskeletal creatures. They
have short wide almost vulture like feet ending in terrible
claws. Their beaks are sharp and able to easily tear flesh off
of the thickest skinned Basilisks. Despite their size, they are
remarkably light. Usually only reaching 400 or so pounds.
Being exoskeletal a majority of the weight is that outer shell
and the muscles to support them.

Among their features the arms are most notable. Extending


a full 7 feet at times they have horrifying hooks for arms. The
arms seem to be structured as a cross between the clawed
leg of a beetle and a man's arm, until the elbow that is. The
claw extends 4 of the 7 feet past the elbow as a stiff straight
single caw that turns back at the end in a wickedly sharp
hook. These claws are hard and strong, able to support many
times their weight. They have 2 main purposes for their
incredibly strong claws. First is that for battle which is the
most obvious. They can easily dismember and rend flesh with
a simple swipe. Second is for climbing. They use these hooks
to find even the smallest jags in their tunneled environment
and can climb just as fast as a man can move on flat ground.
Using their sharp foot talons to aid them they can even move
at a walking speed across the rocky ceilings.
Most of the creature's senses are dull and unremarkable.
They lack any real advantage in smell and though they can
see well in very low light, this often doesn't aid them in their
almost completely lightless world. A Hook
Horror's hearing is where they excel in sensing the world.
They can hear remarkably well and would put the most
observant ears of an elf to shame. They mostly see in the
fashion a bat does via echolocations. This is where the name
of clacker comes from. They tap the stones or their own hard
bodies in intensity equal to the distance they want to sense.
This bounces sound around them and back to them so they
see through their ears. They also can see using the shrill
horrifying almost mechanical sounding cry they emit
sometimes. This cry is distinct as it is very high pitched, loud,
with clicking in the middle of a distorted vulture cry.
Fortunately for most folk Hook Horrors almost exclusively
live in the underdark or deep cave systems. They are
extremely adverse to bright lights and have no means of heat
regulation thus prefer the constant temperatures of cave
systems. Drow who do live in these regions are quiet and
cautious enough to usually avoid Clacker territory but can fall
prey to them if not careful as farmer to wolves.
Despite their bulky brutish looks they are not stupid beasts.
They are omnivores of excellent hunting skills. While able to
eat mosses and mushrooms they prefer meat. They love to
ambush prey disguising their echolocations pings as soft
falling of a pebble every once in a while. Observant
individuals know pebbles falling are almost never rhythmic.
They hide on walls, ceilings, over the lip of a cliff or anywhere
they have the advantage seeing around a blind spot. They are
hard to be spotted within their environment not only from
darkness but also infra-red vision. The body temperature is
very close to that of the stone around them making them
almost invisible except to the most sensitive in that manner in
sight. This all would be troubling if they were alone but alas
they usually are not. They are pack hunters.

221

Social Observations

Hook Horrors are surprisingly a clan based society. An


astonishing finding if ever I had one. They live in groups of 20
to 30 individuals ruled by a large Matriarch and to a lesser
extent a Patriarch. The females live in their communities
caring for them in all aspects. The males are the hunters and
the Patriarch is the coordinator of hunting groups. These
clans etch out hunting grounds and fiercely defend them from
any and all creatures.
What makes this society possible is that Hook Horrors
surprisingly have a language. They clack their claws or grunt
to make complex noises forming if not words at least ideas of
communication. The depth of which this language goes is a
complete mystery as it was far beyond my understanding.
They communicate seemingly with no regard to others
communicating. As in they say what they need and then act
based on other information if needed. I almost considered it a
hive mind but it seems that they are individuals in
understanding. The community is constantly clacking with
communication through all hours.
Hook Horrors all listen and obey the Matriarch without err.
Only the patriarch commands such attention as she, but only
from the male hunters. The matriarch often is very loud and
commanding in the communication and roams the
community boarders. I theorize she's the clan's primary guard
and protector which may be why she commands such
attention. In one occasion I did see a male hunter from
another community approach the home of another clan only
to be summarily killed brutally and without hesitation by the
matriarch.
Mating seemed to hold no reason among the individuals it
just seemed to happen. They didn't have any courtship or
regular partners. It just seems that some females are mated
with at certain times of the day by various males. This
behavior for reproduction indicates to me that they are not
too fertile and require multiple sessions to bare children.
While Hook Horror ages are hard to tell it seems they only
live within the span of 3 decades. No reports of an individual
Hook Horror have been seen for any more than that. Young
are cared for by many females and are hatched from clutches
of eggs. The female after only a few months of gestation lays
these eggs in a seemingly community incubator that was
placed near a warmer area of the cavern. I suspect under a
warm draft from a natural vent below.
Young seem more beetle like with only the vulture head
and feet distinguishing from their insectile nature. The arms
and legs are much as like an adult but the claws are
significantly shorter and seem to grow with age. Instead of
standing upright immediately, much like humanoids, they
seemed to learn how to stand and walk in the earlier years of
life. Caretakers of the clan seemed to rotate with different age
groups up until adulthood. It seemed that no biological
parental importance was given or even known among the
community. Each member had their place and worked
accordingly. These members were not hard to distinguish and
were as follows:
Hunters: usually male and organized by the patriarch. They
hunted for food to bring back for many hours at a time.
Teams of 3 to 6 would venture out looking for food.

222

Gatherers: usually males who organized in pairs find


lichens, mosses and mushrooms for an alternative food
source. Organized by the Matriarch though often autonomous
most days.
Guards: Usually females that scouted not far from the
community and organized by the Matriarch. They also were
mobilized to deal with larger threats and prey needing the
attention of more than a hunting team.
Teachers: usually females that over looked young in the
community. It's also seems that these are the only child
bearing individuals as only teachers were observed in being
mated with.

Other Species Relations

Hook Horrors are not interested in communicating with any


other creatures despite our best efforts. In first attempts they
didn't respond to long distance mimicking of clacking of
wood or bones against cavern walls. We had even tried the
large claw of a deceased individual and still no response
despite knowing where we were based on their
communications. They usually attack any individual in their
territory and hunted as prey if possible.
Hook Horrors kill and eat almost any creature. They will
fight with a ferocity and brutality almost unmatched by any
being. They are not interested in fighting to the death though
and when an individual is too hurt to fight or feels
outmatched they run or more often climb to safety. This is
purely on an individual basis as other member care not to
flee. Only 1 creature was observed in which they avoided and
that was a shadow dragon that was passing through the
observed clan's territory.
As mentioned before they are excellent ambushers and love
to drop upon prey from the ceiling plunging their claws into
victims. The attack with lunging strikes of their arms and
attempt to knock down then finish opponents. They often
hook legs and pull tripping or sometimes severing the
appendage. They seem to need no other means of attack and
swipe with their claws with abandon, unrelenting in the
assault. They are not particularly fast in their swings but they
are powerful.
When faced with foes they attack with abandon. They are
best described as clumsy fighters and seemed to only attack
in general areas. When a creature takes the hit or blocks the
next claw comes right in. There's a hesitance if it misses its
strikes. It seems to agitate them when missing as they
scream out the grating screeches between strikes. I theorize
that this is not the case though as they rely on echolocation
for sight. Each hit makes a sound allowing them to see to
strike again. If the opponent is quiet enough they have only
that to go on and when they miss they shriek to see again. Of
course this isn't confirmed as not many of the Drow were
willing to fight the creatures and only sent slaves to battle
which posed little of a fight.
Their evil and cruel nature came from when they won a
fight. While gruesome and it chilled me to watch I needed to
in order to properly record what happens. If a foe is downed
usually they are unable to finish the being quickly.

As their strikes are more so aimed in the general direction of


the opponent they often don't hit lethal areas. This causes a
death that can take many blows that don't kill immediately. I
would surmise that this is due to their reliance on
echolocation for battle and less so out of any malice or
cruelty.

Variants

There are a few differences in types of Hook Horrors that


were discovered in my extensive research
Black Clacker: This is the main variation in which is
described above. They are usually 9 feet tall and dark grey to
Black in color.
Volcanic Clacker: These live in the hotter and more volatile
areas of the underworld with crimson shells and claws with
yellow to orange coloring elsewhere. Their shells are
perforated and blow lethally hot steam that releases excess
heat stored in their bodies.
Stag Clacker: These types live in the more brightly lit areas
of vast underground mushroom forests. They are far less
hostile seeming to mostly eat the provided fungi in their
homes only with opportunistic kills for meat. They climb the
giant stalks and hang in the underparts of the caps if easy
prey happens their way. Their communities are more lightly
guarded be more death traps for unsuspecting creatures.
They are a soft purple or blue that more or less mirrors that
of the glowing mushrooms they live amongst. They also are
smaller standing usually only 5 to 6 feet tall. They are called
stag clackers for the almost stag beetle like horn protruding
from the top of their shell up and over their head.

DM's Toolbox
Hook Horrors are a great ambush for a party. They
also can be a wonderful tension builder with a
strange clacking noise growing and growing to the
crescendo of a brutal fight. Don't be too hasty to
make them mindless brutes although they may
conduct battle as such.

223

Hydra
Introduction

Depending on the bard, the legends of the origins of the


Hydra are based in a trickster god, witch coven, or a plot of
terrible diabolism. Whatever the entity, the Hydra is believed
to be a blend of Troll and Dragon. Most scholars contend that
the marrow of a Troll (that is, the source of its astounding
regenerative abilities) is somehow implanted in a Dragon's
egg. Due to the incredible care and dedicated protection
normally taken to their eggs, it must be assumed that the
parent Dragon has either condoned the act, or was slain in
guarding its young. Both prospects are quite troubling.

Physiological Observations

A Hydra hatches wingless with a single head, and assumes


this is the norm, and will protect this head as much as we
might our own. Either due to predators, or to artificial
influence, a young Hydra will eventually lose its head
(wizards have perplexed themselves endlessly, trying to
explain the sensitivity of the spinal column in these creatures,
but to no avail). It notices, as we do, that the injury not only
heals, but heals in double the quantity of what was lost. This
is, as astonishing and influential though it may be something
of a loaded gift. A Hydra finds its ideal state to be between
three and six heads. As it begins to accrue more, the mind
begins to fracture, as the brain (located deep in its guts)
struggles to adapt itself to the growing number of
appendages. Upon surpassing about fifteen heads, a Hydra's
mind begins to break down completely. The greatest number
of heads seen on a Hydra was sixty-one, and the creature was
a pathetic mess. It was put down more out of pity than any
other cause; indeed, the beast seemed to be hardly aware of
what was happening around it. In other respects, a Hydra
follows many rules similar to Dinosaurs and Dragons.
Overlapping scales form a natural armour, useful for its role
as a predator of larger beasts (the rhinoceros is a favoured
delicacy). It is a warm-blooded creature, allowing it to survive
in a myriad of environments. However, particularly arctic
conditions can prove deadly, as it goes unprotected by fur.
Heralding its Draconic heritage, Hydras have been observed
utilizing fire and ice based breaths. The source of the power
does not lie in its chest, but in each individual head. In lieu of
the brain, the fiery organ of Dragons is found in each skull.
Fortunately, it is less of a breath so much as a temperatureresponsive mucous. The slime coating its throat is expelled,
and ignited or chilled by the cranial organ. The Hydra only
unleashes this power when it feels particularly threatened.

224

Social Observations

More than any other creature, a Hydra is driven by an almost


crippling hunger. The regenerative qualities of the Troll
demand constant sustenance. A Hydra will only interact with
another when pursuing a common prey, or when mating.
Otherwise, all other creatures, especially other Hydras, are
competition for desperately-needed food. Hydras originate in
magical or alchemical processes, but have since survived to
reproduce on their own. Male Hydras are one of few
creatures in the world that have been seen attempting
intercourse with a non-consenting female. As such, female
Hydras sleep with at least one or two heads awake, to
threaten off encroaching males. On the other hand, female
Hydras will often forsake their young after laying their eggs,
sometimes even eating them themselves. Male Hydras will
keep watch over any eggs they happen across, and will also
sleep with one head awake. This seemingly distorted
behaviour, of a male with a maternal instinct and a female
disinterested in her young, has been accorded to the
awkward mingling of the Draconic and Trollish natures, the
former demanding the perpetuity of its own glory, and the
latter filling it with a short-sighted hunger and natural
propensity for violent cruelty.

Behavioral Observations

Hydras are either eating or looking for something to eat, and


everything in between is incidental. Even mating is relegated
as an inconvenient itch needing to be scratched. Sleep is
useful only for digestion. The beasts are defensive and ornery
when eating, and hunting when not. Any animal or humanoid
is open game, though larger creatures are preferred. A truly
desperate Hydra will risk an attempt on more dangerous
prey, such as humanoids or magical beasts. If it cannot feed
for an extended period of time, a Hydra will retreat to a cave
or crevasse and enter a comatose state. Such creatures are
likely the monstrosities of legend, with enormous bodies
swelled from decades of rapacious feeding, slumbering in the
deep places of the world.

Intra-Species Observations

Almost all animals are seen as more or less dangerous


sources of food. Evil outsiders and mortal tyrants exploit this
indifferent penchant for killing, using Hydras as terrifying
guard dogs. No matter how often they feed it and placate it,
the creature will always have enough appetite to feed on
would-be heroes. Hydras can seem unpredictable, but quite
the contrary: few other creatures can be relied upon in such a
cause-and-effect way.

DM's Toolkit
Hydras make for great oh, no, not now moments,
as additions to bosses rather than bosses
themselves. Paradoxically, Hydras are more
dangerous at higher levels, as taking 25 points of
damage at once severs a head, regenerating two for
one at the end of its turn. Fire and acid negate this
problem, just as with Trolls, but it can still quickly
grow out of hand for a melee based party. Think of
the encounter in Disney's Hercules. Also effective
is its water-breathing. If you just have one head up,
it can look like a big water serpent. You can have
two or three heads coming up at a time before the
party figures out there's more to the story beneath
the water's surface. And look at all that it is
resistant to! This sucker, as long as it has more
than one head, has advantage rolls on being
blinded, stunned, charmed, deafened, frightened,
and being knocked unconscious. Depending on the
edition you are using, a Hydra may or may not have
a breath weapon. If it does, using it as an opening
can seriously unnerve your party. If you can, spread
the usage out, so you have one head doing it at a
time. Hydras don't have that big an encounter level,
but used right, it can be a terrifying and
unexpected problem.

225

Intellect Devourer

"Don't cry. We have no intention of eating your brain. In fact,


your brain is going on a wonderful journey. "
-- Qorik El-Slurrk, Mind Flayer.

Introduction

Intellect Devourers are perhaps the foulest creatures to


inhabit the known Universe. Generally, these vicious and evil
monsters spend their time in the service of Mind Flayers in
the Underdark. They are perhaps the most deadly creatures
to wander these lower realms, despite being in control of
their masters. These monsters pose the largest threat to
sentient beings because the intelligence of sentient beings is
their food. Even the stupidest of trolls can become a feast for
these monsters. Combined with their extraordinary ability to
find and hunt prey, the Intellect Devourer's ability to control
the bodies of those it has consumed allows it to lure more
prey. For this reason, it is most dangerous to traverse the
underdark alone.

Physiological Observations

The Intellect Devourer stands around 1-2 feet tall with the
majority of its body, exactly 68% actually, being a brain
enveloped in a crusty coating. This crusty coating is a paste
applied during the ritual used to create these monsters made
from the bones of a Mind Flayer's thrall mixed with powdered
iron and spells of protection. These spells preserve the brain
preventing it from deteriorating. The remaining 32% of the
beast are its 4 beast legs on which it walks. These legs
resemble the legs of a lion or tiger. Once in my life, the legs
were reminiscent of a dragon's. These legs have claws which
act as powerful weapons for the Intellect Devourer.
Intellect Devourers are blind. However, they can still "see"
thanks to their enhanced senses. These senses allow them to
"see" up to 60 feet only though. Beyond that range, they are
effectively blind.
Intellect devourers are particularly deadly to anyone who
has ever progressed past infancy. What makes these
monsters so strong is that they attack multiple ways at once.
They first strike with their powerful claws which breaks down
any mental barrier their prey might attempt to erect. Then,
they launch a powerful mental attack. If the mental attack
succeeds, they devour the intelligence of the prey potentially
erasing their minds and then stealing their body. This stolen
body acts a puppet under the Intellect Devourer's direct
control and helps it lure more thrall. When in control of a
thrall, the Intellect Devourer can speak any language a thrall
speaks.
Perhaps what makes the Intellect Devourer even more
deadly is its incredible resilience. Thanks to the crusty
coating covering it, the monster is immune to bludgeoning of
all kinds. It cannot be pierced or slashed by any weapon that
is nonmagical. It cannot be blinded or put to sleep (they don't
sleep). It's tiny size makes it hard to hit as well as makes it
fairly stealthy. It's perception makes it hard to fool as well.

226

When Intellect Devourers are being created, the brain of


the thrall is injected with a serum. This serum is created
from the venom of the Violet Fungus, the venom of 4 separate
snakes, and Alchemist's fire. This strange serum is injected
into the brain as a team of mages chant long spells which
protect the brain from damage and allow the brain to absorb
the serum. This serum's absorption drastically modifies the
brain allowing it to sense any sentient creature in a 300 foot
radius. Sometimes, not all of the serum is absorbed and
develops into pockets. No more than 3 pockets form in a
single Intellect Devourer. These pockets do not damage the
Intellect Devourer but an unfortunate adventurer may pierce
or cut into this pocket causing the serum to spray and
damage or destroy his/her weapon as well as, in worst case
scenarios, permanently damage or kill the adventurer. 1 in 5
Intellect Devourers have the serum pockets. There is no way
to differentiate between those with pockets of serum or those
without.
Intellect Devourers cannot speak but do understand deep
speech. They can communicate using telepathy if the
creature they are attempting to contact are within 60 feet of
them.

Creation Methodology

In this section, I shall highlight how the Intellect Devourer is


created. I will be going into as much detail as I can, however, I
shall leave out the specific spells as some moron may attempt
to use my research to create these aberrations, which would
then kill him and return to the Mind Flayers.
The first step of the creation process is obtaining and
nurturing a suitable brain. Intellect Devourers require healthy
brains that are somewhat intellectual. Generally,
children/baby brains are great because they allow the Mind
Flayers to put the information they consider best in
immediately. They usually kidnap the children of sentient
beings for this reason. These thrall are evaluated. 3/4ths of
the thrall is used for food. The other 1/4th is nurtured for two
years to become Intellect Devourers. They are kept far away
from the food thrall to avoid the Intellect Devourers from
"catching the stupid". For adults, they spend the 2 years in
libraries learning. Babies have the information placed in their
minds telepathically. After the two years, these thrall are
taken to a laboratory.
In the laboratory, they are tied to stone tables. There are
usually 20 thrall in a single ritual. There, a slow acting poison
is administered to the thrall. The poison's contents are a
closely guarded secret. It has the foulest of smells. I describe
it more in my book, My Time with the Mind Flayers. For the
next 5 days, the poison slowly and horrendously painfully
melts away any viruses, bacteria, and immune cells in the
body of the thrall. The screams of pain caused by this poison
often echo throughout the Underdark.
Next, a second poison is administered. This poison is made
of dragon's blood, troll fat, and nightshade. It serves to
remove all senses from the body of the thrall as well as
eliminate the ability to talk for the thrall. As it courses
through the body of the thrall, spells are cast which allow the
thrall to communicate telepathically. After an hour, another
dosage is applied. This dosage strangely makes the thrall only
obedient to the Mind Flayers, the reasons for which are still
unknown.

Next, the thrall is commanded to kill 10 babies to make sure


it can act heartlessly. Those which fail to do so, undergo the
process from the beginning. Those who pass, continue (19
out of 20 usually pass). These are tied to the stone slab again.
Another poison of banesroot and deathcap is administered.
This poison slowly suffocates the thrall over 3 days while the
team of mages cast spells protecting the brain and nervous
system.
Once the thrall dies, it is sedated and brain and nerves are
removed. The nerves are cut away. The brain is covered in the
paste mentioned earlier and the serum is injected at this
point. Then, the brain is drenched in the blood of a baby
while a particularly cruel spell is cast. This causes the legs to
grow and finishes the process of creating the Intellect
Devourer.

Social Observations

Intellect Devourers are vicious to any sentient creature that is


not a Mind Flayer. However, they remain neutral to nonsentient creatures and act as guard dogs for Mind Flayers.
They are incredibly loyal for the Mind Flayers and serve them
in anything that Mind Flayers ask for. They work primarily in
this relationship as hunters obtaining thrall for the Mind
Flayers.

Behavioral Observations

Intellect Devourers are vicious and intelligent. They stalk


their prey launching attacks from places that are least
expected and usually prefer attacking solitary prey. They
often separate the weakest member of any group and then
steal their bodies. Using this body, they lure more prey and
then return these thrall to the Mind Flayer cities. As masters
of stealth, surprise attacks are the favorite tactic.
Amongst the Mind Flayers, they act just like hunting dogs.
They are good guards as well.

Intra-Species Observations

These monsters usually enjoy each other's companies. They


hunt together in groups of 2-5 and act like wolves sometimes
hunting in packs of larger. The oldest Intellect Devourer is
usually the leader of these packs. They do not breed. Intellect
Devourers are particularly fond of the moment when a
creature realizes that it's loved one is brain dead and was just
used to lure them into death.

DM's Toolkit
So, how can you use the Intellect Devourer in your
campaigns? First and foremost, they serve as one
of the strongest opponents for lower level parties
especially those who do not have magical weapons.
They force the party to run and use tactics rather
than try to fight straight away. They are also great
for trap encounters when your party is careless in
caverns or attempting to break into a Mind Flayer
settlement. Against larger parties, using trusted
NPCs under Mind Flayer control to show the party
how easy it can be to be betrayed.

227

Invisible Stalker

"We were supposed to protect Balthur Jorgenson, the


ambassador to the Elves during the 16 Year War. We weren't
really worried seeing as we were in his office. One second he
was talking to us about how it looked like the peace
negotiations were about to be a great success, the war about
to end after 3 long years. The next second, I felt a gust of
wind and heard a scream. Balthur Jorgenson looked like he'd
been beaten to death by a club. Never knew what hit him."
-- Oric Smithson, General of the 7th Kingdom.

Introduction

Invisible Stalkers are faultless trackers and merciless


hunters primarily composed of wind from the Air Plane.
These monsters are summoned by powerful magicians to do
their bidding. Once summoned, these invisible elementals
only obey their masters. They remain on any plane the master
summons them to which is outside their home, the Air Plane
as long as there is magic provided to bind them there. These
monsters are often the perpetrators of crimes such as murder
and theft that go unsolved.

Physiological Observations

Invisible Stalkers are made entirely from Air. As a result, as


the name indicates, these elementals cannot be seen. They
can still be heard and felt however. They do not possess any
particular form either. A see invisibility spell used to detect
these monsters would only show the vague outline of these
monsters. A spell or potion of true sight will show a roiling
cloud. Many times, when one feels a sudden gust of wind or
hears sudden wind, it is simply an Invisible Stalker is passing.
Because they are made of air, Invisible Stalkers do not eat,
drink, sleep, or rest. They cannot be restrained able to slip
through the smallest of holes or gaps. Invisible Stalkers do
possess size however. They are considered large creatures
because of their size making them approximately the size of a
golem. However, they retain the principles of gas that they do
not have a constrained volume and can expand or shrink
provided that they do not become too compressed or too
expanded. The most an Invisible Stalker can expand is to 4
times its size and the most it can compress to is 1/4 its size.
Because the Invisible Stalker is made of air, it cannot be
knocked down. Far more importantly, the Invisible stalker is
incredibly hard to hit or even touch by ordinary means. Only
magic or magical weapons can hurt the Invisible
Stalker. This trait combined with the Invisible Stalker's
invisibility makes it even more formidable as an assassin.
Even with magical weapons, the Invisible Stalker is hard to
attack. Its ability to change form allows the
Invisible Stalker to avoid attacks fairly well.
Invisible Stalkers, as air, are resistant to poison. They
cannot be paralyzed or put to sleep. They cannot be knocked
unconscious. As air, they can escape their foes momentarily
using their incredible speed to replenish health quickly and
easily from the air present in their surroundings. To
completely heal from a totally weakened state, the Invisible
Stalker takes exactly 2 hours. This speed, durability, and
invisibility make the Invisible Stalker particularly strong. It
does not tire. It heals quickly. Worst of all, it hunts without
giving its opponent more than an hour or two of respite.
228

An Invisible Stalker attacks as air does. It batters brutally


tearing apart its quarry with blunt force. The Invisible Stalker
has two methods of attacking with blunt force. The first
method is to surround the foe with its body before smashing
inward with condensed force crushing bones, muscle tissue,
and organs. This method is used when the Invisible Stalker
wishes to impart a faster death to its opponent. Against foes it
particularly dislikes, the
Invisible Stalker takes its time. It flies by the opponent
twice smashing into the limbs of the prey brutally ripping the
enemy apart, literally. Both methods are used primarily for
assassination.
Invisible Stalkers are immortal everywhere but the Air
Plane. When killed in any other plane, the Invisible Stalker is
freed from its containment and returns to the Air Plane.

Summoning process

To summon an Invisible Stalker is a strange task that is only


a little complicated. The most complicated thing about
summoning this monster is that it requires a tremendous
amount of energy to be expended since the Invisible
Stalker draws energy to remain on planes that are not the
Air Plane. To counter this large drain of magical energy from
one's body, it is recommended that for 2 weeks prior to
summoning this monster, an object be used to store the
magic in. The better the quality of the item the magic is
stored in, the more magic can be stored in it. The magic in
this item should be replenished as needed. The moment the
magic leaves this item or this item is destroyed the caster's
hold on the Invisible Stalker is destroyed.
To summon an Invisible Stalker, first a gate must be built.
The best gate for this situation would be timed gate for which
your magic storage item can act as the key or for safety, one
might choose something different. Once the gate is open, the
proper incantation need to summon the Air Elemental is
Beri mr byr. Uppfylla skir mnar. This spell also enslaves
the Invisible Spirit to your will. Once this is done, a command
must be given to the
Invisible Stalker. This command must involve retrieving
something or killing someone otherwise the magic holding
the Invisible Stalker will release and the Elemental will
return to its home.
A word of caution here: The Invisible Stalker resents tasks
of complication or length. If given such tasks that are not
perfectly clear, it will find ways to pervert them. For example,
if you command this monster to hunt down the hooded dwarf
that attacked you last week, it will kill every hooded dwarf it
finds, leaving copious evidence that it was your fault.

Behavioral and Social Observations


The Invisible Stalker does not speak with anyone but its
master. It understands common but can only speak Auran.
The Invisible Stalker is not a social creature. They do not
work with others. They do not enjoy companionship from
those of other plains other than Auran. They are merciless,
ruthless killers or retrievers who wish only for freedom and
to return home. They are chaotic at times and lawful at
others. They can serve those who are good or evil.

They are truly neutral much like wind is. Like the wind,
Invisible Stalkers do not forgive. They do not pity. They do not
care or love. They are primal forces of nature driven to fulfill
their task that's it. If you are ever unfortunate enough to
encounter one improperly equipped, do not waste time
attempting to reason or fight. Simply run.
In their home world, the Invisible Stalkers are simple Air
elementals which converse with others and enjoy their time
flying freely and rather happily.

Interspecies Observations

Invisible Stalkers do not work together when they are


commanded by a master. If commanded to do opposite tasks,
they will happily kill each other comfortable in the knowledge
that doing so will only return the other to freedom in the Air
Plane.

DM's Toolbox
This is probably my favorite monster to have in my
Monster tool kit. It's incredibly strong and hard to
stop. It's invisibility means that it's hard to detect.
The ability to squeeze through cracks, compress,
and expand makes it hard to predict and harder to
prevent. It makes the perfect assassin to send your
PCs running all over the place frantically especially
if they don't know what's going on.
The best way, in my humble opinion, for the
Invisible Stalker to be used is just as an assassin. It
can be used as a great plot hook. The important
and powerful citizens of a city are suddenly being
wiped out and no one is ever seen approaching
them. All that is ever discovered is an open window
and a breeze.
Another great way for your villains to antagonize
the PCs is for the PCs to be assigned to guard
multiple people in the city and then have the
Invisible Stalkers assassinate these members. If the
PCs were to be after an artifact or protecting the
artifact, if the artifact suddenly lifted into air and
flew away, then they'd probably be thrown for a
huge loop.

229

Jackalwere

The common Jackalwere, like it's cousin the Wolfwere, bares


a passing resemblance to the traditional Therianthrope.
However their origin is much less tragic than that of the
Were-creatures. The name is an obvious compound of
"Jackal", a scavenging animal found normally in warm
climates and an archaic word for "Man", owing to their ability
to take human form. The typical diet of a Jackalwere consists
of...
-Septimus, Titus G. Magnus Libro Monstra Fortis: Ventura
Publishing, 349.

Introduction

The Jackalwere is to the common bandit or conman what a


lion is to a housecat, though they are fundamentally similar
things one is a much more dangerous foe. A Jackalwere lives
a similar lifestyle, one of confidence trickery and bloodthirsty
raiding, but the end goal is much more deadly: a square meal.
Ravenousness characterizes the Jackalwere and most of its
actions are dedicated to finding more ways to sate their
bloodlust and hunger.
It is not uncommon for Jackalweres to be mistaken for
Lycanthropes; however there is no evidence that the
condition of the Jackalwere has ever had anything to do with
the curse that creates Lycanthropes and the few who have
ever been interviewed have found the concept insulting. Also
unlike the Lycanthrope Jackalweres are unaffected by silver,
instead finding weapons of Cold Iron to be anathema. The
Jackalwere must therefore be classed as a separate race of
demihuman, rather than an unfortunate afflicted by a curse.
The question of origin is one still under debate; various
scholars advance the theory of the meddling of an outside
influence as in the case of Gnolls. Others reject the idea of
outside interference and contend that the
Jackalwere originates in mortal experimentation or wild
magic merging the spirits of man and jackal into one being.

Physiological Observations

Long-term observations of a single Jackalwere reveals them


to have a shapechanging ability that gives them great
elusiveness and ability to physically blend in. However their
humanoid mannerisms are often underdeveloped and they
lack the forethought or sophisticated physiology of other
shapeshifters such as the Doppelganger.
A Jackalwere employs three forms: a jackal, a humanoid
and a hybrid. Its jackal form is only distinguishable from the
mundane animal by the way it acts: the common jackal
becomes much more submissive in the presence of a
Jackalwere and a pack of jackals becomes much more
aggressive when lead by one.
The Jackalwere's human form is likewise physically
indistinguishable from that of an ordinary human, the beast
is capable of modifying its human form at will to disguise
itself and get closer to human targets. Typically though

230

Jackalweres have only a limited sense of how to behave


around humans and are difficult to get along with for an
extended period of time. Their animalistic nature leaves them
with little sense of personal space and a complete lack of
table manners. The Jackalwere's preferred target in this form
is thus the traveler and the outcast, particularly those who
sleep rough.
The hybrid form is the one in which a Jackalwere can be
recognized for what it is, and also the one to which they
revert under the influence of anti-shapechanger magic. The
head of the Jackalwere becomes that of a Jackal, and they
grow thick fur all over their bodies along with vicious claws
and large paws. This is the form in which a Jackalwere will
prefer to fight humanoids, holding them down with their
hands and devouring them alive with their teeth.

Social Observations

Jackalweres are not inherently prone to liking one-another,


though some affection has been observed for litter-mates and
partners. For the most part Jackalwares will live among their
animal kin, using their unusual influence on them to turn
them into a pack of deadly hunters. However in hard times or
during migration to new areas groups of up to ten have been
observed to travel together, presumably for mutual safety.
The Jackalwere mates only in its Jackal form and shows no
interest whatsoever in anything not a jackal or a Jackalwere.
The children of two Jackalweres are always Jackalweres,
while those born to a Jackal and a Jackalwere have a roughly
30% chance of being Jackalweres. A Jackalwere mother gives
birth quickly, typically within 4 months; to what appear to be
ordinary jackal pups. These pups grow at a similar rate to
dogs and within a year can assume hybrid form, with the
ability to transform into a human firmly established by the
age of three when they are considered fully grown.
Though Jackalwares usually live away from other members
of their species they are not totally isolated, observations have
shown that each Jackalwere and its pack of jackals forms just
one part of a complex hierarchy of respect and submission to
elders. When Jackalweres cooperate, typically under outside
influence or to pull off a raid beyond the abilities of an
individual, they are almost always coerced in some manner by
the oldest and wisest of their number, who also commands
the most jackals.

Behavioral Observations

Jackalweres resemble nothing so much as a slow tide when


they migrate. Disliking the idea of staying in one place forever
and always keen for fresh blood each individual will slowly
follow the lead of its overarching "tribe" and move across the
landscape. Its pack may accompany it if it is sufficiently
strong or charismatic enough to make them. A tribe of
Jackalweres has a hunting area of hundreds of miles due to
their dispersion and their mobile nature means that
establishing an exact range for their activities is near futile.

Inter-Species Observations

Other species are regarded as food by Jackalweres, who


make no real distinction between sentient and non-sentient
creatures when selecting prey. Jackalweres are ruthless
predators and any semblance of empathy shown for anything
that isn't themselves is usually a lie, indeed Jackalweres are
consummate liars in their interactions with humanoids and
often seem to be physically distressed by the idea of telling
the truth about themselves or their plans.
A Jackalwere tribe can be convinced to go along with a
villainous scheme or to join an army on a temporary basis, if
they can be convinced that it will allow them to kill more than
they would otherwise be capable of. A
Jackalwere's loyalty is fleeting however, and they have little
concept of discipline. Their tendency to bring packs of
scavenging jackals with them is also a drawback to any evil
overlord. Altogether they make poor minions in anything but
dire circumstances, and are more likely to be eliminated as a
nuisance to a conquering force or villainous fiend than they
are recruited.
As yet unmentioned is the Jackalwere's most powerful
weapon, its hypnotic gaze. The mechanism by which this
works is similar to that of most traditional enchantment
magic, however it is inborn rather than learned. In any form
the
Jackalwere can use this strange ability on a creature that is
not hostile, which will put their target to sleep and allow for
easier feeding. Many will avoid this however if they feel there
is more fun to be had in the slaughter of a conscious and
screaming human being.

DM's Toolkit
The Jackalwere is a creature without a huge deal of
background, meaning that there's a good deal of
leeway for you to mess around with it. This means
that you can have them organized however you
really want and have whatever origin you need to fit
the story, a blank slate of background lore.
The Jackalwere makes a great fakeout for
Lycanthropy. Confuse your party when the human
tracks lead AWAY from the gory crime scene and
then turn into animal tracks, rather than the other
way around. This can also make adventurers
paranoid about getting bitten, when in reality the
Jackalwere isn't contagious at all. That plus their
canid jaws makes them an excellent faux-werewolf
to pull the wool over a player's eyes.
Fighting the Jackalwere promises a struggle,
though they are savages who love nothing more
than killing and eating humans and demihumans
they can be surprisingly intelligent and cunning.
They aren't simple beasts and will lay ambushes,
set traps and gain the confidence of their food
before sending them to sleep with a look. If the
gaze fails then the Jackalwere usually has its pack
to hand, who will fall in like a pack of dogs and act
as a coordinated group. Picture a cross between
Kobolds and Gnolls.
If a villain is hiring Jackalweres they will usually
be destructive, ill disciplined and prone to
impetuous action. Unused to gathering together
for a long amount of time younger ones may fight
amongst themselves and generally they make
themselves a nuisance to all involved. However as a
blunt instrument for a larger intrigue they are
highly effective, good at causing terror and panic in
locals and generally wrecking havoc.
As a template Somethingware has some
potential, animals who transform into humans (no
curse involved) could be used for subtle purposes
such as a Snakewere or a Spiderware, or for big
bruisers such as a Tigerware, a Wolfware or an
Elephantware. However it's a bit of an odd one that
players will probably be weirded out by, apply with
caution.

231

Kenku

A knock at the door, a low moan of pain from outside. "Let


me in," I hear the voice groan, slightly muffled through the
cheap, flimsy door. "Let me in," the voice says again, "please."
I ignore it. There's work to do, information that must be
transcribed from memory with regrettable hastiness, and for
that--those colleagues of mine who might read this sloppy
draft--I apologize.

First Encounter

The squat little creature steps out from behind a crate further
down the alleyway, shuffling in heavy, ragged robes. A deep
hood covers its head, which it keeps bent downward into even
deeper shadow. It drags its feet along the paving-stones, I
note, because it doesn't want to risk revealing them by
walking normally. Its arm reaches out, palm turned upward
to the sky. From the hood comes a gentle clinking sound,
exactly like coins jingling in a coinpurse.
"What's this?" This dim query comes from one of the hired
hands to my right, one of two brothers. New to town, I'd
managed to snatch them up for some work before the tonguewaggers could scare them off with slanderous lies. Not
terribly bright, but...
"What is this?" He asks again. "Where's the baby you were
looking for? We came in here because you heard a baby
crying..."
"There was no baby," I cut him off. "Keep your eyes open."
The hunched figure gestures its open hand at me again,
more urgently this time. The sound this time is of heavy gold
coins hitting a wooden table-top. I smile thinly.
"No," I tell the figure. "You'll get nothing from me."
The figure then makes another sound--that uncanny
accuracy!--and this time it's the sound ripping leather, a purse
torn open, and coins scattering violently on the ground. As if
this were some signal, three more hooded figures suddenly
slide from out of the shadows of the alley, creeping towards
us with knives drawn. The one in front of me rears up,
stronger than its originally hunched form would suggest, and
for the first time its long, dark beak is visible in the dim light
of the alley, its clawed birdlike feet poking out from under its
cloak as it shifts into an attack stance. Small round eyes flash
as it, too, reaches for its blade.
"Leave at least two alive," I tell my hirelings as they hastily
draw their own weapons. "I'll need them."

Physiology and Appearance

A total of ten Kenku were captured over the course of two


weeks for observation. Six currently remain.
Direct observation of the creature with clothing removed
reveals a fairly squat, but strong, animal. Bipedal with
humanoid proportions not dissimilar from dwarves, the
Kenku tend to stand approximately four to four and a half feet
tall, though the creatures tend to sulk and slouch.
Their skin is dark, with individuals of the species varying
from a light gray to a near-black charcoal color. Their arms
and legs are bare. Dark, glossy feathers begin to appear at the
upper thigh and shoulder areas, quickly thickening into a coat
that matches any raven or crow on their chest, back, neck,
and head. Their heads are distinctly crow-like, an almost
identical engorgement of a normal bird's appearance.
232

Dissection confirms that the arm and shoulder muscles


have no apparent capacity for flight, even a vestigial one. My
dissections were further concerned with how these creatures
are able to mimic sound so precisely. By dissecting several of
the captured number, I have found in each of them a
resonating chamber in the throat surrounding the vocal
cords. This semi-bony chamber is partially
compartmentalized, and I am certain that manipulation of the
vocal cords within these chambers is what allows them to
make such unconventional mimicry possible. Despite the fact
that they can imitate spoken words and phrases, and sound
precisely like the original speaker, they seem incapable of
forming language on their own. Perhaps some kind of mental
deficiency explains this.
I'd also heard stories that thieves and other miscreants had
used these animals to forge documents for them. Curious, I
provided one with ink and parchment, showed him an old
map of the city from the days of its founding, and ordered him
to replicate it. Though I'd only allowed the thing to look at the
map for approximately two minutes, he was able to copy it
down to the tiniest detail. I marveled at this, noting that the
creature had even included a smudged ink blot over one of
the western gate's watch towers, a blemish from the original
map.

Social and Behavioral Observations


The Kenku appear to live in small communal 'flocks,' for lack
of better term. Their area of the slums is rarely traveled, but
interviews with residents nearby have led me to believe that
this city's flock is comprised of anywhere from twenty to
thirty individuals at most. Considering the size of the city and
the ample opportunity for thievery, begging, and scavenging
that it provides, I can assume that flocks at smaller
metropolitan areas would shrink accordingly.
I can determine no form of government, no rigid social
structure, no alpha male or female. Observations of the
captive group in their pen shows constant infighting, sharp
words and glances exchanged. The Kenku communicate with
one another in silence most of the time, using only brief
gestures and exchanged glances to convey some kind of
meaning to one another. Only when conversations become
apparently heated do they use sound, stealing expressions
and noises from other creatures; a dog barking while angry, a
woman's long sigh when acquiescent.
They choose the darkness and the squalor, I am certain.
They shrink from my torch when I draw near to their cell,
their eyes sparkling with understandable hatred. They are
vengeful creatures, spiteful. I had focused my one-on-one
behavioral observations with the Kenku I'd referred to as
'Mapmaker.' It was through him that I learned that their
written and verbal mimicry seemed limitless, and had
rewarded Mapmaker with clothes and extra food.
After two days of this, I found Mapmaker lashed to the bars
of the cell by his entrails, his broken arms spread wide. The
clothes I'd given him had been torn to ribbons and draped,
blood-soaked, over his arms. I wonder if there was some
relevance to their bird-like appearance that the method of
execution and display that they'd chosen had given the
flightless Kenku the appearance of wings.

A Brief Conclusion

"Let me in," the voice still moans as I write. Damn it all.


Pages of notes and observations back at my home. I'd been
fooled by these little beasts.
I'd found the cage door open, the remaining subjects gone
and my experimental equipment scattered. I assumed that the
creatures had escaped and fled. What a fool I'd been! Had I
not known they were vengeful? As I began cleaning up the
mess they'd left behind, I felt a searing pain in my side. Out of
the shadows, out of nowhere, one of my Kenku had appeared
and driven the short scalpel into my ribs, mercifully no
deeper than a flesh wound. But I had never seen or heard the
creature before it attacked me! It hissed with a cat-noise and
slashed at my side again, opening another wound.
Even as I shoved the creature away and scrambled to my
feet, the others appeared out of the shadows with disturbing
silence. Their hands gripped short blades, bone saws--my
own autopsy equipment. I turned and fled, slamming the door
shut behind me. I fled here, to this filthy little inn, a place
where I would get little notice and the patrons would ask
fewer questions. I staggered to the door and pounded upon it
in my disgraceful panic, calling hoarsely
"Let me in!" I still had enough gold on my person to pay for
this room for a hundred nights, but I now know I won't need
nearly that long.
"Let me in," says the voice at the door. "Let me in," says
another, and more than two fists are trying to turn the knob,
trying to scratch at the door. "Let me in," says a voice outside
the shuttered and barred window. A scraping sound from the
roof, and I am convinced that even through the thick slats I
can hear the voice in the night-breeze whispering let me in...
All of these voices, desperate. All of them begging.
All of them, exactly like my own.

DM's Toolkit
The Kenku are a very flexible creature to use in your
campaigns. Their mimicry, talent, and demeanor
allows them to run the interactive gambit from
annoying, to useful, to comical, to disturbing.
Kenku attack in groups, always preferring
ambush.
The key tactic for luring targets in is by mimicry.
On a normal basis, this could be a baby crying, a
woman screaming for help--any generic sound the
Kenku might have heard (or caused). For Kenku
who are stalking and following the target
specifically, perhaps they mimic a shout for help or
inviting phrase one of the party members have
used.
The above can be a great psychological tactic for
freaking out your players. The player knows that
you, the DM, have just called out to their character
with another PC's voice and lured them
somewhere. The character has no reason to
assume anything is amiss. There are times were
players having OOC knowledge is in your favor for
setting the tension.
Kenku can be random muggers or even a facet in
a thieves' guild, using their talent at forgery.
Forgery could be another tactic the Kenku use to
lure the party in--a fake letter from a friend, whose
handwriting they recognize.
Kenku conversations can be amazing for RP - in
one of my campaigns, the party gained the trust of
a Kenku in attempts to find out where kidnap
victims were being taken. The Kenku made a series
of sounds that gave vague clues to what had
happened to the missing people. Stringing sounds
together, or snippets of conversations between
people, is a great excuse for having your party put
their detective cap on.
If you have the tech and the know-how on hand,
having small sound files on-hand to play could be a
fun and immersive tactic.

233

Kobold
Introduction

Damn kobolds! Dog-faced baby-snatchers. Wicked cowards


with no sense of decency. You know one of their traps will
more often just injure you so they can track your bleeding
hide back to your home and family. Then the real fun begins.
And may the gods, wicked and wonderful, deliver swift death
before they drag you into those holes of theirs. No wonder the
Croc-kin of the Great Rill hang their bastard corpses on rocks
or twist them into those weird totems. They want to send a
message. I'd send one too if they'd not taken my legs.
This intro is less about the monster and more about my
take on it. Kobolds are a great low level creature that I like
due to its trap-oriented nature. Of all the lackies, this is one of
the best. However, we currently have a lot of reptile
humanoids: Kobolds, Lizardfolk, Yuan-ti, Troglodytes. Of this
list, I felt troglodytes have the weakest thumbprint so I folded
them into the kobold species.

Physiological Observations

Kobolds are a reptilian humanoid, shorter than a man, and


commonly mistaken for a different race of lizard folk- much to
the disgust of lizardfolk who view them as humans view
goblins. In fact kobolds are actually related to troglodytes.
Here is the connection one learns shortly before being
consumed: troglodytes are huge, hungry, egg laying kobold
queens. Such prodigious egg laying requires a huge
consumption of meat- the fresher the better. It's the reason
kobolds as a whole are such good trappers and trackers- to
take down prey larger than they are.

Social & Behavioral Observations

Kobolds typically make lairs in natural cave and favor


abandoned keeps or castles built by humans. One or two
bands have even been known to dig extensive tunnels
connecting homes in a human town raided and abandoned by
orcs.
Goblin warrens also make a perfect habitat for kobolds
with a few modifications to widen chambers for troglodyte
egg laying. Interesting, kobolds will raid dwarven settlements
but find them too cavernous and spacious- harder for the
kobolds to defend. Elven settlements let in too much sun and
drow cities are too well defended or, if abandoned, filled with
too many predators.
The day to day of a kobold is mostly spent running traps,
building traps to guard entrances to settlements, and bullying
those of lower social status into raiding bands. The bands
constantly jockey for troglodyte attention either through meat
or gifts. Band leaders who consistently bring for instance the
most food, the freshest food, or the most magical food (i.e.
non-cleric magic users) rise in status. As the band leader's
status grows, so does this kobolds size and hunger for fresh
meat. Soon troglodyte characteristic appear, sex is altered,
and egg-laying ability arises. The ability to change
morphology makes troglodyte livers especially sought after to
improve polymorph spells and transmogrification rituals (add
one dice, level, or lengthen duration of the spell).

234

They worship some gods; especially predatory ones or gods


of hunger and pain. More likely is that they know of a local
dragon or other intelligent predatory who they worship as a
sort of divine prophet. The kobold lair will be reworked to
accommodate such a creature.
In combat: Kobolds and troglodytes are about as smart as
human thugs but more cunning. When attacking, half the
kobold band moves to engage with knives and short spears,
while the others take cover and use slings or throwing
spears. They will not fight to the death, but will try to greatly
weaken the prey, and stalk/track at night waiting for the right
time to strike. Kobold will also try to keep combat around one
or more of their traps, hoping to spring it at the right
moment. If troglodytes are present then these huge beasts
will often wait for an opening then attack the largest threat.
The only time both fight to the death is in defense of clutches
of eggs.

Interspecies Observations

Kobolds have few friendly interactions with other creatures.


They are either in competition with like creatures such as
lizardfolk, goblins, and ettercaps or they worship the predator
that could cause them great harm such as dragons, chimeras,
and manticores.
When near humanoid settlements, kobolds will begin by
trapping trails and merchant lanes. If there is little
interruption, they will begin moving in on shepherds and
outlying farms. As the troglodyte population grows, raid will
occur on moonless night with infants and young children
being taken from cribs. If that goes unchecked, then the
kobolds will make a bold rush with most of the colonies
troglodytes to raid the town. They will keep those who resist
and drag back those unable.

Variant Observations

Kobolds come in a wide variety of shapes and colors


matching the predominant environment they reside in. In
temperate regions for example, kobolds are mottled green
and brown with strong claws for digging. Kobolds residing by
large bodies of water tend to have darker dorsal colorations
with lighter bellies, flat alligator-like tails for swimming, and
webbed hands and feet. Jungle territories can find themselves
infested with kobolds of vibrant colors and with long fingers
and toes perfect for climbing and leaping the large tall trees
around them. Some scholars even report wings! Kobolds
residing for several generations on flat planes or steppe
regions are known to have incredible speed and a kick that
can break a horse's leg or unseat its rider.
While within a clime most kobolds vary only in size,
cunning, and cravenness, trogolodyte queens can be quite
different depending on their diet. Some queens consume a lot
of meat and simply grow very large, become venomous,
develop powerful muscles, and a bite strong enough to snap a
mailed-man's arm from his shoulder. Others still gain a
fondness for large chopping or bludgeoning weapons such as
axes, hammers, or orc cleavers. They might also reward
kobolds who come back with pieces of armor. Those
troglodytes who feast on wizards, warlocks, and sorcerers are
stranger still because with the aid of their draconic lineage
can develop the ability to breath and manipulate fire.

DM's Toolbox
When encountering a kobold band outside of their
lair, DM's should assume the players have
wandered into a trapped territory the kobolds are
monitoring. 1 or 2 traps (pit trap, net, ect.) should
be present but hidden unless the PCs look for it.
Otherwise while in combat, there is a 20% chance
at least one of the party members will trip it. This
increases 10% per total party round (or per 4
players for parties of 5+) as the kobolds will
position themselves to force PCs to trip it.
Troglodytes makes up about 1/10 of the kobold
population, so hunting bands of are: 1d4 x 10
kobolds with 1 to 4 troglodytes.

D4
1

Kobold
Species

Trait

Temperate strong claws for digging (1d4


dmg)

Water

swim as crocodile

Jungle

spider climb as giant lizard

Plains

leap as giant frog

D6

Troglodyte Traits (in addition to Kobold


Species)

1 Large size (use Gnoll Fang stats) and will break,


snap, and tear arms on a natural 18-20.
2 Large size (use Gnoll Fang stats) but venomous
bite- CON save or victim will become
incapacitated in a number of rounds equal to
their CON bonus.
3

Large size (use Gnoll Fang stats) and


chameleon skin, gets advantage on Sneak
checks/ disadvantage to Spot.

Possesses a great ax, hammer, or trident

Possess a collection of armor (AC +3)

Can breathe fire and/or manipulate fire

235

Kuo-Toa

Do you want to see the dreams of mad kings come alive? Do


you want to labor under the good intentions of the just? Do
you want to live in a world where mere mortals can influence
creation as they feel the gods should? No? Then destroy that
spawning pool!

Introduction

Kuo-toa are man-size fish-ish & vaguely amphibian/reptilian


humanoids. And if bullywugs are a mockery of civilization,
kuo-toa make a mockery of religion. Their hard to define
nature matches their hard to define origin. Some say they
were a city of sea faring people who angered old gods prone
to curses. Other say they were the result of foolish wizards.
Sages say they are the experiments of Mind Flayers, but
sages spend far too much time in dusty rooms with only
crows and scrolls as company. Whatever their origin, Kuo-toa
are more a natural disaster than a recognized threat because
their proximity to civilizations cause individuals to manifest
divine and simi-divine power. Often with disastrous results.

Physiological Observations

Imagine a body roughly human with clawed webbed feet and


legs like a frog, scales like a reptile, and the head of a deep
sea fish- that would only vaguely describe a kuo-toa. Their
thick rubbery skin provides plenty of protection from a wide
variety of insults and apparently prevents them from drying
out. The wide mouths of kuo-toa accommodate their habit of
swallowing things whole much like a giant frog species
would. The other notable wide features are their eyes, which
seem as big a dinner plates and whose tears are said to
provide sight to the farest planes of existence. Despite their
hastily assembled appearance, kuo-toa are quite strong and
more physical than they appear.

Social Observations

Kuo-toa cabals are composed to two important factions: The


High Tide (majority) and The Deep (minority). Roll on the
Cabal Worship table to figure out the composition of the two
factions- they are never the same. The Deep will constantly
seek to undermine and over take The High Tide. The Deep
will use PCs to further this goal through acquisition of a
weapon or even assassination of The High Tide leader. The
High Tide on the other hand will use the PCs to kill The
Deep or further The High Tides goals in humanoid
communities.
Because the Kuo-toa exist in ecclesiastical frenzy any
grand action performed in front of them or in their presence,
then that person becomes the object of intense religious
obsession. A New Deep will form surrounding that person
(or even object). The Kuo-toa who witnessed the even or
best knew the person will become the new prophet. This New
Deep will then attempt to overtake the old Deep and
eventually The High Tide.

236

Inter-species Observations

Kuo-toa cabals are terrible. Their ecclesiastical and reality


warping powers leak into the surrounding lands. First the
dreams of the sick and mad come alive at night or in the
corners of society. Those who dream of power and wealth
find that they become more real, more possible, more alluring
no matter how unrealistic or dangerous. Rulers taste it and
seek it. And if they find the cabal- they will invite emissaries
back to their respective places of power. There a root of
sickness takes hold and a co-dependant relationship forms.
The rulers and kuo-toa will protect each other. Spawning
pools will be set up and even sacrifices will be made for
blood, sport, and breeding.
Slower the ruler will manifest divine power, the slowly lose
ego, and finally transform into the avatar of kuo-toa worship.
This is what mind flayers want to study and if looked for hard
enough some might be found. Eventually this new godling
fails The Hight Tide, The Deep takes over, the godling is
killed and maybe the cabal driven back. The cycle starts
anew, but not before leaving death, destruction, and hearsay
in its wake. After kuo-toa cabals are scrubbed clean, strict
rulers follow with strong laws and rigid codes.

Variant Species

The kou-toa are. There is no variation because the kou-toa


view themselves at a single concept and due to their power,
they are monolytic. They appear physically as they always
have. The only difference is that The High Tide or
The Deep might each take on some aspect of their devoted
worship. They might wear a claw on one hand. Or maybe
practice lockpicking if they worship the leader of a thieves
guild.

DM's Tool Box

God Makers: Given the Kou-toa's bizarre power to manifest divinity in humanoids, PCs (and NPCs) run the risk of becoming an
object of worship. Anytime a PC in the presence of the Kuo-toa:
Rolls a natural 20
Beats a DC of 20+
Deal enough damage to make someone at the table go oh, man that's a ton
The Kuo-toa will stop what they are doing and begin praying to the PC as the manifestation of a god- this is the beginning of a
new faction. The PC must make a WIS save or become enthralled with this new worship. Each day the
PC stays with the kuo-toa, a save much be made. If a week passes, the PC will lose a sense of self and start to become a godling.
Godlings: Manifest the worst traits of their class. Thieves will want to steal, fighters to battle anything, clerics to convert, wizards
to seek power ect.
In the presence of the kuo-toa, the godling is treated as 1 level higher for every 2 kuo-toa to believe are present.
Godlings powers are only limited by what the kuo-toa believe they can do or what spheres of the influence the godling is under.
If all the worshipping kuo-toa for the godling are killed, the godling must immediately make saves as if they are at 0 hp.
Roll Twice on the table below for a kuo-toa cabal's High Tide and Deep factions
D6

God

Purpose

1- Blibdoolpoolp The
2
Creator

Icon

Consequence

A lobster-headed
goddess

Kuo-toa will attract outcasts/local to swell ranks

34

Dagon

The
A large kou-toa with a
Devourer
hand full of
humanoids

Kou-toa will breed monitors and seek to kill and consume all around
them

The Pearl

The
Destroyer

A large black pearl

To destroy the area and prepare for the arrival

Local NPC

NPC trait

Any icon

Kou-toa are looking for a savior and have taken a local nobel born as their
savior. This has created a cult of [trait] with problematic consequences.

237

Kraken

Away from curs'd isles of man, lies the savior, the grace.
The wanderer, damned by land and sky to its wretched
place.
Anchor to the water, seabed far below.
Gnawing at the foundations of the world, when the seas
rise and clouds fall there ye find the last hope curl'd round
the roots of Yggdrasil tall.
Anchor to the water, seabed far below.

Introduction

A Kraken is a titanic monster that plagues the deep seas and


coastal regions of the world. Krakens are the apex predators
of the ocean, regularly preying on Dragon Turtles and other
megafauna while also using their malevolent intelligence to
control hoards of Kuo-Toa and Mer. Living for millennia, they
hatch plots that take centuries to unfold - toppling coastal
empires with the ripple effects of a single event.
Mariners fear the Kraken not because it is particularly
likely that they will encounter one, but because it is a serious
concern to encounter its minions on the seas: raiding Mer,
sacrificial Kuo-Toa cults, and vicious Sahuagins and Merrow.
Cults dedicated to Krakens, specifically Elder Krakens, can
be found in coastal and semi-coastal settlements of civilized
races; often these malevolent sects seek to end all land-life,
but some religious groups simply treat the
Krakens as temperamental Gods, seeking to please them
in order to have safe passage and good health.
Krakens dominate literature, prose, and arts about the sea;
capturing the imagination of many a city-dwelling scholar or
civil mer. Their deep intelligence also makes them proficient
in the trades and magical arts, although their detachment
from civilization and insidious rage often makes them simply
intelligent and lacking in wisdom.

Physiology and Life Cycle

Real fuckin' huge, that's how we usually describe them. Then


yer thinkin' - well, shit, beastie's huge, must be barnaclebrained or slow as a manatee, right? Yea, if'n ye want to get
fuckin' locked in the abyss of those jaws go on thinkin' like
that. Me? Seven trenches and fourty hells I'd go through
before ye make me try and go on and get a real g'lookin at a
damned kraken. - Trenchgullet, Retired Warden of the
Depths, Awakened Kelp herder. Mer.
A Kraken's anatomy is variable with location, age, and
whoever is describing them. The murky water surrounding
their lairs, their lethality, and relative detachment from
civilization make them incredibly difficult to accurately study.
Most often a kraken is described as simply a gargantuan
squid-like cephalopod, but a kraken may have traits found in
crustaceans, gastropods, and other mollusks. This calls into
question the exact origin of the krakens - which are almost
piecemeal amalgamations of the most advanced traits of sea
animals. Are they creations of celestial beings? Offspring of
magical experimentation?

238

Almost certainly, whatever their origin, the krakens are


fearsome and extremely developed for marine life. Massive
gill systems that can trap unaware divers, triple-heart
cardiovascular systems, and natural armors of chitin all
contribute to their prowess. Krakens may have only one
massive tentacle that can demolish a fishing-village in a
single strike while others may have a mass of hundreds of
razor sharp tentacles able to obliterate schools of whales.
Krakens universally posses a single maw, usually in the form
of a toothed beak roughly the size of a mammoth. Some
krakens posses many layers of compounding chitin that are
bolstered with metals forged in hydrothermal vents while
others may have translucent skin able to camouflage their
massive bodies into mirages of long lost treasure hoards
drawing in unwary adventurers.
Krakens live for many centuries, reaching maturity around
200 years and a state of advanced age around 3000. Past this,
it is unknown how long krakens may live; although it is
rumored the oldest Elder Krakens rival even the aboleths in
their age.
Mandilaan

Krakens reproduce sexually, with males able to reproduce


after two centuries and females entering reproductive fertility
after their first millennia. Once a female becomes fecund, she
releases pheromones across the oceans for thousands of
nautical miles to sexually mature males. Males who fall
under the influence of the pheromones enter a state of
psychosis and they immediately seek the female, with the
pheromones being powerful enough to even catch human
males in its allure. The resulting sexual frenzy is referred to
as the Mandilaan, where the krakens cluster in a single mass,
the males tearing through one another to mate with the
female at the center of the mass. This process utterly shreds
the female kraken, whose destroyed body and fragment shells
house the hundreds of eggs that have been fertilized by the
destructive process.
After a year of incubation, the eggs hatch and the baby
krakens, indistinguishable from mature octopi or squids, fight
over the dead bodies of the mother kraken and males who did
not survive the Mandilaan. Only a small number of the eggs
will be female, and they will hatch much larger than their
male counterparts and often feed on them before moving on
to the immediate consumption of small whales and
unsuspecting Mer.
The Mandilaan is viewed as a calamitous event by some
and by others as well-regarded, if dangerous, erotic festival.
The mixture of viscera, essentials, ink, and other liquids from
a Mandilaan is an extremely high-valued aphrodisiac,
although caution must be taken as the product of offspring
created under its influence may have scaly patches, vestigial
limbs, or webbed feet. The resulting surface whirlpools above
Mandilaans sometimes spew gouts of this mixture, leading to
the mariner colloquialism "kraken cum and bile."

Behavior and Intelligence

Mendekatlah dan mati bodoh fana! ... Berbicara umum? Tentu


saja. Is this better for your feeble mind, hunter? I thought so.
Now you won't die confused and alone. You'll just die alone.
Born in frenzy and combat, krakens are solitary beings that
only come together for the Mandilaan or against massive
threats to their position at the top of the aquatic food-chain.
They often resent most lifeforms, especially sentient races of
the land. Krakens, although solitary, are not prone to
psychosis or madness because of their advanced intelligence
and developed resilience. Thus, rarely is a kraken a thrall for
a cult of mind flayers or aboleths, but if successfully tamed
they would make formidable beasts of burden and siege
engines. Krakens inherently understand Deep Speech, and
by maturity have been exposed to Infernal, Celestial, and the
Common Tongue. Their advanced intelligence allows them to
project telepathic fields up to 120 feet around them.
Krakens' personalities vary as much as any other sentient
race - from extremely temperamental, to measured restraint,
to even goodness in an exceptionally rare few.
The incredible intelligence of a kraken makes them
veritable libraries of knowledge of the workings of the seas one benevolent Kraken, Perdambawa, was interviewed on
the eve of his death. He could recall with complete accuracy
the exact tidal patterns, weather occurrences, and celestial
events going back to thousands of years - and accurately
postulated four centuries into the future the natural
happenings of the oceans.
Their raw intelligence makes krakens willing to attach
themselves to civilization exceptionally capable magi and
their psionic powers can be honed if allowed.
Krakens are not necessarily religious, oftentimes too
egotistical to subjugate themselves to the wills of a deity preferring instead to be revered by seaside tribes.

Inter Species Observations

... It is thus, the decree of this sovereign state, that all


adventurers are hereby given imperative leave to slay the foul
beast Kapu-Rasak, in reward are the accumulated lands of
the southern coasts bounded by the Wilderton
Forests - so long as they swear by oath to not reveal that
this decree has been issued. Gods help us all.
Krakens form deep connections with the beings they do
come in contact with it - be them fierce blood feuds or a
deified status.
The single most significant enemy of the krakens are the
aboleths, who oppose everything about krakens. Considering
themselves pure and untainted, the almost mutated and
visceral nature of krakens are considered disgusting by
aboleths. While a single kraken will easily kill a single or
multiple aboleths, swarms of aboleths have been known to
ambush krakens who infringe upon their territory.
If a kraken does have a relationship with land-dwelling
species, it is usually one of control, with tribute payments
often being made to it. However, there are a few cases of
krakens willingly entering partnership with other species for
great bounty. One notable example is the kraken, Guritasai,
the gatekeeper of the Mer city of Venthelm that is secluded in
a massive trench.

Elder Krakens have reached especially advanced age and


amassed enough magickal prowess to rival entire universities
of magical study and minor gods. These are typically deified
by less advanced races and small villages of sentient races.
Elder Krakens psionic prowess and magical ability thus
allows them to give boons to their believers, altering weather
patterns and migratory patterns of fish to benefit adherents.

Variant Subspecies

Marsh Krakens inhabit massive estuaries, snaking their


bodies along the mud to blend in indistinguishably with the
environment until it is too late for unwary adventurers.
Infernal Krakens are fiendish, planar monsters inhabiting
the Hells, Abyss, and Elemental Plane of Fire. They utilize
magma for respiration instead of water and are known for
their slow speed, rock-like hide, and abilities in conjuration.
Celestial Krakens are only found in old tales of them flitting
between the planes and stars, primarily as benevolent guides.
Tiger Krakens are fast moving, predatory and boastful
Krakens. They are the most likely kraken to be encountered
by mariners, as they enjoy the sport of hunting ships,
aboleths, dragon turtles, and fishing copper dragons and
coastal rocs.
Jrmun Krakens are snake-like, appearing closer to
gigantic sea serpents than a cephalopod. They are known to
form a coiled mass indistinguishable from a seabed, lying in
wait while Mer form massive settlements on its hibernal body
before awakening and feasting.
Virgin Krakens are female krakens who have forcibly
prevented or somehow survived the Mandilaan. Because
female krakens continue to grow until death, these supermassive krakens can easily be as large as entire seas and
cause massive ecological consequences until eventually their
gills become too clogged with debris to breathe. Their
corpses provide a bounty that often bolsters the population of
previously displaced aquatic life and may hold treasures of
the past.

239

DM's Toolkit
The fitting end to any seafaring adventure, a kraken
is an intelligent force of nature. They are very
similar to a Lich in that they are good for a highend hunting expedition, campaign building, and
general long-term super-plot machinations.
Roleplay wise, be sure not to overdo the insidious
and haughty nature of krakens. They are, of course,
arrogant like aboleths, but never forget a kraken is a
wild creature that often will be too concerned with
protecting itself and destroying everything to be
self-conscious about its image.
Krakens are most fun when they are completely
unexpected. Don't have the party's boat attacked
by a kraken and do the classic "Kill this tentacle to
escape." Instead, have the putrid beak of the kraken
consume the entire boat whole and go from there.
Want to go kraken-crazy? Krakens in mountain
lakes! Krakens in palace fountains! Baby krakens in
your cup of grog! Krakens everywhere! Ya-harrr!

Adventure / Encounter hooks


provided.

The party gets a message from a wizard who claims


to live in a lighthouse, seeking a cure to a "most
strange transformation curse."
The party wants to build their super-awesome
fort, but shipments of stone and building materials
have been halted by a stoppage of sea trade. Boats
vanish miles from port.
In their adventures across the planes, a mishap
occurs and the party is shunted into deep-space. A
strange passing Celestial Kraken offers its
assistance, but only if the party helps it save their
cursed brethren.
A Mer city has recently been having a variety of
workplace-related safety incidents in their hydrothermal vent forges.
A Mandilaan happens.
The party's adventure to a ruined Aboleth city
leads them to encounter a frantic female Kraken,
who is desperately searching for a way to prevent
the release of her pheromones... in an hour.
A sea-side village offers the party home and
hearth. Nice recreational activities, cute kids,
refreshing sea air, good inn rates, the whole deal.
They are strangely nice. Nothing particularly bad
happens, and the party passes through rather
amicably. The party diviner finds leeches on them
for the next few weeks.
A Kuo-Toa shaman approaches the party on their
journey, he is very frustrated, claiming he's been
bullied out of his position by a "big fuckin' fishsnake."

240

Lamia

"Throughout my many years of research into various subjects


of arcane knowledge, most of which are nebulous and everchanging, there is only one thing of which I am sure is
universally true, regardless of context: If it seems too good to
be true, it is. This is a rule that is as true for life as it is for
dealing with lamias."
--Aldus Bluncan, Professor of Divination at the Arcanus
University.

Introduction

Many questions plague the mind of a young adult when an


attractive individual, whom they thought would never notice
them, decides to approach: Do they really like me? Are they
just playing a practical joke? Are they mistaking me for
someone else? Are they going to strip my bones, occupy my
skin and use me to add to their collective hive intelligence?
If that last question strikes you as odd, rejoice! You have
never had to fear being the prey of a lamia. Or despair,
because you're the perfect kind of prey.
The Flash Purge & Subsequent Revival

There is some confusion as to why, from a certain date,


lamias in their true form went from being described as
bestial, hybrid human/lioness' to relatively new descriptions
involving intelligent swarms of beetles. The fact is, depending
on what time period you are drawing your research from,
both descriptions are accurate.
One day, it came to light that a lamias ability to alter their
appearance was not a natural ability and was, in fact, simply
the result of a tradition to teach the change shape spell to
their offspring as part of a coming of age ritual when they
reach adulthood. This knowledge meant that disguised
lamias could be more easily uncovered using detect magic, as
opposed to other, natural shapeshifters. Thus began the
Flash Purge, an extremely systematic and secretive
elimination of all detectable lamias. Kingdoms, city-states and
empires from all over sent wizards to almost every populated
settlement within and without their own borders in an
unprecedented feat of cross-species political coordination.
Over the course of 10 years, virtually every single lamia was
secretly found and tracked until the powers that be deemed
they had located them all. On purge day, over the course of 5
hours, every single identified target was beheaded with an
axe.
Estimates suggest over 99% of the lamia population were
systematically eliminated. It was believed that survivors died
on their own, fear of being found making them less likely to
emerge from hiding and causing them to starve out. We now
know that a sizeable group of survivors banded together and,
in a last ditch effort to ensure the survival of their race,
performed a dark ritual that changed the very nature of their
circumstances of life. Being a race that felt closer to the
world of nature than of civilization, and recognizing the need
to repopulate quickly while maintaining their apparent
extinction as a cover, they found inspiration in the hidden
world of insects, and began taking advantage of the new
abilities their beetle form provided to reproduce, repopulate,
and take revenge.

Further new research suggests there may even be previous


few proto-lamias left living in isolation, who have perhaps
undertaken their own repopulation efforts.

Physiological Observations
(Proto-Lamia)

Proto-lamia, or Prides, as they call themselves, were beings


with the body of a lion and the upper body of a humanoid
female, their distribution of anatomy being similar to that of
centaurs. In their true form, prides possessed all of the
strength and imposing physical abilities of a lioness which
would make them formidable fighters were it not for their
tendency to be cowards in close-quarters combat.
It is true that proto-lamia were all born as females but, they
were also all born with a complete reproductive structure,
meaning they could impregnate as well as be impregnated.
Curiously, while this led to widely anticipated hedonist orgies
during designated mating seasons, it also created a taboo
with regards to masturbation being deemed selfish, as their
particular circumstances of reproduction became
increasingly tied to feelings of community and belonging.

Physiological Observations (NeoLamia)

Neo-lamia, or Swarms, as they call themselves, are almost


alien beings. A single neo-lamia is actually a swarm of
malicious beetles with a hivemind-like intelligence which
forms a semblance of individuality between swarms. The
ability to break from their disguise into their swarm form
gives them the tactical advantage of being easily able to flee
any situation.
Unlike prides, swarms are born sexless, a mass of perfectly
androgynous beetles. However, when they consume and
occupy a humanoid, they can use all the capacities of their
victims, and can thus reproduce through sex. They also have
the ability to retain the first form they ever occupy, and can
magically shape change into it at any time.

Social Observations

They are extremely tight-woven in their own communities.


This is reflected in both of their forms: whether you are a
member of a pride of lions, or a swarm of insects, all of your
actions are for the good of the group and your family. Acts
that are deemed as selfish are regarded as the worst kind of
crime, subject to immediate exile from the community. These
include assault of another member of the group, theft of
another's possessions, and any acts for the sole purpose of
self-gratification. They are always highly encouraged to aid
those in their community, and it is extremely uncommon to
find them travelling alone.

241

Many day to day actions are also done in conjunction with


other members of their group. All meals are prepared and
eaten collectively, child-rearing is regarded as the duty of the
greater community instead of solely the parents, and every
collective decision is made by individual vote, as in a pure
democracy. Sometimes a figurehead will be chosen to
represent the will of all, but if they are found to be attempting
to manipulate/deceive the ones who chosen, they are
remorselessly executed. This is because while they are
extremely conniving and manipulative by nature, they deem
that is only acceptable with regards to oppressing others, and
to do so to your own people is to show a profound lack of
respect for them, as well as yourself for placing yourself
above (and therefore apart from) the community.

Behavioural Observations

Interestingly, one of the biggest differences (other than


appearance) between the two types of lamia is that while a
pride will always be in their true form unless they believe they
are being watched, swarms generally prefer to remain in their
retained first humanoid form. They have no qualms with
turning into their beetle form when convenient, but
apparently the fact that the nature of their hivemind
simulates a peculiar type of individuality, they find it more
comforting to walk the earth as a single being whenever
possible.
Reproduction is also done differently between the two
splinter races. While proto-lamia will have spontaneous,
designated mating seasons (decided by democratic vote
based upon when would be collectively convenient) wherein
they will assume their pride forms, engage in a mass
communal orgy and generally double their population, neolamia do not reproduce with each other at all. When a neolamia slays a humanoid creature, it adds another beetle to its
evergrowing swarm. When the swarm grows too large, it
reproduces by first slaying a worthy fey creature such as a
powerful eladrin. Rather than consuming the body, the
swarm then divides itself, filling the corpse with hundreds of
its beetles. Over time, these beetles devour the corpse and
arise as a new lamia. This newborn swarm gains much of the
victim's memories and knowledge in the process, making
them excellent infiltrators and dangerous enemies.
Alternatively, if the need to reproduce quickly arises, a neolamia can simply have sex with a member of another species,
during which the second party will begin to fill very ill before
exploding into a collective of beetles equivalent to its former
mass, thus instantly giving birth to a new swarm.
What both types of lamia do have in common, though, is
their love of hunting and devouring humanoids. Lamias lure
their victims to death by assuming a pleasing humanoid guise
While proto-lamias seem to essentially limit themselves to
female forms, their counterparts have no objections with
appearing under the guise of males, and will, in fact, use the
myth that they are confined to the appearance of a single
gender to fool those who they discover may be hunting their
kind. Some lamias, driven by the need to consume other
sentient creatures, simply stalk humanoids wherever they
can find them. Others possess a twisted thirst for knowledge,
seeking to acquire arcane lore and magical power at any cost.

242

Inter-Species Observation

While they do love to hunt, consume, and kill, many lamias


enjoy manipulation purely for manipulation's sake. In fact,
this is often the bulk of their interactions with other
humanoids, the optional (but encouraged) killing serving only
as a climax to the days, weeks, or sometimes months of
deception and manipulation they put their victims through.
Every other humanoid is usually seen as a means to an end,
in one way or another, though they can develop friendships.
Sometimes, for example, to make sure the nearby village of
their community is not exposed as being a complete cover for
a lamia clan, one of them may develop bonds with a local
politician in power. They may actually come to like this
individual, opting not to kill him during convenient moments
of isolation. However, if at any point it would be more useful
to simply assume their identity rather than subtly pull their
strings, the lamia will feel no remorse in killing them and
taking on their appearance for the good of the community.
Lamias disregard any kind of monster or unnatural
creature, and will swiftly wipe them out unless they are more
powerful than the combined might of however many
members of their family a single pride or swarm may
assemble to help them. This means they avoid the
Underdark, or the homes of giants, dragons, and other
similarly powerful beings. They do however, revere animals,
especially animals with a deep focus on any kind of
community. Wolves, lions, bees, apes, ants, and many other
species sharing similar behaviours will often be left alone if
they approach lamia territory, whereas more solitary animals
will be the ones who are actively hunted for sustenance or
wiped out for convenience.
The only beings which lamias will greet with open
aggression and hostility are, in fact, their own racial
counterparts. Any time prides and swarms meet, it is almost
always in hostile confrontation. While the proto-lamias
believe their newer cousins to be heretics who have turned
their backs on the ideas of community with which the species
have ingrained themselves, neo-lamias view their
predecessors as selfish whose time has passed, and whose
commitment to pride over the continued survival of their
families marks their beliefs as outdated and insulting to the
ideals they pretend to hold dear.

DM's Toolkit
Lamias are not creature that are often seen or even
talked about in campaigns, which makes them
perfect to pit against parties, as they can be easily
confused with other shapeshifters without
concrete evidence, and will sometimes screw with
parties just for fun, which will frustrate any
wannabe detectives trying to find a greater
purpose.
A serial killer is on the loose! Even worse, the
victims keep appearing to their loved ones after
their deaths, except no cleric in the land can
manage to banish what they are sure is a ghost or
demon, but is in fact a lamia assuming the guise of
deceased loved ones to torture individuals.
Alternatively, the victims of the mystery killer have
been spotted leaving the city, days after their
death.
A king hires the party to eliminate what eyewitness accounts confirm is a malicious
shapeshifter wreaking havoc in his kingdom. The
party knows the creature must have a weakness,
but is it a doppelganger? A demon? A wizard using
illusion spells? And will they be prepared when it is
not one individual, but a coordinated clan of lamias
slowly taking over the city?
The party needs to explore a forgotten temple to
find a mystical artifact. The temple was once part
of a mighty empire, is massive and spans many
miles centered around a central structure where
the object is located. Many people have gotten
hopelessly lost and been forced to live in the
mega-temple, including other groups of former
adventurers, refugees from foreign kingdoms, and
other isolated bands of survivors. Little do the PC's
know this is also an ancient holy site to lamias, and
both prides and swarms are warring against each
other to claim the temple as their own, using the
lost humanoids as pawns. Do the PC's wipe out
both sides, including the survivors in case they are
disguised lamias? Or do they sympathize with
either swarms or prides, and help them claim their
religious right?

243

Lich

It was gallant, chivalrous - you could say. It started like any


other fairy tale, although my colleagues didn't seem to think
so. My goal was justice against that which stole my wife, my
children, and even my livelihood. That bastard, who beat me
down and spat on me and didn't have the courtesy to finish
me off. A few experiments, trips to shady alleys, and a few
tragic encounters were all it really took. I say tragic, but they
were mostly tragic for my colleagues - they were put to good
use. With every expedition people grew more worried, every
ritual seemed to make me less popular with the students.
Damn the students. They were young, happy, vibrant. They
had their lives ahead of them. I didn't want that. What had life
given me? A wife with water in her lungs, and children born
dead. I wanted a second chance. I wanted to avenge them. I
wanted to be reborn like my children were. From the womb
of magic and might, I wanted to breathe void and speak
power. I thought I wanted to prove them wrong - to right a
wrong. It was the moment I woke, after those days in agony,
that I truly realized what it had all been for. I didn't want to
beat life. I wanted to enslave death.

Introduction

A Lich (litch) is an undead being who has escaped the mortal


coil by ritualistic and magical means. They have imbued an
object with intense magical energies to become a phylactery
(fuh-lack-tery, phi-lack-tor-e), which holds their undying soul.
Their corporeal form, usually rotted away with the passage of
time, is destructible but not permanently so; the phylactery
reintegrates this form in a matter of days. A Lich lives forever;
usually alone, feared by society, despised by colleagues, and
abhorred by kin. The only way to permanently slay a Lich, a
matter of much importance to many adventuring parties, is to
destroy the phylactery.
A Lich grabs hold of the imagination of the people - tales of
the horrific deeds inspire both chivalry and infamy as the fate
of the world can change on the whim of a sole being. More
powerful sorcerers than vampires, despised more than
dragons, and the ultimate lords of nigh-all undead; a Lich
commands fear and awe wherever it chooses to make itself
known. They may be good, they are often evil. A Lich, simply
put, is terrifying.

Creation

It began, like most horrible and atrocious things, with a


rather brilliant idea. I wasn't born a God, but I would become
one.
The single most frequent question on Lichdom is how does
one become a Lich. An innocent enough question on a latenight filled with tales of werefolk and mermen but the pursuit
of Lichdom is no mere undertaking, and accidents abound.
For every Lich ever existing, hundreds of mages lie dead (or
worse) from failed or misinformed pursuits.

244

Because of their cataclysmic nature, most all centers of


magical inquiry and study put a general ban on the study of
Lichdom past finding the best way to kill them. Even citadels
and colleges tolerant of necromancy will usually draw a line
at Lichdom in "civilized" society. But in magical groups that
do not abhor Liches, even those that celebrate them,
especially in Mortocracies, the pursuit of Lichdom is wellregarded. The problem is that even before
Lichdom, necromancers do not want to reveal what they
know for fear of having their power or position stolen. Often
lectures are shaded in conjecture and duplicity, and more
often describes the cautions one should take.
The first step to Lichdom, is knowledge. A Lich craves
knowledge more than anything - a king mad to know the
future of his legacy, a wizard lusting for the final component
of his research, a druid holding fast to study the inner
workings of an ancient forest. The ritual of Lichdom is not
standardized - and what rituals are useless and what are
critical steps are indistinguishable until a mage dies and
either rises again or rises nevermore.
To become a Lich an ordinary mortal must look for the
knowledge stolen away by past Liches or held fast by ancient
patrons. Expeditions to abandoned temples or deep beneath
the sea, any lead will be pursued by a mortal running out of
time. Often a mortal mage will resort to bargaining with an
otherworldly being to attain Lichdom. These Liches will often
be bound in submission and altered by their patron to suit
their ultimate will. In canon, Liches who have subjugated
themselves to another entity in exchange for their powers are
known as Bound Liches.
Common myth holds that the secrets of Lichdom are
usually spread apart across the planes, but certain
repositories of grand knowledge may exist. Books such as the
Necronomicon, the Black Book, and the Living Thought are
said to exist that hold the entire secrets of Lichdom. Some
scholars, mostly of monastic orders, purport that the pursuit
of Lichdom is simply escaping the cycle of reincarnation by
truly knowing the self.
Whatever the case, classical Lichdom has a few known
rituals that are relatively well researched. The beginning step,
some middle-level rituals, and the final ritual are all relatively
well-documented although variations do exist.
The first step to Lichdom must always begin with the
Knowing. This is the point at which a necromancer forsakes
'good' deities and embraces the total pursuit, from this step
there is no going back. Usually a simple prayer to evil deities
(which often leads to a Bound Lich) some True Liches claim
to have started with a ritualistic slaughter in the name of
themselves. In this way, a True Lich also begins the first step
on its path to Divinity. It is yet undocumented how a Good
Lich passes through the Knowing. Some elven communities
speak of sagacious Baelnorns - immortal elders who have
sacrificed their mortality and eternity in paradise in exchange
for guiding future generations.

Most middle-level rituals are simple evocations or


conjurations designed to produce the materials for the final
ritual. This includes strengthening the phylactery, infusing
reagents, etc. Often the raw magical energies required for
this process will begin to rapidly age the proto-Lich - and
being too consumed with the pursuit of Lichdom to maintain
appearances, this is also the stage at which it becomes easier
of locating a proto-Lich. During this stage, depending on the
nature of the Lich, the environment around their laboratory
and ritual sites will change. Most plant life will die, water will
become poisoned, and animal life will grow sick and their
flesh will become necrotic. This is not to say all Liches
produce these results. There is one instance of a Bound
proto-Lich in service to a mighty Dao clan near a mining town
that mysteriously found a massive vein of gold ore. Another in
service to a god of Quaggoths began to cause the nearby
village to devolve into lustful and cannibalistic frenzies.
The final ritual is the most well documented because it is
the point at which a proto-Lich is most vulnerable and their
presence is most observable. The central ritual is for the
proto-Lich to kill itself on the night of a celestial event. The
most traditional means of this is through an Elixir of
Defilement on the night of a Full Moon. The means by which
the proto-Lich performs this ritual is also dependent on their
patron and alignment. Most
Liches will create the final Elixir with the ichor of a mighty
celestial being - most commonly devas or Unicorns - and the
viscera of an ancient natural being - krakens, rocs, dragons,
etc. The rarity of the celestial event seems to influence both
the strength of the Lich and their bolstered magical prowess.
After killing themselves, the proto-Lich will lie dead for a
day before rising the next night as a full Lich.
The entire process of Lichdom has been examined for
centuries, and it has been suggested that the process of
Lichdom is not necromancy at all - it is the process of
ascension. Liches thus would be a corrupt and limited form
of demi-god - and True Liches who have attained undeath by
their own will are on the path to true ascension. The Lich
Gods: Vecna, Lady Vol, and others are said to be the complete
manifestation of Lichdom.

Physiology

What did you expect, whore? A shining knight? A dashing


king? This is what you wanted! This is what I spent lifetimes
working for! Look at my flesh - I love this flesh! I have bones
stronger than mythril; a drop of my blood can kill a kingdom.
Look at your weak, decrepit form. You're filth. I did this for
you, and you have the arrogance to call me subhuman? I am
not beneath you. You're dying. I... I am alive.
The Lich experiences a much more enjoyable state of
undeath than most undead. Like most, they do not require
sleep, food, drink, or air but they have been known to be able
to enjoy them. A Lich exhibits the general status of necrosis
among the whole body, with drawn flesh and viscous blood.
Feathered and furred species that enter Lichdom will molt
and shed the vast majority of their outer coverings, and skin
often sloughs off in large portions. This process of
decomposition can be carefully staved off, but the motivation
to do so is usually not that present in the reclusive Lich. They
still have excellent sensory input and response however, even
though their eyes are usually among the first to be eaten by
maggots.

The undead body of a Lich is deceptively strong. In addition


to their ability to reform, their corporeal form is extremely
strong and their viscera are very potent. Bones are as strong
as the strongest metals, blood is extremely toxic, and even the
touch of a Lich makes flesh necrotic. Liches can paralyze
mere mortals with this touch, and conjure forth hordes of
undead minions at their will. Bound Liches are often imbued
with great powers in line with their patron also.
A Lich retains perfect recollection of their past life, and
often claim to have sharper wits and a more subdued
disposition. Depending on the patron of a Lich and their
alignment, some Bound Liches exhibit a slow decline into
madness (especially among chaotic deities and fiendish
patrons.) The immense timeframe that a Lich has to
implement plans, along with the tomes of knowledge they
gain on their path are counted among Liches as their
strongest asset.
The magical energies of a Lich are amplified by the potent
rituals and excruciating trials one must perform to become a
Lich - the sheer force of will alone; the drive and ambition of a
proto-Lich is a nexus for the raw magical energies of
undeath. But this toll of everlife is exacted upon a Lich in the
form of requiring souls to fuel their phylactery's energies.
Several subspecies of Lich exist that react differently to
Lichdom, some notable Liches are Alhoon Liches,
Dracoliches, Arcliches, Baelnorns, True Liches, and Bound
Liches. The Demilich is an advanced form of Lichdom; one
that has been starved of souls whose consciousness travels
without regard for planar boundaries.
The specific form of phylactery is traditionally depicted as a
metal strongbox stuffed with scrolls and parchments with
strange runes. It is safe to assume that most Liches choose
an alternative form as adventurers take to smashing all
objects and casements that look like they might have a few
coppers in. A phylactery must be of strong material
construction, certain rarity, or personal importance so as to
grant it magi-corporeal binding stability.
A relatively easy to attain form is a that of an exotic gem,
which is relatively safe from being smashed and easy to
disguise as a simple magical pendant. Phylacteries may also
be imbued with magical properties beyond that of Lichmagic, such as Contingencies, curses, and illusions. These
act as a defensive mechanism to protect the phylactery if the
series of minions and hordes of undead are swept away.
To continue existing in their current form, a Lich must feed
souls to its phylactery. The amount of souls required seems
not to vary, but has been known to increase with great
magical exertion. Many Bound Liches attest that if
significantly trusted, their patron will imbue the phylactery
into their divine presence - thus rendering the Lich
completely immortal unless the bond between divinity and
Lich is severed (usually in consecrated or desecrated
grounds, with specific binding magics, and a powerful gem
designed to capture the unbound Lich soul upon severance)

245

Variant Liches

Mother never was fond of my... tendencies. A failed tadpole


was regarded as useless to most of the others, but I always
thought of death as an opportunity. No one thought much like
me, which made me the renegade mind. That's in the past
though, long ago I... eliminated those objections. Ah, but what
is one without their heritage. The taste wanes with every year
it seems, but I can never resist the desire to enjoy a fresh
mind. Old habits die hard, it seems.
The ecology of Lichdom is a controversial and vast field for every sentient species so too are their respective Liches
and sub-classes of Liches. Some races of course are simply
too aggressive or unintelligent to support more than one or
two exceptional Liches: goblins, orcs, Quaggoth, and others.
But truly advanced species often have similar rates of
Lichdom as the common human: elves, dwarves, halflings,
tieflings, and others all are prone to Lichdom.
Certain qualities of a race make them more or less
predisposed to Lichdom. Races the live for long or indefinite
periods of time, such as elves, gith, celestials, or fiends often
are not drawn to infinite lifespan of a Lich.
Races with already inherent magical prowess also do not
tend towards Lichdom. Lichdom is more prevalent among
the ambitious races: humans, dragons, half-elves. Races
concerned with purity such as yuan-ti, nagas, and some
dragon sub-species are even less so inclined towards
Lichdom.
The Demilich is considered by some Liches to be a
degeneration of Lichdom, and by others to be the next
evolution of a Lich. A Demilich has been deprived of souls for
such an extended period of times that the magics sustaining
the body (and some would say consciousness) of the Lich can
no longer function - slowly dissolving a Lich into a sole bone
body part - usually a skull or hand. In this state, Demiliches
claim to exist as "an ethereal conscious."
Whether this is simply a constant state of divination magic
- in which the scrying matrix fuses with the psyche - or a
limited form of divine presence is still unresolved.
Dracoliches are the draconic form of Lich, who along with
inheriting the strong magics and temperament of the race
also have a unique feature among Liches. A Dracolich may
imbibe itself and soul into the body of another drake such
that it has full possessive control (not unlike fiendish
possession.)
Celestial beings are thought to be incapable of becoming
Liches, but rumors of fallen Deva and Planetars seeking
godhood through Lichdom do exist. Fiends and other
outsiders can become liches, classified as lichfiends.
Especially in the intrigue of the Hells, it is not uncommon for
a fiend to essentially steal the souls of lesser devils to prevent
a rise of power similar to their own. These beings exist solely
by the will of a superior fiend, however, and at any moment
their soul may be cast down back to the Maggot Pits of
Avernus.
It is unknown if the Lich deities were once pure or if they
ascended as Liches. Some theologians posit that the divine
essence could not be corrupted in such a way - but the matter
is often reserved for a matter of thought experiments.

246

Inter-Species Observations

I simply do not understand the fears of these mortal traders.


Their lives are not at too horrible a risk. Our vampire clans
are safely regulated in most of our provinces. Even the
zombie hordes have somewhat accurately measured
migratory patterns. A Lichdom is a... relatively safe
government.
A Lich's quest for domination often leads it to the ultimate
evil: a political career. Fueled by a sense of absolution,
infallible logic, and a keen distaste for living governments - a
Lich will often assemble hordes of the undead to be governed
by their will. These Lichdoms are tyrannous blood-hordes at
best, but some rumors exist of relatively peaceful, almost
utopian, societies where the dead serve the living and a
Lichking rules in tandem with a mortal king.
A sole Lich who does not pursue the creation of its own
state will often hole up in ancient tombs, caverns, towers,
cairns, etc. In these locations the Lich will extend its reach of
power with subjugated mortal envoys and undead servitors. A
Liches physical nexus of power is almost never the location of
its phylactery, which is kept in much more secretive and less
extravagant (though much more deadly) locations.
Liches are haughty in comparison to all races, especially
mortal ones, viewing them as little more than ants. Immortal
or long-lived races may garner some respect, but even then a
Lich will always call into question their
"inferior intellect." Even minor divines are often treated
lukewarmly by Liches. Trickster gods enjoy Liches as they are
the ultimate source of entertainment, gladly manipulating
them into performing inane tasks or foiling their plans for
world domination.

DM's Toolkit
A Lich is iconic to the Dungeons and Dragons
experience. For every kind of NPC there is a
different kind of Lich. According to RAW, a Lich is
only suitable as the finale of an epic level-20
campaign, or the massive expedition of groups of
lower-level players. But the roleplay opportunities,
the minions the Lich sends out, and the overall
flavor they can bring to a campaign makes them a
near-mandatory aspect of any DM's career. Don't
cheapen Liches however, they should be
surrounded in mystery and taboo. Also, the quest
to become a Lich is an great downtime-consumer
for a single player - giving a DM plenty of
opportunities for inter-party politics and player
development. A Lich should be a big personality
too, with a solid backstory for each one.
No matter what, remember that a Lich isn't just
another stat sheet. Adding one to a campaign is a
conscious choice to alter your campaign almost
fundamentally. For this reason, I've included
campaign/adventure hooks instead of my usual
encounter hooks. Enjoy.
A member of the party finds a book bound in
human leather inside the robes of a dead
necromancer. Scrawled on it are the words "Do not
open" written in blood.
The party awakes to find themselves imprisoned
in a cell. A nearby prisoner tells them to
"Remember the true king" as an undead Minotaur
grabs him and leads him off to the gallows.
Screaming is heard.
A close party-mate or NPC of the party dies at
the hands of a Lich. But it offers the party a
solution: get rid of the Lich's master and their
friend will be resurrected. The catch? To get to the
master, they'll have to go through Hell.
The party arrives on a tropical shore after a long
voyage to the new world. But everything is different
in this hostile new world, where undeath is the
norm.
A vicious assassination in the capital has caused
a court noble to seize power, but recent reforms
have rumors of foul magic befalling the kingdom.
The party's adventures in the Far-EastTM have
ended, but on their way back to Totally-NotMedieval-Europe, they find themselves lost in a
desert. Here, pyramids shift with the sands,
massive cities live in dunebanks, and a vision of
what the party thinks is a mummy haunts their
dreams.
A Lich of the Shadowfell has decided the Prime
world is his next target, deciding to open planar
rifts throughout the world to cause an apocalyptic
merging of the two worlds.

247

Lizardfolk

"You would do well to tread carefully in the swamps, human.


Not all of my kin are well fed and wouldn't find you any less
appealing a meal than you would a fat pig"
-- Lizard Folk Shaman

Introduction

Lizardfolk or Rak'Ta (what they refer to themselves as) are a


large seemingly primal race of reptilian humanoids. They
have many colors and variations which can help depict
heritages and regions. Lizardfolk are carnivorous and
dangerous to any humanoid aside from another Lizardfolk.
This does not make them evil it is simply just their way of life.
Meat is food and you are meat is as close to an apology
anyone will ever hear.
Lizardfolk are entirely alien in thinking to most races, they
care about one aspect and that's survival. They do not seek
progress like many races and they don't seek to make more
defensible kingdoms or communities they band together
simply to survive. This doesn't mean that they are uncaring;
neigh they are a tight knit community. There is a lot to be
learned still about the reptilian race and the more I can relay
the better relations can be handled with them in the future.

Physiological Observations

Lizard folk stand at 6 to 7 feet tall and are typically well


muscled strong individuals. Resembling a mix between a
burly barbarian and a shorter snouted monitor lizard they can
be menacing even to the toughest Dwarves. Lizard folk are
strictly carnivores and sustain themselves on a substantial
amount of meat each day.
Lizard folk as mentioned come in many colors but most
commonly are that of lighter greens, blacks and forest greens.
This usually indicates the habitats in which they live for
better camouflage. They have large yellow eyes with vertical
slits for pupils. Their heads on average resemble a
carnivorous monitor with large sharp teeth. Their teeth are
typically very clean and white as their diet consists mostly of
fresh sanitary meat.
Lizardfolk while ravenous carnivores are not barbaric in
their consumption and acquisition of food. They are excellent
and intelligent hunters using well-honed tactics of brute
force, stealth and well put together traps to bring as much
food to the table as possible. Rak'Ta are surprisingly warm
blooded so they must consume a large amount of meat every
day. For an average specimen standing 6 feet tall they must
consume over 7 lbs. of meat a day for normal sustenance.
They can survive for 2 to 3 weeks without food but will
become slower and more preservative of energy with each
day of a missed meal. They do cook and flavor their food
typically with plants and other vegetation. It can be said
Rak'Ta are some of the best meat cooks in the lands with
their technique and spices, although they are not discriminate
on the animal it comes from so it's best not to ask.

248

Males and females are very hard to distinguish for most


other races. Females are typically more slender in stature
and males are slightly wider and taller. Males are typically
also more vibrant in color much like their distant lizard
relatives. This is useful to lizards for mating practices but to
the Lizardfolk this makes hunting skittish prey more difficult
as they can stand out in the dense foliage of their
environments. For this reason Males tend to be more openly
aggressive in hunting and fighting while females with their
slightly muted colors are more apt to stealth and subversive
tactics on the hunt and in battle.
Lizardfolk while fully reptilian do carry some amphibian
like traits. They are foremost air breathers but through
special small gill pouches inside of their mouths they can
filter oxygen from the water. Most Lizardfolk communities
live in dense jungles, forests or swamps and typically near
water as to take full advantage of variety of prey. They are
excellent swimmers and as much as at home in water as they
are on land.

Social Observations

Lizardfolk while seemingly brutish and barbaric in


appearance are far from in social form. They are primal yet
sophisticated socially. They live in tribes of around 30 to 50
adults and typically between 1 and 2 children per adult
couple over the span of their lives. That equates to a lot of
food and thus many members are hunters. Very few adults do
not hunt. Those few, who do not hunt, watch the tribe's
children and teach them. The children are all taught together
the lessons in cycles of the year and how to hunt and gather.
Luckily children learn quickly as they reach adulthood at only
5 years of age.
Rak'Ta are caring parents to their children but also care
deeply for the children of others. The family in their eyes is
the whole tribe and while they favor their own offspring they
do care for everyone's children in some way.
Couples are typically joined together after their first mating
making them bonded not unlike marriage. This typically is a
budding relationship by familiarity with another and grows
over time. It is rare for a couple to split as they are
monogamous but if one is unfaithful the cuckolded one
typically finds another mate also. These splits are most often
unpleasant and sometimes lead to one or more members
leaving the tribe.
For growing up so quickly Lizardfolk live long lives
naturally. They can reach ages of up to 60 years when not
stopped short by disease, battle, or other unnatural deaths.
Childhood while short is typically very fondly remembered.
They do their lessons in the mornings and by mid-day they
are left to roam the areas near to the tribe's encampments to
explore and play to their whims. This of course is supervised
from the teachers from afar in case of dangers but the young
are capable fighters on their own. They also tend to stick
together in small group of 4 to 5 younglings to play games
with each other.

Among the tribes there's a structure similar to barbarians


with elder council and a shaman giving council to a Chief.
The Chief seems to always listen to their advisors and make
an informed decision when needed. The elders are always
members who have been prominent in their tribe in some
way. Weather battle exploits or benefited the tribe in some
other way the council will agree amongst each other and
invite a new member based on their deeds. The
Shaman and Chief are typically passed down in a family of
the most promising offspring to fit the job. It is rare but it can
happen where another young is chosen to be groomed for
such a position if no suitable offspring are produced.
Lizardfolk live in these tribes with strong but temporary
stitched and lashed together wooden homes. They follow the
best food sources for their areas and move when needed to
follow a herd or if simply nothing's left to hunt. In colder
regions and months they will line homes with skins and wear
skins to further keep warm. Although typically they hunt a
primary animal in a region they will kill and eat what they can
since they need large amounts of food.
It's not unheard of for a tribe to eat 4 to 5 full grown horses
in a day.
Fighting between tribes can and does happen. If they
intersect and food becomes scarcer the tribes will then
diplomatically try and express their wishes for the other to
leave. These talks rarely end well though and war breaks out
soon after. These wars are often short and decided in 1 large
battle. The refugees and survivors are typically forced to
move and start anew in a different area with significantly
smaller numbers. This can cause bitter rivalries in clans that
can last decades and in 1 case I've been told centuries.
During most of the daylight Lizardfolk are determined and
actively either busy cleaning and repairing their homes,
hunting or gather. During the night they share stories and talk
amongst each other much like the patrons of any tavern. They
eat only 1 time a day and take their meal and drinks of water
all at once and need to digest so they socialize operating at a
lower energy level. Digestion does take a bit more effort for
them than most other humanoids and in this time they are
more lethargic and unable to effectively fight. For this reason
there's typically the group of the most elite warriors that eat
only after the majority of the tribe have finished with their
digestion period. These warriors are given the title of Grafta
which roughly translates to a deadly poison in common, and
are well respected in the community. These warriors are
typically found in a group of hunters and are can be far more
dangerous than the average Lizardfolk.
While they primarily consume water Rak'Ta do have their
own drink they use in occasions. This drink is typically made
from fermented fruit and plants and is strong as dwarven ale.
It is a despicable taste of rotting plants and stagnant water
but they seem to favor it.
Lizardfolk are not of an organized zeal or religion but they
do greatly favor and respect larger reptiles, either by giving
them wide-birth or simply never attempting to hunt them.
Commonly this is a dragon that they do not disturb or even in
some cases huge carnivores like a Tyrannosaurus. They will
sometimes strike deals with dragons and act as a first wave of
protectors for their lairs in exchange for food and protection
from the dragon.

Socially males and females are not distinguished in any


way. There are no such qualms over sex among Lizardfolk.
Each member of a community knows their place and does
their job and in that absolute practicality they rarely take time
to even consider such matters and focus on survival. Anyone
typically holds any position in the tribe as for the most part it
is all based on deed.

Inter-Species Observations

Lizardfolk typically just consider most other animals as food


unless they are far outmatched. As mentioned before, this
commonly will be only dragons but in more remote reaches
larger dinosaurs can be included in this exclusive group. This
does not mean they will immediately attack intruders in their
territory as they understand negotiations can bring them
greater amounts of food then simply just killing and eating
them.
Any amount of long term alliances or trade typically breaks
down because of neglect by the Lizardfolk to continue talks.
As they are mostly self-centric in thinking of survival they
don't pay heed to other matters especially social ones during
the day. This is why when speaking to Lizardfolk in any
diplomatic fashion is always favorable at the later hours of
the day as they are more open to ideas with their bellies full.
Lizardfolk in abundant food areas do take other animals as
pets or working animals for many things. Hunting dogs,
wildcats or even bears are not unheard of but they favor
reptiles and seem to relate with such creatures easier. In
regions where dinosaurs live Lizardfolk inevitably find
plentiful food and keep Velociraptors or Deinonychus as a
human would hunting dogs.
When fighting Lizardfolk typically carry swords and shields
as their main weapons. The shields are made of tempered
and treated wood making them very sturdy and not easy to
break. They are skilled in many weapons but more often than
not have only clubs. Most weapons are spoils of victory
against other races. Outside of a club and they favor the
sword. Although rare they can make their own weapons if the
tribe has a blacksmith.
While blacksmithing isn't common some tribes do learn
such ways and forge weapons. Even rarer if a tribe happens
to have a magic user among them they will typically have
enchanted weapons and armors. Lizardfolk spell-casters
almost always focus on Nature, Evocations and Creation
magics. This stems from the drive to better their
communities and will for the most part use the spells to
further their tribe's success.
When outsiders are encountered by Lizardfolk hunting
parties they typically start peacefully recognizing other
sentient races. Pre-designated spokesperson will greet the
strangers with the group holding back ready to fight in an
instant. The more stealthy females will slowly attempt to
flank the strangers if possible to better their odds in-case of
the coming fight. They will allow travelers through in trade
for food or sometimes even weapons. A common adage of
one region is Passage through the swamp requires 3 swords
and a buckler.

249

When fighting Lizardfolk use their whole bodies when


fighting. They trip with their tales and bite when then can.
They are skilled in weapon combat but mix in their natural
weapon for surprising maneuvers or feints. The Grafta are far
more skilled and could be considered experts of their chosen
weapon in almost any land. Males will typically roar and
charge in the front while females attempt to ambush from the
sides and flank of an enemy or group. They attempt to
overwhelm with ferocity and numbers but eventually fall into
steady fighting patterns if the prey still resist.
Tactics when hunting are not very different. For more
skittish prey they will use bows from ambush but for more
sturdy prey that fight they treat them much like when fighting
a group.

Variations

Lizardfolk are a diverse group and detailed differences are


bellow.
Jungle Lizardfolk: they are lighter green and typically are
striped with blacks and red lines down their bodies.
Forest Lizardfolk: Darker green in color and have a more
mottled appearance with dark brown mottles skins that help
blend in with the forests foliage.
Swamp Lizardfolk: These Lizardfolk are typically solid
black and favor ambush from the dark murky waters.
Snow Lizardfolk: Far rarer these varieties hunt and follow
large mammoth herds or even caribou. They are smaller only
reaching 5 feet at max and are white with light blue stripes
down their spines.
Desert Lizardfolk: These light to golden brown individuals
eat smaller animals and bugs, foraging for large amounts of
them. They do however attack and eat humanoids far more
often and will attack groups on sight if they think they can
win.

DM's Toolbox
Lizardfolk are easily made into a monstrous
adversary or ward against the wilderness. As a DM
basic enemies can get boring and maybe you could
try and stop fighting between tribes that would
awaken the wrath of one of the tribe's protector
dragon. Don't be afraid to break out of the norm
and use the Lizardfolk in different ways.

250

Magmin

"Without setting anything on fire, you will heat only the area
inside the furnace to the stated temperature. You will then
maintain the temperature of the furnace until you are ordered
to stop. When you are given the order to stop, you will
continue to refrain from setting anything on fire while you
allow the furnace to cool and await further instructions."
-Acclaimed wizard Cyrus von Hardt's orders to a
summoned magmin

Introduction

One of the most valuable skills for a summoner is knowing


which tool is suited for which job. While magmin may lack
the subtlety of other summoned creatures, they excel at
causing chaos and destruction. In fact, magmin are so
specialized to this purpose that it is difficult to use them for
anything else.
Magmin are difficult creatures for summoners to work with
- they believe that burning is the natural state of all flammable
objects, and all of their instincts drive them to burn
everything in sight. Further, they are free-spirited
troublemakers, and are ill-suited to the simple, monotonous
tasks that golems excel at.
If not kept on a tight leash, a magmin can turn even the
simplest of missions into a chance for arson. On the other
hand, if you want something burned to the ground there are
few creatures more suitable for the job.

Physiological Observations

Magmin are not naturally occurring creatures. Similar to


golems, they were originally fire elemental spirits, but the
summoning process that bound them to the Material Plane
also trapped them in a black shell of hardened magma.
This shell is hard and thick enough to repel most weapons.
If the shell is ever broken completely the volatile innards of
the magmin explode outwards, raining fire and magma down
upon everything nearby.
The hardened shell of a magmin glows a faint red from the
fire within, and particularly flammable materials can be set
ablaze just from the heat radiated by a magmin. This heat is
particularly concentrated around the hands, where small
holes in the palms release the flames trapped inside the
magmin's shell.
Magmin have a limited amount of control over the fire
within, allowing them to force small jets of flame out through
the cracks in their shell. This ability is normally used to
illuminate the surrounding area. Magmin can choose not to
stay alight, but unless specifically bound to do so by their
summoner they may occasionally set themselves alight as a
simple reflex. Some magmin have exhibited the ability to use
this flame as a ranged attack, but that extent of control is
exceedingly rare.
Magmin are usually small and compact; some researchers
have theorized that a more powerful elemental could be used
to create a much larger magmin, but so far their studies have
failed to stabilize the elemental within a solid form.

Social Observations

Magmin are seldom able to create their own cultures; as


summoned creatures, they are usually at the beck and call of
their summoner. However, when released from a summoner's
control after his death or for other reasons, magmin will
travel in a disorganized tribe with no discernible leader,
wandering the Material Plane until they come across a
source of immense heat, such as a forest fire or a volcano. A
number of magmin will remain behind while the rest of the
tribe moves on, continuing their destructive wandering.
For this reason, volcanic eruptions are often accompanied
by magmin raids, as magmin follow the heat outside of their
temporary home.

Behavioral Observations

The destructive habits of the magmin are not born of malice,


but of instinct and innocence. With faint memories of the
Elemental Plane of Fire, they associate fire with comfort
rather than pain and destruction, and can never be made to
truly understand the fear of fire exhibited by other creatures.
In their ignorance of the pain fire causes to beings of flesh
and blood, magmin find the panic of a creature set aflame
highly comedic. If left to its own devices, magmin do not
actively try to attack other creatures, though they may
attempt to set them alight out of curiosity or boredom. When
attacked, they prefer to flee rather than fight back. If forced
into a corner, however, they are capable of fighting with their
superheated hands. Simply being touched by a magmin is
enough to cause severe burns. While magmin do not move
particularly fast when they reach out, the heat haze that
surrounds their hands can make the attack difficult to dodge.

Inter-Species Observations

Magmin are often summoned by fire giants and efreeti for


use in warfare. Being immune to fire, an army of fire giants
can fight alongside magmin without fear of their destructive
habits. Attracted to all sources of extreme heat, magmin
tribes sometimes end up following red dragons, which may
tolerate them if they pay it the appropriate amount of respect.

DM's Toolkit
Magmin can make a very good addition to combat
encounters across many levels. With resistance to
nonmagical weapons and their signature death
burst, magmin are a large challenge to meleeoriented classes, so they can be a good way to
make casters shine.
The addition of magmin to an encounter
drastically alters the tactical situation. Magmin
encourage the party to spread out and move
around constantly to avoid being caught in the
blast radius; a steady flow of magmin can be a
good way to make a fight more dynamic for a party
that tends to remain stationary.
The predictability of the magmin can also make
them good as a decision point. A villain might
release a group of magmin as he escapes, forcing
the party to choose between pursuing him and
letting the town burn.

251

Medusa

"A woman with snakes for hair is just the thing to get me rock
hard."
-Every adventurer ever at some point in a tavern.

Introduction

Once mortal beings obsessed with their own vanity, medusa


are immortal creatures forever cursed by the means they took
to achieve youth and beauty. Whether it be from dark lore
books, favors from evil wizards, or sacrifices to demons,
these beings lived many years of bliss, having obtained what
they seeked. However, although their beauty never faded, their
hair became a nest of vipers and no one that looked upon
their visage became able to sing praises of their aesthetic
appearance. Cursed with immortality, the medusa locks itself
away in its, by now, dilapidated estate or dungeon, forced to
live in virtual solitude, their beauty they sold their soul for
now being useless.

Physiological Observations

Since any sentient humanoid race can have the vanity


necessary to achieve the curse of the medusa, each one can
have a varied physique: from short, stocky, once-Dwarven
medusa, to tall, lanky, pointed eared medusa. Through the
whole spectrum of shapes and sizes, men and women, some
traits, however, always remain constant. Regardless of age,
they will have eternally youthful and very beautiful faces. The
medusa's face will look like the epitome of beauty in the
culture of its previous race (i.e. Dwarven medusa have long
beards and strong jaws, Elven medusa have high cheekbones
and fair skin) This being the prize they paid their souls for, a
medusa's face will never receive a blemish, wrinkle, or
imperfection. Their eyes are rumored to be a creamy white
color, vacant of any pupil or iris. This is only a hypothesis, as
even in death, the medusa's gaze can likely turn an onlooker
to stone.
The final similarity is that the medusa's hair becomes a
nest of extremely poisonous snakes. Any person able to avert
their gaze long enough to approach the medusa will soon find
themselves on the ground, their systems shutting down as the
venom from one or more of these several dozen snakes
courses through their blood stream. After a medusa is killed,
the snakes die shortly after. After an autopsy, it was
determined that these snakes have the identical biological
systems to that of any naturally occurring viper. It is unclear
whether or not a medusa's hair transmutes into the snakes,
or if their hair falls out and these grow in its place.

Social Observations

Medusa are some of the most solitary beings in existence.


Since even other medusa, including themselves, are subject
to the petrifying gaze, they do not even share company with
others of their kind. Because of this prolonged seclusion, the
longer a medusa lives with its curse, the stranger its
personality may become.
They can forget the language they spoke in life, becoming
almost entirely feral. In this case, medusa become afraid or
hostile to other life, and attempts at contact will be met with
vicious attacks and unintelligible screams and shrieks.
252

Another response to eternal loneliness can be desperation


for company. These medusa yearn to speak to other
creatures, and will try to keep those in their lair alive and
talking for as long as possible, their voices being the first the
medusa has heard in years. Depending on how hostile the
medusa is, this can result in either a hunter playing with its
prey as long as possible before killing, or simply a lonely
hermit wanting its first guests to never leave. However, if this
docile medusa senses its only guests might desert it, the
medusa can very quickly become aggressive and act as
malicious as the previous example.

Behavioral Observations

Even though they are almost entirely cut off from the world,
even medusa know that they are infamous for having lairs
littered with statues of fallen adventurers and once loved
ones. Aware of this, medusa are likely to use these petrified
creatures in one of two ways, depending on their
temperament.
Some medusa, after holding onto this curse for so long,
have accepted their fate and decide to lock themselves away
in solitude. These creatures want to be left alone, and do not
wish to be disturbed. Medusa of this nature leave the statues
of their foes strewn about the dungeon. They do this as a
warning, hoping to ward off most adventurers and treasure
hunters from disturbing them.
Other medusa, ones that are more malicious, have found a
new use for their fallen enemies. These medusa are more
cunning and find hunting and killing unknowing trespassers
as the only joy left in their lives. These medusa do not want to
warn the intruders of their presence, and don't wish to scare
anyone away. So instead, when a new enemy is turned to
stone by them, the medusa destroys the statue, breaking it
into hundreds of pieces. After the statue is crushed beyond
recognition, the bits are scattered all along the floors of the
dungeon. This works as a makeshift alarm system for the
medusa, seeing as the constant kicking of pebbles and stones
is very easy for its blind minions (such as grimlocks or hook
horrors) to detect. Now all in the dungeon is aware of the
adventurer's presence, while he is unaware of all that awaits
him.

Intra-Species Observations

Since anything with eyes turns to stone at the sight of a


medusa, there is little to no information on the intra-species
mingling of them. The creature does usually have minions,
either recruiting blind monstrosities such as grimlocks and
grell, or by collecting constructs immune to its gaze, such as
golems and gargoyles. Most creatures capable of existing in
the domain of a medusa are incapable of meaningful
company, so very little interaction is had between the medusa
and its subjects aside from basic commands.

DM's Toolkit
The medusa is a great monster to use as a boss for
lower to mid-level parties. The thing that I love
about them most is how recognizable they are,
even to new players. Everyone knows about the
gorgons they are based on. What makes the
medusa even better from a DM standpoint is that
they aren't exactly like the gorgons everyone
knows. They look and act slightly different. This
means that there is just enough known about them
to cause fear in new players, but enough different
about them that knowing about gorgons doesn't
give the players a guaranteed plan of attack.
Remember that fighting a medusa is two
encounters in one: finding out how to hit
something you can't look at and once you find the
method, then killing it. Have fun with the
environment and objects around the party when
fighting the medusa. If they just look at the ground
of a square, featureless room, that just means it will
take longer to kill a creature (because they have
disadvantage) and the fight becomes a chore.
However, if the creature has minions with polished
shields that reflect their gaze, or waterfalls and
ponds with pristine, reflective waters, or other
reasons to keep the party moving their feet and
heads, the fight becomes more intricate and
memorable.

253

Merfolk

She saved me laddie, she did. There I was, adrift at sea,


clingin' to a piece o' driftwood and she came right up to me.
Oh Johnny her voice, if only you'da heard her voice. She
carried me to shore, she did. And when I was safely ashore,
she left me with a kiss. Aye, what a kiss!

Introduction

Merfolk keep mostly to themselves, staying within the


protection of the waves. Only by chance would a land dweller
meet one of the Merfolk. Although there are those starry eyed
mariners that tell of the romantic occasion on far away isles.
The following ecology assumes Fifth Edition.

Physiological Observations

These aquatic humanoids have the upper body of a human


and the lower body that resembles a fish. Merfolk are as
varied in color, size, and culture as humans of the surface.
Some looking as though their human upper body were taken
from a human itself, others with the upper body being vaguely
human, with fins and gills instead of hair, and a mixture of
skin and scales throughout the upper body.
The life span of the Merfolk also closely resembles that of
the land dwelling humans. They reach adult hood at around
the age of twenty one, and will live until they are about eighty,
the oldest case being one hundred and fifteen.
Sexual dimorphism is apparent within Merfolk society,
with females being slightly smaller than their male counter
parts. It is easy to distinguish male and female due to
significant physical differences. First being that females have
breasts, males do not. Second being the body shape, males
tend to be large and muscular, while females tend to be sleek
and their faces more angular.
Merfolk give birth in the open water to warm blooded
offspring. They will find a secluded coral shoal in which to
give birth, with their offspring able to swim minutes after
birth. Multiple births are very rare, and are looked upon with
suspicion in most Merfolk societies.
All Merfolk are amphibious, being able to survive both at
land and at sea. They are, however, much more equipped to
be in the water. They are natural swimmers and can swim
comfortable at a very fast pace. Land is a very different story.
Without legs Merfolk are incredibly slow and have to use
their arms to trudge through land.
Along with their amphibious nature comes the need to
maintain the moisture on their skin, much like other
amphibious creatures. If one of the Merfolk is too dry their
bodies stop functioning. If a death like this occurs, the body
shrivels and starts to desiccate.

Social Observations

Merfolk by nature tend to be very secluded. Because they lack


the ability to forge metals, keep lore, and shape stone,
Merfolk tend to live in small hunter-gatherer societies. Each
of these societies are unique, all with different values and
creeds.

254

Merfolk will only occasionally unite under a single ruler.


These unifications happen in order to face a common threat
or to complete an undersea conquest. When these events
happen and a unification occurs, it often leads to vast
kingdoms with dynasties lasting for hundreds of years.
Vast undersea caverns and huge coral mazes are where
Merfolk feel the most secure, thus those are the most natural
places for Merfolk societies to settle. However, Merfolk have
been observed living in great sunken cities. In all cases,
Merfolk societies are always within sight of the sun for these
societies also depend on the sun for time keeping purposes.
It has also been observed that some Merfolk settlements go
much deeper than previously thought. Sometimes going
down in a vast undersea cavern, or in a city that has sunken
so deep that not even the sun is within its sight. When
observed, these settlements are lit by other means of natural
light. Bioluminescent flora and fauna, such as jellyfish, light
these settlements with an alien aesthetic.

Behavioral Observations

Depending on previous experience with land dwellers,


Merfolk can be either hostile, or friendly. Merfolk memories
are also very long, so misdeeds that happened decades ago
are still fresh in their memory and can easily start a tidal
wave of anger.
Merfolk will usually try to avoid combat, but when forced
into a combat situation they will always use the ocean to their
advantage. They are incredibly fast swimmers so they will use
hit and run and flank tactics. They will also use guerrilla
warfare whenever possible, sticking to the nooks and
crannies of the coral mazes they so often call home.
Having the natural separation from most of the world,
Merfolk also tend to be very neutral in alignment. Their
priorities are always towards their homes and societies.
Merfolk are not downright evil but neither are the absolutely
altruistic. They do what they need to so that they may survive
in peace

Inter-Species Observations

Since Merfolk are rarely seen above the surface, they don't
have a real observable relationship with the land dwellers.
When a Merfolk is spotted above the water it is usually by a
mariner, and the sighting is seen as just a story or a
prolonging of a legend of creatures that live under the sea.
Merfolk thrive in the ocean. They are mostly hunter
gatherers, going out to hunt for fish and scouring the seabed
for edible plants. However, there have been instances where
Merfolk have been spotted as a farming community. They
have coral farms that they cultivate and use to grow edible
plant life such as seaweed and kelp. Along with the coral
farms, Merfolk also herd fish, much like a farmer would herd
cows or sheep. Farming communities are most likely found
when an undersea dynasty has been founded.
One thing that Merfolk depend on the land dwellers for are
metals. Specifically metals that have been forged into useful
tools. They find these metal tools, mostly weapons, in
shipwrecks or along the beaches close to their homes.
If such metal tools are not found, they will carve what they
need from coral.

Merfolk do have natural predators such as sharks and


undersea dinosaurs, but the Merrow are far more dangerous
than any other threat to Merfolk life. The Merrow used to be
Merfolk themselves until they were twisted and transformed
in the darkness of the abyss. Merfolk are always on the
lookout to defend against their demonic cousins. If Merrow
are spotted, a coalition of Merfolk societies will rise up to rid
the ocean of those twisted creatures.

DM's Toolkit
One of the easiest, and most clich, ways to use
Merfolk is to make a society much like the one in
The Little Mermaid. This would be a great dynasty
that formed to accomplish a goal, like hunting
down the merrow. This is great for some rich
backstory and history that your players could learn
through role play.
Another way that I like to use Merfolk is much
like the Doctor Who episode The Curse of the
Black Spot. The players are on a ship that has been
caught in the doldrums. Then a single Merfolk,
typically female, starts dragging the crew to the
bottom of the ocean one by one. The reasons why
this happens are up to you.
Merfolk can also be changed physically
depending on how you want to portray them in
your game. You can have the stereotypical Merfolk
look with a completely human torso, or you can
make them a sort of human/fish hybrid, making the
upper half mostly humanoid, but not necessarily
human. The latter option makes the Merfolk even
more alien and separated from the land dwelling
world.

255

Mephit

"Small? Yes. Bothersome? Very. But tell me that mephits


aren't dangerous too, boy, and I will never let you live it
down."
--Torgard Cragbane, scolding his squire.

Introduction

Mephits are small, imp-like beings that dwell within the


elemental planes. Gathering into small groups and mobs,
these capricious tricksters can go from annoyance to deadly
foe in an instant the moment their numbers swell.

Physiological Observations

Mephits are small creatures, and at first glance resemble


imps. Small, winged, and with lanky limbs that extend from
their hunched torso, some have even mistaken mephits for a
rare species of imp. The fastest way to distinguish a mephit
from an imp, however, is also its most obvious trait. Mephits
originate from the Elemental Planes, and because of the
diversity of the planes and their environments, mephits follow
the same trend.
Mephits come in a variety of elemental types: dust, ice,
magma, mud, smoke, and steam. Each element is a
combination of two of the more basic elements, with fire,
water, air, and earth mephits being ancient ancestors of the
modern mixed subspecies of mephits.
Each mephit's appearance follows their elemental origin,
with steam mephits leaving trails of hot air behind their
twisting, amorphous bodies, and droplets of lava sticking to
the burning skin of magma mephits. Mephits always seek to
live in areas that suit their elemental nature, whether it be a
swamp for a mud mephit, or a frozen cavern for an ice
mephit.

Social Observations

Mephits congregate in large mobs, but usually only ever with


their same elemental kin. Each type of mephit demonstrates
different trends in personality, and because of this as well as
their own selfishness and distrust for others, they tend to
gravitate away from other mephits of differing type.
A mephit mob can consist of up to 50 individuals, with no
designated leader or roles. Because of this, mephits act
within their mobs very independently, almost selfishly. While
swarming a target is simple enough, mephits have no
hesitations when it comes to retreating and leaving their
companions to die amidst the chaos.
Even though mephits are very loose in their organization,
those that have the rare ability to summon other mephits
stand as pseudo-leaders within their mobs, and these are the
only mephits that can force another to obey. Mephits also
have no need to eat, drink, or sleep as well, making them very
self-sufficient when alone. Some academics theorize that this
is why mephits have no true chain of command or power
structure, as their needs for survival are very simple and
require no cooperation amongst others. Mephit mobs only
survive through natural protection from their environments,
and a single mephit can move through several mobs during
its existence.

256

Behavioral Observations

Mephits are rude little tricksters, and commonly harass other


creatures through mockery, stealing, and occasionally a
breath attack if they truly wish to be malicious. Mephits may
enjoy annoying others, but they don't stick around if things
seem dangerous. Mephits are selfish and cowardly, preferring
safety over glory in combat.
Sometimes mephits become too caught up in their
mockery, getting into name-calling fights with other
creatures, occasionally at their own peril. It's this blind
rudeness and malice that gives mephits their biggest
weakness. Even though mephits don't usually know
Common, they convey their teasing though Terran and use
hand signs and movement.

Intra-Species Observations

Mephits have a great distaste for non-elemental creatures,


and even see their fellow elementals as simply dumb, big
cousins. Mephits have been known to be used by wizards and
sorcerers as familiars but these servants are rarely loyal and
never imposing as guards.
Mephits may hate other creatures, but their cowardly
nature makes them little more than irritating to the typical
creature. It's when mephits gather as mobs that solitary
creatures become more wary.

DM's Toolbox
Mephits can be described as having two distinct
qualities: they have a breath weapon aligned with
their element, and they have the ability of death
burst, to explode upon death and send their
element flying in all directions.
This makes hordes of them potentially deadly
when a chain of magma mephit explosions create
an explosion of immense proportions.
This also means mephits can be from virtually
any elemental origin. Lightning, acid, necrotic, and
many other types of elements are left out of the
typical mephits, allowing for a great deal of options
for more unique types of mephits.
Mephits are commonly familiars to more
powerful creatures that can control them with fear
and magical prowess, making them passable
minions for rakshasas, efreetis, and evil
spellcasters.

Mind Flayer (Illithid)

Where do the illithids, whom men call the mind flayers, come
from? asked the mage in a trembling voice.
The githyanki's eyes narrowed. Mind flayers are not of your
world. They are not of any known world. They have been
traveling the planes for so long, not even they know where
they come from. From a secure base underground or from a
darkened planet they send out projections of themselves to
new prime material planes, scouting and searching for a new
realm to conquer and enslave.
*Once a realm is discovered, it is doomed; the mind flayers
have one of their number remain projected at the new plane
while others use their psionic powers to enter the Silver
Realm, that which you call the astral plane. These others
then follow the scout's silver cord to the entry point to the
new plane, use psionic science to enter that plane, and begin
bringing about its downfall. Our mages believe their lost
home plane was anti-magical, and that they possess the same
nature, for they resist magical influences so strongly that
even the most accomplished wizards are taxed to slay them.
I saw a githyanki warrior older than any of you here, even
you elves, charge a mind flayer - and in seconds it ruined his
brain with blasts of mental energy. Three times it hit him three times! The warrior was dead before he took ten more
steps. It took five warriors more to bring the brain-eater
down, and I was the only one of the five to come away with
my brain and mind still intact.*
The room was silent, and the githyanki continued. *Yes,
brain-eater. That's what I said. Illithids relish the brains of
humans and similar beings the way you eat the meat of cattle
and fowl. To them, eating brains is a symbolic gesture. All
illithids believe that they are the master race, the true and
rightful rulers of all sentient creatures. They have no kinship
to humanity or any other known race. They worship no gods,
because they deem themselves the ones who should be
worshiped.
Being as intelligent as they are, endowed with psionic
powers, and as physically weak as they are, the illithids
believe that the mind is everything and all-important. The
githyanki tapped the yellowed skin of his temple with a bony
finger. To eat the brain of another race is the ultimate symbol
of dominion over that race. They consume that which is
important to them. Their tentacles have bony ridges that cut
flesh and bone with ease, exposing the inside of the skull.
-Excerpt from Roger Moore's "Ecology of the Mind Flayer",
Dragon Magazine, issue 78 (October 1983).

Introduction

In eons past, illithids controlled empires that spanned many


worlds. They subjugated and consequently warped whole
races of humanoid slaves. Connected by a collective
consciousness, the mind flayers hatched plots as far-reaching
and evil as their fathomless minds could conceive.
Solitary illithids are likely rogues and outcasts. Most
belong to a colony of sibling mind flayers devoted to an elder
brain. Mind flayers are the scourge of sentient creatures
across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that
harvest entire races for their own twisted ends. Four
tentacles snake from their octopus-like heads, flexing in
hungry anticipation when sentient creatures are near.

Physiological Observations

Physiological Observations

Illithids have a humanoid body with an octopus-like head.


They have four tentacles around a lamprey-like mouth, and
require the brains of sentient creatures as part of their diet.
An illithid who snares a living creature in all four of its
tentacles can extract and devour its living brain. Their eyes
are pale white, and they can see perfectly in both darkness
and light. Their sense of hearing is slightly poorer than a
human's; they have difficulty distinguishing between several
sounds mixed together, yet they are good at discerning from
which direction sounds come. Their skin is purplish blue to
gray-green and covered in mucus, and is very sensitive to
sunlight. They loathe sunlight because it is irritating to their
skin, drying the mucus.
Illithids are hermaphroditic creatures who each spawn a
mass of larvae two or three times in their life. The larvae
resemble miniature illithid heads or four-tentacled tadpoles.
Larvae are left to develop in the pool of the Elder
Brain. The ones that survive after 10 years are inserted
into the brain of a sapient creature. Hosts are determined in a
very specific manner. Hosts generally are humanoid
creatures that are between 5 feet 4 inches and 6 feet 2
inches. The most desirable of races for hosts are Human,
Drow, Elves, Githzerai, Githyanki, Grimlock, Gnoll, Goblinoid,
and Orc. Upon being implanted, the larva then grows and
consumes the host's brain, absorbing the host's physical form
entirely and becoming a physically mature (but mentally
young) Illithid. This process is called ceremorphosis. Illithids
often experiment with non-humanoid hosts, but
ceremorphosis involving other creatures usually fails, killing
both host and larva.
When an illithid undergoes ceremorphosis, it can
occasionally take on some elements of the absorbed host
creature's former mind, such as mannerisms. This typically
manifests as a minor personality feature, such as a nervous
habit and/or reaction (e.g., nail-biting or tapping one's foot),
although the process that determines the type and number of
traits so inherited appears to be stochastic. An adult illithid
has even been known to hum a tune that its host knew in life.
Usually, when a mind flayer inherits a trait like this, it keeps it
a closely guarded secret, because, were its peers to learn of it,
the illithid in question would most likely be killed. This is due
to an illithid legend of a being called the Adversary. The
legend holds that, eventually, an illithid larva that undergoes
ceremorphosis will take on the host's personality and
memory in its entirety. This Adversary would, mind and soul,
still be the host, but with all the inherent abilities of an illithid.
Occasionally, ceremorphosis can partially fail. Sometimes
the larva does not contain enough chemicals to complete the
process, sometimes there is psionic interference. Whatever
the reason, it has happened that ceremorphosis has ended
after the internal restructuring, resulting in a human body
with an illithid's brain, personality and digestive tract. These
unfortunates must still consume brains, typically by cutting
open heads (as they lack the requisite tentacles). These
beings are often used as spies, where they easily blend in
with their respective host types.

257

The illithid society also maintains a long-standing taboo


related to deviations to or failures of the ceremorphosis
process, and hunt and destroy such exceptions. Occasionally,
mind flayer communities are attacked (often by vengeful
githyanki and githzerai) and their inhabitants must flee. This
leaves the larvae unattended. Bereft of exterior nourishment,
they begin to consume one another. The survivor will
eventually leave the pool in search of food (i.e., brains). This
unmorphed larvae is known as a Neothelid. If the neothelid
consumes an intelligent creature it will awaken to rational
thought and psionic abilities and grow to immense size, while
retaining its memories of savage survival.

Social Observations

An illithid colony is ruled by a creature called an Elder Brain


which lives in a pool of cerebral fluid in the colony's center.
When an illithid dies its brain is extracted and taken to the
pool. Illithids believe that when they die their personality is
incorporated into the Elder Brain, but this is not the case.
When the brain of an illithid is added to the Elder Brain, the
memories, thoughts and experiences are consumed and
added to the sum of the whole, but all else is lost. This fact is
a closely guarded secret of the Elder Brains, since all illithid
aspire to a form of immortality through this merging process.
An extremely ancient Elder Brain is called a God-Brain
because its psionic powers are almost limitless.
Since the Elder Brain contains the essence of every illithid
that died in its community, it functions, in part, as a vast
library of knowledge that a mind flayer can call upon
telepathically. The Elder Brain, in turn, can communicate
telepathically with anyone in its community, issuing orders
and ensuring everyone conforms.
Illithids generally frown upon magic, preferring their
natural psionic ability. Psionic potential is an integral part of
the illithid identity, and the Elder Brain cannot absorb the
magical powers of an illithid mage when it dies. They tolerate
a limited study of wizardry, if only to better understand the
powers employed by their enemies. However, an illithid who
goes too far and neglects his psionic development in favor of
wizardry risks becoming an outcast. Denied the possibility of
ever merging with the Elder Brain, such outcasts often seek
their own immortality through undeath, becoming
alhoons(liches).
Illithids typically communicate through psychic means.
They project thoughts and feelings to each other in a way
non-illithids can scarcely comprehend. When they do feel the
need to write, they do so in qualith. Instead of typical
alphabet-based writing, illithids write in qualith by making
marks consisting of four broken lines. They use each tentacle
to feel the breaks in the lines, making it similar to braille.
However, qualith is extremely complex, requiring the ability
to understand all four lines simultaneously to discern the
meaning.

Intra-Species Observations

Illithids seek to rebuild their former empire where all other


species were their slaves. They view any sentient creature as
worthy only of being their slaves or their food. They are
pragmatic, however, and will trade with other races, such as
dark elves and gray dwarves, who may be too strong to be
conquered. They also trade with the Neogi in order to obtain
slaves.
258

Their archenemies are the githyanki and the githzerai,


descendants of the rebellious slaves who destroyed the
illithid empire millennia ago. Hunting and slaying illithids
whenever they can is an integral part of the Gith cultures.
Illithids fear the undead because these creatures are
immune to telepathic detection and manipulation, and have
no brains to consume. Confronting such mindless creatures
can even be traumatizing to them.
According to long lost history, Illithids are one of the few
races respected by the aboleths. This is because the aboleths
remember the origin of almost every other race, through their
hereditary memory. However, illithids, as far the aboleths can
remember, just appeared without preamble, which scares
them.

DM's Toolkit
Mind flayers typically reside in areas void of
sunlight as part of a colony. Against strong
resistance, they avoid initial combat as they order
their thralls to attack through telepathy. Like a
physical extension of the illithids thoughts, these
thralls interpose themselves between mind flayers
and their foes, sacrificing their lives so their
masters can escape. That is not to say that a mind
flayer is defenseless against attacks. Sentient
creatures can easily be detected via their thoughts
inside illithid lairs. Not only can they employ
powers of domination, but their mind blast ability
can easily incapacitate a large quantity of foes in
order to escape or feast on each euphoric brainy
snack stunned by the attack. As they wrap their
tentacles around their humanoid victims,
potentially stunning them in their grip, they are
capable of extracting the victim's brain devouring
its contents including memories, personality and
inner most fears. Sometimes victims will instead
have their brains harvested only to be used in part
of some alien experiment or transforming it into an
intellect devourer.
Typically, because of the mental link between the
illithid colony with its Elder Brain extreme caution
must be taken when tackling these psionic
commanders. Even solitary mind flayers often have
a network of command via their thralls making
pinpointing their location or involvement difficult.

Minotaur

Snort
"You have bound me Wizard, and I have bound you. While
you make your profane gestures and expend your will to hold
me in this place. I have captured your scent and bound it to
my soul. I know what your blood smells like and I the taste of
your fear. My herd comes, you must escape with your
wounded now to have any hope of fleeing. I can smell the fear
on you, what will do you do when your focus breaks? What
will you do when your magic is not strong enough? My blood
is stronger than your magic. When I am free again there is no
place you can hide that I will not find you."
"My magic has stopped you now, and it will stop you again."
"I KNOW YOUR SCENT! I WILL TASTE YOUR BLOOD!
THE BLOOD IS STRONGER THAN MAGIC! I WILL
CRUSH YOUR BONES!"

Introduction

Most adventurers know of Minotaurs as monstrous hybrid


creatures, a large, bloodthirsty mixture of bull and man
dedicated to the Horned One. Most adventurers would be
completely accurate in this assessment of the Minotaur, most
of the time. However there is more to the Minotaur than a
mindless dedication to savage, bloodthirsty evil and through
observation and study we can discover what really lay at the
center of the labyrinth of fear regarding those who have been
gifted with the blessing of the Horned One.

Physiological Observations

Common Minotaur are large, hulking creatures, standing 10


feet tall and weighting over 86 stone. The head of the
Minotaur resembles that of a large bull, usually with two
horns. A large variation in the expression of the horns exists.
Some Minotaur have horns that sweep forward to fine points.
Other Minotaur have horns that extend out to the side beyond
the shoulders. Below the head is a strong neck and broad
shoulders. The entire body of the Minotaur ripples with
muscle granted from the blessing of the Horned One. The
weakest Minotaur is stronger than all but the most
exceptional of common races. While pure blood orcs might
seek out a Minotaur for a test of strength, this will not usually
end well for the Orc.
The entire body of the Minotaur is covered with a thin fur
coat that ranges in color, a transferred trait from the beasts
that are imitated in the formation of a Minotaur. Minotaurs
that are born naturally possess similar coloration in fur to the
parents.
The arms of the Minotaur end is thick fingered hands. The
metamorphological process that creates Minotaur usually
binds two of the digits of the fingers. A Minotaur's hand has
only three fingers and a thumb, in spite of this change
Minotaurs can be observed using tools and possess average
dexterity.

The legs of the Minotaur are powerfully muscled and long,


terminating in large hooves. As with most hooved creatures it
appears as if the knee of the Minotaur bends backwards. The
truth is the hoof only represents the ends of the toes, with the
thin potion of the leg above being the rest of the foot. The
Joint above that would be the human ankle, then calf, then
knee at the forward point on the leg, then powerful thighs.
This means that the Minotaur, like all animals that have
adapted to walking on toes or hooves can generate
considerable power from the legs. The Minotaur uses this
power in the legs to drive the body forward in aggressive
charging attacks.
The diet of the common Minotaur is entirely carnivorous.
The blessing of the Horned One makes the Minotaur
incapable of consuming anything but flesh and bone, and it
prefers the flesh of sentient creatures, the wide grinding teeth
of the minotaur are capable of sheering bone and pulverizing
it during eating. While many creatures who kill with such
bloodlust do it in a frenzy of hunger and will stop to consume
the fallen immediately, the Minotaur will prioritize hunting
over killing and only stop to eat once all the quarry have been
chased down. A Minotaur will never forget where it has left a
kill, and will use trees, spikes, stalactites to impale a fallen foe
while it hunts down the remainder of a group. This diet of
blood and bone meal often mats and stains the fur and snout
of the Minotaur and the breath of a Minotaur is like an
abattoir.
The Minotaur's ability to track is exceptional. They are
compelled to hunt those who flee, and are implacable
adversaries. Once a Minotaur has started to chase you, your
only hope is to slay the beast or take flight to an area beyond
the Minotaur's ability to pursue. A Minotaur will always
remember the scent of prey that fled it, and will resume the
chase immediately if the scent presents itself again. In
addition a Minotaur can always recall a path it has traveled,
they never become disoriented by surroundings or lost. This
perfect direction sense even applies when magic or dungeon
craft are used to alter the surroundings of the Minotaur, a
Minotaur faced with a sudden unexpected obstacle will find
the best way around the obstacle with perfect accuracy. As
the observers at the Cult of the Great Maze learned,
sometimes the Minotaur will prove that the best way around
an obstacle is through. A
Minotaur will not hesitate to charge through thin walls in
pursuit of fleeing prey.
There is little difference between Bull and Cow Minotaur.
While there might be a small size difference between the two,
it is marginal at best. Unlike the animals they have inherited
traits from the female Minotaur have no distinguishing sexual
features, there are no udders for the nurturing of young, and
both Bull and Cow Minotaur have horns. While Minotaur do
possess pronounced gonads and genitalia they frequently
cover these parts of the body with thick hide skirts and
aprons to protect them during battle.

259

Social Observations

Minotaur only socialize if they are hunting or breeding.


Lacking any prey to hunt, they will wander apart in pursuit of
prey or quickly start battling each other. With a presence of
an outsider driving them to hunt, the Minotaur will be
overwhelmed with the pursuit of the prey and will temporally
band together to run the prey to ground. Beyond this, the
Minotaur have no mind for strategy or tactics, they will not
cooperate to harry prey, and they do not flank, organize or
execute pack tactics.
The foul breath and blood scent of the Minotaur has been
observed to serve a social purpose. When encountering
another Minotaur the two will spend several moments
inspecting each other's scent markings. Each Minotaur can
perceive these scents as a record of the blood the other
Minotaur has tasted. The Minotaur rank each other based off
these scent markings, the Minotaur who has feasted on the
most blood might become the temporary leader of a hunting
herd.
Minotaur breeding is a bloody, violent affair. When a herd
gathers for a hunt, the female members can be identified
quickly. The drive to hunt and bloodlust bleeds in to the
process of mating, after any other prey is run down the
female Minotaurs are often perused. Males will fight among
themselves during the breeding process and female Minotaur
often fight as well to ensure that they survive. While Minotaur
are driven to breed they do so chaotically and with no
concern for the young offspring. Minotaur can breed at any
time, they have no seasonal needs. The blessing of the
Horned One allows them to gestate and produce offspring
quickly, within a single month's time. Minotaur calves are
always born during the next full moon. Thankfully for all of
the good races of the light, Minotaur calves do not often
survive to adulthood. The Minotaur process no drive to care
or nurture young. A hungry or excited
Minotaur adult will consume a calf, even if that calf is its
own offspring. Such callous bloodlust is not found often even
among the most bloodthirsty of races.
Outside of a hunt, Minotaur will challenge another on
absolutely any grounds. The same blessing that creates them
and drives them makes them incapable of forming bonds
with each other. Every Minotaur is an alpha in its own mind
and will never bow or give itself over to the service of another.
This unbroken will is almost supernatural in nature, and
makes Minotaur impossible to enslave or organize. They do
not respect even power capable of destroying them and do
not form hierarchies of strength. A Minotaur put in a position
of slavery will often kill its captors, and if completely
incapable of killing its captors will lose itself to bloodlust to
the point of its own heart exploding. A chained Minotaur will
fight against its chains to the point of breaking its own neck.
Magical compulsion fares only slightly better, the Minotaur
have a natural resistance from the strong will against such
things and know that such forms of entrapment are
temporary. A Minotaur caught in a spell binding it in place
will simply wait out the duration of the spell, drawing in deep
breaths of the scent of its captor, once the Minotaur is free
again, will pursue the magic user with great and violent
prejudice.

260

Behavioral Observations

A Minotaur's horns are a source of power and pride for the


Minotaur and it is common for them to dress the horns.
When the Minotaur encounters something on a kill that it
cannot consume, it might adorn itself with the item,
especially if the quarry had demonstrated strength or
cunning during the chase. Some Minotaur wear horn
decorations made from golden armbands, or bloodstained
pieces of armor.
When fighting, Minotaur will charge whenever possible,
using momentum and horns break up groups of prey. The
goring charge of a Minotaur can hit with more force than a
charging lance strike and is enough to kill a common
opponent. Those who are not killed are often knocked to the
ground, the Minotaur will follow up with swings from a
massive weapon, or even another charge attack.
Minotaur favor large weapons, they are commonly found
with massive axes or mauls. Any weapon that allows them to
deal considerable carnage is acceptable. Due to the size of
the Minotaur and the preference for large weapons, a
Minotaur can create a considerable presence in a fight.
They will often wade in to the center of a fight recklessly,
swinging their weapons at anything that still moves. For
those who can stand bravely against the weather of blows,
this presents the best opportunity for survival. Since the
Minotaur pays no mind to tactics, they can often be harried by
opponents who are tactically prepared to exploit every
advantage in combat.

Inter-Species Observations

No discussion of the Minotaur would be complete without


disclosure of the occult origins of the species. The first
Minotaur are said to have been created by cults dedicated to
the Horned One. The mythic survey of these cults seems to
display an association with dark druidism and a desire to
return the world to the Wild at any cost. The Horned One
offered a means to do so, and a relationship was formed
between the Horned One and the cults. Deep in the woods,
great hunt rituals were undertaken. First, the cults were
encouraged to hunt beasts naturally, chasing them down with
claws and teeth. As the cultists completed the rituals hunting
larger prey, soon the Horned One began asking for prey that
was smarter. The cults started to abduct and chase sentient
prey. The legends go that some of these cultists were
rewarded, turned in to the first Minotaurs, creatures driven by
bloodlust, consumed with the desire of the hunt, but most
importantly, free of all the bonds of the modern world.
Many of these Cults are believed to still be active, in cities
they conduct rituals in gardens, forgotten labyrinth
catacombs and other mazes. In the wilderness, thick woods
or twisting cave structures are utilized. Every generation has
those who want to seek strength, power, freedom or a return
to the Wild. These cults offer corruptions of all of these
things.
In other places, the Cults are no longer active, instead the
labyrinths are the endless hunting grounds of the Minotaur
themselves.

Variants:

Abrasaxian Minotaurs: These Minotaur have conquered their


bloodlust and have sought the worship of divine concepts of
peace and law, seeking to temper the violent bloodlust with
tranquil meditation in glacial canyons far from conflict. They
can be fanatical interpreters of law, and some are
occasionally found as paladins serving gods of balance,
justice and divine retribution. While the physical size of the
Minotaur blood remains, they no longer suffer from the
bloodlust and chaos of the common Minotaur. Instead they
give themselves over to the service of Law and Order and find
peace for themselves. It should be noted that they still love
the hunt and are relentless pursuers of quarry making them
excellent bounty hunters or avenging Templar.
Auroch: Socially and behaviorally these Minotaur are the
same as common Minotaur. The primary difference is that
they are much larger, the size of Hill Giant, and covered with
a thick dense fur that grows in long bands. They have a
stronger magical resistance and are more physically
imposing. Found in higher mountains they frequently fight
with Yeti for territory.
Eland Minotaur: Eland Minotaur are still bloodthirsty
hunters, but they are thinner and more cunning. With long
twisting horns that extend straight up. They possess some
innate ability for magic and have been known to detect magic,
summon fog and move through the woods without trace
some have been known to dispel magic or manipulate the
woods in to ensnare or grasp prey.
Syncerus Minotaur: Black furred with smaller curved
horns, the Syncerus is a Minotaur found in hotter regions.
They are the size of a common Minotaur but have the same
magical resistance of an Auroch. They also have pronounced
resistance to wounds, with thicker hides that protect them
from small weapons, allowing them to shrug off most
damage.
Selinusian Minotaur: The Selinusian Minotaur is the
combination of a Minotaur and a Satyr. Larger than a Satyr
and possessing a goat's head in place of a Bulls the
Selinusian Minotaur is a creature of excessive passion. They
are found in large herds from excessive breeding, and often
have mutations or corruptions from inbreeding where
opportunities to mate are slim.

261

The full moon rose and shone forth with all its light, and yet
still Elhand did not turn. The assembled crowd murmured
uncomfortably, confused. We struck him down all the same,
for the spirit of blood and justice surged through us. Elhand
cackled as the blood poured from his wounds and with his
dying breath shout out, 'I die, guiltless, while my accusers
hide from the full moon.' It was true that neither Brelove nor
Leoril stood among the crowd. There shall be more blood yet
before this town cleanses itself of the werewolves. Anonymous Priest's journal discovered in an abandoned
village

Moreover, their eyes will glow red with a malicious


intelligence. This is the least common form most
lycanthropes take on, taking on the form to gather packs of
common beasts or for utility and ease of movement not
afforded their larger, more conspicuous forms.
The third form is a hybrid between the two, combining man
and animal into a terrifying monstrosity larger and more
powerful than either. As a hybrid, they generally remain
standing on two feet, can wield weapons in addition to
gaining natural weapons such as teeth and claws, and are
capable of speech. The curse may be transmitted to a victim
from biting or clawing attacks in either of the latter two
forms.

Introduction

Social Observations

Lycanthrope

The curse, or blessing depending on interpretation, of


Lycanthropy has been observed throughout history and
across every mortal plane. If it came from anywhere, its
origins are lost in time. Some consider it a natural part of the
mortal condition that some are affected. Other heretical
histories of the gods claim that all lycanthropes are a creation
of Melora, and react to both moonlight and silver due to a
feud between Melora and Sehanine Moonbow, but the nature
of the feud as well as Melora's purpose in creating
lycanthropes are not well explained in these accounts.
Regardless of where the curse came from, it can affect any
humanoid being. They could be anyone, anywhere. Those
afflicted may or may not be aware of their condition; those
aware may or may not be able to control their bestial
impulses. Those impulses are animalistic and evil, compelling
the victim to hunt and kill. Good people with some control
over their transformation carry with them the risk of losing
control and committing atrocities, so prefer to remain
isolated from normal society. Those who embrace the evil of
their curse have significantly fewer scruples in this regard.

Physiological Observations

Lycanthropy is most famously passed on as a curse by being


bitten by a lycanthrope, but some are born. Any child born to
a parent who has the curse inherits it themselves. While a
remove curse spell can heal a lycanthrope who inherited their
curse by bite, a natural lycanthrope can only be cured by a
wish.
Lycanthropes can take on any of three forms, depending on
the situation. Most remain in their humanoid form until the
light of the full moon transforms them. Some can control this
transformation to occur at will. As humanoids, they appear
normal in every way. The longer an individual lives with the
curse, however, the more they begin to take on aspects of
their transformation even in their humanoid form. Werebears
will grow large, muscular, and hairy in their humanoid forms,
Wererats will appear small and nervous with wiry hair, and
the Werewolf become sleekly muscular with sharp teeth.
The second form is that of the animal they are cursed as,
be it tiger, bear, wolf, rat, or other. In their animal form they
are clearly not natural, growing to significantly larger sizes
than any common or even dire beast.

262

Lycanthropes who are aware of their condition tend to gather


in groups similar to how their animal name sake might
gather. Werewolves and Wereboars tend to gather into packs
in the wilderness, while Wererats will do the same in urban
environments. Werebears and Weretigers tend to live solitary
lives far from civilization, rarely ever living in any grouping
larger than a small family if that.
Those unaware of their condition continue to attempt to
live normal lives, and generally manage to do so. When the
full moon rises, however, they transform and become a threat
to their communities. The transformed lycanthrope will
attempt to find a safe and secret place to retransform prior to
the rising of the sun. After these nocturnal episodes, the
victim will often have vague recollections of the atrocities
they committed at night, and assume they were nightmares.

Behavioral Observations

Regardless of their animal namesake, lycanthropes are


intelligent creatures with all the cunning of both their human
and animal halves. In their uncontrolled transformed forms,
all lycanthropes are consumed by bloodlust and the desire to
hunt. Even the oldest and most experienced lycanthropes
have difficulty controlling these urges, which is why so many
either exile themselves from society or embrace and harness
the evil within themselves.
This is not to say that they pursue their prey blindly and
without concern for their own wellbeing. Lycanthropes use
their animal cunning and humanoid intelligence to stalk,
separate, and kill their prey with the methodical precision of
experienced hunters. They are strong and powerful, more so
than a normal beast, but wait for situations where they can
employ their might discretely and effectively. The first time a
person transforms after receiving the curse is often the
wildest, and tales of bloody rampages almost always involve
the newly cursed, but these are exceptional and rare cases.
Pack animals like Werewolves, Wererats, and Wereboars will
use group tactics to chase down and isolate single targets
before closing in for the kill. Individual hunters such as
Werebears will attempt to injure and wear down their prey
through exhaustion before landing the killing blow, and
Weretigers are particularly fond of ambush.

Inter-Species Observations

Lycanthropes are generally reviled by normal society, and


rightly so for their tendency towards bloodlust and violence.
They must either leave their communities or maintain their
secret.
Each type of lycanthrope is also quite familiar with the
mundane versions of their animal. Werewolves will often lead
packs of wolves and dire wolves, and the same goes for
Wereboars and Wererats. This sort of arrangement makes
the animals doubly dangerous, as their leader has a human
intelligence to guide their tactics. As pack animals, they are
more likely to want to spread their curse and thus enlarge
their pack. However, they are likely to target those humanoids
which appear weaker, killing the strong outright, since they
will not want their leadership over the pack challenged.
The more solitary versions, such as Werebear and
Weretiger, are far less likely to establish a rapport with other
animals, and are much more careful about passing on their
curse. Weretigers are especially solitary and reluctant to
initiate new Weretigers. Werebears are generally good
beings, and pass on their lycanthropy to other protges who
similarly want to act as wardens for the forest, but there are
exceptions.
Anything which is not part of their pack is considered prey
for the lycanthrope. They are aware of their own capabilities
and will not hunt a superior foe, so like their animal
namesakes prefer to hunt the easier targets.
However, while other animals are valid prey, during the
bloodlust of a full moon, they prefer to hunt humanoids.

Wererats are often found in cities where they run


often run criminal organizations or gangs,
inducting new members into the group by
infecting them. They could be a rival of the local
thieves' guild or perhaps a secret (or not) circle
within the thieves' guild itself. Their reach can and
should extend well beyond their challenge rating.
Wererats do not have to be the only society of
lycanthropes. A well-known example is the Circle of
the Companions in Skyrim, where people try to
harness the power of being a Werewolf in their
capacity as mercenaries. The social characteristics
of Werebears would mix well with a Ranger or
Druid organization, or possibly even the Harpers if
you want to put a new spin on them.
The Were- template can be applied to most any
sort of animal to create a new breed of
lycanthropes. These could be dangerous threats,
such as Werespiders or Weresharks, or lighthearted foes like Werecats or Werehumans. That
very friendly and eager peasant the bard took back
to his room last night could turn out to be the
innkeeper's mastiff, who is afflicted with
Werehumanism. Better roll a Constitution saving
throw to see if the Bard has picked up a form of
lycanthropy.

DM's Toolkit
Lycanthropy can be cured by a remove curse spell,
a third level spell available to Clerics, Warlocks, and
Wizards at 5th level, Bards at 6th (Lore) or 10th
(Valor) through Magical Secrets, and Paladins at
9th level. So long as the party does not have access
to this spell, fighting with lycanthropes of any sort
carries the risk of catching the curse. The
roleplaying possibilities are abundant for these
situations.
Because of this threat, lycanthropes are most
dangerous and best utilized at the early levels. The
pack animals such as Werewolves remain
threatening well afterwards due to the power of
numbers, and can add additional threat to
wilderness encounters above dire animals. But pay
attention to your party, mid-level adventurers who
missed their chance to gain access to remove
curse are still vulnerable.
It is clich, but the hunt for a Werewolf
terrorizing the village who does not know their
own crimes is a classic standby to turn a sleepy
town into a one-shot adventure. Even at later levels
where the actual killing of the Werewolf once
found might be easy, the intrigue and mystery of
lycanthropes living secretly within society is a
powerful plothook.

263

Manticore

Langim Thistlegrinder ached all over. He smelled foul to his


own sensitive nose, and he couldn't remember when he'd last
eaten fresh food. Lying still under his invisibility cloak for
hours or creeping slowly about the tumbled mountain-top
boulders had left him weary. But all his pains and frustrations
evaporated when, after months of false hopes and dangerous
close calls, he finally peered into what most would call The
Nine Hells on Faerun. A hidden depression shadowed by the
mountain's peak held his sought-after treasure, a Manticore
nesting ground.
Introduction Mystery and confusion shrouds the Manticore
from full scholarly understanding. Known as a man-eater in
most cultures, the Manticore is a four-legged predator with
an arsenal of deadly attributes. Until the publication of this
book, the details have been argued and debated in
adventurer's halls and academic classrooms. However,
through one gnome's insatiable desire to fully understand this
creature, Glinting & Scribbindorf offer the Complete and
Authoritative Natural History of the Manticore.

Physiological Observations

All of the old texts were correct in the basics: Four legs on a
large feline body, a humanoid-shaped face with many teeth in
a gaping mouth, and a long tail ending in a spike. But I now
observe the source of the confusion regarding the details of
the Manticore's physiology. For unlike most magical beasts of
the material plane, Manticores seem to exhibit a great deal of
variety between individuals, even between parent and
offspring. Some indeed have the three rows of uniformly
triangular teeth as described in Gygax' epic poems. Others
only have one row of teeth more like that of a lion. A few,
usually the largest, have bat-like wings. I noted at least one
male that had distinctive curling horns protruding from its
forehead. Other minor oddities in proportion, coat, markings
etc. were too numerous to fully document in my limited time
among the beasts.
While all the individuals that I observed and catalogued
had long tails, I identified at least four common types of tail:
1. Scorpion, virtually identical to the carapaced arthropod's
poisonous stinger. 2. Forked, a typical feline tail terminating in
two articulated claw-like spikes (possibly poisonous) 3. Mace,
an excessively long furred tail ending in a sphere covered in
thin, porcupine like spines. These were observed to be
poisonous even to other Manticores (see Social
Observations) 4. Shedding, a heavily-muscled tail (I observed
both furred and armored versions) with several heavy spikes
all facing to the rear. These seem to grow rapidly, as adult
Manticores would periodically shed these spikes intentionally
by a flick of the tail. Much of these notes were written using
these non-poisonous spikes as quills, and I returned with an
ample supply gathered from the many thousands that were
scattered about the nesting ground.

264

Social Observations

While anecdotal observations had pinned the Manticore as a


solitary creature, my discovery of a nesting ground has
completely upset the assumptions once made of the
creatures. I observed courtship displays, active parenting,
caste squabbles and social grooming within the first few
hours. It appears that the nesting ground operates under a
loose hierarchy based on strength and intelligence. The older
more humanoid individuals were heard speaking to each
other in a harsh, broken Common; but most often disputes
were settled quickly by a duel of tail spikes. Weaker members
often sustain moderate injuries in these duels; it was in this
way that I witnessed the poisonous effects of the Mace tail
spikes. Immediate swelling and discolouration was noted, but
the wounded Manticores seemed to recover from such
injuries faster than tooth and claw marks.
What initially appeared to be utter violent chaos was
eventually determined to be a complex set of established
rules enforced by the elders yet constantly tested by the
younger Manticores. I identified three paired mates, each
raising a brood of cubs via quick, painful discipline. Yet the
parents were protective, and even affectionate with their
young as well. The reputation for being solitary would appear
to arise from Manticore hunting practices, as only single
individuals were documented as leaving the nest or returning
with their catch.

Behavioural Observations

Much like their appearance, individual Manticore behaviour


varies greatly from creature to creature, with the limitation
that unacceptable behaviour is not long tolerated in the
group. Some individuals constantly stalked about cautiously
as if every corner held danger, while others nearly pranced
along, head aloof and attitude careless. Argument and
fighting is quite common, and I find it hard not to presume
that some Manticores seemed to be enjoying the battles.
Manticores have a voracious appetite, and will eat almost
anything. While I could not be certain, I do believe that their
reputation for eating men whole is substantiated. When large
game was caught, it was torn into large pieces and shared
with a few others. However, the creatures did not masticate
their portions, but rather swallowed the chunks whole. They
possess an unnaturally wide jaw bone and seem to be able to
unhinge it to allow the passage of food almost as large as the
creature itself. During my time in the nest, I saw them eat a
variety of wild ungulates, bears, birds, livestock, sapling trees,
and sadly humanoids. On my fourth day, one of the winged
males dropped seven goblins into his pack of cubs. However
foul goblins may be, I will never forget that brutal carnage. I
noted little behavioural differences between males and
females, when I could rightly determine the sex of the
creatures.
Both participate in hunting, raising cubs, guarding the nest,
and participating in the nearly constant bickering. Unlike
most big cats, Manticores do not sleep often, nor for long.
When asleep, they appear restless and alert to the sounds
around them.
Surely the most unexpected behaviour that I encountered
however, was the singing. The voiced Manticores sang eerie
ballads of the past, and the dumber creatures crooned and
trilled with their bestial attempts at following along.

This occurred most often at night, and had I not sat hidden
watching the creatures, I would have described it more like
Elvish or Mermish singing. Mountain travelers BEWARE!
Lest you be lured unawares by the beasts unlikely song.

Inter-Species Observations

Most of the other species Manticores interact with become


meals. The nest was unusually free of small scavengers that
one observes near other apex predators, as the cubs and
young adults make quick work of anything moving nearby.
Only my magical wards and practiced skills as a scientist
kept me from becoming food as well. During my search of the
mountain prior to finding the nest, I observed an average
variety of creatures large and small living among the rocks.
Part of what led me to find the nesting ground was the
distinct perimeter of lifelessness around it. Much like the
leafcutter ant on a grander scale, no bit of lichen nor tiniest of
seeding is left to grow inside this ring of death. The more
intelligent mammals and birds quickly learn to avoid the area,
while those too dim to notice are quickly consumed.
My how I wished to attempt to speak with one of the elders,
to explain my purpose and hopefully interview one for a more
personal and enriched understanding of these magnificent
creatures. Sadly, both my desire to see this evidence
published and my deep desire to remain alive overwhelmed
my curiosity. With my new understanding, I hope to raise
enough funds to return with magic sufficient to allow an
attempt at communication. -Langim Thistlegrinder

DM's Toolkit
Due to the Manticore's various mythological and
gaming publication stats, it is a very flexible tool
for the DM. First, while the ecology describes a
nesting ground, I strongly encourage you to ONLY
use this against a large and high level group of PCs.
Most common encounters should be with solo
hunters or with groups of 2-3 at most. The nesting
ground might make for a bizarre and dangerous
boss fight towards the end of a mountainous or
magical beast-themed campaign.
This ecology was written to justify the use of not
just one, but several various styles of Manticore.
Including or excluding some of the abilities allows
the DM to tailor the creature to suit the encounter:
Including a poisonous attack provides for postcombat roleplaying to cure the periodic poison
damage
Encountering ranged spikes after an encounter
with non-ranged spikes will remind the players to
not make assumptions about their opponents
Including wings greatly changes combat
techniques and gives ranged and magic PCs a
chance to shine.
Intelligent Manticores could have agendas other
than eating and defending their home.
Some forms of the myth speak of Manticores
singing or crooning to lure in prey not dissimilar to
Mermaid and Kelpie tactics, though I could not find
reference to it in any of the D&D publications.
Many of the legends speak of Manticores eating
someone equipment and all. To include this bit of
mythology, have the adventure start with a missing
person leaving no trace and end with no treasure to
be looted from the Manticore's lair. Further, this
could be a solution to that pesky magical item you
regret giving a player, if you really must remove it
from the game.

265

Mimic

"Another good haul," said Surrey, throwing back the orange


tarp that covered the wagon. Crates of glassware and
silverware filled the bottom of the wagon's carriage bed, and
Milo knew that the dwarf's calculating mind was already
tabulating how much their fence would give them through it.
Milo was uneasy though. Something didn't feel right. He had
robbed several caravans in the short time that he had joined
up with Surrey's group of bandits, and normally the people he
robbed acted different, more frightened. The driver had
seemed frightened, this much was true, but not of the bandits.
On the contrary, he had stayed firmly planted in his seat
during the attack, not even trying to dodge until a flaming
arrow struck the wagon. Then he had taken off like all the
demons of the Abyss were after him. But was he running
from the bandits, or something else? It almost seemed like he
had been trying to get away from the wagon itself!
Milo's train of thought was interrupted by Surrey. "Milo!
Stop staring around like a slack jawed yokel and inspect the
horses! If they've still got all their teeth, we might be able to
pass them off as riding horses and get seventy-five gold for
them." He walked to the front of the wagon, noticing to
himself how tightly the horses were bound to the yoke,
almost as if the wagon and the horses were one singular unit.
It would be hell to get those harnesses off them; that was for
sure. Milo walked in front of one of the horses, ignoring the
dead-eyed stare it gave him, and pulled its front lip back to
count the horse's teeth.
There were no teeth. The interior of the horse's mouth was
a single white mass, as if all if the teeth had been fused
together. Milo recoiled in shock, drawing his hand back, and
it was this instinctive gesture which saved him from the fate
of the rest of the bandits. "Well Milo?" the dwarf demanded.
"How mu-" Surrey never got the chance to finish his question.
The tarp that had covered the wagon bed flapped over him,
suddenly looking like nothing more than an enormous
tongue.

Introduction

Unlike many monstrosities, the history of the mimic is quite


easy to trace back, for those scholars with the dedication and
perseverance to look. The first known appearance of the
mimic was at the fortress of the wizard Balboas, a Nerathi
noble of mild renown for his hedonistic bacchanalias.
Documents of the period clearly describe living furniture that
molded itself to the contours of the user, while preying on
insects and rodents to keep the fortress free of vermin.
This first documented appearance of the mimic would be
nothing more than a footnote in history were it not for a war
that sprung up shortly thereafter between Nerath and
another long-dead kingdom named Arkhosia. Records of the
war indicate that Balboas' wondrous furniture was
repurposed as a tool of guerrilla warfare, assassinating highvalue Arkhosian military officers. The specificity and planned
nature of the attacks suggests that Balboas had some way to
remotely direct his creations. The nature of this control will
never be known, as Balboas was targeted for assassination by
an elite group of Arkhosian adventurers. Upon his death, the
mimics he had created became uncontrolled predators,
gradually spreading across the world.
266

Physiological Observations

Mimics are asexual predators. In their natural form (which


they assume upon death), they appear similar to a giant
amoeba, with a sophisticated nervous system attached to the
nucleus. Mimics can secrete a variety of substances,
including adhesive, acid, and a translucent substance that
hardens gradually over time into something similar to
keratin. Mimics can control the coloration of this substance,
and reabsorb it swiftly through exposure to their acid.
Because of this ability, a mimic nucleus is an essential
component in the crafting of the magical item known as a Jug
of Alchemy.
When a mimic hits a certain size, it generally buds off part
of itself, splitting off part of its nervous system and a small
portion of its own nucleus over a period of ten hours. This
new mimic is born with all the abilities of its parent. Some
mimics choose not to split off, and instead continue growing
to extremely large sizes, to the point where they can no
longer disguise themselves as furniture and instead
impersonate wagons, privies, or even small houses.

Social Observations

Mimics come in two distinct varieties, house mimics and


hunter mimics. The two varieties are almost
indistinguishable in terms of their physical characteristics,
but differ greatly in temperament.
House mimics (which are very rare) are docile creatures.
They are content to move into a house and can live
symbiotically there for decades, posing inconspicuously as
furniture. They subsist on kitchen scraps and vermin which
they hunt at night. House mimics tend to live in groups,
gradually replacing more and more of the existing furniture
as they procreate. On one notable occasion, a travelling
merchant who used a crystal ball to scry upon his wife
(whom he was convinced was cheating on him) was shocked
to discover that every single piece of furniture in his house
was actually a mimic.
Hunter mimics (the kind that adventurers are more likely
to encounter) are by far the more common variety. They are
solitary predators that avoid each other whenever possible.
Hunter mimics are aggressive killers and often create vicious
traps near themselves, designed to split a group up while it
attacks one of them. They typically lair near very narrow
tunnels (such as drainpipes) that double as an emergency
escape: if the mimic finds itself outmatched, it adopts an oozelike shape and vanishes down these narrow tunnels.

Behavioral Observations

It is hypothesized that house mimics are the descendants of


the mimics that Balboas used as furniture, while hunter
mimics are the descendants of the mimics that Balboas
repurposed for assassination. This is based on the fact that
hunter mimics demonstrate the same mentality as guerrilla
soldiers conducting warfare behind enemy lines. They keep
their attacks as quiet as possible, and try to eliminate any
witnesses that happen to discover their existence. One
interesting observation is that well-fed hunter mimics tend to
avoid attacking unarmed humanoids, possibly because they
are considered civilians. This might indicate that mimics
have a genetic memory and are still programmed with the
instructions of their ancestor's original function.

Inter-Species Observations

House mimics are generally cooperative with humanoids. In


fact, when properly fed and tended they can be wonderful
pets, assuming the shape of whatever furniture is desired,
from trampolines to ladders to mattresses. They attack only
when they feel threatened or attacked.
Hunter mimics, by contrast, are downright vicious. They
behave like soldiers embedded behind enemy lines, and take
any opportunity to kill enemy targets (a category which
includes almost everyone). They are capable of cooperating in
the short terms with humanoids whom they do not consider a
threat, but any display of weaponry by their allies quickly
results in conflict. For this reason, mimics who are allied with
humanoid groups are typically left as guards or traps in
remote, secluded areas.
Adding to this complication is the fact that a mimic often
suffers short-term (or occasionally even long-term) memory
loss when injured. This is most likely as a result of the need
to reconfigure the parts of their nervous systems that suffer
damage. Because of this, even a mimic that has formed an
alliance with a group of humanoids may end up turning on
them later, having completely forgotten the agreement.

DM's Toolkit
Mimics are best used as traps rather than creatures.
They are ambush predators, and always strike from
surprise. DMs are best served by using imaginative
forms for mimics beyond the classic treasure chest
trope. Curtains, suits of armor, even doors or walls
are good potential forms for a mimic.

267

Merrow

"The ocean turned to blood and the sea boiled with rage. The
mad king wanted to slaughter everyone, but a few survived.
Now we must protect ourselves from the monstrosities that
come from their hate."
-- Merfolk Tribal Leader

Introduction

Long ago a Merfolk tribe found an idol of Demogorgon, The


Demon Prince, and everyone that touched it went insane.
Overwhelmed by the madness the leader of the tribe began a
ritual, slaughtering those that refused the idol.
Demogorgon brought the twisted Merfolk into the abyss
and slowly they became the hulking monstrosities known
now as the Merrow.

Physiological Observations

Merrow are larger than their Merfolk counter parts, growing


to be ten feet long, if not longer. Their scales have adapted to
the harsh environment of the abyss and have become more
rigid and hard. It is often noted that the scales of Merrow also
tend to be sharp around the edges. Their fins are also almost
always torn and rough, showing the monsters brutality.
Merrow have also developed their natural weapons while
spending time in the abyss. Their teeth have grown larger
and sharper with serrated edges used for tearing flesh apart.
Needing more than just teeth in the abyss, Merrow also have
large claws that extend from their huge hands. They will keep
these sharp as well to use as weapons against their enemies.
With the increase in size, Merrow have also observed a
dramatic increase in strength. Their brutish strength has also
come to dominate their mind however, as such Merrow have
trouble problem solving and have the mental capacity of a
child just entering their teenage years. But what they can't
solve intellectually, Merrow will solve with brutality.
While in the abyss, Merrow adapted to their new dark
environment and thusly can see quite well in the dark. Their
eyes are always dark in hue, mostly in shades of blue, grey, or
black. Their eyes are much like a shark's, just sharper.

Social Observations

Merrow follow strength, for in the abyss only the strongest


will survive. A Merrow will lead until he is shown to be
weaker than another. When a stronger Merrow challenges for
leadership, it is a fight to the death. The victor will lead the
group.
A large part of Merrow life is the upkeep of the lair. Making
sure the borders of their territory are marked and well
defended, and making sure whatever cave or grotto they have
inhabited have proper defenses. It is important that whatever
loot that has been collected is properly defended.
When not hunting or keeping up on the defenses, Merrow
will also hold contests of strength. These contests have a
wide range, and a wide social aspect. It could be a challenge
between two individuals, or it can be a contest that is being
observed by the entire hunting party. The contests themselves
can be anything from a quick wrestling match, or a test of
strength against a creature of the sea.

268

Merrow will also perform various rituals to please the


Prince of Demons. Those sacrificial rites will always include
blood. Any blood will do but blood drawn from those still
living pleases Demogorgon the most, thus it is common that
there will be prisoners in the Merrow lair being kept alive for
a sacrifice.
Merrow only form hunting parties between 10-50
individuals. No larger community has ever been observed
outside of the abyss. There is speculation that Merrow will
form large armies to conquer, capture, and sacrifice large
communities of Merfolk, but no concrete observations have
been made to substantiate this claim.

Behavioral Observations

Aggressive behavior is the trademark of the Merrow. Nothing


they do is without anger. Even mundane chores become tasks
that can be used as a way to release the inherent fury that
drives a Merrow. Insults and commands are barked in the
same manner as mundane sentences.

Inter-Species Observations

Merrow hate the Merfolk and will do anything they can to


destroy them. Merrow see the Merfolk as inferior beings and
unsuitable to live in the world. Merrow will use brute force
and overwhelming numbers in order to destroy any clan of
Merfolk that they happen upon.
Merrow also hate everything else that lives, just less so
than Merfolk. They will hunt anything that they deem are too
weak to live, mostly creatures that are smaller and weaker
then themselves. When hunting Merrow will always use their
brutality much like any other predator would. They use flank
tactics, speed, and numbers to kill their prey.
When their prey is dead, the Merrow will take it back to
their territory to feed, whatever they don't feed on they use to
mark their territory. Merrow dominated water is surrounded
by corpses tied to kelp and other seaweed. The bodies serve
as a marking and a warning, if one was to enter the territory,
it is highly likely they will join the tied off bodies.

DM's Toolkit
An interesting way to use Merrow is to set them up
as a small hunting parties that are easy to deal with
separately, then to have one incredibly fierce
Merrow bring them all together as an army that
threatens to overwhelm an underwater settlement.
It is also interesting to make a NPC Merrow that
despises his own people and is searching for
acceptance elsewhere. Much like Drizzt Do'Urden
and the Drow. It would make for some interesting
RP opportunities and a fun and memorable party
helper.
As always, use Merrow as a way to surprise your
party. Make the Merrow a concrete threat that
needs to be dealt with as soon as possible. Make it
a priority that the Merrow need to be exterminated.
Or maybe the Merrow have acquired a certain item
that needs to be recovered from the lair. In any
case, put the sense of chaotic dread into your
characters.

Modron

"Ah yes I remember it like it was yesterday... what an odd


day..."
"Can you to elaborate?"
"Well, it was some 285 years ago on a especially windy day
during the rainy season. I had just made the long climb out of
the mines after my shift and made my way to the Prancing
Pegasus for a stout. But then, just one gulp in, we all felt it. A
strange.... Rumbling. It shook the whole tavern. It shook our
entire outpost. Everyone made their way outside, and that's
when we saw it. A strange tear in the air. Some kind of portal,
shimmering and made of what appeared to be mercury... And
that was then they came. A procession of thousands-nayhundreds of thousands of them. Marching in perfect step, ten
wide. For three days they constantly streamed out, ignoring
our questions. And just as quickly as they came, they were
gone and the portal closed. Headed north toward the Axe
Mountains."
"Thank you for your time Thrizen Ironbeard. This will be
very useful knowledge for my studies."
-Excerpt from Thristane's Planar Manual. Recorded using
voice crystals

Introduction

Modrons are an oddity. They are usually very rarely seen on


Toril. Slightly more so on the Astral Plane. They are the
creations of the mysterious being known as Primus. It is
assumed that almost all modrons reside in their home plane
of Mechanus, with a few still scattered around the various
planes. They are beings of absolute law. Modrons cannot be
persuaded or intimidated to act against their current
instructions and inherit instinct for order. They maintain the
clock-workings of Mechanus and have an extremely varying
level of intelligence.

Physiological Observations

The physical attributes of modrons vary wildly depending on


their "rank." But they all share a few fundamental
characteristics. They are all constructs. With none of the
organs, blood, or muscles that most sentient creatures take
for granted modrons are entirely mechanical. They have
gears, pistons and universal joints. A complete examination
of their inner-workings is impossible due to the fact that upon
their "death" they disintegrate into dust. This has made my
study of their physiology very difficult. It is unknown how they
are powered or how their minds work. I have discovered that
as rank increased, so did intelligence and motor skills. A task
impossible to complete for a monodrone would be child's play
for a tridrone. I have tested this hypothesis repeatedly.

Social and Behavioral Observations


Modrons are creatures of hierarchy. They communicate with
modrons of the same rank, one rank above, and one rank
below their current station. Other modrons are either too
intelligent or too simple for them to understand. Most have
very little understanding of the physiologies of organic
creatures. Tridrones and quadrones have shown an
exceptional understanding of the weak points of most
humanoids due to their usage of the spear and shortbow
respectively. Besides combat and tool related information,
modrons know almost nothing about the day to day lives of
humanoids. They have no concept of sex, jealousy, rage,
subtlety or any of the other social motivations most
humanoids experience. The closest modrons come to
emotion is a strange and powerful uncomfortableness when
they see mechanical objects destroyed, or any acts of
unnecessary destruction.

Inter-species Observations

Very few in human settlements know of their existence, and


even fewer humans have seen one in person. But in
communities of beings who live for many years, such as elves
and dwarves remember. Most Dwarves only live to see a
single Clockwork Singularity in their lifetimes, and thus do
not see the pattern. Elves are a different matter. Most elvish
cities have laws that account for the coming of modrons.
After poring over the hundreds of law statures in the City Hall
of the elvish city Glasstower, I found a series of laws that deal
with The Cycle. They dictate that every 289 years, the
authorities of Glasstower must bring out prototypes of any
new inventions that have been patented over the past 289
years and place them in the city street. According to Slivaris
PatentMaster, after the Modron Army marches through the
city streets these prototypes are gone and the city can easily
resume its day to day activities. Some Creatures of the Outer
Planes like to enslave modrons as they make excellent
workers. Sometimes githyanki pirate ships are found to be
run by monodrones hundreds of years old in their
underbellies, enslaved by the astral pirates centuries before.

DM's Toolkit
Modrons can be difficult to use. They are pretty
weak but would never be found by themselves, so
can make decent combat encounters for lower
level parties. They can also be effectively used as a
"world shaking event." Maybe The March begins
and interrupts a party of adventures trying to travel
through an area. Maybe something goes wrong and
when it reaches 289 years the modrons DONT
march. Lots of options. Also they can be utilized as
slaves for really anything that hunts the Astral
Plane.

269

Mummy

"Most of 'em were pummeled into submission... beaten


senseless by an unholy strength, until bones splintered and
organs turned to mash. Those were the lucky ones. The most
cowardly among our number tried to run, and it worked for a
while. Be we're talking about an unrelenting force here; a few
locked doors or makeshift snares can't slow them down. Most
of 'em didn't get far enough away, but a couple did... those
unlucky bastards got the worst of it - the rot. The horrid rot.
I'd much rather be beaten senseless and die with a weapon in
my hand than end up bedridden for a week before being lost
to the breeze."
--Dondrick the Thrice-Blessed, sole survivor of the last
expedition into the tomb of Ahmand-Rak.

Introduction

When one pictures a mummy, one envisions a stereotypical


shambling corpse wrapped in ancient linens and resting in a
dusty sarcophagus - this is a common misconception,
perpetuated by old folktales passed along from explorers
visiting a very specific part of the world. In the technical
sense, any well-preserved corpse could be considered for reanimation as a mummy. Bodies buried deep in a glacier,
submerged in a mossy bog, lost on a remote mountain peak,
preserved in alchemical brines, or sealed in an airtight tomb
are all prime candidates to become proper mummies. The
sole criterion for classification is that the body is kept well
enough after death to avoid rotting away under normal
conditions. Where a zombie eventually turns to mush and a
skeleton has long-since lost most of its form, a mummy's body
is able to last for centuries, even millennia. The most
powerful mummies even manage to retain their memories,
skills and even the personality they had in life.
Just as diverse as their methods of preservation are the
means by which the mummies come to animate. While
usually evil and unholy in nature, the origin of a mummy can
vary from case to case. Some mummies animate as a result
of an ancient curse bestowed upon their corpses by a
powerful being. Others are the product of alchemical or
arcane experimentation, not unlike the creation of an undead
golem (though mummies are significantly less obedient).
Some are born of freak accidents or wild surges of
necromantic power, while others are purposefully prepared to
rise as mummies many centuries later to serve as guardians
over sacred sites. A few mummies are bound in unholy
scripture and blasphemous edicts from which they draw their
unlife. Some rise from death under the sheer force of their
evil will; these are the most dangerous of such creatures...
spiteful souls who usually mean to end all life from beyond
the grave.
Academics often argue the differences between mummies
and liches; as a general rule, mummies are animated through
some outside force that sustains them and drives them to
violence, whereas liches are undead by choice and generally
retain more of their mortal semblance, personality-wise.

270

Physiological Observations

While the origins of mummies are varied and diverse, their


basic anatomy is quite simple - a well-preserved corpse
(either from environmental factors or through special
treatment after death) with mostly intact organs and firm
muscle sinew hardened through the preservation process.
This corpse need not be humanoid in nature; rumors persist
of mummies formed from beholder-kin, naga, and even
dragons who have long since expired. Its undead appearance
bears a striking resemblance to the creature as it appeared in
life; the preservation process usually protects more delicate
features, and ensures that very little decay actually affects a
mummy's body. In particular, mummies who originate as
frozen corpses or bog bodies are almost entirely unaffected
by the ravages of bacterial consumption, and can sometimes
pass themselves off as a living being if viewed from a
distance.
A mummy is supernaturally strong, owing to two factors:
the first is that in death, muscle tissue naturally stiffens
under the effects of rigor mortis. These extremely tough
muscle fibers are gradually made more pliant after centuries
of gentle stretching, resulting in a much denser muscular
frame covering the skeletal structure, one which breaks less
easily and can be subjected to more strain. The second factor
attributed to a mummies great strength is a unholy spark
somewhere within the creature that urges it ever forward
(despite the notable handicap of being dead). Generally
speaking, the more evil the creature was in life, the stronger
its drive to obliterate at any cost. This same power makes a
mummy significantly tougher than the sum of its parts where a slash might cut through tissue and bones on a
normal cadaver, mummies are often able to shrug such
attacks simply because they will themselves not to be slowed.
In spite of its strength and conviction, a mummy is still a
slow and shambling combatant. Years, even centuries, of low
mobilization forces a mummy to essentially re-learn how to
move like a normal creature. A mummy often has a signature
"shuffle" in the way it walks that results from withered legs
and atrophied tendons. It swings its arms in wide, stiff arcs
rather than swift, fluid motions. Often times, the material
used to bind a mummy can likewise restrict movement. This
stiffness becomes less pronounced as a mummy spends more
time moving around, but never quite disappears entirely.
One aspect entirely unique to mummies is their curse of
mummy rot. Technically, mummy rot is a form of advanced
disease that develops only from within the well-preserved
body of a being fueled by unholy power. Mummy rot damages
living organisms through the rapid consumption of water
from living cells, and can therefore not harm the mummy
host, whose cells have already died. Victims of mummy rot
feel an extreme dehydration for the duration of their curse,
until such a time as their cells are completely drained of
water, leaving behind only a pile of dry dust that used to be
their body (to the untrained eye, it looks as though the victim
has turned to sand, giving rise to the belief that the victim had
been cursed to transform).

Social/Behavioural Observations

For the most part, the most basic and primitive of mummies
absolutely abhor the living. The hatred a mummy feels
towards the living is not confined to certain species or races they simply wish for all that is not dead to become dead.
Scholars believe a mummy's drive to end life stems from the
same programming that allows simpler forms of undead
(such as zombies) to follow the commands of their creator; in
the case of lesser mummies however, these commands are
self-deriving from a core of evil intent. Whether divine or
arcane, the spark of evil that drives a mummy will constantly
demand that the creature take only one action: kill.
Ironically, the more complex a mummy's mind, the greater
the chance that it can fight this supernatural programming, to
the point where it only kills when it wants to (rather than
through constant compulsion). Advanced mummies are able
to suppress their murderous urges long enough to commit to
other tasks, such as academic research, lair maintenance, or
even intelligent debate. For this reason, the more powerful
the mummy, the less likely it is to leap straight into
bloodthirsty combat. There are instances of novice explorers
leaving unscathed after an accidental encounter with a
mummy lord, simply because they were able to convince the
mummy that they weren't a credible threat.
That being said, the intent and actions of a powerful
mummy are just as unpredictable as any living creature - they
are just as diverse in their personalities as the living.
However, due to the sheer unholy presence required to
sustain a mummy over centuries of unlife, it is usually a safe
bet that they aren't the nicest of beings. Many of them are
also driven to madness through centuries of isolation, which
further makes mummies unpredictable when engaged
diplomatically.
Whether simple in mind or not, a mummy will almost
never willingly follow the commands of a living being. They
can be briefly controlled by those who hold sway over unholy
powers (such as devils, evil priests or very powerful
necromancers), but a mummy will fight this control at all
times, often exhausting its controller so much that they are
seldom worth the effort. When given the chance, a mummy
almost always turns against those trying to control them; this
is especially the case with the more powerful, intelligent
mummy lords, who were usually figures of great importance
(and great ego) in life.

Intra-Species Observations

As specified earlier, mummies almost never coexist


peacefully with living beings. If forced into such a situation,
time will not be on the side of the living; a mummy's selfcontrol will eventually be overcome by the unrelenting spark
that drives them to kill. When a mummy freely allows this
drive to consume them, they become relentless in their
pursuit of a designated target, far beyond their capacity for
self-preservation. Not only will a mummy kill, but they will
travel to the ends of the earth to do so. Fortunately, many
mummies are confined to their tombs or bound in
sarcophagi, but again, time is on their side and they will
eventually break free.

Other undead creatures are by-and-large ignored by


mummies, who often view their lesser undead cousins as
necromantic tools, pawns, or feral creatures. Because they do
not possess the vitality of life, mummies do not concern
themselves with ghouls, skeletons, and the like. If a mummy
is bound to a tomb as part of a group, they often share a bond
with their interred brethren, but nothing akin to emotion;
their connection is more like that of an associate or
colleague, rather than a friend or family member. An
exception can be found when a group of mummies are bound
to a mummy lord, who usually commands the lesser
mummies as their de facto leader (a phenomenon stemming
from their social dynamic in life - mummy lords were usually
former high priests or cult leaders, while lesser mummies
were often acolytes and/or followers in the same
organization). More intelligent mummies may develop
preferences and even take a liking towards another being,
living or dead, though they acknowledge that such
relationships will be short-lived and generally do not attempt
to prolong them in any way.

Variants

Lesser Mummy: Usually a person of little accomplishment in


life, reanimated through no choice of their own. Lesser
mummies are dimwitted, hateful, and stubborn to a fault,
mindlessly hunting down the living to the exclusion of all
other activities. At best they can be compared to a stronger
form of zombie; at worst, an unchecked force of evil and
death run rampant.
Mummy Lord: A powerful and intelligent mummy, usually
created as the result of a terribly sinister ritual or whose evil
actions in life were strong enough to fuel its actions in death.
Mummy lords can command lesser mummies provided the
lesser mummies had some connection to the mummy lord in
life as a subservient. Some mummy lords embrace their
unlife as a means of carrying on their goals after death, while
others lament the curse that won't let them rest in peace.
Bog Mummy: These poor souls were interred inside the
airless waters of a bog or marsh, providing ideal conditions
for the preservation of their corpses. They tend to reanimate
through more natural causes rather than deliberate ones, and
are usually left to wander aimlessly among the reeds. The
nature of their environment provides them with an unusual
affinity for swimming in shallow waters and the ability to
move unfettered through the deep mud. Because bacteria
could not eat away at their bodies and damage tissue, they
are swifter and more agile than other mummy types, although
not quite as strong.
Glacial Mummy: Once and a while, an ancient body
entombed in an ice floe breaks free of its confines and
reanimates. Their skin blackened from frostbite and their
muscles stiffened from atrophy, these mummies are easily
identified and best avoided. Though they are slower than a
lesser mummy, their chilling touch can freeze living flesh as
solid as the ice from which they emerged. If a glacial mummy
is only freshly freed from the ice, it will usually lack the
mummy rot disease afflicting the other variants.

271

Chemical Mummy: Created not through magic, but rather


through twisted alchemical practices, these mummies can be
found suspended in tanks of strange bio-goo, ready to be
unleashed onto intruding player parties. Though they usually
lack the mummy rot touch, their bodies have soaked up more
than enough strange chemicals to pass along in an attack;
striking them in a forceful manner may even cause them to
burst in a chemical explosion.
Animated Wraps: Sometimes a rampant case of mummy
rot can persist long after the preservation of their mummy
hosts' bodies. In these cases, the mummy rot itself becomes a
semi-sentient creature inhabiting the old funerary wrappings
of the expired mummy. Tomb explorers report being attacked
by bandages and shrouds as swift and agile as living serpents,
though much more aggressive. The preferred tactic of
animated wraps is to strangle living creatures while also
spreading the mummy rot disease.
Non-humanoid Mummies: Can come in many varieties and
possess many different abilities. They are best avoided when
possible, and must be approached with extreme caution.
Fake Mummy: A zombie wrapped in bandages/toilet paper,
designed to fool opponents into thinking it is a much stronger
enemy. Fun to play as a practical joke.

DM's Toolkit
Mummies can fill a unique role in any campaign.
They can act as a plausible means for an entire
organization or cult to exist centuries after a
normal lifespan. They can provide a sort of
hierarchical system of undead inside a tomb, crypt,
temple, or other ruins. They can also act as
independent wild undead whose existence does
not stem from a necromantic master/creator. They
can be scaled to act as either plausible minor
guardians of long-abandoned ruins, or as a
powerful boss monster at the end of a dungeon.
Mummy rot can provide a suitable quest hook in
searching for a cure that can lead players to new
locations if they don't have the resources to cure it
themselves. Similarly, a strong mummy can "chase"
the players along a campaign, constantly in the
background and forcing the group ever onward to
avoid being caught.
Intelligent mummies might be bargained or
negotiated with to provide passage through their
tomb. They can act as an NPC character to be
interacted with in places where DMs would have a
hard time explaining the presence of living beings.
Similarly, they might be cursed to fulfill some
bizarre obligation by their creators, forcing the
mummy to act on their behalf even centuries after
they've left this world (good for passing along
ancient information, maintaining traps, or
proctoring an ancient test/trial).
You can also use mummies as a way to extend
the longevity of major enemies in a campaign by
having them return to fight the party as an
intelligent undead being.

272

Myconid

"They were everywhere, man! Everywhere! Mushroom


people, I tell you! MUSHROOMS WITH FACES!"
--Anonymous inmate, Rafanar Asylum

Introduction

Mycellium Myconidis, the Myconid civilization, is an


incredible story of a nearly perfect biological organism
married with the adaptability of an intelligent, fecund species.
These so-called Fungus People are a misunderstood race of
beings that is as far removed from humanity as is possible.
There have been centuries of study based on almost only a
handful of information sources, and they have postulated a
rigid caste structure for the Myconid society, based on mostly
second-hand (or spurious) information as recent scholarship
has shown, and it's time to for new findings and fresh
research to correct a number of long-standing mythologies.

Sub-Species

It has long been believed that there was only 1 form of


Myconid adult, a (2 feet tall), crudely humanoid with arms,
and hands with 4 fingers; legs, with feet of three toes; and a
face, with eyes, nostril slits, and a mouth. It has been noted
that this form moves at perhaps half the speed of a human,
and cannot climb or swim with any speed or grace. While this
form is part of the Myconid physiology, it is by no means the
only one. The society is made up of a diverse range of
intelligent fungi that can, and do, take many forms to fill many
roles needed for their civilization to function.
The sub-species that fits the traditional description that
was described, above, belongs to the Mycon.
Mycon are living spore factories. Their great bulbous tops
can pump out social and defense spores in their untold
trillions when in need. They are the core species most often
observed, because they are the most common type appearing
in the blooms (60%), and they are the ones who do the most
work, securing the colony's safety and pursuing what
appears, to all recorded observations, is simply spreading the
species wherever it can. No larger goals have been reported,
but without the means to decipher the Sporechatter, it is
impossible for anyone to do any except speculate about what
philosophies the Myconid might be pursuing.

Enoki are long, slender fungi, with small caps atop a


willowy stem that can grow to 3 meters if needed, but are
more often found around 1 meter. They are the Watchmen of
the society. They can walk and run if they have to, but they
prefer to remain rooted for their entire lives. They use the
sporemist to keep their senses keen, and they surf that wave
of communication - tapped into the entirety of the colony's
Sporechatter, their Alarm spores are larger than most of the
other species, appearing as normal sized "dust" and not the
fine powdery-type spores of the other Myconids. They have
defenses as well, as reported by a few lucky survivors, spores
that paralyze, induce terror, and pacify, and who knows what
else. They are the second most common type of Myconid
found in a bloom (40%)Puffballs are a light, mobile form that
is easily propelled by winds and water, as well as an internal
gas reserve, that the puffball uses to jet itself along when in
need. They are uniformly grey in color and approximately 1
meter in diameter. Puffballs are the breeders of the species. A
decaying puffball will seed a bloom. That is it's whole
purpose, propagation. They are not easily destroyed (AC 14),
and not easily caught if chased, jetting along without any
wind, they can reach speeds of 10 feet per second (60 feet per
round). It is otherwise defenseless, only being able to create
three types of spores - Alarm, Communication and its main
spore type - Life. The Life spore does two things - it alerts the
colony that a new bloom has been "born" and kills the
puffball, mixing its chemistry with its organic host, whatever
that may be (as long as its dead) to give life to a new patch of
Myconid.
Puffballs appear with every bloom. Usually 4-6 are created,
and these numbers are outside the normal number appearing
for the other sub-species types (6-10 generally, as mentioned,
below).
Lumins are the Holiest of the Holy as far as scholars can
determine. The presence of even one will sometimes derail
and entire colony's current activities and the whole area
gathers around them and they appear to hold some kind of
reverent communion with the Lumins, the sporemist
becomes so thick that only the eerie glow of the Lumin can
be seen. They colony remains transfixed like this for many
hours, up to a day has been observed. No research or
evidence has clarified if they are helpless in this state. After
this initial "ceremony", the Lumin seems to be ignored,
allowed to wander through the colony, and spreading its
spores as it travels.
The extent of the Lumin Sporechatter is unknown, but
obviously Communication and Alarm are present, as with all
Myconid, but only a spore that gave birth to blooms with only
Puffballs (who in turn, seem to seed blooms that favor the
Agarite sub-species in number) have been observed beyond
those. Their glowing qualities has been reported as being
steady in brightness, with little to no variation, and lights up
an area nearly 40 feet across (triple that in the complete
darkness of subterranean areas). The color variation seems
to be random, but only 3 Lumins have ever been observed,
and there may be some larger pattern that scholars cannot
account for at this time. It is not known if they are formed
from blooms or if they are, in what quantities, but only
individual Lumins have been counted.

273

Agarites are a rare species. It is believed that they can only be


created by Lumin Myconids, but there isn't sufficient evidence
to rule out their presence in normal blooms. Agarites are
small and highly aggressive. They are quite fleet, moving
upwards of 5 feet per second (30 feet per round). They are
also highly poisonous, able to deliver powerful toxins via the
physical growths on their caps and also by sporemist - they
have several levels of lethality, and all of them are deadly to
animals, humanoids, and monstrous creatures.
The Poison spore causes vomiting and racking pain, but
the Flux spore also causes internal bleeding that can lead to
death by exsanguination via the vomiting reflex. The Choke
spore causes swelling of the victim's lungs, making it difficult
to draw breath, and if enough sporemist is inhaled, it can lead
to death by suffocation. There may be others. The physical
toxins on its flesh act as the Poison spore does, although it
can be washed off, it requires a large quantity of liquid to do
so, as the spores seem to stick to body hair. Agarites, when
they have been observed being created in a bloom, are the
only species and usually 4-8 are formed.
Dewcaps are another specialized sub-species that serves a
vital role in the culture. Dewcaps extrude liquid from their
bodies in the form of sticky balls that serve some need to the
society that has only been speculated about up to this time.
Myconid have not been seen to eat or drink, but they do
ingest these globules from the Dewcaps from time to time,
but not by the entire colony and not on a regular basis, so
there is speculation that this liquid is not a nutrition source,
but perhaps the Myconid do not need to eat regularly? No
evidence can support this either way. The effects of this
extruded liquid on humanoids, however, is well documented.
It is a powerful hallucinogen, and can induce powerful effects
that last upwards of 24 hours, after which time the ingester
breaks his fever (which has been steadily climbing during the
experience), after which large quantities of water and a day of
bed rest are needed or the user dies of extreme dehydration.
Animals are also drawn to, and affected by, the Dewcap's
sweet-smelling "nectar". Dewcaps always move to the
periphery of the colony, and position themselves in areas
where they can protect the colony from intruders. Dewcaps
are considered rare and appear infrequently (10%) and
generally only 1 or 2 spawn at most.
"Gobblers" have been observed only once, in dim light,
when an adventurer reported seeing a companion suddenly
scooped up by monstrous jaws and then the victim began
screaming about being drowned, and was seen to be reaching
out through the weird "jaws" before the witness bolted in
abject fear (he claims he was just protecting his interests, but
there are doubts that this story is even true, as the observer is
a known thief and liar).

274

Blooms

Most of the current knowledge revolves around one source,


Umlaut's "Observations While Spelunking & finding the
Fungal tribes of Tentennering", a rambling journal/essay of a
long expedition into the cavern systems found at the foot of
the Greenwood Mountains, in the far West. Professor
Umlaut's reported finding a "straygne and fasinating culture
of living fungus, whome we expeckted would bring greate
harm to us all, instaed welcomed us with gifts and a foule
smelling concotion, more evil in its rotting tayste." He then
describes what could only be interpreted as a halluncinogenic
experience, wherein the "fungyl caretakers showed us the
wonder of their socitee." The Myconid were described as
having a heirarchical structure, with a single leader, and each
Myconid fulfilled its role, and only its role in keeping the
society running efficiently. A great "Melding of the mynds
took place in a greate hall of stone, and all the fungalfolk
gathyrd togethyr and the Auld One released tinee brown
spores into the aire, in great quantities, and soone all the
folke seemed to find themselves in the Great Web of Lyfe and
I felt it too, and tho
I was an outsyder, for a moment, I was one with the folke."
Recent scholarship has challenged this "lazy paradigm of
accepted fact, a fantasy of hopes and dreams from a oncerelevant scholar." This burst of activity has been mostly fueled
by the rise of the Adventurer's Guild, and subsequent
Cartographic Societies, who pay hard coin for good maps and
verifiable, repeatable information. The Guild trades in Facts.
A cohesive picture has been forming from the sale of a
number of notable monographs on the creatures found within
the journals buried deep in the Guild's Archives. That picture
shows a very different Myconid society, one that may in fact,
have no human parallel.
Myconid "blooms" (rapid growths of the juvenile forms of
the species) have been reported at all depths of the
Underdark and many are found close to or even on the
surface, and there are no consistent reports on the usual
types of
Myconid sub-species that forms in these blooms. None of
the reports match, which means that our understanding of
the full Myconid species is incomplete. This essay can only
speak to the sub-species on record, although no single
societal norm (as we perceive it) is threaded through any of
the Myconid observations.
The Myconid bloom in patches generally 2-10 feet in
diameter, and over the course of only 24 hours, and rapidly
form from a fungal "mat" of mycelium, and generally spawn
between 6 and 10 of the Myconid race. These new spawn
instantly begin to fulfill whatever roles they are supposed to
serve in their society, but consistent behavior from these
species has not exhibited itself. The bloom requires organic
matter to grow, and this normally takes the form of rotting
vegetable matter or deceased creatures. These "beds",
depending on size, can be the source of many blooms,
forming over and over again, slowly consuming the organic
matter that allows this procreation. A rotting tree could
support 2-4 bloom cycles, a humanoid 1-2, and a large
creature 4-8, generally.

Colonies

Blooms of Myconid are instantaneously able to function as


adults. They have no juvenile form, and there are only scant
moments after their "births" of inactivity, as the first
communication spores are exchanged between them. There
is strong evidence to suggest this form of communication
among the species is as complex as ant or bees, with
concepts as well as single representations able to be
exchanged and understood. Our only proof of this is the
reports of adventurers and rogue-scholars who have observed
them in the wild. Spores are like breath to the Myconid, and
vast clouds of them are constant in their vicinity, 50 to 300
feet sometimes aboveground, and as much as a mile
underground, where, in breathless caves, the spores hang in
the still air for days, sometimes weeks, waiting for a Myconid
receptor or a humanoid host.
The Myconid are organized, and function well with one
another, regardless of the mix of sub-species, and they will
secure their spawning grounds first, by filling the area with
sporemist, this creates the environment that allows the
Sporechatter to function, and is constantly replenished by
active Myconid with Communication spores. The Puffballs
will jet away, hunting for suitable bloom-hosts and any subspecies will move to fill their roles. The Mycon will send half
of their numbers out to find living captives; whether animal,
man, or beast, it does not seem to matter. These prisoners
are kept somewhere deep in the colony, no eyewitness
accounts exist of their condition, and serve to create new
blooms, as the colony's population growth is directly related
to the number of local disappearances. The species can
reproduce very quickly, 24 hours for a bloom to birth up to 10
Myconid, and the population can quickly run into the
hundreds if left unchecked. There is an account, spurious at
best, of sighting a colony numbering in the thousands in the
Underdark, and perhaps a whole network of these Fungal
Cities.
There does not appear to be any leadership among the
Myconid. The Lumin sub-species does hold some place of
regard in their society, but scholars have been unable to say
with any certainty what that role fulfills for the species.
All the sub-species are obviously communicating, as they
will cooperate to repel invaders, and perform functions within
the colony, and there is speculation that the Hivemind is what
directs their actions - some ancient memory, that allows each
member to understand what needs to be done without the
need for direct control from a superior member of the society.
All seem to know their purpose and fulfill it independently,
which gives is great strength and versatility. However, it is the
very nature of the hivemind in which the species lives, that is
its greatest weakness. Cut a Myconid away from the colony,
and it will lose focus very quickly and become confused. The
few that have been captured, and interrogated without
success, have died some 48-72 hours after being isolated
from other Myconid, some inner process initiates it, or
perhaps it is, as one sage has theorized, "that they cannot
function as a single unit. Without the hivemind, they have no
purpose, and quickly wilt and die."

Social Interactions

Myconid are hostile, there can be no doubt about that. All of


the accounts, regardless of their source, point to this. Of
course, this may mean just the opposite, as overwhelming
evidence without a single dissent is often the framework for
duplicity, and there very well may be peaceful Myconid
societies. Ruling this possibility out is the function of a closed
mind, as all will agree, but our only recorded evidence is of
overwhelming aggression and hostility from the Myconid.
The colony will begin a spree of killing on any living thing
within the immediate vicinity of the colony, usually up to a
mile around the first bloom. This rapidly increases with each
subsequent bloom, and soon patrols of Myconid are spread
over a vast area. If civilized areas are nearby, the colony's
numbers will explode exponentially, as Puffballs and Agarites
swarm in numbers amid the Mycon hordes.
The Myconid do not torture, they do not violate, they do not
even feed on their victims. They kill by spore infection to
create more Myconid. They have no malice. They exist to
procreate, and they almost never make allies, but there are
exceptions.
Violet Fungus and Shriekers are almost always (90%)
found in Myconid colonies, and are nurtured by the Myconid,
who seem to treat these Deadly Fungi with the same
reverence they do their own.
Dryad and Galeb Duhr and Shambling Mounds have also
been known to cooperate with them.
Gas Spores are mortal enemies of the Myconid. The Gas
Spores will feed on blooms and even on Myconid themselves,
and are always immediately attacked by the colony and driven
off by Aganites if any are present, or Enoki if not.
Under no circumstances will the Gas Spores be destroyed
(although accidents do happen), as the Gas Spore's death
causes an explosion of its own spores, that can infect the
Myconid and kill them, giving rise to more Gas Spores.

275

DM's Toolkit
I have taken a very different view of these
creatures. Gone are the slightly-expansionist-butmostly-hippie-type-mushroom-dudes of AD&D.
That's not to say you can't keep that paradigm, and
brew as many sub-species as you like to serve your
individual preferences. This is just my take.
Lifeforms serve the Spore. Anywhere things live,
the Myconid can be found.
In the underdark, they can be terrifying. The first
time you encounter the presence of Myconids is
almost always the sporemist. That means saving
throws. I've experienced not even getting close to
a real live Myconid because my character has
wandered off, Confused, or worse, Poisoned. The
sporemist is an active defense that does not
require the immediate presence of the Myconid
themselves.
Hamlets and villages are great places to stage
Myconid invasions. Played carefully enough, they
could serve as the Mysterious in a missing-villagers
whodunnit. They can also quickly destroy pockets
of civilization, and not only through direct attack,
but by taking all the local game and wildlife,
starvation is a real possibility.
This is your scaling device. The sporemist. The
Myconid themselves could have their numbers
moved around, but taking the approach of the
sporemist as the thing that needs to be defeated, is
the key to a different type of encounter paradigm.
Of course, the removal of this area condition, via
magical means, such as Gust of Wind, is the fastest
way to remove a colony in its early stages, as this
will confuse and scatter the Myconid and they will
be easier to isolate and destroy.
They could be modified to include weapons in
their society. Taken from victims and absorbed into
the Hivemind's repository of knowledge, they
would probably be clumsy with them, but I could
see that being a nice escalation to their natural
aggression.
The Sporechatter, a collective term for all the
individual spore types can be whatever you want.
The Monster Manual lists only 4 - Pacify,
Rapport, Animate and Hallucinate. I have replicated
those here, and used Puffballs in place of the
Animation spore type. I like to mix and match, so
any list of spore types would frequently change, I
think.

276

Spore types mentioned in this post:


Communication
Alarm
Paralyze
Fear
Calm
Life
Commune
Poison
Flux
Choke
Hallucination

Naga

"A dragon? You expected a dragon?! Bah! Disgusting


monsters. You should be glad I am not a dragon. If you try to
kill me, I will let you. I will let you go on your way with your
stolen relic. You'll sell it for some gold. That merchant will die
and I will take it back. You'll buy passage on a ship headed
back home. Everyone on it will die. You'll return home and
treat your loved ones to your wealth. They will also die. And
when you come for me again, we can start over."
-- Turomark the Guardian

Introduction

Nagas are an intelligent race of monstrous snakes, who


possess a humanoid face and a large serpentine body.
Created by a long-lost civilization or god, they are a haughty
race of immortal guardians who claim to be the pinnacle of
the serpentine form. Much like dragons, some are good and
some are evil, some are necromantically corrupted, and some
are even ethereal.
Nagas killed by any but the most powerful and lasting
means reform in a matter of days; this immortal nature
causes them to hold their bonds and allegiance absolute. A
Naga does not forget, although some may forgive. They do
not value life in the traditional sense, holding the experience
and spirit of it in higher regard than the simple manner of
existence.

Physiological Observations

Nagas are large snake-like creatures, with the head of a


humanoid and the hood of a cobra. Nagas as a species are all
generally the same size, around 12 to 16 feet long at maturity
and weighing anywhere from 300 to 400 pounds. They
usually "stand" at about 8 feet in height. Beyond a similarity
in size, the physical appearance of Nagas may vary greatly
between the subspecies. Nagas, universally, do not require
food, water, sleep, or air.
There exist a variety of subspecies of Naga, for the
purposes of this ecological study four will be examined: the
Guardian Naga, the Water Naga, the Dark or Spirit Naga, and
the Bone Naga.
The Guardian is among the largest, most intelligent, and
most noble of the Nagas. Some claim they are the rarest and
most uncorrupted form of the original creation of Nagas.
Their scales are regal, uniform, and an iridescent green.
Their human face is beautiful and exquisite, if somewhat
unsettling.
The Water Naga is the most bestial and least intelligent of
the Nagas - though still capable of elevated dialogue. They
prefer to live in the sea, preferably in warm waters. Their
scales are a varied mixture of greens and blues.
Many merchants attempt to pass off the green scales of a
Water Naga as those of a Guardian Naga. The two are easily
discerned under careful observation as Water Naga scales
will secrete a fish-like slime.

The Dark and Spirit Nagas are technically two different


forms, but are closely related; that is, a Spirit Naga is a
progressively more corrupted form of the Dark Naga. A Dark
Naga has black and grey scales and a rat-like face, always
wearing a sinister smile. A Spirit Naga, however, is pitchblack and many missing scales with a horribly disfigured
face. Both are smaller than the Guardian Naga and possess
nearly as much intelligence.
The Bone Naga is the result of Yuan-Ti and others
attempting to stop the process of the Naga's regeneration. A
living Naga is restrained and then a necromantic ritual is
performed that sloughs off the flesh of the Naga leaving only
the bone. The Bone Naga is bound to its creator and retains
only a fragment the magical prowess it once had.
Other varieties of Naga exist, although not nearly as
numerous as the above. The astrologically-attuned Lunar
Naga watches the skies and violently strike against any who
get in the way of their observations. The Royal Naga is said to
be the divine fusion of five Nagas into one, much like a Hydra,
tasked with guarding the most sacred relics and valuable
treasures.
Nagas have two sexes, male and female, and are capable of
reproduction. They mate only during important cosmological
times, such as eclipses and solstices, and lay two to four eggs.
Most are infertile, however. The fertility and subspecies is
reliant on the rarity and type of the cosmological event, often
causing a pair of Nagas to seek the reclusive Lunar Naga in
hopes of a well-timed event.
The eggs take a year to hatch, and the tiny Naga must be
kept in a guarded place as it dreams for one hundred years.
During this time it slowly grows to full strength and size, but
if awoken before then it is stuck in a catatonic state unless
blessed with strong healing magics (an easy task for a
powerful Naga, of course.) The scales and hide of a Naga are
very resilient but not preternaturally so - the strength of a
Naga lies more in its spirit than its corporeal form.

Social Observations

Nagas interact with one another with a certain degree of


mutual respect among subspecies and a sense of hierarchy
among different subspecies. The Dark Naga, when meeting a
Guardian Naga, will be curt and jealous. A Guardian Naga
will have a certain assured nature.
Nagas, over time, become obsessed with purity, power, and
guarding items and sites of great power. Where Guardian
Nagas form the equivalent of templars and orders, Dark
Nagas and Spirit Nagas form covetous camps and covens.
Bone
Nagas are reclusive and viewed the same as a human
might judge a zombie or skeleton. Nagas make nests and
small groups, but do not otherwise form large societies like
the Yuan-Ti, often devolving into debates and posturing
before making meaningful establishments.
In any group of Nagas there will be a clearly established
leader, who often claims to speak to one of the various deities
purported by the Nagas. Among Dark and Spirit Nagas this is
an unstable position, with scheming and plotting often having
the leader disposed - or the entire group dissolving into
eternal feuds. In groups of Guardian Nagas the hierarchy is
absolute, with complex titles and commandments for each
individual Naga. Any attempt to deviate would require
centuries of subtle maneuvering and subterfuge.
277

Nagas mate with the same partner only once, taking dozens
of different partners over the course of a millennium. The
kind of Naga does not dictate the form of the offspring
(rather, it is reliant upon the cosmological activity at the time
of mating) - yet it is rare for different subspecies to mate due
to differing dispositions. Even among Nagas of the same race,
there is an alpha in mating relationships too, this position is
not reliant on sex, however.

Behavioral Observations

Nagas are, at their heart, domineering and arrogant. They


view themselves as perfect, and all others inferior save the
divine, their creators, and some other Nagas. They have a
strong desire to rule over their environment but not improve
it. Even Guardian Nagas, though benevolent, view their
"subjects" as weak-minded and weak-willed. This causes
communication difficulties between them and others, with
Nagas often distrusting those they lack respect for.
Their intelligence and immortal nature causes them to be
long-term planners or schemers who can wait decades before
putting a plan into action. They often get wrapped in layers of
conspiracy when in groups, especially among Dark and Spirit
Nagas. This is the inherent fault of the Nagas as guardians.
They become so obsessed in what they are protecting or
controlling they lose sight of any outside world. It is not
uncommon to encounter Nagas who have seen a thousand
dynasties rise and fall without ever caring to learn their
names.
When first approached most Nagas will be willing to
communicate, often condescendingly, to others. That is,
unless it is a fellow Naga, in which case the two must
approach in a formalized rite of greeting and announcements.
Nagas are not gatekeepers, however; they do not let their site
or treasure out of their sight. If someone has bypassed them
or entered unannounced a Naga will not hesitate to strike
first and ask questions later.
They are suspicious of all others including other Nagas.
They will seize any opportunity to capture their prey and
interrogate them for years on end before killing them.
Sometimes the information gleaned from this will prompt a
Naga to leave their territory in order to retrieve an object of
importance.
Nagas, when talked to, will be hesitant to disclose
information on what they are protecting or what their
purpose is, along with refusing to answer any questions about
their original creators. They will also be hostile to any
Yuan-Ti, and especially vitriolic to any reptilian or snakelike beings they encounter. An easy way to discern if one is
close to a Naga's nest is to look for any snakes nearby, if one
cannot find any, one may be close as a Naga will magically
exterminate all mundane snakes in a large proximity around
it.

Inter Species Observations

Nagas interact with other species in a manner that only can


be described as tyrannical. Although this may be benevolent,
it is usually malevolent and designed to supplicate the urges
of the Naga. A Naga does not build, it only keeps structures in
stasis. A group of kobolds in servitude to a Dark Naga will
rarely deviate in population and Nagas would rather kill all of
their servants than have a single one escape the control of
their will.
278

Nagas will not work for or be in servitude to another


creature, unless it is a divine being or another Naga. And
even then, they will do so distastefully. For most creatures
this is simply an unreasonable way of life, but Nagas simply
inflict themselves with magical ailments and regenerate days
later, far away.
There are tales of heroes and villains teaming up with
Nagas to accomplish joint goals, but to be treated even as an
equal by a Naga one must destroy their corporeal form twice.
They are not soldiers, but rather covetous generals for the
armies of evil or good. Nagas have been known to stalk a
familial line for generations, slowly killing off the
descendants of those who wronged them until the family tree
is ruthless pruned.
Yuan-Ti and Naga have a bitter hatred and rivalry deriving
from both claiming to be the perfect form of the serpentine
beings. They will usually attempt to kill each other on sight.
Nagas have never made any significant headway in
eliminating the Yuan-Ti, though, as they become too focused
on their individual projects and goals.

DM's Toolkit
Nagas make archetypal guardians. They're almost
like dragons in their obsession, and almost like
undead minions in their allegiance. Their arrogance
and extreme drive is an easy way to give a Dungeon
Master the motivations of a Naga NPC. But the
most important aspect of the Naga is its ability to
reform and immortal patience. A Naga killed by a
fluke at early levels can come back at full force to a
mid-level party. They hold grudges better than any,
and will wait for the perfect moment to strike.
They're inherently off-putting, even among
Guardian Nagas, with strange personalities that
vary as much as any sentient race. The Dark and
Water Naga are not included in the 5th edition
monster manual but I find the Spirit and Bone
Nagas, respectively, to be alright reskins. Their
difficulty lends them to be fantastic obstacles to
the MacGuffin or the next step in a mid-level
adventure. I have included a variety of adventure
and plot hooks based around Nagas for inspiration.
The party finds a Spirit Naga in an ancient
temple, and it claims to be a long lost God.
An annoyed Dark Naga bludgeons its skull into
a wall after half-heartedly refusing to allow an
adventuring party into a ruined castle. Inside the
castle is a Guardian Naga who has not seen
anyone in over a thousand years.
A Bone Naga finds the party on a road and asks
them for help in enacting revenge against a
coven of Spirit Nagas.
The party sets sail for a uncharted island to find
it is infested with Water Nagas anxiously
awaiting mating season: a total lunar eclipse.
A haggard old man asks the party for protection
from a spirit that has haunted his ancestors and
killed each of them on their 70th birthday,
which he turns tomorrow.
A deranged Spirit Naga violently protects a
rickety chair of little significance deep inside a
tomb.
A Guardian Naga guards the doorway to the
Upper Planes, and haughtily mocks their
unworthiness - an adventuring party's first clue
that the Upper Planes are not necessarily
perfect.

279

Nightmare

"I only wish I could have saved him. When I finally found
Uoitha he was eating a freshly killed human on the side of a
popular roadway. I regretted my duty to rid the world of the
beast he had become and I did so with a great sadness in my
heart. Goodbye my friend I whispered and I fired my arrow
true."
-- Elven Pegasus Rider Yuli Riverheart

Introduction

Nightmares are twisted, evil, magical creatures that prey upon


the living and serve the dead. They are undead flying horses
with a fiery mane, tail and hooves. They eat anything that
suits them as long as it's meat but prefer to kill their food and
take pleasure in the screams. They particularly favor
humanoids for this reason.
Nightmares are not a creature to be trifled with, as while
they are brutish and violent they are intelligent. This makes
them prized mounts for forces of evil. Liches, vampires, and
dread lords all seek a Nightmare for their trusty steed.

Physiological Observations

Nightmares resemble a large horse with flames for a mane,


tail, and just above the hooves. Their skin color is always coal
black and their eyes burn with a fiery red. They always look
slightly emaciated with their rib cages showing through and
clear definition of the hips. Their teeth are sharp and
numerous as they are strictly carnivores.
Nightmares are not a naturally occurring creature and
there's a limited amount of them in the world. They have been
known to be summoned from some of the lower planes of
hell but they are not natural inhabitants of those planes or
any other. Nightmares are created through a brutal and evil
ritual that involves a pegasus tortuously having its wings
removed. Driven mad from the pain and the magic used they
are set on fire and rise as a nightmare. If the ritual is not
properly prepared, in a fit of rage the nightmare will murder
and eat all those around it unless there's a fresh kill to satiate
it. The new fiery dead body is immune to all forms of heat
and flames.
Nightmares are evil and vengeful creatures that have no
desire for redemption. In life, Pegasi make lifelong friends
and trusty steeds to heroes and people of great goodness.
They even mate for life in a loving relationship. In death a
nightmare actively hunts all who knew it to feast on their
flesh. Sometimes while under service of great evil masters
they put this quest aside but they will attack past ties on sight.
Many past pegasus owners have tracked down the nightmare
only to fail to realize that there's no hope for it, and fall victim
to either death or despair. The nightmare can be aligned with
greater evils for the mere price of food. Sometimes they
demand attention like grooming but only for hygienic
purposes as they hold no fondness for their masters or
themselves even. They are also terribly vindictive. If a
nightmare feels mistreated it will strike its rider at the least
opportune moment. Nightmares have been known to be
ridden in a pinnacle battle only to buck off the rider and pin
them for the enemy to finish off and then fly away to freedom.

280

Nightmares have no natural or preferred habitat and if they


are roaming free they stalk villages and townsfolk coming at
night and taking away anyone they can. They like to swoop
down from the sky and bite a running victim, carrying it off
into the night. Once safely away from town the nightmare
then bites the head off letting the body drop to the ground
and swoops down to finish the meal after their favorite part is
devoured.
While they cannot speak they understand many languages.
Typically they know the languages they knew in life which are
usually common and elvish. They are not much for
communication to begin with and even as a mount tend to do
their own thing. This suits evil riders well as their orders are
typically to attack and kill the nearest opponent.

Social Observations

Nightmares are known to travel in groups in places where


multiple nightmares are found. This is most common in the
lower planes of the hells as they are more apt to kill a demon
rider due to mistreatment. This leaves the nightmare free to
roam the planes and once they find others they group up for
safety in numbers.
This group has no real leadership and essentially is first
come first serve to a meal. This can lead to a shark like
feeding frenzy that leaves a huge mess behind of what used to
be prey. In fighting it is also common to have something as
small as an accidental bump during a charge spark a hatred
between members that can result in one fewer member in the
group.
They are not usually very social with each other and
instead only stick together as two nightmares are more of a
scary target than one. This behavior is thought to have
developed in the lower planes as there are many more active
dangers to a nightmare there than on the material plane.

Inter-Species Observations

Nightmares are sought after by evil beings for their


independence to not need much orders during battle, their
battle prowess, the immunities they have and provide for a
rider, and finally as a source of entertainment as many evil
beings enjoy watching their steed rip apart the enemy.
Nightmares often enjoy the prospect of war and bearing a
general as a rider. It means more food for them, and a
powerful rider can protect them more than any other
nightmare.
It's unfortunate to other creatures they once knew that they
burn with a hatred that causes them to kill any ties to a past
life. They are feared by pegasi as they will kill any they see on
sight. Any spark of their past life only infuriates them and
drives them into a frenzy. Any creature unfortunate enough to
cause this outburst is in for a fight.
Nightmares do not enjoy company of other creatures but
instead prefer to be alone. While they enjoy numbers for
safety, they simply want to be left alone. The madness and
burning hatred is all consuming in them and they plot and
scheme on their own to bring down any who wronged them
or they believe they were wronged by. It's a harsh existence
forced upon them that they can never recover from.

Variations

The nightmare comes in a few different forms, each is


described below. Each variation is a different variation on the
ritual to create one.
War Nightmare: This is the fiery version described above.
These nightmares are intended for great battles as their fire
immunity to themselves and rider are sought after in many
wars. This is by far the most common ritual. The ritual
involves burning off the wings or burning the wings and then
forcibly removing them.
Pestilence Nightmare: This variation has a sickly green,
boiled and bloated body with a blackish fiery mane and tail.
The eyes are like black pits, although they are there. They are
surrounded by a constant buzzing noise of thousands of flies
and gnats which if observed close enough can be seen stuck
together in strands making the hair for the mane tail and
other parts. They spread disease and plague wherever they
go and are immune to all sorts of poisons and venoms
granting riders the same. They prefer to eat rotting meat. The
ritual involves purposely causing an infection of the pegasus
wings and then removing them once the infection has
reduced the wings to featherless, swollen and pussy limbs.
Famine Nightmare: This variation is still black but
emaciated to almost a skeleton. Its mane and tail have a
purple hue and are almost smoke like in look. Their eyes are
a smoke filled purple. They are immune to any form of mental
attacks and give a rider the same as they are possessed by an
all-consuming hunger. They are easier than other variations
to work with as food is their only desire. They are created in
the ritual by process of force feeding a Pegasus its own wings
and feathers.
Death Nightmare: This variation is also black and looks
much like that of a war nightmare. They exude a chilling aura
with solid blue eyes and blue fire that seems to be moving at
only half the speed of a natural fire. They are immune to any
cold and grant the rider the same ability. Most undead do not
worry about cold, which makes this form less common. They
are created by freezing a pegasus to death during the ritual.

DM's Toolbox
Nightmares are traditionally an evil mount. They
can be used in many situations and even on their
own but work much better to enhance a BB's
abilities in a fight. Here are some suggestions for
using them in any campaign. Any variation used as
mount for the BBEG or just a BB.
A town is losing citizens every night and
sometimes they only find a headless body.
Evil sorcerers have captured a pegasus for the
ritual and must be stopped.

281

"It was Balezif... Or rather it once was Balezif. We had called


him friend, and we had sought him out to try to convince him
- once again - of the folly of his actions. No one should aspire
to live forever, especially at the cost of one's soul. He had
never listened to us, and I guess that was his downfall. He
had transformed, and did not appear to recognize us, but I
recognized him. or rather the remnants of him."
-- Elstad, half-elf adventurer.

Nothics almost never attack instantly. Their compulsion to


find information drives them to investigate whether any
sentient creature encountered has some piece of information
that will further its cause. However, once a nothic realizes
that a creature it encounters (other than another nothic, see
below) doesn't possess such information, that creature is
instantly reclassified as food to be harvested. However,
nothics are not suicidal or stupid; indeed their primary drive
is immortality, so if presented with the proposition that they
will likely die, they will attempt to escape.

Introduction

Inter-Species Observations

Nothic

The Nothic is the result of a wrong turn on the path to


lichdom. Perhaps as prank of Vecna, or perhaps as a curse by
other powers wanting to deter those arcanists who yearn for
the power of being a lich, a significant number
(perhaps most) of those seeking the immortality of being a
lich wind up as a degenerate nothic.

Physiological Observations

Nothics are aberrations that appear as twisted, naked


humanoids with a single, oversized eye. They often exhibit
nervous ticks or obsessive/compulsive behaviors.

Social Observations

Nothics are inherently suspicious, and often they will become


convinced that a creature or creatures are hiding important
information from him. He can easily, and irreversibly become
fixated on such creatures, and turn violent when the creature
does not (or cannot) reveal the information the nothic is sure
it is hiding from him. Nothics do not form communities,
establish culture, advance science, or reproduce. The only
research they conduct is towards the singular goal of
reversing their condition and becoming a lich.

Behavioral Observations

Nothics are sentient, but they are incapable of focusing on


any topic long enough to hold a conversation with the
exception of topics specifically related to acquiring more
knowledge that will help them on their path. Knowledge is
their currency as well. Often a nothic will hold some piece of
information that is important to someone else, and if the
nothic becomes aware of this fact, it will delight in leveraging
the information it holds for information from the other
creature. However, again, the only information the nothic
values is information that can further it along its path to
lichdom. So even if a negotiator has an extremely valuable
piece of information, unless it can be framed as something
that will help the nothic reverse his condition and/or move
towards becoming a lich, the nothic will have no interest in it.
All nothics hold the compulsion that somewhere there
exists some information that will reverse the curse that has
transformed it and allow it to resume its path towards
immortality. It is their sole course of action. They may be able
to engage in a short task as a means to the end, but they must
have a sincere belief that the task will result in some key
piece of knowledge.

282

Nothics often inhabit a location that has a repository of


information such as a library. And these locations can
become havens for several nothics. Indeed, such a location
can be cursed so that anyone who uses the knowledge stored
inappropriately degenerates into a nothic. These cohabitating
nothics do not form a community. Each is driven by his own
obsessions, and while they don't interfere with each other,
they don't socialize with each other, either. An attack against
such a group is not met with organized resistance; the
nothics defend without tactics.
Nothics form no bonds to other creatures. They will
tolerate other nothics, because they know that they seek the
same information, and if another nothic discovers the secret
there is a chance he can acquire it from the discoverer.
Other species are food unless they can immediately
present the possibility that they hold knowledge that can help
the nothic in its path.

DM's Toolkit
The nothic of 5th edition (CR2) is probably too
strong for a party of 1st level PCs. His AC15 and
45 hps are pretty high and his damage output can
put most 1st level PCs at 0 hps in one round. Even
2nd level parties will likely have some trouble with
the nothic. The difficult part of a nothic encounter
is figuring out how to include support around it.
There could be a lingering imp/quasit familiar
that has hung around out of curiosity. There could
be undead to reflect the necromantic nature of lich
directed wizards who are still attuned to the
directions of the nothic.
There could be animated objects to reflect the
innate residual magical power. The nothic is
interesting in that it can be advanced to be a
challenge of any level of PCs. As a former arcanist,
one can reasonably add innate spellcasting. As a
creature seeking lichdom, a DM can make a
specific nothic a Legendary creature with
Legendary Actions and/or Lair Actions. A DM could
draw upon the Miniatures Handbook version of the
nothic to advance it as a martial creature. Or a
combination of both.
Finally, the nature of the nothic (the fact that it
accumulates information) makes it ripe for
adventures. It could literally have any sort of
important piece of information for the PCs to
launch them on a mission to find the nothic.

This information was obtained in a study on the usefulness of


Ogres in a human army. Public officials wanting to bolster
defenses of their un-named city have employed me to study
the Ogre kind in order to determine if they could cooperate
with humans in such a fashion. I have spoken to a few
individual Ogres, elvish historians, A Fire Giant and a Hill
Giant to glean this information. Studies from afar on 1
individual and 1 group of 6 Ogres were also undertaken.
Ogres are gigantic, menacing, and frighteningly strong
brutes. Their tantrums can level a city before their rage
subsides. Unfortunately for them they lack in drive, direction,
and most of all intelligence. Often found employed by
goblinoids or orcs they'll work for little more than a few coin
and food.
While not usually associated giants they do fall into their
social structure, also known as the Ordning. They are at the
lowest rank in giant kind and often will listen to any giant
without question. I found this interesting as it indicates that
Ogres are part of the larger giant kind but it's not openly
admitted among giants. Records indicate that my suspicions
are true and that at one time they were part of the ancient
civilizations of giants.

These Brutes are little more intelligent than animals and


can only speak broken giant and or common. They
communicate mostly by pointing as they often are only
indicating something they want. Conversations with Ogres
are difficult and rarely result in any useful information.
Occasionally a more intelligent Ogre can give recipes on
cooking various humanoids but I didn't care to hear the
details.
Ogres are very sensitive to criticism. Any indication to them
in an insult, comment on their looks or any negative
perceived slight will through them into a blinding rage. They
become violent and smash anything and anyone in reach.
One such tantrum came from an ill-advised negotiation
attempt by my employers outside of their gates. The Ogre
was willing to fight for the food and gold offered but also
demanded a place to stay inside the city. When refused the
Ogre became agitated and pressed the question. When
denied once again, 3 soldiers died; 1 being used as a weapon
to fell the other 2. Then a good portion of the city wall was
damaged before the soldiers felled the
Ogre.
Ogres are semi-nomadic in nature. They make lairs in
caves, groves or other natural shelters for week until the
easier game or food sources are depleted or ran off. This
often is no more than a few months. Once bored the Ogre
moves on to the next place it can find. It's not uncommon for
rural housing attacked by an ogre to just simply take the barn
as a home for some time. They can be found in most climates
as they dress more in colder regions and quite unfortunately
less in warmer climates.

Physiological Observations

Social Observations

Ogre

"Ogres be scary and big but easily defeated they be. If you
gots enough coin that is."
-- common goblin adage

Introduction

Ogres stand between 9 and 11 feet tall. They are humanoids


with large bulging muscles and bellies. Their face takes up
the entire front of their head. The mouth, filled with large
yellow and green crooked teeth, takes up a large portion of
their face. Often dressed in the skins of animals, and
sometimes humanoids, they usually wear little more than a
loin cloth.
Their eyes sunk back from their flat noses are yellowish
and sleepy looking. When angered the veins in their eyes pop
out and turn their visage into a mask of utter rage. Just an
Ogre's face when angry is enough to frighten most.
Their lifestyle is one of laziness and fighting. They survive
by killing and eating everything and anything they can. They
prefer the flesh of elves, dwarves and Halflings. They are
known to eat humans, but there are few creatures they are
not known for eating. Ogres do little other than engorge
themselves with food, sleep and then find another meal or
treasure. Sometimes they enjoy playing with food and will
allow a captured meal a chance to fight the ogre. These fights
are often very one sided in the Ogres favor.
They have a fascination with treasures and coins
specifically. Violent confrontations between Ogres have
occurred over a mere few gold coins. They like to keep
treasure in a large sack usually strapped to their waste.
Sometimes treasures can be trophies taken from a hated
enemy that they managed to not eat.

Ogres just as often as not are solitary or in a small group.


These group never number more than 6 as confrontations are
not easily resolved. They are far more resistant to criticisms
by fellow ogres of their groups often poking fun and joking
amongst each other. They have no need to be in a group but
do so if they find it suits them to gain more wealth or food by
advantage of numbers.
Groups of raiders do have a somewhat coordinated attack
but rudimentary at best. They simply split up their numbers
and attack different areas of a city or different sides of one
force or foe. They care not for tactics or their other members
in the moment and often keep fighting even if a fellow Ogre
falls. This trait led many to believe they would make useful
soldiers. This is far from useful though as any semblance of
strategy is forgone.
Ogres reproduce seemingly only out of lust. Males and
Females engage in relations openly in a group. No shame or
hiding occurs. As actions are purely lustful in nature jealously
rarely occurs between members. They simply engage in such
actions when they please to. This also goes for other races as
employed Ogres usually force themselves upon a mate
resulting in many half Ogres called Ogrillions. Ogrillions are
most commonly half human or orc as any other humanoid is
only ever eaten.

283

The women carry the child for 6 to 7 months and take care of
them as any human mother would. That is until the age of 5
in which the child develops into adult size and is no longer in
need of such coddling. It does seem that parents care for
their child emotionally but certainly not to any great extent.
They are often protected by both parents when maturing, but
I've seen no indication of special interaction or treatment.
Ogres can live a long life if they don't meet an early end.
They live up to 100 or so years and then succumb to old age.
Arthritis and dementia are extremely common in elder Ogres
starting at the age of 80. Most don't survive long at this point
as dementia makes hunting much more difficult, and
accidents almost ensured. They are still large and
dangerously strong, so some do still survive by luck. Most
elders are cast off to live on their own if they lived in a group.

Interactions with other Species

Ogres are simple in their goals. They want treasure, food, and
to be entertained. They are agreeable and even possibly
pleasant if all 3 are met. This doesn't guarantee safety from a
tantrum though, as they are easily angered and quickly turn
on everything in arm reach.
Ogres most often work with orcs as orcs do not care about
a few casualties for the strength of an ogre. Goblins have just
as much success though they have a harder time keeping an
Ogre from snacking. Ogres enjoy the excitement of battle
when they are employed yet have no drive or reason to
actively fight for any reason other than immediate gains.
Ogres fight with any weapon they can find. They often pull
a smaller tree from the ground and wield it as a makeshift
club. If in a fight without a weapon it's fairly common for
them to take a smaller humanoid and use them as a weapon.
They do value a good weapon and will greatly appreciate
weapons made for their size. They have no means of making
weapons themselves so often they only obtain such weapons
from services to a group or spoils of battle.
Ogres will cooperate with many races given the right
payment is received. The biggest issue is that an Ogre is
indeed an evil creature and has little restraint. Working with
humans in an army may indeed be militarily effective but at a
great cost to allies, decency or even relations with other
forces. If they chose to destroy a building in a fight they will
do so regardless of any orders. Employing Ogres is playing
with fire.
Ogres will probably never cooperate with dwarves, elves or
halflings. They are very fond how each of these races taste
and value them as game and nothing else. They hold little
restraint regardless of the situation when in the presence of
their favorite food and immediately attempt to eat any and all
members encountered.
Ogres treat giants as gods and often without payment serve
them without question. They are far more disciplined and
eager to listen to a giant. It's not uncommon to find a hill
giant with Ogre guards. They are still no doubt lazy and will
not do much of anything until told to do so though. In my talk
with the Hill giant he did at the time have 4 Ogre underlings.

284

All other creatures are merely food or a foe to be beaten.


Ogres often mistake Dragons for big lizards and try and club
them with a tree. Many Ogres die the first time they see a
dragon. They are also often victims of disease or horrific
deaths as they try to eat almost any creature. Undead
typically cause them issues as they'll eat every single one they
can and often die from eating rotten meat in such vast
quantities.
Ogres are not graceful fighters and often attack head on.
They snack as they go shoving what they can into their
mouths foes, small enough or slain. They will hesitate to do
so if fighting a challenging foe. Their tempers can flare up in
the heat of battle if they feel things aren't going their way.
This makes them even more reckless but also stronger. One
account of how a younger dragon lost their life is toying with
an ogre instead of immediately finishing it off. I was told by
the witness that a Great Red in its hubris had its head pulled
off while still living due to such a mistake. I thought these
claims unfounded until I spotted the Ogre sometime later
sporting a younger Red's skull used as a helmet on a
wondering Ogre.

Variants

Ogres do have a few variations that are detailed here.


Hill Ogres - These ogres are light skinned to dark skinned
depending on the climate. They are the most common kind
and described mostly above.
Mountain Ogres - Mountain Ogres are larger and are
usually solitary. They live in caves on their mountains
roaming around looking for food. They are unique in that they
can sustain themselves on mere vegetation but prefer meat
by far. They live for long lifespans and mate very infrequently
as running into other mountain Ogres is not common.
Jungle Ogres - these Ogres live in lush jungles and despite
their size are adept climbers. They often drop down from
trees with devastating blows with their weapons using the
downward momentum. These Ogres are almost always in
groups of 3 to 6. The biggest and strongest by contest is the
leader and rarely hunts and instead sends the others off.
War Ogres - These Ogre are part of a long line of Ogres
bred for battle. More lean and finely tuned for battle. While
hardly capable of independent thinking they make excellent
soldiers. Often employed as foot soldiers by some factions of
giants. They are usually quiet and stoic although still short
tempered. This temper is hones into a battle rage that focuses
that unbridled rage upon their opponents. These Ogres are
also more often well equipped with heavy armors and
immense weapons. I still do not advice the use of this variant
in human relations as they still have a complete lack of regard
for their fellow allies in battle.

DM Tips
Ogres are quintessential large dumb monsters.
They are good for a physical threat that can
challenge a party focused on combat. Manipulating
and deceiving Ogres is a classic tradition also as
seen famously in the Hobbit.

Oni

Lock the door, blow out the light;


The hungry Oni haunts the night.
Hide and tremble, little one;
The Oni wants to have some fun.
Hear it scratching on the door;
See its shadow cross the floor.
The sun won't rise for quite a while;
Till then, beware the Oni's smile.
--Children's rhyme

Introduction

Fearsome bogeymen, oni (pronounced OH-nee) are creatures


of myth and legend, haunting the dreams of children and
adults alike. Yet they are very real and always hungry. Often
called "ogre mages" because of their innate magical ability,
oni are only distantly related to ogres; they are actually
grouped into a separate classification of creatures called
yokai, which in addition to oni, contains creatures such as
tengu and kitsunes. Cunning creatures, oni will stop at
nothing to devour their prey.

Physiological Observations

Oni resemble large humanoids in build, lean and muscular.


This is in stark contrast to the bulky ogre. They stand
anywhere from 8 to 10 feet tall (240 to 300 centimeters), and
normally weighs around 700 lbs (320 kg). They possess dark
green or blue skin, either dark or white hair, massive clawed
hands and feet, and a pair of ivory horns protruding from
their brows similar to traditional depictions of devils. The
"whites" of their eyes are very dark, with striking white pupils
and irises, and their claws and sharp, pointed teeth are jet
black as well.
Oni have the innate magical ability to turn invisible and
cover an area in darkness, as well as take on gaseous form,
temporarily charm a creature into doing its bidding, lower the
temperature of an area low enough to deal physical damage
to creatures, and magically put creatures to sleep. They also
have powers of flight and have regeneration abilities similar
to that of a troll. Possibly their most infamous and feared
ability, however, is that to take on human form and walk
among them unsuspected.

Oni dwell in fortified structures or in underground lairs,


either living alone or with a small group of followers. Oni
view themselves as powerful lords deserving of lesser
creatures' respect. An oni that feels that it has been treated
with disrespect is often driven to arrange and intricate
scheme of vengeance, humiliation, and comeuppance.

Inter-Species Observations

As noted above, oni believe themselves superior to most


other creatures. Oni often have ogre or orc followers, who,
quite possibly never having seen magic before, might see oni
as gods worthy of respect. They share the ogres' habit of
allying with other evil creatures. Oni rarely submit
themselves to other creatures, only serving a master if doing
so proves lucrative or provides it with a luxurious, welldefended home. An oni might also serve a wizard or a hag in
exchange for magic items, as oni covet magic. The oni will
never see itself as inferior to such creatures, however, having
served them of its own volition and having done so for its own
personal gain. At best, the oni will see itself and its "master"
as equals.
However, for all of their pride, oni do see one race as
superior to them: giants. Oni (and other giantkin such as
ettins and fomorians) occupy the lowest caste of the giants'
complex social structure, known as the ordning.

DM's Toolkit
I feel Oni should be portrayed like they are in
Japanese folklore - that is, creatures of myth and
power. Maybe an oni is abducting children from a
village? They could work great as a low-level
campaign's BBEG (big bad evil guy/gal) that keeps
sending orc and ogre followers to attack a
village/town. They could work well in a labyrinth at
extremely low levels (1-4) as a sort of creature that
you really want to avoid. At higher levels, oni would
probably lose in direct combat, but they could still
make things difficult for the PCs due to their at-will
Darkness and Invisibility spells. You may even want
to give it class levels rather than use multiple oni
due to their solitary nature. I personally try to keep
true to their Japanese origins as terrifying monsters
that should be feared, not slain.

Social Observations

Oni are very intelligent and dangerous creatures. Cruel and


rapacious by nature, oni often lead raids for food, slaves, and
treasure. Status among oni is measured by wealth. Oni don't
generally associate with their own kind, but they sometimes
enact elaborate schemes in competition with each other to
amass the most riches.

Behaviourial Observations

By light of day, oni hide their true forms with magic,


attempting to gain the trust of those they intend to betray
when night falls. In humanoid form, they can pass through
towns unsuspected, pretending to be travelers or frontier folk.
In such a form, an oni observes the selection of humanoids in
a settlement and devises ways to abduct and subsequently
devour some of them.
285

Ooze

"Oh come on! It's just some stupid goop. This dungeon's a
cake-walk. Nothing here can even hu-- blurgegurgle"
--Rickard Borden. Ex-half-elf, Ex-thief

Introduction

Ooze infested Dungeons are not safe, But Lady-takeit if they


aren't clean.. As nature's garbage collectors Oozes eat organic
matter full-stop and inorganic matter too if the ooze is the
right color. Quiet and full of acid, goo, and other nasties,
Oozes and Slimes present a large problem for adventurers
without magic protection and can still cause trouble for even
the most powerful of parties.

Physiological Observations

An Ooze is about as simple a creatures as can get. No bones,


no blood, no organs even. An ooze is a living blob of acidic
hunger. The intelligent adventurer knows to pay attention
however to the color of the ooze, as that is sometimes the
only indicator of the oozes next action. Because they possess
no mind of their own Oozes cannot be directly controlled
outside of extremely specific conditions (coughVermin
DruidcoughOoze Wizardcoughcough). Oozes unique
physiology can cause interesting problems for the spell
casters as if the color of the Ooze is disregarded then there is
no rhyme or reason of the resistances and weaknesses of
some Oozes. Some are weak to fire, other heal by it. To some
a Cure Disease is anathema, while to other to even touch the
slime is bad news. In general, however a sharp blade is more
effective than a spear or, Lady Forbid, a blunt instrument. For
wizards perhaps simply dropping the Ooze in a pit and going
around it could be suggested?

Social Observations

Ooze have no culture, other than perhaps, that of a Bacteria.


They possess no intelligence, not even that of an animal, no
method of speaking with which to convey that stupidity, and
no means of even communicating another way as other
creatures might. The only social actions an Ooze might make
with another is to fuse together with another to make a new
type of Ooze, or split apart to propagate the Ooze race.

Behavioral Observations

An Ooze cares only for one thing: Food. To an Ooze anything


that moves that isn't another Ooze of the same color is food.
As such their behavior is based around what feeds the Ooze.
There exist nearly-transparent Oozes which remain still and
wait for the prey to walk into its proverbial mouth, Oozes
which climb onto ceilings and drop onto the heads of
unsuspecting wanderers. Even Oozes which explode into tiny
Oozes when anything gets close then swarm it and eat it
before grouping itself back up.

286

Intra-Species Observations

As mentioned before an Ooze exists to eat and eat only. If you


are not an Ooze, you are to be Ooze food. Oddly an exception
to this rule exists in the Oozes formed from the blood of Gods
as rare as they are. These Oozes have full intelligences and
can communicate fairly well though spell-like abilities and
telepathic power. Beware these for only rarely do they wish
you well.

DM's Toolkit
Oozes can be the most versatile enemy in a
dungeon. They can be made from or use any
element (Sonic Ooze? Sure. Vile Ooze? No
problem!)
There's a rumor going around that a high level
druid cast Awaken on a Gelatinous Cube and now
that Cube has taken levels in Druid itself!
What happens when an Ooze emits positive
energy rather than acid when it engulfs an enemy?
A traproom is set up of Gelatinous Cube and
enemies wearing Cloaks of Acid Resistance and
Rings of Freedom of Movement so they can move
through the Cubs without taking damage or
impediment.
I've heard about a King Ooze, which when
threatened calls Oozes from across the whole land
to protect itself. It can even fuse with every other
type of ooze until it's the size of a whole city!

Orc
Introduction

Orcs are a savage, violent and aggressive race of humanoids


which take delight in plundering and killing innocent people.
They once dominated Avistan in the Age of Darkness, where
they appeared after they were expulsed to the surface by the
dwarves in their Quest for Sky. But thousands of years later
their most prominent presence has been reduced to the
harsh lands of the Holds of Belkzen, which lies wedged
between Varisia and Ustalav.

Physiological observations

A typical male orc stands about 7 feet tall and weigh around
300 to 400 pounds, with females being slightly smaller and
lighter. An orc is born with a deep green skin colour which
becomes more greyish as they age. The skin of an orc
becomes entirely grey near the end of its lifespan, though few
orcs live to witness that happen. Except for their skin, orcs
are most recognizable by their short, pointed ears and the
lower jar tusks, which they sometimes use in combat. Orcs
are all nearly bald, except for some sparse filthy black hairs
on the back of their head. Orcs are known for being extremely
ferocious: able to keep on fighting after receiving fatal
wounds before succumbing to them.
The true origin of the orc has been debated by many
scholars, with some claiming them to be corrupted elves and
others going as far to claiming they evolved from the
goblinoid races. Whatever their origin, it is a fact that orcs
surfaced after being expulsed from underground during the
dwarves' Quest for Sky. These orcs differed a lot from the
orcs as we know today, being shorter (only up to 6 feet) with
more rounded ears and grey skin tones. This kind of orc can
still be found in the most remote mountain ranges, where
dwarves have not yet migrated.
Orc anatomy is similar to that of other humanoid races: an
Orc has relatively thick bones to support their 7 feet height
and posses excessively large muscle groups. Another evident
difference is their digestive track, which is relatively short due
to an Orc's carnivorously oriented diet. Given the grey skin of
subterranean Orcs, scholars assume the green skin is an
evolutionary development to act as camouflage.

Social observations
Politics

Orcs group together in tribal communities for food, protection


and numbers. These communities are ruled by a single
individual, a chieftain which is often a warlord or shaman. A
chieftain wields the highest power within a community, and
dictates the laws of a tribe. In larger tribes, where the
community is split into a main camp and several peripheral
camps, the chieftain may anoint paramount chiefs to rule in
his name. These chiefs collect and pay tribute to the chieftain
in the form of food or plunder.

The sudden death of a chieftain (which is not at the hands


of a challenger) and subsequent lack of an immediate
successor almost inevitably throws a tribe into chaos and
infighting, until a new leader arises and establishes
dominance. The chiefdoms themselves are also relatively
unstable forms of organization. Orc tribes are prone to
periods of collapse and renewal, where tribes band together
but eventually fragment through some form of social stress,
after which they slowly band back together.
In some unique cases female orcs have been observed to
rise to the position of chieftain. These females are more
vicious and intimidating than their male counterpart, and
they rule their tribe with an iron fist. Not surprisingly, they
alleviate the females within a tribe of some of their tasks. A
female chieftain also brings a considerable change in the
looting behaviour: tribes become more systematic and
selective in the towns they attack, maximizing their returns
and minimizing their losses.
Religion

Orcs are merely interested in satisfying their own needs,


which in itself is a reason why an orc would not worship a
god. But they also dislike having a master, and they perceive
the worship of a deity as subjugating themselves to it. Despite
this, shamans frequently rise to power and enforce the
worship of a god to exert control over the tribe.
The gods that shamans devote a tribe to directly influence
the amount of control they have. Thus, they typically choose
gods which portfolio suits an orc the best. Typically, this is
either Asmodeus or Gorum. But tribes worshipping
Norgorber, Rovagug or Zon-Kuthon are not unheard off.
There have been some unique cases in which a shaman has
successfully engaged a tribe in worship of himself. These
forms of devotion rarely last long, as a shaman's rivals will
disprove his divinity as the first possible opportunity.
Warriors

Orc raiding parties are, thankfully, uncoordinated,


disorganized and opportunistic, striking only at targets
weaker then themselves. It is due to this lack of the ability to
effectively coordinate that orcs rarely develop a lasting nation.
However, sometimes great leaders arise which are able to
unite a number of tribes together and stand at the head of
almost unbeatable orcish hordes, which will ravage across
the land and plunder every town and village they'll come
across.
On an individual level, however, orcs are still fearsome
warriors who plunge themselves in combat with great
strength and ferocity. We have been able to identify a number
of types of warriors within the orcish ranks.
Orc warriors make up the brunt of many tribes across the
Holds of Belkzen. These orcs charge into combat against the
nearest foe they can find. They'll keep attacking with their
falchions until either their enemy (or they themselves) are
beaten, after which they seek out another target. Foes that
resist will quickly find numerous orcs ganging up on him
until he is worn down.
Orc berserkers, sometimes also called Orc barbarians, are
the most fearsome sight in a battle. These brutes occasionally
lead a charge, but more often seek out the strongest enemies
on the battlefield to match their strength.
They fight with great axes and can take an incredible
amount of punishment.
287

Orc riders are an uncommon sight. These orcs were brave


enough to tame a worg and ride it as a mount. Since these
orcs lack in numbers, they often perform skirmishes on the
flanks of an enemy, or after a battle pursue anyone trying to
flee.

Behavioral Observations
Male-female interaction

Males are, unsurprisingly, the dominant gender within a tribe.


If they are not out raiding, or occasionally patrolling a camps
perimeter, they spend their time indulging themselves with
food, torture [of slaves] and fighting rivals. Male orcs rarely
take up professions as they disgust at even the thought of
having to go through the effort to create something
themselves, instead of taking it. However, in some cases a
male might take up the craft of armour- or weaponsmith and
become a valuable and protected asset of chieftains.
Females fulfill the role of the lesser gender within orc
society, which is most likely attributed to having a much
calmer and collected nature, compared to their male
counterpart (this does not mean a disgruntled female orc
wouldn't tear off an arm). Males delegate much of the day-today tasks to the females within a tribe. These activities
include, but might not be limited to: cooking, cleaning,
nursing and herding. Females also seem to be more likely to
take up a profession, like leatherworking or seaming to
create or repair both tents and clothing.
Reproduction & childhood

With love seeming to be an almost alien concept among


males, orcs do not form lasting relationships. Males rather
see females, and their offspring, as 'property' . Males thus
create harems of females, the size of which is directly linked
to their position within a tribe. Males do not partake in care
for their own children, though they might occasionally teach
their sons to fight. Children are instead raised by their
mothers and learned how to survive within a tribe by
assisting them in their day-to-day tasks.
Reaching adulthood is no small feat for orcish children.
After leaving infancy they almost immediately have to fend for
themselves against older members of the tribe. Already in
childhood do most males, encouraged by their fathers, start
intimidating children of the same age or younger than them.
When reaching adulthood, male children are initiated by
leading the charge in a raid, in which the survivors of the
vanguard are considered adults.
Females don't receive an official rite, though they are
deemed adults once they develop their secondary sex
characteristics, at which point they are forced into a harem.
Inter-Species Observations

Orcs take little regard for members of their own species, and
even less for members of others. They enjoy raiding
neighbouring towns, and always enslave survivors of such
endeavours. Male slaves are sold off for gold, weapons and
armour. Female slaves have the less fortunate fate of
becoming part of the 'daily entertainment' within a camp.
Negotiating with an orc is almost always entirely fruitless,
for they will keep increasing their demands after an
agreement is made or lose their temper during a negotiation
and satisfy themselves with whatever the negotiator(s) have
on hand.
288

The best way to have an orc cooperate is by being more


dominant than the orc itself, often accomplished by
intimidation. However, unless the orc is restrained or
otherwise prohibited from engaging in combat, he will have
to be literally beaten into submission. This is no small feat, as
most orcs fight to the death rather than being taken, as this
would make them the laughing stock of the tribe.
On a political level, cooperation with orcs is even more
problematic. Eradicating a tribe is easier than keeping them
as vassals, due to an orc's tendency to either rebel against or
backstab their superiors. More often, nations that have to
deal with orcs and who have been unable to do this by
military means often placate them with gifts of food or
treasure. History has shown that providing arms and
weapons has always proved counterproductive, as these
seem to, almost inevitably, often be used against the gifting
nation itself.

DM's Toolkit
Orcs should instill terror into the hearts of (lowlevel) PC's, due to their immense strength and
ferocity. They rarely negotiate, like to plunder and
fight to the death. They are also very dangerous to
kill due to their ferocity ability, which keeps them
fighting longer then a normal creature. Orcs fit a
small variety of roles like religious fanatics, slavers
and aggressive nomadic humanoids endangering a
local village.
From a BBEG's perspective, getting control of a
tribe of orcs would grant him a powerful tool in his
plans. This usually means controlling the ruling
chieftain, which can be done through mindcontrolling magic or by sheer force.
Due to the rebellious nature of orcs, the BBEG
should take care not to rely to much on them,
though. Orcs are therefore useful as distractions,
slave takers or merely expendable shock troops.

Otyugh

"The rot-eaters made their home in the old dump outside the
city. You'll know them by the stink of decay, and the horrible
squishing noise they make when they walk. We didn't think
too much of it when they arrived. Thought it might be good -we were running out of space for our garbage. But now there
are so many. What happens when they've finished eating all
our waste? Will they come for us?"
--Eun Soo, merchant of Gwangcheon (River City to
southerners)

Introduction

The Otyugh is hunger made flesh. An ambulatory digestive


system, it knows nothing in the world except it's endless urge
to eat. And it eats. And it is never full. And it just keeps
growing.
The origin of otyugh is unknown, but we class them as
aberrations because such a creature could not have come to
be through any natural means. Some speculate that they
were seeded across the world by a hungry denizen of the far
realm, and that every time an otyugh eats, that unnamed
being grows a little bit as well. Other people think they are the
creation of a mad druid, perverting the cycle of life and death
by isolating the growth impulse, and letting it out into the
world as its own being.

Physiological Observations

The outward appearance of an otyugh does not reflect the


weirdness of its physiology. Otyugh have no internal organs to
speak of, they are made up of a rubbery ooze similar in
consistency to dried pudding. This substance has digestive
properties, and can absorb any organic matter that the otyugh
takes in through its mouth. The otyugh does not even have a
separate brain - it's neural system is distributed through the
entirety of its body.
Externally, the otyugh's most noticeable feature is its
cavernous mouth, which looks as though a gash had been cut
into the creature, and then filled with teeth. It also typically
has three tentacles: two that are prehensile and used for
grabbing things and in combat, while the third rises up above
its head, and holds the otyugh's eyes. Because the otyugh can
eat nearly anything and is effectively immune to disease, it's
mouth is a cesspool of germs. If an otyugh bites someone and
they escape, the otyugh may follow them for some time to see
if they die of the infection.
Otyugh are functionally immortal - they do not die of old
age. They can continue to grow indefinitely, and they are
capable of absorbing food at such a rate that it is nearly
impossible for an otyugh to overeat. Otyugh themselves
produce very little organic waste, instead converting most of
what is consumed into new body mass. If given an unlimited
supply of food, an Otyugh could double its body size roughly
every week.

When Otyugh exceed about 800 pounds, they seek a


secluded place where food is available, and reproduce
through binary fission, first entering a cocoon-like state, then
dividing into two otyugh of 1/2 the mass of the original. The
process takes about 3 days, during which time the exterior
portions (teeth, claws, etc) of the otyugh dissolve, and then
the newly divided otyugh extrude new ones. The child otyugh
retain some but not all of the memories and abilities of the
parent. Otyugh burn calories very quickly, so it usually takes a
significant amount of time for them to bulk up to 800 pounds.

Social Observations

Otyugh do not need to form social connections since they


reproduce asexually. However, it is not uncommon for otyugh
to form small colonies of 3-8 members. These can be of two
kinds: inter-divisional colonies, and divisional colonies.
Inter-divisional colonies form when otyugh meet later in
their life cycle, and form a cooperative or collaborative
alliance. These colonies are usually temporary, and are
vulnerable to outside interference. These otyugh can usually
be bribed - they will accept benefits to themselves to
undermine or betray their colonies.
Divisional colonies are different - the otyugh remember a
time when they were unified, and do not view themselves
wholly as individuals separate from the colony. For that
reason, it will be very difficult to persuade a member of a
divisional colony to betray the others. Divisional colony
members cooperate very efficiently, and are effective at
working and fighting in tandem.
Colonies of otyugh do not have a clear hierarchy, and
relative social power can vary based on who is healthier and
stronger at the time. It can also depend on intelligence and
force of will - otyugh are able to telepathically communicate
with anyone, but between otyugh it can actually rise to the
level of limited telepathic control.
Otyugh have been occasionally known to create a
megacolony made up of a number of smaller colonies. These
usually congregate around one of the scarier otyugh variants,
or very rarely around a non-otyugh that has magical or
psionic powers and can feed the otyugh to their satisfaction.

Behavioural Observations

Otyugh are nocturnal if living aboveground due to their


sensitivity to bright light, but awake most of the time when
underground - otyugh only need to sleep in short bursts, and
so will spend about 18 hours a day awake. They spend most
of their time following their strong sense of smell to the
closest food source unless they have a ready supply. Otyugh
therefore do not normally have lairs, because they will not
stay in a place once the food supply has run out.
There are two exceptions to this behavioural pattern. The
first is if an area has a routinely recurring source of food. This
can include sewers or waste disposal areas, graveyards,
butcher shops, etc. The second is when an otyugh has a good
thing going, and someone else is willing to provide them with
sizeable quantities of food in order for them to stay in one
place and act as a guardian, etc. They will readily agree to
such an arrangement, and will follow it to the letter, but they
will take any chance they can to obtain additional food
without technically violating the rules - this includes
undermining the goals of their bargain partner where they
think they can get away with it.
289

If otyugh are left unchecked long enough, they will grow


exponentially in number, and can consume all organic matter
in an area. A forest infested with otyugh may over the course
of 10 years be essentially consumed: the otyugh will eat up
the forest litter and ground cover, then they will start eating
trees that are weak or ill, then healthy trees until there is
nothing left. However, in practice this rarely happens because
1) otyugh hate bright light, and will not spread into areas
where there is a great deal of light, and 2) other beings will
seek to clear out otyugh that become a nuisance. In the grand
scheme of things, otyugh are not particularly powerful.
Otyugh are cautions and cunning (although not particularly
bright) and will avoid situations that are dangerous for them.
However, if they have not eaten in more than a day they will
become increasingly frantic in their search for food. If a
hungry otyugh smells food, they will pursue it aggressively
and at considerable risk to themselves.

Otyugh variants

Otyugh Titan: This is an otyugh that, for whatever reason, did


not enter the reproduction phase after reaching nearly 1000
pounds. These titans range from 1000 to 10000 pounds, and
can be truly massive in size. They are usually very old, and
found only in food-rich environments. They are generally
highly intelligent, and many have some form of psionic power
because their distributed brains have grown massively,
providing increased mental capacity.
Breeder: A breeder is an otyugh that has essentially
metastasized: instead of dividing in half via binary fission, it
grows tiny otyugh that drop off and wander away in search of
food. These smaller otyugh will not have memories of the
parent, unlike one created via division. Breeders are a huge
problem, because otyugh can grow very rapidly if they can get
enough food. One breeder otyugh can turn into dozens of
otyugh in a matter of weeks.
Swarmers: These otyugh divide rapidly, at around 100-150
pounds instead of close to 1000. They are three feet high, and
their smaller mass means they are considerably less
intelligent than ordinary otyugh, and lack their psionic
communication abilities as well.
Librarian: So called because they most often arise in
abandoned libraries, Librarians are otyugh that consumed a
source of magic powerful enough to permanently alter them.
Librarians hunger specifically for magic: books, potions,
scrolls, and items that they can consume. Once a librarian
consumes a magic item, it gains the properties of that item to
deploy at will. These otyugh will have a random array of
magical effects at their disposal, from the ability to instantly
trigger potions they previously consumed to the ability to cast
spells from the scrolls they have eaten.

290

DM's Toolkit
Otyugh are aberrations, unnatural and creepy, so
they work well as a cipher for an idea that scares or
unsettles us. In particular, I think that they are
evocative of cancer: functionally immortal,
endlessly growing and destructive to the
environment in which they reside.

An Encounter

Individually, they are little threat to any organized


group. They are bruisers that do some damage and
potentially cause disease. But a colony that is
growing aggressively or running out of food could
ravage crops and livestock, or even hunt people.
Making conflict with otyugh interesting requires
more than putting the players against a levelappropriate opponent. It's all about flavour, feel,
and situation.
Otyugh are cancerous: they rot things around
them, they feed on everything, they grow and
reproduce rapidly. It's also important to keep the
players guessing about what the otyugh are capable
of - if they know that mechanically they're just a
bag of hp with a grapple attack they lose their
mystique. Don't name them - consider giving them
a creepy nickname that the NPCs will use instead.
Describe them in a grotesque fashion. Use their
limited telepathy in ways that unnerve your players.
They are also selfish, and all about hunger.
Otyugh don't want to stay in a fight, they want to
eat something. So they're not going to stand there
taking hits while holding a grappled player. They're
going to go find a good place for a secluded snack.

The Situation

If the otyugh are your primary antagonist, things


become more interesting if the colony is too
strong for the party to confront directly. In that
case, they need to rely on strategies such as
denying them access to food, turning the otyugh
against one another via bribery or manipulation, or
stealth/hit and run tactics and catching otyugh in
the process of division when they are helpless.
Their fickle nature also makes them an
interesting ally to your antagonist in a low level
campaign. The party could probably separate an
otyugh from the antagonist's interests temporarily,
or find a loophole that lets them circumvent the
issue now, but that otyugh doesn't necessarily stop
being a problem. If you're trying to get into a
dungeon you have to bribe it every time on the way
in and the way out, for example.

"You don't have to outrun the owlbear, you just have to outrun
the other guy."
-- Phalen Tarsus, wilderness guide

While their razor-sharp beaks and claws are already quite


deadly, owlbears have also been observed rearing on their
hind legs to crush opponents with their powerful forelimbs.
While not commonly seen, this practice is widely-known,
giving birth to a common phrase to impolitely request
someone to leave, "Go hug an owlbear."

Introduction

Inter-Species Observations

Owlbear

Owlbears' origins are disputed; the prevailing (non-elven)


opinion tracing them back to being the result of some mad
wizard's insane experiment, while many elven scholars
contest Owlbears are natural inhabitants of the Feywild.
Whatever their source, owlbears are undoubtedly one of
the most feared predators of the forest. Their large size, large
appetite and aggressive nature makes them one of the more
compelling reasons to never wander in a forest at night.

Physiological Observations

An owlbear resembles a grizzly with the head of a giant owl feathers cover much of their shoulders, gradually fading into
fur towards the animal's rear and belly. An owlbear's coat is
usually a dark- to medium-brown, but many variations have
been observed, depending on the surrounding environment.
Physically on par with the largest mundane bears, a male
owlbear weighs up to 1500 lbs, and stands around 8 feet tall
on their hind legs. Females are very slightly smaller. Both
sexes are extremely powerful, able to kill a man with a single
blow of their large, clawed paws.
Owlbears have many calls, used for territorial declarations,
mating and basic hunting communication, but the most
commonly-heard owlbear call is a triumphant signifier of a
successful kill. It's unknown whether this is intended as a
broader intimidation tactic towards future prey, or simply a
primal manifestation of their savage aggression.
Captive owlbears have a lifespan of around 20-25 years,
though they rarely die from natural causes in the wild. In
most cases, a younger owlbear will eventually challenge an
aging one for its territory, though the victor will not consume
the slain opponent.

Social Observations

Owlbears tend to dwell and hunt in mated pairs, and are


strictly monogamous. They give live birth to 3-5 cublets,
which remain with the parents until they are old enough to
hunt for themselves, about 3-4 years. Once considered adults,
the cublets leave the den, and will be killed if found
encroaching on the parents' territory.
Extremely territorial, owlbears will rarely tolerate the
presence of another owlbear in its domain, aside from their
mate or cublets. Intruders are dealt with lethaly, but not
eaten.

Behavioral Observations

While not strictly nocturnal, owlbears tend to be more active


after sundown, though they appear to easily adapt to their
prey and surroundings to maximize hunting potential.
Owlbears lair in small caves, with little concern for the
tidiness of their area. You will often smell an owlbear's lair
before you see it, as the stench of rotting prey is often used as
a lure for more potential meals.

Owlbears are extremely aggressive, regarding nearly any


other living being as food. They will attack without
provocation, and will attempt to slay other creatures on sight.
Being magical beasts, Owlbears are more intelligent than
many mundane animals, roughly on par with dogs. With the
right approach (and a lot of caution), a cublet can be trained
as a guard or mount, though a firm and consistent approach
is required throughout the owlbear's life. Many a would-be
owlbear trainer has found themselves disemboweled and
eaten after inadvertently making eye contact or sudden
moves at the wrong time.
It is also not an uncommon practice to raise untrained
owlbears for use as free-range guard animals within a large,
contained area - a sort of living moat. Provided the owner has
a means of staying clear of the owlbears himself, they make
for very effective deterrents to intruders.

DM's Toolkit
A classic, right? If you want to give your PCs a fight
with something big and scary without having to
think about a lot of tactics, an owlbear (or pair!)
might be a good way to go. They can make good
encounters for lower-to-mid-level characters, and
retained as good flavor creatures forever. They can
definitely be a good way to remind lower-level
characters of how dangerous the forest can be, just
by having them hear calls (hootroars?) around
them as they camp at night.
Polar/snowy owlbears are obviously a thing,
right? There are about 20 published (mostly
unnecessary) variants of this creature, including
winged ones (which I suppose makes sense), so
you can really make them into whatever you like.
A young owlbear could be used if you need to
scale one down (and make the PCs feel bad for
killing it), and you can always scale them up. A
"Greater Owlbear" is an established thing - maybe
some wizard decided to further tinker with one to
make it gigantic? (Fun idea, though it'd probably
devour everything in the forest pretty quickly. plot
hook?) An awakened owlbear would be pretty
terrifying.
Want your players to know that druid is a
badass? Have her ride in on an owlbear. Sure,
owlbear cublets are super-cute, but become lethal
early - within a month? Better know what you're
doing! PCs who want those fun little pets may find
themselves stuck in a very small cave with a very
angry owlbear parent standing in the doorway.
Need to add some extra difficulty to breaking into
the noble's mansion? Give him a large, wooded
yard around his manor with a couple of prowling
owlbears. Only let the PCs find his secret entrance
if you're feeling nice. ;-)

291

Pegasus

"Uoitha is no mere steed, He's my best friend and companion.


I couldn't imagine life without him at this point. I could not
imagine a more majestic creature than my best friend
Uoitha."
-- Elven Pegasus Rider Yuli Riverheart

Introduction

Pegasi are majestic creatures that inspire hope by their mere


presence. They are used by some elves as a mount but only in
the situation of a deep bond and friendship. Pegasi are noble
and undeniably always on the side of good.
It is theorized that their origins come from the gods
themselves as a gifted horse was granted immortality and
flight when a demigod had ascended. This theory holds some
water as claims say that their friend was bestowed upon them
by their deity in a time of need.

Physiological Observations

A Pegasus resembles a large healthy muscled white horse


with a brilliant coat and a pair of large white eagle like wings.
They stand easily 7 feet tall at the shoulder and always have
brilliantly flowing manes.
A Pegasus uses its powerful wings to propel itself through
the air with amazing speed and a fair amount of agility. They
gallop as they fly as if from instinct alone or simply the joy of
flight. They seem to prefer flight as their means of travel but
can run with any horse on the ground. While flying, a Pegasus
can bear a medium size creature with almost no loss of
mobility.
Although resembling a horse with wings in appearance a
Pegasus is much more than a horse when it comes to body
structure. With massive muscles to power flight they have
larger chest areas and back they have less muscled hind
quarters for running. When running without flapping their
wings for further speed they can't match a horse in speed in
stamina as a result.
The skeleton of a pegasus is much lighter than that of
many horses. They have more hollowed out bones that
appear as webs of supporting structures in the bones rather
than solid. This makes them not as strong as a horse in bone
density but enables flight with the drawback of a slightly
more fragile frame. This also makes them less common as a
beast of burden than a horse and will often not pull wagons
or such vehicles unable to constantly exert strength much like
a horse.
Pegasi are good natured patient and noble animals. They
will often keep to themselves but do aid those in need when
they hear distress. They have been known to come to
exceptionally good individuals and bond with them for life in
a lasting friendship. This is thought to be a sign from a goodly
deity but that is not always the case. A Pegasus will strive to
make the world a better place and befriending those who can
help achieve that goal.
The diet of Pegasus is no different from any horse. They
graze on grasses and wheats common among planes. If they
live in more heavily wooded areas they are known to each
tree fruits for sustenance.

292

A Pegasus tends to live in open plains and forests where


they can easily take to the skies. They're nests are high up as
possible and very large. They are constructed from branches
and twigs woven together on a high perch.

Social Observations

Pegasi on the material plane are not common but they can be
found. They are very social creatures with each other. Among
themselves they are playful open and even somewhat loud.
They chirp, whinny, and grunt in vigorous play and flight.
Among their own kind they seem the very definition of happy.
Pegasi stay in groups much like horses and usually grow in
numbers with each new birth. There doesn't seem to be any
kind of hierarchy or competition for position. They are
creatures of love and roam in a family looking out for each
other and protecting their territories from the likes of evil and
wrong doing. Once in a while a member will leave for an
unknown ambition of their own choosing often to befriend an
interesting individual.
Pegasi mate for life in a deep bond as they form with many
trusted creatures. Offspring are not frequent and maybe will
only produce 2 to 3 colts in a lifespan of 70 years. The time at
which a colt is produced has no determined timeline and
seemingly is random when a pair decides to bear a child.
Often times Pegasi who have bonded with a humanoid in
deep friendship will not chose a mate and remain celibate.

Intra-Specie Observations

A Pegasus has an amazing judge of character and will often


easily identify individuals with dis-honorable intentions. They
keep to themselves in the wild but will always stay close to a
trusted friend or rider unless instructed otherwise. Pegasus
avoid evil where possible but do not shy away from a fight.
Elves are the most common humanoids in contact with
Pegasi and in elven communities it's not uncommon for them
to have at least 1 Pegasus rider. Any humanoid of a goodly
wheel can form a bond with a Pegasus given they are truly
good and honorable. There is one tale of a goodly orc who
rode upon a Pegasus into battle.
Pegasi are not broken like horses by many races into
service. Every bond is that of mutual trust and friendship that
must grow. Being skittish animals in general the first
impression to a Pegasus is the most important. Even the
most goodly of folk can dissuade a relationship by being too
assertive for a humble Pegasus.
When confronted with evil they will fight beside a rider,
friend, or their family to the end. On their own they prefer to
avoid such confrontation and will usually flee. If another
being is being harmed a lone Pegasus has been known to
swoop in to the rescue on that individuals behalf.
When fighting a Pegasus will swoop in low to the ground
and slam them with the momentum of their flight with their
hooves. They swoop back and forth until their enemy is
defeated or backs down. When on ground they are often
more apt to running but when forced to fight on the ground
they favor battering with their stronger front hooves and
using their wings for momentum in the attack. They do kick
and buck with their back legs if needed but as their back legs
are not as strong they tend to avoid that option even still.

Variants

Pegasus are for the most part the same with a few exceptions
White Steed: this is the standard variation of a Pegasus as
described above. They are able to understand the language of
a bonded humanoid and if unbounded common and celestial.
They do not speak but understand languages they are
familiar hearing.
Herald of Gold: This variation speaks and understand
celestial and the language of the demigod they are in service
to. They are exceptionally rare and used as messengers from
a deity or demigod signaling their arrival. They are very
intelligent and it is theorized the origin to all Pegasi.
Blue Trickster: These Pegasi are smaller and not much
larger than a pixie. They are very fast and flutter around
playfully and happily chirping in their own songs. They love to
play small pranks on other animals such as playing tag,
dropping sticks on their heads and general mischief. It is
unknown as to their origin but are often not far from fairy
dragons.

DM's Toolbox
Pegasi can be a great companion to a party or NPC.
Having a Pegasus as a mount is a powerful thing as
being able to fly changes a lot of things but there
are more uses for a Pegasus than just "horse + 1"
rescue mission: a Pegasus is in trouble and if not
saved it may turn out to be a nightmare
random friendly helper: having a tougher fight?
Super Pegasus to the rescue!

293

Peryton

"An eagle as big as you or I, with huge antlers and dripping


fangs, with the shadow of a man? That's a Peryton. That's
when you decide if you want to die today. It will never stop
hunting you. It loves to hunt and kill. You can see it in its
shining eyes."
--Olaf Brambledis, retired guide

Introduction

The Peryton is a wholly magical being. It was created by a


vivisectionist for the express purpose of creating a race of
winged assassins and sentinels for his laboratory complex.
It is a terrifying creature, extremely intelligent and driven
to pick a victim and stalk it relentlessly until either the victim,
or the peryton, lay dead.
Peryton are feared by humanoids, and rightfully so,
because only the fresh-plucked heart of a humanoid victim
will allow the female of the species to become fertile.

Physiological Observations

The creature stands 5 feet tall, with a 12 foot wing span, and
appears as a giant eagle with the head of a nightmarish stag,
with huge ebony antlers, cruelly spiked with curved spines.
It's eyes glow a dull orange-red, and its wings and torso are a
sickly green-black. The males are identified by the patch of
light-blue chest feathers, and the females patch is a drab
brown.
The strangest feature is the creature's shadow, which only
reflects its owners true form in the female of the species, and
only in the scant few hours when it's in heat and ready to
mate.
Otherwise, the peryton casts a shadow in the shape of a
humanoid. Even stranger is that when stalking prey, the
shadow changes to reflect the shape of its victim.
It's feathery hide is much tougher than it looks, and has
been enchanted to resist strikes from normal weapons. Only
magical armaments have any chance of piercing it's skin.

Social Observations

Peryton are not a social species. They form small pair bonds
and raise a few young, with the youngsters being forced out of
the parent's territory upon reaching maturity. All peryton
families are hostile to one another, and will fight quite
viciously if intruders enter their territory. These fights are not
for show alone, or dominance, but always to the death.
The nests are always found high in the mountains or
among the tors of rocky hills and canyons. They are always
hidden from observation from the ground and air, usually
with very clever natural camouflage.
Peryton are quite vocal, and many scholars suspect their
language is quite complex, and even able to express abstract
ideas. They speak in loud screeches and roars, and always
sound as if they are distressed or in pain, regardless of if they
are or not.

294

Behavioral Observations

Peryton are extremely intelligent, ranking a 10 on the


Moldvay Scale, and have shown to be crafty and patient foes.
Because of their engineered design, they have a predilection
of hostility towards humanoids, and seem to delight in
outsmarting and killing them.
They will hunt any creature in their territory if they think
they can do it successfully and from ambush. They never
attack large groups, preferring to pick off the unwary and the
stragglers.
When not hunting they spend most of their time patrolling
their territory, and aggressively defending it from intruders.
The areas around their lairs are notoriously bare of life, and
no carcasses are found, as they serve as food for both the
adults and the young.
The creatures need humanoid hearts to allow the females
to mate. Once a victim is slain, the males will call the female
to him and tear the victim's chest open with its large teeth.
The female will devour the heart and undergo hormonal
changes in the next 10 minutes that forces her into heat.
This fertile state is very short-lived and in 3-6 hours the
female will be unable to reproduce. The couple will then
mate and the female will lay a clutch of 1-2 eggs in the stillwarm corpse of the victim. The pair will then carry the
victim's body to their lair where the female will guard the
eggs for 72 hours, after which time the young will hatch. If
there are 2 eggs, one young will always devour the other for
sustenance, and if there is only 1, the female herself will feed
it with the soft, rotting pieces of the victim.
Females generally lay 1 clutch a month, as the young are
extremely weak and vulnerable, and will remain so for
another 24 days, during which time the male will bring
between 4 to 6 victims as food for the young. After this
feeding period the hatchling will mature into an adult
peryton. The parents will then turn on it, kicking and biting it,
driving it from the nest, forcing the new adult to fly. The
parents will drive their young out of their territory
(approximately 4 square miles). If the child returns, it will be
killed.
Perytons are relentless foes. They soar high above the
ground, searching for lone humanoids, mostly, and swooping
down on them at great speed, usually snatching the victim up
in its talons and either killing it on-the-wing or dropping it
from a great height. It usually reserves the latter for victims
who aren't as helpless looking as first appeared. They are as
fast as eagles and just as maneuverable. Their eyesight is also
quite keen, but they cannot hunt at night. They generally hunt
in pairs.
If forced, it will stalk it's victim on the ground, using it's
antlers to block and parry weapon strikes, and biting with its
sharp teeth when given the chance. It will use short hops and
flights to gain a tactical advantage, and is not above fleeing to
return later. The peryton is as smart as a human, and will not
throw it's life away needlessly. It's hungry nature and onemindedness means it will never let the victim go, stalking it
for days if necessary. It will never switch targets, even if it's
tactically disadvantageous, it's hunger sometimes
outweighing it's good sense.

Inter-Species Observations

Peryton consider themselves superior to all other creatures,


and will never willingly aid or ally with anything short of a
dragon, and even those interactions are filled with duplicity
and malice.

DM's Toolkit
Peryton are a good foe for low to mid-level
characters without any modifications. They are
immune to normal weapons, have a fast fly speed,
and two attack forms (Gore and Bite).
They attack by ambush if they can, and will flee
or retreat to gain a tactical advantage, always
returning to ambush again.
I have modified these on occasion, giving them
resistances to magic or physical attacks, able to
spit poison, and once I gave them a Vampiric
Touch (well, Bite in this instance).
They, like everything, are easily modified for high
level parties, or scaled down for low-level. I have a
clear memory of a 1st level Rogue cut off from the
party in the mountains who was stalked by a pair of
Perytons for 2 terrifying days before he was
ultimately rescued. Later, the player told me that it
was an extremely nervewracking experience, being
hunted by this huge evil bird-thing that was
ambushing him and leading him into indefensible
places seemingly for its own amusement.
I hope you find some room in your game for
these evil winged bastards. They can be great fun if
used properly.

295

Piercer

"I think I'd have rather the thing got me I tell ya, I smelled
worse than me wife for weeks!"
--Drunken miner

Introduction:

Piercers are rarely seen by the majority of the population,


though deep miners and residents of the underdark are
familiar with their habitat and habits. Silently waiting in deep
surface caves and the Upperdark, piercers appear as
stalactites to all but the most trained and experienced eye.
Strange in appearance, piercers are the larvae of ropers who
are thought by most scholars to actually be native of the
Material plane, though some (and consequently their young)
have been recorded in other planes.

Physiological Observations:

Clinging to the ceilings of caverns and large subterranean


passages, piercers blend in perfectly with natural rock, they
are of varying colors depending on where they reside and if
they move positions their coloration and pattern will change
slowly over time to further camouflage them, dropping in
silence to impale unsuspecting foes on the ground below. A
rock-like shell encases a piercer's body, giving it the look and
texture of a stalactite. That shell protects a soft, slug-like
upper body with claw-like mandibles around a circular mouth
with countless sharp teeth made for shredding meat. The
mandibles allow the piercer to move across cavern walls and
ceilings to position itself for prey. With its eye and mouth
closed, the piercer is difficult to distinguish from ordinary
rock formations.
The larvae of ropers, piercers are thought to spend the
beginning of their existence in the mouths of their roper
parent(s) where they feed off of excess food and each other,
though no account of roper mating has ever been recorded
from a reliable source. Certain adventurers and more exotic
monster breeders suspect they mate through one of their
tentacles burrowing through the rock and linking where they
can store seed from one another for exceedingly long
amounts of time, they seem to produce offspring whenever
food is plentiful.
Piercers have an observed maximum size of 5ft in length,
1.5-2ft in girth at the base. Upon reaching this size they enter
a state of stasis as their shell grows over the upper portion of
their body, their mouth remains agape and eye closed. The
digestive fluids in the mouth attract small creatures and
insects which are unable to escape if they traverse into it, at
which point they are digested. After an unknown period of
time they become a roper and tend move from their previous
location to the cave floor nearby, or a different location if food
is scarce.

296

Patient Hunters, piercers can see, but they can also


respond to noise and heat, waiting for living creatures to pass
beneath them, then falling to attack. A piercer that misses its
chance to kill must make its slow way back to the ceiling. A
fallen piercer excretes a foul-smelling slime when attacked,
making most predators think twice about eating it. Some
piercers have been reported to emit a noxious gas that
damages the lungs with a horrifying stench of rot and decay.
The few unlucky enough to have survived this reported that
anything worn, even metals, kept the stench for months on
end. Piercers gather in colonies to maximize the effectiveness
of their attacks, dropping simultaneously to increase the odds
of striking prey. After a piercer successfully slays a creature,
the others slowly creep toward the corpse to join in the feast.
If one happens to land awkwardly enough to cause it's death
it is eaten by its nearby brethren.

Social Observations:

Piercers are very rarely ever seen alone, they're too weak to
kill practically anything by themselves and the chances of
their attacks landing cause pack hunting to be more effective.
Despite this they don't often exist in numbers greater than 20
as food in their environment is infrequent and they would
likely starve if it had to be shared between so many.
Ropers are frequently found in proximity to piercers,
though larger ropers tend to be found on their own or in
small groups of less than 4 as their ability to quickly devour
food leaves the smaller and slower of their kind hungry.
Ropers often wait for their young to drop before appearing to
block off the exit to those attempting to escape and close in
on their prey.

Behavioral Observations:

Piercers are simple creatures that are very predictable in


nature, they will act in groups, often in tandem with ropers, to
attack prey from above, in front and behind to ensure the
highest chance of killing their prey. They almost always drop
in groups, often simultaneously, though some may remain
rooted to the ceiling if prey is obviously too far away to land
on. After quickly devouring prey they quickly climb back up
the walls and ceiling to secure their position again. A piercer
that has gone an extraordinarily long time without food will
go into a stasis or hibernation mode where only loud
movements such as other piercers dropping, loud footsteps
or the calls of creatures will wake them. After an unknown
amount of time in this mode it is possible for them to starve,
at which point they will fall and their own kind will eat them.

Inter-Species Observations:

Denizens of the underdark are far more likely to have


encounters with piercers and consequently may know some
of their favorite locations at busy (well busy is a relative term
in the underdark) intersections of caves and important areas
where potable water is located.
There are accounts from some mining operations whose
encounters with piercers and ropers were so frequent that it
warranted them to keep livestock and lead the animals in
ahead of them a hundred feet or so, causing any potential
ambushes to slaughter the animal and not the miners.

There are some large predators in the Underdark that have


learned to associate the smell released by a piercer when it
misses its prey with the arrival of a choice morsel for itself,
though none have been documented actually eating the
piercers. Apparently the rocky exterior and foul smell are
repugnant to even the creatures of the darkest depths.

DM's Toolkit:
While not threatening singly or even in a pack to all
but the lowest level of parties, piercers can be put
to great use as a dangerous surprise to escaping
parties with low health members or as a trap if the
party has an experienced guide who knows where
to look for them and want to lure a creature under
them.
If you'd like to make a particular section of cave
have an appearance of being abandoned for
centuries to any form of life you can throw in some
dead cones of piercers lying about and beginning
to calcify as long as the party would have some way
to know that indicates nothing moved through
here for an obscenely long time through either a
knowledge check or again a guide.
Piercers and their older brothers ropers make
great zone exclusion areas in combat and make for
great surprised mid combat, having them drop on
party or enemy as they move from area to area.
A smaller group of piercers wouldn't be likely to
attack a larger party but if that party had someone
scout ahead by themselves or in duos they could
be caught off guard and even killed if low level.
Side notes: I had never actually heard of these
before I did this project but they provide a lot of
fun situations to throw at party members and I
can't wait to make it rain disgusting slug rocks. I
also didn't include variations besides the
poisonous gas one because I felt that any stronger
piercer would just be a roper.

297

Pixy

A trio of individuals stomp through the forest journeying to


some far off place. In the back of this little band a man in a
blue cloak pushes back his spectacles as he examines the
blooming flowers, the shafts of light breaking through the
trees, and the various sounds of life around him. Every time
he takes a moment to furiously scribble in a journal, his other
two companions drag him forward.
In the middle of the group walks an elf. He too is glancing
around at his surroundings but with an uneasy look in his
eye, as if ready for the trees to ambush them. His hand hovers
over the sword at his hip with an eager twitch.
Leading the small band is a dwarf wearing full armor,
grumpily stomping on every flower he can.
As the three reach a small glade, the elf leaps forward to
grab the dwarf by the collar. He suspiciously glances around
the glade, then bends down to the earth before the dwarf.
Pushing aside some twigs, the elf indicates an almost
imperceptible trip wire made of finely woven grass fibers.
Carefully he traces the wire up a tree to a small plant bulb.
Raising an eyebrow he waves over to the human still writing
in his journal.
"Look here, somebody set this trap. They probably thought
they could catch us off guard with some nefarious poison."
The human looks at the elf quizzically for a moment. "It's a
plant bulb, it's not especially magical or anything. I am certain
there isn't some monster stalking us with vegetables". He pats
the elf on the shoulder and goes back to writing.
The elf gives the bulb one final glare and, as if waiting for
the invitation, the bulb bursts open expelling a cloud of bright
yellow pollen. He reels coughing, and immediately goes for
the sword at his hip. "Alright you bastard, show yourself!" He
shouts into the forest.
The Dwarf grumbles something and stands up to help his
friend. A distinct metal ping echoes through the glade as,
piece by piece, his armor falls off leaving him with nothing
but his undergarments. The human decisively closes his
journal to ready a spell only to find himself floating several
feet above his companions.
Grabbing a nearby tree, the human pulls himself towards
the ground. Hanging upward from a branch, he looks around
at the dwarf sheepishly collecting up his armor and the elf,
covered in pollen, defiantly menacing the underbrush.
A faint smile works its way across his face, that smile
develops into a grin, and finally he breaks into full blown
laughter at their predicament. The dwarf, clutching his chest
plate like a child's blanket sits down and joins in. Whatever
was going on was a nice break from death and fear as per
usual. After a final apprehensive glance around the glade the
elf lets his guard down with a sigh and allows a small chuckle
at his expense.
As their laughter dies down and they collect themselves,
the group hears an almost inaudible giggle. The trio reel to
face it, but all they see is a faint rustling of leaves and
glittering dust flitting through the air.

298

Pixies are tiny fey that can be found almost anywhere in the
world. While pixies tend to prefer forests and grasslands, they
have been encountered on the fringes of humanoid society as
well as inhospitable environments such as desert and tundra.
Exceptionally joyous creatures, pixies are responsible for
many of the small beauties of the world. From sprinkling dew
upon the morning grass to cultivating beautiful fields of
wildflowers pixies relish in beauty in all its forms.

Physiological observations

Pixies generally stand about a foot tall yet it is not unheard of


for one to reach twice that height. Their appearance mirrors
that of elves with long pointed ears and sharp features.
Unlike many elves, a pixie's skin tone is always of pastel
colors such as green or blue. Each pixies possesses a pair of
fine wings similar to those of a butterfly or dragonfly. In flight,
these wings usually leave a small shower of glittering dust
that has various magical properties. Pixies are also naturally
gifted with the power of invisibility which they use to great
effect whether it's to spy on others or avoid conflict. It is
exceedingly rare for a pixie to be seen unless they choose to
be.
A pixie's affinity for beauty extends to themselves as well.
They often fashion resplendent clothing from flower petals,
silks, tiny furs, and other materials they find in their
environment. With a small sprinkling of pixie dust, their
regalia often shines and sparkles like freshly fallen snow.
While not especially vain creatures, a compliment of a pixie's
attire will go a long way as they spend countless hours
working on it.
Pixies produce a unique substance known colloquially as
pixie dust. While we are unsure how exactly pixies produce
this dust, it can be seen glittering in the air behind a pixie as
they fly. The dust has a seemingly unnatural knack for
catching and refracting light in truly beautiful ways. Attempts
have been made to infuse glass with pixie dust to capture its
properties with middling success. The dust itself consists of
nearly imperceptibly tiny grains that, upon close examination,
look not dissimilar to shards of stained glass. What is most
fascinating about pixie dust is the magical properties it
exhibits. It is common knowledge that even a tiny sprinkling
of pixie dust will grant one the ability to fly for a short time.
However, pixie dust has a multitude of other magical
properties that many aren't aware of. Pixie dust sprinkled on
one's face, ears, or head will cause the subject to be
disoriented or knocked unconscious, legends have also
spoken of people being concealed in plain sight by this
material. Furthermore, pixie dust is massively valuable as an
alchemical reagent. Unfortunately, attempts to discern further
uses of pixie dust have been fruitless. While pixies
themselves use the dust for a myriad of purposes, the
majority of applications have been inaccessible to
researchers.

Behavioral Observations

Pixies are exceptionally curious creatures, always excited to


meet somebody, learn something, and investigate happenings
in their environment. It is unlikely that any creature
appreciate their environment to the same degree as pixies
who keep close watch over the land around them making
sure everything operates in the correct manner. This means
coloring the occasional leaf that refuses to lose its green hue
well into autumn and arranging branches to allow just
enough sun for their favorite sapling. Details that many
individuals pass up are carefully monitored by pixies, even
the most fleeting beauty is cared for. While curiosity and care
drive pixies, timidity tempers them.
Unlike their spritely cousins, pixies are strictly pacifist and
avoid violence in any form. Unfortunately, the world at large is
indifferent to their lifestyle and the dangers abound give most
pixies pause before they introduce themselves to a unique
individual or investigate the rock that fell from the sky.
Pixies love to play minor pranks on those they meet.
Sometimes it is to gauge an individual's temperament, other
times it's simply (mostly) harmless fun. An individual who
gets exceptionally angry at a pixie's joke is likely never to
meet her, whereas one who takes it with a chuckle may make
a new friend. Pixies also delight in tricking the selfish and the
greedy out of their possessions. Some even amass small
hordes of treasure gained this way and they are usually happy
to share the spoils with a friend.
While pixies avoid large groups of humanoids, they often
live in the vicinity of small villages. These pixies commonly
enjoy caring not only for the natural surroundings, but the
homes of kind folk that live there. Farmers have been known
to leave out small gifts to woo or show appreciation for their
local pixies. In return, a pixie will tend to the fields at night,
shoo small predators away, and (as some believe) bring good
fortune upon them. It is also not uncommon for village folk
(particularly children) to see a local pixie as a friend or
playmate as well. Pixies also have a special love for horses. At
night they often slip into stables and take a horses out for a
midnight ride. The only evidence left the following morning is
the intricate braids they often leave in a horse's mane. A
farmer who leaves the stables open at night is likely to find
their horses to be healthier and better trained than they
would otherwise expect.

Social Observations

Being naturally inquisitive and explorative, pixies don't often


spend much time with their own kind. Usually, they spread far
and wide across a land as a consequence of their nature.
Pixies love to explore every facet of the world and would hate
to have their fun ruined by another. That said, pixies are not
wholly independent creatures. They often make friends with
the local humanoids in their region and do congregate
several times a year. We know they celebrate several holidays
linked to many things such as celestial events, seasons, and
manic whims. Only one of these holidays, known as Drt, has
ever been recorded by non-pixies.
Drt roughly translates to "Festival of Friends" and there
are several accounts of individuals who have befriended
pixies being invited to it. According to various firsthand
accounts, it is characterized by a grand feast

(Surprisingly provided by the pixies themselves), drinking,


and dancing under the moonlight. Each pixie in attendance
brings somebody they have befriended that year, and it is not
uncommon to see individuals from many species and all
walks of life in attendance.
The largely tangential connection most pixies have with
most "civilized" cultures lead to interesting misconceptions
and superstitions about those cultures that spread between
pixies. For example, a human's propensity for lying, double
dealing, and spreading falsehoods lead many pixies to believe
it's a biological trait. Some even believe it is a social faux pas
to open a conversation with actual truth and thus will start
out any conversation with a human with a few good natured
lies. Often, pixies will attempt to touch the very tip of an elf's
ears for it is said to bring good fortune upon them. Finally, a
dwarf's beard is said to be where they store their knowledge.
While only the most bold of pixies would even consider
peeking within, many judge a dwarf's intellect by their beard.
Naturally, a pixie's capricious disposition leads to some
extreme outliers. Some find themselves more reclusive than
their peers, taking up residence in libraries or ancient ruins.
Others take their outgoing pixie nature to the extreme, even
to the point of joining mercenary guilds or a traveling
circuses. There is even a legend of a world renowned pixie
swordsman. Accounts say he moved with the erraticism of a
butterfly and struck like an enraged bee.

DM Toolkit
There is little reason for a party to ever actually
fight a pixie. They're almost universally good and
don't directly oppose evil in any direct manner.
One that has a problem with the party would
simply annoy them with increasingly mean pranks
or would attempt to confound the party with
magic. A particularly bold pixie may attempt to
steal something key to the party (such as a
McGuffin), but it is unlikely this will result in
serious combat.
Pixies do make good allies, scouts, and quest
givers. If the party can win their favor (largely by
not being assholes) then a pixie could prove to be
a useful ally. Their natural ability to sneak into
places and deep knowledge of their homes can be
incredibly valuable. It is not unlikely that a pixie
would have information that the party desires.
Pixies tend to value different things than most
humanoids do. Gold and hollow promises are likely
to hold less sway than seeds and a well-placed
compliment.
Pixies can also have an effect on your campaign
without even coming into direct contact with the
players. Their natural powers of invisibility make
sticking to the shadows particularly easy, but the
party can see their effects after the fact. For
example, a pixie might try to indirectly lead the
party to a group of orcs or goblins causing trouble
in the forest.

299

Pseudodragon

"Hey mister, that is a really cool lizard you have! Can I pet it?"
Hiss!
"Ow, I think it bit me"

Introduction

One of two tiny dragons, pseudodragons are elusive,


intelligent creatures that can form strong telepathic bonds.
Naturally inclined towards harmony, pseudodragons avoid
larger dragons and evil beings.

Physiological Observations

Pseudodragons are the smallest form of true dragon, a fully


grown common pseudodragon only grows to a length of two
feet from snout to tail. They possess reddish brown scales
and a ridge of tiny horns. Adult pseudodragons have well
developed wings spanning almost 4 feet. Like all dragons,
pseudodragons possess perfect dark vision.
Hatching from small eggs, young pseudodragons are only a
few inches long. Like all true dragons, hatchling
pseudodragons are capable of hunting and instinctual care
within minutes of hatching, a hatchling pseudodragon is a
voracious hunter and will use its stinger and jaws to hunt
anything that moves, usually small forest creatures. If small
enough creatures are not available, then the parent dragons
will often carry wounded but still living small prey back to the
nest.
Another quality of note is the pseudodragon's poisonous
tail. The tail of a pseudodragon is sharp and strong enough to
pierce thick hide and some are even known to be strong
enough to pierce steel. Each sting delivers a powerful
sedative, capable of staggering a full sized orc, or knocking a
human unconscious for an hour. The sting can be very
harmful to children and Halflings, care should be taken that
smaller companions not startle or insult the dragon.

Social Observations

Female pseudodragons produce eggs only in the early


summer, and only if food has been abundant. Each season
will produce between 6 and 12 eggs, with the eggs being
infertile unless fertilized by a male. During the 6 week
gestation that starts in late spring, the female pseudodragon
will find a quiet, undisturbed place to burrow and prepare a
nest. Old trees, caves, and soft earth all are common nests.
Once a nesting site is established the dragon will return to
the nesting site yearly, so long as the site remains
undisturbed. At the first sign of any disturbance, especially
the presence of a larger dragon, the mother will abandon the
nest.
Pseudodragons mate as pairs, the natural telepathic
abilities of the species cause them to form deep bonds and a
mated pair will defend themselves or their hatchlings to the
point of death. As pseudodragons grow they will start travel
further and further from the nest, after approximately six
months the pseudodragon will be large enough to be fully
independent of the parents. However, if food is abundant and
the area then the youngling will stay close the parents. In
cases where food is abundant and hostile predators rare
extended family units of pseudodragons can be found nesting
together.
300

However, if predators are common, or food scarce, a


youngling will soon take to being nomadic. Pseudodragons
can fly for several miles before stopping to rest, and will often
fly at night to prevent them from being spotted by aerial
predators. A pseudodragon on the wing can fly as fast as a
hawk. While the dragon can soar and coast for long periods
without tiring, extended sprints or rough winds can exhaust
them.
When a nomadic pseudodragon finds a location that feels
right, isolated and with abundant food and shelter, the dragon
will find several different hollows, holes and caves to lair in. It
will maintain each nest separately. On bright sunny days
pseudodragons can be seen by quiet and calm observers
sunning themselves on stones, but the first sign of hostility
will send them a flight to the nearest hidey hole.

Behavioral Observations

Most pseudodragons have a strong sense of draconic nobility,


while this generally doesn't manifest in the form of haughty
lording the way it does with larger dragons it does mean that
a pseudodragon, once insulted, embarrassed, criticized or
harmed, will never forget the action but might forgive if
amends are made.
One of the most significant qualities of the pseudodragon is
its pronounced telepathic ability. They are able to
communicate with any creature they can see within a
moderate distance and can learn to associate words with
concepts. In the wild Pseudodragons almost entirely
communicate in emotions and occasional draconic
exchanges, but dragons who have had extensive exposure to
the fey or common races will quickly learn common. An
excited pseudodragon will communicate with a barrage of
images, emotions and words while at the same time hopping
and chittering. The telepathy, combined with the keen senses
of the dragon, make it capable of clearly perceiving invisible
creatures that are nearby.
Pseudodragons that live on the fringes of common race
societies are often bound as familiars. This bond replaces the
mating bond. Instead the pseudodragon takes ownership of
the bonded subject, becoming protective and seeking to guide
its charge. Often a pseudodragon who bonds with a member
of a common race sees incredible potential in the charge. The
pseudodragon will give up on isolation for the sake of the
bond, but only if effectively given tribute.
Food, trinkets, coins and gems can function as tributes for a
pseudodragon.
In regards to food and drink, it is very important that a
pseudodragon never be given alcohol. The will be drawn to
powerful liquors that they can smell, and will drink readily
and fully, far past the point of being healthy for the dragon. A
pseudodragon allowed to dip its snout in a glass of its
charges wine will soon knock over the whole glass to get
more. But the true impact is found in the effects of
intoxication, the dragon will seek to consume all available
alcohol and will become violent and hostile if denied. It seems
that liquor brings out a specter of dragon hording and
covetousness in the small dragons. In the event that a bonded
dragon does become intoxicated it is important to restrain
the dragon immediately, isolating them from further exposure
until the effects can wear off.

In combat against a larger opponent, the pseudodragon will


almost always poison the subject, then quickly flee to safety. A
pseudodragon will only fight to the death to defend a bonded
ward, mate or young. Pseudodragons can kill but generally do
so only to feed or to defend a wounded mate, bonded ward or
young too small to escape. When a large pseudodragon nest
is disturbed, several of the larger adults will sting the
intruders while the younger, weaker or smaller dragons
escape to safety. This is very uncommon as any large nest will
have sentries, a telepathic alert will be given to members in
the nest long before any outsider can reach the lair.

Intra-Species Observations

It is not uncommon for giant eagles and giant owls to align


themselves with pseudodragons, while giant vultures despise
pseudodragons and will chase them from the skies,
sometimes hunting them for days and harassing them any
time they attempt to land to rest. Eventually the
pseudodragon can no longer fly due to exhaustion and will
need to land. A lone giant vulture will still have a dangerous
adversary on the ground, but a pack of giant vultures will
easily overwhelm an exhausted pseudodragon. In fey rich
areas pseudodragons will form relationships with sprites,
pixies and dryads. While pseudodragons can get along with
faire dragons and the two are not adversarial, they do not stay
in the same areas for long. It is theorized that the chaotic
nature of faire dragons irritates the sensitive empathic
attunement of pseudodragons. However, it should be noted
that it is possible to breed the two dragon species, resulting
in a dragon subspecies known as the mercurial dragon.
Nothing will drive a pseudodragon to abandon its home
faster than the presence of a chromatic dragon or kobolds.
Chromatic dragons and kobold chieftains will kill or enslave
pseudodragons. Some kobold tribes believe that the
consumption of pseudodragon meat and eggs will cause
them to give birth to the winged Kobolds known as Urds.
Chromatic dragons are also known to seek live pseudodragon
captives. As pseudodragons are true dragons like the
chromatics, it is possible for the two races to breed, this
creates Chromatic pseudodragons.

DM's Toolkit
Variants:

Mercurial dragon, this dragon appears to be a


pseudodragon with white scales with purple tips.
This dragon combines the innate invisibility and
magical nature of a faire dragon with the poison tail
and stronger telepathy of a pseudodragon. The
poison tail of a mercurial dragon causes paralytic
euphoria. A mercurial dragon can cast spells as a
faire dragon.
Chromatic Pseudodragon, these dragons have
been corrupted by the influence of a chromatic
dragon, Pseudodragon offspring of chromatic
dragons are evil beings, larger than a regular
Pseudodragon and with a thicker hide. The wings
of chromatic pseudodragons are often malformed,
making them incapable of proper flight. Chromatic
pseudodragons possess the breath weapon attack
of the draconic parent and are capable of natural
speech. The telepathy of these dragons is
enhanced to the point of being able to enslave
others, they can cast detect thoughts, command,
suggest and hold person.
Aquatic Pseudodragons, these rare dragons have
adapted to underwater life, in place of wings is a
single fin running the length of the dragon from
shoulder to tail. The tail of an aquatic
pseudodragon is thinker and strong. In place of a
poison stinger is a small organ that produces a
toxic ink cloud this cloud has a pronounced slows
and blinds creatures caught in it.
Umbral Pseudodragon, it is unknown if the
subterranean pseudodragon is a subspecies or
completely separate species. Observation indicate
that the umbral dragon is approximately the same
size as the common Pseudodragon but the wings
on this species have been replaced with tentacles
similar to those found on displacer beasts. The
umbral Pseudodragon has adapted to applying its
poison through these tentacles. Another
interesting adaptation is the dragon's ability to
climb on any surface.

301

"We thought ourselves safe at last, the city was only days
away. Then we felt it, moving beneath us. Amarik went down
first, swallowed before he could react. After that it was
chaos."
-- Hashun, Caravan Guard

Two competing adults will immediately engage in combat,


wrapping around each other, biting and stinging mercilessly.
Their bodies immune to their venom, the tail stinger can still
inflict severe puncture wounds. The loser will disengage,
retreating battered and maimed, often times being pursued by
the victor. Death is a common result when two worms clash,
and the slain corpse of a rival makes a grim reminder who
truly rules the dune seas.

Introduction

Behavioral Observations

Purple Worm

Few creatures inspire such terror as the monstrous Purple


Worm. Traveling below the surface until their tremorsense
alerts then to potential pray, the creatures strike without
warning or mercy. Survivors are rare, and tales of the Worm's
ferocity haunt the inns and way stations of many a desert
settlement.

Physiological Observations

Purple Worms are massive creatures, covered in thick armor


plates that darken and harden with age. Young worms are
born pink and soft, but their color darkens as they grow into
their armored body. In similar manner, the oldest specimens
are deep purple, bordering on black in extreme cases. Worm
lifespan has been estimated at 150 years, an extraordinary
amount of time for an invertebrate, although adults often die
in battle long before old age can claim them.
Adult Purple Worms can reach anywhere from 60 to 80ft in
length, weighing anywhere from 30,000 to 40,000 pounds. A
few extraordinary individuals have been reported exceeding
100ft in length, but accurate measurements are difficult to
prove. The Worm will typically have a girth of six to seven feet
in diameter, more than sufficient to swallow a man or horse
whole.
The most prominent feature of the Purple Worm is its
maw, a set of powerful stone crushing jaws lined with inward
facing incisors for tearing apart prey. A pair of small
secondary flaps exist on the sides of the beast's mouth,
folding inward to help push food down its gullet. Within the
mouth itself are multiple circular rows of teeth designed to
help tear apart food as it is pulled towards the Worm's
stomach.
If its jaws and size proved insufficient, the Purple Worm
has another deadly weapon at its disposal. A tail stinger
armed with enough venom to bring down creatures as large
as a bull elephant. The venom itself is fast acting, causing
muscle paralysis, nerve damage, and ultimately death. An
anti-venom can be derived from the Worm's blood, but
collection proves a monumental undertaking.

Social Observations

Purple Worms are by nature solitary creatures. They inhabit


a range of territory that can cover up to a hundred square
miles of open desert. A Worm patrols its territory in an
endless quest for sustenance. The only times multiple adult
Worms are seen in close proximity is mating and territorial
disputes.
Should one Purple Worm be driven into another's territory,
either through external forces or by having its own home
range usurped, the only outcome is combat. Adult Worms will
not suffer another within their domain, and when they sense
opposition they travel in immediate haste to meet the threat.
302

Purple Worms are hermaphrodites, being both and neither


sex simultaneously. It is unknown what triggers the need for
reproduction, but the affected Worm will assume the role of a
female, beginning ovulation as it travels in search of a mate.
The "female" Worm will emit powerful pheromones
identifying itself as a mate, not a threat, while helping to draw
a partner to it.
When they meet the two Worms will engage in an
elaborate courtship ritual with the "Male" coiling around his
partner as she remains rigid on the surface. Two adults will
mate several times over the few days, ensuring successful
fertilization. The "Female" will then return to her home
range, giving birth to 8-12 live young after a 4 month
gestation period.
Young worms are allowed free reign to travel through adult
territories unopposed. Presumably they are not considered
threats until they reach adulthood, although cases of
cannibalism among Purple Worms is not unheard of. Young
worms often carve out small territories in the border region
between two larger adults, overtaking more land as they grow
in size.
When hunting a Purple Worm swims several meters below
the surface, sensing for movement using its keen
tremorsense to feel for potential prey. Once detected the
Worm will ascend at maximum speed, bursting through the
surface directly below its victim. Prey is either swallowed
whole, torn in half, or sent flying from the assault.
Large prey that cannot be devoured whole is coiled around
as the Purple Worm crushes the life from its foe, stinging
repeatedly if the victim puts up sufficient struggle. Prey is
consumed in quick order and the desecrated remains are left
to rot in the hot sun.

Inter-Species Observations

Purple Worms are ruthless creatures that hold no regard for


any life but their own. They will attack any creature or object
that triggers their instinct to kill. Prey is quickly consumed
and anything inedible is regurgitated and discarded.
Worms cannot be tamed, they lack the higher intelligence
to distinguish friend from foe. They are incapable of higher
thought beyond their immediate needs and all attempts to
prove otherwise have ended in disaster.
Desert faring races hold particular contempt for the Purple
Worm, building towns atop thick sandstone deposits for
added measure of protection. Caravans are well defended
and all but the most foolish traveler stays clear of known
Worm hunting grounds.

The venom of a Purple Worm holds great value among


thieves and assassins, a few drops sufficient to incapacitate a
foe in minutes, a few drops more near certain death. The hide
of a Purple Worm is also highly prized, being worked by
talented smiths into sturdy chitinous armor. "Hunting" a
Purple Worm is a madman's venture, but bold fortune
seekers will happily loot the corpse of a dead worm for spoils.

DM's Toolkit
Purple Worms make imposing threats for most
mid-high level parties. They can come in
Gargantuan or even Colossal versions and can
prove difficult for a melee heavy party to counter.
For maximum fear, have them go for the physically
weakest party members first. Healers and magic
users swallowed whole can throw off a group
dynamic as their comrades struggle to find a way to
free then from the beast.
They can spice up a lot of desert themed
encounters, ambushing players when they least
expect it. I'm particularly fond of having a run of
the mill battle interrupted by the sudden onslaught
of a Purple Worm, attacking both parties without
mercy.
Its difficult assigning treasure to these creatures
when killed. A party member skilled in alchemy
could drain the venom for several vials worth of
potent venom to sell or use. There's also the clich
armor/weapons of previous meals. My favorite
though is having the creatures stomach filled with
rare gem stones. Normal rock is dissolved and
passed but harder minerals remain in the stomach
to aid in digestion. Like gizzard stones in some
birds.

303

Quaggoth

"Forgive no-speak Quag, bareskin. They not understand talk


of the... civilized. Hee hee... Yes, they hungry you see. And
taste of other Quag is much bore now! Yes, bore! Learn that
word from fat black-gnome trader - he begged! Begged! But
we not care. I thonot. I speak for Quag. Know them, see. Oh,
don't run! Oh hee hee! Don't run bareskin, just want to talk!
Yes... listen to thonot. Hee..."
-- Wermo Bigtooth the Quaggoth Thonot

Introduction

The Quaggoth (kwah-goth) are a race of bestial humanoids,


savages and cannibals who hunt the vast caverns of the
Underdark and shadows of deep forests. Their fur thickly
covers their entire body, bone white or a rich brown frequently stained in reds, greens, and blues with the blood of
their strange prey.
They live and hunt in fierce tribal groups, some of which
have a psionically powerful Quaggoth known as a thonot.
This thonot takes on the role of shaman, oral storyteller, and
(in limited cases) diplomat. Quaggoth are fiercely
independent but have been known to be subjugated.

Physiological Observations

What did you expect, a flumph? Go in the other room if you're


going to throw up. Now, everyone, look at the incisors,
designed to bite and chew through a variety of things: flesh,
bone, chitin, and even poorly forged steel. Darkwatcher, Drow Professor of Anatomy
Quaggoths are large and humanoid, standing at around 7
feet in height and covered in thick fur. Their frame is a
mixture of ursine and lupine influences, with long jointed
arms and a stocky torso. They are omnivorous, feeding on
anything from flumphs and myconids to deer and berries.
Their musculature is highly developed - deceptively hidden by
their thick coat of fur. Their faces are long and withdrawn,
with their lower jaw noticeably developed.
Looking inside the Quaggoth, one finds a strange anatomy.
Their blood is a thick and viscous red substance and their
muscles are white as snow. Their teeth are jagged and
clustered, constantly regrowing new ones and digesting the
ones that fall out.
Quaggoths are somewhat intelligent, but ruled by bestial
tendencies ever since they were forced into the deep chasms
of the Underdark (or a world's equivalent) and lost thickets of
savage forest. All are capable of some guttural speech in
Undercommon or Sylvan, but otherwise lack any capacity for
philosophical or moral discussion. Thonots are the only
Quaggoths capable of understanding abstract concepts to any
extent.
Quaggoths are live-born to the females, in litters of two to
four. However, only one survives as they instinctively fight to
the death. Young grow rapidly, reaching maturity at one year
of age. They will live about thirty years, before growing too
old to defend themselves and being ritualistically
cannibalized. The cannibalistic nature of the Quaggoth is also
supported in its anatomy, with a powerful stomach capable of
digesting every single part of another Quaggoth.

304

There are two specific subspecies of Quaggoth, those who


live in the Underdark and those that stay above the surface in
deep forests. Quaggoths who live in the Underdark, simply
called Quaggoths, have white fur and are more aggressive.
The other, called True Quaggoths, have brown fur and often
are more willing to communicate.
Quaggoths, having forced to live among vegetation and
strange creatures often laced with poisons, have slowly
gained an almost supernatural resilience to all forms of
poison. The harmful fluids passing easily, producing at the
most a bout of indigestion.
Quaggoths lack talent or capacity for magic, save for the
thonots - who have been exposed to a stray burst of psionic or
Fae energy - a common occurrence in the Underdark and
ancient forests.

Social Observations

Savages, the lot. Disagree with someone? Eat them! No, don't
talk it out or even duel - just eat each other. Gods! Only
reason they haven't ate every single damn one of us is
because they're too busy with each other. - Arthol,
Duergar Trader
Quaggoth form intense tribal groups ranging in numbers
from four to thirty, far from civilization. Tribes of Quaggoth
have an observable life-cycle, in which the social groups of all
Quaggoth may be observed.
Tribes begin when two roaming opposite-sex Quaggoth
(sometimes escapees of Drow and Elven slavers) meet and
savagely mate. They then proceed to mate with each other
progressively, including with their own children, rapidly
growing over the course of a few years. No clear leader exists,
even in tribes with thonots. Quaggoths do not form mating
bonds - with all mothers giving birth and then abandoning
their young in the "cub pits."
At a certain point, the tribe can no longer sustain the
collective hunger or support the savage feuds and devolves in
a cannibalistic frenzy called by the Quaggoth a Rotakar, the
last remnant of the long lost Quaggoth language.
The sole survivor, gorging on the flesh, then roams about
searching for a mate.
Quaggoth live by collective and oral storytelling, with a sick
sense of communal honor based around the rite of
cannibalism. Thonots hold the role as the storytellers,
drawing from the collective conscious of the tribe to weave a
story. Among True Quaggoths thonots hold nights of
storytelling every full moon that often are laced with lust and
cannibalism - sometimes devolving into a Rotakar.

Behavioral Observations

Even surrounded, the seven beasts didn't back down. The


smallest one spoke Sylvan - no, I'm not lying, boy - and said
they rather die than be enslaved. I said I would do so gladly,
and it laughed. "Not like that," it said. And then they started
turning on each other... the blood still stains the ground. Even
forty years later. - Barrumar the Ranger, warning a group of
young Elven slavers
Quaggoths are vicious and brutal. They hold life in little
regard and rather kill themselves and other Quaggoths before
spending life in subjugation. Or, at least, so they say. Many a
slaver will attest that once physically broken their will soon
follows and Quaggoths make relatively docile slaves.

Quaggoths are inherently jealous and anxious to appear


strong before their fellow Quaggoths. A sole Quaggoth is not
nearly as violent as those in a group, each one trying to prove
to the others it is strong.
Quaggoth thonots, being intelligent, often align themselves
to the forces of good and evil. Evil thonots scheme and plot to
take over their tribes and terrorize nearby settlements. Good
thonots often promote the tribe into a controlled and
reclusive nature, acting more as druids than leaders. Good
thonots are often eaten alive.
The rite of cannibalism is an innate urge developed by the
Quaggoth over centuries of being deprived of the comforts
and boundaries of civilization.
Quaggoth like most beasts, can be relatively tamed, but not
systematically domesticated. They are resistant to serving a
master unless that master holds a whip, and the moment that
whip falls from their hands, they will eat their masters alive.

Inter Species Observations

Why we bite them? Quag like Elf, many winter ago. Quag
village, Elf village - side by side. Elf make city, but Quag keep
village - so Elf take Quag's everything! Quag village, Quag
food, even Quag speak! All take! Why we bite?
Because Elf take all, Quag has nothing. And Quag... Quag
hungry. - Portarf, thonot telling the tale of the Stealing
The Quaggoths were not always so bestial. Much like elves
they spread and prospered on the surface, deep in forests. It
was when the two races - Elves and Quaggoths - came to
blows, the Quaggoth claim because of elven arrogance, that
the civilized race was driven to near extinction.
Some Quaggoths retreated deep into primeval forests that
even the Elves dare not venture into, and others retreated
further into caverns until making their way into the
Underdark. Even True Quaggoths are but shadows of the
former civilization, corrupted by strange and sometimes Fae
magics deep in the forest. The language of the Quaggoth has
been lost to the ravages of systematic raiding and
extermination.
Quaggoths in the Underdark are occasionally convinced by
Drow to follow their quest against surface elves, but this
always leads to brutal enslavement. Quaggoths are a
embittered race, trusting only the purest forces of nature.
Speaking Elvish to a Quaggoth is an invitation to death,
and an adventuring party with even a half-elf must be
prepared for a tense situation.
Quaggoths don't interact with most civilization because of
their far-off nature, content to stay in their retreats. But many
an exotic hunter or frontier settlement will find a swarm of
Quaggoth ready to strike them down. The bone-white meat of
a Quaggoth is considered a delicacy, and their pelts are a
valuable rarity.

DM's Toolkit
Quaggoths make an easy combat introduction into
the hostile environs of a deep forest or the
Underdark. Roleplay encounters will often deal with
Quaggoth outcasts and thonots - or deal with
cannibalism. Cannibalism's great, in fact! It's a
quick and easy way to flip a party's expectations on
their heads. Their relatively low CR makes them
good for grouping into swarms for early and midlevel adventuring groups, or an easy warning to any
party too excited to enter a dark forest or cavern.
Quaggoths are not too suitable for the longterm, often being hard to reconcile their errant and
violent nature with the stability needed to be a
lasting settlement or NPC. Quaggoths don't usually
in-fight, they simply eat one another - so any
persuasion based roleplay sessions may feel a bit
forced. Sadly, you're more likely to find a Quaggoth
on a random encounter roll table than as a part of
an adventuring module - but that doesn't mean
they aren't suitable for a less-combat oriented
party. In fact, here's some encounter and plot
hooks revolved around Quaggoths!
The party finds a large chasm with Drow arrayed
on the edge spectating. There is a massive and
bloody brawl of ferocious beasts down below, and
the Drow are looking for more combatants.
Every full moon, the forests near a frontier village
erupts in hideous wails and screams. Every
adventuring party sent to investigate has never
returned.
The party visits an Arcane University in the city
to research the strange MacGuffin beast, but the
Natural Sciences wing has been locked down and
the Beastiarian is missing.
A thonot approaches the party deep in the
woods and he begs for help hiding. One of his
arms is chewed into a stump.
The party encounters a gaunt Quaggoth thonot
in a cavern, he pledges servitude if they will feed
him. Both of his arms are chewed to a stump.
An Elven trader wagers that the strongest
member of the party couldn't beat his Quaggoth
thonot slave, while they are traveling through a
thick forest. Halfway through the fight, a band of
Quaggoths ambush the party.
The party finds a (rather cute) baby Quaggoth
with its right arm chewed off. It shows psionic
ability and grows frighteningly quickly.

305

Rakshasa

Ivar stirred fretfully under the blanket, the breath rattling in


his chest. It wouldn't be long now, he knew. Why had he let
Tors leave the house? Stupid old man, he told himself. He'd
sent his son away in hopes that perhaps age would take
him...that his son wouldn't have to see his father pass...but
that was a cowardly thought. He had one last story to tell...
The front door creaked open, and even from the other
room Ivar could feel the winter air creep in momentarily,
slipping under the door to his bedroom to reach up and
caress his face. Soon, Ivar would be cold too.
He could hear Tors moving around the front-room, his
steps hesitant and heavy. They approached the far corner
where the ice-chest was located, and Ivar heard the lid creak
open. Ah. He was burdened with heavy game, Ivar realized.
Such a good hunter, his son. A trait he'd inherited from his
father.
The door to his room opened, and there was Tors. Upon
seeing Ivar he sucked in his breath in a gasp, a hiss, and Ivar
realized he must look as close to death as he felt.
Tremulously, he lifted his hand and beckoned to his son.
"Come here, my boy," he wheezed. "I don't have long and I
have one last story to tell you."
"Father, please," Tors said hesitantly. "You don't have to
waste your strength!"
"I must, while I still have the strength to tell you." Ivar
paused, drawing another long, slow breath. "I've told you
about my many adventures, the many creatures I've slain. But
since you were a boy, if you asked me about the most terrible
creature I ever encountered, I would not tell you. And I would
not tell you why I never carried my old sword since you were
born. Sit, my son, and I will tell you the tale of the Rakshasa."
-Forty Years Prior-

"A shape-shifter," Ivar said, crouched over the body. He heard


the constable scoff in disbelief. He looked up at the man,
gesturing at the body.
"No sound of struggle," Ivar pointed out. "No suspicious
characters about. A single window into the room that not
even the greatest acrobat could hope to reach, and no
evidence of ropes or hooks or other climbing gear, either;
I've already checked. The door was opened for whoever
came to the room, not forced."
"And the night watchman in the lobby saw the innkeeper's
assistant heading towards this wing of rooms," Petra
volunteered from the doorway, leaning against the doorframe
with her staff leaned casually against the wall.
"Why does it matter that the assistant was seen walking
around earlier?" The constable asked, confused.
"Because we were at his house," Ivar said, standing, "and
he's been dead since yesterday."
-Now-

"We did not know what to make of it at first," Ivar told Tors,
who sat breathless by his side. "Why this young woman? Who
was she?
"It was not until the next night that we learned who she
was. A woman of the night, a warm companion for lonely
men...and one in particular. A local noble, a man of great
power. We feared the shape-changer would use its power to
get to him..."
306

-Then-

"You simply cannot enter my lord's chambers at this hour,"


the aide sputtered, trotting to keep up with their rapid pace.
"He is--my lord is--"
"Entertaining?" Petra said, her mouth twisted in a wry,
humorless smile.
"Indisposed," the aide said stiffly.
"Well he's going to end up pretty well disposed if we don't
get in there," Ivar said angrily. They were at the door. The
discussion was over. Petra gripped her staff as Ivar drew his
sword; a majestic blade as green as jade. They nodded to one
another. Before the aide could protest, Ivar planted his back
foot and kicked the door at the handle, sending it flying open.
"Gods!" said Rezler, his hands flying up into the air. "What's
the meaning of this?"
He was bald, overweight, and extremely surprised. The
nobleman's eyes were wide with shock, his mouth an Oshape. Ivar pointed his blade towards him.
"The woman," he said, "where is she?"
Rezler flushed deep red. "I don't know what you're talking
about," he stammered. He flapped his hand at the aide who,
also blushing with shame, took his leave. "There's no, ah, no
woman here. My wife would not--"
"--have any idea that you're futtering a prostitute when she's
away," Petra supplied. "We could care less. We know she was
scheduled to arrive only minutes before we did. Believe me,
you're in danger. Where did you hide her when you heard us-"
She turned. Ivar did too. Their eyes met momentarily
before looking towards the wardrobe. The soft bump and
scrape from within had been unmistakable.
"Don't move," Ivar shot at Rezler. "Let us do our job."
He and Petra turned away towards the wardrobe, setting
themselves on either side of it. Ivar reached for the knob of
the door. Ready? He mouthed at Petra. She nodded, her
mouth poised to begin chanting a spell. Ivar gripped the
doorknob and pulled open the door.
Rezler lay on the bottom of the wardrobe, his legs and
arms twisted at inhuman angles to accommodate his size.
His eyes were glassy and unfocused as his head twitched
weakly, striking against the interior wall with a soft bump.
From behind them, the other Rezler began to chant.
"Petra--" Ivar began, but it was too late. As he spun around
his body froze, held by some invisible force. His momentum
sent him collapsing onto the floor, scarcely able to breathe as
the creature in front of them gripped him with a terrible will.
The thing that had been Rezler was no Doppleganger. A
strange man-tiger stood there. Its amber eyes glimmering as
its mind-dominating magic worked its way into Ivar's brain, a
catlike face twisted into a savage, feline grin.
Petra began shouting a spell of her own. Bolts of magical
energy lanced out from her outstretched hand, burrowing into
the creature's body. The thing laughed and leapt forward with
frightening speed, wholly unaffected.
A fiend, Ivar realized in horror. They'd come across some
kind of horrible fiend. Immune to all but the strongest magics.
Gods, Petra...

She struggled as best she could. She backed against the wall
as the creature approached, her mouth forming the words for
another spell. Its hands fell upon her, and Ivar saw that its
hands were backwards, fingers jointed in the reverse of a
mortal man's. Those twisted fingers clapped Petra's mouth
shut, the other hand gripping her neck. Ivar heard the crunch
of bone...and Petra was gone.
As her body slipped to the floor, the creature turned to Ivar
and grinned.
"Not strong enough to break my magics," it observed. "I
would have thought not." It approached him, looking down at
his immobile body with those amber eyes.
"Be honored," the thing remarked. "Few have ever seen a
Rakshasa in its true form. In my true home, in the Nine Hells,
I am even more ravishing." It chuckled.
"Your presence here spoiled my hope to impersonate the
nobleman," the Rakshasa hissed softly. "There will be too
many questions now. But perhaps this trinket will assuage
me."
It reached down and picked up Ivar's green-bladed sword.
"Beautiful," it remarked. "And perhaps enchanted as well, no?
Only weapons such as these could ever harm me...perhaps I
will take ownership of it, for safe keeping."
The Rakshasa gripped the blade in its hand, putting the
point of the blade underneath Ivar's chin. Ivar felt a sudden
rush of hope. He knew what would happen next-The blade crackled with electricity the moment it touched
Ivar's throat, bolts of energy traveling up the hilt and tearing
across the Rakshasa's arm. The creature shrieked with pain
and released the weapon; Ivar reached up reflexively and
caught it. The pain and surprise had broken the creature's
concentration, his muscles were freed.
There was no time to hesitate. The creature looked up
from its charred hand, eyes flashing with rage, only to see the
sword come crashing down. The blade split the creature's
skull, bone and blood and brain spattering onto the stone
floor.
-Now-

"You killed it," Tors said softly, a dark shape in the sunset light
from the window behind him. "You slew the creature."
Ivar nodded. "I have fought fouler things, darker things," he
said. A tear ran down his cheek. "But the Rakshasa cost me
my first love. I made a horrible mistake. I vowed I would not
make another."
"And the sword?" Tors said. "A powerful artifact, bound to
you alone? That's why the Rakshasa couldn't touch it."
"Mine alone, and refused to harm me," Ivar said. He smiled.
"Reach under the bed, my son."
Tors' figure leaned down, and Ivar heard his son gasp with
surprise. He straightened, holding an ornate sword encased
in a scabbard. "But you said you never wore this, I assumed--"
"Hidden beneath the floorboards for thirty years," Ivar said.
"Since the day you were born. And now--" his trembling hand
reached out, touching the scabbard. "--it is your inheritance.
Afash syb Salaret."
A spark, like static electricity, jumped from the old man's
hand, to the sword, to Tors' hand as he held it.
Tors sat in silence for some time. Finally, he spoke.
"You said you made a mistake that night," he said. "You said
you vowed not to make another. But you've made two."
Ivar shook his head. "I do not understand."

"First, you gave me this sword freely," Tors said, looking up


at him. He leaned forward, his amber eyes flashing.
"The second," the Rakshasa said, "was not following me to
the Nine Hells and finishing the job."
Ivar gaped. "Tors..." he croaked. "Tors..."
"Your son's in the ice box," the Rakshasa snarled. His
backwards hands gripped the sword. "Twenty agonizing years
in the Nine Hells as my body reformed," the creature hissed.
"Twenty more to track you down. And it was worth it, every
delicious moment, for this."
The Rakshasa stood, drawing the sword. As it had all those
decades ago, the man-tiger placed the tip of the blade against
Ivar's throat; but this time, no lightning was forthcoming. The
blade belonged to the fiend, now.
"You were fortunate," the Rakshasa said.
Ivar's mouth twisted into a bitter smile. "Because I have
seen your true form twice in a lifetime?"
The Rakshasa shook its head. "Fortunate that you had only
one child left by the time I found you."
The blade lunged forward.

DM TOOLKIT
Rakshasa are CR 13 Fiends with access to powerful
illusion, deception, and mind control abilities. Their
powerful abilities and immunity to nonmagical
weapons and low-level spells means that they're all
but untouchable by anything other than a high level
party.
Still, establishing a Rakshasa early can make for
an interesting recurring main or side villain. Even if
the PCs thwart the Rakshasa's plot, the slippery
creature is likely going to sneak away and resume
some other plot.
Rakshasa make for excellent villains:
manipulative, charismatic, capable of bending
others to their will, and most importantly, vengeful.
A previously slain or thwarted Rakshasa will stalk
the party and their friends for as long as they
remain alive. They will send assassins, impersonate
authority figures to poison public opinion against
them, attempt to hurt them and the people they
love. The quest to end the nightmare might draw
the party into a chronic quest chapter
intermittently throughout an entire level 1-20
campaign.

307

Remorhaz

"They say Frost Giants abhor heat in all its forms. They build
no fire, forge no goods, and do not even cook their meat. And
this common piece of wisdom is mostly true, barring one
common exception..."
Orryn Sindri Folkor Remorhaz was a gnome adventurer,
sage, and naturalist. He had trekked across continents,
scoured ancient tomes, and slain beasts beyond number.
Little did he know that beneath his feet was the discovery
that would make him famous. While trekking across the icy
wastes, a huge cloud of steam blew up behind him. A
centipede-like creature with a hundred clawed feet, cobalt
scales, and blazing skin tore its way out of the melting snow,
clouds of steam pouring from it. This was the beast that
would make him famous. That was, if he could survive it.

Physiological Observations

Remorhazes grow to be almost 30 feet tall, up to 40 feet long,


and almost 15 feet in diameter. They resemble centipedes
with their many scuttling legs, long tubular bodies, and
antenna. All similarity ends there, as Remorhazes also
possess massive eyes, cobalt scales, and vast glowing crests.
The crests are made of some sort of naturally occurring
steel that is believed to gather in adults and is passed on to
the children through the egg shell. Remorhazes have the
innate ability to produce heat hot enough to burn prey and
soften metal. As they grow older they can raise and lower this
temperature at will, allowing them to maintain their body
temperature without melting the snow around them.
However, whenever they hunt, they unleash their natural heat
at full power. This causes snow around them to melt and
their steel crests to glow red hot.

Social Observations

Remorhazes are asocial creatures, not out of any lack of


social skills, but out of pragmatism. There is simply not
enough prey to sustain a community of Remorhazes, so each
adult stakes out a territory of up to ten square miles.
If two Remorhazes come into conflict over a border
dispute, they will fight until one is driven off. These fights are
usually just elaborate shows of dominance, as an injury will
usually mean an inability to hunt, and therefore death.
Males and Females come together to mate once a year,
provided they can find a prospective partner. There are very
few Remorhazes, as most mating seasons involve males and
females wandering the wastes, following the signs of a
possible mate's passage.
If prey is abundant, a male and female will stay in the same
area for several days. If prey is not, they will stay only long
enough for the female to lay a clutch of eggs. These eggs are
then abandoned, and then the Remorhazes return to their
territory.

Behavioral Observations

Remorhazes hunt through ambush, lying in wait for days in a


metabolic stasis. Their sensitive antenna extend deep into the
permafrost, feeling for the vibration of footsteps on the hard
snow crust. When suitable prey is detected, the Remorhaz
emerges in a cloud of steam and slush, attacking and
swallowing its prey whole.
308

Remorhazes do not attack indiscriminately, avoiding Giants


and large groups. They hunt through ambush, but have never
been observed using an strategy more cunning than that of a
wolf pack.

Inter-Species Observations

Remorhazes are usually wild predators, viewing all creatures


smaller than themselves as prey, with the exception of
younger Remorhazes. They will not attack the young, even if
they are not their spawn, but will instead drive the fledgling
away. Other Remorhazes are also not considered food. Other
exceptions include White Dragons, Frost Giants, and other
creatures bigger or of similar stature.
However, Remorhazes, can be trained. They are savage
predators, so such tactics are highly dangerous and highly
unreliable. Some Frost Giant Jarls have reported success
with this creatures, but most such reports are mere boasts.
Other creatures of similar stature sometimes maintain a
partnership with the creature, using the Remorhaz as an
involuntary watchdog. Others follow the younger ones,
scavenging from their half-eaten kills.

DM's Toolkit
A Remorhaz is just plain impressive. They make
excellent random encounters for high level parties,
especially when paired with other creatures of the
Ice Lands, such as Frost Giants, Yetis, and Undead
or Fire based Fiends. They also make excellent
allies for more intelligent monsters. Tell me seeing
a Pit Fiend riding one of these things into battle
wouldn't be awesome. Because it is.
They could also be used in a more sinister way. A
way for the tactful DM to say "This land is
dangerous" is for half the snow to instantly melt,
clouds of fog fill the air, and a beast of Ice and Fire
to erupt from the ground with a never ending
hunger for adventurer flesh.
Other uses include, but are not limited too.
A distraction released as a Villain needs makes
their escape
A clever decoy. Hint about a low level Dragon,
then send out one of these things. It'll knock them
off their game.

Remorhaz variants.

Shadowfell: Replace its fire with Necrotic damage


and immunity, give it proficiency in Stealth, and
give it resistance to non-magical bludgeoning,
piercing, and slashing damage while in Darkness or
Dim Light.
Aquatic: Think, the Leviathon. It creates banks of
fog when it activates its internal heat, attacks
fishermen , and coastal villages, and it's mouth
could easily be described as doorway to hell.
Infernal/Abyssal: Give it immunity to Poison,
raise its intelligence, and give it innate spellcasting.
You have now created an unbeatable boss.

Revenant
Introduction

Jarx sat, waiting, thinking. Hell had finally come to take him.
He had always thought he would end up in the lower planes.
But this, he had never expected his end would come like this.
The farmer had already taken the others. Jarx had finally laid
down his weapons, it didn't matter anyway they'd killed the
farmer several times but, he always came back. Awake for 52
hours, Jarx was ready, he deserved this. The farmer had
begged and begged: "Just leave my wife and daughter alone,
take anything, please, please, I beg of you sir". They had
laughed and made him watch. Even though Jarx hadn't
agreed with their actions, he hadn't stopped them either, he
was just as bad. He deserved this.

Physiological Observations

Revenants are wronged souls that claw their way back into
the material plane by sheer will. Reports say they look just
like zombies but with a burning fury in their eyes and a
certain resolve in their stride. However I, Rono von Kompon,
after following reports of one of the creatures found its
quarry. When I spoke to the frightened man, he told me the
creature looked exactly like a person he'd wronged but with
flaming red eyes. He told me that when he looked into them
he felt the lower planes calling him. Now I can't be sure if the
man's word can be trusted because it seemed like fear had
driven him mad. Every report tells us the same: The revenant
can't be killed. When their physical body stops moving, a few
days later they return in a different corpse. Even getting their
current body to stop moving proves to be a real challenge.
Their wounds seem to start healing at an incredibly fast rate
immediately after it is inflicted. Some people have reported
fire to be effective.

Social Observations

Revenants usually don't seek out other creatures, simply


because they're completely focused on getting their revenge.
If their target is strong they are known to try and get powerful
allies to help them hunt. For that same reason you'll
sometimes see several of them together. They always come
over as angry, determined and impatient. Sometimes you'll
still be able to sense a certain sadness for the thing or things
they've lost. Judging from their actions, there is no reason to
believe that these creatures are inherently evil. Some even
keep praying in their current form. They mostly keep away
from people because most people wouldn't understand their
situation and only see them as an evil undead creature. It
sure seems like a tragic existence to me.

Behavioral Observations

Revenants are focused on one thing and one thing only:


getting revenge. They never rest, they keep going everything
that isn't their target or helps them achieve their goal, is a
distraction or an obstacle. So if you become an
obstacle you'd best be prepared to fight. If you're willing to
help or have some information to offer, they're willing to
negotiate terms. They value everything that helps them get
their vengeance. They keep their general sense of morality, so
if they were good in life they will remain good in their return.
However if they had no problem killing a person that annoys
them, they'll still have no problem with disposing of people.

Variant Species

Even though their goal usually stays the same, the way they
come back can vary.
Regular: As described they come back on their own by
using sheer power of will.
Pact: They made a deal with a devil. You can use this so
that you can give them some extra demonic powers. These
Revenants should also be a little more desperate because
their time is more limited (or less if you choose) and they
have something invested in the deal.
God's gift: The soul asked their god to give them the time to
go back and deliver justice. You can use this to let them have
angelic powers. They usually have no time limit and can thus
stalk and plan the demise of their target.
Summoned: If someone wants a target dead they can
perform a ritual to search for souls who want vengeance
against the person. They can then bind them to corpses and
ease their way into this world. These Revenants are weaker
but they'll come in groups. Because why stop at one?

DM's Toolkit
Revenants aren't very versatile in my opinion. Now
before you crucify me, hear me out. The thing that
drives them is always the same. Now that doesn't
mean that it can't be used in a great many ways.
Many uses for 1 general idea:
Consequence: If your players brutally murder
everyone and their family. One of their victims is
bound to come back and exact some justice.
Especially useful for that LG paladin who wants to
murder a merchant for their goods.
Plot hook: Looking for a BBEG, a quest, an
adventure, an unusual ally? The Revenant is your
guy.
Savior: Is your party close to wiping? Do you feel
sorry because you know you set them up for
disaster? Do you regret having them fight a masterwarrior after putting them through a gauntlet of
deadly traps? The Revenant can provide some
much needed back-up by finally catching up to
their target. (I'm not a fan of this)

309

Roc

"They say birds of a feather... I don't want to meet the flock."


-- Diary of a Traveller page 256

Introduction

The Rocs are big birds of prey, really big ones; Rocs are one
of the largest living creatures around. They soar the skies
often above cloud level, riding thermals at incredible speeds
between preferred hunting and nesting grounds. They were
originally subservient to giants since their creator Annam the
father of giant gods, brought them into being to challenge the
dragons superiority in the sky. When the war between giants
and dragons ended the
Rocs were freed and left to roam the world, where they
rightfully took a spot at the top of the food chain.

Physiological Observations

Rocs share many parallels with the common raptors such as


eagles and hawks, which are easier for an inexperienced
biologist to observe. Rocs however differ in several ways.
Most notably their size, Rocs can grow to a size where their
body from tip to tip can exceed 90 feet in length with
wingspans stretching over 200 feet.
The sheer size of the Rocs have led many intellectuals to
wonder how they could even lift their wings, let alone fly. This
question was answered when a daring treasure hunter
managed to retrieve several wing bones and feathers of a
deceased Roc. The feathered were understandably light. The
intrigue came from the weight of the bones, the largest of
which being over ten feet in length could be carried even by a
child. These bones are very durable considering their weight,
however the uses for such a material is limited due to its
difficulty to work. Simple weapons such as spears are
possible, however the high price of Roc bones means such a
thing would be uncommon.
Observations on Rocs as well as comparisons to smaller
birds of equivalent shape has led many to theorize that a full
grown Roc might not be much heavier than an average
knight. This means that a Roc can move around an area very
quietly, and may even sneak up on those who are not on the
lookout.
As with many animals the intelligent is roughly
proportional to brain size, Rocs are much more intelligent
than their smaller counterparts. That being said, Rocs are
nowhere near the intelligence of humanoid races, a sizable
proportion of their brain is used maintaining their
gargantuan bodies, and a larger proportion is focused on
their very advanced sight. An adult Roc can see and identify
prey from several miles. A Roc's incredible eyesight makes
sneaking up on them difficult, but if one makes it close
without being noticed it can be let down by its sense of
hearing and smell which are barely more attuned than a
humans.

Behavioral Observations

Rocs favorite locations are wide open areas with easy prey
and high up areas for nesting. Most Rocs will nest in high
mountain peaks preferentially with ample grasslands nearby
for food. Rocs hunt large prey such as Mammoths,
Yaks and occasionally Giants.
310

Rocs mostly live alone and are very protective of their


territory, females can keep to the same nest for over a
century. Due to how much they need to eat the lands their
territory covers can be vast, spanning over ten miles in all
directions. Meetings between Rocs have three outcomes; a
fight for territory which can injure, one will scare off the
other, or mating.
Female and Male Rocs have some differences. Males live a
more nomadic life, not keeping a regular nesting place.
Female Rocs on the other hand may have elaborate nests
created over several decades, but finding materials for such a
construct can be difficult. They may use man-made structures
like a ships prow or siege equipment, sometimes opting for
comfortable thatched roofing. In less populated areas their
nests can be made from several whole trees.
Considering the anti-social behavior they hold to each other
mating can be difficult. The female Rocs being larger to
account for the organs and physiology needed to grow eggs,
as such females often have priority of territory due to
difference in physical strength. The males are tasked with
locating a receptive female which causes them to spend more
time traversing the world in search for a good partner. For
this reason many males do not have a permanent territory
and instead hunt in shared hunting spots. Shared is a term to
be used loosely since they will go to great lengths to avoid
each other.
When a male finds a female the male must be cautious. A
female who already has already been fertilized, does not carry
enough eggs to deem mating worthwhile. Or otherwise does
not have ideal conditions for raising young, usually due to
lack of food. Will lead to the female violently chasing off the
male, there has been cases of males receiving mortal injuries
from these encounters. Males will display to females their
strength and hunting prowess via a combination of wing
beats, running and retrieval of food. When the female is
receptive, mating is often very quick. Rocs have specialized
glands for mating opposed to more traditional genitalia
owned by mammals. When mating has finished the male will
leave quickly in order to find other mates and to avoid any
harm from the female. After a few weeks the female Roc will
lay between two and six eggs and the chicks will be born a
ratio of 1:2 male to female. Roc eggs are very valuable
sometimes fetching prices in the thousands of gold, before
the eggs hatch the mother will fiercely guard them, making
them difficult to obtain. The Mother using her powerful eyes
will quite literally not let them out of sight. This motherly
protection will last until the young chicks can defend
themselves to a degree, which can take up to a year. The
mother is careful when supplying food to her young since
they can only digest meat, she will take meticulous care
stripping all bones and hide from prey which is a
troublesome task with such a large beak.
Generally the only time Rocs spend much time together is
when they are young, a nest full of Rocs is known as a
rookery, and should be avoided if at all possible, due to a
protective mother and the easy to underestimate beaks of the
juveniles.

Inter species Observations

Rocs are predators through and through, as such they are not
known for making friends of other species. As with other
predatory birds what they will hunt is limited by what they
can carry without having much of an effect on flight. To note
for a full grown Roc this includes most living creatures. That
being said they may happily ignore humanoids due to being a
too small to be worth the effort.
Due to the Rocs nature being almost solely predatory and
have little contact with their own kind, their language is
simplistic. The language they use is a unique system of calls
which convey simple concepts such as food and
danger, some however argue that the language extends
further such as directions and rough descriptions. Even a
telepath would find conversation difficult since they would
not offer more than a simple conversation about their favorite
prey.
Due to their antisocial nature getting a Roc to do what you
want is difficult. Usually only caring about the amount and
quality of food they are given, taming one is difficult, but not
impossible. Rocs cannot be bribed or coerced in any other
way than food; they do not respond to threats and do not deal
in favors, since most of what one could offer them they would
prefer to do on their own. They also do not value material
possessions highly. Storm giants and cloud giants have been
known to tame and even ride them by raising them from birth
or young age with regular food with bones and hides removed
to keep them as healthy as possible. Young Rocs are grateful
to receive regular food and food of high quality. This also
applies to mothers when raising young, they will however be
less trusting of others at this time. Rocs will quickly learn the
appearance of those who bring food offerings and are
unlikely to attack these people.
As a leftover from the creation of rocs by the father of giant
gods Annam, they are not fond of the dragons they were
created to fight. Rocs passionately dislike dragons that live
nearby good hunting grounds, but however will avoid them
due to being a credible threat. Rocs are fragile when it comes
to damage to their wings, and a fight with a dragon can often
lead to a rocs death since if it would be unable to fly
afterwards. Rocs will however hunt down or chase off smaller
dragons before they can become a threat. This has been
useful to dragon hunters capable of telepathy, since rocs can
determine and hold memory of a dragons color, size, rough
age, location and how healthy it is. Rocs are not trusting of
creatures sharing traits with dragons, such as scales or the
ability to breath fire. It has been known for them to clear
Kobolds from lands around their territories, and to be
particularly aggressive to Dragonborns.

Bone Roc

The Bone Roc has a very different plumage than the common
Roc and at a glance can look like an entirely different
creature. Otherwise the body behind the feathers is very
similar to the Common Roc. What separates the Bone Roc is
its behavior and diet. Bone Rocs are scavengers profiting
greatly of war and disease. They also have a fondness of large
bones which they crush with their claws and eat, strong
stomach acid aiding digestion. The behavior of bone rocs is
peculiar and possibly links to their origins. They live in
several awkward rocky mountains across the world, sticking
to very specific spots within them. In these hard to reach
locations they horde bones of fallen Rocs of all subspecies,
leaving them in vast mounds until they eventually decay. The
Bone Rocs do not eat these bones seemingly out of respect
for their fallen. It has been suggested that the specific
locations they confine themselves to are sacred to Rocs in
some way. Bone Rocs are the only subspecies to be
somewhat sociable with each other in adult life, since they
are confined to these small locations.
Storm Roc

Storm Roc or sometimes Thunderbird, are a subspecies of


Roc that primarily live in stormy areas, often but not
exclusively near the ocean. They are smaller, with a reduced
wingspan and body bulk, they are slightly more nimble than
the common Roc. The naming of the Storm Roc is somewhat
sensationalized. Once considered to create large storms
under its wings, bringing ruin to small settlements. Later they
would be considered bad omens, when one is seen a storm is
sure to follow. While not written in stone the latter is closer to
the truth. Storm Rocs use their increased dexterity to stay
aloft in storms, providing them with a somewhat random but
effective way of travelling without needing to expend much
energy. They are more nomadic than common Rocs, possibly
due to this method of travel often not keeping a nest for more
than a decade. Storm Rocs will hunt much smaller prey on
average and have a particular fondness of horses.

Sub species
Common

The Common Roc are as described above. Only minor


differences separate members of the common variety.
Differences are often based on location, prey and diet. Such
as coloration of plumage and the shape of beak and claws.
These minor differences appear due to the Rocs slight ability
to adapt over their long lifespan. Occasionally cross breeds
will appear between the common, storm and bone Rocs.

311

DM's Toolkit
These things are big, really big. Keep this in mind if
you are planning combat. Rocs personality (and
size) dictates they will be most likely be alone in a
fight, meaning they can be ganged up on by
players, a level 8 party of 3+ players could handle
one (played well). Since it doesn't make much
sense to have a party fighting more than one
difficulty can be introduced in other ways. For
example the rocky outcrops in a mountain-top nest
do not obstruct the massive roc, the players
however will need to think more carefully about
their position.
The talons ability is a good way to make the roc a
credible threat, while arguably the roc would
probably grab at the largest target naturally. A Roc
with increased intelligence or some form of
external motive would restrain a key party member
for the combat making taking it down difficult.
Rocs can be reasonable plot hook without the
need for a fight, perhaps your party is escorting a
caravan from city to city and a hungry roc snatches
a beast of burden (or two) carrying valuable items,
and it's now their job to travel into the rocs nest to
get it back. Doing this can lead into an encounter
of a more appropriate difficulty and supply a horde
of loot which has been gathered over several years
from merchants caravans.
An interesting difficult encounter could be made
to include a mother and its young. The young
serving as ads, can simply take scaled down stats
and only attack with their beaks.

312

Roper

"Well that's decided. I'm never going into a cave again."


-- Discouraged Adventurer

Introduction

The roper, despite its horrifying aberrant appearance, is a


creature whose origins most likely lay in the Material Plane.
The predominant theory maintains that the roper is the result
of some powerful kuo-toa's reality-warping influence on
piercers, darkmantles, or some other local fauna; a claim
supported by their frequent proximity to kuo-toa clans.
Opponents of this theory are quick to cite examples of ropers
found lurking far from the influence of their purported
creators, but this could simply suggest that they have become
a self-sustaining life form of their own.

Physiological Observations

Observing ropers can be a challenge in and of itself. They are


adept ambushers whose natural camouflage makes them
nearly indistinguishable from stalagmites or stalactites pebbly carapace, cone shaped structure and all. They are also
patient, capable of waiting perfectly still for tremendously
long periods of time until prey is within range of their long
tendrils. They are also clever enough to only attack prey they
are confident they can handle, so would-be observers often
find themselves suddenly under attack from large, formidable
specimens.
Thus, most ropers observed are large: eight to ten foot high
cone shaped creatures, around six feet wide at the base,
featuring six long tendrils, a large fanged mouth, and a single
eye. Their skin* is typically craggy and pebbly, resembling the
rocky habitats they prefer. They typically weigh in somewhere
between one and three tonnes.
Studies performed by intrepid (and well paid) adventurers
provide evidence to suggest that ropers grow as they age.
They appear to hatch from eggs as shrimp-like larvae, and
live inside their parent's mouth. There they feed off of any
prey captured by their parent host, and frequently
cannibalizing smaller roper larvae. When they gain enough
body weight they mate, then escape their parent's maw and
burrow underground, emerging later as small ropers, six to
ten inches in height. They grow slowly, feeding on insects and
bats at first, graduating to more challenging (often sentient)
prey later.
Nobody knows the upper limit of a roper's size, but some
adventurers have made (unsubstantiated, unsupported)
claims of towering ropers twenty feet high with tendrils one
hundred feet long. How such a creature could sustain itself is
a unknown.
No conclusive evidence about gender has been discovered,
leaving most scholars to hypothesize that ropers are likely
hermaphrodites.

After metamorphosis, ropers seem to have no interest in


one another. They are apparently content to share territory,
sometimes appearing in groups of several dozen. Typically
food supply pressures will limit population sizes, causing all
but one or two ropers in an area to starve and die, their
carcasses calcifying over time.

Behavioral Observations

Ropers are slow, bulky creatures who are careful to conserve


their energy. Food can be scarce in many common roper
habitats. A roper will typically plant within a passageway,
staying motionless until suitable prey passes within reach.
They attack prey with their long tendrils, which sport hairlike
filaments that deliver a numbing poison. Once ensnared, they
are dragged into the roper's mouth to be mangled, then
swallowed whole.
The digestive process is rapid and effective, destroying
most materials within a few days. Metals typically survive
much longer, making some ropers repositories of metal
objects once carried by adventurers.
The digestive fluid serves a double purpose for the roper.
When food is scarce ropers will enter into a hibernation state.
Their mouths remain open, filled with digestive fluid which
has a strong fragrant scent. This attracts insects, birds,
lizards, bats, and other small creatures to investigate, many of
whom fall into the mouth and are digested.
Adventurers may stumble across a comatose roper with its
mouth wide open, which is a good indicator that nobody has
passed through the area for a while.

Inter-Species Observations

Ropers are often found near groups of kuo-toa, although they


are not by any means allied; kuo-toa are considered just as
edible to the roper as any other species.
Otherwise, ropers seem to have no particularly noteworthy
relationships with any other species. Anything that moves is
treated as potential food.

Subspecies

While ropers are commonly found in caves, they can be found


all over the world. They often take on the colour and texture
of their surroundings.
In arctic climates ropers are often white in colour, although
black and pale blue variations have allegedly been seen. They
tend to position themselves in ice fissures, smashing the ice
when travelers are near to put them off their footing.
Some ropers have been found living underwater. There are
theories that these subspecies may be fully water-breathing,
but some observations suggest that they use their tendrils as
breathing tubes, periodically reaching up to the surface. This
may also be a means of determining the conditions above the
water.

Social Observations

The vast majority of interaction between ropers occurs premetamorphosis. Roper larva compete for food and for mates,
killing and eating smaller specimens.

313

Ropers of enormous size have been encountered floating


among debris fields in the astral sea. There they await astral
skimmers which they either attach themselves to or attempt
to destroy. On very rare occasions astral sea travelers have
witnessed tremendous battles between astral ropers and
astral dreadnoughts. Most were wise enough to keep their
distance. Perhaps more terrifying yet are the ropers found on
the plane of earth, who are often ensnared by earth
elementals. Few reliable reports have returned regarding
these creatures.

DM's Toolkit
Ropers are perfect for adding a lurking danger to a
natural cavern or canyon-like space. Their presence
requires no justification in such an environment.
A single roper in a cavernous space is an
interesting challenge itself for lower level parties,
but adding terrain hazards such as pits or steam
vents can make for a more memorable battle.
Ropers are primarily crowd control monsters,
moving players into disadvantageous positions. A
time sensitive climbing challenge with ropers
interfering from below could be hilariously
frustrating.
Encounters in natural spaces with other
creatures can be spiced up with the presence of a
roper, attacking both sides indiscriminately.
Combining ropers with creatures like
darkmantles and piercers can also be thematically
interesting, likewise with mimics. This kind of
dungeon can reward characters with high
perception and nature skills.
They also serve as convenient loot reservoirs.

314

Rust Monster

"Damn Rusties. I swear, those buggers are going to put me


out of business."
--Burt Stronghammer, village blacksmith, on rust monsters
"Oh, I love 'em. They're a lot friendlier than you think, long
as you keep 'em fed. Plus, they really piss off the blacksmith
who works around here, and that's comedy you can't buy."
--Dimble Oneshoe, thief and local trickster

Introduction

Pests to many, yet pets to others, rust monsters are simple,


insectoid beasts driven solely by their hunger for ferrous
metal. These strange creatures search tirelessly for this food
source, scavenging dungeons and sewers alike.
Rust monsters then consume this metal by first turning the
object to rust with a single touch and then eating the remains.
The drive to find a source where this food can be found
reliably shapes the (relatively short) lives of all rust monsters
from the moment that they hatch.
Wizards and naturalists alike have studied rust monsters
for years, as their unique food source poses many interesting
questions about the nature of such beasts. One of the
unanswerable questions of this field of study is where rust
monsters came from. Over the years, many schools have
arisen as to the origins of the creatures. Two of these hold
that rust monsters were once a race of warlike beings
(similar to the thri-kreen, perhaps) who lived in tunnels
somewhat akin to those used by their ancestors today. This,
however, is where the similarities in the two theories end.
One, favored usually by naturalists, holds that these beings
had such a simple society, driven by hunger and war, that,
over millennia, they slowly lost the need for language, society,
and even the critical thinking exhibited by all sentient races.
Over time, this race devolved into the flea-like rust monsters
that we know today. This theory is the most widely accepted
in the academic community. Another theory, held mostly by
more religious researchers, states that the actions of this
warlike race angered the gods, who cursed the beings into
becoming simple beasts. Although scoffed at by more stoic
members of the researching community, this theory has
gained traction in gnome and dwarf communities, its
members claiming that this was the work of Garl Glittergold
or Moradin, respectively.
Another school exists in the origins of these creatures
exists, yet it is often marginalized in academic communities.
This theory suggests that rust monsters were once denizens
of another plane of existence who have crossed over to the
Material Plane years ago. Although staunchly supported by
many, this school fails to mention what plane would create
such a unique creature. Thus, as mentioned above, this
theory is often ignored by other researchers.
However, whatever the origin of rust monsters, it is agreed
by all that these creatures are interesting for the sake of
research, and such study will likely continue for generations.

Physiological Observations

Rust monsters are not a species that varies much in size or


shape. This is a result of the entire species being capable of
parthenogenesis. This means that all members of the species
are female, yet have evolved the necessary anatomy to lay
eggs that are capable of hatching without fertilization from a
male organism. This causes young rust monsters to be
genetically identical to their mother. Thus, the identification
of rust monsters is a relatively simple science.
Rust monsters tend to be about 8 feet long, and roughly 5
feet high. They look similar to large fleas, although they have
long feathery antennae and a tail that can often be as long as
the body of the rust monster. Similar to fleas, the legs of a
rust monster are extremely long and powerful and, as such, a
rust monster can jump a distance up to four times its body
length. The rust monster is covered by a thick layer of chitin
that acts as a natural armor against predators. This carapace
reflects the food source of each particular specimen. Thus,
most rust monsters are a orange-rust color, showing that the
beast mostly eats the oxidized form of iron. However, some
rust monsters live in areas where natural stores of copper are
greater than those of iron. Although most rust monsters
prefer iron to copper, the latter is edible. These specimens
that live in copper-rich areas often take a blue-green hue.
Rust monster eggs look similar to spherical iron ingots,
and are usually just as hard. Thus, such eggs are difficult for
predators of rust monsters to find, and nigh impossible to
break into. After hatching, rust monster young look similar to
large grubs, and are usually the same metallic gray of their
eggs. They are covered by a carapace, similar to their adult
form, but it is softer and more malleable, giving the larva
room to grow. The larvae hatch hungry and immediately go
their separate ways to find food. As they eat, the color of their
carapace slowly shifts from the dull gray into the more
vibrant rust color of the adult rust monster.
On average, rust monsters can live up to 20 years.

Social and Behavioral Observations


Rust monsters are a mostly solitary species and thus there
are relatively few instances where one rust monster would
have any sort of social experience with another member of its
species. The only known instances of rust monster
interactions with one another are fights over a particularly
large cache of food. These creatures are extremely territorial
when it comes to food, an instinct strong enough to override
their usual solitary nature. Even the bond between the
mother and her children are tenuous at best. Since the eggs
of a rust monster are so well protected by both camouflage
and its shell, mothers will usually abandon their eggs after
laying them. These eggs will usually be laid in an iron-rich
area, as the larvae are slow-moving and need more
nourishment than their adult form. The only instance of a
mother guarding her eggs occurs when a rust monster
population has begun to reproduce in a cave system shared
with troglodytes. These frog-like predators are the one of the
few creatures that can stomach the taste of a rust monster,
and will often go after the larvae, as they are easier prey. In
this case, a group of mothers will often guard their young
until they are ready to fend for themselves.

315

Most rust monsters are known for a relatively mellow


temperament. In most cases, rust monsters will ignore other
denizens of the tunnels in which they roam. The only
instances in which a rust monster will become aggressive are
either if the beast is first attacked or if it happens to meet a
creature carrying steel weapons or armor. In the latter case,
the rust monster will attack the other creature in a blind rage,
driven by its constant hunger for ferrous metal. However,
these beasts can often be calmed by offering them a small
morsel of metal, such as a iron flask or a belt buckle.
Unless disturbed as above, rust monsters spend the
majority of their lives alone, wandering tunnels and cave
systems looking for iron or other metals. These beasts often
cover incredible distances in their search, as an adult rust
monster can last a month between meals. Although they can
move fast in times of danger, rust monsters usually move
rather slowly while looking for food, taking their time
combing over the floor of caves. Their large antennae sweep
over the rock before them, searching for iron deposits. If an
antenna happens to graze an ingot, the metal will
immediately rust and be devoured by the hungry rust
monster.

Inter-Species Observations

As mentioned above, rust monsters mostly ignore and are


ignored by other subterranean denizens. The exceptions to
this rule are few, and none more prominent than the case of
troglodytes. Troglodytes will eat most things they may come
across, including rust monsters. As such, areas with a high
concentration of rust monsters will often have a group of
hungry troglodytes nearby. Although it often takes more than
one troglodyte to take down a fully grown rust monster, the
primitive nature of the former leads to single-minded
persistence in hunting and eating the latter.
As for other sentient species of the world, attitudes towards
rust monsters often depend on occupation or even personal
preference. For instance, blacksmiths, jewelers, armorers,
and others who work with metal find rust monsters to be
little more than pests, and constantly fear a group of the
creatures discovering their wares. However, many have found
rust monsters to be friendly or, in more rare cases, exotic
pets. There have been reported cases of certain people
finding and taming rust monsters, a relatively easy task due
to the beasts' mellow temperament. Through a combination
of proper treatment and a surplus of metal trinkets, rust
monsters have become companions and mounts to many. In
some larger cities, some vendors have begun selling the eggs
of rust monsters, although many governments forbid this
practice.
The only sentient race known to loathe rust monsters are
dwarves. Due to their constant use of metal and their love for
their weapons and armor, most (if not all) dwarves find the
creatures to be repulsive and will often destroy any rust
monsters in and around their cities with extreme prejudice.
Dwarf children are raised to recognize rust monsters as a
threat to their safety and society.

316

DM's Toolkit
A single rust monster does not an encounter make.
These creatures should be used in order to
augment other enemies or with other members of
their species to make an unusual battle. Some uses
for rust monsters could be as follows:
While hunting a troublesome group of
troglodytes, the PCs encounter a territorial (and
angry) group of mother rust monsters guarding
their eggs.
A town hires the PCs to take care of a group of
bandits on the road outside of town. The bandits
are using rust monsters as mounts.
The PCs stumble across a cavern in a dungeon
filled with cages with dangerous creatures of all
sorts within them, imprisoned by whoever controls
the dungeon. Two rust monsters have chewed their
way out of their cage and are now turning their
attention to the other cages...
The PCs are captured by a BBEG and dropped in
a pit without their weapons but still wearing any
metal armor. In the pit is a hungry rust monster.

Sahuagin

"Fear not the shark, for the true monster is the devil on its
back"
-- Admiral Kypper, on the deck of the Pride of Io, shortly
before his death at the hands of the Sahuagin prince 'Slayerof-Kings'.
Of all the sea-dwelling races, the most prosperous and
warlike is the Sahuagin. Feared by all who pass over or
beneath the waves, they seek nothing less than total
domination of all oceans, and perhaps even the land between
them.
Dwelling in great cities in oceanic trenches, they live under
a savage feudal system, and force even the most peaceful of
beings to prepare for war.

Physiological Observations and


Variants

It's difficult to pin down a single morphology for this species,


as they possess a high genetic instability, manifesting in
extensive mutations, both beneficial and crippling (crippled
individuals rapidly succumb to the savage life they were born
into, however, and rarely live more than a week past birth).
The majority of the Sahuagin that are seen raiding villages
are vaguely humanoid, between 6 and 7 feet tall, with piscinelike facial features and a long tail complete with fins. Their
hands and feet are extensively webbed, and their eyes seem to
be capable of sight both in and out of the water. Like sharks,
their skin seems to be darker and mottled on their back, and
much lighter on their front, perhaps as camouflage, which
would confirm them to be primarily ambush predators. Exact
colouration varies greatly from clan to clan, and is thought to
be related to their location - Sahuagin found off the coast of
Polar Regions tend to be much darker than their warm water
cousins.
The most commonly observed mutation is an extra set of
fully functional limbs - individuals with this boon of fate tend
to rise through the Sahuagin hierarchy rapidly, becoming
nobles, Barons or Princes. There are conflicting reports as to
the frequency of these four-armed individuals, around 1 in
200 being blessed with extra arms.
A much less common mutation produces a creature known
as a Malenti. This creature is genetically a Sahuagin but
outwardly appears to be an Aquatic Elf (their racial enemy),
and tend to only appear when a Sahuagin society is in close
proximity to an Aquatic Elf colony. Most often, these
individuals are slaughtered on hatching, but a few are allowed
to mature and are used as spies and infiltrators into Aquatic
Elf society. They are feared and respected by other Sahuagin
in equal measure. A four-armed Malenti is never allowed to
live.
There have been reports of Sahuagin that are more shark
than humanoid. These mutants have no lower limbs, but a
long tail with a shark's caudal fin and a much larger dorsal
fin, plus a larger mouth with rows of serrated teeth.
They resemble a particularly monstrous merfolk, and tend
to be even more savage than their humanoid counterparts. A
society of Sahuagin near a shark breeding ground, or that
breeds sharks for whatever nefarious purpose, will tend to
produce more of these Shark-Blooded individuals than are
otherwise normally observed.

Finally, Wereshark Sahuagin are sometimes used as elite


guards for members of the nobility (Kings and Princes
mainly). All other lycanthropic types of Sahuagin are
destroyed. A Wereshark King or Queen is revered as a
manifestation of the shark god Sekolah and heralds a period
of intense war for the society.

Social Observations

Civilized society might seem like an odd concept to apply to


such a warlike race, but Sahuagin crave order as much as
they desire war - indeed, they consider themselves the only
civilized race. However, they exist in a fragile state of
suppressed rage and bloodlust - the smallest provocation can
send one over the edge into a blood frenzy, which quickly
spreads to nearby Sahuagin. In order to maintain a modicum
of order and prevent them from turning on each other, they
periodically revel in bloodstained waters - this might explain
their penchant for raiding coastal villages and merchant
ships, as they care little for material wealth.
Sahuagin dwell in cities built in oceanic trenches, mainly in
warmer waters at depths ranging from 15 to 250 fathoms.
Each city has a strict hierarchy, with strength being the sole
determinant of social standing - any individual has the
potential to rise to nobility, making no distinction between
those born of nobility or of serfs. Even though blood has no
bearing on status, they meticulously record the achievements
of their forebears within their surnames, and it is widely
regarded that individuals with extended lists of martyred
ancestors will themselves ascend to greatness. Their given
names, when translated to common, tend to be descriptions
of past deeds of note, and are frequently changed as they
climb the ranks of their society.
A kingdom is ruled by a King (or sometimes a Queen), who
divides the kingdom into nine provinces, each ruled by a
Baron(ess). These provinces are subdivided into smaller
regions each governed by a Lieutenant, who normally picks a
title for himself. A kingdom can extend along an entire
coastline, made up of multiple cities, the largest of these
being the seat of power, and housing many thousands of
individuals.
Sahuagin are hatched rather than born. Females lay
clutches of up to 200 eggs in communal hatcheries, which
are watched over by Clerics of Selokah, the shark god.
Hatchlings are eel-like, do not begin to grow limbs until they
are
6 months of age and are fully formed after a year. It is not
until this stage that the parents return to claim their young,
and until then the hatchlings have a singularly brutal
existence as they struggle to assert themselves over their
siblings. Occasionally, stronger individuals are plucked early
from the hatcheries and are used as entertainment for
nobles, fighting one-on-one death matches at important
occasions.
Their society has very strict gender roles - males are
primarily warriors and hunters, while females are clerics and
administrators. Some females do join the ranks of the
raiders, but a male is never allowed to become a cleric.

317

Clerics of Selokah often lead raiding parties and are second


only to nobles in social standing. The single dogma of the
church of Selokah is Those who eat and those who are eaten,
which is taken rather literally and any infirm or weak
members of their race tend to be devoured. Sharks are held
in reverence, and are treated as holy animals. Clerics are
often shadowed by one or more sharks, to which they feed
their sacrifices in order to placate their vicious god. Magic is
generally feared amongst Sahuagin, and as such there are no
arcane spellcasters among their ranks.

Interspecies Observations

Sahuagin believe themselves superior to all, and will attack


other races with a vicious tenacity bordering on zealotry.
They particularly despise Aquatic Elves, and seek to destroy
societies of these more peaceful sea dwelling races wherever
possible. Merfolk, Koa-Toa and Tritons are also subjects of
this racial hatred. Sahuagin are also believed to be the sole
reason that Ixitxachitl have not achieved a similar level of
civilization, as Selokah and
Demogorgon (the Ixitxachitl deity) have long despised one
another, and this vehemence spills out into the Sahuagin
culture. They are indifferent towards Anguillians, with which
they are thought to be related.
They stage frequent raids against coastal villages and
ships, in order to provide blood for their revels. These raids
invariably occur on the new moon, and a thick fog descends
on the unfortunate target. The sound of conch shells heralds
their charge, and the victims are dragged to the water where
they are ritually drowned. Much of the wealth of the village is
disregarded, but some items of interest or magical weapons
may be claimed by nobles or clerics.
The only creatures held in any reverence are sharks, as
these are seen as holy animals of Selokah. Sahuagin clerics
are known to breed particularly vicious sharks for use as
guards and war beasts, and more than one Baron has rode
into battle atop an unusually large and crazed shark.
Sahuagin have a begrudging respect for most sea-faring
predators, and do not actively persecute creatures such as
giant squid or Krakens. They do consider the flesh of these
species a delicacy, but hunting such beasts is not an easy
proposition, as they are equally fond of the taste of Sahuagin.
Aboleths are actively avoided, though there are rumours that
more than a few Aboleths pull the strings behind the more
savage Sahuagin societies.

318

DM's Toolkit
Sahuagin are like the drow of the sea - they can be
useful nuisance encounters for a coastal or sea
adventure, or form the backbone of a longer
adventure as a secondary or even primary
antagonist. They can be used at a variety of levels
of encounter, from small raiding parties at lower
levels involving just a few normal individuals, to
larger war bands with clerics, barons and other
mutant versions for higher level parties. As they are
an intelligent race, they can be used in more or less
any way the DM sees fit. It is thought that the race
is based upon Aztec culture, so any aspects of dayto-day life that I've missed above can be filled in
with a little research.

Salamander

They wiggle they squirm,


They Bite they burn,
Nasty little fire worm.
So kickem and shovem,
Right into the oven,
For it's the forge they be lovin.
-- Old Dwarvish Song

Introduction

This information was gleaned by contract from a dwarven


mining community to further understand and employ
relations between them and their few furnaces. The Fire
Salamanders had become a danger to the dwarven smiths
too close to the bound Salamanders. I spoke to the
individuals inside who were eager to break themselves of
their bonds. Secondly I was employed by elves suffering
forest fires in which it was discovered a band of Salamanders
had roamed through igniting all in their path. The local elves
halted the group of salamander's advances although the
forest will take some time to heal.
Fire Salamanders are dangerous and rare beings. Their
origins are unknown to us being non-native to our material
existence. Born of heat and flame they burn everything they
touch and desire nothing more to make the land around them
ash to play in. Extremely dangerous to any mortal it is
advised to avoid them to the best of one's abilities.
Despite their arsonist tendency Salamanders are
surprisingly artistic when it comes to metal. They enjoy
materials in which they can touch without it melting before
their intense heat. A Fire Salamander may enjoy playing with
iron as a child may with clay.

Physiological Observations

Fire Salamanders for the most part resemble a gigantic


constrictor snake with a humanoid upper body set ablaze by
burning flames engulfing the coils. They have 2 long and
strong arms and a crested decorated head. Their heads while
snake like in appearance are more flat in the front giving a
very humanoid snake hybrid look in their face. All along their
bodies' tentacle like flexible spines that flicker like flames.
The older the individual the more prominent and ornate
these appendages are.
The average Salamander may stretch to twenty feet long
and at full heights may tower over mortals easily standing 8
or so feet tall. Their arms easily are strong enough to lift a
human in 1 hand, if that human could survive standing close
to the 300 degree heat they emanate from their bodies. Their
hands are dexterous with three finger-like claws and a fourth
opposable claw. Fire Salamanders are physically menacing to
almost any being.

They come from a place called the Sea of Ash as I was told
on the elemental plane of fire. They roam the ash and desire
to spread its boundaries to all existence. They require a fair
amount of heat and avoid colder areas. In our material
existence they are usually found in places of extreme heat
such as deserts and volcanoes. I have seen no water able to
douse their flames as it evaporates before having much affect.
I suspect it would take a large amount of water to douse one
although I do not know if that would destroy or even harm an
individual.
Salamanders make no permanent homes and instead roam
in bands as marauding looters. They pillage and plunder take
for themselves what they deem valuable and incinerate the
rest. Their paths can easily be spotted in scorched earth they
leave behind.
They are strictly carnivores and devour any meat they can.
The average Salamander would require 1 pig a week for
comfortable nourishment. They see most living creatures as
food and eat them as they find them. This makes for
dangerous foes to travelers as they often do not care to
discuss and only to eat if hungry. They require eating only 1
time every week. When they are hungry they'll eat what they
can get and take it by force. They are intelligent enough to
avoid eating members of communities as they could suffer
repercussions from such actions. Live stalk is another story.
Using their high body heat they can smith and craft metal
as if they were the furnace themselves. Salamanders can
super heat most metals by channeling some of their own heat
into their hands. They can mold weapons and armors using
this and consider it the highest form of art. As a modeler of
clay they work metal with their bare hands crafting beautiful,
decadent, and deadly weapons. Most commonly pole-arms
and spears are made but they can make almost any weapon
commonly used. For this reason sometimes they are bound or
employed to service for this very task. While in battle they
super heat their weapons enough to keep integrity but also
cause severe burning to foes.
Salamanders usually have a unique kind of steel on their
person that is far more resistant to heat than steel. This
metal, I refer to as cold steel, able to be molded by
Salamanders with their intense heat and then will seemingly
self-cool as a smith would douse a sword in water. The
majority of their weapons are crafted using Cold Steel. This
steel must exist on the plane of fire but as I only know of its
existence because of my research with
Salamanders.

Social Observations

Based on what I could gather Fire Salamanders have a very


strict social hierarchy based on age. The older an individual is
the more powerful they are and thus superior. They are
efficient and driven in their goals to further the
Sea of Ash across everything and care little for
pleasantries.
Fire Salamanders travel in bands of individuals spreading
fire and ash everywhere they go. They do not often stay in one
place for long other than to explore for riches. A band can
consist of a group of only four individuals or up to thirty if
order can be kept.

319

No male to female relationships exist aside from the genders


existing. Mating is decided when a female goes into heat
every two or so decades. Most females end up going into heat
at the same time in the band. The eldest and most powerful
male is always the father. The band stops on momentarily on
their mission to lay the obsidian eggs. Each female will lie
between 4 to 8 eggs. Once laid they think no more of them
and continue on their conquest.
Their leader is always the eldest and rank is always
decided by age. It's thought they obtained this mentality from
their time amongst the Efreet long ago. The leader also called
a Noble hold dominion over his minions and marches on in
search for treasure, wealth and power; Most of all power.
They reign until they die and the next in line members decide
in brutal confrontation the new Noble.
Young Fire Salamanders are more commonly known as
fire snakes. They hatch with an intelligence that quickly
grows into adulthood within weeks although their bodies take
almost 50 years. They cannot speak but understand their
native tongue, Ingan. They quickly grow into adults in just a
year and strike off for riches and the desire to wallow in ash.
The eggs are hatched when their internal body
temperatures reach their full potential and melt the obsidian
hard shells away. As a Fire Snake ages the heat they generate
will increase. During this stage they are less dangerous to
mortals as their heat will still burn but not more than a hot
kettle may briefly. They huddle together in a swarm of Fire
Snakes that roam around looking for food. They will
instinctively strike out ward in a new direction to find and join
up with a roaming noble.
The most powerful and strongest Salamanders have lived
for centuries. They glow white hot as their body temperatures
have reached extreme levels. They are the paragons of
Salamander kind and have many followers and more akin to
an army then a band of marauders. They are tides of fire that
wash upon the shores of life and leave nothing but charred
waste lands.
Salamanders of the Sea of Ash have a fanatical belief that
ash is the true nature of creatures. Their drive to burn things
into dust is almost a religious zeal as they spread a trail of
scorched remains where ever they go. They travel and strive
to burn everything so that they can rule over all just as others
ruled over them. This frightening mentality has driven
Salamanders across many planes in the multiverse it seems.
While they are not organized more than in small bands, left
unchecked as a whole they are a serious threat.

Relations with Other Species

For the most part Salamanders interact with a perceived


category of only three groups, Efreet, Azers, and obstacles.
They do not care much for the affairs of others and often are
solely focused on increasing their wealth and burning
everything in sight. They by no means are unthinking
destroyers and will barter and trade to maximize wealth. This
doesn't ensure that the Salamanders won't attack just that
they don't have to search as much for treasures.
Communication with the volatile creatures is often difficult
as they have no desire to communicate out of their terms; as I
found out during the second groups excursion onto the Elven
wood. Even if they do desire to they only care to speak Ingan
the language of the fire plane. More often than not they'll
attack regardless of the situation.
320

They first and foremost hate the Efreet. This was very
apparent in the discussions especially with bound
Salamanders. In their history a majority of the race were
enslaved in their home plane. The Efreet had done so after
failing to do the exact same thing with the Azers. They will
call any hated enemy an Efreet as the very name of the race is
a curse to their lips. Efreetis are given no quarter and
attacked with all of their might as a band. I believe the current
way of life in all consuming desire for power is wrought of the
eons of slavery they endured.
Second they despise and distrust Azers. Usually they
attribute Azers to be lowly tricksters and are not friendly with
them. It is a common belief passed down that it is the Azers
fault for the Salamanders' slavery. If the Azers hadn't fought
back the Salamanders would have only known freedom. Due
to the resemblance to Azers, Dwarves are also not to be
trusted and always attacked. Given my contract this matter
had made things a little difficult.
Third is the group in which all other beings exist. They are
merely food and kindle for the Torrent of Ash. If they are not
hungry and they are deemed intelligent they ask for treasure
or take it by force. They are indeed evil creatures by this
standard although it is as malicious as stepping on an ant to
them. If a creature proves too dangerous, as dragon for
example, they will leave the creature alone for a time and
come in force. They do not hesitate to retreat if needed but
only to regroup and reassess the situation.
When investigating the roving band through the forest I
was able to see how they fought. Salamanders fight with a
ferocity and vigor as they do so for sport and fun. In victory
they play in the ashes of the remains in a bizarre celebration.
They are not clean killers and often toy with over matched or
seemingly over matched foes. They'll trip and stab in
nonlethal ways to prolong the kill and end it when they
become bored. They relish a fair fight and seems to blaze to
higher heats in the excitement.
Salamanders are adept fighters and often train during
travel. Sparring and fighting amongst each other is
encouraged. One could learn a lot about a weapon from a
Salamander if they weren't bent on eating a student and then
charring the remains.
Due to this passion for the fight they often pick fights with
mighty foes such as dragons but will retreat if they find
themselves clearly overmatched. This can result in the death
of the headstrong leaders eager to prove themselves time and
time again.
They often when camping fiddle with and repair
equipment. Sometimes they even forge new weapons simply
on a whim. Many races marvel at their craftsmanship as
molding metal by hand is not a common thing. Ornate
patterns and designs are common simply because a
Salamander was bored. To them molding a weapon would be
to fiddle with a stick in the dirt.
Sometimes they are summoned for a task for their
usefulness as great warriors, craftsman or unfortunately
slavery as a furnace. They are summoned much like a fire
elemental. Their affinity for heat and fire is well attuned. They
despise and plot against their callers. Nothing is more
infuriating to them than the suffrage of slavery.

Variants

Most Salamanders behave and act the in similar fashions but


there are a few divergent enough that I find interesting
enough to detail.
Fire Salamander Nomads - These Salamanders are what
are normally described above. They follow the hierarchy to a
key and are fierce combatants. They are usually red in
coloration with yellow highlights.
Nobles - Often times they are far superior fighters and
carry on their person many magic items. They are very adept
fighters and are feared and respected by their lesser. They
live much like nomads although sometimes manifest as
wonderful Battle Crafters.
Ascendant Nobles - Those nobles who have lived eons have
grown to a power matched by few. They burn so hot that
creatures in any way vulnerable to heat may die just being
within a few hundred yards of them. They cut large swaths
through their terrain spreading the Sea of Ash with ever step.
Fire Salamander Battle Crafters - Usually among the
nomads although sometimes they are bound individuals
Battle Crafters are talented individuals. They are by far more
focused on their craft of metal than any other aspect of life.
They make beautiful works of art and deadly weapons. Often
times their weapons are imbued with the magic of their
spirits and they obtain immortality as they live on in their
weapon. The weapons typically can catch flame at the
wielder's will and give immunity to fires to them also. The
most amazing ability of a Battle Crafter is to mold a weapon
mid-fight. They'll run their hands down a blade to elongate it
when needed or shorted and widen for heavier strikes. Their
craft is a beautiful work of creation in a dance of death.
Bound Ones - Often times they are bound by magical
means on the material world to a forge to serve as a furnace.
Dwarves practice this more often than any other race. They
often are bound as children or Fire Snakes and overtime
accept the servitude as a fact of life. Sometimes they are able
to craft things on their own and it seems to be the joy in their
life. Bound ones can also be bound as a protector or warrior
depending on the summoner.
Ice Salamanders - There lies a cousin in the elemental
planes of water of ice salamanders that wield water and ice
much as a flame Salamander would. They are very similar in
mentality and biology although a few differences are
apparent. First their eggs are almost a crystal of ice and
shatter upon hatching. They still craft although they make
impossibly strong creations of ice. They have a quicker
manipulation of ice and only need water to craft with.
Ice Battle Crafters exist and are more common then Fire
Battle Crafters.

DM Tips
Salamanders are a nice twist as a cause for
something. They often leave destruction in their
wake unchecked and can be the climax of a
mystery given their battle prowess. They also make
for a good RP experience if you ever need a talking
furnace.

321

Satyr

When the celebration ended five days later, there were 3


destroyed homes, 10 missing cattle, 1 fire left to be put out,
and, in 9 months, 8 new children, but only 3 fathers.

Introduction

Satyrs are a fey commonly known for their potent wine, lusty
natures, and hot-headed ways. Rarely are they settled and
seem to express the most extremes of human emotions. For a
satyr, each week can be spent drifting between wanderlust,
boredom, arousal, and aggression. Satyrs are fantastic
company for a drink, wonderful for a day, exhausting after
two, and dangerous after three.
Human communities near large wooded areas or on
unsettled frontiers and those with influential druid circles are
the most likely to experience a satyr visitation particularly in
the spring. These events are looked upon with excitement,
fear, and anticipation. There is opportunity for much
merriment, but not without a literal year's worth of
headaches afterward.
Satyrs themselves seem to eternally wander the earth
always looking for a new experience of the mind and body. As
well as looking for other to join in on these experiences- the
more the merrier.

Physiological Observations

Satyrs are not so much a singular type of fey, but more


humans who have been turned to fey through a curse. They
generally are goat-legged and have horns growing from their
heads, but other types have been known to occur- dogs, cows,
donkeys, and pigs. Their stout constitution makes them
resistant to poisons and toxins and, unless under the
influence, they have at least one keen sense related to animal
that makes up their appearance.

Social and Behavioral Observations


In the wild, satyrs are typically found alone wandering the
land in search of the next rarest experience. Few other beings
are able to keep up with their stout constitution, wild mood
swings, and inability to stay in one place for longer than a
week. More than a few friends of a satyr have been
abandoned in the dead of night, killed in a drunken fight, or
unable to resist the poisonous component in some new
experience. Satyrs make good friends who unfortunately live
short lives-- which just gives the satyr more memories to
drink to.
In civilization, satyrs are found in taverns or as guests of
honor are particularly debauch parties. During the day they
might be selling small but very potent jars of wine, or if
festival time, wine by the cup. During the night they will be
telling wild tales of their travels almost always to the very rapt
attention of the establishment. They will always pay for
drinks and figure out some way to keep the ale flowing all
night long. The longer the night goes the tales will be
replaced with feats of strength or dexterity. At least one finger
is usually lost by the crowd.

322

Variants

Children of the Wood- the satyrs folks most commonly know.


Male. Humanoid with skin the color of the seasons. Lower
half is covered in fur and terminates in cloven feet. Sizeable
horns appear on the head. And they have a fondness for food,
drink, merry making.
Children of Bacchus- these are humans who have either
devoted their lives to revelry or were cursed by the fey. These
satyrs will have more animal-like heads- dogs, goats, cows,
and pigs. They are lazy, loud, and gluttonous. But usually
friendly and can make strong mead.
Children of the Black Goat- in the darkest corners of the
woods, in deep crags, and shadowed valleys live satyr who
were once men- and women- that sought the dark knowledge
of creation. Though dark rites and horrid fornication they
have brought untold dangers into the world in service of the
All Abundant- Mother of a Thousand Young. These creatures
can produce/secrete a milk of horrid properties, but highly
valued in homunculus creation, fertility, and can cause limb
regrowth.

DM's Toolkit
Satyrs can be great NPC companions. They often
know 1d4-1 rumors about the location they are
currently in. Satyrs will not accept monetary
payment for their serves or companionship, but
instead will ask the join the party on their
adventure. The satyr will leave if nothing interesting
has been discovered in 3 days- taking anything
interesting from the party with them.
Children of the Black Goat will seek to trick,
misdirect, or seduce PCs into becoming living
sacrifices or wombs for horrid rites in service of
the All Abundant. This easier to accomplish
because these fey release a strong musk that can
drive any humanoid mad with lust (disadvantage to
charm saves or removes advantage to charm
saves). These creatures also delight in drudging
victims then chasing them through the woods with
horrid piping creating the fear effect in PCs.
Children of Bacchus will either try to rope the
PCs into throwing a huge party or helping them get
rid of their curse. Either way these lazy creatures
will attempt to do the least amount of work. But
their friendly nature will aid on any CHA checks the
party needs to make. Should PCs throw the party a
major Plot Event/NPC will occur at the party.
If PCs are caught up in a party thrown by either
Children of Bacchus or Woods roll on the
Carousing Table (DMG 128) but use d100 + CHA
modifier.
Satyr stats are also good for any kind of "beast
people" you need. The horn damage can be a bite
or claw as well.

Scarecrow
Introduction

Luth stood outside smoking, thinking. He had been put in


charge of the strangling investigation. He just couldn't figure
it out. There were no suspects, no leads, no motives, nothing.
As he stood there smoking he felt a sudden chill run down his
spine, his sixth sense for danger. That exact same feeling had
saved his life in numerous situations. He quickly turned
around just as he got grabbed by the throat. When he looked
down to see who was crushing his neck, his eyes lit up as
surprise, horror and understanding rushed through him.
Before him stood a jagged human-like creature made of
sticks, straw and burlap sacks filled with sawdust, eyes
lighting up with an ominous red glow. Right before the last
breath of life was pushed out of his body, he saw a crooked
grin appear on the creatures face.

Physiological Observations

Scarecrows are human-sized constructs, usually constructed


using sticks and burlap sacks stuffed with sawdust, straw,
grass, leaves, ... . Scarecrows are created by binding an evil
humanoid spirit to a puppet. They don't know about their past
live. However they do keep a large part of their personality.
These spirits often belonged to horrible serial-killers,
psychopaths, evil cultists, ... . The only features that show the
living qualities of the puppet are their glowing eyes.
Depending on the level of autonomy given by its creator
(usually hags or witches), Scarecrows tend to upgrade their
body to more suit their preferred way of killing. There have
also been reported cases of golem-sized Scarecrows. Their
shadow leaves all investigators and scientist confused. They
don't cast a shadow resembling their current form, but the
form they had in life.

Social Observations

Their behavior comes from a mix of the creator's orders and


the spirits way of doing things. Scarecrows made by the same
creator will work together if ordered to. Scarecrows made by
different creators will act according to the relation between
the 2 creators. So if 2 Scarecrows of different creators cross
paths they will either keep on executing their order or fight
until one is completely destroyed.

The most curious and unpredictable behavior happens


when a Scarecrows creator dies. The Scarecrows will usually
seek out the attacker and try to kill them. When that task is
complete they go rogue and will often take to their evil ways
again. Rogue Scarecrows will also start getting flashbacks of
their past, allowing them to sometimes get revenge on the
people that caused their demise.

Inter-species Observations

They act hostile towards any other living creature with


exception to their creators, other Scarecrows and potential
minions from the creator. Some spirits will allow a rogue
Scarecrow to interact with other like-minded individuals such
as cultists, criminals, ... . -DM- If you want this to be possible
you'd have to give them a way of communicating. I often opt
to give them mimicry. -DM-

DMs toolkit
Believe it or not you can do quite a bit with
Scarecrows. Extreme bodyguards, stalking midnight
horrors, inhuman serial killers, vengeful spirits,
nightmarish watchdogs...
The vengeful variant: When your players have
just killed a witch or a hag. Have them notice
shadows creeping around them the next couple
of nights. Then when the right time comes the
intelligent Scarecrow will try to sneak attack a
target that is alone. In the form of trying to slit a
throat while its target sleeps. Or attacking from
the shadows when a target let its guard down.
The rogue Scarecrow: I just love these. Instead
of using a normal Scarecrow, you can decide to
use a stronger, more creepy version. It also has
no attachments to a creator making them
unpredictable.
The last task: Possibly a quest in a town where
people have been getting killed shortly after
burning a witch at the stake.

Behavioral Observations

Scarecrows are reported to do anything to execute their


order, so it would be wise to stay clear of the creatures. As
long as their creator lives they will protect them at any cost.
However the really interesting part about a
Scarecrows behavior is the way the spirits past influences
its behavior. For example a serial killers spirit will remember
its preferred way of slaughter. It will remember that it liked to
torture its victims by slowly cutting them up into little pieces
and thus the Scarecrow will also cut its victim up. I warn all
readers to be careful with any scarecrows you see on your
travels, even if at a first glance they don't seem to be horrible
creatures they could just be hiding their presence. They can
extinguish their eyes, cease all movement and try to ambush
you. Magical users can still feel their presence if the check
them for magical traces.
323

Shadow

Behavioral Observations

"If you ever feel your strength waning in the black of night,
set a light, say a prayer, and pour your holy water on your
shadow. For you, quite possibly, are dealing with a dark force
aiming to quench the light of your very soul."
-Father Mateo Fernando Del Luz, Priest of Pelor, on
exorcising demons, aberrations, and the undead.

Shadows exist only to hunt down life and extinguish it. They
continue to move in the darkness at all times, and
immediately descend on life as soon as it sensed. They seem
to ignore traps and obviously stronger creatures. They pay no
heed to their own existence, or the existence of any creature
other than their prey.

Introduction

Intra-Species Observations

The Shadow have been a curse on life since the first evil
mortal took its last breath, birthing the first Shadow into the
world of light. They appear as mounds of darkness, formed in
a warped shape of the mortals they once were.
It is unknown why or how the shadow came to be, though
many theories have come regarding their initial creation.
Many arcane scholars believe them to be a masses of necrotic
energy that gained sentience by using the soul of an evil
mortal as a sort of conduit and mold for self creation. Holy
men believe them to be the evil in a man's soul, free from its
mortal frame.
No matter the method of their initial creation, these
creatures now exist only to hunt and extinguish the life of
good men and women from this world, raising maleficent
shadows from their bodies. Leaving us with the words of wise
men to live by. A single light may lead through the darkness,
but the shadow cast will always be.

Physiological Observations

When mortals of evil hearts and souls die, a shadow splinters


away, taking with it a hatred for life and light. These creatures
do not breed in a typical sense. Instead, the consume the life
and strength of good-hearted men and women, and when
there is no more life, a shadow is born from their bodies, and
it seeks out more good-hearted men and women to continue
the cycle.
A Shadow's body seem to nothing more then moving
darkness to most, but upon closer inspection, one can tell
that their bodies are actually a semi-solid mass of necrotic
energy. Which would explain how they are capable of sapping
the strength of men by simply touching or embracing them.
These bodies not only allow them to attack their prey by such
simple measures, but allow them to move through spaces and
openings as small as a coin.
What is still being discussed is how this necrotic mass is
capable of creating a set of eyes that allow the shadow to see
and react as far as any man can. Some have theorized that it
does not simply see light as we do, but that they instead see
darkness in a similar fashion.

Social Observations

Shadows have no social structure that can be observed, so it


is safe to assume that there is none to be found. When
observed together, they do not react to one another, even
when hunting the same target, though they do seem to travel
in similar directions when no life is present. Though this may
be more due to the fact that both sense life in a similar
direction. Because of this, shadow hordes are a possibility,
but they are in no way proof of any social organization.

324

Because Shadows ignore both undead and evil creatures,


they are many times controlled by both powerful undead
creatures, such as a Lich or Vampire, and evil beings, such as
evil Mages, Clerics, and Dragons. In fact, many of these
creatures attempt to breed hordes of Shadows by kidnapping
mortals with good souls to birth new shadows for themselves.

Variant Species

Shadows that have managed to kill unique mortals have


created very, and very dangerous variants of themselves. Here
is a list of unique shadows that have been either directly seen,
destroyed, or rumored to exist.
Giant's Shadow: In the rare case that a good-spirited giant
is caught and killed by a horde of shadows, a Giant's Shadow
is born. These Shadows stand an upward of twenty-six feet
tall, and can have the fortitude of ten shadows put together.
Pegasus Shadow: Though it is still only a rumored
sighting, the Pegasus Shadow can be a very dangerous
creature to meet. Twice as fast and three times as hardy, this
Shadow can kill a man before he even has the chance to react
to what has happened. Hence why it is still only a rumored
sighting.
Merfolk Shadow: Deep in the ocean, where darkness
reigns, there have been stories of entire Merfolk cities
disappearing to the darkness. Now, there are many stories
being brought to shore of Merfolk Shadows swimming up to
ships and attempting to drag sailors into the dark below.
More research is needed into these stories before a course is
action is decided.

DM's Toolkit
Shadows can be one of the most dangerous
opening monsters to an encounter for players, not
because of the danger posed themselves, but
because of the strength draining effect that can
made of great use to other enemies. Unless you're
using a horde of shadows or a special, more
powerful shadow, they should act as the first
weapon sent out by an intelligent enemy.
Sometimes as traps for wandering adventurers,
other times as a first wave to weaken the players
before stronger enemies come to attack. Anyway
you have them be used, think of how they can be
made use of effectively (or not, if the enemy is not
so bright).
Depending on the kind of enemy they would be
facing, I sometimes changed the attribute damage
they caused to fit better with any creature making
use of them. Constitution for creatures who are
fond of unleashing poisons (with being reduced to
0 CON killing a player). Dexterity for creatures that
want to paralyze and capture their victims (a 0 in
DEX, of course, leaving a player paralyzed). Or
damaging a players mental attributes to cause
some sort of fun effect (a 0 in INT would make
them a vegetable, WIS would leave their senses
worthless, and CHA would leave them mad).
And if worst comes to worst, you can always
make a trap that unleashes a horde of shadows on
the players/a town/castle/etc. That can be used as a
plot point to evil and powerful enemies.

325

Shield Guardian

"A Shield Guardian? Why would I need a Shield Guardian?


No one would be foolish enough to attack Azorax the
Immortal!"
-Azorax the Surprisingly Mortal

Introduction

The Shield Guardian: an enormous hunk of metal that may


just surpass dogs as man's best friend. Tall, humanoid
protectors, these constructs stand unfaltering and
unwavering, steadfast in their duty to protect their master.
And occasionally brutalizing their master's enemies. When
you need someone to take a fireball for you, the loyal Shield
Guardian will not hesitate. When a barbarian decides your
head would look better on his trophy wall, the fist of the
Shield Guardian shall make short work of him. When an
assassin has poisoned your food... maybe you need something
a bit more refined.

Physiological Observations

A Shield Guardian is a man-made construct whose form is


impossible to pin down. Most commonly, they are formed of
metal or other durable substances, and stand at just larger
than human height. However, this can vary. Shield
Guardians can be created from almost any solid material,
and in any form. Some have the appearance of animals; some
are simply bizarre hulking masses given purpose. All have
one thing in common, which defines them as a Shield
Guardian: their sole purpose is to guard the life of whoever
possesses their binding object. Usually something small,
easily wearable, yet also concealable, such an amulet or a
ring, this object defines a Shield Guardian's master. The
Shield Guardian will obey the wearer without question, throw
itself into danger to protect them, and never leave their side.
To create a Shield Guardian, a complex ritual, the exact
details of which are jealously guarded, must be performed,
usually by a trained wizard. The components of this ritual are
used in proportion to the size of the construct's body.
Theoretically, with enough ingredients, there is no limit to the
size of Shield
Guardian one could create. The ritual not only binds the
construct to an object, but also gives it certain magical
abilities. All Shield Guardians have slight precognition
abilities, allowing them to perceive danger to their master,
even before any sign is apparent. They also gain the ability to
absorb blows that would harm their master into their own,
much sturdier, body, albeit only from short range. Coupled
with their capability to sense their binding object from
anywhere on the same plane, a Shield Guardian makes for a
formidable shield. There have also been reports of Shield
Guardians who can store magic within themselves, but they
are as of yet unconfirmed.

Social Observations

Shield Guardians, while intelligent enough to obey their


master's commands, have no free will of their own, and no
creativity or emotions. They understand all languages, but
cannot speak themselves. Like most constructs, they lack the
capacity to understand anything more than simple
commands.

Behavioral Observations
326

Behavioral Observations

Shield Guardians appear to be utterly devoted to their


masters; this is only half true, for a Shield Guardian obeys
any who wear its binding object. They do, however, obey that
wearer to the best of their abilities. In their default state, they
simply stay at their master's side and protect them from all
detectable harm. If given commands though, they will
override all else, even if it means letting their master be
injured. If no living being wears their binding object, a Shield
Guardian simply ceases to live. They revert to being an
inanimate object, as they were before the ritual that created
them. Some Shield Guardians have been known to lie
dormant in this way for centuries before being awakened.

Economic Observations

Because Shield Guardians do not discriminate between their


original creators and anyone else who wears their binding
object, some less secluded wizards have taken to selling
them. They charge exorbitant prices, in exchange for giving
royalty or other important figures their own flawless
bodyguard. In larger cities, the more entrepreneurial wizards
have set up entire factories, mass-producing the constructs
with cheap labor and materials.

DM's Toolkit
Shield Guardians are the ultimate jack-of-all-trades.
They can take whatever form you need them to,
from the hulking brute who dominates an
encounter, to cannon fodder that protects the
wizard. Since they're so easily sold, practically any
enemy can have a Shield Guardian or two. Even a
kobold could have found one lying dormant in a
dungeon. They also provide a fun incentive for the
PCs to think more carefully in combat. If they can
take out the enemies without harming the binding
object or the Guardian itself, they just earned
themselves a shiny new companion. It allows a
reward to combat that's already built in, instead of
feeling like it's tacked onto the end. I also
mentioned that some Shield Guardians can store
spells. It's awfully fun to hit the party with a
surprise polymorph just when they think they've
won.

Skeleton

From the desk of Thaele Duskwalker, The Ghost-Caller,


Exarch of the Undying Hand, Licensed Necromancer.
The following is a collection of notes made, the foundation
of which is taken from previous studies, with further
observations made in an attempt to gain a better
understanding of the subjects.

Introduction

A mundane skeleton is no stranger in form or function to any


who walk this world long enough to know of death, but an
Undead Skeleton is not encountered quite as often, though
they are fairly common as far as Undead go. A Skeleton has a
mechanical nature virtually identical to that of a person,
though whoever they were in life is gone. There is no soul
there, and rarely any sense of self, only the dark magicks that
animate them.
Skeletons are easily animated, and make fairly good foot
soldiers and guards if kept under their creators will, and
because of that they are encountered anywhere that one
might find magic users, and sometimes even 'naturally'
occurring in places that are abundant with necrotic energies.

Physiological and Archaeological


Observations

A skeletons physiology is typically the same as the base


creature it was made from, though there are some things to
note here. First, humanoid skeletons are by far the most
popular to animate. This is due to the fact that they have the
form needed to effectively make use of the very same things
we make use of ourselves, and especially arms and armors,
often taken from the very soldiers that were killed to animate
the skeleton in the first place.
Skeletons can, in theory, be formed out of collections of
unmatched bones, or even bone shards. A skilled
Necromancer who is in dire need of a skeleton can piece one
together from any collection of solid bones, even if he is given
only femurs to work with, because Steve Carlsburg sent the
wrong crate to his tower and then claimed it was an
accident....But it is far easier to simply animate a pre-existing
and as intact as possible skeleton.
Some people, especially those unaccustomed to magic,
when first presented with a Skeleton, will comment on its
lack of muscles, tendons, or any other flesh, and become
confused about its methods of ambulation. (Authors note: I
find it odd that people are more easily able to accept that a
pile of bones has a consciousness than a system of movement
that they cannot see with the naked eye) Some people simply
go 'its magic!' as if that were the explanation itself, as though
asking 'where is the smoke coming from' should be answered
with 'its fire!'
While technically a true answer, like the source of smoke,
the simple answer is not the most important part! During the
casting of the spells needed to animate a Skeleton, you must
create a system of energies, which I refer to in my personal
notes as the Necrotic Nexus. From a central point, typically
around the mid-spine, you make the Nexus, and from there,
tendrils of Necrotic energies are infused into the bones,
mimicking natural tendons and musculature.

Raising the skeletons of other creatures is possible though,


and can often be quite helpful. A skeletal warhorse knows no
fear, requires no food, no rest, and is still intelligent enough to
make minor decisions on movement if the rider finds himself
distracted.

Social Observations

Untamed Skeletons have a strict dichotomy with their


behaviors towards other creatures. They do not interact with
other Undead in any way, with few exceptions, but will
viciously attack any living creature.
Any living creature that they become aware of is instantly
attacked. Like many Undead, Skeletons are driven to destroy
any living thing they can. Just as water quenches fire, the
Necrotic energies flowing through a Skeleton seek to douse
the spark of life in others.

Behavioral Observations

Skeletons behavior will change from these standards in ways


that have caused many a layman to speculate that Skeletons
retain their former selves, maybe even still carry the same
soul! This is of course ridiculous, and heart breaking to think
about how many people have died trying to reason with a
Skeleton.
The source of these misinformed notions is the fact that
Skeletons will sometimes carry with them a very, very basic
memory of what their former occupant did in their lifetime.
The bones of a miner may pick up a pickaxe and start
hammering away at stone. A ball in which the guests are all
turned into Skeletons may find itself hosting a dance of the
Undead, until a living person shows up and is attacked, and
then back to the eternal dance.
I cannot stress this enough: THEY ARE NOT PEOPLE. If
there is one thing and one thing only that you take from my
notes on these entities, let it be this. Skeletons are not
people. They do not have true memories, they do not have a
soul, they do not love or feel at all. They will kill you if you
attempt to reason with them.

Intra-Species Observations

The only time Skeletons directly interact with one another is


if they are playing out a shared past activity, such as two
dance partners. Otherwise, they ignore each other just as
they ignore all other Undead.

Variant Species

Skeletons are as varied as creatures that have a skeletal


system. Even more so, in fact, since you can augment them
with further magicks.
The most common types are Humanoid, Minotaur, and
Warhorse, but others are possible. I myself have been
working to create a more intelligent humanoid Skeleton, and
have heard of Skeletons who have a system of congealed
blood that has been shaped into a sort of tendril, allowing
them to strangle targets from afar.

327

DM Toolkit
Base Skeletons are a fairly clich enemy, with good
reason. A few standard skeletons can pose a real
threat to low level groups, because unlike some
undead (like zombies) they have enough awareness
to use some basic strategies and follow out
specific orders better.
They can also be used for some emotional
impact if you play up the fact that these things
used to be people. That said, once the group gets a
bit confident in their skellington bashing abilities, it
may be time to change things up.
The 5e MM (and the past ones have more I'm
sure) has the Minotaur Skeleton which is bigger
and tougher, but also feel free to get creative.
Remember that since Skeletons are made by
magic, further magical alterations don't necessarily
have to make sense from a natural standpoint, as
long as the wizard that made them could be
capable of it.
I recently employed self-destructing skeletons
against my party, they would charge, tackle, and
burst into acid. Skeletons that are smarter, esp if
they can cast even simple spells, could throw your
groups strategy off, if they were relying on
outsmarting them. Skeletons with iron-bands on
the bones will make them harder to smash if they
are going for brute force.
Natural animals have to have some logic behind
them, but Skeletons just have to have been made
by a wizard with the right spells to augment them
in such a way.
Be wary of getting too crazy if your group has
magic users- the second I see a skeleton with
powers that my skeletons as a player don't have, I
will want them, and it can be really sad to hear well,
you just can't okay? Instead try to balance it out in
other ways, for instance, gold cost, or needing a lvl
5+ spell to animate one of the fancier undead, etc.

328

Slaad

"No one deserves to be treated as such! Forward, my kin! Let


us smash the authority of these Tyrants! In the name of
Kaos!"
-- Excerpt from Pregaturrion Alphamergius famous "March
of Freedom" speech.

Introduction

Chaos personified. The Slaadi are alien creatures that seeped


up through the cracks in the multiverse to ride the winds of
chaos. They are native to Limbo, the plane of chaos and
uncertainty. Many theories have speculated on their origins,
although no concrete evidence was ever found. Some
speculate that the Primus, Overlord of the Modrons meddled
with Limbo, accidentally creating the Slaadi. Others have
speculated that the plane of Limbo dislikes being inhabited
by beings with Lawful minds, who can shape it in ways it
finds undesirable. The Slaadi are its bulwarks against such
changes. Other more conservative thinkers have
hypothesized that the Slaadi are merely another race of
humanoids, and no more special than elves or trolls.

Physiological Observations

All Slaadi resemble humanoid frogs, although using the term


"always" to describe a race as chaotic as this is always a
gamble. Slaadi come in four main varieties, which can
grouped together into two main categories. These categories
are Lesser Slaadi and Greater Slaadi. Lesser Slaadi are the
two primary types of Slaadi, red and blue. Red Slaadi are
hulking beasts, with smooth hides ranging from blood red to
amber. They are equipped with long claws and small eyes, as
well as large bellies. Blue Slaadi are slightly larger, with hides
ranging from cobalt to turquoise. They do not possess claws,
but instead large bone spines that grow out of the back of
their hands. Their hides are not as smooth however, instead
being pockmarked with irregular growths.
Greater Slaadi traditionally come in two varieties, Grey
and Green. Green Slaadi have backward facing joints and
large whiskers growing from their lower lip. They also
possess spotted, bumpy hides and small horns that sprout
from above their eyes. Gray Slaadi are smaller than their
larger brethren, possessing marbled hides, bony spines down
their backbones, and small vestigial wings.
Red, Blue, and Green Slaadi are born from humanoids.
Red Slaadi are born when the parent injects a parasite into a
humanoid host. The egg germinates over several months,
before erupting from the host's chest, killing them instantly.
This hatchling grows up to be either a Blue or Green Slaadi.
Blue Slaadi instead infect their victims with their natural
pathogens, causing them to become afflicted by a disease
known as Chaos Phage. This eventually kills those afflicted
with it, transforming them into Red or Green Slaadi. Gray
Slaadi are not born, but instead they are the result of a Green
Slaad's magical research. All Green Slaadi search for the
secret to unlocking their true power. When they find it, they
transform into Gray Slaadi. However, sometimes they
accidentally come in contact with the Negative Energy Plane.
This morphs them into Death Slaad, a cruel parody of the
Slaadi's free spirited existence.

Social Observations

Slaadi are native to the plane of Limbo, a place where the


geography is not fixed and the atmosphere is constantly
changing. This is a very scary atmosphere, so Slaadi cling to
each other. They form into family groups, each one led by a
single leader. These leaders are one that has been selected by
majority vote. These leaders sometimes reign for years, or
sometimes they only last for several days before the group
decides to appoint a new leader.
However, these votes sometimes take place when other
Slaadi are distracted, so a leader may find themselves having
been appointed without their knowledge. Usually they accept
their position. However, sometimes a leader will refuse to
accept the responsibility. This usually means another vote,
but if the band cannot decide on another leader, they will try
to wait out their new leader's resolve, until they accept out of
peer pressure.
Additionally, every Slaadi has a job. Red Slaadi are scouts
and hunters, ranging far from the group to investigate before
returning to report pack. Blue Slaadi are the warriors,
defending the Reds and the leaders. Green Slaadi are priests,
shamans, and bards. They delight the leader with songs, keep
the history of the group, or perform sacred rights. Gray
Slaadi are usually leaders, and when they are not they are
Sages and Scribes, traveling the cosmos in search of
knowledge.
Slaadi also all consider themselves part of a vast, cryptic
social hierarchy called "The Scene". Every Slaadi has a
ranking within The Scene, which determines its social
standing. The conditions for going up or down are confusing,
and often change by the day. But several never change.
Fighting.

Slaadi will often ambush each other, trying to intimidate each


other into surrendering. Slaadi that surrender go down, while
the winners go up. However, if a loser fights back, they do not
go down. It is not important to win, only to fight.
Collecting.

Slaadi collect items that have significant intrinsic value. They


do not value usefulness, but reputation. A magic sword that
shoots fire may mean nothing to them, while an ordinary
sword used to slay a Death Slaad will be desired by many.
Breeding.

A Slaad that sires many offspring will rise high in The Scene.
Maintaining the role that their type is supposed to fill.
Death Slaadi are not part of the Slaad Scene, for various
reasons. One is that they are very uncommon. The second is
that they do not consider themselves part of the hierarchy,
and often specifically go out of their way to flout it. Death
Slaadi usually bind other Slaadi to them through either
manipulation or fear of death. They are the self appointed
Overlords of all other Slaadi, and they kill anyone who
disagrees with their role. As such, they are universally hated
by other Slaadi.

329

Behavioral Observations

Slaadi have no fixed homes, and travel in groups from


location to location. They hunt along the way. Greater Slaadi
travel at the front of the group, navigating as best they can.
They can also use their higher intelligence to shove aside fire
and other hazards. They also amuse those who are not
hunting with songs and stories. When they settle from a day
of traveling, Slaadi compete among each other to determine
everyone's daily standing. Others swap or steal items from
each other. If they encounter another band of Slaadi, they
may fight to determine their standing relative to the other
group. However, if the leader does not feel like that they could
defeat the band, they may pass each other by. However, even if
they fight, pains are taken to not kill the other Slaadi. With
the exception of Death Slaadi, all Slaadi consider all others of
their species to be distant kin.

Inter-Species Observations

The only race that Slaadi regularly encounter are Modrons


and Githzerai. Modrons, as axiomatic beings of pure law are
attacked on sight. Most Slaadi cannot explain this urge, just
that it is overpowering. This could be interpreted in more
normal terms as a deep loathing for beings of pure law.
Githzerai are respected as powerful warriors. They are also
valued by Greater Slaadi, as their psychically constructed
monasteries are excellent landmarks.

DM's Toolkit
Slaadi are criminally underused, despite their
apparent flexibility. However, unless you want the
party to come off as a bunch of murderhobo-ing
scum, using chaotic neutral enemies against them
kind of compromises the Good vs Evil narrative
most campaigns rely on. So, thinking of uses for
them is difficult. In other words, I hope you
appreciate this.
A Green Slaadi is talking to a Nothic. The
Nothic is being uncooperative, and the Slaad
begs the party for help convincing it to trade
some of its magical secrets.
A Grey Slaad is sitting on the public green of a
village. It is studying the inhabitants of the
village, attempting to discern information from
these alien creatures. The villagers are
panicking, but the Slaad is non-hostile unless
threatened.
A Death Slaad has invaded the material plane,
and is dragooning hordes of Blue and Red Slaadi
to serve as its armies.
A Group of Slaadi have encountered some
shepherds, and have attacked them. They wish
to free the sheep, as they view the Shepherds as
brutal tyrants.

330

Specter

Gareth threw his back against the wall, panting hard and
crying as the fear and adrenaline surged through him. That
thing... Adara's sword had gone right through it like mist and
it had reached its hand inside her chest and then she had
screamed.... But his little magic dagger had hurt it, or
something...it had felt like cutting through water, but it
dropped Adara at least -Adara's body- and Gareth ran and
didn't look back in case he saw it following him....
He clutched the dagger tightly to his chest and peeked
around the corner. Nothing.
Alright, three deep breaths and then break for the exit. And
if that monster comes back it can have another taste of the
dagger. 1...2...
He set his jaw, took a last breath, and a pale form ghosted
noiselessly around the corner in front of him. The dagger
dropped from nerveless fingers and clattered desolately on
the stone floor as Gareth stared at Adara, her face twisted by
pain and rage, reaching out to him with terrible promise, and
he never saw the ghostly hand that came out of the wall
behind him, passed through his back like dreadful ice and
stopped his heart.

Introduction

Specters are incorporeal undead formed from the spirits of


those whose anger and hate prevent them from moving into
an afterlife when they die. Like Ghosts, Specters are
intelligent; unlike Ghosts, which regenerate over a period of
time unless the unresolved issue that keeps them from death
is solved, Specters have no unresolved issue. They are oneshot balls of hate against life itself, draining life force from
their victims, instantly destroyed by resurrection magic. They
lair in dark places where the sun doesn't reach, as its light
renders them nearly helpless; a few particularly ambitious
Specters stalk the surface at night, returning to a safe spot
during the day or simply melting into the ground to avoid the
sun's rays. As any humanoid a Specter kills rises as a new
Specter under its control, a single Specter can turn into a
massive danger if it gains access to a populated area.

Physiological Observations

Most adventurers struggle to satisfactorily describe the


appearance of a ghostly body hanging in the air before them:
like smoke, only more solid; like a thin gossamer fabric, only
a whole person of it; like a memory of a person, like you
turned the lamp down on them being there, on them being
real. Specters appear as faded, transparent manifestations of
their former selves, although Specters of humanoids who
died in terrible fashions often bear exaggerated wounds that
reflect the manner of their horrific deaths. Their faces are
twisted masks of rage, and they move unnaturally quickly,
floating across the ground far faster than all but the fleetest
of their prey.

Social Observations

Although Specters are quite intelligent, the entirety of said


intelligence is bent towards the eradication of life, leaving
very little interest in socializing. Multiple Specters might
work together to more effectively hunt the living, but they
share no sense of camaraderie and each considers itself an
independent agent of unlife. A Specter's Spawn are
considered a part of it and treated like extra appendages; on
the controlling Specter's death, each becomes independent
and begins pursuing the end of all life it can find. Although a
highly trained or experienced adventurer might be able to tell
a Specter Spawn by its slightly weakened abilities, they are
otherwise identical to an autonomous Specter, operating with
the same cunning and malice as their controllers. Over very
long periods of time, controlling Specters can develop
telepathic bonds with their Spawn, making them particularly
coordinated and dangerous.

Behavioral Observations

Specters exist for a single purpose: to create death from life,


and if possible twist it into undeath. Unlike Ghosts, most
Specters are not tied to a particular location but many choose
to stake out an area as a lair, especially if the area receives a
dependable traffic of living beings and advantageous terrain
for the Specter to use. Old buildings with evil pasts,
treacherous swamps, or temples to vile gods might house
Specters, and some particularly evil beings might seek out
Specters to cohabitate with. In combat, Specters are
terrifying apparitions that move at lightning speed and ignore
armor as they sap the life force from their opponents, and on
a successful kill a Specter may retreat to allow its Spawn to
rise before rejoining the fight. A living creature wishing to
treat with a Specter must make immediate and prominent
display of a very good reason that the Specter ought not kill
it, and even then should be quick with its business if it wishes
to remain alive.
Although Specters possess a Fly speed, whatever years
they spent alive tend to leave a behavioral impression. Most
Specters hover about a foot above the ground, gaining or
losing altitude as they move but returning to that as a base
height. Extremely old Specters may have lost the
contrivances of life altogether and spend most of their time
flying, commanding hordes of Spawn below them.

331

Inter-Species Observations

Specters feel no kinship to mindless undead, treating them as


any other hazardous terrain that might hinder those that they
hunt. Specters may use undead of mid-range intelligence Ghouls, occasionally Shadows, etc.- like humans might use
highly-trained packs of dogs, moving swiftly through
obstacles to cut off fleeing enemies and round them up to be
dragged down by the ravenous horde, although they do not
direct others, merely capitalize on their presence. The only
other undead Specters have been seen to actively coordinate
with are Wraiths, and the horror of an attack by these
combined undead -as every surface reaches out arms of
darkness that steal the strength from your limbs, and
vengeful shadows appear with ghostly swiftness to drain the
very essence of your life -is not something many adventurers
have lived to have nightmares about. Specters will take
commands from more powerful, plotting undead such as
Liches or Vampires so long as they receive a relatively steady
supply of living creatures to kill, and a Specter serving an old
or powerful master might accumulate a horde of Spawn that
can make its lair particularly deadly.
Although it is not unheard of for a Specter to entertain the
presence of a living creature without killing it, said creature
would have to provide a use to the Specter that far
outweighed the cost of letting life exist within its demesne;
most areas inhabited by Specters are completely devoid of
life. Powerful monsters that might kill intruders without
giving the Specter a chance to turn them into Spawn are of
no use to the Specter, and those without magical attacks
must flee or have their life sapped away. Humanoids potential Spawn- must be doubly useful to the Specter, either
through an intention to create a catastrophic amount of
death, or by providing tribute of living souls for the Specter to
take. But this is a purely practical arrangement, and any
creature that intentionally spends time with a Specter courts
death at its unknowable whim.
Animals can sense the hateful presence of a Specter and
must be forced to approach it by a trained handler. Any
animal not so attended in the presence of a Specter flees,
even if it would otherwise defend a lair, nest, or companion
against impossible odds.

Variants

Guard Specter: Although most Specters arise unintentionally,


some particularly vile necromancers have undertaken to
create artificial Specters. Cruel torture combined with the
proper necromantic spells create beings that loathe the living
but lack an independent goal to seek life out: these creations
are often left to guard secret laboratories or awful workshops.
These Specters lack the Create Spawn ability and have the
Mindless trait, but gain the
Lifesense ability in order to better track down intruders.

332

Child Specter: The innocence of a child twisted into a


Specter's hate for all life is a terrible thing. Born of children
killed in horrific manners, these Specters emit a constant cry
that wrenches at the soul of those who hear it, causing them
to take a -1 penalty on attack rolls, damage rolls, saving
throws, skill checks, and ability checks. This penalty stacks
for multiple Child Specters, as the horror of their short lives
cut shorter overwhelms the listener. This is a sonic, mindaffecting effect. Specter Spawn created by Child Specters
appears overwhelmed with grief-unlike the normal Specter
rage-which persists even if the controlling Child Specter is
slain and they become autonomous Specters.
Bound Specter: Some Specters are bound, like Ghosts, to a
specific place or object-this having been instrumental in or
commemorative of their demise. These Specters cannot be
fully killed, even by powerful spells, but if slain reform 1d4
minutes later at their bound place or object, and gain the
effect of a Scrying spell on the creature that killed them for as
many minutes as it took to reform. An item resurrecting a
Specter must be destroyed to stop the Specter from
returning; a place must be Consecrated or affected with
similar magic to stop a Specter from returning, or the
particular act that made the site unholy must be undone.
Child Specters can set a very nice (not nice) tone for an
area if used to define the tone of encounters therein. Guard
Specters provide very handy level-locks for certain areas: a
lower-level party may be able to cut through the ghouls in the
Windmere Catacombs, but when they discover that the lower
level is guarded by two Specters they'll need to come back
later with new abilities and new equipment if they don't want
to be drained to husks. Bound
Specters are great for faux-Ghost encounters: provide a
backstory buildup, have the players thinking right old wrongs
to put the troubled soul to rest, then drop a maniacal killing
machine on them. It's a gentle way to remind them never to
trust you.

DM's Toolkit
Disclaimer: I run Pathfinder and used those stats
for this analysis. I couldn't find anything about
Specters in 5e, nothing on 4e, and the 3.5 version
looked pretty identical.
Before we start with how to use them, I'd like to
take a moment to talk about describing a Specter
to your players. I took a long time coming up with
what is, to me, an acceptable description of an
incorporeal creature: while the image in my head
will always be cheesy 80s special effects-slightly
green-tinted glow on a semi-transparent personactually imagining an incorporeal entity standing in
front of you in three dimensions is kind of hard. It's
not a thing you see in the world that you can
extrapolate to fantasy. I advise taking a bit to plan
out how you're going to describe it to your players
in order to get the full horror value out of it.
They're pretty damn creepy if you don't just say
then a ghost pops out of the wall.
Alright, let's talk stats. My main thing with doing
the Specter was to figure out why it was different
from all the other incorporeal undead: you want
something moving through walls and moaning that
your party can't always hit, so why pick the
Specter? Because they're really, really scary in
combat, that's why. I considered them versus the
other incorporeal undead, specifically Wraiths,
Shadows and Ghosts. A number of important
features popped out at me.
Let's start with speed. With an 80-foot Fly speed,
Specters are the fastest of the incorporeal undead.
How fast? That's right. A Medium character doing a
double-move can be overtaken by a Specter
starting from the same spot, see it fly ten feet past,
then fly back and attack. Also, they go through
walls. Also, they have a perfect Fly speed: these
guys should be doing loops around lower-level
parties when they can afford to give away an AoO
or two.
Next up, senses. Unlike Wraiths, Specters don't
have Lifesense, just Darkvision. Which means that
a Specter can travel through walls like any
incorporeal creature, but it can't attack from walls
very well as it needs to see its target. Combined
with its speed and maneuverability, this presents us
with a creature that darts around its targets with
the inherent advantage of using every dimensionflying above adversaries' reach or going through
the ground underneath them-to put increments of
damage on individuals that can be singled out.
Notice that Specters do energy drain, not HP
damage, which means that accumulated hits do
reduce the combat effectiveness of the target:
Specters harry their targets and slowly drag them
down. A Specter with controlled Spawn-which it
has no qualm about sacrificing in exchange for a
kill-ought to have your party absolutely terrified any
time they are passing near a wall or, indeed,
standing on a floor.

Here's a fun one: although Specters don't have


Lifesense, they do have the Blind-Fight feat. Which
means a Specter can zoom up to a creature and hit
it, endure one attack, then 5-foot step into the
floor to take a swipe in the direction of its attacker,
rerolling the concealment miss-chance once. It will
need to reappear next round to make sure its target
hasn't moved, but it's an excellent way to get in
two attacks for the risk of one. Remember how I
talked about Specters being really scary when
combined with Wraiths? Wraiths do have
Lifesense, which means in an enclosed space you
have 1d6 CON damage coming out of the walls
with extremely fast negative-level machines
blocking any exit the PCs try to run towards,
melting into the walls with a final attack when
challenged.
One more strength before we get into
weaknesses: can't ignore Create Spawn. Specter
Spawn arise in 1d4 rounds after the humanoid
creature is killed: a party that loses a PC (or
beloved NPC) to a Specter in the first place is
probably forced to run as another joins the fight. A
Specter that is really damaged before it creates a
Spawn might even keep the Spawn out of the fight
so that when it dies, the Spawn becomes an
undamaged Specter with no ability penalties and
starts the whole fight over again. Warning: this is
extremely nasty.
Okay, weaknesses. Specters have great
weaknesses: resurrection vulnerability and sunlight
powerlessness.
The first puts an interesting partial level-cap on
Specters: any party with a Cleric level 9 or above is
going to have a potential instant-kill on it, so
dropping a single Specter on the party, especially if
you know the Cleric is packing, is an invitation to
make said Cleric feel like a Big Damn Hero without
tremendously threatening them. And the corollary:
slipping a low-level party a scroll of Raise Dead is a
great way to let them take a shortcut out of what
could otherwise be a deadly fight. That said, the
casting time is one minute: perfect opportunity to
give the rest of the party members something to
do to distract the horror while the Cleric completes
the spell to destroy it.
The second one is icing on the cake. Very few
spells replicate natural daylight, so this one is
almost entirely an environmental effect. Great way
to give a low-level party a way to retreat, or a highlevel party a way to cut the Specter off from
escape. Trap it in a dark room surrounded by
daylight and kill it before it remembers it can take
refuge in the floor. As mentioned before, learned
behavior has most Specters use the floors and
walls as routes of transport rather than safe havens:
the ones that have figured out safety is only ever a
5-foot step away are the most dangerous and
extremely vexing to PCs.

333

Sphinx
Introduction

Sphinx are the angels of a lost god of a forgotten pantheon.


As powerful as dragon and just as covetous, not of gold, but of
a substance more valuable and that can sit weightless in the
human head. Mortals often flock to the lair of a sphinx in
order to receive knowledge, divination, or a riddle to unlock a
great secret of life. The recipient of that advisement then
often spends their remaining years in pursuit of the answer
or meaning. These events have created whole orders of
paladins, churches, and just as many monasteries- often for
the betterment and worsening of humanity in equal measure.

Physiological Observations

Bodies of rippling musculature, pupiless eyes full of stars, a


leonine grace, and a voice that can seduces lost souls to give
up their secrets Sphinx are immense. Even the tallest human,
half-bred with an ogre, would only come up half the length of
its forepaw. Sphinx are marked by two consistent features. A
human or near-human face and chest that terminates into a
feline-line hindbody. More often than not, there are also a
grand set of wings that can be described as angelic or raptorlike in appearance. This never deviates. Nor does the
humanoid appearance. It's always human, never elven or
dwarf or halfling. This consistency has often lead scholars to
speculate that sphinx are a part of a long-dead pantheon. The
same consistency has often lead academic heretics to claim
they are from a future time, sent to guild the past to a certain
point.
One interesting note: Viewing a location containing a
sphinx with arcane, divine, or any type of magical sight will
cause the viewer to only see the face of the sphinx. It looms
over the location. All humanoids that give allegiance to the
sphinx will seem to have the face of the sphinx. Any attempts
to view anything will only reveal the face of the sphinx.

Social Observations

Sphinx either recruit supplicants to build cities or zealots to


destroy them Sphinx appear to be looking for something. No
one knows what. Some say a path to god-hood. Others say
they are looking for the god they have lost. At any rate there
appears to be two distinct social behaviors sphinx manifest:
Some sphinx build cities with themselves as a godhead or
demiurge. They most publically function as a supreme judge
and the head of a vast city-wide church. However their ruling
extend to more than just the law, but can also be births, ideas,
contacts, and social class. All rulings are final and must be
carried out. The human face of the sphinx is 7 eldritch
knights and a priesthood who carry out their whim or rulings.
To attract newcomers, sphinx send monks out into the world
to speak of the city. The goal of the sphinx-centered city is
unknown, but the sphinx themselves seem to use it as a vast
scrying machine. Sometimes this require the sacrifice of a
few citizens or half a block. Most citizens are perfect fine with
this as it's a religious duty.

334

Other sphinx shun the building of cults of ego. They claim


those sphinx have deviate from the true purpose, the correct
work. These sphinx seek knowledge. They seclude
themselves in harsh, hard to reach places. They seek more
artifacts, books of power, and spells long forgotten. They are
attended by 7 human warlocks who agree to take their
patronage- each has an pearl embedded in their heads to
symbolize this. These sphinx are planer wanderers. They
attempt to promote individuals, set certain events into
motion, and protect those events to completion.

Behavioral & Inter-species


Observations

The 77 sphinx know of each other as distant relatives do.


They don't intermingle. They don't plan together. And they
certainly do not share information. The only time they come
together is to reproduce, but in no way that matches any
terrestrial mating. Instead of creating young, two sphinx
perform a ritual where they come together as if walking
through a mirror then split apart again. The resultant two
sphinx are a mixture of the previous two, but now have
completely different personalities. This only occurs when two
like-minded sphinx agree that an answer cannot be found
without a remixing of what is already known.
Sphinx have a fondness, or at least devote most of their
attention to, humans. They ignore or drive off other races. For
the elves, the alien-nature of the sphinx is always
bothersome. Like a razor on the senses. For dwarfs, they just
abhor the way all that creative power is wasted seemingly
doing nothing. For a human, being in the presence of a sphinx
is like being in the presence of a stern parent who never
seems to feel one is good enough, but patiently tries to guide
behavior anyway. This helps attract and keep many a devoted,
but wayward souls (at least for city-building sphinx). For
humans who seek sphinx in far-away places, they find their
journey is only beginning. In the presence of the sphinx they
learn they were fated to arrive and become a hero affecting
great change in the world.

Variant Species

No real variants other than behavioral. Lawful neutral sphinx


build cities to attract more people. Chaotic neutral sphinx
build heroes to find more knowledge.

DM's Toolbox
Lawful Neutral Sphinx

Sphinx cites are build with them as the center. All


roads lead to their place of judgment. No building
is taller than their dais. There is still crime, however
it's pretty well known by the sphinx. So design laws
based on other principles than justice: Everyone
can only have 3 of something. Seasons. Equal
numbers of thieves guilds, murderers, and
merchants. It just needs to be alien.
Sphinx cities will also be like fly paper for your
PC party. Sphinx will want to keep them in the city
walls as a unique feature for scrying. They will send
them on endless quests that seem bottomless.
Wrap them in riddles with no true answer. So
whatever the PCs think is the answer- go with that.
Let them spin out their own tale.

Chaotic Neutral Sphinx

These sphinx will build a hero or at least a person


who thinks they are doing right. This NPC will be
powerful and at best thwarting the PCs plans. At
worst, a direct antagonist to the NPCs. So if your
group is going after a fabled sword, then the
sphinx's hero might be on the same trail. At the
climax they might be a complicating factor- a
potential ally or the next enemy after the BBEG.

335

Sprite

"Venture not into the Hierophant's grove. They say that


faeries dwell there. You laugh, but you won't once the sprites'
arrows put ye to rest. If they find you wicked, you may wake
up in the den of the Hierophant's more dangerous creatures,
or you may not wake up at all."
--Oswald Inverness, renowned sellsword

Introduction

Faeries, not fairies, the sprites are fierce protectors, judges,


and warriors of their woodland and meadow homes. With
their innate invisibility, they silently watch as each individual
passes near or through their sacred territory, tiny short
swords or shortbows at the ready. They tolerate only those
who are truly good and respect the forest. One wrong move
and their poisoned arrows will surely put the trespasser to
sleep. From there the sprites have complete control. Those
offensive to their way of life are killed in their sleep, while
those who are ignorant but have potential to learn to respect
the woods, are simply moved to a more or less safe area.

Physiological Observations

Sprites are tiny flying humanoids that sport a variety of


wings. Most common are dragonfly wings, in the standard 4wing formation. Those sprites that dwell in the deep wood
however have moth-like wings in intricate patterns of white,
brown, and grey. Archdruid Arenduil of the Deepspawn
Dredges claims that there are even subterranean sprites,
which she describes as having bat-like wings, but I have not
been able to substantiate this report. Sea sprites are wingless
and flightless, and tend to keep to coral reefs.
All sprites have what may be described elf-like features
(long face, high cheekbones, pointy ears, all that). Although it
may be more accurate to state that elves have sprite-like
features as elves have Fey ancestry, but sprites are Faeries.

Social Observations

For all creatures of the Fey, the figurative is the literal, and
much thought goes into their naming conventions. Sprites
are not named in life until they have done something nameworthy. This name determines a great part of their life's path.
For example a sprite that takes to running ahead of her
elders, will be named Quella, which is Sylvan for forward or
scout, and will have the task of scouting. If this Quella wanted
to be a spear-wielding
Sprite, she would need to earn the name Elga or Oda
which are the Sylvan words for spear.
Incidentally, only those Sprites named Averon, Wenric, and
Oberon (for the males) or Averna, Wenrid, and Obrea (for the
females) can be the leaders of sprite tribes, for these names
are all variants on leader, king, or ruler in
Sylvan.

336

There is a complex election ritual to determine who will


rule each tribe. This ritual is always 1 contender against the 1
incumbent. The contender must publically register his
complaints in the form of free verse poetry. Each stanza
thematically represents one formal complaint, and must be
matched by 1 trial. For example, if Wenrid contests the
rulership of Wenric, and includes a stanza on Wenric's
cowardliness, then there must be a contest of bravery.
Legends tell of poems with 101 stanzas and thus 101
different trials. From my own observations, I have
determined that the longer the ceremony the more sprites
respect and follow the new leader, if she actually does win the
various trials. If there is a contest without a clear winner, a
new tribe emerges.
For all this ceremony, a tribal leader has few if any real
responsibilities. All sprites lead self-determined lives. No
sprite waits for a command to drive out violence and evil from
their grove, for such commands are not needed and are never
issued. Instead, the leader of a tribe of sprites is in charge of
communicating with local druids and elven villages in times
of need.
Like many Fey creatures, sprites love festivities. They can,
if they want to, be seen on nights of the full moon reveling in
drink and song. It is considered an honor to be invited to
another clan's full moon party. Their love of drink is
indiscriminate. They love wine as much as elves, and ale as
much as dwarves. If a party has a good-aligned bard in their
midst, a sprite is much more likely to allow them safe
passage through their meadow, but it may cost a song or two.

Behavioral Observations

Sprites spend most of their days perfectly invisible, following


any intruders into their lands, learning their heart's desire.
Once a sprite has determined the individual as an enemy,
harmless, or potentially helpful he acts accordingly. Enemies
are put to sleep with their poisoned arrows and immediately
slain, harmless individuals are also put to sleep and then
moved away from their lands, while potentially helpful
individuals may be contacted for help or left unmolested.
Courtesan Seovin, an elf adventurer and mycologist with a
strange connection to the archfey, has published his research
on the sprite's sleep poison. Derived from the rare yellowstaining milkcap mushroom (Lactarius vinaceorufescens), he
calls it an ointment because poison is something cruel and
vile to the Fey. To make this ointment, the mushrooms must
be harvested and left to cure in the sun for one week and one
day. Sprites either hide these mushrooms in tree stumps in
meadows, using some sort of basic illusionary magic no
doubt, or high atop trees. Once cured, sprites that specialize
in ointment extraction then cook the mushrooms in a
mysterious concoction, making a sticky savory yellow syrup
that causes a deep, dreamless sleep. All arrows in a sprites
quiver are coated in this ointment.

Inter-Species Observations

Shy toward other intelligent creatures, sprites mostly avoid


contact altogether. They are most contented among their own
kind or among other fey. The notable exception is the noble
treant. Sprites have been known to form their groves around
a willing treant. Druids of all races are also highly respected
by sprites, so long as they have good hearts. Some druids
who are in the Circle of the Land have reported that sprites
are known to occasionally help aspirants and initiates learn
the druidic arts.
When the full moon coincides with either the solstices or
the equinoxes, sprites join their festivities with satyrs and
pixies. These woodland parties are known to last for several
days.
Although sprites are stout-hearted warriors, evil creatures
with an immunity to poison -undead, demons, and devils strike fear into tribes. Robbed of their main defense
mechanism, sprites stay invisible, and seek help from elves,
druids, or nearby adventurers.

DM's Toolkit
Sprites can be added to a large variety of
campaigns, regardless of setting or tone, or party
makeup.

Sprites as quest-givers

If you have an archfey pact warlock, then a sprite


might be able to indicate what the patron wishes
the PC/party do in a given situation.
If you have a paladin of the ancients, then a
sprite might be a sort of mysterious guardian that
gives the paladin quest information.
If the PCs are traveling through some dense
woods and are lost, the sprites could show them
the way, if they defeat a demon that is near their
grove first.
If you or your players want to explore the
possibilities of the Feywild, I'm sure the area
sprites would know the best way to get in, and
would only give this information to worthy
adventurers who collect their mushrooms for them
in a dangerous part of the woods.
There are several examples in D&D lore wherein
characters can use a special kind of wish magic. For
instance, if your PCs reach the Infinite Staircase,
they can find their heart's true desire if they follow
the path to their destined door. A sprite could tell
that PC what is truly their heart's desire, for a cost
though I'm sure.

Sprites as antagonists

If you have characters who attack first and don't


engage with NPCs, then sprites could be a
revelatory encounter. First, they would be judged
for their past actions, showing the PCs that their
actions have consequences. Second, they'd be put
to sleep and brought to a dangerous part of the
woods.
If your players are seeking an item or artifact in
the woods, perhaps it's sacred to the sprites, and
they don't want to give it up. It would certainly be
challenging to make progress and then suddenly be
put asleep, only to wake up in some unknown part
of the forest.
If the sprites are doing a lot of mushroom
harvesting, maybe it's causing a problem with the
local myconid population.

Varieties of Sprites

Deepwood Sprite: wings of a moth, harsher in their


judgment, less prone to revelry
Water Sprite: wingless, stay in coral reef areas,
poisonous javelins (anemone poison instead of
mushrooms)
Cave Sprite: wings of a bat, darkvision, armed
with poisonous darts in their blowguns

337

Stirge

"Stirge? They are a plaguing menace is what they are! The


little bastards nest anywhere that bats do, and their thirst for
blood is a damn sight more predatory! Once they latch on to
you, or your livestock, you aren't long for this world, laddie.
Listen to your elders and stay out of that cave!"
--Ex-adventurer, Galeth Branch, to his son on his 14th
birthday

Introduction

The Stirge (Anophelli Chiropterus) has been the subject of


debate among naturalists for centuries.
Those who argue that the creature is the product of natural
evolution point to its distant cousins, the vampire bat
(Diphylla ecaudata) and its own bloodthirst, as well as the
stirge's practice of sleeping inverted by the feet, in dark, close
quarters. Its mosquito-like proboscis secretes the same
numbing agent as the insect species when it feeds, so that
victims are unaware of its presence, if they themselves are
asleep or unconscious.
Those who argue for a magical origin, the product of some
wizard's meddling, point to its difference from the bat. Stirge
are not blind, instead navigating through infravision, sensing
the heat of their victims from over 200 yards away. Stirge are
also incredibly strong when latched on to a victim. The talons
of their feet are pointed and seem made for piercing thick
hide and armor. It takes a very strong man, or several men of
average strength to remove a feeding stirge, and often the
victim is injured during this process - either being struck by
an errant weapon from a friend, or from the sheer trauma of
having an 18-inch proboscis being ripped from the flesh.

Physiological Observations

Stirge, as mentioned, can see heat sources. They will flock to


these sources in great numbers; the entire colony will attack
one victim in most cases.
They do not appear to have a language, but some have
theorized some form of chemical communication, as there is
a slight acrid smell to the air when the creatures are feeding.
(Others have argued that this smell is an oil secretion native
to the species, and this is simply a natural skin emollient)
This is not to suggest stirge are blind in daylight. They
appear to see perfectly no matter what the light level.
The stirge is a formidable creature. They flock in swarms
in the hundreds, and some have reported seeing huge
swarms of more than 1,000 of the tiny, flying beasts. They
have a wing-span of slightly over two feet, and can fly as fast
as a bat, but with more agility and control.
Once they have fed, they detach and fly towards the colony's
home, and at this time they are not as maneuverable. The
weight of the bloodmeals makes them more slow and
sluggish.

338

Social Observations

The stirge appear to have social structures much like


bumblebees (Bombus terrestris), with a single female serving
as Queen, an egg-layer. The eggs are laid en masse, usually
10-30 per month, for up to 9 months a year. In the winter, the
Queen goes dormant and all the other stirge form a protective
"bubble" with their bodies to keep the Queen warm. The eggs
are laid in the stirge's own fecal matter - much like bats, their
excretions form large piles beneath the nesting colony. The
gestation time is 3 days and then baby stirge hatch. They are
weak at birth and need large amounts of blood to evolve into
the adult form. This generally takes another 3 days, at which
time the stirge will become aggressive and hunt any creature
in their territory regardless of size or disposition.
After 3 years, the Queen dies and one of the colony stirge
has a hormonal burst and evolves into a Queen. The colony
usually moves at this point and finds a new lair. This always
occurs at night.
That is where the similarity with bees ends. There are no
specialized roles outside of the Queen.
Colony numbers generally range from 30 to 300 creatures.
Larger colonies have been observed, but once humanoids
discover them, they are aggressively hunted down to more
manageable numbers.

Behavioral Observations

The entire colony hunts whatever prey they can find. There
does not appear to be any intelligent design behind the choice
of prey. They simply attack what is closest and most
vulnerable. Livestock and young humanoids often fit this
criteria.
Their hunting grounds are usually only 2 miles around the
colony. Once an area is drained, they move on, making finding
the nests, to destroy them, very difficult for terrified locals.

Intra-Species Observations

Stirge are mostly a lone species. They are feared by most


creatures without a very thick hide to stave off their
predations. One of the exception is the Dragon (Draco
draconis). A dragon's hide is completely impenetrable to the
stirge, and they are often found in or near dragon lairs. The
dragon allows this because the stirge are simply the most
efficient and alert organisms at keeping the curious
(accidental or intentional) at bay.
Stirge have also been seen with Umber Hulks, Quaggoth,
and Purple Worms. They are found throughout the
Underdark, and in any surface area that affords a safe haven caves, attics, ancient forests, ruins, even on the hulks of
wrecked sailing ships.

Variant Species

Stirge have thrived and adapted to almost every climate.


Some of these species have been directly observed and some
have only been the subject of rumor or debate.
Jungle Stirge thrive in the hot, steamy climates of jungles.
They have evolved a paralytic toxin that they inject into their
victims that leaves them unable to move until the stirge have
all fed, or the victim is completely drained.

Artic Stirge have furred legs and thicker wings. They are
camouflaged with mottled patterns that appears as rock and
snow. They are larger than normal stirge, with a 4-foot
wingspan and nearly twice the body size. They naturally take
more blood from their victims as well. Desert Stirge are
especially feared. They nest in the sands and ambush victims
that walk over their colony lairs. They are smaller than
normal stirge, and feed less, but their colonies are almost 4
times the size of a normal stirge.
Sleep Stirge have been warped by exposure to wild magic
energies and can induce sleep (as the mage spell) in their
victims as a collective group, and at increased power. These
so-called Dozy Stirge have been observed employing arcane
energies equal to a magic-user that has achieved the 5th level
of mastery in their Guilds, and have taken down nearly 30
humanoids at one time.
Invisible Stirge are the subject of much debate, and most
reputable scholars and adventurers refuse to believe such
tales, attributing the drained corpses found in some
dungeons and old lairs to undead or other parasites.

DM's Toolbox
Stirge can be built with any number of variations,
as outlined above, and there is no limit to the ways
they can be scaled. They can be a deadly encounter
for a group of adventurers, regardless of level. They
attack in numbers, and their automatic blooddraining every round is a powerful punch.
The HP they drain can be moved up or down.
Want some stirge for some level 1 characters?
Make the blood drain only 1 HP per round. 5 of
those on 1 character, and they will be in deep
trouble. You can boost the blood drain all the way
up to 10 for level 20 characters and anything in
between for the other levels.
I like to brew them for the different terrain types,
and sometimes I'll further tweak them with minor
(or major) magical abilities, like Sleep, or Darkness,
or even Hold Person. I've had Teleporting stirge
(like blink dogs bats), Swimming Stirge (always fun
for those Man Overboard scenarios) and even
Magic Missile Stirge.
They are easily customizable and always scary.
They are my favorite monster and I hope they will
be one of yours now, too.

339

Succubus/Incubus

"So, you visited that famous brothel this week when you
tested out your new teleportation spell? Ha! While you were
gone I've figured out what makes that place so special..."
-- Calgarus Marbin, renowned human wizard talking with
his perverted colleague.

Introduction

Beautiful and charming, these demonic creatures are capable


of taking almost any humanoid form to suit their needs.
Succubi are known for their trickery and skill at seduction
and corruption. They make for excellent consorts, advisors
and spies for demons and other powerful evildoers.

Appearance

This race of fiendish humanoids has two separate genders,


named incubus and succubus for the male and female,
respectively. I will refer to this race mostly with the female
name only for a smoother read, but do be aware that
everything I tell you regarding the succubus is also true for
the incubus. In their natural form they look like crimsonwinged humans with a dark red tail that is quite long and
slender. All have horns, or at least stubs. Some have
speculated that the size of the horns may indicate a
succubus's age, although no one knows for sure. Succubi are
without exception exceedingly beautiful and any humanoid
appearance they take with their shapeshifting abilities is
almost always extremely appealing. Thanks to their
shapeshifting, very few beings on the material plane have
seen a succubus's true form. Succubi on a mission on the
material plane rarely show their true form, since it is in their
best interest to keep their true identities hidden.

Behavior and career

What exactly motivates a succubus is unknown, but it seems


to be something in between pursuing pleasure and obtaining
power. How they go about this varies wildly per individual, but
almost all are deceitful and manipulative and use this talent
for their own good. Most make their home somewhere on an
evil-aligned plane, such as one of the many layers of the
Abyss. Others have wandered the material plane for such a
long time that they can almost call it home.
Succubi who live on an evil plane typically hunger for
attention, power and wealth by serving a local fiendish lord in
any of several ways. Obviously, they make for excellent
consorts and indeed, some succubi have specialized
themselves in pleasing others to maximize their own gains.
They also perform other (menial) tasks, such as torturing
prisoners by taking the appearance of those dear to them and
playing out all kinds of scenarios such as the rape or death of
that person. In such situations, illusion magic serves them
well. These types of succubi can, however, be considered the
lowliest with the least amount of ambition.

340

Those who aim for any true amount of influence will


broaden their skill set and become more than mere
playthings. Their cunning and calculated intelligence
combined with their great charisma makes those succubi
willing to put in the effort skillful advisors. These succubi are
often in a position of great power and influence, using their
charms and wit to influence many events in their favor. A few
might serve as emissaries to other powerful entities.
Some of the succubi in positions such as this have
managed -over a time period of many years- to become
powerful demon lords in their own right!
Of those who wander the material plane, there are
(roughly) two types: those who are on a mission, and those
who are not. A succubus on a mission is in all likelihood sent
there by some powerful entity to do its bidding. This is likely
to be a long-term endeavor, spanning several decades. They
are pawns in the grand scheme of things, and provide
information to their patron (and often, other parties as well!)
about the happenings on the material plane.
This includes the rise and fall of cults, cities and nations,
power struggles and the whereabouts of notable persons
such as the Chosen Ones of gods or famous adventurers.
These succubi are extremely adept at hiding their true nature
because they do not wish to blow their cover. They provide
others with (mis)information regularly and often pose as an
unassuming, yet strangely beautiful humanoid of the local
dominant race. All in all, they are quite calm and take their
pleasures where and when they can, since causing unrest
(and implicating themselves in the process) is not to their
benefit. Ironically, they often become a respected member of
the society they dwell in, taking the role of a sage or healer
living just outside of town. Having the gratitude of the local
townsfolk is always a good asset to be exploited!
Those succubi wandering the material plane but without a
mission have often simply escaped the bounds of a
summoning. Many aspiring conjurers try their hand at
summoning a succubus for a moment's pleasure, but some
are unable to control their summon properly. The result is
often tragic and bloody. The escaped succubi who do not
wish to return home are very varied in their goals, but it's a
good guess they view this as some sort of vacation and
playground. Do not be surprised if they start causing trouble
in some way or another.

Life cycle & Inter-species contact

This species is, as I have said briefly before, divided between


succubi and incubi. When a succubus and incubus mate they
might produce offspring just like any other creature does.
The female generally takes some time off her duties just
before and after birth, but otherwise acts as usual. After birth,
the child is taken care of by the mother and sometimes by the
father as well. They are not monogamous in any way and one
incubus can father children with many different succubi. One
might wonder how such evil creatures can still have the
capacity to raise a child. Current research and interviews
with summoned succubi indicate that despite their generally
evil nature, succubi and incubi can make 'exceptions' to their
general demeanor. This suggests that they can indeed feel
love, or at least some kind of bond, but they do not admit this
fact easily.

From the union between a succubus and a non-succubus, a


half-succubus child may occasionally be born. These children
almost always grow up on the material plane, as succubi are
reluctant to take these children back to their home plane. If a
succubus is the mother, she will leave the baby near the
father or an unrelated childless woman. If a normal
humanoid is the mother, obviously she will give birth to the
child. The incubus father is unlikely to ever visit again. These
children vary wildly in the things they inherit from their
parents. Most are quite handsome, and many are naturally
charismatic. A lucky few inherit some of the fiendish powers
so common among succubi such as charm spells, the ability
to read thoughts, illusions and disguises or (rarely) even the
ability to speak or understand any language. A couple of these
half-breeds even have a tough skin that is not easily damaged
by fire or weapons, but such a gift is rare. The most unlucky
ones are stuck with a resemblance to the succubus's true
form but with few of the fancy powers. They are either killed
upon birth or discovery or become outcasts later in life.
Shunned by others due to their smallish horns and clawed
hands, their childhood is quite harsh. A few have wings and
the ability to fly, and these at least can flee their hometown
more easily. While the ones blessed with a fortunate
inheritance from their parents are bound to live a good life
and often become quite influential (for better or worse, as one
cannot predict whether they will use their powers for good or
evil), the ones who were less fortunate are decidedly less welloff. This, in turn, leads the cursed ones down the path of evil
as they lose faith in all others.

Combat

Most succubi do not enjoy melee combat, and they try to


ensure that they do not become involved in any combat in the
first place by having a good disguise and reputation, so that
they won't be suspected of being an outsider (quite literally!).
In the highly unlikely event that a succubus is discovered by
heroes, she often has loyal minions to do her bidding. They
are charmed into working for her, and are not easily
convinced of her true nature. If one is able to get past that
and actually confront the succubus she will still prove a
formidable opponent. Resistant to normal weapons and some
basic resistance to certain elements, one will need to be
prepared to face a succubus or suffer the consequences. The
razor-sharp claws will rip through any who are not ready.

DM's Toolkit
A succubus is a great antagonist to throw at your
unsuspecting party in almost any campaign. Their
versatility and excellent disguise make them a great
'plotting behind the screens' type of villain/miniboss for a while, and once caught might reveal the
real BBEG she's working for who is behind all of it,
continuing the campaign on to the next antagonist
(well, if that's what you want. She could also be the
BBEG herself, manipulating and corrupting
powerful rulers and such). I cannot recommend
using the succubus as a fighting minion as they are
not suited for this task at all. Some ideas to use
succubi:
A succubus that has cast off her fiendish origins
and has been given a chance by a good-aligned
outsider to redeem herself needs the party's
help in destroying a powerful evil artifact to
prove her worthiness of redemption. But, is that
really her goal?
Rumors abound that the best brothel in town is
more than it seems at first glance.
A rich merchant has fallen in love with a lovely
young lady, but one morning she has
disappeared and all of his riches are gone as
well! He suspects someone has kidnapped her!
But is this truly the case?
A bitter young half-incubus is threatening to
massacre his hometown for banishing him.
How will the heroes stop him?

341

Shambling Mound

"People have attempted to correct me on this, but I know


what I saw. There were many, at least twenty. I saw the first
ever witnessed instance of them in cooperation, and I... I was
terrified. I had never heard of a stone species, much less them
working together."
--An interview with explorer Ozymand Juxta on the subject
of Shambling Mounds

Introduction

Seemingly a bulky monster only made for killing, the


Shambling Mound (AKA Shambler) is actually an intelligent
predator with special techniques. While they may be known
for residing in swamps and marshes, they may live in several
different types of land. Using their appearance as an
advantage, they can't be seen and are practically invisible.
This makes them extremely deadly as carnivorous predators
especially to their main prey, which is wandering civilians.

Physiological Observations

Shambling Mounds look like a tall humanoid being with


several different types of terrain features attached to them.
They stand at about six to seven feet tall with an eight foot
girth. What they look like depends on the biome in which they
live in. If within a marsh, they are covered in moss and algae.
They will hide in swamps and appear as small islands of
moss. If within a desert, they are coated in sand and have a
bent back made for blending into dunes. If within a jungle,
they are topped with moist dirt, lying on the floors of rivers.
The jungle-based Shambling Mounds are also able to attach
themselves to trees, as their backs roughly resemble a bark
pattern. If within a cave, they are big bulks of stone, hugging
the sides of caverns. These Shamblers have special pain
resistant abdomens for their special killing method. If on
plains, their backsides are flat and covered in grass. These
ones' hands resemble cups, allowing for them to dig ditches
to lie in.

Social Observations

Being solitary creatures, Shamblers are almost never seen


around each other and it's for good reason. If they meet, they
make a sort of pack and work together. Most of these cases
are entire areas blanketed in Shambling Mounds.
In the journal of the famous explorer Ozymand Juxta
(published under the title, A Lifelong Commitment to
Portable Beds), he describes an entire cavern layered in
Shambling Mounds. When this is witnessed, no one ever goes
into such an area. Juxta himself merely saw it and then went
to other places. Too deadly an area for anyone to visit.

342

Behavioral Observations

Shambling Mounds are strictly carnivorous, attacking and


killing anyone who treads through their land. They are also
known to creep into local settlements and kill inhabitants. If
they are located in a marsh, they will grab their victims from
below and drown them. If they are located in a desert, they
will quickly rise from beneath the sand to deliver a
devastating charge. If they are located in a jungle, they will
either rise speedily from the bottom of a river or hinge off of a
tree to embrace and strangle its prey. If they are located in a
cave, they will quickly grab their victims, push them against
the wall of the cavern, and then crush them with their body.

Intra-Species Observations

Interactions with civilized beings and Shambling Mounds


tend to be short and end with the civilian dying. If a town or
camp is built near the home of a Shambler, he will most likely
savagely attack the settlement. In uncommon occasions,
towns may feed the them as a sort of treaty. They would then
protect the town as a guardian. Of course, if the town stops
feeding the Shambling Mound, there will be several
casualties.
If visited by another creature, the Shambling Mound will
simply kill them and have a good dinner. This is not at all
common though, as most creatures are able to sense the
Shambler and thus avoid them at all costs. Shamblers seem
to possess a sort of ego, thinking that they may take on any
creature whatsoever. This can cause the end of several
Shambling Mounds.

DM's Toolkit
From very different areas and attacking in very
different ways, the Shambling Mound is a diverse
enemy with one core concept: a big bulky creature
with natural camouflage. While the most common
may be the typical swamp-dwelling moss-covered
monstrosity, they could live in other environments
or even be hidden guards to a town, acting as living
traps. They are truly versatile creatures, able to be
used in lots of circumstances.
If you put one into your campaign and it's a fight,
it would be fitting for the moment to be major and
well known. Let me explain what I mean by that: It's
pretty special for someone to escape the grasps of
a Shambling Mound, as it's never been recorded.
All of those who have approached them have never
been heard from again, so it's quite the
achievement to survive an encounter. Have the
local town throw a party of sorts, or give a reward.
A big reward at that.

Few have seen one, and of those that have fewer still have
survived to tell the tale. The Legendary Tarrasque is
embedded deeply in the minds of the peoples of the Material
Plane as an agent of destruction. Its power goes far beyond
the mere destruction it is physically capable of, it becomes an
object to be feared or even worshiped. The Tarrasque is
nothing less than a force of nature.

The beings that engineered the Tarrasque have solved this


problem, and granted additional advantages by ensuring that
veins and arteries are walled with thin muscle tissue.
These unique veins can ensure that blood reaches the
Tarrasque's head in sufficient quantities when it is standing,
and prevent over-pressure in the head when the Tarrasque
bends down to bite at a tasty humanoid or beast. An
advantageous side effect of this, is that any wounds that a
Tarrasque sustains can be more efficiently closed off and
prevented from bleeding, without having to entirely rely on
blood platelets. Thus, it is nearly impossible for a Tarrasque
to bleed out.
A Tarrasque has two brains. One in the head, which
controls movement and processes sensory input, and one at
the base of the spine near the hips. This secondary brain,
buried deep under the thick rear hide assists in controlling
reflexes for the lower half of Tarrasque's body and contains
critical brain matter such as the oversize pituitary gland
which regulates blood pressure, vein/artery constriction and
growth hormones. It is imagined that this could be the source
of the Tarrasque's fabled regeneration capabilities.

Physiological observations

Social Observations

Tarrasque

We do not intervene, for only in the face of pure terror, can


the beauty of true courage be revealed. Only in the face of this
mighty challenge, can a Paladin such as yourself, last of your
party, rise up and show your worth.
Only in the wake of total destruction can a nation as
corrupt as this be created anew.
-- Lathander, God of Birth and Renewal, when asked in
desperation why the gods will not intervene to protect a city
and its people from destruction by the Tarrasque.

Introduction

...Well it's not like you can sit either yourself or the beast
down long enough to paint its portrait. Most sensible people
would be running like mad in the other direction Spokesperson of the Monster Hunters Association of
Adventurers, when asked why there are so many differing
descriptions of Tarrasque physiology.
Legends state that the Tarrasque was created by the
Primordials in combination with the Princes of Elemental
Evil as a weapon against the gods, some of which sacrificed
their lives to ensure the creation was a success. Its physiology
certainly bears witness to this creation, being more biological
machine than animal.
A Tarrasque is typically seen to be around 50 feet tall and
70 feet long including the tail. Universally accounts of the
creature have mentioned the two, forward protruding horns
and large clawed hands.
Tarrasques have been observed to have three stomachs.
The first, containing constricting muscles and sharp internal
bony protrusions ensures that any living matter is deceased
before it continues through the digestive tract. The second
stomach applies acid to further break down the Tarrasque's
meal and strip magic from the swallowed. Finally, the third
stomach is a furnace ensuring that the swallowed item is
entirely vaporized into its component parts and absorbed into
the body of the tarrasque.
One bio-engineering problem that the creators of the
Tarrasque encountered, was that of blood-flow. Animals with
appendages a great distance from their heart can have issues
of circulation and blood pressure. For example, when a
humanoid, having been lying down for a period will
experience momentary dizziness if they suddenly stand up.
Conversely if they lower their head below their heart for a
long period, blood will pool in its head with nothing to draw it
out except the vacuum created by the heart pushing blood in
the opposite direction. This effect is exacerbated in larger
creatures, necessitating larger hearts.
At the end of the day, after all the running, screaming and
destruction has stopped, a Tarrasque is really all heart Anonymous Biologist

The Tarrasque has never been observed in groups of more


than one. It could be said that they are inherently anti-social
creatures, obeying their primal urge to destroy.

Behavioural Observations

Tarrasques know nothing except the urge for destruction.


Once awakened, they emerge from the earth and lumber
towards the nearest settlement, whether on the surface, or in
the underdark, Tarrasque's do not discriminate.
When encountering a particularly troublesome foe, the
Tarrasque will focus its attention until the pest is eliminated.
In this, the Tarrasque displays unexpected swiftness of
movement and surprising tactical ability given its low
intelligence. Utilizing all the weapons at its disposal, swiping
its claws and swinging its tail as the situation demands.
Tarrasques have been observed to move through solid rock
or "earthglide" on occasion. This has certainly been the case
with Tarrasque corpses in the past. On their demise, the body
remains for up to 2 days, before melting into the earth to
regenerate.

Intra-species Observations

It has often been noted by those of stronger minds that the


stampede to escape the path of a raging Tarrasque kills more
people than the Tarrasque itself.

Variant Species

From the few reliable sources that we have describing the


physical appearance of the Tarrasque, we can deduce that
either there are multiple species, or that the Tarrasque takes
on the appearance of the terrain from which it emerges.
Should it awaken and emerge through a forest, it may contain
the limbs of great trees sprouting from its carapace and
limbs. Reports of its diamond hard shell may have been
written by those who observed a Tarrasque which
regenerated and emerged from its slumber near a gem mine.
Should this hypothesis prove true, one can only imagine
the horror of a Tarrasque awakened from inside a volcano.
343

DM's toolbox.
There's no need for the DM to be afraid of
introducing a Tarrasque to a campaign at any level
as fighting it is entirely unnecessary. Instead, they
could be tasked with managing a pre-Tarrasque
evacuation, or convincing people to evacuate
knowing that the Tarrasque is about to awake.
Perhaps the party have heard rumours of a
Tarrasque death cult which seeks to awaken one
(or more) which they must then oppose (Hoard of
the Tarrasque Queen?).
Nor does the Tarrasque need to always represent
Evil, in fact it shouldn't, being physically incapable
of it. Perhaps in a nation of people oppressed by
evil overlords, a Tarrasque, raised at the appropriate
time and pointed in the right direction, may be just
the thing needed to destroy a stronghold and
therefore dependent power structure, thus
liberating the people. Thus weakened, the
Tarrasque may be more easily brought down by the
heroic party, saving the rest of the city from further
destruction.
A Tarrasque, used in this way becomes a device,
a tool, a means to an end, rather than an end in
itself. Inspiration is easy to come by - Godzilla is
the obvious example, King Kong, perhaps another.
Can a pretty lady charm the great beast?
The 5th edition Tarrasque has no inherent
regeneration capabilities as it did in prior editions.
The DM can obviously use their own discretion
about limb regeneration. As mentioned above,
perhaps destroying the brain containing the
pituitary gland could stop the regeneration and
significantly reduce the difficulty of the monster by
reducing hind leg and tail reflexes (or entirely), or
by causing it to have blood pressure issues.

344

Thri-Kreen

"If you wish to know our people you simply need to walk
across the solid sea endlessly."
-- Liaison of Thri-Kreen nest

Introduction

Thri-Kreen are nomadic and spiritual creatures. They live off


the land and take what they need and nothing more. Excess is
not a concept that they understand. Although they are
generally peaceful and can be very helpful to other
humanoids they have a reputation as ravenous predators.
They get the reputation from unfortunate travelers who
survive an ambush either by provocation or simply there
wasn't enough food. Thri-Kreen are a remarkable people as
I'll call them. They are remarkably intimidating and hard to
communicate with but there is much to be learned from
them.

Physiological Observations

Thri-Kreen are a praying mantis like humanoid that stand


anywhere between 7 and 8 feet tall. They have large lower
legs and upper arms with smaller middle arms. They have the
amazing ability to intuitively use both sets of arms making
them just as capable with 4 swords as an elf is capable of
wielding 2.
A Thri-Kreen's head is almost strikingly identical to a large
praying mantis. With an insectile tear shaped head and large
segmented black eyes on each side. They have large antennae
that point upwards from the top of the head, behind the eyes,
and extend forward over the front of the head. They have
large mandibles over the mouth that click and clack when
moving.
Although they have a skinny physique those familiar with
insect anatomy will not be fooled by the incredible strength
they possess. Their legs are long skinny and very powerful.
It's not unheard of for a Thri-Kreen to jump up to
3 times their own height. Their feet end in 3 toe claws and
a thumb like toe slightly pointing behind them.
Their upper arms are as long as their legs and just as
strong. The upper arm is fairly skinny while the fore arms are
broad and wide. The arm ends in a 3 claw and thumb hand
that makes for wielding even the most complex weapons
possible. The lower smaller arms also have the same hands
but only extend to of the upper arm length. With 4 fully
functional arms they can be intimidating when wielding twice
the armaments possible of most humanoids.
Thri-Kreen as desert dwellers and adept warriors have
effective weapons that play into their physiology. The gythka
is a large double headed glaive like weapon that is unwieldy
for most other creatures but with their strength and mobility
available to them this a deadly and efficient weapon in their
hands. They also have multi-bladed boomerang like weapons
called chatkcha. These are the go to ranged weapon and can
be thrown while wielding melee weapons simultaneously
negating the need to draw and sheath weapons mid-fight.
Thri-Kreen also wield more conventional weapons but
usually in pairs. Bows and axes are common for the
versatility of range and close quarters.

Thri-Kreen are usually colored for their environment.


Although usually sand dwellers, there are some communities
in secluded jungles or remote mountain tops. Desert dwellers
are usually a tan or light brown in coloration on their shells,
while jungle dwellers are a lighter green and mountain
dwellers usually a darker brown.
Like their ancestors Thri-Kreen are carnivores. They only
eat meat aside from the occasional cactus flower during a
wedding ceremony. They have no particular preference for
meat aside from a rumor of elves. Given their mentality they
could easily eat an elf or any other humanoid as they know
any animal is meat. They usually go for beasts they find and
do not normally eat other humanoids unless food is scarce.
Unlike most praying mantises their thorax is not as large in
proportion. A Thri-Kreen's thorax is very small and almost
unnoticeable. Their anatomy is closer to that of a humanoid
with the majority of their organs in their chest and stomach
area possibly making the use of a large thorax not necessary.
It's important to note that Thri-Kreen that while
uncommon more often than most humanoids can be born
with psionic powers. Typically just telepathy and other such
powers develop but it can manifest in very powerful ways. If it
wasn't for psionic Thri-Kreen we would know nothing of their
ways and I owe my research to one such Thri-Kreen.

Social Observations

Thri-Kreen live in close communities. They make easily


movable and packable shelters and move as a group roaming
the deserts for food. They have a designated leader who
typically is the wisest and most learned who guides the
community to the next food and water source. As their homes
are mostly barren they constantly move in search of food.
In these communities which they refer to as the nest, there
are as many as 50 members including children. This ideally
makes for 40 or so adults and 10 children. A nest may also be
very small with only 10 members but this is really dependent
on a food source. If a nest is too large they will usually come
to a conclusion to amicably part ways with 2 smaller groups
for survival.
Every member of the nest is a hunter and a fighter, even the
children. Although peaceful in demeanor they fight and hunt
for food and do so with a cool ferocity. From the outside
looking in it's hard to tell as communication is very subtle yet
intricate.
Mating as with most humanoids is a private affair. Mates
are paired much as human commoners are, by a feeling of
connection. Sometimes that connection doesn't work. Since
their lives involve the whole nest it's rare for mates to end on
a sour note but it does happen. The ideal partner is for life
but partnership is secondary to the priorities of the nest.
Children are born as eggs for the first few days of their
lives. The eggs are carried by the parents and typically only 1
or 2 eggs. Children hatch and mature to functionality within
weeks. In the meantime the children are carried and hand
fed. Once they reach maturity to walk they usually stick close
to their parents but soon learn to help out in any possible way.
Thri-Kreen have a very pragmatic mindset when it comes to
children, they protect them for the future but they do not
coddle them for the tough road ahead. Do not be mistaken
they love their children as would any other human but it's
shown in another way.

345

Emotions are something that Thri-Kreen experience to any


and all degrees that humans can experience. The difference
is that Thri-Kreen are very stoic in reaction and not quick to
react on emotion. Emotions are weighted experienced and
then action is taken after the brooding storm inside of them
has subdued. It's not uncommon after the death of family a
Thri-Kreen to be alone for days sorting out their feelings and
rejoining the nest once they have calmed.
Psionic members are very well respected and rejoiced
when one is born. They are the best way to communicate
with other races and creatures and they recognize that
importance. Thri-Kreen born psionic are equals in the
community as any other but respected and listened to as they
can relay information that others could never understand.
Thri-Kreen only live for 30 years and they live life knowing
their time is short. They trade stories and enjoy heroic tales.
They sit around late campfires and converse and eat and
drink with family and friends all through the night. Part of
this is that Thri-Kreen cannot sleep. I theorize this shortens
the lifespan than that of other humanoids but they gain the
benefits of rest simply by not exerting themselves which
helps them to stay fresh simply by doing at most menial tasks
such as storytelling. Despite such short lives they live
physically, they have stories for hundreds of lives.

Intra-Species Observations

Most any animal is considered a possible food source. While


food is the main reason for traveling far in the harsh deserts
they do not immediately kill other humanoids despite their
possible delectability. They prefer to learn what they can from
other humanoids and learn of the wide world. If they are
scarce on food they will hunt other humanoids, but only out
of necessity. It's commonly known to Thri-Kreen that elves
are very tasty but they also have a lot of stories and are
admired for their full lives to share.
Most other humanoids mistake Thri-Kreen as unintelligent
brutes. Emotional intricacies are extremely varied but it's
almost impossible to determine even the most basic ones
them from species outside of Thri-Kreen. Even then
communication is still almost impossible as the mandible
clacking and antennae positions are impossible for other
creatures to emulate and Thri-Kreen have no means of verbal
communication without a voice box. Given the time they can
understand verbal communication but are unable to respond
in the same manner. Most of the time initial encounters boil
down to pictures and gestures that don't translate well given
distinct cultures and representations. This is why nests
revere and enjoy psionic members as they can communicate
effectively and relay the much sought after stories far more
effectively.
Even though Thri-kreen cannot speak any language they
have the means to learn the written language. This is a little
rare as established communication is hard to maintain to
teach such a task but it does happen. They do not have a
written language of their own as nomadic in nature and
closely knit families physical communication is the most of
their interactions. They do developed accepted drawings as a
pseudo glyph language but only in attempt to communicate to
noise makers as they call vocally communicating animals.

346

Thri-Kreen are indeed very intelligent and complex beings


but also back the brutish stigma in a few ways. First as
seemingly lack of communication the way in which they
silently fight unnerves some other humanoids who commonly
grunt or shout during battle. The second is that they are
incredibly capable warriors and that is not needed to be
translated. They are able to easily dispatch multiple attackers
given their increased amount of arms and ability to focus on
more than 2 things that is common of 2 armed beings. They
are also capable of fighting with little communication as the
nest is almost always all fighting and all together. This
familiarity shows in incredibly unified tactics and maneuvers
with little communication.
The most fantastical feat I had witnessed was a fight
between the nest I was studying and a purple worm. Trails of
a purple worm were spotted and being a giant source of food
that would last a long time the whole nest jumped onto the
trail. They took advantage of the worm's own ambush tactics
by purposely walking into the area just above the burrowed
worm. When the worm breached the lead Thri-Kreen jumped
with incredible height speed and out of the reach of the
gapping maw erupting from the ground. The rest of the nest
then proceeded to attack the exposed areas of the worm
stretching its plates in attempt to reach its intended prey. The
fight was far from over but they were experienced warriors
and safely brought the giant beast down. I would be lying if I
didn't admit I almost fled in fear from the awesomeness of
the purple worm.
There are cases of lone Thri-Kreen away from a nest which
are probably orphans of destroyed nests or some other
tragedy. They seek companionship and are loyal to any
community they are accepted and stay with. They have
trusted friends and defend them to the end.

Variations

Different kinds of Thri-Kreen exist in the world and are


described below.
Desert Thri-Kreen: these are the Thri-Kreen described
above that roam the deserts searching for food and water.
Jungle Thri-Kreen: These nests roam the jungles more for
safety from the dangers of the jungles more than lack of food
and water. They appear lighter greens or however the
vegetation is colored in the area.
Mountain Thri-Kreen: These Thri-Kreen make their homes
in remote mountain ranges hunting and gathering what they
can from the terrain. They normally appear a darker brown to
color close to mountain.
Orphaned: These are lone Thri-Kreen that seek or sought
companionship with other nests or races that for some
reason roamed their homeland alone for some time.
Psionic: These are Thri-Kreen that have psionic powers
and well respected members of a nest.

DM's Toolbox
Thri-Kreen are an amazingly alien race that
eventually turn more human than most parties get
to realize. Here are some possible encounters.
run in with a hungry nest - negotiate for food or
you lives
Mysterious desert/jungle guides
Orphaned Thri-Kreen - attempts to join the party
looking for companionship.

347

Treant

"The machines of war, cursed metal pulled from the ground


and forged in the flames of timber and bark, silently and
slowly rolled forward. The armies of Nulchek were amassing,
and with this convoy the walls of humanity would crumble
before him. The construction had taken years, and frankly he
was surprised even this small amount of forest was left spare
after cutting so much to fuel the furnaces. In his pondering he
took no notice of the trees unnatural swaying, and the cracks
of bark separating, the convoy of war machines, and the
general, never made it to the front, and the hobgoblin invasion
of 7E 173 failed horrifically. The last thing general Nulchek
saw was the front most machine flip backwards onto the
second, and then the sky as a lumbering humanoid shape,
enormous from his perspective and made of living tree, it
looked down upon him and said you should've burned it all
down before eternal darkness took the generals mind."
-- Arch druid Xh!enge reciting an ambush incident report to
king Pavol (7E 174)

Introduction

Treants are huge beings, born when a tree is awoken by a


dormant power inside it. All Treants can sense when a trees
power to live begins the long process of awakening, and
nearing the Treants birth the area around will become thick
with druids and other Treants seeking to protect the tree
from those who would harm it. In its awakening the tree
appears to grow as its own root claw upwards, wrapping
around each other as they brake the soil layer to form two
distinct legs, lower branches curl downwards and warp to
take the form of large arms, and lastly the bark itself twists
and turns until a face takes form and the Treant opens it eyes
for the first time. From the moment they are born they seek
to protect the land that made them, to protect nature just as
druids do, and to bring down the raw wrath of that very same
nature on those who seek to harm it.

Physiological Observations

Extract from Helger Mareeks Living plants: a study of Plants


and sentience combined chapter 3 Treants
The truly terrifying thing about Treants is that they are
trees, I know that doesn't sound scary, but it is. If you draw
the anger of a Treant, don't go near a tree, EVER again.
Forests? You would be dead in seconds. That tree in the
middle of your cities market district? Death trap. You see if a
Treant does not want to be any more than a tree, it is no more
than a tree, simply sinking back into the ground all its
physical details disappear until it suits the Treant. When I did
manage to observe a Treant in motion it takes vaguely
humanoid appearance. Its two arms are formed from its own
leafless branches, its hands twisted messes of spiked wood to
grip and strike. Its legs were enormous masses of thick
leathery wood, much like the roots of a tree when exposed by
the tree falling. Its face sat somewhere in the upper chest to
compare it to a human, roughly in line with the shoulders
before finally leading up into its upper dome of greenery.

348

Social Observations

Paraphrasing the speech of arch druid Xh!enge when


convincing king Pavol to leave moon sorrow forest unharmed
(7E 168)
Treants are solitary creatures, but not through a
resentment for each other, in fact they are known to band
together with almost no discrimination when the situation
demands it. And to draw a pack of Treants into action is to
invite death, these creatures hold no care for the rules of
others, and no formal hierarchy is seen among themselves
either. Instead Treants measure their actions based on
morality, being wholly good creatures they rarely seek
violence, instead preferring to remain unseen and not
interfere. However they see nature as their kin, to cut a
healthy tree or allow fire in there woods? Well they would see
it just like we would see the killing of a brother, or burning of
out homestead.

Behavioural Observations

Treants normally prefer the silence of being one with nature,


most allow days, months, years even, to simply drift by as
they hold their tree shape and commune with the less
sentient beings around them. If left long enough, these
Treants can build a massive information network through
every root, flower, and blade of grass and even into the
aquatic plant life of the sea. Such a Treant could eventually
have contact with all plant life and become omnipotent, sadly
as is the way of life, most Treants get nowhere near this
before being forced to awaken by the likes of humanoids.
When awoken they attempt to remain hidden and observe,
but will spring into action if they feel the nature in their lands
will come to harm through inactivity. In combat, a Treant is a
force to be feared, its massive body being a raw bludgeoning
device, there sense of nature allowing them to show their
arms ground-ward and produce boulders nestled in the dirt.
The larger Treants are reported to be able to temporarily
awaken other plant life, as vine across jungle floors convulse
and tighten to trip and ensnare would-be combatants, tree
branches come to life, swinging in massive arcs to kill, and
poisonous plants simultaneously release their full payload,
turning pure fresh air into a deadly haze in seconds.

Intra-Species Observations

As mentioned, Treants often make quick friends and allies of


and humanoid of a druid persuasion. They are good natured,
slow to trust but their loyalty is as strong as ironwood. If
someone shows no intent to harm the natural world, a Treant
will show to intent to harm them. And even better, those who
stand between individuals with the intent to harm the natural
world, and the natural world itself, will often find the trees
they guard move in front of them, seeking to meet these
selfless defense. Treants have no quarrel with the Myconids,
seeing them as a natural progression. However, Treants do
seek out and destroy blights and shambling moulds, the latter
for being unnatural.
Treants have a long standing hatred for blights, blights are
born of corruption of trees and bringing that which should
not have sentience into the realm of the conscious. Treants
purge blights from their lands and seek to destroy the trees
that birth them.

Variants

The joy of a Treant is they are as varied as the trees


themselves. Different colours for each type? Up armour class
but lower health from one type to another? Go wild, some
quick ideas:
Oak Treant: the one listed in the MM
Brittle wood Treant: Born of crisp dry desert of savannah
trees, they can shatter into deadly sprays of bark shards on
impacts
Jungle Treant: Larger, thinner Treants whose arms are
replaced with writhing masses of vines, capable of throwing
these ensnaring vines large distances to grab and jerk a
person through the air towards them.
Pine Treant: Covered in thick coating of spikes, weaker
than your average but the prospect of shredding your flesh
and armour against its bark keeps most adventurers are
more than simply an arm's length.
Deadwood Treants: Basically the undead version of a
Treant, its wood in crinkled and darkened, his eyes poised a
red tint, these Treants have become afflicted or died shortly
before its birth and the result is a being of pure evil, seeking
the destruction of the natural world.
The list can go on, who says Treants are entirely trees? A
massive shamble of driftwood and seaweed walks out of the
ocean onto a beach?

DM's Toolkit
Treants can be a great addition, players pick a fight
with a druid? TREANT! Players being swarmed by
blights? TREANT! You get the idea. You could also
go lord of the rings with it, recruiting the armies of
Treants can be an amazing boon for any war effort,
but it works both ways.

349

Troglodyte

"The only thing that limits a troglodyte is the size of its


stomach"
-- Bris Morbane, Longhaul Trader

Overview

It is a misnomer that troglodytes are stupid. It's just that most


folks close enough to them are usually food. And what
conversation can you really have with food? Not a good one.
Troglodytes are instead quite good "mothers" with an almost
all-consuming hunger for fresh meat and huge heart for the
eggs and kobold little ones. It is because they are queen, the
center of the kobold nest.

Physiological Observations

Like the kobolds they arise from, troglodytes are good at


ambushes, preferring to wait above or below their intended
prey. Or utilize a trap that has been set earlier by the kobolds.
Especially helpful in this endeavor is that fact that their skin
can take on a wide variety of textures and colors that reflect
the local habitat (this not true if the nest is new to the area).
And furthermore, when excited or injured, the troglodyte can
secrete a noxious musk that is will poison creatures in close
proximity. In fact, if excited for too long this musk can fill a
small room posing a danger to those outside of melee range.
At that point, there have been reports that the creature's skin
takes on a hypnotic pattern of bright swirling colors.

Social Observations

Its assumed that troglodytes are directionless and driven by


only hunger much like large lizards ridden by the wild elves
in the southern regions. This also is not true. Those who have
escaped being eaten have spoken of sacrifice either through
slaughter, dropped in a deep pit, or chained by the sea. These
unsteady individuals, speak of crude statues whose rough
work only enhances the horror of the gods they represent.
Chants of "Laog-ZED", "BOK-rug", and/or "tsath-OG-GUA"
can be heard. It's not clear if these are the same god or
different aspects. No matter really because it all ends
horrifically for the captured and abused.

Interspecies Observations

Where civilization has receded, kobold and troglodytes swell.


They are like a tide that seeks to fill holes that others have left
hollow. Unlike Gnolls, who they complete with, troglodytes
can coexist with the natural environment eventually
becoming the apex predator if none exist. However their
worship of hungry gods and love of traps constantly pushes
them toward civilization and other humanoids. They can
never be left uncheck because trade, cattle, and children start
to go missing.

350

Observational Variants

The variety of landscapes troglodytes inhabit combined with


their color change ability has made it difficult to catalogue
and understand the nature of variants. In most cases, the
monsters just want to consume, however there is a
preference sometimes for magic users by troglodytes who
can manipulate fire. Some nests have been found to have
members with a tendency for viscera reading and as such will
favor the collection of knives and blades. Still other reports
have talked of a great troglodyte "queen" who wears a
mottled set of platemail and commands capable kobold
sappers. These sappers are known to weaken the walls of
keeps, collapsing them, staging a bloody raid, then retreating
before forces can scramble.

DM Tools
I recommend beefing up the troglodyte "queen"
with the stats for the Gnoll Fang and use the listed
troglodyte stats for kobolds in a transition state.
Troglodytes also are not prideful like Orcs might
be, so they are not going to be easily suckered into
one-on-one. They are predators like a pack of lions
so while the small kobolds do a lot of the work, the
troglodyte will slip in and out to land the big blows.
The last thing I will throw out there is that
troglodytes get a multi-attack which is pretty cool.
But because I always picture them as sorta big
alligators, I think if a PC is hit with 2 or more of
those attacks there should be a special
consequence.

D4

Effect of Claw+Claw or Claw+Bite

Dragged! PC is pulled off their feet into a


hole/water/trap door

Pain! The intense pressure of the squeezing


gives disadvantage to one of the PC's next
attacks

Snap! PC limb is broken due to the violent


thrashing of the monster

Caught! PC must make a STR or Athletics


check to escape the monster's grasp

Troll

Antillo Di'Correio's Treatise on the Phenology of Trolls


Good day to you, my reader.
I thank you for your interest in my text. It was compiled
after years of travel, research and exploration into regions
which the normal traveler would do well to avoid. When I set
out to write this text, it was with some trepidation. After all,
what is there to know about Trolls? They have been the
subject of many a tale and they are well established as a
hazard for any who would travel the lowlands. Still, there has
been little scholarly effort to consider why they are such a
wide spread hazard. We all know what a troll looks like, and
yet, when it comes to appearance, they are widely considered
to be one of the most varied humanoid creatures. What
exactly makes something a troll? They are said to eat
everything from people, to animals to each other, and yet live
alongside other creatures for years. Indeed, if stories are to
be believed, trolls are even found next to villages and under
bridges on busy byways. How would such a thing be possible
if they are so ravenous? And finally, the most difficult
question, how do they reproduce? There are stories which
range from springing from the earth like plants, or from the
spilt blood of injured trolls. I am pleased to say that in this I
have made some discoveries, but I will save them for last as
there are sure to be the most controversial of my treatise.
The nature of Trolls and what is commonly known often
depends on which part of the world one is when asked. Trolls
are known to be found virtually all parts of the world, from
the far northern mountains to the swamps and hills of my
homeland in the south. They are accepted to be reasonably
intelligent, often capable of limited speech, but lacking in wit.
They are believed to have little in the way of culture, and to
despise the civilized races whose borders they haunt.
They are known to be terrifying in battle. Trolls are masters
of the ambush. They love to lurk in water, under bridges and
out of sight on hillsides. Far from the lands of men, they will
abandon a carcass in such a place that it will attract other
predators, which they will then try to devour in turn. They are
surprisingly fast over short distances, and will try to draw
their prey into attacking range, where they will tear at them
with their claws and gnashing teeth. Such attacks can drive
them into frenzy, and their regeneration allows them to
ignore injury, or even keep fighting after being dismembered.
In the seminal work of Ulraut Vas'Kalumn, the Hobgoblin
bard, he describes a battle frenzy he observed on during the
Empires expansion as such:
We came upon them and our brave knight fell too, with
steel and flame. Confident we were, and hard as the edge of a
Szabla. Each blow severed tendon and stripped flesh. We
fought as men who felt no fear.
Yet ours was hubris unfounded. Our sword and fire were
uneven in application. Severed hands grew arms; the bodies
of headless foes rose again, even as their heads bit at our
ankles. The red haze of Malar that clouded our warrior's eyes
gave strength to the beasts, and soon the tide turned. In that
terrible red mist, the beasts laughed. They bit deep, tore at
each other as at our own.
They shattered our line and stood amongst us as a fury
unchecked. They towered over, and we could do naught but
fear and die.

While it should be said that the warriors in Va'Kalumn's


work won the day, it was at great price. However, a few things
can be gleaned from his telling. Firstly, that fire is key to
fighting a troll. Their flesh will stitch itself together unless
prevented, and for that one must burn it. Many sources I
consulted claimed that the fire served as a purifying agent,
and that its application destroyed the evil power which
allowed the troll to regenerate.
However, a mage with whom I travelled awhile assured me
that he had success with an acidic compound made from the
venom of an ankheg. It is therefore, I posit, possible that fire
itself is simply a means of cauterizing the wounds, and that
any source of burning would be sufficient to do so.
Trolls often appear suddenly in a territory, and their coming
is often preceded by a sudden departure of other large
predators from the area. During the warm months, trolls
create nests which they decorate with bones, sticks, and
metallic objects and jewelry. During this period trolls usually
live a solitary existence. However, particularly in mid-summer,
it is not unusual to find a mating pair together. During the
winter months, trolls tend to congregate in dens
underground, and often come together in numbers. Like
snakes, they take shelter with each other. As such, it is
generally a wise man's choice to avoid such places in the
winter, and deal with the trolls once the warm weather comes
again.
The origin of trolls is a mystery that is likely never to be
found. Some have said that they are a creation of a mad
wizard in some time past, while others believe them to be
natural creatures, much as men, orcs or goblins. I posit that,
as the trolls are mentioned in the legends of Elves (many of
which predate the written word and the age of dwarves and
men,) that trolls are either a creation of the gods or sprung
from the magics of the Feywild and its boundless energy. It is
suspect that, among all the simple creatures of the world,
trolls alone would have such boundless life and energy. It
smacks of magic, which I fear is beyond my own
understanding. I suggest that interested readers refer to the
works of Eldras of the Grey Tower, who has a much greater
gift for the magical than this old ranger.
Differences in Phrenology and what it means to the species
can, in most cases, be explained as a function of the
environment in which they live. Trolls who live in the thick
marshes of the south tend to be larger than trolls who live in
the mountains. I believe this to be a function of the
abundance of food. Another consideration is that in swampy
territory, a smaller frame is unnecessary, since the troll is
much more able to behave as an ambush predator. (More on
this later.) All species of troll tend towards a stooped gait, and
their arms stretch long, giving them an almost ape like walk.
Beyond that, they vary wildly, but their skin tone is often a
match for their environment. Their regeneration means that
all phenotypes might be found with extra limbs. The most
famous variation of this, of course, being the two headed troll,
as described in the children's tale, Glen O'Fastbrook at the
Old Stone Bridge. It bears saying, however, that there is little
amusing about two-headed trolls. They do not argue amongst
themselves as in Old Stone Bridge, but rather the two heads
establish a kind of hierarchy and quickly become a terrifying
unit. Indeed, trolls are incredibly adaptive. They are typically
the top predator in any environment they live in, and the
disappearance of trolls in an area can usually be taken as a
sign that something more dangerous has moved in.
351

Allow me a moment to discuss the two main phenotypes of


troll which I have encountered. Firstly is the lowland troll.
These are, as I said, bigger than average, and I believe it is
from them that most stories of trolls spring.
They are often found in swamps and marshes, but can
sometimes be next to rivers and lakes, where they can be a
threat to fishermen and travelers alike. They tend to be green
in color and their aquatic lifestyle and sparse, wiry hair often
lends them to becoming draped in swamp grasses and algae,
giving them a drooping, straggly look. They tend to alternate
in appearance from thick, bloated creatures to long and
stringy. (This, again, is a function of their lifecycle.) They tend
to have longer, narrower faces than their smaller mountain
cousins, but it is not unknown to find short nosed trolls in
marshlands found in valleys.
Highland trolls, whom my dear reader has likely heard of
but, I pray, never encountered themselves, are smaller in
stature than their lowland cousins. As the name suggests,
they are most often found in hills and mountains, though they
rarely move above the tree line in such cases. They tend
towards rocky, rougher skin, and the tone of it tends towards
browns and greys. Again, this can change as its environment
does. During my travels, I have seen trolls (from a distance,)
who were at once brown and green stripped in summer, and
brown and grey in fall. As I mentioned before, they generally
have shorter, thicker faces. They have the same thin, wiry hair
as lowland trolls, but less of it. My own observation is that
what these trolls lack in size they make up for in cunning.
They are adept at ambushing, and will use their mastery of
the mountainous terrain to attack caravans and patrols with
near impunity. I suspect that many of the stories of bridge
trolls are based on these Highland trolls.
Ice Trolls were described to me by a scald of the northern
Elven kingdoms, and he described them as smaller (about the
size of a tall dwarf,) yet with similar hallmarks of
regeneration and appetite to the previous examples.
These, he said, lived in the ice and snow of the north, and
made their homes near hot springs and deep within the
mountains. In the summer, when the glaciers water flows
down, they will occasionally swarm into the lands of the
Elves there. He told me of a legend of a great hero, Ilmasul
Ilsorian, who once held back such a swarm in the Ice
Hammer pass with an army of volunteers. His telling of the
tale has led me to hypothesize that ice trolls, as they are
called, differ from other trolls in that they are far more
vulnerable to flame and significantly more social than other
species of troll.
Of course, I would be remiss to mention the Ocean, or
Saltwater troll. It appears to me that these creatures,
commonly called Scrags, in fact compose a totally different
species. They tend to be far less amphibious than their land
based cousins, the lowland troll, while at the same time
demonstrating a greater intelligence and sociality then most
other species of troll. However, they have a significant
weakness in that their regeneration seems to be tied to the
application of sea water. Indeed, if rumors are to be believed,
they are able to regenerate even from fire if allowed to
submerge themselves in salt water. It is my opinion, however,
based on the other species of troll I have observed and my
own thoughts on the nature of legends, that in all likelihood
no such strength exists; rather, the trolls are just less inclined
to bloodlust, and flee to the safety of the water when injuries
are dire.
352

Other phenotypes are, I suspect, the result of the trolls own


propensity for mutation, which itself is the result of its
impressive regeneration abilities. Two-headed trolls, threearmed troll and the like are almost certainly the result of
some perverse ritual or accidental application of the severed
appendage of another troll. I have seen evidence of what I can
only describe as troll shaman's, who practice such rituals as
sacrificial offering, self-mutilation and even rituals which bear
the hallmarks of the summoning of spirits. Of course, I am
aware of the stories from the east of trolls the size of great
trees, and terrible monstrosities the size of mountains. I can
only assume, based on my own searching for evidence in both
text and the world, that such giant trolls must have been the
product of over-exaggeration by writers, or else a case of
misidentification between trolls and hill giants or other
giants. If not, then they must be both phenomenally rare and
indescribably destructive. The idea of a gargantuan troll the
size of a mountain is terrifying, as I am convinced that such a
creature would be nigh on unstoppable.
The diet of trolls can best be described as carnivorous,
though not exclusively so. Generally, trolls eat whatever they
can catch. Trees and foliage are generally left alone, while
things which move tend to attract attention.
Like a child, trolls interact with the world mostly through
their mouth. I have seen trolls eat men, horses, bears, and
even a peryton whose kettle had fallen upon my caravan.
(That, truly, was a terrifying day. Luckily for my surviving
compatriots and I, the birds turned on the greater threat of
the troll, and we were able to flee. What followed was a two
day forced march back to the safety of town. It took a long
time before we were able to continue our journey: a lesson
that the quest for knowledge is not for the weak of spirit or
body. It is generally considered that trolls eat everything that
they can catch, but this is not entirely true. They tend to
prefer larger animals. Horses are a preferred meal, as are
livestock. In the wild, when stocks of elk, giant goats and
buffalo run low they will search out owlbears, giant
crocodiles, manticores or even ettins. Though they seem
fearless, they often avoid intelligent races that might be able
to act against them in force. This is unfortunately not
universally true, and in sufficient numbers trolls have been
known to assault villages and towns.
In temperate climates, trolls spend the spring staking out
their territory, the summer mating and the fall feeding, and
then spend the winter in hibernation. The cold does them no
harm, so it is unclear why exactly they need to hibernate. It is
my observation, however, that this might be partly due to the
decreased availability of food and the difficulty in setting up
ambushes, although in his work, The Ecology of Trolls,
Eldras of the Grey Tower hypothesizes that in fact the blood
of trolls prevents them from surviving the winter, and that
while the cold does not harm them their hearts slow in the
cold like a lizards. An interesting observation, but one that
puts to question how such a thing as ice trolls could exist if
that was the case. In any case, the bodies of trolls change
significantly over the year. Those encountered in the spring
tend to be leaner, while those in the fall thick and powerfully
built.

The reproductive cycle of Trolls, as I promised, is one of the


most hypothesized and theorized aspects of their lifecycle. To
this, I bring my own significant observations, for I tell you: I
have spent three summers chasing trolls in the woods of the
Black Water valley, and I have observed many a troll nest, and
even the hatching of a clutch of trolls. Indeed, I say hatching
for that is what it is.
An observant reader may have already caught on that trolls
share much in common with a simpler creature with which
we are all familiar: the common frog. Observe that both hide
in water, using surprise and overwhelming strength to devour
their prey. Both are capable of regrowing lost limbs, although
the poor frog requires months to do what the troll does in
mere hours. Both live equally on land and in water, and of
course the frog even has a cousin who is like as the highland
troll to the lowland. (Of course, I refer to the often maligned
toad.) Indeed, trolls share many elements with frogs. One
more is that trolls begin their lifecycles buried in the mud, as
eggs.
I warn you now, oh dear reader, that what follows is not for
the weak of stomach.
As I have said before, these nests are often decorated with
bones, metallic objects or other decorations. They are also
famously bad smelling; a direct result of the spreading of
pheromones of the troll parents. Tolls do not raise their
young, and it could not be said that there are male or female
trolls. Rather, it seems that trolls are able to change
themselves to suit the needs. If a community of trolls is
missing a sufficient number of females, then it is possible
that the weaker males of the colony might spontaneously
develop female organs. I have never observed such a change,
but I did observe that a male I had watched one year returned
the following (to my surprise) as a female. The actual mating
process is tame. Trolls do not lay with each other, but rather
the female opens her belly to deposit her eggs directly into
the nest. The male then sprays his seed onto the eggs, and
the whole mix is covered with mud. 1 Over the course of the
next few weeks, the parents will pack the nest with refuse,
rotted meat, and their own excrement. The parents will
usually stay together for a time before eventually both leaving
the nest. The eggs hatch the following spring in a frothing
mix of mud, rotted foliage and feces. It is truly a sickening
sight to see so many tiny trolls pour out of the ground, and
begin to devour each other. A grand melee ensues, until either
one is left or the survivors decide to leave. Out of a clutch of
hundreds of eggs, perhaps only ten trolls will escape the
experience. The fledglings will seek out a source of water,
wherein they will live until such a time that they dare venture
out on land. Trolls grow rapidly, and a fledgling who is the
size of a house cat when born will grow to be a head and a
half taller than a grown man within a single season.
1 To those who would discount my theories with tales of
trolls raping, you would do well to consider that such
situations are not an example of trolls procreating. Such
displays are a symptom of domination, and a behavior that
the trolls themselves learn from their mercenary
counterparts. I will venture that the most likely outcome of a
troll attack on a village is that all those who can be caught
will be eaten, and the idea that the troll would leave someone
alive to bear a child is likely either a complete fantasy or a
case of mistaken identity.

Trolls are said to be without their own society, but at the


same time are able to operate within armies as terrifying
shock troopers. To this topic, my reader, I posit my final
thoughts. I believe that while much has been made of the
stupidity of trolls, there is a great deal that they can be made
to learn if the need or desire arises. Trolls are cunning,
vicious and always hungry, but this is a feature of their nature
and not a deficiency of their mind.
They are supremely adaptive, and underestimating their
ability to spring a trap has cost me many a good friend. Trolls
are to be feared and respected, and if one is to hunt them
always remember: bring fire.

353

Umber Hulk
Introduction

The umber hulk is a massive monstrosity that scrambles the


minds of its victims, either abducting them, dragging them
into the earth from where they came, or contentedly killing
individuals of the group while the rest are confused by its
gaze. Those that survive umber hulk attacks are rare, and
even rarer are those to remember the beast that attacked
them. Although it is difficult to recognize the signs of their
attacks, which are commonly mistaken for cave-ins, or
attributed to the other monstrosities of the underdark, there
are telltale signs of umber hulks that any with experience can
identify. Deep gouges and scratches into solid stone that even
picks can't nick, cave-in survivors not remembering anything
during the cave-in, and many other small details can aid in
identifying umber hulks as being responsible.

Physical Nature

Umber hulks are very bulky, large creatures standing nearly


twelve feet tall and over four and a half feet wide. Continuing
the trend of being large, their arms are approximately twice
the size of even the most muscular dwarves' arms and end in
claws harder than iron able to rip through solid stone with
astonishing speed. Even with their muscular bodies, their
large weight of around 1500-1750 lbs make them slow
creatures. While their mouth contains rows of small teeth,
most are harmed by the hulk's two sets of mandibles. The
hide of a umber hulk is a shell-like structure similar to a
beetle, varying in shades of black, grayish or burnt brown
hues, or even a dark purple in the rarer varieties. A variant of
the Umber hulk described below, the tremor hulk, has a very
tan coloration to better hide in its surroundings.
The hulk has two sets of eyes: a smaller set near the top of
their head protected by ridges, and a larger set of eyes further
apart from each other and below the smaller eyes. While eye
color varies depending on gender and variant of hulk, the
most common eye color for umber hulks is for the larger set
of eyes to be white with black irises, while the smaller set of
eyes higher up on its head are purple with yellow or amber
irises. The small eyes of the umber hulk confuse both
humanoids and monsters alike, causing erratic behavior that
the hulk can capitalize on when hunting. Those who survive
the hulks confusing gaze tell that their eyes almost swirl like
a whirlpool when the hulk tries to incapacitate its victims.
The umber hulk can sense vibrations in the ground and, like
many denizens of the Underdark, can see clearly in darkness.
The hulks have no nose, instead relying on gills or its mouth
to breathe, suggesting an underwater life prior in its
evolutionary history.

354

Position in the Ecosystem and


common life

When it is not eating adventurers or Underdark denizens,


umber hulks prey on ankhegs, small purple worms, and
gricks. Tales about umber hulks tell of them tunneling out of
ancient purple worms, slaying the worms and guaranteeing a
fulfilling meal. A umber hulk can go into a sort of hibernation
if it starts to lack food nearby, lasting up to a month in the
state before perishing. However, their senses are still active,
so as soon as their hearing or sight picks up prey, it will use
its confusing gaze to stop victims from escaping.
The umber hulks can communicate in their own language,
however scholarly attempts to replicate the language fail as
many of the important sounds come from a clicking together
of the hulk's mandibles. Even though they speak a language,
the hulks tend to be solitary creatures, until their mating
period. While the male and female umber hulks are similar in
size, the female shell will be a lighter color than the male of
the species. Umber hulks tend to have live births roughly a
year after mating, with one to three children produced. The
young umber hulks, commonly referred to as hulklings,
become fully mature after two years, at which point they leave
their mother's protection. The average lifespan of a male
umber hulk is 50 years while the females live on average 75.

Variants:

Tremor hulk: These umber hulks tend to be larger than their


underdark cousins, growing even to the sizes of massive
purple worms. They tend to be found in dense, rocky areas in
mountains or in deserts. They follow their victims, using
underground tunnels in combination with smashing violently
into the ground with their specialized claws to cause victims
unaffected by their gaze to be buried in the tunnels. It looks
like this, but the eyes are similar to the Umber hulk.
Some other variants are said to exist. A dwarven
adventurer told a tale of Umber hulks mixed with illithid
tadpoles, with tentacles below the hulks' mandibles.
Nemezark, the self titled Monstrologist, wrote of his
experiences with a hulk that had an adhesive similar to a
mimic on its shell that only adhered to armor and strong
rocks. He also told of the poor fighter who lost his axe to the
shell of the beast.

Strategies for Adventurers

Adventurers that even know of the Umber hulk's existence


suggest using mirrors in an attempt to confuse the umber
hulk with its own gaze, but none have survived an encounter
using this tactic to tell the tale. While the hulks have hard
shells that ward of many an attacker's blade, they are fairly
susceptible to mind tricks like illusions.

DM Tactics
When a umber hulk knows prey (or adventurers)
are coming, it will follow a previously-dug out
tunnel to a better ambush point (one best suited to
use its confusing gaze), then attempt to either
cause a cave-in or ambush prey. If given the
opportunity, it will break solid rock under an
adventurer, grab them, and drag them back into the
tunnel, using debris to give it cover from other
members of the party while its mandibles and
claws deal with its captured victim.
Of a umber hulk feels outnumbered or needs a
better position to fight from, it will retreat into its
tunnels, attempting a similar cave-in and snatch
from when it engaged with the party. Otherwise, it
will follow them, attempting to pick off nighttime
guards using its confusing gaze.

355

Unicorn
Introduction

Celestial beast? Avatar of purity? A product of wizard-induced


mating? Hardly. A unicorn is the personification of something
both familiar and strange...a bargain with the Seelie court.
When humans die with passions unfinished and they reach
out to infernal powers with their dying breath for one last
chance- a revenant is born. When the righteous, kind-hearted,
and/or innocent are placed in the same situation and a noble
Fay answers- a unicorn is born.
Out of this bargain the non-Fay gets a new lease on life, the
Seelie court gets a new champion, and the specific Fay gets a
warm chuckle in seeing how the being will adapt to its new
body.

Physiological Observations

Although looking like horses, unicorns are far from it. To


mortal eyes, unicorn coats are pearl white, have gold/copper
colored hooves, and a singular pure white horn. To beings
with true sight or when encountered in the feywilds, unicorns
glow with and intense internal light. Their manes ablaze with
fire and their hooves shed sparks of starlight when they strike
the ground, water, or skulls. Also noticeable in the feywilds is
a symbol that faintly hovers above their head indicating which
fey house struck this bargain.
Due to their non-natural nature, unicorns do not need to
sleep, eat, and can survive almost all conditions on the Prime
Material plane as long as they retain their connection to the
Feywild. Interestingly, however, they do enjoy drinking water
that is reflecting moonlight.
The internal skeleton of a unicorn is also peculiar and nonhorse like. If one were to commit such a blasphemous act as
to kill a unicorn and then cut it open, you'd find the skeleton
to resemble that of a human somehow wearing a horse
costume. Attempting to put the whole thing back together will
result in something that, in fact, looks like a human skeleton
being sown back into a horse skin.
And if that same someone was then so foolish as to cast a
resurrection spell on this sham unicorn, the result would be
creating a creature that wants to murder the caster first, then
everyone/everything else until destroyed- starting with the
happiest creatures around it.

Social Observations/Interspecies
Observations

Unicorns are lords of the forest, but not because they are of
the forest, but more because they are in the forest currently.
They set up rule as a sort of benevolent dictator, settling
disputes among animals, helping out needy beings, and
killing fell beasts that take up residence. This upsets the
natural order of things, which is why druids hate unicorns.
The only reason a unicorn might be accompanied by druids is
because the druids are trying to help it complete its quest and
leave this plane. Unlike, revenants, unicorns have 777 years
to do this and tend to be distracted by immediate and local
evil. The druids are keeping it on track.

356

Humans love unicorns. For a good king to have a unicorn


in his forest is a sure sign that the gods and fate have blessed
his rule. In actuality it means that the king's good intentions
got someone else with really good intentions killed and the
Seelie Court took notice. Elves know this a stay away from
unicorns. Dwarves being underground rarely if ever meet
unicorns.
Unicorns are chaotic good. They are attracted to those in
need and with a simple view of the world. Which is why
unmarried human teenagers who are virgins are the best at
attracting their attention almost by accident.
Another possibility is that the unicorn's forest will also
house a small community of humans and a few humanoids
who have a variety of curses suppressed by the unicorns'
presence. They are fierce guardians and will attempt to drive
off druids that want to move the unicorn. The fey find this set
up especially hilarious.

Behavior Observations

Unicorns are self-appointed stewards of the lands they live in


no matter if any other creatures in that area need the
protection. However they do not tend to stay too far from the
place of resurrection because their uncompleted quest is
nearby. Unicorns might have just forgotten about it, but it
always sits in the back of their mind.
Unicorns will watch the edges of important battles in order
to judge when to intervene. This often occurs at a singular
critical moment in battle when the tide would normally turn
against the forces of good. The unicorn appears, often making
a dramatic entrance, gallops to the bravest warrior, and
carries her or him directed to the leader of the evil forces.
Great for troop morale, terrible for commanders trying to
maintain any strategic position.
Alternatively, unicorns will take up the mentoring of youth
in preparation for a great quest. They will coach the youth on
the troubles ahead, help them prepare for the final battle by
questing for important artifacts, and carry them to the final
conflict. This often results in the death of the youth because
unicorns place bravery/courage before aptitude.

Variants

Sham Unicorns: Created by killing a unicorn, removing its


organs, bones, and skin, then trying to put it back together
with a Resurrection spell. Creates a chaotic evil being that
wants to feed and hunt. A perfect mount for a Dread Knight
or Litch.
Noble Steed: Sometimes a unicorn after a fit of lust, might
mate with a horse. The result is a horse of human level
intelligence, that is sensible, and cautious. While having none
of the magical ability of a unicorn, noble steeds do know how
to keep their riders alive a lot longer. They are heavily valued
by knights and paladins. Just think about every horse sidekick in every Disney movie.

DM's Tool Box


When Saved by a Unicorn

When a good-aligned PC is making Death saves,


there is a 5% chance that a unicorn will appear.
This chance increase 5% for every failed rolled.
When saved by a unicorn, the PC will feel a great
sense of debt owed to the creature and will
compulsively carry out one task assigned to it by
the unicorn. Charisma check (DC 20) in order to
resist the compulsivity of the task.

D6

Quests for the Unicorn

Slay the 2nd-in-command (of a more distant


threat) while the unicorn rallies campaign
forces

Destroy an artifact of profane and powerfully


corrupting influence

Delay a circle of druids from interfering with


the unicorn's plans until the next full moon

Seek Unicorn gives PCs a list of ways to


remove the curses, freeing some of the
population of the null-cursed

5 "Free" (read: kidnap) a local youth the unicorn


has chosen for a very important task. Parents
are important regional nobles
6 Delve a dungeon under the unicorn's territory
and seek out a source of corruption

On the subject of Unicorn Meat

Unicorn Meat (Or Unicorn Lasagne)Cursed &


Priceless
If evil: eating this dish will lead to ecstasy and an
addiction to having it again. Most hags know
generally how to make it. Most evil BBGs will give a
large sum for a true taste of this dish.
If good: eating this dish will lead to ecstasy then
immediate and powerful guilt over how good it
tasted. The good being will become distraught and
eventually kill themselves on the first blade or
spike made of white marble they find.
Its basically consuming purity and goodness. It is
a profane act. Horses will always know what you
need and never let you touch them. Other animals
will shy away from you. Gods will never look at you
again. Angels will hunt you.
Demons will want to eat you just to taste the
unicorn meat. Devils will want to strike a deal with
you for more. And that's assuming you survive the
Seelie wraith for eating a funny joke with your
perversion.

357

Vampire

"I am the ancient, I am the land. My beginnings are lost in the


dark of the past. I was the warrior, I was good and just. I
thundered across the land like the wrath of a just god, but the
war years and the killing years wore down my soul as the
wind wears down stone into sand."
-- Count Strahd von Zarovich

Introduction

Vampires are the dark beings who wake to an endless night,


hungering for the lives they lost upon their conversions. They
sate this hunger by consuming the blood of the living
creatures, absorbing their essence to and power.
These monsters detest the sunlight, for the touch of
Corellon's pure light burns them. They do not have shadows
or cast reflections which is why any vampire planning to
move unnoticed hides in the shadows far from reflective
surfaces.

Physiological Observations

Vampires are often a representation of whatever race that


they were in life. More often than not however, most vampires
come from the medium sized races as vampires like for their
brood to have the versatility of movement and power that
comes from being a human or an elf. Because vampires are
undead, they do not have beating hearts or blood coursing
through their veins. They do not require air to breath or food
in the ways that most ordinary creatures need food. Rather,
their sustenance comes from the blood of the living, the
creatures that the monsters envy the most. They are
immortal, unaging, and only die.
After their conversion to the undead, vampires become
incredibly resilient. Their skin, tissues, and bones harden to a
point that they develop natural armor similar to that of
leather armors. Of course, they choose not to move without
clothing. Combined with other armors, vampires become
almost untouchable. Besides simply hardening, the skin of
vampires becomes untouchable by all necrotic damage
(which should be obvious when you consider that vampires
are undead already). Additionally, their skin has hardened to
the point that it cannot be cut or bludgeoned by any weapon
that is not magical.
The magic that grants the vampire his undead abilities also
grants the vampires body grants it a legendary resistance
which allows the vampire to successfully resist anything 3
times a day. The eye sight of vampires sharpens well enough
for them to see perfectly in the dark. This same magic grants
vampires the ability to turn into a small bat or a cloud of mist.
This magic enhances their physical prowess as well. They
gain enhanced strength, enhanced constitution, and
enhanced dexterity, placing vampires at the pinnacle of
physicality.
They gain more than just physical prowess as well. Their
intellect improves extremely quickly and they gain a little
wisdom. Their immortality grants them this luxury. This
increased ability lets these abominations to climb any surface
including upside down on ceilings.

358

Creation Methodology

To understand how and why Vampires are created, it is


important to know the story of Count Strahd von Zarovich,
who legend claims to be the first vampire. From the
recountation: "A brilliant thinker and capable warrior in life,
Strahd von Zarovich fought in countless battles for his
people. When war and killing finally stripped him of his youth
and strength, he settled in the remote valley of Barovia and
built a castle on a towering pinnacle, from which he could
survey his lands. His brother Sergei came to live with him in
Castle Raven loft, becoming Strahd's adviser and constant
companion. In his brother, Strahd saw everything he had lost.
Sergei was handsome and young, while
Strahd had become old and scarred. Resentment colored
their relationship, eventually turning into hatred. Strahd's
beloved, Tatyana, spurned him for Sergei, whom she pledged
to marry. In a desperate attempt to win Tatyana's heart,
Strahd forged a pact with dark powers that made him
immortal. At the wedding of Sergei and Tatyana, he
confronted his brother and killed him. Tatyana fled and flung
herself from Ravenloft's walls. Strahd's guards, seeing him
for a monster, shot him with arrows. But he did not die. He
became a vampire-the first vampire, according to many sages.
In the centuries since his transformation, Strahd's lust for life
and youth have only grown. He broods in his dark castle,
cursing the living for stealing away what he lost, and never
admitting his hand in the tragedy he created."
And so did Strahd von Zarovich become the founder of his
species consumed by darkness. . But, more than that it is
through him that one can understand much of how Vampires
are created. To become a Vampire Lord such as Strahd von
Zarovich requires a ritual of deep evil to be performed. This
ritual can only be performed between sunset and the sunrise
of the next morning and takes approximately 6 hours to
perform. As a part of the ritual, the vampire lord must share
his blood with a lesser vampire and consume the blood of the
lesser vampire. Then, the lesser vampire must be ritually
buried in the ground. Then a prayer to Asmodeus seals the
blessing of darkness unto the lesser vampire which will
remain buried until the sunset of the following day finally a
full vampire lord.
Normal Vampires are created more simply. First, a vampire
lord or vampire may create spawn by sucking the blood of
vampires without draining them of life fully. This injects the
dark magic into the blood of the living creature, gruesomely
and agonizingly killing them. After they have died, they
awaken fully under the control of whichever vampire or
vampire lord first bit them. They can become true vampires,
with free will, when relinquished of the control by their
master. However, few vampires will grant this freedom, eager
to keep control of their thrall. Spawn can also gain freedom if
their master dies.
Vampires do have weaknesses. They cannot enter religious
institutions without invitation. Sunlight burns their skin. They
are slowed and hurt by moving across or over running water.
Contrary to the common myth, garlic has no effect on them
other than to amuse or annoy them. Driving a stake through
the heart of a vampire in its sleeping place will paralyze it.
Additionally, Vampires are required to rest in their place of
turning at least once every
24 hours.

Social Observations

Vampires are creatures of lawful evil. They are consumed by


selfish interests but abide by set principles. They are vain in
their dealings with others and extremely proud of their
capabilities. They believe that they are the best of all species
while secretly not admitting their jealousy of the mortals that
they wish to regain the life from. They prefer to remain to
themselves and only really interact with mortals to gain new
spawn or for food. Other than this interaction, they stay away
to avoid being consumed by envy.

Behavioral Observations

Vampires are guided by a desire to regain all they lost when


they converted to the undead. They desire the warmth of
mortality, the love they lost, the ability to experience
goodness. Guided by these desires and the knowledge they'll
never regain what they lost, they conspire to deprive every
other race of their joy. Vampires tend to be envious of the
living because once they lose their mortality, they slowly
become consumed by their darkest emotions.
For example, love turns into lust for some young beauty.
Friendship devolves into extreme jealousy. They lose all
ability to resist the darkness within.

Intra-species Observations

Vampires work together under the leadership of Vampire


Lords however they often choose to spread out to their own
individual domains to maintain their own set of "livestock" to
feed from.

DM's Toolkits
Vampires are always a staple of any campaign that
requires a notorious, intelligent, and cunning villain
bent on taking over the world. They make for
masters of deception. They make for some of the
best BBEGs for you to have agents moving around
under. I also love using Vampires for campaigns to
add a little of a rushed feeling by adding a time
limit to stopping something he is doing.

359

Water Weird

"Toss a copper in the pool before you take a drink."


"What? Why?"
"Just do it. It's not worth annoying the fountain's guardian."
In dungeons and fortresses across the world, travelers and
adventurers find themselves days into a delve and very thirsty.
Adventurer beware, because the most peaceful and lonely
fountains may be home to the dangerous Water Weird.
The Water Weird is a common pet and guardian for the
magically adept. Competent at scaring off common rabble
and very loyal (as long as their pools care kept fresh), they can
prove to be a very low-maintenance addition to the defenses
of any Wizard's Tower or Dragon's Lair.

Physical Observations

Water Weirds are simple in structure. They have no organs to


speak of. No tissues, nor cells. Quite literally, they are water
given shape and purpose. They share their body with the
body of water that surrounds it, and depend on it as well. If
the Weird is removed from the safety of its pool or river, the
Weird dies instantly. Outside of a greater pool of water, the
Water Weird does not have the strength constitution to hold
its own shape, and will vaporize instantly
As the Water Weird is dependent on a body of water, it also
shares the properties and disposition. A body of water that is
desecrated or particularly polluted makes a Water Weird
disloyal, irritable, and attack with deadly intent. Water that is
sanctified or purified makes a Water Weird's loyalty
unshakable and it's temperament mild.
As mundane water can take the shape of its container, a
Water Weird can take any number of forms. The most
common form that a Weird takes is reminiscent of a serpent
rearing up from the water. Outside of the shape of a serpent,
they may take nearly any other physical shape, but tend to
favor those with long necks, tails, and tentacles with which it
can strangle and crush its foes.
Only the oldest Water Weirds have been noted to take on
humanoid shape. With this proficiency, they usually old gain
the power of speech as well. Unless specially trained or
especially intelligent, a Water Weird will only know
Aquan, the native language of the Elemental Plane of
Water.
"Is the Fighter reading my journal again?"
"Yeah, I think so."
"I'd better stop him before he gets any funny ideas..."
Migration and Reproduction

Although Weirds come from the Elemental Plane of Water,


there is no known plane of existence that has natural water
sources and no Water Weirds to inhabit them. Water Weirds
reserve the unique ability to Plane Shift at will while
swimming through moving water, and thus can appear
anywhere in the universe where is significant water-flow. In
the wild, Weirds are solitary creatures that naturally seek out
standing water to reside in. Once they find a suitable pool of
water, they may choose to live in it alone for the rest of their
days.

360

On the Prime Material Plane, Weirds are recognized and


revered as the spirits and protectors of lakes and ponds. On
one occasion, an ancient Weird is said to have spoken with
Humans, gotten involved with the affairs of wizards, and
passed on a Holy Avenger to a just king.
Water Weirds who wander and fail to find a pool of their
own return to the Elemental Plane of Water twice per year.
The first time is in the height of the Prime Material Plane's
summer. At this time, many Weirds appear in the tides of the
Silt Flats, and swim into the Swamp of Oblivion to mingle,
fight, and do ritualistic dances of a sort. All of these behaviors
are of what can be observed above the water. There is no
telling what happens below, as
Water Weirds are invisible when submerged.
The second time that Water Weirds migrate back to the
Plane of Water is in the height of winter. At this time,
wandering Weirds appear near the Isle of Dread and swim
towards the Sea of Ice. There, their bodies crystallize, freeze,
and shatter. In this way, they reproduce. Each ice chunk that
floats away from those spawning grounds is a newborn Water
Weird.
Weirds and Civilization

Outside of friendly protector/local relationships, most


interactions between mundane folk and Water Weirds are
negative for both parties.
Sometimes, a Water Weird will take residence in a source
of drinking water. Mortals that take large amounts of water
from the water source may intimidate the Water Weird, and it
may be driven to lash out at its thirsty interlopers.
In this event, send word for a wizard.
"Hey, Grognard, you can stop reading now. You already
read the important stuff."
"Oh. Hm... Water Weirds are sorta... weird, aren't they?"
"Ugh... How long did it take you to come up with that one?"
Weirds and Wizards

Now for the juicy part...


If you're a Wizard, and you have a tower, you're probably in
want of a Weird. They make loyal and steadfast guardians for
treasure that you don't mind dunking in a pool of water.
They're also incredibly low-maintenance., as they need no air,
food, sleep, or drink. For the decorative or eccentric, their
holding pools can make for excellent aquariums and
fountains. Do not store more than one Water Weird in one
container, as they are very territorial.
Housing a Weird is easy. Getting your hands on a Weird is
a quite a bit more tricky.
Water Weirds are invisible in their element, and they're
notoriously hard to catch. Despite this, there are a handful of
tried and true ways to discover where a Weird is hiding and
secure it for your private quarters.
When collecting or capturing Water Weirds, always bring
along a fishing net with silver netting and a solid metal
bucket with a sealable top, full of sanctified water.
The first and easiest way to discover the presence of a
water weird is through the use of a liquid or powdered dye.
Before the liquid is evenly dispersed in the water, keep an eye
out for quick and subtle movements within the water as the
Weird attempts to discern what new substance has invaded
its space. Once you have a clear idea where the Weird is,
scoop it up with your net, quickly transfer it to your metal
bucket, then seal the bucket.

The second way to discover the presence of a Water Weird is


the watch a source of flowing water. In moving water, Weirds
can freely move against the flow to stay put or swim
upstream. When this happens, there is a very notable effect
on the water flow, that makes it seem that a part of the river is
flowing upstream. Again, once you have a clear idea where
the Weird is, scoop it up with your net, quickly transfer it to
your metal bucket, then seal the bucket.
The third, final, and easiest way to secure a Weird is to find
it frozen. Water Weirds cannot be frozen through normal
means. In the wintertime, they reside at the liquid bottom of
their pool. If they live in a small mote of water, then the water
simply will not freeze. The only time that a Water Weird will
freeze is during their mating season on the Elemental Plane
of Water. As little chunks of ice float through the tides, simply
scoop them up and dump them in your bucket. Chances are
that you'll find enough young Water Weirds to satisfy all your
treasure-guarding needs.

DM Toolbox
Most of my ideas for Water Weirds can be found in
greater detail in the Weirds and Wizards section
above.
Quest: A Wizard needs Water Weirds for
experimentation or for guarding a sacred treasure.
He hands the party a few Silver Nets and a bucket,
and sends them on their way. They might be sent
to a nearby town that has issues with their well, or
maybe the wizard will Plane Shift them to the Sea
of Ice to nab them fresh from the sea.
Ally or Patron: A very old Water Weird has grown
interested in mortal matters, and wants to share its
treasure to stir up drama or action.
Enemy: Have a treasure that your PC's will want?
Put it in a box, and drop it in a fountain. Either they
can fight the Water Weird, or offer it some
significant treasure to trade for whatever is in the
box. It might be interesting to have a dungeon with
several of these encounters, where only one has
the McGuffin they need.

361

Wight

"NO!" Zarn cried. He caught a single glimpse of his form, still,


run through, dead on the battlefield, before his spirit was
dragged down.
"NO, I WILL NOT BE DENIED, I WILL NOT FALL, I
WILL SEE THEM DEAD!" His spirit raged, striving with all
his will to return to his body. He ignored the planes half
glimpsed, the forces that sought to take his life spirit for their
own. He was Zarn, The Blacksword of the Plains. His
conquest had been written in the stars, his bloody path his
destiny. He was not to be defeat, by some band of fools!
"NO, LET ME GO, MY WORK IS NOT COMPLETE, GIVE
ME MY VENGEANCE!" He raged on. It may have taken
seconds, maybe millennia, but in his rage he saw he had
stopped falling. He was in a place of shadow and fire, of the
cold of the grave, and anger eternal. Some great thing,
something he could not will himself to comprehend stood
before him.
"SWEAR ALLIEGENCE TO ME ZARN! I WILL RETURN
YOU TO YOUR WORLD, FREE TO SEE YOUR DESTINY
FULFILLED! ALL YOU MUST DO IS GIVE OATH TO ME!"
The great voice that was not a voice burned strong in Zarn.
He didn't even have to consider.
"YES I SWEAR AN OATH TO YOU, NOW RETURN ME!"
Zarn opened his cold eyes to stare up at the night's sky. He
stood, notice the mortal wounds he had taken seal
themselves before his eyes. He picked up his wicked blade
where it had fallen, noticing how much darker and brighter
the world seemed now. Zarn the Blacksword was reborn, and
his rage at the living was only match by his will to see them
all dead.

Introduction

Wight's are those souls so driven by their goals, upon death


they would give anything to return to the mortal plane. A dark
god, demon lord, or force of malevolence may heed this cry,
and strike a deal. They will return this being to their world, as
long as they swear allegiance to them, with a promise to
conduct war against all that is living. This usually goes along
with the now newly formed Wight's wishes, but regardless
they are given a level of autonomy and free thought rarely
seen in most undead. A deep hunger to destroy the living
clouds a Wight's mind though, one that must be answered as
they seek their own goals.

Physiological Observation

A Wight at first glance may be mistaken for a zombie. This


will be lost quickly. A Wight's eyes burn fiercely, black orbs
with bright embers of white, showing their deep hatred of the
living, not a thing of the autonomous zombie.

362

They will bear great resemblance to those they were in life,


though deathly pale, their hair turning night black or white,
fingers turned into sharp black claws. A bone chilling cold
surrounds them, their very essence sucking life out of all
around them. Life will die where a powerful Wight tread,
leave dead blackened grass, brackish water, and so forth in
their wake. They usual garb themselves in a semblance of
what they were in life, though now as a clear servant of death
or a dark lord. They are weakened in the light of the sun, and
will usually retreat to whatever lair they have until twilight
covers the world again. The most powerful of their kind will
find means to blot out the sun, so they may wage their war
against life eternal.

Social Observations

A Wight's war against life, their completely focused will to see


their own means met, means they will rarely interact with
others. They may serve in a Death Knight's army, or as the
bodyguard of a Necromancer, but they will only do so as long
as it furthers their own gains. Though they are in possession
of the skills and memories they possessed in life, they rarely
indulge in creativity, planning or thought, relying simply on
their indomitable hunger and rage to see them through
obstacles. This make them perfect warlords and shock
troops, but poor advisors to darker stronger powers.
They have sworn themselves to a dark god for their return
to life. They will not go against this god in any way, and
usually become devote followers of them. They may serve a
dark cult of their master for a short time, leaving as soon as
its master allows it to.

Behavioral Observations

Wights always hunger for life. There is no greater joy for


these wicked creatures then to drain the very spirit and
essence of the living. This then drives them to go where the
living are, and therefore into conflict. Battle and war is the
existence of any Wight, one which they thrill in, falling into
deeper hunger and madness, ever driven to kill. Wights do not
rest. They will hunt those who they see as the reason for their
death, or as any obstacle to their maniacal plans relentlessly.
They may be distracted by their hunger, or the will of their
oath sworn god, but this is only for a short time.

Inter-Species Observations

Wights neither have any love or hatred for their fellows. They
may work together at the willing of the same dark lord, or if
their goals are the same, but will never go out and seek this.
Necromancers, Death Knights, and dark gods may form
Wights into bands of assassins, scouts and shock troops, but
they themselves will never seek to do this. They have no
interest in other like them, only in their hunger, their will to
carry on their schemes, and the call of battle.

DM's Toolkit
Wights make villains for low level players to
challenge. They're ability to raise zombies from
those they slay give you a perfect band of minor
undead for new heroes to vanquish from a village,
forest, or dark cave. They are also great plot hooks
for BBEGs. Why is this Wight here? Was she sent
by a Necromancer to bring more bodies for its dark
rituals?
What if that bandit chief you kill in your first
session wasn't satisfied with simply dying? What if
a demon lord reached out and offered him a
chance for revenge against those dastardly heroes?
This can bring a greater level of story to your
adventures, and add further meaning to your initial
sessions. Any beast or being of reasonable
intelligence can be brought back as a Wight, far
stronger and deadlier, and with a premade vendetta
against you heroes.
At mid level Wights make perfect soldiers for
your heroes to face as they go to assault a Death
Knights keep or so forth.
They can also be made strong by making them
dark paladins of their new infernal lords. They could
have been fallen rangers, wizards, and the like in
their past lives, therefore giving them access to
these abilities in their new undeath.

363

Will-O'-Wisp

This creature... it is not from one of the seven hells, nor does
it hail from the deep darkness of the world. It is also neither a
ghost or a living creature. Yet it lives on the material plane,
with only one apparent purpose: to feast on the fears and
nightmares of the living.
Its body is virtually non-existent, its appearance almost
always the herald of death, it goes by the shape of a glowing
skull. This thing... it goes by many names: Spook-lights,
corpse candles, death lanterns and... of course... its true
name: the Will-O'-Wisp.
-- Necromancer Anotal Ver' Hakt

Introduction

The Will-O'-Wisp, a creature which many names are a


testament to its widespread influence it had on civilizations
and cultures in Golarion. This is not a surprise, as a Will-O'Wisp who has revealed himself typically spells death for the
creature that is its witness. One to many people have gone
missing at night, due to the presence of these creatures.
But what precisely are Will-O'-Wisp's? They are most
commonly known as small, flying balls of light that
predominantly live in swamps. They are terrifying, however,
due to the fact that they lure unsuspecting travellers into
traps and ambushes. After they struck a victim, the Will-O'Wisp does not kill his prey, but rather waits for them to die
while in the meanwhile they feast on the fears and frights of
the victim.
The origin of the Will-O'-Wisp is unknown. Their existence
has been noted through time, however. Depictions of them
appear in many ancient ruins and artifacts from ancient
Azlant to the cyclops empires in northern Avistan, and they all
date back many millennia. This has led to the suggestion of
many scholars that Will-O'-Wisp have dwelt on the material
plane for quite a while.

Physiological Observations

Whatever its origin, and its seemingly ghostly nature, Will-O'Wisp's do possess a physical body. It consists of about 3
pounds of translucent, moist spongy material, which seems to
have no apparent application in cooking, alchemy or magic,
however. A Will-O'-Wisp is also virtually immortal: they do not
age although they can die from severe injuries.
The most intriguing ability, one that has baffled scholars
for years, is the Will-O'-Wisp's ability to consume the
emotions of a living creature, most particularly their fears.
Little is known about this ability, although necromancers and
even liches have been known to have researched it. Only this
obscure source of information, written by the necromancer
Anotal Ver' Hakt, has provided clues on the Will-O'-Wisp's
ability to consume emotions.
A living thing, intelligent or not, vibrates and emits energy
according to its emotional state. Based on observations the
emotion of fear appears to create the strongest vibrations,
which leads me to conclude that it also releases the most
energy. Based on that piece of information, many scholars
argue that the Will-O'-Wisp is able to absorb and consume
this energy, although no notable theories have been made on
how it actually nourishes itself on it.

364

Another notable ability, which also lends the Will-O'-Wisp


his name, is his capability to glow in yellow, white, green and
blue-ish colours. Other colours have not been unheard of,
though they appear to be quite rare. Will-O'-Wisp's are able to
control the colours of light they emit, and use this to form the
vague shapes of a humanoid skull to further intimidate their
victims. They can also control the intensity of light they emit,
becoming practically invisible if they so desire.

Social Observations

Will-O'-Wisp's prefer to dwell in swamps, overgrown forests


and wetlands. The fact that these regions are sparse in prey
raises questions as to why they remain there. Some
individuals make their way into civilized areas, most notably
large towns. They prefer to take up their position as close to
prisons, torture chambers or gallows as they can get
undetected, by residing near or inside lanterns.

Behavioural Observations

Far from mindless, Will-O'-Wisp's appear to be merely


interested in luring prey to subsequently feast on their fears
when their trap has sprung. They are not defenseless,
however. If an enemy resists, they can inflict electrical
damage by merely touching their opponent. They are also
resistant against many types of magical attacks, save for
spells like magic missile and maze.

Intra-Species Observations

Will-O'-Wisps are associated with death and despair, and as


such are avoided by most sentient species. It is not unheard
of (evil) individuals seeking out Will-O'-Wisp's, however; some
attempt to strike bargains with them, providing an ample
supply of fearful prisoners in exchange for the various bits of
(sometimes) ancient knowledge some particular longlived
Will-O'-Wisp's might preserve.

DM's Toolbox
Personally, I've played Will-O'-Wisp's for the
intelligent evil creatures they are due to a lack of
possibilities in my campaigns. There are a lot of
alternatives to the evil electricity dealing monster,
though. Nearly all cultures in the world have a
variant or form of Will-O'-Wisp's in their folklore. A
quick Google search reveals lots and lots of
options.

Wraith

"...no..."
"What ye say, Da?"
"...more..."
"Ye know I dun much care the scarin' games, ol' beard..."
"...PAIN..."

Introduction

When a mortal creature steeped in sin dies its soul passes


into the Lower Planes to suffer a punishing fate. However,
sometimes a soul is so vile, malicious, and disgusting that
even the Lords of Hell will politely decline. Such a soul
collapses under the weight of its own darkness, ripping a hole
in space. Nothing, not even light, can enter or exit this pit in
reality. This "sphere of annihilation" consumes all color, life,
and light from its surroundings, and you should weep for the
poor creature that touches one.
Once the sphere has consumed enough, black tendrils will
leak from it like liquid darkness eventually giving it form, if
one could even call the act such, as an ethereal black
remnant of its past self: a wraith.

Physiological Observations

The wraith possesses little in features beyond the two empty


orbs of dimmed light the author struggles to call eyes. These
float eerily still in a bed of black wisps that move into a shape
reminiscent of the wraith's mortal body when the wraith
takes action. Upon looking into these eyes even the most
virtuous of heroes have fled or shriveled, for an absolute
shattering despair will fill the mortal soul.
A wraith's body is a thing of oblivion- of nothingness.
Looking upon the form of a wraith would confer the image of
solid yet vapor-like darkness, for the wraith is a void in
physical space and thus can freely float above and slither
through solid objects as if they were not there. However, the
wraith will avoid silvered objects or shafts of sunlight that
creep into their dark haunting grounds as if these would
cause it pain.
The touch of a wraith will drain vitality from any living
thing, and creatures with strong enough souls to feed its
hunger for life energy suffer a fate worse than death: they rise
from the dead as specters, spirits of hatred hellbent on
pursuing the wraith's goals of annihilation.
If a wraith haunts for centuries unchallenged, the amount
of life energy it has consumed will have fueled its growth into
the most powerful form of spectral undead: the Dread
Wraith. Such an abomination possesses all the strengths of a
wraith but amplified to a degree that challenges even the
most powerful liches and vampires the world has ever feared.

Though possessing the intelligence to do so, a wraith does


not freely speak. If words echo from its hollow tendrils, they
are usually cryptic or cries of anguish and hate. Rumors
abound of folk who have chased after the spirits of loved ones
with the hope of putting them to rest, only to find their words
giving a brief pause to the wraith before it set upon them.
This would allude to the possibility of wraiths retaining some
semblance of memory of their former life. Perhaps, if a
connection between a wraith and a living creature were
strong enough...

Behavioral Observations

Wraiths harbor a single motivation: the hatred of all living


things. The wraith will not tolerate the presence of life and
will take any action necessary to kill and consume the life
energy of anything within reach. The cries of an attacking
wraith seem to indicate its broken soul being torn with rage
over its death, and that nothing else should be allowed to live
if it cannot. Maybe this jealousy is the only justice that could
be visited upon such a wretched soul.
Once the sun has set, a wraith will freely stalk in the open
night but is careful to avoid direct exposure to moonlight.
This is a tactic wraiths use to ensure their stealth, and that
any living prey they hunt cannot determine darkness from
death. Once the sun rises, the wraith will have retreated to
haunt a dark place where the living may yet trod and those
who survived the night will awaken to see a land withered
and blasted by the wraith's necrotic touch. It is often that just
the presence of a stalking wraith will be enough to starve and
kill off settlers.
A wraith's approach to its desire to kill depends entirely on
the situation: they are adaptable in their tactics and so do not
strictly stalk or haunt in dark tombs. Their ability to
command lesser undead combined with their above-average
intelligence makes the wraith a formidable commander and
true threat to life on a grand scale.

Inter-Species Observations

The wraith sees life as an affront to its suffering. Everything


must die. No exceptions.

Social Observations

A wraith will not acknowledge other wraiths or greater


undead that do not share its urge to destroy, but it can and
will easily command lesser undead with a shriek of some
otherworldly tongue that even the most dedicated of
necromancers have yet to understand. This shriek is so
powerful that it instantly kills simple creatures and causes a
deafening ringing in the ears.

365

DM's Toolkit
The wraith makes an excellent villain for games in
the early and mid levels, and can easily be adjusted
to fit the late tier. It can be a vicious solo stalker
bringing horror to your game, or a commandertype that puts the pressure on the party and its
attempts to save the kingdom. The Monster
Manual (unfortunately) lacks the flexibility of wraith
templates and the Dungeon Master's Guide
provides an unsatisfactory amount of tools to
address this.
So, to develop on the wraith:
Consider allowing the wraiths of spellcasters to
retain their spellcasting abilities and spells.
As above, but with features. If the wraith is of a
prominent NPC with PC-like features, scale
accordingly but allow the wraith access to them. A
wraith has only shards of memory of its former life,
but that could be enough.
Invoke Tolkien by giving your wraith the ability to
see the invisible creatures. Darkvision and a weak
passive just do not cut it.
Perhaps wraiths can choose when they can
interact with solid objects, opening the
opportunity for wraiths with weapons and items.
Apply a wraith-like template to non-humanoid
creatures like dragons, beholders, or centaurs for
some extra flavor.
The author has taken the liberty of implementing
the sphere of annihilation as part of the wraith's
evolution, and has done so because such has
proven successful in his own games and he
recommends a similar practice.
Additionally, consider modifying your wraith to
better model the plane they died on (if somewhere
other than default fantasy world). Examples
include: elemental wraiths, angelic wraiths,
demonic wraiths, and fey wraiths.

366

Wyvern

"It snatched up a cow last week, but it wouldn't be bold


enough to snatch one of us would it greg?... greg?"
--Last words of an Unknown guardsman of the town
Starstand
Graceful and vicious hunters of the sky. The wyvern
spreads fear amongst its prey and adventurers with its
ferocity, its speed, and its deadly tail. Wyverns are known to
quickly snatch up their prey (or an unwary adventurer) and
take it to a safe place to eat. Therefore it is not unlikely to
spot a wyvern in the air carrying off its prey.

Physiological Observations

The wyvern is a large flying dragonkin, its whole body and tail
is covered in relatively thick scales, it has to arms/forelegs
that have grown into wings, these are not covered in the same
kind of scale, but a more leathery sort.
The size of a wyvern can be deceptive. The full body length
of the wyvern is approximately 15 feet. However, about half
this length is from the wyvern's tail. The tails reach is not to
be underestimated. There have been spotted both much
larger specimens and much smaller, however these could
have been either wyvern hatchlings, or dragons. There is not
enough research to back up either. There is no apparent size
variation between the male and the female wyvern, however,
the male wyvern is usually covered in spikes and scales that
are more prominent than the female, the wyvern seen above
is a male wyvern. In younger specimens, it can be hard to
determine sex from the scales since they will not have fully
developed on neither the male nor the female. The color
variation of wyverns is usually adapted to whatever terrain in
which it is residing. The colors spotted on wyverns are
usually dark green, brown or red. While arctic wyverns are
very rarely seen, they have been proven to exist, and they
have a very light grey/white color scheme. Wyverns living at
the coast are usually in more blue color. It is unknown
whether the wyverns slowly change their own color, or if the
color is passed down genetically. The wyvern has two forms
of movement, flight, and walking/running, the wyverns with
their small forearms they move very clumsily on the ground
compared to their elegance in the air. In flight a wyvern is
very fast and agile, this is why they are some of the most
successful arial hunters in the world. The agility and speed
displayed when hunting is most fascinating, and is not
portrayed anywhere else in the fauna of our world. Wyverns
have been seen flying past enemies, flipping over in air, and
jabbing them with the stinger.

A very large animal has died nearby and they have all come
to feast (this too is a very rare occurrence, but a wyverns
smell and vision is quite impressive, making it able to scent a
prey (especially a large one) from very far away) if this is to
happen, the wyverns will most likely fight and mate there,
creating a very rare and not very long lasting, wyvern colony.
###Behavioral Observations
When a wyvern is hunting it will usually stay in the air
about 1800-2200 feet above the ground while searching for
prey, once movement is spotted, it will descend slowly at first,
to get a closer look at its possible prey, if the wyvern decides
to engage, it will dive towards its prey, and attempt to snatch
it off the ground. Once grabbed the wyvern will either sting
the prey with its stinger or crush it with its powerful talons, to
subdue it. Wyverns have been known to drop prey from very
high altitudes to kill it, however this is very rare, and we have
not yet discovered why they sometimes do this, it may be just
for sport, and it may be for an entirely different reason.
Wyverns will unless forced to by sustaining serious injuries
not stop chasing their prey until caught, or unable to.
Wyverns will however always prefer to stay in the air and not
fight on the ground, their clumsy movement on the ground
makes them much weaker than in the air, once on the ground
a wyvern will fight much more defensively, staying low,
hissing with its tail above its head ready to strike. Wyverns
can live up to
400 years, one specimen has been known to live to 523 but
that was a onetime scenario. Wyverns will reach sexual
maturity at 2.5 years of age, but mating at this age is very
uncommon. Most wyverns will not mate until at least 5.
When a female and a male wyvern meets it is a very calm
process unless another male is involved, if another male is
there to compete the male wyverns will start by displaying
their wings, and stingers whilst hissing, roaring, and raising
their scales to look bigger, if no wyverns back down they will
start fighting, when wyverns fight they do not intend each
other's death, however this is often how it ends, since the
wyverns fight in the air, it is not uncommon for one of them to
get a torn wing, and fall to its death. Whily wyverns can be
tamed doing so is a very difficult task. Wyverns have a very
explosive temperament, and it doesn't take much for a wyvern
trainer to become wyvern fodder.

Intra-Species Observations

The wyvern eats everything that it can kill, it is too impatient,


ant to feral compared to its larger cousins the dragons, to
wait and communicate with its prey, if it can kill it; it will. Do
not attempt to calm down a wyvern that's attacking you,
you're not going to succeed

Sociological Observations

Wyverns are not social at all, there are only 3 events that can
make it possible to find several wyverns at one location
The wyverns have just hatched and the mother is nursing
them
The wyverns are mating/fighting for a mate (however this is
very rare since wyvern's territories are large, and they rarely
meet unless mating

367

DM's Toolkit
Wyverns can prove a very hard challenge or a
relatively easy one, changing from a CR of 4-8
depending on the circumstances and what party is
fighting it. If the party consists primarily of ranged
adventurers or casters, taking a wyvern on out in
the open is not that hard. However, if the party is
more melee based, an airborne wyvern, can be an
almost impossible challenge, whereas a wyvern in
an enclosed space is a relatively easy task for a
bunch of fighters and barbarians, it will prove a
formidable adversary for a party of sorcerers,
wizards and rangers. Therefore, it is up to the DM
to decide how to fight the wyvern. Wyverns have
before been used to experiment on by mad
scientists or wizards, granting them a poison
breath weapon or another enhancement, this is a
handy way to surprise a party, or just simply raise
the CR of the beast. Role-play situations: a member
of the party can attempt to tame a wyvern for a
riding animal, this will require a lot of time, and is
very difficult, it will prove much easier if the wyvern
is hatched with the player. This will include daily
rolls, which will become increasingly harder, and
fails will range from, the wyvern escaping, to the
player being eaten.

368

"The most important piece of equipment to bring with you


into the deep sections of this mine is the provided purse of
gemstones. The mine comes rather close to the Underdark
and is oft frequented by Xorn. A few gemstones in your
pocket to feed them can be the difference between life and
death, as well as between profit or loss for the mine, so never
forget them!"
--Excerpt from a Miner's Manual

Xorn eat precious metals and gems as their standard fare,


unable to digest any organic material. This diet likely makes
their hide as strong as it is, and makes them terrifying to
those possessed of wealth. They can smell gold and other
metal and stone wealth from quite a distance away, and can
pinpoint its exact location once within a short distance.
Magical attempts to breed Xorn with other species in order to
create a hybrid creature with this ability to sniff out wealth
yet without the appetite for inorganic material have been so
far unsuccessful, but are a common pastime among insane
and greedy wizards.

Introduction

Social Observations

Xorn

The Xorn are in many ways as to the Elemental Plane of


Earth as an awakened pack of wolves would be to an Elven
forest. Both can be terrifying to see, the latter for its historical
perception and the former for its outwardly appearance; if a
party gets past that hurdle, then both are pleasant
conversationalists with interesting information about their
lands that can be shared; and both can turn ravenous, violent,
and absolutely deadly if encountered in the wrong situation
or provoked. The difference being that a pack of starving
wolves specifically want the flesh off an adventurer's bones,
while the Xorn wants something far closer and dearer to an
the adventurers' heart; their gold.

Physiological Observations

Xorn are native to the Elemental Plane of Earth and this


otherworldliness is readily apparent in their anatomy. They
frequently have three arms, three legs, and three eyes spread
across their barrel-like torso, capped off with a mouth on the
top; though there are infrequent variations, the number of
limbs and eyes always match up. They evolved to deal with
their native plane and the burrowing that is their main form
of movement; their mouth and arms are configured for three
dimensional space where forward is the most important
direction. Woe be to those caught in the path of a Xorn,
mouth and three mighty claws all pointed at them.
Their hide is unnaturally strong, more resilient than plate
armor, yet supple and smooth to cut away nearly all friction.
As such, it is nearly impossible to slice through with even
mighty blows sliding off the hide leaving almost no scratch.
Arcane and other master smiths, especially the Duergar,
value Xorn hide above nearly all others when searching for
rare materials from which to create light and some medium
armors.
Xorn are slow creatures, however, even in their favored
habitat of burrowing. Their connection with the Elemental
Plane of Earth allows them to travel through the depths of the
rock and soil without disturbing the material as it passes; it
becomes one with the earth and passes uninterrupted
through it. On worked stone, however, they will leave tell-tale
signs of their passing, though to the untrained eye they may
appear as areas of natural erosion or the shifting of the earth.

Xorn are usually solitary creatures who graze on the fields of


growing precious stones and metals in their home of the
Plane of Earth. As long as food is abundant, as is the case in
the Plane of Earth, they are quite docile creatures unless
provoked. They are very territorial, but most confrontations
between Xorn over territory are quickly solved by sizing each
other up; confrontations with non-Xorn can be much trickier.
They will allow travelers to pass without notice, however, so
long as their food sources are untouched.
Xorn are capable of speech and will often converse with
those interested, sharing their knowledge of the lands in
exchange for gold or other edible wealth. By most reports
they are incredibly strange yet likable creatures.
However, they rarely speak any language aside from that of
the Plane of Earth, rendering all but the most erudite of
scholars unable to communicate with a Xorn.
Unlike many elemental creatures, Xorn mate to reproduce,
leading some to speculate that they might have originally
been from the material plane, possibly even descended from
rust monsters, and adapted over many timeless ages to the
Plane of Earth. They are hermaphroditic most of their lives
but take on a gender only during mating season; the younger
Xorn who wander across territories typically become male,
while the older Xorn with more territory to themselves
become female so as to better provide for and rear the young.
They quite fortunately mate while underground and passing
through the earth, for the sight of them doing so would likely
be too much for a mortal mind to bear. The female lays
between 2-4 eggs in a nest deep underground and
surrounded by precious stones and metals, the eggs
themselves created from and adorned with the most precious
and valuable of materials. The young are capable of hatching
and fending for themselves upon birth, but the mother Xorn
checks in on the eggs from time to time and takes a more
protective role after the young hatch. The eggs, both the
shells after hatching but especially unhatched and preserved,
are often among the most valuable items in a Dao's treasury
due to their rarity, difficulty in obtaining, and pure opulence.

369

A Xorn which has unfortunately been removed from the


Plane of Earth, be it by accident or the meddling of the more
powerful (they would never leave intentionally), is a much
more desperate creature. They travel deep within the earth,
often through the Underdark or nearby particularly deep
mines, searching for sustenance. Even the wealthiest mines
rarely provide enough of a diet for a Xorn, and as such will
seek out great concentrations of wealth in the forms of
dungeon stashes, wealthy storehouses, and unsuspecting
adventurers who carry all their wealth on their backs. It will
try to trade for or beg for food as a first resort, but often due
to communication problems and to most recoiling from the
Xorn's horrific appearance, it will quickly turn to intimidation
and force to obtain its meal.

Behavioral Observations

As long as they are well fed, Xorn are docile creatures, not
immediately friendly but neither are they rude or cruel. They
cannot be tamed, but they can be made to respect boundaries
with a little bit of friendship and courtesy.
Xorn prefer to stay below ground, emerging only into deep
dungeons and mines in the pursuit of food. It is exceptionally
rare to see them above ground on the material plane, though
they can more frequently be found on what constitutes 'above
ground' in the Plane of Earth.
So long as they are not provoked or their food source
taken, a Xorn will remain apathetic to others crossing its
territory. If challenged, it will rear itself up and wave its arms,
stomping in rhythm, to attempt to scare the intruder away;
this is how two Xorn would size each other up to determine a
territorial dispute. If this is ineffective, the Xorn may attack,
especially if it feels bigger, using its burrowing to ambush
targets with a barrage of quick attacks before disappearing
into the earth again. It will use that burrowing to escape as
well if the battle goes poorly.

Inter-Species Observations

Xorn infrequently interact with other species, or even with


other Xorn, because of their preference to live as one with the
earth, swimming through the stone and dirt as a fish through
water. Their high tremorsense means that they are capable of
avoiding dangerous tunneling monsters that share space with
them, like Purple Worms. Few others truly venture into their
realms.
Those that do include the Dao and Duergar, neither of
which much care for Xorn. Dao often find ways to establish
boundaries between Xorn and their treasuries, usually
through intimidation more so than violence. Duergar,
however, prefer violence as Xorn hides are valuable
components to masterwork armor.
A wizard or other adventurer capable of speaking in the
Xorn's native tongue should find a creature willing to trade
information for wealth. They are not particularly talkative,
and any discussion with one should be a slightly surreal and
mind-bending experience, but repeated courteous contact
could produce something like a friendship. A starving Xorn
stuck on the material plane is very unlikely to form these
sorts of bonds, but helping it return to the Plane of Earth
would earn its eternal gratitude.

370

DM's Toolkit
A Xorn is an excellent enemy for hoarder PCs, for
nothing strikes more fear into that style of player
than watching their probably ill-begotten wealth
devoured and made irrecoverable. They can appear
on a deep dungeon dive or in the Underdark, but
could be used sparingly in other situations.
They have a very high AC, formidable HP, and a
resistance to non-magical slashing and piercing
that will confound and imperil low-magic parties. In
parties with mages, use their burrowing speed to
disappear into the ground, taking the opportunity
attacks as they vanish and trusting their AC and
high HP to hold out, and appear underneath an
unsuspecting PC with multiple ambush attacks.
Used like this, they should be far more dangerous
than any other CR 5 monster and remain a
dangerous enemy for some time. Even once badly
outclassed by PCs, a Xorn can still use its
burrowing and camouflage to threaten the gold
stores of a party that doesn't invest their winnings,
pushing a party to become more invested in other
aspects of the world.
Capitalize on the contradictory nature of the
Xorn. They are terrifying to behold and should
instantly strike fear into those who do not know of
them just from their description. Yet they are
simply hungry and would rather find their meal
peacefully, creating some moral tension.
On a meta-level, your players might not know of
Xorn, so could truly surprise them. As a kindaelemental, the PC knowledge check concerning
them should be Arcana, but because of their rarity
it should be a difficult check to make.

Yeti

Beware! Tread not the mountain's snow-Beyond the treeline you must not go.
Winds will whip and frost will flow,
And worst of all you are not alone.
For something lurks in peaks of sky;
Icy eyes watching from on high,
Swirling snows mask muffled cries
Of careless men, doomed to die.
Into the night, the creature goes,
Red blood staining the soft white snow.
--From the Song of the Sherpa, Shou-Lung folktune

Introduction

Legends tell of a terrifying beast that stalks and harries lonely


mountain travellers. In most of those legends, said beast is
simia abominabiles, more commonly known as the Yeti, a
cunning, brutal apex predator that dominates the high passes
and snowy canyons of great mountains with a blood-curdling
howl.
The Yetis' origin itself has been debated amongst
mountaineers and sages for years. It has been speculated that
Yeti are some kind of primitive race of wild mountain-men,
their advanced and magical society cursed to decay into
degradation and barbarity by forgotten gods, their once proud
and noble people now savage monsters. Other, darker stories
say that each Yeti is the spirit of a mountain traveller who
betrayed or abandoned their companions to death in the icy
snows, now doomed to forever wander the mountain slopes
in a constant search for warmth and blood, their hunger to
never be sated. It is difficult to find concrete evidence of
either theory, but mountain villagers have been known to
speak of forgotten temples and abandoned cities high in the
mountains. Perhaps a brave party of adventurers could finally
put the debate over the Yeti's origin to rest. . .

Physiological Observations

The largest Yeti slain, examined, and preserved, the Nerath


Snow-Man, was 8 feet tall, and unfortunately as a scientific
specimen was lost when that empire fell. Despite this
precedent, eyewitness accounts and sightings have spoke of
Yetis that are much larger and much more terrifying. These
have yet to be confirmed.
A Yeti is a hulking ambush predator built for endurance
and the hunt. Each Yeti is covered in layers of thick, white,
matted fur, designed to both keep the creature warm and to
help it blend in to its snowy surroundings.
Wide, padded feet keep it from sinking into deep drifts, and
powerful muscles cord across its legs and back, allowing it to
move swiftly. Its arms and legs end in wicked, businesslooking claws, which contrast as a deep black against the
stark white of their fur. A Yeti possesses a mouth full of large,
sharp teeth, with canine fangs resembling that of other large
carnivores.

This is where the similarities between the Yeti and an


ordinary mountain animal end, however, as an examination of
the monster's eyes betray hints of a cold, calculating cunning.
Wizards and magi who argue for the creature's origin as the
byproduct of a curse resulting from the betrayal of one's
companions have pointed to these eyes as proof, as they are a
bright, almost electric blue that cut through the snow and are
visible despite the Yeti's other strong camouflage
mechanisms, often betraying the creature as a perceptive
adventurer spots two telltale pinpricks of bright blue light.
It has been theorized that these eyes have the capabilities
to see heat sources through magical means, as how else
would the predator be able to track its prey through the
blizzards of its chosen hunting ground? Others have argued
that the Yeti's uncanny ability to track its victims is through a
superior sense of smell.
If there is a Yeti language, it is unknown. What is known is
that what is first heard of the creature is almost always its
trademark howl, a sound that serves multiple functions. The
first is that it terrifies victims, often causing them to panic
and betray their position. Additionally, it may serve as a
warning to other Yetis that the howler is in the area, and to
steer clear of its territory. Whatever the case, following the
howling a solitary Yeti attack is almost always imminent.
A Yeti's claws are made of thick black bone and can inflict
horrific bleeding wounds on opponents. Likewise, dried blood
and guts from previously eviscerated victims can cause
infections in wounds of survivors of a Yeti attack.
If possible, a Yeti will always eat its kill, though it prefers
warm meat to scavenging, A Yeti takes disturbing care to
wipe its mouth and fur of blood in order to maintain
camouflage.

Social Observations

A Yeti is a solitary hunter. In fact, no conclusive evidence has


ever been provided of more than one Yeti hunting together,
despite unsubstantiated tales of bloody and protracted Yetion-Yeti battles or packs of the creatures.
Indeed, it is rare to find Yeti skeletons or remains at all in
the mountains, let alone groups of Yeti bones, and it has been
theorized that Yeti are not subjected to any sort of family or
social bonds.
This raises the issue of how the creatures reproduce, or
even if they reproduce at all. It is possible that the beasts
enter some kind of deep hibernation in hidden refuges
together, at which in the end culminates in the birth of
offspring. It is then the parents may abandon their Yeti cubs
and become solitary hunters once again. If this theory is true,
then a party of brave adventurers may seek to bring peace to
a mountain by tracking the Yeti to its hibernation burrow and
destroying it there.
It is unlikely that the Yeti have any sort of broader social
hierarchy, although they certainly portray a level of cunning
sentience that must allow for some crude level of creative
thought.
A Yeti most likely marks out its territory through its own
trademark howl, although there are reports of crude bone or
stone markers in the form of intricate inukshuks scratched
with strange markings that are said to form the boundaries
between Yeti lands. If these markings belay a Yeti language is
a mystery with dire consequences.

371

Behavioural Observations

It is difficult to come across prey in the mountains, and as


such the Yeti will attack almost anything that it comes across.
This includes even large or well-armed groups, with the Yeti
resorting to ambush tactics to appear suddenly and drag
victims away from their friends into the whiteness, only to
attack minutes or hours later as the terrified party struggles
to regroup.
This desperation can often serve as the Yeti's greatest
weakness, as a well-prepared and perceptive party can lure a
Yeti into a trap. Despite their cunning, a Yeti injured in such a
fight who is able to retreat will almost always return, despite
its wounds, to exact terrible revenge on those that got the
best of it.
A Yeti's hunting ground can range many dozens of miles
wide, often covering important or well-traversed mountain
passes. Their tough climbing claws, padded feat and strong
muscles make traversing such large hunting areas easy.
They often keep a hunting ground for life.

Intra-Species Observations

Yeti mostly work alone. This is due partly to their desire to


not split their kills and also to their vicious temperament.
This means that whenever other monsters are encountered
with a Yeti, they are almost always undead or magical. This
includes chillborn ghosts or zombies, remnants of a Yeti's
victims who haunt the area of their death.
In rare cases, some particularly inventive monsters, such
as frost kobolds or mountain orcs, seek to manipulate the Yeti
into serving as muscle or a guard beast for their lair. This
almost ends badly, although there has been at least one
famous documented case of a white dragon manipulating a
Yeti into serving it, allowing it to guard its lair in return for
the locations of victims and prey. Despite these rare
exceptions, most mountain monstrous races, such as the YakFolk, avoid the Yeti at all costs.

Variant Specie(s)

Another apex predator adapted to an entirely different


climate, the Sasquatch (simia magnus pedem) is found in the
low hills and great rainforests of temperate coastal regions.
Similarities between the Sasquatch and Yeti can be noted in
the former's icy blue eyes, hulking figure, and brutal cunning.
Despite these similarities, some differences have been noted
between the Sasquatch and their mountain cousins. They
have thick brown or mottled fur, are 1-2 feet shorter and are
less heavily muscled. Likewise, they lack the Yeti's trademark
howl, possessing instead a chilling low whistle that they use
to coordinate and plan attacks, often right in the darkness
around adventurers' campsites. As they are more social than
Yeti, they will work and hunt together in pairs or trios, thus
becoming an even more deadly threat.

372

DM's Toolkit
As you may be able to tell, I find the Yeti works
best as an extremely scary monster with lots of
buildup. Although you can really make a Yeti
variation for any climate (such as the Sasquatch
above), I find that they give off the best feeling of
being hunted for my PCs in their original habitat of
huge snowy mountains.
I like to use the Yeti to make travel through
mountains an adventure in itself, as the constant
harrying, howling and hunting can lead the PCs to
undertaking all sorts of challenges or efforts to deal
with the monster hunting them. Likewise, the final
terrifying Yeti battle can serve as the climax for
taking a mountain shortcut, and the fate of being
dragged off into blinding whiteness I find makes
the threat of the Yeti to be something my heroes
are always scared of.
Despite my descriptions of Yeti as apex
predators, they're actually quite easy to fit into a
lower-level campaign. This is because I find the real
thrill of a Yeti enemy is not in the fight itself- the
Yeti is simply a large melee opponent in an
encounter- but rather in the terrifying steps it takes
to stalk and harass its prey. This means that you
can have a much weaker Yeti who is equally as
scary, as long as you play him right.
Another reason why I like the Yeti is that he
gives survival and perception heroes an important
role in preparing for a fight against him, rather than
simply the fighters or wizards. Traps can be laid,
blue eyes can be watched for, and howls can be
shivered at.
I find that the inclusion of a Yeti almost always
adds enjoyable sidequests and thrills, chills and
spill into my DnD games, and that they are an
underrated monster that can give an awesome
Himalayan campaign flavour if mixed with Yak-Folk,
Sherpa NPCs, ice elementals, winter wolves,
remorhaz, white dragons, and the like. They're
loads of fun to include into an adventure, and I
hope you'll be hitting your PCs with a Yeti's
horrifying howl soon enough!

Yuan-Ti

The yuan-ti cast off their humanity long ago, and with it, their
sanity.

Introduction

Once they were merely men, but faith and time are a
dangerous combination. In the early days of civilization, the
yuan-ti tribe flourished and their empire spread through the
swamps, jungles, and deserts of the world. From those
earliest days, the yuan-ti revered the snake for its ability to
survive all climes, to wait patiently for weeks without food,
and to subdue and consume creatures several times their
size. In this worship, the yuan-ti preached a philosophy that
valued stoicism and poise combined with a deadly,
calculating violence when necessary. While these attitudes
and beliefs led to great achievements and wealth, it also
poisoned and corrupted. The yuan-ti priests and sorcerers
further adopted the ways of the snakes, including
cannibalism, and practiced alchemy with the poison and
bodies of serpents. Eventually, they came to mingle with the
form and spirit of these totemic animals and the mysterious
gods who favored them, becoming more snake than man. The
chosen members who successfully transformed turned
against those who could - or would - not, drastically reducing
the number of their own kind for the sake of
purification. In this reduced state, the yuan-ti empire
became susceptible to their enemies, forcing a retreat into
only the most secluded and remote towns and temples.
These remaining cults worship and experiment with renewed
focus and dedication, not merely to return to their former
glory but to surpass and become more than mine, more than
even serpents, but gods instead.

Physiological Observations

Yuan-ti society is divided into three castes based on the extent


of their serpentine nature [it should be noted that the class
labels were assigned by external observers and reflect certain
biases; it is not known how or if the yuan-ti label the castes
internally, only that they observe strict social and cultural
practice that recognize the same differences cataloged here]:
The most transformed are Abominations, who resemble
humans only in their trunk (heart, ribs, lungs, etc.) and the
remaining presence of two strong arms. Abominations are
completely covered in scales, have long tails (sometimes with
rattles), and fully serpentine heads. Like true snakes, they
smell with their long tongue and produce poison emitted
through two long fangs.
The most common yuan-ti are Malison, who appear as
practically fifty-fifty splits between snake and human.
Typically, these remain apparently human from the neck
down, showing all four limbs and having human musculature.
Their heads tend to be fully serpentine, displaying the same
tongue-scenting and poison-fang features as full
Abominations. Often, scaling is present even on the human
parts. Other Malisons retain their human skull structure and
instead exhibit their snake-nature by having a scaly tail in
place of legs. Because this form is more human in its facial
and neural structures, it is seen as less advantageous and
desirable, thus forming a lower-middle class.

So-called Purebloods are the lowest caste of yuan-ti as they


retain the most human form (a species for which they can
occasionally pass if adequately disguised/stealthy).
Purebloods show their yuan-ti nature by their scaly skin,
serpentine eyes, and/or forked tongues.
All yuan-ti shed their skins annually. Malison save their
skins to use as material for packaging or crafting traps.
Abomination skins are burned as sacrifices. Purebloods shed
haphazardly (as their scales are less robust and consistent),
the remnants of which they bury in shame.

Social Observations

The strict yuan-ti hierarchy is immediately evident.


Abominations are rarely seen outside their temples and
certainly never stray far. Purebloods serve Abominations,
bringing them food, information, and materials (including
kidnapped outsiders). Malison live similarly to other
humanoids in free standing homes arranged around their
temple and occasionally even founding businesses. Still, their
life is organized around religious servitude and they prefer a
hunter-gatherer lifestyle with lots of fight training (though
they lack an organized military). Yuan-ti do not hold or attend
religious service, as such, but every individual is sure to visit
the temple every few days, reaffirming their commitment and
asking for orders from the Abominations. High ranking
Malison sometimes have Pureblood servants, which is a
regular cause of concern for the local priests.
Young yuan-ti are educated at home or in the temple,
dependent on their class. Familiar ties are almost entirely
ignored otherwise; young Abominations and Pureblood are
immediately taken to the temple to fulfill their station while
young Malison are raised until able to survive on their own
(usually between 15 and 20 years of age). Said education
consists only in survival techniques (hunting, etc.) and the
ways of the snake (especially the ruling stoic philosophy).
Converted yuan-ti generally become Pureblood and are
thus subjugated by the Abomination priests. If a convert
becomes a Malison, it is permitted to live with a high ranking
Malison family for five years, at which time it must establish
its own home. Converts are heavily immersed in stoic
philosophy and manual labor, but are then readily accepted
into the class of their physical characters after their first year
or two.
Elderly yuan-ti Purebloods are sacrificed once they are no
longer useful to their masters. Malison leave each other to
their own devices, so the elder are left to die of natural causes
or their own mishaps. In general, yuan-ti have no medicine
and pay no thought to healing each other. An elderly yuan-ti
has never been seen outside a temple, so nothing is known
what becomes of them or how they are treated (or if such a
thing exists).

Behavioral Observations

Yuan-ti are notoriously secretive, appearing untrusting and


untrusting at even the best of time. Their harsh, sibilant
speech is nearly impossible to learn for outsiders. They rarely
gather in groups of more than four, relying on tradition, faith,
and intuition to guide their actions rather than conversation
or consensus. No outsider has ever entered a yuan-ti temple
and left alive unless successfully converting, thus nothing is
known about the actions, conversations, or relationships
within.
373

Malison interbreed regularly, but it is near impossible to


produce viable offspring. The females produce a single
offspring (like humans) which comes out as an egg. More
often than not, the egg is malformed (i.e. the shell is too
weak); even if the offspring grows within the egg, it rarely
survive after struggling to break the egg. When offspring do
survive, they are subjected to harsh scrutiny by Abominations
and are sacrificed if not clearly corresponding to one of the
established classes.
Only Purebloods need to eat on a daily basis, but they are
given little more than scraps and what they can scavenge.
Thus, they tend to eat bugs and plants they grow nearby and
which can be collected during their brief downtime.
Malison and Abominations eat weekly, or less often, and
are exclusively carnivorous. Lower ranking Malison are
tasked with hunting for food (other Malison hunt often for
sport). Malisons make donations of food to their temple
roughly every other day, never sure if the meat is being
consumed by the priests or given to the gods.

Intra-Species Observations

Yuan-ti barely tolerate the existence of other even semiintelligent species, believing themselves to be the epitome of
creation. It is only their reduced population and insular focus
that keeps them from actively pursuing the destruction of all
other civilizations. Special hatred is reserved for nagas, those
great sentient and immortal serpents. Yuan-ti are
occasionally visited and harassed by couatl, divine winged
serpents who would rid the world of yuan-ti evil if it were in
their power and mandate to do so. Some yuan-ti tribes
actively hunt other creatures for food (including slaadi and
bullywugs), but most prefer to keep themselves and their
temples secret. Outsiders are occasionally allowed to pledge
themselves to a yuan-ti temple and undergo ritual
transformation (humans are the most likely candidates). This
is most likely to occur at outlying yuan-ti settlements
suffering from dwindling population and for individuals who
have already demonstrated an evil disposition and have no
stable connections to the outside world.

374

DM's Toolkit
A standard yuan-ti NPC will always be lawful evil.
That said, they are rarely hostile and violent to start.
Viewing others as weak, yuan-ti attempt first to
manipulate others or lure them with promises of
wealth and power. If resisted or pressed, yuan-ti
will attack viciously. On the other hand, it is nearly
impossible to manipulate, persuade, or intimidate
yuan-ti without powerful magic. Appeals to
emotion or family have zero effect, and they will
never believe anyone but another yuan-ti with
anything about their faith.
Fighting yuan-ti can be extremely difficult.
Purebloods are the easiest, as they lack much
strength and will never be defended by any other
yuan-ti (that is, even other Purebloods will attempt
to flee before coming to the aid of fellow
Purebloods). Malisons will attack in a group if
encountered as such, but rarely ask for or are given
reinforcements. [When encountering multiple
Malisons, you should mix-and-match the three
types,] When threatened, Malison can assume a
more serpentine form and bite (with poison) in
addition to using weapons. If an Abomination is
attacked, it will be readily defended by any Malison
and Pureblood in the vicinity. The Pureblood will
attack recklessly, paying no mind to their own
survival, while the Malison are far more cunning.
Remember that patience is a snake's, and thus a
yuan-ti's, greatest asset.

Yugoloth

"A regiment of devils. A horde of demons. A company of


yugoloths. The reason for this grammatical distinction will
soon become obvious"
--Archmage Baldirk, beginning a lecture on the Lower
Planes
"Fuck You, Got Mine."
--Attributed originally to an unidentified Mezzoloth

Introduction

All right, basher - you want to know the real dark of the
yugoloths? I normally don't shed clueless primes, but for the
amount of jink you've spent I'll make an exception. Park your
ears and listen to the tale of the First One, the General of
Gehenna, or as some like to call him "the unselfish Yugoloth."
We'll begin with the Yugola coven, a really nasty coven of
hags that ran the show in Hades several thousand cycles
back. These whistlers were not your ordinary coven of night
hags - they had lore even the aboleths hadn't heard of, and
thousands of sods owed skins to them throughout the planes.
Anyway, this coven had frequent dealings with Asmodeus,
and one day the lord of the Nine Hells comes to em with a
proposal. One a his had discovered a cache of souls that
predated the multiverse.
Sounds like barkle, right? "Before the multiverse?" Don't ya
worry, I ain't selling ya a piece of cake. Seems that before this
multiverse existed, there was another one. Didn't last long,
not that there's any way to tell apart from what the bloody
ticklers tell us. The chant is that the inhabitants of this place
done wrung it dry of resources, then got into a war with each
other and destroyed the whole thing. The multiverse that
came after it - the one wot we live in now - is much more
stable, and you seen enough of the Cage to know thats really
sayin something.
Anyway, back to Asmodeus. He's found this cache of, notquite-souls predating the multiverse - let's call em proto-souls
- and he don't know what-all they're good for. Gives em to the
Yugola coven to experiment on. "Show me a use for these,"
sez he, and the Yugola coven takes the protosoul and gets to
work experimentin and stretching it to the rakers.
The first yugoloth - what would one day come ta be known
as the General - was a crude thing. Shaped roughly like a
man, with no features what to speak of. Hags dinna bother
givin the soul-bag a mouth or nose, why would he need those
things? He didn't need to eat and they weren't sure they
wanted him talkin - his role was to take orders, not give em.
They threw im together, pushed a proto-soul in, and gave im
the spark of life. And like that, instant servant.
They tested the General, mind you. Mistreated im, beat im,
forced im to do horrible things to imself an others. He do alla
their commands without nary a peep, ands still loyal. So the
Yugola coven goes to Asmodeus and sez "We kin make these
powerful servants for you with them protosouls, and if you
give us the rest, we'll make ya an army. Lease it to ya too, dirt
cheap." Now Asmodeus don't particularly like those terms,
but he can't use them protosouls hisself, so he reckons it's
better ta have something than void and takes the deal.
And things go as planned. Yugola coven makes bank on the
deal and takes over not just alla Hades but also Gehenna.
They've got an army leased ta the first devil and they have all
kinda jink and skins comin outta their ears.

Now I gotta tell ya how tha Yugola coven controlled their


army. They used two magic books that gave them control over
their servants - the Book of Names ta summon individual
Yugoloths, and the Book of Keeping ta give directions to all
tha Yugoloths as a whole. Only one what wasn't incribed in
the Books was their first experiment, since he was a
prototype and they thought he would be like a golem, never
thought to give im a name. They also had these trinkets called
Hag's Eyes which they would give to their Yugoloth
lieutenants ta see through them what was going on.
Anyway, hags being what they are, they likes to squabble.
Yugola coven cooperated better than most, but you give night
hags enough power and it's a sure thing one of them
eventually going into the dead-book. So consider that this
coven owned two planes. The arguments were terrible.
Anyway, they're together at one of their meetings arguing up a
storm. Nobody around but the three of them and their most
loyal creation, the General (since they don't trust each other
to bring third parties not under their control into the
meeting). Suddenly, one of them sees the General pull out his
Hags Eye token, crush it in one hand, and next thing you
know, all three hags are blind. It's only temporary, and for a
powerful coven like this only lasts not more than a few
minutes. But when the hags regain their sight, the Book of
Names is gone, the General has vanished, and the Book of
Keeping is on fire, burning to ashes right there. So the hag
what seen the General making his move, she rushes to tha
Book of Keeping and flips to the last page. Even though it's on
fire burnin her hands, she gotta know what the last
instructions given to the entire yugoloth army were, since as
far as she know, they could all be boxed right there. She turns
to the end of the book, and just before it crumbles into ash,
she sees the command what the General done scrawled in
there. "Live for yourself." And from that day on, the Yugoloths
been what they are - a buncha right selfish assholes.

Physiological Observations

Yugoloths come in many different breeds, as the original hags


who created them designed them for many functions.
However, as mass-produced creations, every yugoloth of a
particular breed is physiologically identical to every other
yugoloth of that breed. Every mezzoloth is physiologically
exactly the same as every other mezzoloth, just as every
nycaloth is physiologically exactly the same as every other
nycaloth.
Because of this lack of physical individuality, yugoloths
constantly strive to assert their personal identity through
their clothing and other visual means of expression. They
carve tattoos on their bodies, engrave their weapons, dye
their hair and skin, have multiple body piercings, and take
grisly souvenirs from the various battles and events that they
participate in. A mezzoloth might have a suit of armor forged
from the various armor scraps that it takes in combat, while
an arcanaloth might wear a robe made from the tongues of
mages whose souls it has harvested. Yugoloths are very proud
of these objects, and to other races it often seems like they
define themselves through their possessions. Stealing a
yugoloth's prized possessions is like stealing its face - the
creature will stop at nothing to get vengeance and recover
what it has lost.

375

The two exceptions to this homogeneity are baernoloths and


altraloths. A Baernoloth is an incredibly rare yugoloth that
has managed to get in touch with the memories of the ancient
protosoul that was used to create it. This gives them
incredible magical power, and their bodies gradually warp to
fit their personality. Baernoloths are the yugoloth equivalent
of demon lords or archdevils - they possess vast power, and
can even create warlocks through their pacts. Every yugoloth
strives to become a baernoloth, not so much for the power as
for the distinct identity and status that it gives them.
Baernoloths are wise beyond their years - ancient souls in
new bodies. They tend to be the leaders of yugoloth society.
Altraloths (not to be confused with ultroloths), by contrast,
are yugoloths who were unable to become baernoloths, but
craved power and an individual identity so fiercely that they
made deals with night hags to gain such things.
Altraloths tend to have minor mutations (such as additional
limbs or sensory organs) as well as some additional magical
powers - although nowhere near the power level of a
baernoloth. They are respected for their abilities, but most
never rise high in yugoloth society because of the contempt
that other yugoloths view them with.

Social Observations

Despite their innate dislike of all other creatures, yugoloths


are social creatures because working together allows them to
exploit resources much more effectively than going their own
way.
The closest analogy to Yugoloth society would be a massive
dystopian corporation of self-serving sociopathic consultants.
When yugoloths have the opportunity for mutual gain, they
work together remarkably well - even better than devils do.
However, if a yugoloth can do better by screwing over his
confederates, he will do so in the blink of an eye. Because of
this, yugoloths in leadership positions are experts at creating
the right incentives to align the goals of their underlings with
their own agendas. Any yugoloth can rise to a leadership
position in theory, though in practice only the most intelligent
of the yugoloth breeds generally manages to hold a high
position for long.
The leader of Yugoloth society is called the Oinoloth. Every
347 years, Yugoloths gather at the headquarters of their
society - the Crawling City - for a "shareholder's meeting"
where they cast their votes to elect the Oinoloth of the next
347 years. This is a very fraught process full of corruption, as
the incumbent does his best to use the resources at his
disposal to maintain his position, while the other nominees
make extravagant promises of what they will do if they are
elected. Votes are tallied in public on a spire at the center of
the city in front of all the yugoloths gathered there, since no
yugoloth would trust the voting process if it happened any
other way.

376

Although yugoloth society is generally considered to be an


organization of mercenaries, war is simply their most visible
business operation. Any opportunity which has the potential
for profit may result in a yugoloth "subsidiary business"
forming. For example, the baernoloth Charon and his chief
operations officer (the mezzoloth Daru Ib Shamiq) run a
thriving transportation industry in the lower planes.
Anthruxus and Midianchlarus are an altraloth and ultroloth
who jointly handle the yugoloth's biological warfare division
in Khin-Oin, although they loathe each other and it is only a
matter of time before one of them overthrows the other.

Behavioral Observations

A famous method actor who once portrayed a yugoloth said


that the best way for him to get into the mindset of a yugoloth
was to imagine that whomever he was currently talking to
had just made a vicious joke about his mother.
Yugoloths have a bad attitude. They don't like anybody
other than themselves. The closest a yugoloth can get to
friendship is a grudging respect for somebody whom they
admire, although they will still turn on such an ally in a
heartbeat if it was advantageous to them.
Yugoloths who are travelling outside of their home plane
while on an extended contract tend to be even more angry
than normal, as they leave what they consider to be the most
important facet of their individuality - their possessions behind. This is done for practical reasons; a yugoloth who is
killed outside of its home plane reforms on Gehenna, but any
possessions or magical items it had are left behind. Because
of this, most yugoloths dress very differently when "travelling
on assignment." Yugoloths on a job tend to dress in very
spartan ways, sometimes even eschewing clothing altogether,
whereas yugoloths on their home plane of Gehenna dress in
elaborately sumptuous (and sometimes grotesque) attire that
stands out even more for its contrast to the bleakness of
Gehenna.
In order to avoid other yugoloths taking their stuff while
they are away on a mercenary contract, one common practice
in yugoloth society is the creation of "holding companies" simply put, a collective of yugoloths that jointly agrees to
watch over each other's goods while other members of the
collective are away on business.
Some yugoloths prefer not to rely on holding companies,
either because they do not trust anybody enough to bank their
most prized possessions, or because their individuality is so
important to them that they wish to take their possessions
with them wherever they go. Such yugoloths frequently use
magical rituals to imbue their weapons and armor with a bit
of their own "protosoul." This gives the weapons a malicious
sentience and they actively strive to be reunited with their
creator. If the yugoloth loses such a weapon, it will animate,
growing limbs and doing anything necessary to be reunited
with its owner. Humanoids often mistake these animated
weapons for yugoloths themselves, and they are frequently
referred to as "battleloths" for that reason.

Many yugoloths are surprisingly spiritual, although this


spirituality takes a shape that prime plane residents are
unfamiliar with. Rather than worshipping deities, yugoloth
spirituality revolves around trying to access the memories
and identity of the ancient protosoul inside themselves, thus
becoming a baernoloth. Of course, there are no yugoloth
priests, since yugoloths know that they could never trust
another one of their own kind to offer any sort of "salvation"
without ulterior motives. The closest their society gets to
such things is when an existing baernoloth offers to mentor a
yugoloth along the path to "self-actualization" in exchange for
a steep cost of tribute and service, although whether this
mentoring genuinely helps or is simply a scam is unknown.

Intra-Species Observations

Any job that needs an expensive and unscrupulous consultant


may have a yugoloth involved. In Sigil, the city of doors,
Arcanaloths serve as lawyers and information brokers,
organized under the chief information officer Shemeshka.
In Baator, the ultroloth Harishek ap Thulkesh oversees the
production of baatezu weaponry, constantly making
improvements and fine-tuning the production process, while
in Pandemonium, the flesh-shaping baernoloth Apomps
experiments with ways to improve and alter various demon
lord's servants, giving that lord a more powerful army.
As creatures which gravitate naturally to contractual
organizational structures, yugoloths have even been known to
hire non-yugoloths as private third-party consultants. For
example, yugoloths are known to have various succubi and
incubi working for them in order to handle jobs that require a
very diplomatic touch. Similarly, many of the "holding
companies" that yugoloths employ to guard their possessions
are run by non-yugoloths of great power, such as dragons,
liches, or beholders. Because of this diversity in their
operations, among the lower plane races, yugoloths tend to
be the most tolerant of outsiders (where "tolerant" is defined
as not immediately attacking and enslaving them.)
Yugoloths also have the unique distinction of being hated
unilaterally by druids, treants and other creatures that believe
in a natural order - perhaps even more so than aberrations.
This is because of their uniquely exploitative nature anything that a yugoloth sees is a resource to be exploited.
Streams are dammed to generate power, forests are cut down
to make arrows and machines of war, and the earth itself is
strip-mined to feed metal to the forges that constantly
produce weapons and armor. The concept of conservation is
unknown to yugoloths. Some sages hypothesize that this
personality trait is a manifestation of the yugoloth protosouls,
which came from a race so greedy that they allegedly caused
the destruction of their own universe through the wasteful
plundering of their own resources.

DM's Toolkit
Yugoleths are a metaphor for capitalism gone mad;
an entire species of fiendish consultants whose
identity revolves around what they own. The greed
and mistrust of yugoloths is legendary.
Because yugoloths can be involved in almost any
scheme as long as there is somebody willing to
pay, they can easily be involved in any campaign.
Don't be afraid to use them in unusual ways. For
example, an angel whose servants are stretched
thin might have temporarily hired a yugoloth to
guard a significant person or object of good. The
yugoloth might not be exactly happy about its
contract, but as long as the pay is good it will serve
loyally. Or a yugoloth might decide that the PCs
have exactly the right combination of skills and
abilities to serve as external contractors and will
offer to hire them for unique contracts that a fiend
might have difficulty performing.
Because yugoloths are ancient souls in relatively
new bodies, they can be played in a variety of ways.
If you want to play up the corporate aspect, focus
on the rank-and-file of yugoloth society. If you want
them to take on more of a diabolical "ancient evil"
role, the baernoloths are perfectly suited to such
roles. Perhaps they seek to recreate the multiverse
that existed before this one. Or perhaps they are
secretly manipulating the Blood War in order to
study the abstract nature of evil.

377

Zombie

"There is a reason we cremate our dead, dear child. For no


matter how good or noble a person was in life, it takes but a
few wicked words and a touch of dark magic to raise them
against their neighbors."
-- Mira Goldfire, Paladin of Orn

Introduction

When a mage first trains in the art of Necromancy, they often


begin with the creation of a zombie. A half-rotten corpse
which was once a man is now nothing more than a vessel for
necrotic magic that gives it the illusion of life.

Physiological Observations

The typical zombie is little more than a bag of meat filled


with necrotic energy. The shuffling corpse can still be a
difficult adversary, however, as they lack a dependency on any
vital organs. As a result, zombies can be struck down, only to
rise again moments later, still fighting a relentlessly as before.
Some claim that only way to truly kill a zombie is to remove
the head or destroy the brain, while some clerics say that only
a blessed weapon or holy water will remove the magic that
fuels them. The more practical fighters of the world note that
simply beating a zombie into a bloody pulp works for them.
Even filled with magic, the body of a man is too weak a
form for some. There are those who create zombies from
more robust creatures, such as owlbears or minotaur. Tales
are even told of a Black dragon who raises zombies from rival
dragons he has killed, but that level of magical talent is
beyond most mortals.

Social Observations

Zombies do not think, and are therefore not social. However,


they follow orders to the letter, and are relentless in their
pursuit of the living. If a group of zombies is ever set loose,
they will wander aimlessly in a hoard until something attracts
their attentions. Then, like a school of fish, they with shift
their direction and pursue this new interest. This behavior
can be exploited by clever adventurers who can take turns
distracting the zombies and keep them from swarming a
single person.

Intra-Species Observations

Zombies will attempt to kill any living thing unless they are
called off by their creator. They are largely disinterested in
other undead, but can be found as minions of particularly
powerful ones, such as vampires or mummies.

Methods of Creation

The most simple way for someone to create a zombie is


through the use of basic necromancy, such as the Animate
Dead spell, but for the more ambitious mage, there are...other
ways.
There are points of weakness between planes where
Negative Energy can seep through. This magic can animate
the deceased on its own of the breach is large enough, and
some make use of this to quickly raise entire armies of
zombies through little effort on their own part.

378

Others perform dark and ancient rituals to strengthen the


body before it is raised, or cast additional magic on it after.
They may magically bake the body to harden its flesh and
make it resistant to normal weapons, or carve evocation
glyphs into their skin so that when the zombie gets close to
its victim, it explodes on contact.
Some say that wicked souls can fight their way out of the
frozen river of the damned, clawing their way back into their
original body. This fills them with a hunger for the warmth of
living flesh, a warmth they will never feel again no matter
how many lives they take.

DM's Toolkit
Zombies are the backbone of most adventures that
feature undead. The only down side is their low CR,
which makes them difficult to use at higher levels.
I'm going to gloss over the basics of using zombies
to harass you players at low levels, whether it is
using them as minions of a local necromancer, a
hoard on the roam, or their friends and family
raised as part of some terrible curse. Instead, I have
a few suggestions on how to buff the basic
zombies provided by the MM.
Consider the role a zombie fills in combat and
build from there. They are the relentless melee unit.
They take the most direct line to the nearest living
thing and they attack it until either they or their
target dies. So let's build on that. As I mentioned,
giving them resistance to things like normal
weapons can make them more interesting. Perhaps
you really do need a blessed weapon or holy water
to kill them, or maybe silver or cold iron weapons.
Stacking other spells on top of them works well
too. I've used zombies as walking bombs before,
where they explode after they are killed. This works
well, as zombies tend to die near players as well as
other zombies, which can set off a chain reaction.
Spicing them up with elemental effects can be
interesting as well. Frost covered zombies with
shards of ice poking out of their rotting skin can be
cool and deadly, especially if they slow characters
they hit, making it more difficult for players to get
away when the hoard closes in.
Everybody knows what a zombie is, but they can
be some much more with a touch of creativity and
malicious intent.

Credits

he following is a detailed list of all of the major contributors to this project. Beyond the names listed here, there are
countless other commentors and individuals from outside of reddit who have contributed this project in their own
ways. Because of the decentralized nature of the project, it is impossible to collect all of the names. Rest assured:
your contribution, however small or grand, is valued. This compilation was constructed over the course of 3 days,
requiring round-the-clock effort by myself, and was made possible only by The Homebrewery, a powerful online
word processor streamlined for making 5e-styled documents using markdown, crated by Scott Tolksdorf, available
at http://homebrewery.naturalcrit.com/. -J.A.Malcolmson, Editor

Contribution

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Original Compilation Project

Nerd_By_Design

Dinosaurs: Triceratops

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379

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