You are on page 1of 105

World of Warcraft


Lead Designers: Maverick898, Valkyn Highwind

Additional Design: Alex Augunas, Cliff Rice, Michael Phoenix

Layout Valkyn Highwind

Artwork Note

The artwork, and other imagery, contained within World of

Warcraft - Pathfinder Conversions is meant for illustrative
purposes only. I will never be making any money off this work.
All images are copyright to their respective artists.

Feedback Welcomed!

Any comments, questions, or suggestions that people reading

through World of Warcraft - Pathfinder Conversions may have
are welcome. We are always looking for ways to improve upon,
and expand, what we are creating here. You can send any
correspondence to us at the email addresses below. Thank
you for your time and interest in our work.

Special Thanks!

We would like to especially thank the wonderful folks at Paizo

for providing us with a game so rich in options as to make this
work possible. Thank you very much!

Send comments, questions, or suggestions to or

This conversion document uses trademarks and/or copyrights

owned by Paizo Inc., which are used under Paizo’s Community
Use Policy. We are expressly prohibited from charging you to
use or access this content. This conversion document is not
published, endorsed, or specifically approved by Paizo Inc. For
more information about Paizo’s Community Use Policy, please
visit For more information about
Paizo Inc. and Paizo products, please visit
Cathedral of Light, which serves as a major spiritual hub, to
Stormwind City the awe-inspiring Valley of Heroes, which commemorates
the sacrifices of Stormwind’s loyal champions, the city truly
“A strong and sturdy fortress, fit for an empire.” represents the courageous heart of humanity. The city is
- Explorer’s Guild Guide to the Eastern Kingdoms teeming with merchants who cart around their exotic wares on
the cobblestone streets. In Stormwind Harbor, massive ships
STORMWIND CITY regularly come and go to transport cargo and passengers to
LG Metropolis or from the docks. Though the city is bustling with trade and
Corruption +4; Crime +3; Economy +7; Law +7; Lore +6; Society +1 business, Alliance citizens can also find peace and relaxation
Qualities Academic, Aslyum, Holy Site, Legendary Marketplace, in the preserved natural local attractions of the city and the
Planned Community, Racially Intolerant (Horde)B, Resettled Ruins recreational activities available there. Tourists and children
Danger +10 can be found playing and fishing around the various canals,
DEMOGRAPHICS docks, and lakes throughout the city. Many have even found
Government Overlord tranquility outside the metropolitan districts in the more rural
Population 25,000 (18,750 Humans; 6,250 Dwarf, Gnome, Night Elf, city outskirts. Racially diverse, heavily populated, an epicenter
Draenei, Worgen, and Pandaren) of culture and trade, Stormwind is acknowledged by many to
Notable NPCs be the very heart of the Alliance.
King Varian Wyrnn (LG Human Aristocrat/Fighter) Stormwind firmly backs the Alliance with its knights,
King Genn Greymane (LN Worgen Fighter) priests, paladins and mages; many of whom served in the
Prince Audin Wyrnn (NG Human Cleric) three wars against the Horde and the Scourge. Primarily
General Harmond Clay (LG Human Fighter) a human settlement, a fair number of high elves, Ironforge
High Priestess Laurena (NG Human Cleric) dwarves, and even a few night elves and gnomes dwell here
Blacksmith Therum Deepforge (LG Dwarf Expert) as well. Stormwind City is the home of the Academy of Arcane
Stablemaster Karin (CG Human Expert) Sciences, the only remaining school of wizardry in the east,
Auctioneer Fitch (N Human Aristocrat) and the Cathedral of Light, the philosophical capital for those
Master Mage Maginor Dumas (CG Human Wizard) who follow the Holy Light. These edifices draw healers, priests,
Slaugtered Lamb Bartender Jarel Moor (CN Human Rogue) paladins and mages to the city, all of whom bolster Stormwind’s
MARKETPLACE vast military. Its vigilant City Guard keeps the peace within
Base Value 32,000 gp; Purchase Limit 200,000 gp; Spellcasting 9th the city’s towering stone walls and the elite Stormwind Royal
Minor Items *; Medium Items 4d4 items; Major Items 3d4+1d3 Guard rotect the monarchy and patrol the outlying region
items. of Elwynn Forest on horseback. The House of Wrynn rules
* In Stormwind nearly all minor magic items are available. the city and kingdom from Stormwind Keep. Rumor has it
that Wrynn employs a secret society of rogues known as SI:7,
LORE who are spies, assassins, and saboteurs wielding royal carte
The city itself has been rebuilt at least once, and is a marvel blanche. Unaffected by the ravages of the Scourge in the north,
of human design and engineering. From the magnificent Stormwind still faces its own threats, both from without and
within. right stands Field Marshal Afrasiabi.
The Trade District is just inside Stormwind City from
THE DISTRICTS the main gate. It is the place in the city where you can get
The city is made up of roughly rectangular districts separated most goods. The Guild Master is to the left in the Visitor’s
by canals. Each district has its own function for the city Center when you come in and can help you make a guild or a
The Valley of Heroes is a valley that lies before Stormwind guild tabard. The goods that are sold in the Trade District are
Gate. A bridge of stone crosses the narrow moat and is the first cheese, arcane goods and reagents, general goods, flowers,
sight of all who enter. This gloriously lush valley lies south of cloth/leather/mail armor, bows, guns, and clothes. The bank,
the city, and many visitors must pass through it, as it is one mailbox, and inn are on the southwest side of the Trade
of three entrances to Stormwind (other is Deeprun Tram District. The Gryphon Master is up a ramp on the east side.
from Ironforge, and the ships from Northrend and Teldrassil). Old Town is Stormwind City’s most ancient section, and
Statues of Alliance heroes stand on either side of the road, many parts of it still predate the reconstruction of the city and
welcoming visitors while providing an awe-inspiring warning. its razing by the orcs during the events of the First War. It is
These heroes comprised the Alliance Expedition that travelled also the location of the city’s most renowned taverns, such as
through the Dark Portal into Draenor to seal the dimensional the Pig and Whistle Tavern. Crime is also a constant problem in
rift from that side. On the left are Kurdran Wildhammer, Thane this run-down area. It’s a rustic, down-trodden place, but many
of Aerie Peak, and the Archmage Khadgar of the Kirin Tor; on Stormwind citizens feel it has its own unique charm. It is the
the right are Force Commander Danath Trollbane and Ranger- residential area for most of the poor folk of the city.
Captain Alleria Windrunner; at the end of the main road, just The warriors and rogues of Stormwind are trained in
before it splits to enter Stormwind City proper, is General the barracks, which include the Alliance Command Center,
Turalyon, the expedition’s military leader. the officer’s barracks, open training grounds with training
It is interesting that out of the five heroes honored here, all dummies, and the headquarters of SI:7, the Stormwind
were “presumed deceased”, and thus far, every one of them Alliance organization that deals with intelligence. One of the
except Alleria and Turalyon have been confirmed alive, perhaps leaders of the Stormwind Assassins also leads SI:7, Master
hinting that they too are also alive and will be featured in a Mathias Shaw.
later expansion. The Mage Quarter lies in the southern corner of Stormwind
The valley is also the location of several important City. The infamous Slaughtered Lamb tavern is located there,
Stormwind officials. Astride his tall stallion in the center of as well as the Wizard’s Sanctum. Within the Sanctum, mages
the causeway isGeneral Hammond Clay. Down the left fork train to increase their powers, and there are also several
of the bridge is the paladin, Major Mattingly, and down to the portals in the tower. In the Slaughtered Lamb, shady warlocks
are often drawn to the dark cellars. Throughout the rest of the they do house a few shops overlooking the marble pathways
quarter, you can findherbalism, alchemy, and tailoring related and docks, and it is a popular area for fishermen to spend time
stores. hauling small catches. The Canals also house the infamous
Cathedral Square in Stormwind City is so named for Stockade.
the mighty Cathedral of Light which stands as the greatest The Canals are accessible from every single district in
monument to the Holy Light in Azeroth and dominates this Stormwind, and is indeed quite hard to not cross at one point
district. The cathedral, headed by Archbishop Benedictus (who while staying in Stormwind.Adventurers should be wary of
has mysteriously disappeared), is the center of the religion of falling in the canals, as there have been reports of a giant albino
Light and is thus home to paladin and priest trainers, as well crocolisk roaming them.
as a first aid trainer. Stormwind Keep is the seat of power of the human kingdom
It is without doubt one of the most upclass sections of the of Stormwind. The residence of King Varian Wrynn and his
city and includes the residence of most of the city’s finest son Anduin (And most recently King Genn Graymane), the
merchants and nobility. It includes selected shops as well as keep also houses the extensive Royal Library where nobles
the headquarters to powerful organizations such as the Argent and scholars from across the known world research various
Dawn. It is also an important civic center, housing City Hall topics. Whispers of corruption and infiltration among the
and the Orphanage. higher echelons of Stormwind’s power have recently arisen,
The Dwarven District lies in the northern corner of although none dare speak too loudly of these accusations out
Stormwind City. Here, the dwarves of Ironforge have of fear of imprisonment.
established an enclave. The forges in the district produce a Stormwind Harbor is a wharf located in the northwestern
constant haze, supplemented by the constant strokes of smiths’ area of Stormwind City, with the access point set between the
hammers. Hunters will find a place to stay within the Hunter’s Park and Cathedral Square. The harbor gatehouse granting
Guild, located in this area. Profession trainers for mining, access to Stormwind Harbor was built by human, dwarven,
blacksmithing, and engineering, and corresponding forges and gnomish construction workers all under the supervision
and anvils can also be found here. The Stormwind City end of of Foreman Wick.
the Deeprun Tram line is accessible through a tunnel on the Stormwind Harbor itself is one of the major ports for
east side of the district. transport to both Northrend and Kalimdor, thereby connecting
This district is robust and heavily populated, usually with to Valiance Keepin the Borean Tundra and Rut’theran Village
large houses heavily modified for dwarf use with additional in Teldrassil. It is worth noting that Stormwind Harbor features
floors and rooms dividing the original, overly large and wasteful, a new type of boat, an Icebreaker that is propelled by a steam
human designs. It is a center of commerce and industry, and powered paddlewheel. The Kraken, which runs to Valiance
the local factories work all night to supply Stormwind with all Keep in Northrend, is an example of this newly developed ship.
of it’s goods.
The Canals of Stormwind City are a series of waterways that
wind their way through the city, separating each of its various
districts. While these canals are mostly used for thoroughfare,
Orgrimmar Base Value 11,400 gp; Purchase Limit 90,000 gp; Spellcasting 9th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4.

“Orgrimmar was founded in the valleys and caverns of Industrial: The settlement is on the forefront of technological
northern Durotar as the new home of the orcish race and the development, containing many mills, factories, and markets.
capital of the Horde.” (Corruption, Economy, and Lore +1; increase base value by
- Explorers’ Guide to Kalimdor 10%; increase purchase limit by 20%).

CN Large City Orgrimmar has been the central hub of the orc community
Corruption +7; Crime +4; Economy +7; Law +1; Lore +5; Society +0 since the end of the Third War. The city was founded by Thrall
Qualities Free City, Industrial, Notorious, Racially Intolerant and named after his friend and mentor, the former Warchief
(Alliance) B, Under-City, Untamed Orgrim Doomhammer. It is a fortified complex guarded by
Disadvantage Polluted stout walls, massive gates and tall towers. The mountainous
Danger +45 ranges of northern Durotar form a natural barrier to the rear
DEMOGRAPHICS of the fortress, and parts of the complex are carved into the
Government Overlord mountain itself.
Population 16,000 (Orc, Troll, Tauren, Forsaken, Blood Elf, Goblin, Thrall led the orcs to the continent of Kalimdor, where they
Pandaren, Etherael) founded a new homeland with the help of their tauren brethren.
Notable NPCs Naming their new land Durotar after Thrall’s murdered father,
Vol’Jin CN Male Troll Ranger 1/Oracle 6/Shadow Hunter 10 the orcs settled down to rebuild their once-glorious society.
Overloard Natoj LG Male Troll Fighter 10 The demonic curse on their kind ended, the Horde changed
Gamon N Male Tauren Barbarian 6 from a bloodthirsty, warlike juggernaut into more of a loose
Auctionneer Ralinza CN Female Goblin Rogue 3 coalition, dedicated to survival and prosperity rather than
Bwemda CG Female Troll Oracle 10 conquest. Aided by the noble tauren and the cunning trolls
Kranosh CE Male Orc Summoner 12 of the Darkspear tribe, Thrall and his orcs looked forward to
Gravy LN Male Troll Expert 6 a new era of peace in their own land. From there, they began
Arena Quartermaster Paul North Forsaken Wizard 9 the creation of the great warrior city, Orgrimmar. Named after
Ji Firepaw LG Male Panderan Monk 13 the former Warchief, Orgrim Doomhammer, the new city was
MARKETPLACE constructed in a short amount of time, with the aid of goblins,
tauren, trolls, and the Mok’Nathal Rexxar. Despite having some be used by their previous residents. The Darkspear trolls have
problems with the centaur, harpies, enraged thunder lizards, since been allowed to use this valley to build and expand upon.
kobolds, evil orcish warlocks, quilboars, Orgrimmar prospered A tunnel to bypass the Goblin Slums was also dug through the
in the end and became home to the orcs and Darkspear Trolls. mountain to the Valley of Wisdom.
The Goblin Slums is the newest district in Orgrimmar for
VALLEYS the goblin refugees of Kezan. It connects to the Valley of Spirits,
The city is divided into natural valleys and shaped around and is an oily, dirty place - just the way the goblins like it.
the curving terrain of northern Durotar. The central valley is The space now occupied by the Goblin Slums was part of
usually considered the economic heart of the region. This area the Valley of Spirits prior to the goblins joining the Horde. The
is teeming with all sorts of activity, due to the proximity of both trolls moved further north in the valley, while the goblins were
the auction house, bank, city inn and flight master. given this part of the valley to use as their own. The slums
The Valley of Strength is the main valley of Orgrimmar. It are presided over by Boss Mida, who was added as a result of
is here Vol’Jin, the new Horde Warchief, can be found within the Trade Princess Movement. Off-duty goblins can be found
the rebuilt Grommash Hold. Ramps were built leading to lounging around the pool area as well as waiting in line to
the upper valleys, after the central tower with a bridge to the withdraw their money from the bank, and off-duty Orgrimmar
valleys was destroyed during the Shattering. Elevators were Grunts join them to converse and tell jokes. For the most part,
also added in the valley to give access to the bluff above, known however, the area is exclusively goblin.
as Orgrimmar Skyway. There appears to be an oil-drilling operation within the lake,
The area is a bustling hive of activity for most of the day and overseen by Environmental Engineer Linza; the surrounding
night, with all manner of adventurers frequenting its shops area is filthy, with the pollution flowing downstream to the new
and facilities. It is also the first area encountered after passing Valley of Spirits. In addition to Toads and Muddy Crawfish, the
through the main gate. Goblin Slums are home to Robo-Chicks.
The Valley of Honor is the location for all things having The Cleft of Shadow is home to many rogue, mage and
to do with warfare in Orgrimmar. The valley is home to both warlocks. It is also the location of the entrance to the Ragefire
warrior and hunter trainers, various arms and armor vendors, Chasm, and is inhabited by the less-than savory denizens of
and the Horde battlemasters. The Ring of Valor arena is located the great city.
here. The Hall of the Brave houses the warrior guild, as well as
all the city’s battlemasters. Blacksmithing, mining, and fishing
trainers and vendors are found in the valley.
The Shattering has caused the land to shift in the valley.
This shifting has destroyed the once secluded pool of water
and form a larger lake that flows throughout the valley. The
orcs have blown through the northern section of the valley to
create an entrance to Azshara.
The Valley of Wisdom was once the location of Grommash
Hold, where Warchief Thrall once resided in Orgrimmar. When
the Cataclysm stuck much of the area changed as the land sunk
in some places creating spots for pools to form.
A few remains of Grommash Hold can still be seen where
the tauren were allowed to setup huts and take this valley for
their own use. The armor of pit lord Mannoroth, which once
rested on a tree here is now gone and the tree was destroyed.
The valley connects to the Drag in the east, the Valley of
Spirits to the west and the Cleft of Shadow and Valley of
Strength to the south.
The Valley of Spirits is a long narrow valley that leads from
the Valley of Strength to the Talon Gate in Orgrimmar. Many
parts of this valley sunk due to the Shattering and caused the
large pool of water at the southern end to flow into the rest of
the valley flooding a majority of it. The two huts in that pool
were destroyed and the area was given to the goblins of the
Bilgewater Cartel, which they now call the Goblin Slums.
Most of the orcish building survived here and continue to
Thunder Bluff
center of arcane study. The citizens of Dalaran tolerated the
Dalaran magicians’ endeavours and built up a bustling economy under
the protection of their magic-using defenders. With the mages
DALARAN of Dalaran protecting the inhabitants who weren’t magic-users
NG Small City with powerful protection spells, Dalaran became a decadent,
Corruption +1; Crime +1; Economy +2; Law -1; Lore +3; Society +4 extravagant paradise. Dalaran was also built atop a massive ley
Qualities Academic, Asylum, Magical Attuned , Mobile: Sanctuary, line.
Well Educated The wizards’s overuse of magic with no proper protection or
Danger +5 regulation, though, acted as a beacon for the Burning Legion,
DEMOGRAPHICS luring them back to Azeroth. Demons slipped through the gaps
Government Council (The Six) in reality, terrorizing the locals until the ruling Magocrats were
Population Approximately 3,000 forced to turn to the elves for aid. High Elf wizards quickly
Notable NPCs realized what had happened and warned that humanity would
Khadgar Magically Aged Male Human Wizard 18 have to give up magic to subdue the threat completely. The
Kalec Ancient Blue Dragon (Appears as Half Elf ) Magocrats, unwilling to sacrifice their power, instead proposed
Karlain Male Alchemist 8/Wizard 6 selecting a mortal champion to protect them from the Legion.
Modera Old Female Human Wizard 16 This Guardian would have access to all their might, and would
Ansirem Runeweaver Old Male Human Wizard 11/Archmage 4 form a secret defense for the world. The elves agreed and,
Vargoth Middle Aged Demon Possessed Human Wizard 15 through the newly formed Order of Tirisfal, provided guidance
MARKETPLACE in the selection. At the same time, the Magocrats sent some of
Base Value 4,800 gp; Purchase Limit 30,000 gp; Spellcasting 9th their number to research and catalog all human magic. These
Minor Items 4d4; Medium Items 3d4; Major Items 1d6. wizards became the Kirin Tor.
The Kirin Tor became the city’s ruling power. Dalaran,
LORE though not a large city, was a beautiful place of towering spires
Dalaran was one of several kingdoms that emerged as the and glittering streets, and the people there were happy and well
Empire of Arathor declined. Long ago, most human magicians protected. The Kirin Tor’s headquarters was the Violet Citadel,
lived in Strom. Many fledgling wizards left the restraining an impressive building so named for its stone walls which gave
confines of Strom behind and traveled to Dalaran, where off a faint violet light. The building had many libraries, research
they hoped to use their new powers with greater freedom. chambers, testing rooms, classrooms, meeting alcoves, and
Wanting a place more suited to extensive use and study of bedrooms.
magic, they travelled north to the recently founded city of Dalaran established a friendship with Silvermoon, which
Dalaran, located in the Alterac Mountains region. There these while tested, would stand for over two thousand years to come.
magicians used their skills to build up the enchanted spires Although predominantly a human city, some elves, including
of Dalaran and revelled in the pursuit of their studies. More their own crown prince Kael’thas Sunstrider, would study, live,
wizards followed, and the city became a haven for magi and a and even rule in Dalaran at one point or another. According
to Jaina Proudmoore, some of these elves were among those away Malygos and his flight.
who had taught humans magic to begin with. Some gnomes, The Archmage Rhonin was chosen to lead the Kirin Tor and
dwarves, and even goblins would also come to reside in led the reconstruction of Dalaran and its defenses. Though
Dalaran. traditionally barred from Dalaran, the Horde has been accepted
During the Second War, Dalaran entered the Alliance of into the city through the efforts of Archmage Aethas Sunreaver,
Lordaeron  in order to help fight the invading  Horde. After who sought the aid of his people back in Quel’Thalas on behalf
the war, Teron Gorefiend and his Death Knights, aided by of the Kirin Tor. 
Deathwing, were able to successfully enter Dalaran’s Arcane One thing to take into consideration is that three of Dalaran’s
vault and steal the Eye of Dalaran from it. The Kirin Tor also best wizards: Khadgar, Jaina, and Rhonin, have had positive
developed an interest in the defeated orcs’ strange lethargy. dealings with Horde individuals in the past.
Although Dalaran remained loyal to the fractured Alliance Also,  Antonidas  studied the effects of the orcs’ lethargy
in the war’s aftermath, it was noted for being politically aloof extensively enough to know that orcs could be reasonable in
and secretive - magi of the Kirin Tor did not get involved in the absence of their demonic bloodlust. The Horde’s allies,
“ordinary” politics, and outsiders were rarely welcome in the blood elves, have been allies and productive members of the
Dalaran, even visiting royalty. Later, Dalaran found itself Kirin Tor for over 2,000 years and have vouched for them. The
powerless to stop  Prince Arthas  and his forces when he inclusion of blood elves with in the Kirin Tor’s ranks and the
led the  Scourge  through  Lordaeron. Antonidas instructed Horde supporter Aethas Sunreaver in the Council of Six have
Jaina Proudmoore to take a number of citizens and flee ensured the Horde a sanctuary within the city, though Rhonin’s
to  Kalimdor, and the powerful archmage fell to Arthas in wife Vereesa Windrunner was opposed to this notion.
battle shortly after. Arthas acquired the spellbook of Medivh, Evidently, the blue dragonflight, led by Malygos, has declared
which  Kel’Thuzad  utilized to summonArchimonde, who war on all mortal magic-users. In response to this crisis, the
destroyed Dalaran. city has been moved (likely with the bulk of the Kirin Tor
The city’s ruins were later taken over by Grand Marshal and most available resources) to levitate high in the skies
Garithos and the Alliance Remnants, who were battling the above  Northrend. Dalaran today floats majestically above
Scourge in Lordaeron. The rest of the Scourge fled to the the Crystalsong Forest in defiance to the blue dragonflight as
tunnels, arriving to the dungeons of Dalaran. The Kael’thas well as the forces of the Lich King in Icecrown — to the north
Sunstrider and his brethren had also arrived to join forces of its location.
with him, but Garithos’s animosity toward the elves led to the With the death of Rhonin after the bombing of Theramore,
prince and his army being detained in Dalaran’s dungeons Jania Proudmoore was elected as the leader of the council of
and sentenced to mass executions. With effort, they escaped six, where she put the city on lock down against all members
to Outland, leaving Dalaran behind them. What power the of the horde, placing them under arrest within the Voilet Hold.
surviving Kirin Tor members had in Dalaran around this period With the threat of the Legion looming the Counsil had a vote
remains vague, although some (such as Modera and Ansirem) to allow the horde back within the city, and after a 4-2 vote in
are believed to have been present. favor, Jania left the city in anger with Khadgar chosen as the
Despite its hardships, the Kirin Tor refused to abandon new leader of the Six.
their home, however. They returned to the ruins in force
months later, destroying those few undead creatures that NOTABLE LOCATIONS
remained, and reclaimed their city. They erected a glowing The Violet Citadel is the central fortress of Dalaran which
dome around the entire city, powerful enough to destroy anyone housed/houses the Eye of Dalaran, Chamber of Air, and a
who touches it, while they worked to rebuild their fallen city. great spell library of the Kirin Tor — the ruling mage class
Eventually, the city, including the Violet Citadel, was somehow of Dalaran. The towering spire raised by magic is located the
moved to its current location floating above the Crystalsong heart of the city.It’s majestic spires and great halls, roofed by
Forest in Northrend — close to the border with Icecrown. It thick slate the color of lapis lazuli, gave the citadel its name.
left only a crater in its original place. The Violet Citadel is the location of the Grand Library. The
Shortly after Dalaran was rebuilt and raised above the Violet Citadel also contains the Arcane Vault which houses
skies of Northrend by the Kirin Tor to counter the growing Dalaran’s most powerful artifacts.
threat of the Lich King, the forces of the Blue Dragonflight lay The Silver Enclave is the Alliance district of Dalaran and
open siege to the floating city, led by their leader, the fallen the headquarters of the  Silver Covenant, a group of  high
Aspect of Magic, Malygos. Archmages  Rhonin,  Modera, elves opposing the inclusion of the blood elves into the Kirin
and Aethas Sunreaver combined their efforts to hold off the Tor.
assault, magically creating a massive shield around Dalaran, Sunreaver’s Sanctuary is the Horde district of Dalaran. It
and despite the initially unfavorable odds and treachery from is named after Archmage Aethas Sunreaver, a former member
within their ranks, the Kirin Tor eventually manage to drive of the Council of Six. It is controlled by the Sunreavers, a group
of blood elves under the Archmage’s command. 
The Underbelly is the name of the Dalaran sewer system
which has its own separate map. Many races, but mostly
goblins, dwell in these sewers and they could be viewed as
the slum of Dalaran. The central area of the sewers is the
Circle of Wills, a large hall in which the arena vendors, some
duelling circles, and a small, currently unused cluster of
buildings stand. Southwest of here is a section called Cantrips
& Crows which contains the inn, the tavern, and the bottom
exit pipe of Dalaran. The northeastern corner goes unnamed,
and has a few vendors but not much else notable. Finally,
further northeast, there is a small chamber in which the
rogues of Dalaran operate the Black Market where reagents
and rogue supplies can be found, as well as the vicious sewer
shark Segacedi.
Among the ornate spires and enchanted streets of Dalaran, a
dark presence stirs within the mighty walls of the Violet Hold.
Long used to restrain threats to the city, the tower holds row
upon row of deadly inmates, and it has been diligently watched
over by the Kirin Tor. However, a sudden assult has tested
the integrity of the hold, putting at risk the safety of everyone
outside the prison’s walls.
Feature Cost (RP)
Humanoid (Draenei) 0
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Standard (+2 Con, +2 Cha, -2 Dex) 0
Standard 0
Racial Traits
Defense Racial Traits
Defensive Training, Lesser 1
Eternal Hope 2
Shadow Resistance 2
Feat & Skill Racial Traits
Skill Bonus 2
Offense Racial Traits
Hatred 1
Magical Racial Traits
Spell-Like Ability, Lesser 2
Senses Racial Traits
Low-Light Vision 1
Total RP Cost 11

convictions, the Draenei led the charge against the Demonic
Conversion by: Maverick898 Burning Legion in Outland. Now with the legion’s defeat,
Flavor Text from: they have completed the desperate mission that first brought them to Azeroth, through some Draenei were sent back to
Outland to revitalize their former civilization, the majority have
Empowered by the holy light and the undying strength of their vouched to remain and uphold their sacred commitment to the

Draenei Racial Traits

+2 Constitution, +2 Charisma, –2 Dexterity: Having strong faith in the holy light of the naaru, and being in persuit of the Burning Legion
and the savage orcs, the Draenei are a hardy race, though they lack the finesse of other races.
Medium: Draenei are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: A Draenei’s base land speed is 30 ft.
Defensive Training: Draenei gain a +4 dodge bonus to AC against monsters of the orc subtype.
Eternal Hope: Draenei gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on
a d20 roll, they may reroll and use the second result.
Shadow Resistance: All Draenei have resistance cold 5 & electricity 5.
Hatred: Draenei gain a +1 racial bonus on attack rolls against outsider creatures of the demon and devil subtypes because of their special
training against these hated foes.
Gemcutting: Draenei gain a +2 racial bonus on Craft (Jewelery).
Low-Light Vision: A Draenei can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
They retain the ability to distinguish color and detail under these conditions.
Gift of the Naaru: 1/day the Draenei can cast cure moderate wounds as a spell like ability, her caster level is equal to her character level.
Languages: Draenei begin play speaking Common and Draenei. Draenei with high Intelligence scores can choose from the following: Abyssal,
Draconic, Elven, Gnomish, and Infernal.
Alliance. Driven by a powerful vision, the immortal prophet
Velen believes that a great war between the darkness and the
light is fast approaching and that Azeroth will be its principle
battleground. As one of Velen’s chosen you must stand bravely
before the shadow and ensure that your people are ready for
the war to come.
Feature Cost (RP)
Humanoid (Dwarf ) 0
Medium 0
Base Speed
Slow -1
Ability Score Modifiers
Specialized (+2 Str, +2 Con, -2 Cha) 1
Standard 0
Racial Traits
Defense Racial Traits
Defensive Training, Lesser 1
Hardy 3
Stability 1
Feat & Skill Racial Traits
Stonecunning 1
Conversion by: Valkyn Highwind Offense Racial Traits
Flavor Text from: Hatred 1 Weapon Familiarity 2
Senses Racial Traits
The bold and courageous dwarves are an ancient race Darkvision 60 ft. 2
descended from the earthen - beings of living stone created by Total RP Cost 12
the titans when the world was young. Due to a strange malady
known as the curse of flesh, the dwarves’ earthen progenitors in the snowy peaks of Khaz Modan.
underwent a transformation that turned their rocky hides into
soft skin. Ultimately, these creatures of flesh and blood dubbed
themselves dwarves and carved out the mighty city of Ironforge

Bronzebeard Dwarf Racial Traits

+2 Strength, +2 Constitution, –2 Charisma: Dwarves are both strong and tough, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals
or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special
training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on
the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone
walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven”
in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following:
Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Feature Cost (RP)
Humanoid (Elf ) 0
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Standard (+2 Dex, +2 Wis, -2 Cha) 0
Standard 0
Racial Traits
Defense Racial Traits
Elven Immunities 2
Feat & Skill Racial Traits
Skill Bonus (Perception) 2
Skill Training (Know. (Nature); Survival) 1
Static Bonus Feat (Dodge) 2
Magical Racial Traits
Spell-Like Ability, Lesser 1
Offensive Racial Traits
Weapon Familiarity 2
Senses Racial Traits
Low-Light Vision 1
Total RP Cost 11

than ten thousand years ago, their heroics during the War of
the Ancients helped stave off the demonic Burning Legion’s
NIGHT ELF first invasion. When the scattered remnants of the Legion on
Azeroth rallied together with the vile satyrs centuries later,
Conversion by: Valkyn Highwind the night elves again rose to meet the threat. The ensuing
Flavor Text from: War of the Satyr exacted a heavy toll from the night elves, but ultimately they vanquished the forces that had set out to wreak
havoc on their world.
The ancient and reclusive night elves have played a pivotal
role in shaping Azeroth’s fate throughout its history. More

Night Elf Racial Traits

+2 Dexterity, +2 Wisdom, -2 Charisma: Night Elves are highly agile and wise but sometimes find it hard to deal with the younger races.
Medium: Night Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Night Elves have a base speed of 30 feet.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Night Elves gain a +2 racial bonus on Perception checks.
Home in the Wild: Knowledge (Nature) and Survival are always considered class skills for a Night Elf.
Quickness: Night Elves gain Dodge as a bonus feat at first level.
Spell-Like Abilities: A night elf can cast blend once per day, using her total character level as her caster level.
Low-Light Vision: Night Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Night Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including
composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Night Elves begin play speaking Common and Elven. Night Elves with high Intelligence scores can choose from the following
languages: Celestial, Goblin, Orc, and Undercommon.
Feature Cost (RP)
Humanoid (Gnome) 0
Small 0
Base Speed
Slow -1
Ability Score Modifiers
Specialized (-2 Str, +2 Int, +2 Cha) 1
Standard 0
Racial Traits
Defense Racial Traits
GNOME Defensive Training, Greater 4
Feat & Skill Racial Traits
Conversion by: Valkyn Highwind Skill Bonus (Perception) 2
Flavor Text from: Skill Bonus (Choose one Craft or Profession) 2 Static Bonus Feat 2
Offensive Racial Traits
The clever, spunky, and oftentimes eccentric gnomes present a Weapon Familiarity 1
unique paradox among the civilized races of Azeroth. Brilliant Senses Racial Traits
inventors with an irrepressibly cheerful disposition, this race Low-Light Vision 1
has suffered treachery, displacement, and near-genocide. It is Total RP Cost 12
their remarkable optimism in the face of such calamity that
symbolizes the truly unshakable spirit of the gnomes.

Alternate Racial Traits

Master Tinker: Gnomes gain a +1 bonus on Disable Device and
Knowledge (engineering) checks. Gnomes are also treated as
proficient with any weapon they have personally crafted. This
trait replaces Technical Inclination.

Gnome Racial Traits

+2 Intellect, +2 Charisma, -2 Strength: Gnomes are clever, friendly and keen of wit, but their small size impairs their strength.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver
Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
They retain the ability to distinguish color and detail under these conditions.
Defensive Training: Gnomes gain a +2 dodge bonus to AC.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Technical Inclination: Gnomes gain Technologist as a bonus feat at first level.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following:
Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Feature Cost (RP)
Humanoid (Human) 0
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Human 0
Linguist 1
Racial Traits
Defense Racial Traits
Fearless 1
Feat & Skill Racial Traits
Craftsman 1
Flexible Bonus Feat 4
Skill Training 1
Skilled 4
Offensive Racial Traits
Hatred 1
Total RP Cost 13

Recent discoveries have shown that humans are descended

from the barbaric vrykul, half-giant warriors who live in
Northrend. Early humans were primarily a scattered and tribal
people for several millennia, until the rising strength of the
troll empire forced their strategic unification. Thus the nation
of Arathor was formed, along with its capital, the city-state of


Conversion by: Valkyn Highwind

Flavor Text from:

Human Racial Traits

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Fearless: Humans gain a +2 racial bonus on all saving throws against fear effects.
Craftsman: Humans gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Getting to Know People: Diplomacy and Knowledge (Nobility) are always considered class skills for humans.
Hatred: Humans gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and troll subtypes because of their special
training against these hated foes.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret
languages, such as Druidic).
Feature Cost (RP)
Humanoid (Human, Shapechanger) 0
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Specialized (+2 Str, +2 Dex, -2 Cha) 1
Standard 0
Racial Traits
Feat & Skill Racial Traits
Stalker 1
Magical Racial Traits
Change Shape, Lesser 3
Movement Racial Traits
Sprinter 1
Offensive Racial Traits
Claws 2
Senses Racial Traits
Low-Light Vision 1
Scent 4
Total RP Cost 13

Recently the Greymane Wall was shattered by the Cataclysm.

Setting their sights on the now-vulnerable country of Gilneas,
the Forsaken have started an invasion of the kingdom. In their
hour of greatest need, the worgen of Gilneas called out for their
WORGEN old allies’ aid. The Gilneans are now back in the Alliance, and
with their new allies by their side they aren’t giving up their
Conversion by: Maverick898 home without a fight.
Flavor Text from:

Worgen Racial Traits

+2 Strength, +2 Dexterity, -2 Charisma: Worgen are strong, and quick but their intimdating appearance makes it hard for them to fit in.
Medium: Worgen are Medium creatures and receive no bonuses or penalties due to their size.
Worgen: Worgen are humanoids with the human and shapechanger subtypes. They are also considered afflicted lycanthropes.
Normal Speed: Worgen have a base speed of 30 feet.
Two Forms: Worgen gain the following supernatural ability: A Worgen can assume the appearance of a human he had before his change.
They gain a +10 racial bonus on Disguise checks made to appear as human’s. Changing its shape is a standard action. This trait otherwise
functions as alter self, save that the creature does not adjust its ability scores.
Darkflight: Worgen gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Stalker: Perception and Stealth are always class skills for a Worgen.
Natural Weapons: All Worgen have two natural claw attacks (inflicting 1d4 damage each).
Low-light Vision: Canidae can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
They retain the ability to distinguish color and detail under these conditions.
Scent: Worgen gain the scent ability as per Pathfinder RPG page 564.
Languages: Worgen begin play speaking Common. Worgen with high Intelligence scores can choose from the following languages: Draenei,
Dwarven, Elven, and Gnome.
Feature Cost (RP)
Humanoid (Elf ) 0
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Standard (+2 Dex, +2 Int, -2 Con) 0
Standard 0
Racial Traits
Feat & Skill Racial Traits
Skill Bonus (x2) 4
Skill Training 1
Magical Racial Traits
Elven Magic 3
Spell-Like Ability, Lesser 2
Offensive Racial Traits
Weapon Familiarity 2
Senses Racial Traits
Low-Light Vision 1
Total RP Cost 13


Conversion by: Maverick898

Flavor Text from:

The Blood Elves or Sin’dorei in Thalassian (“children of the

blood”), are a race composed of former high elves who renamed
themselves in honor of their people who were killed during
the siege of Quel’Thalas by the Scourge during the Third War.

Elf (High) Racial Traits

+2 Dexterity, +2 Intellect, -2 Constitution: High Elves are nimble, both in body and mind, but their form is frail.
Medium: High Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: High Elves have a base speed of 30 feet.
Arcane Torrent: 1/day as a Spell-Like Ability a High Elf can cast Silence. The caster level of the spell is equal to the character level.
Elven Magic: High Elves gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial
bonus on Spellcraft checks made to identify the properties of magic items.
Arcane Training: High Elves get a +2 racial bonus on Knowledge (Arcana) and Spellcraft checks. Knowledge (Arcana) and Spellcraft are always
considered class skills for a High Elf.
Low-Light Vision: High Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: High Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including
composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: High Elves begin play speaking Common and Elven. High Elves with high Intelligence scores can choose from the following
languages: Draconic, Goblin, Orc, Taur-ahe, and Undercommon.
Feature Cost (RP)
Humanoid (Half-Undead, Human) 0
Half-Undead Subtype 5
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Standard (+2 Str, +2 Int, -2 Dex) 0
Standard 0
Racial Traits
Defense Racial Traits
Fearless 1
Shadow Resistance 2
Magical Racial Traits
Spell-Like Ability, Greater 3
Other Racial Traits
Hold Breath 1
Total RP Cost 11

the high elven Ranger General Sylvanas Windrunner fell in
Conversion by: Valkyn Highwind combat against the Scourge. Prince Arthas raised her as a
Flavor Text from: banshee and compelled her to follow his command. When the
Lich King’s power waned in the incidents surrounding the
Undead humans and elves freed from the Lich King’s control, Frozen Throne, Sylvanas harnessed her fury and tore herself
the Forsaken are a strange and dark force. Hailing from the free from his skeletal grasp. She freed many other undead as
twisted, skittering darkness of Undercity, the Forsaken are well, and recruited powerful allies from the Burning Legion
nominally allied with the Horde but serve only themselves. and the surrounding ogre clans. Sylvanas dubbed her new force
Their objectives are twofold: eliminate the Scourge, and the “Forsaken”, and the undead established their capital in the
establish a place for themselves on Azeroth. Four years ago, labyrinthine crypts beneath Lordaeron’s former capital city.

Forsaken Racial Traits

+2 Strength, +2 Intelligence, -2 Dexterity: While strong, and extremely intelligent, the Forsaken often find that their bodies are not as agile
as they once were.
Medium: As Medium creatures, Forsaken have no special bonuses or penalties due to their size.
Normal Speed: A Forsaken’s base land speed is 30 ft.
Forsaken: Forsaken are considered half-undead and human for any effect related to race.
Darkvision: Forsaken can see in the dark up to 60 feet.
Risen from the Grave: Forsaken gain a +2 racial bonus on saving throws against disease and mind-affecting effects. They also take no penalties
from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours,
any negative levels they’ve gained are removed without any additional saving throws. Forsaken are harmed by positive energy and healed
by negative energy. If a Forsaekn gains the fast healing special quality they will still benefit from it.
Touch of the Grave: A Forsaken can cast Vampiric Touch 1/day as a spell-like ability with a caster level equal to their character level.
Will of the Forsaken: Forsaken gain a +2 racial bonus on all saving throws against fear effects.
Breath of the Dead: Forsaken can hold their breath for a number of rounds equal to four times their Constitution score before risking
drowning or suffocating.
Languages: Forsaken begin play speaking Common and Undercommon. Forsaken with a high Intelligence score can choose from the following:
Abyssal, Aklo, Draconic, Ignan, Infernal or Orc.
Their sprawling, subterranean realm is called the “Undercity”.
The Forsaken made allies of the Horde out of necessity and
convenience. They have no love for orcs, tauren or any other
living creature, but they need time to strike against the Scourge
and allies to help them do it. The Forsaken claim that they
joined the Horde to prove their desire to leave their evil ways
behind, but no one really believes this. The Horde accepts the
Forsaken’s help, as they do indeed have a common enemy:
the Scourge.
Feature Cost (RP)
Humanoid (Goblinoid) 0
Small 0
Base Speed
Normal 0
Ability Score Modifiers
Standard (+2 Dex, +2 Int, -2 Wis) 0
Linguist 1
Racial Traits
Feat & Skill Racial Traits
Master Tinker 2
Skill Training (x2) 2
Movement Racial Traits
Fleet-Footed 3
Offensive Racial Traits
Weapon Familiarity 1
Senses Racial Traits
Low-Light Vision 1
Total RP Cost 10

the Alliance and Horde. Ruled over by corrupt yet highly

affluent trade princes, the goblins created a virtual paradise
for themselves throughout the islands of the South Seas.
GOBLIN Their ingenious feats of engineering and vast trade fleets
helped make their island capital of Kezan one of the great
Conversion by: Valkyn Highwind technological wonders of the world, but now as the elements
Flavor Text from: themselves rise up in anger across the world, the goblins’ mechanical paradise will be put to the test, for very soon fate
will force them to choose sides in a conflict that will shake the
The wiley, cunning goblins of Kezan have lived in relative very history of the world.
peace for generations. Though some of their race sided with
the marauding orcs during the Second War, most goblins have
remained neutral throughout the various conflicts between

Goblin Racial Traits

+2 Dexterity, +2 Intellect, -2 Wisdom: Goblins are quick of mind and body, but lack common sense when conducting their experiments.
Goblinoid: Goblins are humanoids with the goblinoid subtype.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD,
and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Fancy Feet: Goblins receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Low-Light Vision: Goblins can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
They retain the ability to distinguish color and detail under these conditions.
Master Tinker: Goblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Goblins are also treated as proficient with
any weapon they have personally crafted.
Diversified Portfolio: Appraise, Diplomacy, Craft (Alchemy), and Craft (Mechanical) are always considered class skills for Goblins.
Weapon Familiarity: Goblins treat Muskets and Pistols as martial weapons rather than exotic weapons.
Languages: Goblins begin play speaking Common and Goblin. Goblins with high Intelligence scores can choose any languages they want
(except secret languages, such as Druidic).
Feature Cost (RP)
Humanoid (Orc) 0
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Specialized (+2 Str, +2 Con, -2 Int) 1
Standard 0
Racial Traits
Feat & Skill Racial Traits
Skill Training (Intimidate, Handle Animal) 1
Offensive Racial Traits
Hatred 1
Ferocity 4
Frenzy 2
Weapon Familiarity 1
ORC Senses Racial Traits
Low-Light Vision 1
Conversion by: Maverick898 Total RP Cost 12
Flavor Text from:
of Azeroth. The orcs managed to rebel, however, and they
The green-skinned orcs, or Greenskins are one of the most were ultimately able to help turn the tide against their demon
prolific races of Azeroth. Born on the world of Draenor, the masters. Led by the young Warchief Thrall, the orcs have
orcs were brought to Azeroth through the dimensional gateway reclaimed their strength and honor. The orcs moved from the
known as the Dark Portal and waged war on the humans while Eastern Kingdoms to Kalimdor, and there they founded the
under the influence of the Burning Legion. nation of Durotar.
The orcs once cultivated a noble, shamanistic society on Now, the orcs stand ready to fight not for the sake of
Draenor. Tragically, the proud orc clans were corrupted by the conquest, but for their very right of survival in their adopted
Burning Legion and used as pawns in the Legion’s invasion world.

Orc Racial Traits

+2 Strength, +2 Constitution, –2 Intelligence: Orcs are stronger and tougher than humans, but not as refined, having made poor descions
in the past.
Orc: Orcs are humanoids with the orc subtype.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Hardiness: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points
or lower and lose 1 hit point each round as normal.
Command: Intimidate and Handle Animal are always considered class skills for a Orc.
Hatred: Orcs gain a +1 racial bonus on attack rolls against humanoid creatures of the draenei and human subtypes because of their special
training against these hated foes.
Blood Fury: Once per day, whenever an Orc takes damage, they can fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution
and Strength, but a –2 penalty to Armor Class.
Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Orcs are always proficient with battleaxes and greataxes, and treat any weapon with the word “orc” in its name as a
martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Draconic, Elven,
Goblin, Taur-ahe and Undercommon.
Feature Cost (RP)
Monstrous Humanoid 3
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Standard (+2 Str, +2 Wis, -2 Dex) 0
Standard 0
Racial Traits
Defense Racial Traits
Natural Armor 2
Poison Resistance 3
Stability 1
Feat & Skill Racial Traits
Skill Training 1
Static Bonus Feat 2
Movement Racial Traits
Terrain Stride 1
Total RP Cost 13
horse-men terrorized central Kalimdor, leaving only death and
Conversion by: Maverick898 suffering in their wake. Although the tauren tribes struggled
Flavor Text from: valiantly for survival against their foes, the relentless centaur attacks continued. Over time, the centaur wiped out the
area’s wild game, threatening starvation for the beleaguered
For countless generations, the bestial tauren roamed the tauren. Seeking aid against the centaur, the chieftain, Cairne
plains of the Barrens, hunted the mighty kodos, and sought Bloodhoof befriended Thrall and the other orcs, who had
the wisdom of their eternal goddess, the Earth Mother. recently journeyed to Kalimdor.
Although split into different tribes, the tauren were united by With the orcs’ help, Cairne and his Bloodhoof tribe were able
a common enemy: the marauding centaur. These primitive to drive back the centaur and claim the grasslands of Mulgore

Tauren Racial Traits

+2 Strength, +2 Wisdom, -2 Dexterity: While possessing a strength, and depth of wisdom, that most other races rarely come close to their
bulky frames can leave them less dextrous than some races.
Medium: As Medium creatures, Tauren have no special bonuses or penalties due to their size.
Normal Speed: A Tauren’s base land speed is 30 ft.
Monstrous Humanoid: The Tauren race are monstrous humanoids.
Darkvision: Tauren can see in the dark up to 60 feet.
Natural Armor: Tauren Hide is thicker than most other races, as such they get a +1 Natural Armor Bonus to their Armor Class.
Nature Resistance: Their immune system is compounded with a deep connection to the natural world, thus they have a passive resistance
to Posion, as such they get a racial bonus on saving throws equal to their hit dice vs. poision.
Stability: Tauren receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Cultivation: Knowledge (Nature) and Handle Animal are always treated as class skills for Tauren.
Endurance: Their natural body structure grants them not only great strength, but an incredible endurance, as such all tauren receive
Endurance as a bonus feat.
Plainstriders: Tauren can move through natural difficult plains terrain at their normal speed while within the chosen terrain. Magically altered
terrain affects them normally.
Languages: Tauren begin play speaking Orcish and Taur-ahe. Tauren with a high Intelligence score can choose from the following: Common,
Elven, Goblin, and Undercommon.
for their own. For the first time in hundreds of years, the
tauren had a land to call their own. Upon the windswept mesa
of Thunder Bluff, Cairne built a refuge for his people, where
tauren of every tribe is welcome. Over time, the scattered
tauren tribes united under Cairne’s rule. There were a few
tribes who disagreed about the direction their new nation
should take, but all agreed that Cairne was the wisest and
best suited to lead them towards the future.
Owing a blood-debt to the orcs for their assistance, the
tauren joined Thrall on Mount Hyjal to defend Kalimdor from
an invasion by the demonic Burning Legion.
Following the Legion’s defeat, the tauren who helped defend
Hyjal returned to their new home in Mulgore. Ruling from the
majestic capital of Thunder Bluff, Cairne welcomed tauren of
every tribe to this secure refuge. Many tauren who traveled
to the capital were content with Cairne’s vision of a peaceful
and harmonious future, but at least one tribe felt otherwise.
The stern Grimtotem tribe looked upon Kalimdor’s other races
as inferior and believed that its matriarch, Magatha, was the
only one fit to rule the tauren. Although Magatha constantly
disagreed with Cairne over the direction of their nation, the
elder crone nonetheless coexisted alongside him in Thunder
Bluff without major incident. The Grimtotem tribe did not,
however, join the Horde along with Cairne and the tauren
under his rule.
For years the tauren flourished throughout Mulgore, but
tragedy befell the noble race following the campaign against
the Lich King in Northrend. Believing that the reckless new
warchief, Garrosh Hellscream, would lead the Horde to ruin,
Cairne challenged the young upstart to a duel. The tauren high
chieftain fought with a ferocity that belied his age, but an act of
betrayal had sealed his fate before the battle had even begun.
Unbeknownst to either of the duel’s combatants, Magatha had
poisoned Garrosh’s blade. After Cairne was wounded by the
tainted weapon during combat, he was immobilized by the
poison, and Garrosh was able to slay him.
Following the high chieftain’s death, Magatha’s Grimtotem
agents stormed Thunder Bluff and seized the tauren capital as
their own. They had also hoped to murder Cairne’s son, Baine,
but the young tauren managed to elude his would-be assassins.
After formulating a strategy to exact retribution upon Magatha,
Baine launched a counterattack and wrested Thunder Bluff
from the hands of the treacherous matriarch. Ultimately, rather
than spill further blood, Baine banished Magatha and all other
Grimtotem who still supported her from tauren lands.
Despite the deadly encounter between Cairne and Garrosh,
the tauren have not abandoned their place in the Horde. While
many chaotic events have transpired in recent months, Baine
has bravely taken up the mantle of tauren leadership and is
now focused on ruling just as his wise and benevolent father
would have.
Feature Cost (RP)
Humanoid (Troll) 0
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Specialized (+2 Dex, +2 Con, -2 Int) 1
Standard 0
Racial Traits
Defense Racial Traits
Fast Healing 1
Feat & Skill Racial Traits
Skill Training (Acrobatics, Survival) 1
Skill Bonus (x2) 4
Offensive Racial Traits
Relentless 1
Weapon Familiarity (Javelin, Throwing Axe) 1
Senses Racial Traits
Low-Light Vision 1
Total RP Cost 10

TROLL Empire lost most of its lands outside Stranglethorn, and fell
into a state of isolationism and collapse following the rebellion
Conversion by: Valkyn Highwind surrounding the god Hakkar. (The Temple of Atal’Hakkar in
Flavor Text from: the Swamp of Sorrows still contains the trapped Hakkar). In recent times, the Darkspear Tribe was exiled to the Broken
Isles, where eventually they joined the new Horde and its the
The history of the jungle trolls begins at the dawn of civilisation exodus to Kalimdor, where they founded settlements on the
when the Gurubashi Empire (jungle trolls) and Amani Empire Echo Isles and in Durotar.
(forest trolls) ruled the south and north of Azeroth respectively,
with only the Insectoids of the far-west posing any significant Defense Racial Trait (Standard)
threat. After numerous catastrophic events that were beyond Rapid Healing (1 RP): Prerequisites: None. Benefit: Members
the control of the two Empires, such as the night elf war, and of this race heal twice as quickly as normal (they heal double
the subsequent invasion of the Burning Legion, the Gurubashi the normal number of hit points after a period of rest).

Troll Racial Traits

+2 Dexterity, +2 Constitution, -2 Intellect: Trolls are highly dextrous, and hardy, but their primitive culture doesn’t provide much in the way
of intellectual pursuits.
Medium: As Medium creatures, Trolls have no special bonuses or penalties due to their size.
Normal Speed: A Troll’s base land speed is 30 ft.
Low-Light Vision: Trolls can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They
retain the ability to distinguish color and detail under these conditions.
Rapid Healing: Trolls heal twice as quickly as normal (they heal double the normal number of hit points after a period of rest).
Jungle Denizens: Acrobatics and Survival are always treated as class skills for Trolls. Also, Trolls recieve a +2 racial bonus on both of these skills.
Berserking: Trolls gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while
both the troll and their opponent are standing on the ground.
Weapon Familiarity: Trolls are proficient with Javelins and Throwing Axes.
Languages: Trolls begin play speaking Common and Zandali. Trolls with a high Intelligence score can choose from the following: Goblin,
Orcish, and Taur-ahe.
Feature Cost (RP)
Monstrous Humanoid 3
Medium 0
Base Speed
Slow (20 ft.) -1
Ability Score Modifiers
Standard (+2 Dex, +2 Wis, -2 Cha) 0
Xenophobic (Racial: Nerglish) 0
Racial Traits
MURLOC Feat & Skill Racial Traits
Skill Training (Survival, Swimming) 1
“Aaaaaughibbrgubugbugrguburgle!” Water Child 4
- Murloc Movement Racial Traits
Swim (30 ft.; +8 racial to Swim checks) 2
Monster/Race Conversion by: Valkyn Highwind Senses Racial Traits
Darkvision 60 ft. —
The murloc is a bipedal, amphibious, semi-intelligent, Other Racial Traits
aggressive race residing along coastlines, lakeshores, and Amphibious 2
riverbeds. Murlocs possess bulbous bodies, large mouths lined Weakness Racial Traits
with rows of sharp fangs, and slime-coated skin. Individuals Dehydration -1
range in coloration from turquoise to darkish grey, while their Total RP Cost 10
heights vary from 3-1/2 feet to 6 feet. Depending on the variety,
murlocs may lean towards a closer resemblance to frogs or on attack and damage rolls, skill and ability checks, and saving
to fish; the iconic green murloc, for example, has coloration throws. Every 8 hours thereafter, the member takes the same
similar to the red-eyed tree frog. damage and penalties, which are cumulative. Damage from
this effect cannot be healed by any means until they immerse
Weakness Racial Trait (Standard) themself in water for at least 1 minute for every hour they were
Dehydration (-1 RP): Prerequisites: Aquatic subtype or out of water.
Amphibious trait. Weakness: Members of this race must
immerse themselves in water for at least 1 hour once per day.
A member of this race who spends 24 hours without immersing
herself in water takes 1d6 points of damage and a –1 penalty

Murloc Racial Traits

+2 Dexterity, +2 Wisdom, -2 Charisma: Murlocs are faster than most people realize, even above the water, and surprisingly focused and
strong-willed. Their appearance makes most surface-dwellers uncomfortable, however.
Medium: As Medium creatures, Murlocs have no special bonuses or penalties due to their size.
Monstrous Humanoids: Murlocs are monstrous humanoids and not humanoid despite their general humanoid-like form.
Speed: A murloc has a base land speed of 20 feet, and a swim speed of 30 feet.
Beachcomber: Survival and Swimming are always class skills for Murlocs.
Children of the Sea: Murlocs recieve a +12 racial bonus on Swim check, and can always take 10 while swimming.
Amphibious: Murlocs are amphibious and can breathe both air and water.
Darkvision: All murlocks can see in the dark up to 60 ft.
Dehydration: Murlocs must immerse themselves in water for at least 1 hour once per day. A murloc who spends 24 hours without immersing
herself in water takes 1d6 points of damage and a –1 penalty on attack and damage rolls, skill and ability checks, and saving throws. Every
8 hours thereafter, the murloc takes the same damage and penalties, which are cumulative. Damage from this effect cannot be healed by
any means until the murloc immerses herself in water for at least 1 minute for every hour she was out of water.
Languages: Murlocs begin play speaking Nerglish. A murloc with a high Intelligence score can choose from the following: Aquan, Common,
Dwarven, and Undercommon.
Feature Cost (RP)
Humanoid (Pandaren) 0
Medium 0
Base Speed
Slow -1
Ability Score Modifiers
Standard (+2 Dex, +2 Wis, -2 Cha) 0
Linguist 1
Racial Traits
Defense Racial Traits
Natural Armor (+1) 2
Feat & Skill Racial Traits
Nimble Faller 2
Quick Reactions 2
Skill Bonus 2
Movement Racial Traits
Climb 2
Offensive Racial Traits
Weapon Familiarity 1
Senses Racial Traits
Low-Light Vision 1
Total RP Cost 12

to the other races of Azeroth. The noble history of the pandaren

PANDAREN people stretches back thousands of years, well before the
empires of man and before even the sundering of the world.
Conversion by: Maverick898
Flavor Text from:

Couched in myth and legend, rarely seen and even more rarely
understood, the enigmatic pandaren have long been a mystery

Pandaren Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Pandaren are hardy and nimble, but their years hidden in the mists have made it difficult for
them to talk to other races.
Medium: Pandaren are Medium creatures and have no bonuses or penalties due to their size.
Pandaren: Pandaren are humanoids with the pandaren subtype.
Slow and Steady: Pandaren have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Climb: Pandaren have a climb speed of 20 feet, and gain a +8 racial bonus on climb checks.
Bouncy: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their
CMD against trip attempts.
Gourmand: All Pandaren have a +2 racial bonus to Profession (Cooking) due to their love of preparing good food for others.
Quaking Palm: Always quick to strike first, Pandaren gain Improved Initative as a bonus feat.
Natural Armor: Their thick fat that all Pandaren have grant them a +1 Natural Armor Bonus.
Low-Light Vision: Pandaren can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Pandaren are always proficient with quarterstaves and temple swords.
Languages: Pandaren begin play speaking Common and Pandaren. Pandaren with high Intelligence scores can choose any languages they
want (except secret languages, such as Druidic).
Feature Cost (RP)
Monstrous Humanoid 3
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Advanced (+2 Str, Dex & Con, -2 Int, +4 Wis) 4
Standard (Common, Undercommon) 0
Racial Traits
Ability Score Racial Traits
Wisdom Handicap (-2 Wis) -4
Defense Racial Traits

Quilboar Natural Armor Bonus (+1)

Offensive Racial Traits
Hatred (Centaur, Tauren)

“One of the native species in Kalimdor is the ‘quilboar.’ Senses Racial Traits
Prickly little buggers. Reason enough to hate this continent.” Darkvision 120 ft. 3
- Corporal Teegan Total RP Cost 9

Conversion by: Maverick898 birth. Quilboar mothers take no care to coddle their children,
so sickly infants usually die. Quilboar do not form family
Believed to be the mortal descendants of the demigod units; the females compete for the attention of the strongest
Ancient  Agamaggan, they have clashed with other races, males, and the entire tribe tends to the infants. To form the
such as the  centaur  and  tauren, over land and food. They best possible tribe, quilboar squash internal jealousies and
build their homes among the colossal, thorn-covered vines, rivalries harshly. All must cooperate to ensure the tribe’s well-
believed to have been grown from the blood of Agamaggan, being. Weak, crippled, and elderly quilboar who feel they can
that make up their colonies. The most prominent of these no longer aid the tribe seek death. Quilboar have no need to
are Razorfen Downs and Razorfen Kraul in Kalimdor, home execute their infirm — the elderly destroy themselves out of a
to Razorfen and Death’s Head tribes. Quilboar are fiercely desire to aid the tribe. Most seek death in battle, but when doing
loyal to their tribe, and defend their territory with reckless so is not an option, they take their own lives by wandering into
ferocity. Though warriors are highly prized in quilboar society, the wilderness, hoping to slay at least one beast that may have
a powerful shaman often rules quilboar tribes. posed some threat to the tribe. Quilboar do not frown upon
Due to the rigours of their society, quilboar offspring grow this ritual form of suicide; rather, the tribe views it as an act of
up quickly. A quilboar reaches maturity almost as soon as he bravery and devotion.
can walk and hold a spear, usually about three years after Quilboar shaman teach that the law of the wild is the

Quilboar Racial Traits

+2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom: Quilboar are a strong and hardy race, but lack the intelligence of
other races. Despite their low intelligence, quilboar possess good common sense.
Monstrous Humanoid: Quilboar share features with the common boar, but much larger and fearsome.
Medium: As Medium creatures, Quilboar have no special bonuses or penalties due to their size.
Normal Speed: A Quilboar’s base land speed is 30 ft.
Darkvision: Quilboars can see in the dark up to 120 feet.
Natural Armor: Quilboars have a thick hide, even at birth and gain a +1 natural armor bonus.
Hatred: Quilboars despise the Centaur and Tauren for driving them out of the lands they believe are theirs. Quilboars gain a +1 racial bonus
on attacks against these creatures.
Languages: Quilboars begin play speaking Common and Undercommon. Quilboars will high intelligence can learn to speak: Orcish, Taur-
ahe, Elven, Dwarven, Goblin, Draconic, Abyssal but not secret languages such as druidic.
standard by which all tribal members must live — survival of
the fittest. When a predator culls the weak from the herd, it is
cause for celebration. Those that die do so gladly, knowing that
even in death they have contributed to the success of the tribe.
Despite their low intelligence, quilboar possess good common
sense. At least one quilboar every generation walks the path of
the shaman. Quilboar never seek to become shaman, but a few
are awarded the right to study with their elders when visited
by dreams of former shaman now deceased. Shamans usually
rise to positions of power and leadership within their tribes.
Most often it is males that receive the dream-vision that sets
them on the shaman’s path, although female shaman are not
uncommon. Quilboar shamans possess the abilities to combat
or cause disease, to control nature, and to summon spirit boars.
According to quilboar shamans, the existence of sickness is
caused by the intrusion of other species on the rightful lands
of the quilboar. They teach that until the invaders are driven
out and the quilboar have returned to their promised lands,
suffering can be alleviated through a heroic death. The afterlife
for quilboar martyrs is filled with wonders and pleasures
beyond imagining, according to shamanistic teachings.
mental ability scores increase (see Table: Aging Effects). The
Additional Rules effects of each aging step are cumulative. However, none of a
character’s ability scores can be reduced below 1 in this way.
VITAL STATISTICS When a character reaches venerable age, secretly roll his
The following section determines a character’s starting age, maximum age and record the result, which the player does not
height, and weight. The character’s race and class influence know. A character who reaches his maximum age dies of old
these statistics. Consult your GM before making a character age sometime during the following year.
that does not conform to these statistics. The maximum ages are for player characters. Most people
in the world at large die from pestilence, accidents, infections,
Age or violence before getting to venerable age.
You can choose or randomly generate your character’s age.
If you choose it, it must be at least the minimum age for the
character’s race and class. Alternatively, roll the dice indicated Table: Aging Effects
for your class on Table: Random Starting Ages and add the Race Middle Age1 Old2 Venerable3 Maximum
result to the minimum age of adulthood for your race to Draenei 750 1,025 1,200 +10d%
determine how old your character is. Dwarf
Bronzebeard 125 188 250 +2d%
Table: Random Starting Ages High/Blood 175 263 350 +4d10
Race Adulthood Intuitive1 Self-Taught 2 Trained3 Night 500 650 700 +5d%
Draenei 350 +6d8 +6d10 +9d12 Gnome 100 150 200 +3d%
Dwarf Goblin 40 58 73 +2d10
Bronzebeard 40 +3d6 +5d6 +7d6 Human 35 53 70 +2d20
Elf Orc 20 30 40 +1d20
High/Blood 60 +4d6 +6d6 +10d6 Pandaren 175 263 350 +4d10
Night 300 +5d6 +6d6 +12d6 Tauren 75 95 110 +4d10
Forsaken N/A N/A N/A N/A 4 Troll 30 47 69 +1d10
Gnome 40 +4d6 +6d6 +9d6 Worgen 35 53 70 +2d20
Goblin 20 +1d4 +1d6 +2d6 1
At middle age, -1 Str, Dex, and Con; +1 Int, Wis, and Cha.
Human 15 +1d4 +1d6 +2d6 2
At old age, -2 Str, Dex, and Con; +1 Int, Wis, and Cha.
Orc 12 +1d4 +1d6 +2d6 3
At venerable age, -3 Str, Dex, and Con; +1 Int, Wis, and Cha.
Pandaren 80 +4d6 +6d6 +10d6
Tauren 50 +1d4 +2d6 +3d6 Height & Weight
Troll 17 +1d6 +1d6 +2d6 To determine a character’s height, roll the modifier dice
Worgen 15 +1d4 +1d6 +2d6 indicated on Table: Random Height and Weight and add the
This category includes barbarians, oracles, rogues, and sorcerers. result, in inches, to the base height for your character’s race
This category includes bards, cavaliers, fighters, gunslingers, and gender. To determine a character’s weight, multiply the
paladins, rangers, summoners, and witches. result of the modifier dice by the weight multiplier and add the
This category includes alchemists, clerics, druids, inquisitors, magi, result to the base weight for your character’s race and gender.
monks, and wizards.
Forsaken do not age, as they are already dead. Forsaken do not
mature into adulthood, an individual becomes Forsaken upon Table: Random Height & Weight
death. While technically immortal, some Forsaken exhibit signs Base Base Weight
of old age, losing their identities and eventually sentience. They Race Height Weight Modifier Multiplier
appear as dying old humans, feeble and scared, with a cold Draenei, Male 6 ft. 8 in. 300 lbs. +2d8 x13 lbs.
growing inside them, and forgetting who they are. They are Draenei, Female 6 ft. 1 in. 202 lbs. +2d8 x7 lbs.
losing their mind to the Scourge, and would eventually become Dwarf
a “mindless one” - an unintelligent zombie. All forsaken fear this Bronzebeard, Male 3 ft. 9 in. 130 lbs. +2d4 x7 lbs.
process, as it means they revert to the Scourge’s will and lose Bronzebeard, Female 3 ft. 7 in. 100 lbs. +2d4 x7 lbs.
themselves to the Lich King and his dominance. The Forsaken will Elf
often kill these poor souls, perhaps as a form of mercy. High/Blood, Male 5 ft. 1 in. 100 lbs. +2d6 x3 lbs.
High/Blood, Female 4 ft. 9 in. 90 lbs. +2d6 x3 lbs.
With age, a character’s physical ability scores decrease and his Night, Male 6 ft. 6 in. 180 lbs. +2d6 x7 lbs.
Night, Female 6 ft. 2 in. 170 lbs. +2d6 x7 lbs.
Forsaken, Male 4 ft. 9 in. 110 lbs. +2d10 x5 lbs.
Forsaken, Female 4 ft. 4 in. 90 lbs. +2d10 x5 lbs.
Gnome, Male 3 ft. 0 in. 40 lbs. +2d4 x1 lbs.
Gnome, Female 2 ft. 10 in. 35 lbs. +2d4 x1 lbs.
Goblin, Male 2 ft. 7 in. 35 lbs. +2d4 x1 lbs.
Goblin, Female 2 ft. 5 in. 30 lbs. +2d4 x1 lbs.
Human, Male 4 ft. 10 in. 120 lbs. +2d10 x5 lbs.
Human, Female 4 ft. 5 in. 85 lbs. +2d10 x5 lbs.
Orc, Male 6 ft. 6 in. 220 lbs. +2d12 x10 lbs.
Orc, Female 6 ft. 0 in. 180 lbs. +2d12 x10 lbs.
Pandaren, Male 5 ft. 3 in. 200 lbs. +2d4 x10 lbs.
Pandaren, Female 5 ft. 3 in. 180 lbs. +2d4 x10 lbs.
Tauren, Male 7 ft. 0 in. 280 lbs. +2d12 x9 lbs.
Tauren, Female 6 ft. 8 in. 250 lbs. +2d12 x9 lbs.
Troll, Male 6 ft. 1 in. 180 lbs. +2d6 x7 lbs.
Troll, Female 5 ft. 9 in. 165 lbs. +2d6 x7 lbs.
Worgen, Male 4 ft. 10 in. 120 lbs. +2d10 x7 lbs.
Worgen, Female 4 ft. 5 in. 85 lbs. +2d10 x7 lbs.
+3: Speed, Gory, Umbral.
Antipaladin +4: Brilliant Energy, Dancing.
This ability replaces Smite Good and aura of vengeance. 
ARCHETYPE Spells: Function as the Antipaladin ability with the below
exceptions. Death Knights aren’t quite as alignment centric
Death Knight (Created by: clff rice; Comments/ as other antipaladins, All spells with alignment descriptors
Revisions by: Maverick898 & Valkyn Highwind) (except for ones that specifically affect undead creatures) are
removed from their spell lists. Also replace Summon Monster
“All that I am: anger, cruelty, vengeance - I bestow upon you, spells with Summon Horror spells.
my chosen knight. I have granted you immortality so that you Add the following spells to the Death Knight spell list:
may herald in a new, dark age for the Scourge.” 1st- Unshakable Chill, Death Grip, Death Coil, Defending
- The Lich King’s first words to a new death knight. Bone, Expeditious Retreat.
2nd- Howling Blast, Slow Suffocation, Umbral Weapon,
Alignment: A Death Knight may not choose a good alignment. Winters Grasp.
Weapon and Armor Proficiency: Death Knights are 3rd- Death Grip (Mass), Icy Spears.
proficient with all simple and martial weapons, with all types 4th- Ghoul Army, Freedom of Movement.
of armor (heavy, medium, and light), but not shields.  Deathly Servant (Sp): This ability allows the Death Knight
Detect Life (Sp): The creature notices and locates living to gain the service of a deathly servant. This functions as
creatures within 60 feet, just as if it possessed the blind-sight Summon Horror III, except the duration is permanent and the
ability. This version of blind-sight is non-hearing dependant Death Knight can only gain the service of a single creature.
so it still functions in a vacuum or if the Death Knight is deaf. Once selected, the choice is set, but it may be changed whenever
However undead creatures, and creatures such as constructs the Death Knight gains a level. Upon reaching 7th level, and
(Excluding Half constructs or living constructs), are not subject every two levels thereafter, the level of the Summon Horror
to this sense. The Death Knight can only use this ability a spell increases by one, to a maximum of Summon Horror IX
number of rounds per day equal to 3 + their charisma modifier, at 17th level. Once per day, as a full-round action, an Death
these rounds need not be consecutive. This ability replaces Knight may magically call his servant to his side. This ability is
detect good.  the equivalent of a spell of a level equal to one-third the Death
Rune Forging (Su): The Death Knight is capable of Knight level. The servant immediately appears adjacent to the
inscribing a melee weapon with a bit of his own life force Death Knight. An Death Knight can use this ability once per
coupled with ectoplasm creating glowing runes, granting it day at 5th level, and one additional time per day for every four
unholy powers similar to magic weapon Special abilities. A levels thereafter, for a total of four times per day at 17th level. 
rune weapon gives off light equivalent to a candle. It takes an At 11th level, the servant gains the advanced template. At
hour and access to a rune forge in order to inscribe the runes 15th level, an Death Knight servant gains spell resistance equal
on a weapon. Or eight hours without a rune forge and 100 gp to the Death Knight level + 11.
in rare reagents per +1 bonus on the weapon. Multiple weapons Should the Death Knight deathly servant be slain or be
can be inscribed by splitting the bonus between the two. The banished, the Death Knight may not summon another servant
runes persist until the Death Knight is slain or he chooses to for 30 days or until he gains an Death Knight level, whichever
change them. Until level 11 only the Death Knight may use comes first. During this 30-day period, the Death Knight takes
his rune weapons.  a –1 penalty on attack and weapon damage rolls. This ability
Beginning at first level the Death Knight may inscribe a replaces Fiendish Boon.
weapon with an equivalent of a +1 ability or enhancement Aura of Depravity (Su): At 17th level, a Death Knight gains
bonus. As the Death Knight gains levels this bonus increases DR 5/good and magic. Each enemy within 10 feet takes a -4
to +2 at 7th level +3 at 13th level and a maximum of +4 at 19th.  penalty on saving throws against compulsion effects. This
The following properties may be added: ability functions only while the Death Knight is conscious,
Adding these properties consumes an amount of bonus not if he is unconscious or dead. This ability modifies aura
equal to the property’s cost (sorted and listed below).  of depravity. 
These bonuses are added to any properties the weapon already Deathly Champion (Su): At 20th level, a Death Knight
has, but duplicate abilities do not stack. If the weapon is not becomes a conduit for the might of the dark powers. His DR
magical, at least a +1 enhancement bonus must be added before increases to 10/good and magic. He adds his charisma bonus
any other properties can be added.  (Max +10 bonus) to hit and damage any living creature. In addition, whenever
+1: Frost, Keen, Vicious, Conductive, Countering, Cruel, he channels negative energy or uses touch of corruption to
Ghost Touch, Defending, Guardian, Ominous. damage a creature, he deals the maximum possible amount.
+2: Icy burst, Unholy, Wounding, Culling, Vampiric. This ability modifies Unholy Champion.
from a critical hit are rolled normally. The damage from this
Cavalier attack ignores any damage reduction the target might have and
also causes the target to become blinded, deafened, sickened,
CAVALIER ORDERS or staggered for 1d4 rounds (the cavalier’s choice). Making this
attack is a standard action. The cavalier can use this ability
Order of Gol’kosh (Created by: clff rice) once per day.
“Gol’Kosh, Make them Bleed!” - Orc Wolfrider

Gol’kosh is a word that means “By My Axe”. So this order could

be called the Order of the Axe.
Cavaliers belonging to the order of Gol’kosh are dedicated
to Upholding the old ways of honorable combat, Strengthening
their allies and protection of the horde.
Edicts: The cavalier must strive to protect those too weak
to protect themselves. One must demand loyalty for such
protection, such favors are not free. Victory is the greatest
honor. Respect those stronger than you, Obey worthy leaders,
depose Those that are unworthy. Look an enemy straight in
the eye and fight him on his own level, to win by anything more
than your own skill and strength is dishonorable. Always be
truthful as deception is the tool of the weak.
Challenge: Whenever an order of Gol’kosh Cavalier declares
a challenge, he receives damage reduction 1/— against attacks
made by the target of his challenge. This DR increases by +1
for every four levels the cavalier possesses.
Skills: An order of Gol’kosh cavalier adds Heal (Wis) and
Knowledge (Engineering) (Int) to his list of class skills. An
order of Gol’kosh cavalier can add his strength bonus instead
of his charisma bonus to intimidate checks.
Order Abilities: A cavalier belonging to the order of
Gol’kosh gains the following abilities as he increases in level.
Honor in All Things (Ex): At 2nd level, the order of Gol’kosh
cavalier draws strength from his sense of honor. Whenever
the cavalier makes a skill check or saving throw, he can call
upon his sense of honor as a free action to grant him a +4
morale bonus on the roll. He can use this ability once per day
at 2nd level, plus one additional time per day for every four
levels beyond 2nd (maximum of five times per day at 18th level).
Way of the Warrior (Ex): At 8th level, the order of Gol’kosh
cavalier’s sense of honor and loyalty drives him to accomplish
seemingly impossible tasks. The cavalier can, as a standard
action, focus his mind and will. Once during the next minute,
he can choose to roll an attack roll, skill check, or saving throw
three times and take the best result. He must decide to use this
ability before the roll is made. Using this ability expends one
daily use of his Tactician.
Strike True (Ex): At 15th level, the order of the warrior
cavalier can use his years of training and focus to make the
perfect strike. When he uses this ability, the cavalier makes an
attack as normal. If the attack hits, it is a critical threat. The
cavalier must roll to confirm the critical as normal. The attack
deals the maximum amount of damage, although additional
dice from weapon qualities, sneak attack, and additional dice

Prestige Class Conversion by: Maverick898

The most respected and revered of the dwarves’ warriors,

mountain kings represent mighty champions of their race.
While some dwarves are enamored of the new firearms, and
others unlock the secrets of their titan heritage, mountain
kings continue a legacy that has existed for millennia. This
is a legacy of beer, blood, booze and thunder, of red-glinting
axes and crushing hammers. It is a legacy continued by some
of Ironforge’s most renowned heroes, including Muradin
Bronzebeard, brother of King Magni of Ironforge. Mountain
kings boast prodigious combat abilities. They are ferocious in
melee combat, wielding the traditional weapons of their race
to decimate their foes. Their attacks leave opponents stunned
and reeling.
While they do not focus their efforts on discovering the
secrets of the titans, they have long known of a powerful spark
within every dwarf - and the mountain kings draw upon this
spark and fan it into a raging flame. They transform themselves
into silver-sheened creatures of living stone, shrugging off all
attacks and hacking through flesh and bone with frightening (Dwarven Waraxe or Warhammer)
ease. Armor Proficiency: Must be proficient with light and
Some speculate that Dark Iron dwarves may have their own, medium armor and with shields (but not necessarily tower
perverted version of this heritage. This impression is confirmed shields).
by the fact the Dark Iron Emperor Thaurissan uses an Avatar Weapon Proficiency: Must be proficient Dwarven Waraxe
of Fire. And the Frostborn legend Yorg Stormheart uses an and Warhammer.
Avatar of Ice.
Hit Die: d10 Class Skills
The mountain king’s class skills (and the key ability for each
Requirements skill) are Acrobatics (Dex), Climb (Str), Handle Animal (Cha),
To qualify to become a Mountain King, a character must fulfill Intimidate (Cha), Knowledge (Nobility) (Int), Ride (Dex),
all the following criteria. Survival (Wis) and Swim (Str).
BAB: +5 Skill Ranks at Each Level: 2 + Int modifier.
Race: Dwarf
Feats: Toughness, Two Weapon Fighting, Weapon Focus Class Features

Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +1 +0 +0 Cleave & Bludgeon +1
2nd +2 +1 +1 +1 Like a Rock (+2 Con)
3rd +3 +2 +1 +1 Bonus Feat, Cleave & Bludgeon +2
4th +4 +2 +1 +1 Shockwave 1/day
5th +5 +3 +2 +2 Cleave & Bludgeon +3, Like a Rock (+4 Con)
6th +6 +3 +2 +2 Anvil & Thunder, Bonus Feat, Shockwave 2/day
7th +7 +4 +2 +2 Avatar 1/day, Cleave & Bludgeon +4
8th +8 +4 +3 +3 Like a Rock (+6 Con), Shockwave 3/day
9th +9 +5 +3 +3 Bonus Feat, Cleave & Bludgeon +5
10th +10 +5 +3 +3 Avatar 2/day, Great Thane
All of the following are class features of the mountain king
prestige class.
Weapon and Armor Proficiency: Mountain kings gain no
proficiency with any weapon or armor.
Cleave and Bludgeon (Ex): Mountain kings are more than
proficient with their ancestral weapons - axes and hammers.
They draw upon their traditions and ancient techniques
to enhance the deadly powers of these weapons, finding
vulnerable areas and swinging with extreme force and from
the appropriate angle to add extra oomph to their blows.
Mountain kings gain a +1 bonus on damage rolls with all axes
and hammers. This damage increase by an additional +1 at
every two levels after first.
Like a Rock (Ex): As Mountain King gains more power, he is
able to withstand more blow’s than your average dwarf. At 2nd
level he gains a +2 inherent bonus to Consitution. This bonus
increases to +4 at 5th level, and +6 at 8th level
Bonus Feat (Ex): At 3rd level a Mountain King can gain a
bonus combat feat. At 6th and 9th level he gains another bonus
combat feat.
Shockwave (Ex): At 6th level a Mountain King can slam
the ground that releases a powerful shockwave that deals 1d6
points of force damage per Mountain King level to each enemy
within 50ft. The wave starts at the Mountain King’s feet, and
extends outward. The wave does not harm people not on the
ground. A reflex save can be made for half damage (DC 10 +
Mountain King Level + Consitution modifier). At 8th level you
can use this ability 2/day.
Anvil & Thunder (Ex): at 6th level whenever a Mountain
King strikes an enemy with both his Hammer & Axe it must
make a Fortitude Saving Throw (DC 10 + Mountain King Level
+ Strength modifier) or be shaken till the Mountain King’s next
Avatar (Sp): At 7th level, the mountain king can use giant
form I as a spell-like ability once per day. Taking on the forum
of a giant stone dwarf. His caster level is equal to his mountain
king level. At 10th level, this improves to giant form II, and you
can use this ability twice a day.
Great Thane (Ex): At 10th level the Mountian King’s body
is so resistant to damage, he gains DR 5/adamantine. Only the
strongest metals in the land can bypass the Mountain King’s
tough exterior.

Prestige Class Conversion by: Maverick898

Like other practitioners of voodoo, shadow hunters deal with

the darker aspects of the spirit world. Unlike witch doctors
and members of other professions associated with this ancient
faith, shadow hunters claim to develop a special bond with
voodoo spirits called the Loa. Able to channel the essence of
some of these extremely potent beings - and often acting with
their blessings - shadow hunters gain special abilities only the
Loa can grant.
As they grow in experience, the shadow hunters’ bond with
the Loa strengthens and their connection to these powerful
voodoo spirits eventually gives them the ability to curse and
heal at a whim. Brave practitioners of rituals and dark rites, homelands, providing sound counsel to tribal chieftains and
shadow hunters tread a cautious line between darkness and warriors as well as lending a hand in battle and during other
light. Often misunderstood but always respected by those who times of need. Today, many shadow hunters roam the world
have witnessed their eerie powers, shadow hunters rely on faith in search of adventure while seeking to further their faith as
in the Loa and the ability to communicate with them. Through well as the interests of their people. In olden times, shadow
the magic of prayer and ritual, a shadow hunter spends a lot hunters donned special rush’kah masks when performing
of time maintaining the particular relationship he shares with ceremonies. As they travel throughout the lands of Azeroth,
the Loa. many shadow hunters wear these unique ceremonial masks
Shadow Hunters in the World: The shadow hunter’s craft to cover their features and inspire fear in others. The shadow
originated within jungle troll society. Since joining the Horde, hunters’ spells, several class skills and some class abilities rely
this breed of civilized trolls has taught voodoo to others on Wisdom, so a high Wisdom score is essential to all shadow
deemed worthy of the ancient faith. They also taught the hunters. Other mental abilities are an asset to shadow hunters,
shadow hunter craft to a few special individuals who shared as they are the key abilities for several of their class skills (not
a passion for the faith. Shadow hunters may be members of to mention the fact that shadow hunters play important social
any culture and society, but most are part of the Horde. Their roles in their tribes). Most shadow hunters also hold Dexterity
intrinsic connection with the Loa and their strong faith in the and Constitution in high esteem. These abilities improve the
traditional religion of the jungle trolls make shadow hunters shadow hunters’ capacity to avoid damage as well as their
veritable paragons of the faith. Thus, most jungle trolls view overall endurance and toughness in combat.
shadow hunters as the sacred keepers of their ancient beliefs. Hit Die: d8
As such, shadow hunters ensure that the Loa continue to
bless their people by maintaining the age old traditions and Requirements
strengthening bonds with the powerful spirits. To qualify to become a Shadow Hunter, a character must fulfill
Traditionally, most shadow hunters remain in their all the following criteria.

Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per day
1st +0 +0 +0 +1 Spirit of the Loa +1 level of existing divine spellcasting class
2nd +1 +1 +1 +1 — +1 level of existing divine spellcasting class
3rd +2 +1 +1 +2 Spirit of the Loa +1 level of existing divine spellcasting class
4th +3 +1 +1 +2 — +1 level of existing divine spellcasting class
5th +3 +2 +2 +3 Boon of the Loa +1 level of existing divine spellcasting class
6th +4 +2 +2 +3 — +1 level of existing divine spellcasting class
7th +5 +2 +2 +4 Spirit of the Loa +1 level of existing divine spellcasting class
8th +6 +3 +3 +4 — +1 level of existing divine spellcasting class
9th +6 +3 +3 +5 Spirit of the Loa +1 level of existing divine spellcasting class
10th +7 +3 +3 +5 Spirit Mastery +1 level of existing divine spellcasting class
Race: Troll. She grants the shadow hunter the ability to heal his allies. With
Affiliation: Any, though all known shadow hunters are a word, the shadow hunter can invoke a scintillating rain of
members of the Horde or are independent. positive energy, which drops from the sky to heal all living
Skills: Knowledge (religion) 5 ranks, Survival 5 ranks. allies it touches. This ability, usable once per day, functions
Spells: Ability to cast 3rd-level divine spells. as the mass cure critical wounds spell with the exception that
the positive energy has no effect against undead in its area -
Class Skills Lukou grants the capacity to heal, but she has no power over
The shadow hunter’s class skills (and the key ability for the restless dead. The shadow hunter’s caster level is equal to
each) are Acrobatics (Dex), Climb (Str), Craft (Int), Heal the caster level of his highest divine spellcasting class.
(Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge Smite Undead (Su): Samedi is the Loa of cemeteries and
(religion) (Int), Perception (Wis), Survival (Wis), and Swim the restful sleep of the dead. In Samedi’s eyes, the undead
(Str). are abominations that should be destroyed. A shadow hunter
Skill Points at Each Level: 4 + Int modifier. with this ability may attempt to smite undead with one normal
melee attack. This functions as the paladin ability of the same
Class Features name, but the shadow hunter does not deal 2 points of damage
Weapon and Armor Proficiency: Shadow hunters gain no new per level on the first successful attack against evil dragons and
proficiencies with weapons or armor. evil outsiders. She does deal 2 points of damage per level on all
Spells Slots per Day: Every time a shadow hunter gains a smite attacks made against evil undead creatures. The shadow
level in this class, he gains new spell slots per day as if he had hunter may use this ability once per day at 2nd level, twice per
also gained a level in the divine spellcasting class in which he day at 5th level, and three times a day at 8th. If the shadow
could cast 3rd-level divine spells before he added the shadow hunter accidentally smites a creature that is not undead, the
hunter level. He does not gain any other benefit a character smite has no effect, but the ability is still used up for that day.
from that class would have gained. If he had more than one Stormspear (Su): Shango controls the realm of storms,
divine spellcasting class in which he could cast 3rd-level divine and he guards the secrets of lightning and mayhem. By
spells before he became a shadow hunter, he must decide channelling the fury of this powerful and often unpredictable
to which class he adds each level of shadow hunter for the Loa, the shadow hunter can throw a lightning bolt (per the
purpose of determining spells per day. spell) . This attack does not provoke attacks of opportunity,
Spirit of the Loa: The voodoo faith of the shadow hunter requires a ranged touch attack and has a range of 30 feet. The
deals with beings they call the Loa. Supposedly, these spirits shadow hunter may use a number of times a day equal to half
are mighty entities that grant the faithful extraordinary powers. his shadow hunter level (minimum 1/day)
By calling upon these voodoo spirits, the shadow hunter gains Jungle Terrain (Ex): The loa’s grant the shadow hunter power
special blessings with which he can combat darkness and help over the jungle. The shadow hunter gains a +2 racial bonus
those in need. The abilities granted vary according to the Loa on initiative checks and Knowledge (geography, Perception,
the shadow hunter calls upon. Unless otherwise specified, Stealth and Survival while he is in the jungle. While travelling
activating each of these abilities is a standard action that through the jungle the shadow hunter leaves no trail and
provokes attacks of opportunity. cannot be tracked. This bonus increases to +4 at 4th level, +6
A shadow hunter can choose to learn any one of the following at 6 level and +8 at 8th level
abilities from the Loa at 1st level. He may choose another spirit Boon of the Loa: At 5th level, the shadow hunter unlocks
of the Loa ability at 3rd, 7th and 9th level more powerful secrets from the Loa. His years of experience
Battle Stride (Su): The Loa Legba is a master of swift motion. and his special relationship with the Loa grant him a special
Through him, the shadow hunter learns to bestow great speed boon, which can be used 1/day at 5th level and 2/day at 10th
and grace to his allies. A number of times per day equal to half which he must choose from the following boons.
his shadow hunter class level, the shadow hunter can grant his Hex (Sp): Ogoun, the Loa of war, teaches the shadow
allies a +4 bonus on initiative checks (this bonus applies even hunter to place dire curses upon his enemies. Once per day,
if the allies have already rolled their initiative checks) and +10 the shadow hunter may change a single targeted individual
feet to their base land speed. The number of allies he can affect into a frog. This ability functions as the baleful polymorph
with this ability equals his shadow hunter class level. Affected spell except that it always turns the target into a frog (use the
allies must be within 30 feet of the shadow hunter when he statistics for a toad; see the Bestiary for details). The shadow
uses this ability. The effects of battle stride last for a number hunter’s caster level is equal to the caster level of his highest
of rounds equal to the shadow hunter’s shadow hunter level + divine spellcasting class.
his Wisdom modifier (minimum of 1 round). This ability does Serpentine Form (Sp): Dambala, the Loa of serpents and
not affect the shadow hunter. treachery, teaches the shadow hunter to move swiftly and
Healing Shower (Sp): Lukou is the Loa of healing and respite. quietly by changing his shape into that of a serpent. This
ability functions like the beast shape II spell, with the following
exceptions. The serpentine form may only affect the shadow
hunter, and he can turn himself into a small, medium, or large
snake. The shadow hunter’s caster level is equal to the caster
level of his highest divine spellcasting class.
Spirit Mastery (Su): Upon reaching 10th level, the shadow
hunter has mastered the powers of the loa and can partially
join the spirit realm, making himself incorporeal for a number
of rounds equal to his shadow hunter level. While in this form
the shadow hunter is immune to critical hits and precision
based damage, such as sneak attack, unless these attacks are
made with a ghost touch weapon. In addition all of the shadow
hunter’s weapons, armor and gear are treated as having the
ghost touch special ability. She need not use these rounds
consecutively, and can split them up over the course of the day.
Equipment Type of Thorium Item
Light Armor
Item Price Modifier
+40 gp per item
+4,000 gp
WEAPONS Medium Armor +8,000 gp
Warglaive: This night elf weapon is a crescent-shaped blade Heavy Armor +12,000 gp
about 4 feet long with a hilt in the center of the back edge. Night Weapon +2,000 gp
elf demon hunters favor these weapons.
When a character proficient in their use wields a warglaive
in each hand, the off-hand warglaive counts as a light weapon
for the purposes of two-weapon fighting penalties. Warglaives
are also capable of being used with the Weapon Finesse feat.
A character can attach two warglaives together, forming a
double weapon. Attaching or detaching a set of warglaives is a
standard action that provokes attacks of opportunity.
Night elves treat warglaives as martial weapons.
Note: Text taken form World of Warcraft - The Roleplaying
Game pg 188. Finesse usage added in by Maverick898.


This rare metal combines the weight of lead with the strength
of steel. The Thorium Brotherhood, a guild of some of the
worlds most skill blacksmith’s take their name from this ore.
Orcs prize it for weapons because the extra weight allows a
skilled user to strike with more force.
A one handed weapon does damage as if it was used in two
hands, while a two handed weapon deals double the wielders
strength modifier on damage rolls.
Thorium armor doubles the weight of a normal suit, but
offers damage reduction 3/adamantium for light armor; damage
reduction 4/adamantium for medium armor, and damage
reduction 5/adamantium for heavy armor. But it leaves the
wearer restricted in movement reducing maximum dexterity
bonus by -2, and increases the armor one category heavier (light
becomes medium, medium becomes heavy, but heavy stays
heavy). Furthermore, the armor check penalty increase by -3,
and chance of arcane spell failure increases by +10%.
Hp/Inch: 30;  (weapons and armor normally made of steel
that are made of thorium have one-third more hit points than
normal.;  Hardness:  15;  Cost:  Thorium  is so costly that
weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given.

Exotic Weapons
Weapon Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight1 Type2 Special
One-Handed Melee
Warglaive 125 gp 1d6 2d4 19-20/x2 — — — 3 lbs. S —
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weights twice as much.
School necromancy; Level Paladin/Antipaladin 1
Casting Time 1 standard action
Components S
Range Short (25 ft. + 5 ft./level)
Effect one target
Duration Instantaneous
Saving Throw none; Spell Resistance no
Upon casting this spell the character may use any touch based
supernatural ability as a ranged touch attack.
Converted/ Created by: Cliff Rice.

School transmutation; Level Antipaladin 1, Magus 2 
Casting Time 1 standard action 
Components V, S 
Range short(25 ft. + 5 ft./level)
Effect One Target 
Duration concentration (up to 1 round/level) or instantaneous; see
Saving Throw none; see text; Spell Resistance yes 
The caster creates a telekinetic pulse of dark energy that grapples an
enemy holding them stationary and suspended off the ground for
the duration. The caster makes a CMB check (Caster level + Primary
Attribute) to initiate the death grip upon casting, Upon success the
target becomes pinned. On any round the Pin is maintained the
caster can choose to expend the force pulling the creature to a square
adjacent to the caster.
Converted/ Created by: Cliff Rice.


School transmutation; Level Antipaladin 3, Magus 4
As death Grip but can affect up to 1 creature per 4 caster levels.
(Max 5).
Converted/ Created by: Cliff Rice.
School Evocation [Cold]; Level Antipaladin 2, Sorcerer/Wizard 2,
Magus 2
Casting Time 1 standard action
Components S, V
Range Short (25 ft. + 5 ft./level) 10 ft burst.
Duration Instantaneous
Saving Throw Fortitude partial (See Below); Spell Resistance Yes
Upon casting this spell a creature within short range and all creatures
within 10 feet of that creature takes 1d6 cold damage per level. (Max
6d6 cold damage) and halves the targets movement types for 1d4
rounds. A fortitude save is allowed to half the cold damage and
negate the reduction in movement.
Converted/ Created by: Cliff Rice.
School Evocation [Cold]; Level Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M (A piece of quartz or rock crystal)
Range Medium, Personal
Target Self
Effect Self and adjacent squares
Duration 1 round/level
Saving Throw no; Spell Resistance no
The Barrier takes the form of a hemisphere, filling the squares
adjacent to the caster Providing Full cover. Creatures and objects
in the area of the forming barrier are pushed unharmed into
unoccupied squares.
The barrier has 5 hit points per caster level. Creatures can hit the
wall automatically. If a creature tries to break through the wall with
a single attack, the DC for the Strength check is 15 + caster level.
Converted/Created by: Cliff Rice.

School Conjuration; Level Magus 2, Witch 3, Sorcerer/Wizard 3
Casting Time 1 standard action
Components V, S, F (A sharp bone)
Range Touch, Short (25 ft + 5 ft. 2/level)
Target One creature
Effect One creature
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance no
This spell causes a spike 6 feet long to erupt from the ground
potentialy skiewering a creature that failes a reflex save. Those
that fail are considered grappled and take 1d8 +1 per 2 caster levels
peircing damage. The spike can maintain the grapples as if it had
a CMB of the casters level + the caster primary casting attribute.
The spike has a hardness of 5 and has 2 hitpoints per caster level.
Converted/Created by: Cliff Rice.


Level Magus 4, Witch 5, Sorcerer/Wizard 5
As per impaling spikes but it effects 1 creature per 4 caster levels that
are within the spells range. A creature cannot be spiked by more than
one spike per casting of this spell.
Converted/Created by: Cliff Rice.
WEAPONS points of damage. Doomhammer cannot rust by any means be it
normal, magical or otherwise. Doomhammer has a hardness of 25,
Magic Weapon Special Ability Descriptions 55 hit points, and grants its wield +10 CMD vs. Sunder.
Once per day, you may cast doom as a quickened spell, but rather
None Yet than affecting a single target it affects all enemies in a 30-foot radius
burst centered on you (Will DC 11 negates).
Specific Weapons CONSTRUCTION

Requirements Craft Magic Arms and Armor, bull’s strength, fabricate,

THE BLACK HAND lead blades, make whole, righteous might or giant form I, doom,
Aura strong evocation, moderate transmutation; CL 12th heal; Cost 109,812 gp.
Slot none; Price 128,340 gp; Weight 14 lbs. CONVERSION BY

The Black Hand is a flaming burst impact earth breaker +4 (Atk: +4;
Dmg (M): 3d6+4; Critical: x3; Type: B; +1d6 fire and +2d10 fire on a KANG THE DECAPITATOR
succesful critical hit). Aura moderate evocation & transmutation; CL 10th
CONSTRUCTION Slot None; Price 72,320 gp; Weight 12 lbs.
Requirements Craft Magic Arms and Armor, bull’s strength, fireball DESCRIPTION

or flame blade or flame strike, lead blades, righteous might or giant The well-known orc weaponsmith Lor’gahn was notoriously insane,
form I; Cost 64,340 gp but he did produce a number of powerful weapons, each of which
CREATED BY he gave a specific name and title. He often took to speaking to these
Valkyn Highwind items as if they were intelligent, which they were not. Perhaps the
greatest of his creations was Kang the Decapitator, a greataxe with
BLADE OF HANNA an edge so sharp it could slice through flesh and bone like butter.
Aura Strong transmutation; CL 15th GAME INFORMATION

Slot None; Price 146,350 gp; Weight 6 lbs. Kang the Decapitator is +3 Keen Greataxe of Wounding. Kang deals 1
DESCRIPTION point of bleed damage when it hits a creature. Multiple hits from a
The famous weaponsmith Hanna was a pragmatist. He could wounding weapon increase the bleed damage. Bleeding creatures
imbue any number of enchantments into the weapons he created, take the bleed damage at the start of their turns. Bleeding can be
but he always believed the greatest way to improve a weapon was stopped by a DC 15 Heal check or through the application of any
to enhance the person who wielded it. To this end, he crafted an spell that cures hit point damage. A critical hit does not multiply the
ultimate weapon for himself - a sword that improved his own body bleed damage. Creatures immune to critical hits are immune to the
to its ultimate potential. The sword served him well and passed on bleed damage dealt by Kang.
to his son, who attempted to slay a dragon alone. Since then, the CONSTRUCTION

Blade of Hanna has been lost to legend. Requirements Craft Magic Arms and Armor, bleed, keen edge; Cost
The Blade of Hanna is +5 katana that grants a +4 enhancement bonus CONVERSION BY

to all of its wielder’s ability scores. Valkyn Highwind


Requirements Craft Magic Arms and Armor, bear’s endurance, bull’s THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER
strength, cat’s grace, eagle’s splendor, fox’s cunning, owl’s wisdom; Aura Moderate evocation; CL 11th
Cost 73,350 gp. Slot None; Price 143,615 gp; Weight 12 lbs.

Valkyn Highwind Ragnaros the Firelord, and his lieutenants Garr and Baron Geddon,

defeated Thunderaan, Prince of Air, after the First Age of Creation,
DOOMHAMMER during the Elemental Sundering. Ragnaros was unable to fully
Aura Moderate transmutation, strong conjuration; CL 15th consume Thunderaan’s essence, so he forced what little remained
Slot None; Price 219,312 gp; Weight 5 lbs. into a talisman of elemental binding and shattered it. He gave
DESCRIPTION the two halves to his lieutenants. Ages passed, and somehow
This warhammer is composed of solid granite on an oak handle. The the talisman halves found their way into the hands of Highlord
granite is wrapped twice around with gold-studded leather. This +5 Demitrian, a follower of Thunderaan. He recombined the talisman
impervious shocking burst warhammer of impact grants its wielder a but was unable to release his master. Instead, he did the best he
+6 enhancement bonus to Strength. In addition, the warhammer could: He crafted a blade to serve as a vessel for his master’s essence.
has been hardened to deal additional damage, inflicting a base 2d6 Thunderfury is a vicious sword, crafted from elementium and
containing a crackling electrical core that might be all that remains
of Prince Thunderaan. The hilt is unusually long, wrapped in black
dragon hide, and studded with small spikes of black dragon bone.
Thunderfury, Blessed Blade of the Windseeker is a +3 Shocking
Burst, Thundering Elementium Bastard Sword that allows the wielder to
use the chain lightning spell 3/day (Ref DC 19 half ). The elementium
ore it is crafted out makes it immune to fire, cold and electricity
damage that would otherwise cause harm to the weapon. Because
elementium is so hard, the weapon is treated as having the hardness
of adamantium.

Requirements Craft Magic Arms and Armor, blindness/deafness, call

lightning/lightning bolt, chain lightning; Cost 71,975 gp.


Aura Strong transmutation, moderate conjuration & evocation; CL
Slot None; Price 188,425 gp; Weight 3 lbs.

The Twin Blades of Azzinoth are a pair of fel green warglaives

wielded by Illidan Stormrage. Azzinoth was a doom guard
commander whom Illidan slew 10,000 years ago. Illidan took
Azzinoth’s twin warglaives and trained himself to use them.
He has become exceedingly efficient with the weapons. The pit
lord Magtheridon proved to be no match for the wielder of the
Twin Blades of Azzinoth.
Each of the two blades are +5 Unholy, Keened Warglaives of
Duelling that require the exotic weapon proficiency feat to use. If
both Warglaives of Azzinoth are wielded in combat then they gain
additional abilities such as Evil-Outsider Bane, and as a free action
the wielder can act as thought affected by the haste spell for up
to 10 rounds each day. The haste effect’s duration need not be
consecutive rounds.

Requirements Craft Arms & Armor, cats grace, haste, keen edge,
summon monster I, unholy blight; creator must be evil; Cost


Minor Artifacts

Aura Strong Necromancy; CL 15th
Slot None; Weight 12 lbs

Gorehowl is a famous weapon. The sharply curved axe head, with

an intricate series of grooves in it, is massive, well worn, and
permanently stained with old blood. Its wickedly curved blade has
two notches in it, and many small holes in the head near the handle.
When swung, the notches causes the axe to “sing” its own battle cry,
just as Grom once did, which gave the weapon its name. The skull
on the blade is believed to be that of a slain goren. The leather wrap
on the handle is made from clefthoof hides. Gorehowl is a +5 Keen
Impacting Greataxe. When attacking with Gorehowl all those within
30 feet must make a will save (DC 22) or become panicked for 15
Rounds. A successful willsave leaves a creature shaken for 1 Round.

It’s unknown exactly how to destory Gorehowl. Perhaps simply

sundering it, or perhaps it needs to be used a member not of the
Hellscream line to slay a Hellscream. All mere rumor’s though as
Gorehowl is a symbol of heroism amongst the Orcs.

Conversion by: Valkyn Highwind

History from:

During the assault on Blackrock Spire in the Second War,
Highlord Alexandros Mograine of the Silver Hand took a
mysterious dark crystal from a dead orc warlock. The crystal
was the “living embodiment of shadow,” and originated from
Draenor. Upon touching it, Mograine’s hand became tainted, It
transformed into a hand like undead that could not be healed. corpses. Mograine alone continued to smite thousands of the
Mograine kept the crystal a secret for years until just before undead with ease, but was eventually wearied and dropped
the Scourge invasion of Lordaeron. He then revealed it to the his blade in fatigue. Renault came out of hiding and slew his
other leaders of the Silver Hand, suggesting that they try to father with Ashbringer, which corrupted the blade. Later,
find the crystal’s antithesis — a manifestation of the Holy Kel’Thuzad resurrected Mograine as one of his death knights
Light itself — that could be used against the undead in the of Naxxramas and reclaimed his corrupted blade. Renault
impending invasion. Mograine’s peers were appalled at the became Commander of the Scarlet Monastery, and Balnazzar
sight of the dark crystal and tried to destroy it with holy spells. gained complete authority over the Scarlet Crusade.
Unexpectedly, the crystal absorbed the spells and became the Seeking to free his father, Alexandros’ other son Darion
crystal of pure light that Mograine suggested moments before. Mograine led a mission into Naxxramas with a small party
They agreed to forge a weapon from the crystal that would of Argent Dawn members. Upon finding him, Alexandros
smite the undead with such power that only a cloud of ash was unresponsive to his son’s pleas and attempts to redeem
would remain in its wake — The Ashbringer. him, forcing Darion to reluctantly kill him. Darion took the
Mograine and Fairbanks traveled to Ironforge, where Corrupted Ashbringer, with his father’s spirit bound to it.
King Magni Bronzebeard forged the blade himself on The Alexandros’ voice led Darion out of Naxxramas to Renault
Great Anvil, hoping for vengeance for his brother Muradin at the Scarlet Monastery. Darion confronted his brother, who
Bronzebeard whom he believed to have fallen before lashed out and attempted to kill him. Before Renault was able to
Frostmourne. deal the final blow, Alexandros’ spirit emerged from Ashbringer
and decapitated him, saving Darion. The spirit of Alexandros
Fall of the Highlord then retreated back into the blade.
After Arthas’ betrayal, the Silver Hand was dissolved but Some time later, during a Scourge assault on Light’s Hope
the remaining leaders banded together to fight the undead Chapel, Darion impaled himself with the corrupted Ashbringer
of the now-Plaguelands. The Ashbringer became the most in another attempt to free his father. Darion was resurrected
lethal weapon in their arsenal — so much so that it quickly as a death knight and became Highlord of the Death Knights
garnered the attention of Kel’Thuzad. Balnazzar (in the newly- of Acherus.
possessed body of Grand Crusader Saidan Dathrohan) sought
to manipulate the remnants of the Silver Hand for the Burning ASHBRINGER
Legion. After Mograine stated his intentions to attack the Aura strong transmutation, moderate conjuration and evocation;
Undercity, Balnazzar put plans into motion to eliminate the CL 10th
Highlord in order to protect his brother, Varimathras (who was Slot None; Weight 6 lbs
manipulating Sylvanas Windrunner and her Forsaken). DESCRIPTION

Balnazzar made a pact with Kel’Thuzad to eliminate the The Ashbringer is a powerful sword named for its ability to slaughter
Highlord: the bane of the Scourge would be destroyed, and the the undead, leaving nothing but ash in its wake. It shares its name
dreadlords’ agendas would continue. He corrupted Mograine’s with its original wielder, Alexandros Mograine, former highlord of
son, Renault, and set a trap for the Highlord. Renault led his the Silver Hand, who was known as “the Ashbringer.” Reports vary
father and High Inquisitor Fairbanks to Stratholme, where as to whether the sword was named after Mograine, or vice-versa.
legions of the Scourge attacked them. Renault fled and The Ashbringer is a +3 holy impact keen evil outsider-bane undead-bane
hid while Mograine and Fairbanks fended for themselves. falchion that grants its wielder the Wake of Ashes ability.
Fairbanks eventually became trapped alive under a pile of Wake of Ashes (Su): The wielder of Ashbringer may channel
positive energy as a cleric of equal level a number of times equal to
once per 5 character levels (to a maximum of four per day). Outsiders,
and undead, affected by this ability must make a fort save with a
DC of 10 + 1/2 the wielder’s level (or hd) + the wielder’s cha mod. If
a wielder is already capable of channeling positive energy thier level
is treated as if it were five levels higher.

It is unknown if the Ashbringer can be truly destroyed or not. What

is know is that it can be corrupted by beings of sufficient power.
To corrupt the Ashbringer takes an evil outsider, or undead, of a
minimum of 15 hit dice, seven consecutive days holding the weapon.
Each day taking damage as if struck by the Ashbringer. If the demon
survives the experience then the weapon becomes corrupted by the
experience. Once the weapon has been corrupted the holy property
of the weapon becomes unholy, and the evil outsider-bane ability
becomes a bane towards good outsiders.
Greatstaff of the Guardian
Major Artifact
(Pictured at right wielded by Khadgar)

Item Conversion by: Valkyn Highwind

Background/Lore from: Wowpedia

Atiesh, Greatstaff of the Guardian is a powerful staff originally

wielded by Medivh, the last Guardian of Tirisfal. It is currently
(possibly) wielded by Khadgar, Medivh’s former apprentice, and
formerly by Med’an, Medivh’s son. It was born from the “seed
of hate” and grants its wielder “power unending”. It was passed
down by each Guardian of Tirisfal to its successor.
Atiesh can be used to open up portals to Karazhan and is
also known for attracting ravens towards the wielder.

Its date of creation is unknown, but it is known that Atiesh
was forged from the “seed of hate” and was wielded by each
Guardian of Tirisfal until the line ended with Medivh. This Additional Powers
would set the age of Atiesh at thousands of years. The following are in addition to the base item’s abilities, and
Following the assassination of Medivh, the staff was brought consume no charges.
to Dalaran where it was held by successive members of the 1/day- Teleport, Greater (Will DC 22 negates; CL 20th)
Kirin Tor, who all found their deaths soon (except for highborne At Will- Beast Shape II (Raven Form Only; Wielder only as long
sorcerer Tarsis Kir-Moldir, it appears). After all these deaths, it as Atiesh is held)
was decided that the staff was to be put “behind impenetrable
barriers of magic” and a “watcher” was appointed: Angela Altered Powers
Dosantos. The shattering of the staff came about following Unlike a staff of the magi, or a staff of eldritch sovereignty,
the destruction of Dalaran by Archimonde, probably due to the Atiesh does not automatically explode upon reaching 50 stored
failsafe system of the magical barrier. Atiesh was shattered into charges. It simply loses the ability to absorb any more power.
forty-two pieces which were scattered across all of Azeroth. Only by purposely breaking Atiesh is the retributive strike
Brann Bronzebeard held the base of Atiesh, which he somehow activated; destroying the greatstaff.
lost to C’Thun. The Scourge captured the forty-one other
pieces, twenty of which were initially held by Tarsis. Forty Destruction
pieces of Atiesh were each entrusted to a different lieutenant of In addition to the damage of the retributive strike, of either base
Kel’Thuzad within Naxxramas, while the fallen mage himself item, the following takes place instead of outright destroying
held the staff’s head. the item.
When Naxxramas appeared over the Eastern Plaguelands,
the Argent Dawn attempted to prevent this powerful focus of Immediately following the retributive strike, whether intentional
power from falling into the hands of the necromancer-lich, or not, Atiesh is fragmented in to forty-two pieces which are
Kel’Thuzad, and were apparently successful in this regard. scattered across Azeroth via an untraceable teleport-like affect. The
Later, Meryl Winterstorm sent Garona Halforcen on a pieces represent the staff’s shaft (40), the base, and the head. All
mission to retrieve the base of the shattered staff from within must be collected for the staff to function once more. Once Atiesh
the remains of C’Thun. Garona succeeded and gave the base to has been reassembled it has zero charges to start and must absorb
Med’an, who restored the whole staff simply by holding it while power before anything beyond its basic abilities will function.
being imbued with the powers of the New Council of Tirisfal.

Base Item:
Non-Mythic: Staff of the Magi
Mythic: Staff of Eldritch Sovereignty
“Life is my Aspect, Dark One, and I, like all mothers, know
both the pain and wonders that entails! For the past several
years, I have watched my children be raised as instruments of
war, slaughtered if they proved insufficient or too willful! I have
lived knowing that so many died that I could do nothing for!”
- Alexstrasza

Conversion by: Valkyn Highwind

Background Text from:

Alexstrasza the Life-Binder, former Aspect of the red
dragonflight, is the guardian of all life in the world of Azeroth.
She was one of five great dragons chosen by the titans to
be empowered with a portion of the Pantheon’s power and
rule over her flight while they watched over Azeroth and its
inhabitants. The titans also appointed her queen of all dragons.
Today, Alexstrasza resides at the top of the Wyrmrest
Temple in the Dragonblight, a place considered holy ground
for the dragonflights. No longer content to simply watch over
the mortal races, the Dragonqueen took action in bringing
the dragonflights together to battle the then-hostile blue
dragonflight and its Aspect, Malygos, as well as the looming
threat of the Lich King.
With the rise of Deathwing during World of Warcraft:
Cataclysm, Alexstrasza took a very active role in defending Melee bite +38 (4d6+22/19-20), 2 claws +38 (2d8+15), 2 wings +36
Azeroth against the Aspect of Death, eventually ordering (2d6+7), tail slap +36 (2d8+22)
her entire dragonflight to war against the black dragonflight. Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Alexstrasza, along with her fellow Aspects, gave their all to Special Attacks breath weapon (60-ft. cone, DC 31, 22d10 fire),
stop Deathwing once and for all, but lost much of their power crush (Medium creatures, DC 31, 4d6+22), dragon fury (2d6 fire),
in the process. manipulate flames, melt stone, mythic power (9/day, surge +1d10),
She has now passed on her legacy to the mortals of the tail sweep (Small creatures, DC 31, 2d6+22).
world. Spell-Like Abilities (CL 27th; concentration +32)
At will- detect magic, find the path, pyrotechnics (DC 17), suggestion
ALEXSTRASZA, THE LIFE-BINDER CR 24/MR 9 (DC 18), wall of fire.
XP 1,230,000 Cleric Spells Prepared (CL 17th; concentration +26)
Female Wyrm Red Dragon 9th- ascension M, true resurrection.
NG Gargantuan dragon (fire, mythic) 8th- cure critical wounds (mass), holy aura, stormbolts.
Init +11; Senses dragon senses, smoke vision; Perception +39 7th- bestow grace of the champion, cure serious wounds (mass),
Aura fire (10 ft., 2d6 fire), frightful presence (330 ft., DC 28) regenerate M, ressurection.
DEFENSE 6th- blessing of luck & resolve (mass), cure moderate wounds (mass),
AC 49, touch 4, flat-footed 49 (-2 Dex, +45 natural, -4 size) healM, glyph of warding (greater), word of recall.
hp 481 (27d12+306) 5th- breath of life M, cure light wounds (mass), hallow, pillar of life M,
Fort +23, Ref +13, Will +26; second save raise dead, summon monster V.
Defensive Abilities dragon blood (2d6 fire); DR 20/epic; Immune 4th- blessing of fervor, cure critical wounds M, deathless, neutralize
fire, paralysis, sleep; SR 40 poison, persistant vigor, restoration.
Weaknesses Vulnerability to cold 3rd- cure serious wounds M, dispel magic, prayer, searing light,
OFFENSE summon monster III, symbol of healing.
Speed 40 ft., fly 250 ft. (clumsy) 2nd- aid, blessing of courage & life, blessing of luck & resolve, cure
moderate woundsM, restoration (lesser), sacred space. or unlife and better able to access its power. When casting a cure
1st- bane, bless, bless water, cure light woundsM, divine favor, or inflict spell or use a class feature that uses positive or negative
protection from evil, sanctify corpse. energy (such as channel energy or lay on hands), treat any natural
0 (at will)- detect magic, purify food & drink, read magic, stabilize. 1s or 2s on the dice rolled to heal or deal damage as 3s.
STATISTICS Manipulate Flames (Su): Alexstrasza can control any fire spell within
Str 41, Dex 6, Con 27, Int 20, Wis 29, Cha 20 110 feet of her as a standard action. This ability allows her to move
Base Atk +27; CMB +46; CMD 54 (58 vs. trip) any fire effect in the area, as if she were the caster. This ability also
Feats Cleave, Critical FocusM, Greater Vital Strike, Improved Critical allows her to reposition a stationary fire effect, although the new
(bite), Improved InitiativeM, Improved Iron Will, Improved Vital placement must be one allowed by the spell. Finally, for 1 round
Strike, Iron WillM, Multiattack, Power AttackM, Quicken Spell, following the use of this ability, she can control any new fire spell
Staggering Critical, Vital StrikeM, Wingover. cast within its area of control, as if she were the caster. She can
Skills Appraise +35, Bluff +35, Diplomacy +35, Fly +14, Intimidate +35, make all decisions allowed to the caster, including canceling the
Knowledge (arcana) +35, Knowledge (history) +35, Perception +39, spell if she so desires.
Sense Motive +39, Spellcraft +35, Stealth +16. Melt Stone (Su): Alexstrasza can use her breath weapon to melt
Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc; rock at a range of 100 feet, affecting a 55-foot-radius. The area
Tounges. becomes lava to a depth of 1 foot. Any creature in contact with
SQ abundant healing, breath of life, change shape, faith’s reach, life the lava takes 20d6 points of fire damage on the first round, 10d6
current, mythic spellcasting, relentless healing. on the second, and none thereafter as the lava hardens and cools.
SPECIAL ABILITIES If used on a wall or ceiling, treat this ability as an avalanche that
Abundant Healing (Su): When Alexstrasza uses a spell or class ability deals fire damage.
to heal a creature’s hit point damage, she can apply excess healing Relentless Healing (Su): Alexstrasza can restore life to the recently
(over the target’s full hit points) to one ally adjacent to her. She dead. If a creature has died within 1 round, as a free action she can
can continue to apply excess healing to other adjacent allies until expend one use of mythic power to apply healing magic to that
no injured allies are adjacent or she runs out of excess healing. creature. This healing can be from a spell or effect she causes or
For example, if she could cure 40 points of damage with her from a magic item she wields. If this healing brings the creature’s
cure critical wounds spell and the target has taken only 20 points hit points above the threshold for death, it comes back to life and
of damage, she can apply the remaining 20 points of healing stabilizes at its new hit point total (similar to the way breath of
to an adjacent ally; if that second ally has taken only 15 points life functions); otherwise, it remains dead. Alternatively, she can
of damage, she can apply the remaining 5 points of healing to expend two uses of mythic power on a dead creature that would
another adjacent ally. have the ability to magically heal itself if it were alive (such as a
Breath of Life (Su): Instead of a cone of fire, Alexstrasza can breathe dead cleric with a prepared cure light wounds spell) in order to
a cone of of positive energy. Creatures within the cone are healed trigger the most powerful healing magic it knows or has prepared.
for the same amount that the breath weapon would deal in If this brings the creature’s hit points above its death threshold,
damage. Undead, and those weak against positive energy, take a it returns to life.
similar amount of damage. Second Save (Ex): Whenever Alexstrasza fails a saving throw against
Change Shape (Su): Alexstrasza can assume any animal or humanoid an effect with a duration greater than 1 round, she can keep trying
form three times per day as if using polymorph. to shake off the effect. At the start of her turn, if she’s still affected,
Dragon Blood (Su): Alexstrasza’s blood and other fluids are infused she can attempt the save one more time as a free action. If this
with fire. Every time she is damaged by a piercing or slashing save succeeds, the effect affects her as if she had succeeded at
weapon, the attacking creature takes 2d6 fire (or double damage her initial saving throw. If the effect already allows another saving
if the attack is a critical hit). Using a reach weapon does not throw on a later turn to break the effect (such as for hold monster),
endanger the attacker in this way. this ability is in addition to the extra saving throw from the effect.
Dragon Fury (Su): If Alexstrasza confirms a critical hit with a natural Smoke Vision (Ex): Alexstrasza can see perfectly in smoky conditions
weapon, she adds her dragon blood damage to the damage dealt (such as those created by pyrotechnics).
by the natural attack. Tongues (Sp): Alexstrasza can understand and speak any language,
Faith’s Reach (Su): Whenever she casts a divine spell with a range of as the tongues spell. If this ability is dispelled, she can resume it
touch, she can instead cast the spell with a range of 30 feet. If the as a free action.
spell normally requires a melee touch attack, it instead requires ECOLOGY

a ranged touch attack. Environment Wyrmrest Temple

Fire Aura (Su): Alexstrasza is surrounded by an aura of intense heat. Organization Solitary
All creatures within 10 feet take 2d6 points of fire damage at the Treasure Quadruple
beginning of her turn.
Life Current (Su): Alexstrasza is more attuned to the source of life
“You? You’re the dogs who have been wreaking havoc
throughout my foundry? Step forward! I will put you in your
- Blackhand

NPC Conversion by: x

“Foolish mortals - (Usurper’s children!) Nothing you have
done - (SPAWN OF A LESSER GOD!) I am trying to speak here!
(Words, words, words! The Master wants MURDER!) All falls
to chaos. ALL will be destroyed. (Chaos, chaos!) Your work
here today changes nothing. (Chaos, chaos, all things END!)
No mortal may see what you have and live. Your end has come.”
- Cho’Gall

NPC Conversion by: Maverick898

XP 102,400
Unique Two-Headed Male Ogre Sorcerer 12
CE Huge Humanoid (Giant)
Init +3; Senses Darkvision 60 ft., Low-Light Vision; See Invisibility,
Perception +25

AC 30, touch 11, flat-footed 30 (-dex, +4 armor, +19 natural, -2 size) Feats AlertnessB, Augment Summoning, Combat Casting, Combat
hp 346 (20 HD; 8d8+12d6+240, +28 false life) ReflexesB, Eschew Materials, Fire of the Bones (Sorcerer),
Fort +18, Ref +7, Will +11 Improved Initiative, Iron Will, Lightning Reflexes, Pyre of the
Defensive Abilities 25% fortification, improved uncanny dodge; DR Bones (Sorcerer), Spell Focus (Conjuration), Toughness, Weapon
15/Lawful; SR 28 Focus (Mace), Widen Spell.
OFFENSE Skills Climb +16, Knowledge (Arcana) +15, Perception +25, Spellcraft
Speed 30 ft. +9; Racial Bonus +8 Perception.
Melee Twilight’s Hammer +23/+18 (3d6+16/ x2) Languages Giant.
Space 15 ft.; Reach 15 ft. SQ bloodline arcana (+50% duration on polymorph spells), long
Bloodline Spell-Like Abilities (CL 12th; Concentration +22) limbs, unusual anatomy.
4/day- Acidic Ray (1d6+6). Gear Twilight’s Hammer (+3 Anarchic Unholy Heavy Mace).
Spell-Like Abilities (CL 20th; Concentration +21) SPECIAL ABILITIES

3/day- Summon Faceless One. Avatar of Cthun (Su): Cho’gall was imbued by the old god C’thun,
Sorcerer Spells Known (CL 12th; Concentration +22) warping and twisting his body to serve the old god. As such
6th (3/day)- chain lightning (DC 26), disintegrate (DC 26), summon Cho’gall received the following abilities: +8 Racial Bonus to
monster VI. Perception, Improved Uncanny Dodge, +5 Natural Armor Bonus,
5th (5/day)- baleful polymorph (DC 25), cone of cold (DC 25), Summon Faceless Ones, +4 Con, +4 Charisma, SR 11+CR, Damage
feeblemind (DC 25), shadow evocation, summon monster V. Reduction 15/Lawful. These bonuses increase Cho’gall’s CR by 2.
4th (6/day)- animate dead, black tentacles, false life (greater)*,
stoneskin, summon monster IV. Cho’gall was a powerful ogre mage, Initiate of the Fifth Circle
3rd (6/day)- dispel magic, fireball (DC 23), haste, hold person (DC 23), of the Shadow Council, and Chieftain of the Twilight’s Hammer
lightning bolt (DC 23), protection from energy, tongues. clan. Cho’gall managed to survive with remnants of his clan
2nd (6/day)- bear’s endurance, blur, darkness, elemental speech, when Gul’dan was torn to shreds by demons during his quest
mirror image, resist energy, scorching ray, see invisibility, web. to find the Eye of Sargeras toward the end of the Second War.
1st (6/day)- burning hands (DC 21), enlarge person, mage armor*, Fleeing to Kalimdor and taking refuge within the ruined city
magic missile, obscuring mist, ray of exhaustion (DC 21), shield, of Ahn’Qiraj, Cho’gall’s body became warped by the power of
true strike. the Old God C’Thun.
0 (At Will)- bleed, detect magic, detect poison, light, mage hand, With the return of  Deathwing  and the  Shattering  that
message, open/close, read magic, resistance. followed in his wake, Cho’gall aligned himself and the
Bloodline Aberrant. *Already Cast. Twilight’s Hammer with the corrupted Aspect and his allies,
STATISTICS the powerful Elemental Lords Al’Akir and Ragnaros, to help
Str 36, Dex 8, Con 30, Int 10, Wis 8, Cha 12 usher in the  end times. Overseeing the cult’s efforts from
Base Atk +12; CMB +24; CMD 33 his citadel in the Twilight Highlands.
“Shh! Don’t let dem see us talkin’ or you blow my cover!”
- Dagg

Conversion by: Maverick898

XP 1,600
Male Ogre Rogue 4
CN Large Humanoid (Giant)
Init +5; Senses Darkvision 60 ft., Low-light Vision; Perception +12

AC 15, touch 9, flat-footed 14 (+1 dex, +5 natural, -1 size)

hp 68 (8d8+32)
Fort +7, Ref +4, Will +4
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge

Speed 30 ft. (40 ft. base)

Melee bastard sword (mwk) +11/+6 (2d8+4/19-20/x2)
Melee bastard sword (mwk) +9/+4 (2d8+4/19-20/x2) & bastard sword
(mwk) +9 (2d8+2/19-20/x2)
Space 10 ft.; Face 10 ft.
Special Attacks Sneak Attack +2d6

Str 19, Dex 12, Con 19, Int 8, Wis 12, Cha 7
Base Atk +6; CMB +11; CMD 19
Feats Exotic Weapon Proficiency (Bastard Sword), Improved
Initiative, Iron Will, Skill Focus (Stealth), Two Weapon Fighting.
Skills Acrobatics +8, Climb +11, Disguise +5, Knowledge (Local) +6,
Perception +12, Stealth +8.
Languages Giant.
SQ Rogue Talents (Bleeding Attack, Combat Trick), Trapfinding +2.
Combat Gear potion of barkskin (1); Other Gear bastard sword
(masterwork; 2), effortless lace.

Found captured in a cage by the Thunderlord Orcs, the

commander non the less rescues the ogre who puts his master
of dis guys to use, carefully hiding around Dreanor to help fight
off the Iron Horde!
Deathwing 22d6 fire plus special, usable every 1d4 rounds ), crush (DC 33,
2d8+18), magma breath, mythic magic (3/day), mythic power (21/
day, surge +1d10)
“Pain... Agony.... My hatred burns through the cavernous Spell-Like Abilities (CL 25th; Concentration +32)
deeps. The world heaves with my torment. Its wretched Constant- fire shield (warm)
kingdoms quake beneath my rage... But at last... The whole of At will- burning hands (DC 18), scorching ray, shapechange (self only,
Azeroth will break... ...And all will burn beneath the shadow assumes human form), wall of fire, wall of lava.
of my wings...” 3/day- delayed blast fireball (DC 24)
- Deathwing Sorcerer Spells Known (CL 17th; Concentration +24)
8th (4/day)- charm monster mass (DC 25), power word stun (DC 25).
Conversion by: Maverick898 7th (7/day)- hold person mass (DC 24), summon monster VII, limited
DEATHWING CR 24/MR 9 6th (7/day)- disintegrate (DC 23), flesh to stone (DC 23), move earth.
XP 1,230,000 5th (7/day)- fire snake (DC 22), cone of cold (DC 22), polymorph,
Male Wyrm Advanced Magma Dragon wall of stone.
CE Colossal dragon (fire, mythic) 4th (7/day)- black tentacles, earth glide, false life greater*, volcanic
Init +14; Senses dragon senses; Perception +36 storm.
Aura frightful presence (330 ft., DC 29) 3rd (8/day)- ash storm, fireball (DC 20), lightning bolt (DC 20), non-
DEFENSE detection.
AC 60, touch 7, flat-footed 59 (+18 armor, +1 dex, +45 natural, +4 2nd (8/day)- bear’s endurance, invisibility, tremor blast (DC 19),
shield, -8 size) mirror image, scorching ray (DC 19).
hp 587 (25d12+365+35 false life) 1st (8/day)- shield*, true strike, magic missile, ant haul*, ray of
Fort +25, Ref +15, Will +24 enfeeblement (DC 18).
Defensive Abilites dragon blood (2d8 fire), dragon traits, heavy 0 (at will)- detect magic, read magic, mending, message, open/close,
fortification, freedom of movement; DR 20/epic, magic; DR 3/-; root, prestidigitation, resistance, detect poison.
Immune fire, paralysis, sleep; SR 38 * Already cast.
Weaknesses vulnerable to cold STATISTICS

OFFENSE Str 45, Dex 12, Con 33, Int 26, Wis 26, Cha 25
Speed 60 ft., fly 200 ft. (poor) Base Atk +25; CMB +48 (+44 bull rush); CMD 59 (61 vs. bull rush,
Melee bite +38 (4d6+29/19-20 plus 11 fire), 2 claws +38 (2d8+21/19-20), 63 vs.trip)
tail slap +33 (4d6+29), 2 wings +32 (2d8+12) Feats Ability Focus (breath weapon), Extra Mythic Path, Flyby
Melee bite +31 (4d6+50/19-20 plus 11 fire), 2 claws +31 (2d8+42/19- Attack, Great Fortitude, Greater Vital Strike, Improved Bull
20), tail slap +33 (4d6+50), 2 wings +33 (2d8+33) w/ Power Attack Rush, Improved InitiativeM, Improved Vital Strike, Iron WillM,
Space 30 ft.; Reach 20 ft. (25 ft. with bite) Multiattack, Power AttackM, Quicken Spell, Snatch, Vital StrikeM.
Special Attacks bleed (2d6), breath weapon (50-ft. cone, DC 35, Skills Acrobatics +26 (+30 jump), Climb +43, Escape Artist +26, Fly
+17, Intimidate +35, Knowledge (planes) +36, Perception +36, Sense (2d8 fire) (or double damage if the attack is a critical hit). Using a
Motive+36, Sleight of Hand +26, Stealth +13, Survival +36, Swim reach weapon does not endanger the attacker in this way. If the
+43. dragon has the swallow whole ability, it adds this damage to its
Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, swallow whole damage.
Halfling, Ignan, Orc. Dragon’s Fury (Su) If a mythic dragon confirms a critical hit with a
SQ superheated, magma breath, armor master, dragon’s blood, natural weapon, it adds its dragon blood damage to the damage
impossible speed, dual initiative, sweeping strike, dragon’s fury, dealt by the natural attack (2d8 fire)
armored might. Dual Initiative (Ex) The monster gets two turns each round, one on
Combat Gear +5 Adamantium Heavy Fortification Full Plate, +4 Keen its initiative count and another on its initiative count -20.
Amulet of Mighty Fists, Ring of Freedom of Movement. Impossible Speed (Ex) Your base land speed increases by 30 feet.
SPECIAL ABILITIES In addition, if you expend one use of mythic power, for 1 hour
Armor Master (Ex) You don’t take an armor check penalty or incur your base land speed increases by 10 feet per mythic tier (90 ft).
a arcane spell failure chance when wearing heavy armor or using Magma Breath (Su) Three times per day, an ancient or older magma
a shield (including a tower shield). In addition, the maximum dragon can breathe a cone of lava instead of fire. The damage is
Dexterity bonus of heavy armor. unchanged, but the magma clings to those it damages, dealing
Armored Might (Ex) You treat the armor bonus from your armor as half damage each round thereafter for 1d3 rounds. After this
50% higher than normal, to maximum increase of half your tier magma cools, it crumbles to dust.
Bleed (Ex) A creature with this ability causes wounds that continue Superheated (Su) At young age and older, a magma dragon’s bite
to bleed, inflicting additional damage each round at the start of attack deals additional fire damage equal to its age category.
the affected creature’s turn. This bleeding can be stopped by a Mythic Magic (Su) Up to three times per day, when the creature
successful DC 15 Heal skill check or through the application of casts a spell, it can cast the mythic version instead (as with all
any magical healing. mythic spells, the creature must expend mythic power to cast a
Dragon’s Blood (Su) The mythic dragon’s blood and other fluids mythic spell in this way).
are infused fire. Every time the dragon is damaged by a piercing Sweeping Strike (Su) Whenever you could make a full attack, you
or slashing weapon, the attacking creature takes energy damage may instead make a single attack at your highest attack bonus and
apply the results to all opponents within your reach. Roll damage
once and apply it to all opponents hit by the attack. This attack
can’t deal precision damage. If the attack roll is a critical threat,
choose one target you hit and attempt to confirm the critical
against that target.
Garrosh Hellscream
“The armies of the world will come for me, and within my
fortress they will face all the terrible creatures I have wrought,
the boundless power I have mastered. And one by one they will
fall at my feet. Any who would rise against my new Horde will
be impaled upon the spires of Orgrimmar!”
- Garrosh Hellscream

NPC Conversion by: Maverick898

XP 76,800
Male Orc Fighter 16 (Two Handed Fighter)
LN Medium humanoid (Orc)
Init +6; Senses Darkvision 60ft.; Perception +18

AC 33, touch 19, flat-footed 29 (+8 Armor, +4 Deflection, +1 Insight,

+6 Natural, +4 Dex)
hp 188 (16d10+96)
Fort +19, Ref +13, Will +13
Defensive Abilities Fearless, Ferocity; Immune Fear

Speed 30 ft. +2 (as Nose Ring), Ring of Freedom of Movement, Ring of Protection
Melee Gorehowl +36/+31/+26/+21 (3d6+26/ 19-20 x3) +4, Tusks of Mannoroth ( Juggernaught Pauldron’s of Resistance +4),
Melee Gorehowl +31/+26/+21/+16 (3d6+46/19-20 x3) w/ Power Attack and other gear & coins worth 343 PP.
Special Attacks +1 on attack rolls against Dreanei and Human SPECIAL ABILITIES

humanoids, Backswing, Bloodlust, Greater Power Attack, Blood Lust (Ex) Once per day, whenever Garrosh takes damage,
Overhand Chop, Piledriver, Shattering Strike +4, Weapon Training he can fly into a frenzy for 1 minute, gaining a +2 racial bonus
(Two-Handed Weapons +3) to Constitution and Strength, but a –2 penalty to Armor Class.
Bloodline Spell-Like Ability (CL 16th; Concentration +16) Warchief’s Resources (Ex) As the son of Grommash, Garrosh as
5/day- Touch of Rage. mythic potiential flowing through his viens. As a result he was
STATISTICS generated using a 20 point-build. In addition as Warchief, Garrosh
Str 26, Dex 18, Con 20, Int 12, Wis 14, Cha 14 had accesss to the horde’s resources and as PC wealth rather that
Base Atk +16; CMB +24 (+28 Sunder); CMD 38 (42 vs. Disarm; 46 of an NPC. This increases his CR by 1
vs. Sunder)
Feats Dazzling Display, Eldritch Heritage (Orc), Greater Weapon
Focus (Greataxe), Greater Vital Strike, Greater Weapon
Specialization (Greataxe), Improved Eldritch Heritage (Orc) x2,
Improved Initative, Improved Vital Strike, Intimdating Prowess,
Iron Will, Power Attack, Skill Focus (Intimdate, Survival), Vital
Strike, Weapon Focus (Greataxe), Weapon Specialization
Skills Climb +14, Fly +11, Intimdate +29, Perception +18, Survival
+18, Swim +13,
Languages Orc, Common, Taur’ahe
SQ Weapon Familarity
Combat Gear Potions of Protection from Energy (Fire/Cold, CL 10);
Other Gear Gorehowl (see below), +5 Studded Leather Armor,
Amulet of Natural Armor +4, Belt of Physical Perfection +4, Boots
of Speed and Winged, Dusty Rose Ioun Stone (impanted), Gloves of
Dueling, Handy Haversack, Head Band of Metal Prowess (Int, Wis)
Grommash Hellscream
“In many ways, the curse of our people began and ended
with Grom. His name meant “Giant’s Heart” in our ancient
tongue. He earned that name a hundred fold as he stood alone
before the demon Mannoroth - and won our freedom with his
blood. Lok’Tar Ogar, Big Brother. May the Warsong never fade.”
- Thrall

NPC Conversion by: ??

“For I am Gul’dan… I am darkness incarnate. I will not be
- Gul’dan

Conversion by: x

Orc Male
Crossblooded (Abyssal/Orc)

“Forest just setback!”
- Hogger

NPC Conversion by: Maverick898

XP 1200
Male Advanced Gnoll Barbarian 2
CE Medium humanoid (gnoll)
Init +3; Senses darkvision 60 ft.; Perception +11

AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex, +3 natural -2 rage,

-1 reckless)
hp 63 (3d8+2d12+37)
Fort +11, Ref +4, Will +6
Defensive Abilities Uncanny Dodge

Speed 40 ft. (30 ft. In armor)

Melee +1 Human-bane Battleaxe +15 (1d8+14/x3) w/ Power Attack
Melee +1 Human-bane Battleaxe +15 (1d8+20/x3) w/ Power Attack
Space 5 ft.; Reach 5 ft.
Special Attacks rage (13 rounds/day), reckless abandon

Base Statistics When not raging, Hoggers statistics are AC 20, flat-
footed 17; hp 51; Fort +9, Will +4; Melee +1 Human-Bane Battleaxe
+12 (1d8+12/x3); Str 24, Con 21; CMB +12; CMD 25

Str 28, Dex 16, Con 25, Int 12, Wis 17, Cha 10
Base Atk +4; CMB 14; CMD 27
Feats Power Attack, Furious Focus, Cleave
Skills Intimidation +8, Perception +11
Languages Gnoll, Common
SQ Fast Movement, Rage Powers (Reckless Abandon)
Combat Gear +1 Human-bane Battleaxe, Hide armor, standard gear
Illidan Stormrage
“Betrayer... In truth, it was I who was betrayed. Still, I am
hunted. Still, I am hated. Now, my blind eyes see what others
cannot: that sometimes the hand of fate must be forced! Now
go forth... unleash the tides of Doom... Upon all those...who
would oppose us.”
- Illidan Stormrage

Warcraft - The Roleplaying Game (Classes & Levels):

Sorcerer 20/Rogue 8/Fighter 7
(Manual of Monsters pgs 178 & 179)

Jaina Proudmoore
“Already they plot against us. Sieze this moment, Varian.
Dismantle the Horde.”
- Jaina Proudmoore

NPC Conversion by: Maverick898

XP 76,800
Female Human Sorcerer 17
LG Medium humanoid (Human)
Init +6; Senses Perception +0

AC 22, touch 17, flat-footed 20 (+4 armor, +2 dex, +1 insight, +5

hp 134 (17d6+44+28 false life)
Fort +10, Ref +10, Will +10; +2 vs. Fear
Defensive Abilities Elemental Body, Fire Shield (as Chill Shield); DR
10/Adamantium; Immune Critical Hits, Sneak Attack, Cold

Speed 30 ft.
Special Attacks +1 racial bonus on attack rolls against humanoid
creatures of the orc and troll subtypes
Bloodline Spell-like Abilities (CL 21; Concentration +34)
11/day- Elemental Ray (1d6+8 cold)
2/day- Elemental Blast (DC 28; 60 ft.)
1/day- Blizzard. TACTICS

Sorcerer Spells Known (CL 17th; concentration +29) Without her spells, Jaina’s stats are: AC 18, touch 13, flat-footed
8th (5/day)- storm bolts* (DC 31), Polar Ray (DC 31), angelic aspect 16; hp 106

7th (7/day)- summon monster VII (water elementals), hold person Str 7, Dex 14, Con 14, Int 14, Wis 10, Cha 26
mass (DC 25), spell turning, giant form I*, reserve gravity. Base Atk +8; CMB +6; CMD 18
6th (7/day)- chain lightning* (DC 29), distintegrate (DC 24), ice Feats Augment Summoning, Combat Casting, Elemental Focus
crystal teleport, elemental body II*, flesh to stone (DC 24). (cold), Empower Spell, Greater Elemental Focus (cold), Greater
5th (7/day)- baleful polymorph, teleport, cloud kill (DC 24), dominate Spell Focus (evocation), Improved Initative, Iron Will, Quicken
person (DC 23), cone of cold* (DC 28), feeblemind (DC 23), icy Spell, Spell Focus (conjuration), Spell Focus (evocation)
prison (DC 28). Skills Fly +22, Knowledge (Arcana) +22, Intimidate +28, Spellcraft
4th (8/day)- black tentacles, false life greater**, fire shield***, +22, Use Magic Device +28
stoneskin**, wall of ice*, dimension door, remove curse. Languages Common, Orcish, Draconic
3rd (8/day)- dispel magic (DC 21), protection from energy, fireball* SQ bloodline arcana (spells with the cold descriptor, increase the
(DC 26), fly, elemental aura* (DC 26), heroism, deep slumber spell’s save DC by 1, Whenever you cast a spell that deals energy
(DC 21). damage, you can change the type of damage to match the type
2nd (8/day)- darkness, invisibility, frost fall (DC 25), mirror image, of your bloodline. This also changes the spell’s type to match the
scorching ray* (DC 25), web, touch of idiocy (DC 20) . type of your bloodline.)
1st (8/day)- mage armor**, feather fall, ant haul**, ray of Combat Gear Potion of Natural Armor (CL 15)**; Other Gear Cloak of
enfebblement (DC 19), burning hands* (DC 24), shield, alarm, Resistance +3, Greater Metamagic Rod (Rime), Headband of Alluring
chill touch (DC 24). Charisma +4, Ioun Stones (Deep Red, Dusty Rose, Pink), Robe of
0 (at will)- mage hand, open/close, detect magic, read magic, Arcane Hertiage, Staff of Frost.
message, arcane mark, detect poision, drench.
Bloodline Crossblooded (Boreal/Elemental (Water))
*cold spells; ** already cast; *** cold spell & already cast
“I was cast out by my comrades. Exiled. Forced to wander
the frozen wastes...but I was not alone. Not entirely. The voice,
now my only companion, guided me to my destination. Strange,
nightmarish creatures awaited me at the entrance. I felt my
blood run cold, as cold as Icecrown itself.
Inside, I bore witness to horrific acts, demonstrations of
power, power that could be mine for the asking. Terrified, I ran...
but did not get far. All too soon, my choice was made. Too late
did I realize that such power does not come...without a price.
Now, the world shall pay a far greater toll, for I have returned.
I am Kel’Thuzad...
Your curiosity will be the death of you.”
- Kel’Thuzad

NPC Conversion by: Maverick898

Kel’Thuzad was once a human mage of the Kirin Tor. He went

on to become the founder of the Cult of the Damned and one
of the principal agents of the Lich King responsible for the
spreading of the plague of undeath across Lordaeron. After
bringing the plague to Lordaeron, he was slain by the paladin
Arthas. When Arthas became a death knight, he resurrected
Kel’Thuzad as a lich so he could summon Archimonde
the Defiler into Azeroth. Following Arthas’ departure for Spell-like Abilities (CL 17th, Concentration +29)
Northrend, Kel’Thuzad was left to command the Scourge of Constant- arcane sight, comprehend languages, detect magic, read
Lordaeron from his necropolis, Naxxramas. Following his first magic, see invisibility, tongues.
defeat, he and his necropolis moved to Northrend. Spells Prepared (CL 17th, Concentration +29)
9th- mass suffocation (DC 31), wail of the banshee (DC 31).
KEL’THUZAD CR 18 8th- quickened bestow curse (DC 26), polar ray (DC 28), summon
XP 153,600 monster VIII.
Male Old Human Lich Necromancer 17 7th- black tentacles greater, finger of death (DC 29), rime cold ice
LE Medium undead (augmented humanoid) strike (DC 26), waves of exhaustion (DC 29).
Init +6; Senses darkvision 60 ft., life sight; Perception +27 6th- cold ice strike (DC 26), create undead, quicken mirror image, rime
Aura fear (60 ft. Radius, DC 23) cone of cold (DC 25), summon monster VI, unwilling shield (DC 28).
DEFENSE 5th- cone of cold (DC 25)(2), ghoul army, rime ice storm (DC 24)(2),
AC 27, touch 17, flat-footed 25 (+5 armor, +5 deflection, +2 dex, +5 vampiric shadow shield.
natural armor) 4th- animate dead, black tentacles, creeping ice, false life greater*,
hp 189 (17d6+102+28 false life) summon monster IV, wall of ice.
Fort +15, Ref +12, Will +17 3th- dispel magic (2), fireball (DC 23), protection from energy,
Defensive Abilities channel resistance +4, rejuvenation; DR 15/ suggestion (DC 23), vampiric touch.
bludgeoning and magic; Immune cold, electricity, undead traits 2nd- darkness, protection from good communal, scorching ray (3),
OFFENSE spectral hand, web.
Speed 30 ft. 1st- identify, magic missile (2), protection from good, shield, true
Melee 3 +5 animated icy burst spiked chains +23 (2d4+16+1d6 cold x2), strike (2).
2 +5 animated icy burst spiked chains +23 to grapple (2d4+16+1d6 0- bleed (DC 20), detect poison, disrupt undead, ray of frost.
cold x2) Opposition Schools enchantment, transmutation
Ranged +10 ranged *Already Cast
Space 5 ft.; Reach 5 ft. (15 ft with spiked chains.) TACTICS

Special Attacks grave touch (13/day), paralysing touch (DC 24), power Before Combat Kel’Thuzad always casts false life greater on himself
of undead 13/day (DC 23) every day.
STATISTICS commanded.
Str 5, Dex 14, Con -, Int 30, Wis 15, Cha 20 Each chain has a slightly different power. The chains only function
Base Atk +8; CMB +5 (+23 with spiked chains); CMD 17 (31 w/Spiked as a set; a chain separated from the set causes all the chains to
chain, +4 vs. Bull rush) cease functioning until restored. Controlling the chains requires a
Feats Augment Summoning, Combat Casting, Command Undead, standard action, though up to all seven chains can be controlled in
Craft Wondrous Items, Greater Spell Focus (Necromancy), the same action. The chains that can attack each act on their own,
Improved Initiative, Quicken Spell, Rime Spell, Scribe Scroll, so all the chains can still attach even if Kel’Thuzad is not taking a
Skeletal Summoner, Spell Focus (Conjuration), Spell Focus full attack action.
(Necromancy), Spell Penetration, Uncanny Concentration, Three of the chains are the equivalent of +5 icy burst spiked chains,
Undead Master. but have a 15-foot reach and are animated to attack on their own
Skills Appraise +30, Fly +22, Knowledge (Arcana) +30, Knowledge using the wearer’s attack bonus, but there own Strength score of 32.
(Dungeoneering) +30, Knowledge (History) +30, Knowledge Once a chain has been commanded to attack a target, it continues
(Local) +30, Knowledge (nature) +27, Knowledge (Nobility) +30, to attack that target whenever possible, if the target is not in reach,
Knowledge (Planes) +30, Knowledge (Religion) +30, Perception then chain attacks a random creature within reach each round. The
+27, Spellcraft +30 . wearer can command one or all three chains to stop attacking as
Languages Kel’Thuzad can read, speak and understand any a free action. Once directed, the wearer is free to perform other
language. actions while the chains continue attacking.
Gear Chains of Kel’Thuzad, Gloves of Dexterity +4, Headband of Two more chains are animated to grapple foes but otherwise act
Mental Prowess (Int, Cha) +4, Heavyload belt spell component as the previous chains. These chains have a strength score of 32 but
pouch with all required materials. Spell Book (Kel’Thuzad has use the wearer’s attack bonus. On a successful grapple, the chains
all the spells listed on his spell list, plus all the ones in the Core deal 2d4+16 points of constriction damage, plus 1d6 cold damage
Rule Book up to 9th level). and continue to deal this damage each round until the victim breaks
SPECIAL ABILITIES free. To break free the enemy must be able to beat the wearer’s
Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius CMD, but use the chains 32 strength in place of the wearers for
that look at a Kel’Thuzad must succeed on a Will save (DC 23) or determining the final result. The wearer is most likely unable to
become frightened. Creatures with 5 HD or more must succeed move far from his position at at which a subject becomes grappled,
at a Will save or be shaken for a number of rounds equal to but the wearer is not considered grappled himself. The chains do
Kel’Thuzad’s Hit Dice. A creature that successfully saves cannot all the work.
be affected again by Kel’Thuzad’s fear aura for 24 hours. This is One chain wraps itself around the vital parts of the wearer, as
a mind-affecting fear effect. appropriate, and acts as a +5 defending spiked chain, thus granting
Paralyzing Touch (Su): Any living creature Kel’Thuzad hits with a +5 armor bonus. It also provides a +5 deflection bonus to AC and
his touch attack must succeed on a Fortitude save (DC 24) or +5 resistance bonus to saving throws.
be permanently paralysed. Remove paralysis or any spell that can One chain wraps around the wearer’s waist and drags on the
remove a curse can free the victim (DC 24). The effect cannot be ground. The chain grants levitation, as long as it remains in contact
dispelled. Anyone paralysed by Kel’Thuzad seems dead, though with the ground, and feather fall at will at all times. It is ultimately
a DC 20 Perception check or a DC 15 Heal check reveals that the 20 feet long, but only drags a few feet of chain unless commanded
victim is still alive. otherwise. This means the wearer continually
Rejuvenation (Su): When Kel’Thuzad is destroyed, his phylactery hovers a foot or so above the ground, but upon command can
immediately begins to rebuild his body nearby. This process takes levitate as high as 20 feet. The wearer does not suffer the standard
1d10 days - if the body is destroyed before that time passes, the attack penalties associated with levitation. Maintaining a levitated
phylactery merely starts the process anew. After this time passes, height requires concentration. The effect can be cancelled as a free
Kel’Thuzad wakens fully healed (albeit without any gear it left action, which causes the wearer to lower slowly to the ground over
behind on its old body), usually with a burning need for revenge the course of that round.
against those who previously destroyed it. The wearer receives a +4bonus to CMD to resist bull rush

Aura Strong (all schools); CL 20th Each chain has a slightly different power. The chains only function
Slot Body; Weight 40 lbs. as a set; a chain separated from the set causes all the chains to
DESCRIPTION cease functioning until restored. If you can destroy one chain you
The chains of Kel’Thuzad are a specially craft set of seven magical destroy the artifact.
spiked chains, given to him by the Lich King. The owner must
wrap this artifact around his body to activate it, at which point the
chains animate to move lazily to and fro in the air when not being
The L ich King
“Let this be your first lesson. I have no love for you or your
people. On the contrary, I intend to scour humanity from this
planet, and make no mistake: I have the power to do it.”

Conversion by: Alex Augunas & Maverick898


XP 2,457,800
Male Human Graveknight Anti-Paladin 4/Oracle 6/Un-Holy
Vindicator 10/Hierophant 10
CE Medium humanoid (Augmented Undead)
Init +15; Senses darkvision 60 ft.; Perception +33
Aura Cowardice (10ft), Evil, Scarilegious (30ft, DC 35)

AC 38, touch 16, flat-footed 37 (+14 armor, +5 deflection, +1 dex,

+8 natural)
hp 619 (14d10+6d8+460)
Fort +48, Ref +28, Will +36
Defensive Abilities channel resistance +4, hard to kill, immortal,
mythic saving throws, rejevination, vindicator’s shield; Immune contagion (DC 30), false life, inflict serious wounds (DC 30), prayer.
cold, disease, electricity; DR 10/Magic; SR 37 2nd (6/day)- hold person (DC 27), inflict moderate wounds (DC 29),
OFFENSE inflict moderate wounds (DC 29), instrument of agony, lesser
Speed 40 ft. (30 ft in armor) animate dead, oracle’s burden.
Melee Frostmourne +36/+31/+26/+21 (1d10+40+2d6 unholy +6d6 1st (6/day)- bane, cause fear, curse water, deathwatch, inflict light
cold+8d6 channel 17-20/x2 ) w/ Power Attack, Channel Smite wounds (DC 28), murderous command, sanctuary.
Melee Frostmourne +51/+46/+41/+36 (1d10+48+2d6 unholy, 6d6 0 (At Will)- bleed, detect magic, create water, guidance, mending,
cold+8d6 channel 17-20/x2 ) w/ Power Attack, Channel Smite, read magic, resistance, stabilize, virtue.

Space 5 ft.; Reach 5 ft. Str 28, Dex 18, Con -, Int 20, Wis 20, Cha 40
Special Attacks channel destruction, channel negative energy (+7d6), Base Atk +18; CMB +27; CMD 41
cruelities (sickened), devestating blast (3/Day; 12d6 cold damage Feats Power AttackM, Cleave, Extra Lay on Hands, Command
in 30-ft. cone; Reflex halves) divine judgement, divine retribution, UndeadM, Alignment Channel: Good, Improved ChannelM,
mythic power (23/day, 1d12), smite good (3/day +15 to ATK & AC, Spell Focus: Necromancy, Undead MasterM, Channel SmiteM,
+8 damage), undead mastery (316 HD of undead). Greater Channel Smite, Leadership (score 39), Quick Channel,
Spell-Like Abilities (CL 20th; Concentration +35) Greater Spell Focus: Necromancy, Improved InitiativeB, Mounted
Lich King can cast a domain spell he grants of each level once CombatB, Ride-By AttackB, ToughnessB.
per-day. He may only cast one spell of each level (Chaos, Death, Skills Bluff +22, Diplomancy +24, Intimidate +40, Handle Animal
Evil, Rune, Ice, Murder, Undead, Wards). +22, Heal +9, Knowledge (Arcane) +25, Knowledge (History) +24,
Anti-Paladin Spell-Like Abilities (CL 4th; Concentration +19) Knowledge (Planes) +14, Knowledge (Religion) +22, Perception
At will- detect good. +33, Ride +9, Sense Motive +24, Spellcraft +33.
Anti-Paladin Spells (CL 4th; Concentration +19) Languages Abyssal, Common, Dwarven, Elven, Orc.
1/day- bane, inflict light wounds, protection from good, sentry skull. SQ alter channel, amazing initiative, bloodrain (1d6), divine source
Oracle Spells (CL 13th; Concentration +28) (Chaos, Death, Evil, Rune, Ice, Murder, Undead, Wards), faith healing
6th (4/day)- create undead, mass inflict moderate wounds (DC 33), (maximized), force of will, legendary hero, life current (3), mythic
harm (DC 33). domain (bones mystery) oracles curse (wasting), phantom mount,
5th (6/day)- ghoul army, greater contagion (DC 32), mass inflict light puppetmaster, touch of corruption (19/day 2d6), revelations
wounds (DC 32), unhallow. (undead servatuide 18/Day; +4d6), ruinous revivification (cold),
4th (6/day)- divine power, imbue with spell ability, inflict critical stigmata (5), unstoppable, vesitile channel.
wounds (DC 31), plague carrier, unholy blight (DC 31). Combat Gear Frostmourne (see below), Helm of Domination (see
3rd (6/day)- animate dead, bestow curse (DC 30), chain of perdition, Below), Plate of the Damned (+5 Ghost Touch, Dastard, Unrighteous
Full Plate), Belt of Physical Might +6 (str, dex), Cloak of Resistance Hard to Kill (Ex): Whenever you’re below 0 hit points, you
+5, Boots of the winterlands/Stride & Springing, silver smite bracelet, automatically stabilize without needing to attempt a Constitution
Ring of Protection +4, Ring of Freedom of Movement, Amulet of check. If you have an ability that allows you to act while below 0
Natural Armor +4. hit points, you still lose hit points for taking actions, as specified
SPECIAL ABILITIES by that ability. Bleed damage still causes you to lose hit points
Alter Channel (Su): If you’re in the area of an opponent’s channel when below 0 hit points. In addition, you don’t die until your total
energy ability and the energy type is the opposite of yours, as an number of negative hit points is equal to or greater than double
immediate action you can expend one use of mythic power to your Constitution score.
transform the opponent’s channeled energy to the opposite type. Immortal (Su): There must always be a Lich King. If slain a new host
You can cause the altered energy to either affect the opposite kind is needed to don the helm of domination in order to keep the
of targets (undead or living), or change whether it heals or harms, undead in check.
but not both. Channeled energy that has been changed in this Legendary Hero (Su): you have reached the height of mortal power.
way heals or deals half the normal amount of damage. You regain uses of your mythic power at the rate of one use per
Amazing Initiative (Ex): you gain a bonus on initiative checks equal hour, in addition to completely refreshing your uses each day.
to your mythic tier. In addition, as a free action on your turn, Life Current (Su): When casting an, inflict spell or using negative
you can expend one use of mythic power to take an additional energy (such as channel energy or lay on hands), anything less
standard action during that turn. This additional standard action than 4 is treated as 4.
can’t be used to cast a spell. You can’t gain an extra action in this Phantom Mount (Su): Once per hour, a graveknight can summon a
way more than once per round. skeletal horse similar to a phantom steed. This mount is more real
Bloodrain (Su): while his stigmata are bleeding, the Lich King’s than a typical phantom steed, and can carry one additional rider.
harmful channeled energy is accompanied by a burst of sacred The mount’s powers are based on the graveknight’s total Hit Dice
or profane liquid energy, increasing the damage by 1d6. Creatures rather than caster level. A graveknight’s mount looks distinctive
failing their saves against the channeled energy become sickened and always appears the same each time it is summoned. If the
and take 1d6 points of bleed damage each round. Affected mount is destroyed, it can be summoned again with full hit points
creatures can attempt a new save every round to end the sickened 1 hour later.
and bleed effects. Puppetmaster (Su): As a standard action, you can temporarily raise
Channel Destruction (Su): Any weapon the Lich King wields seethes a dead creature within 60 feet to serve as your puppet f or up
with cold energy, and deals an additional 5d6 points of damage. to a number of rounds equal to your tier or until you end this
Devastating Blast (Su): Three times per day, the Lich King may effect as a free action, whichever comes first. In order to use
unleash a 30-foot cone of energy as a standard action. This blast this ability, you must expend a number of uses of mythic power
deals 12d6 points of cold damage (Reflex save for half ) equal to half the target’s Hit Dice. The creature must have been
Divine Judgement (Sp): If the Lich King’s melee attack reduces a slain within a number of rounds equal to your tier. You imbue
creature to –1 or fewer hit points, he may sacrifice a prepared the creature with enough positive or negative energy to allow its
2nd-level spell or available 2nd level spell slot to invoke death knell body to function without its spirit. This shell of a creature gains
upon the target as an immediate action (CL 16) the mindless quality, and it acts like a puppet with you as the
Divine Retribution (Sp): When the Lich King confirms a critical hit, puppeteer. The creature is neither living nor dead, and positive
he may sacrifice a prepared 3rd level spell or available 3rd-level and negative energy have no effect on the creature. It immediately
spell slot to invoke bestow curse upon the target as an immediate regains half its maximum number of hit points, which becomes
action (CL 16) its new maximum hit point total for the duration of this effect.
Divine Source (Su): The Lich King can grant and casts spells from You can command the puppet as though it were under the effects
the following domains: (Chaos, Death, Evil, Rune, Ice, Murder, of a dominate monster spell cast by you (no save), and it can use
Undead, Wards) any of the abilities it normally had access to at the time of death
Faith Healing (Su): any inflict wounds spells a vindicator casts on (prepared spells, special abilities, and so on). The puppet must
himself are automatically empowered as if by the maximized spell still have all the necessary components to activate special abilities
feat, except they do not use higher spell level slots or an increased and spells. Abilities that normally refresh periodically, like breath
casting time. If the vindicator targets himself with an Inflict spell weapons, do not refresh. Once the puppet takes an amount of
that affects multiple creatures, this ability only applies to himself. damage equal to its total number of hit points or the duration of
Force of Will (Ex): You can exert your will to force events to unfold this effect ends, the puppet is destroyed and becomes a corpse
as you would like. As an immediate action, you can expend one once again. The puppet can be affected as normal by resurrection
use of mythic power to reroll a d20 roll you just made, or force spells and effects during this time, which immediately end the
any non-mythic creature to reroll a d20 roll it just made. You can effects of this ability. You can’t affect the same creature with this
use this ability after the results are revealed. Whoever rerolls a ability more than once in 24 hours.
roll must take the result of the second roll, even if it is lower. Smite Good (Sp): 3/day the Lich King can call out to the dark powers
to crush the forces of good. As a swift action, the Lich King and allows the Lich King to communicate with the wielder
chooses one target within sight to smite. If this target is good, telepathically. It also has a purpose to slay all living creatures,
the Lich King adds his Charisma bonus (if any) on his attack rolls slowly corrupting the wielder’s mind, transforming them into
and adds his antipaladin level on all damage rolls made against a graveknight. It has a special power, 1/month it can cast fury
the target of his smite. If the target of smite good is an outsider of forstmourne (DC 23; wail of the banshee).
with the good subtype, a good-aligned dragon, or a good creature
with levels of cleric or paladin, the bonus to damage on the first Helm of Domination
successful attack increases to 2 points of damage per level the Functions as a headband of mental superiority +6 (Perception,
antipaladin possesses. Regardless of the target, smite good Knowledge Arcane, Spellcraft) and if the wearer control
attacks automatically bypass any DR the creature might possess. undead, he can control twice his normal amount. The helm of
In addition, while smite good is in effect, the Lich King gains a domination is similar to a helm of brilliance, except its spells
deflection bonus equal to his Charisma modifier (if any) to his AC focus on cold rather than fire. Other aspects of the helm,
against attacks made by the target of the smite. If the antipaladin include detecting and damaging living dealing 1d6 damage
targets a creature that is not good, the smite is wasted with no each round to those in range. The helm has 10 sapphires that
effect.The smite good effect remains until the target of the smite can be used for cone of cold, 20 pieces of amber that can be
is dead or the next time the Lich King rests and regains his uses used for frostball (as fireball), 30 pieces of petrified wood that
of this ability. can be used for frozen sphere (as flaming sphere but dealing
Stigmata (Su): As a swift action the Lich King can activate his stigmata cold damage), and 40 opals that can be used for darkness. In
which causes bleed damage equal to half of his vindicator’s class addition, the wearer gains frost resistance to cold 30 and his
level, and this bleed damage is not halted by curative magic. weapons become frost weapons instead of flaming weapons.
While the stigmata are bleeding, the Lich King gains a profane
bonus equal to half his class level. Each time he activates his
stigmata, the Lich King decides if the bonus applies to attack
rolls, weapon damage rolls, Armor Class, caster level checks, or
saving throws; to change what the bonus applies to, the vindicator
must deactivate and reactivate his stigmata. While his stigmata
are bleeding, the Lich King ignores blood drain and bleed damage
from any other source and can use bleed or stabilize at will as
astandard action
Touch of Corruption (Su): 19/day As a touch attack, you can cause
2d6 points of damage Using this ability is a standard action that
does not provoke attacks of opportunity. Alternatively, you can
use this power to heal undead creatures, restoring 2d6 hit points .
Undead Mastery (Su): The Lich King can control 316 HD of undead
at any given time.
Unholy Resilience (Su): You gain a bonus equal to your Charisma
bonus on all saving throws (included above).
Unstoppable (Ex): you can expend one use of mythic power as a free
action to immediately end any one of the following conditions
currently affecting you: bleed, blind, confused, cowering, dazed,
dazzled, deafened, entangled, exhausted, fascinated, fatigued,
frightened, nauseated, panicked, paralyzed, shaken, sickened,
staggered, or stunned. All other conditions and effects remain,
even those resulting from the same spell or effect that caused the
selected condition. You can use this ability at the start of your turn
even if a condition would prevent you from acting.

Items of Note!

+5 Unholy Ghost Touch Keened Bastardsword- As an extention
of the Lich King himself, Forstmourne could be considered an
intelligent item, that grants the wielder profiency in the weapon,
Lor’themar Theron
“All we can do is walk the road we are given with such dignity
as we can muster, each to our own glory or demise, and pray
that there yet remains something of our own hearts when all
is said and done. By the Sunwell, I hope that there will remain
something of mine.”
- Lor’themar Theron

Class: Magus?

Lord Marrowgar
- Lord Marrowgar

NPC Conversion by: clff rice

XP 615,000
NE Huge Undead
Init +6; Senses True Seeing; Perception +49
Aura Frightful Presence (DC 34, 50 ft.), Cold Aura (4d6 10 ft.), Unholy
Aura (20 ft.)

AC 39, touch 14, flat-footed 39 (+2 dex, -2 size, +4 deflection, +25 10 feet take 4d6 cold damage
natural) Dual Mind (Ex): Lord Marrowgars is made of the corpses and souls
hp 433 (32d8+288), fast healing 10 of several creatures and as such is able to multi-task quite well.
Fort +23, Ref +16, Will +28 This grants him an extra standard action each round.
Defensive Abilities All-Around Vision; Immune Cold; DR 10/ Fighter’s Expertise (Ex): Lord Marrowgar counts as a level 20 fighter
Bludgeoning & Magic; SR 33 for purposes of qualifying for feats.
OFFENSE Frightful Presence (Ex): Lord Marrowgar is such a horrific
Speed fly 60 ft. (perfect) monstrosity that coming within 50 feet of undead abomination
Melee Bryntroll, the Bone Arbiter +40/+35/+30/+25 (3d8+24/17-20/x2 must make a Will Save (DC 34). On a failed save, the opponent
+1d6 cold and 2d6 Unholy) is shaken, or panicked if it has 4 Hit Dice or fewer. Frightful
Melee Bryntroll, the Bone Arbiter +34/+29/+24/+19 (3d8+42/17-20/x2 presence is a mind-affecting fear effect.
+1d6 cold and 2d6 Unholy; Power Attack)
Space 15 ft.; Reach 15ft. (25 ft. with Bardiche) LORE
Spell-like Abilities (CL 22; Concentration +31) Lord Marrowgar is the first guardian of the Icecrown Citadel.
Constant- True Seeing, Unholy Aura. Pieced together by the Lich King from the bones of a thousand
At Will- Ice Storm, Impaling Spike (DC 22), Wall of Ice (DC 23). vanquished adventurers, he is the guardian of the  Frozen
3/day- Cold Ice Strike (DC 25), Greater Dispel Magic, Mass Impaling Throne within The Spire, and wields the power of the throne
Spike (DC 24). itself.
1/day- Quickened Transformation (when at half hit points or less) .
Str 39, Dex 14, Con –, Int 14, Wis 22, Cha 29 Lord Marrowgar above is presented if encountered outside of
Base Atk +24; CMB +40; CMD 54 (Can’t be tripped) Icecrown Citadel. Though it is FAR more likely that players
Feats Bleeding Critical, Blood AssaultB, Cleave, Cleaving Finish, would encounter this undead monster within the Lich King’s
Cleaving ThroughB, Combat Expertise, Critical Focus, Critical saronite fortress, in which case add the Unhallowed Creature
Mastery, Crippling Critical, Dazzling Display, Gory Finish, Great Template to Lord Marrowgar along with freedom of movement.
Cleave, HoverB, Improved Cleaving Finish, Improved Critical
(Bardiche), Improved Initiative, Power Attack, Spring Attack,
Weapon Focus (Bardiche), Whirlwind AttackB.
Skills Fly +33, Intimidate +44, Knowledge (Religion) +37, Perception
+49, Sense Motive +41, Spellcraft +37; Racial Bonus +8 Perception.
Languages Common, Necril.
SQ Dual Mind, Fighter’s Expertise.
Treasure Bryntroll, the Bone Arbiter (Huge +3 Unholy, Icy Burst

All Round Vision (Ex): Having 4 skulls that can see in every direction
makes Lord Marrowgar immune to flanking.
Cold Aura (Su): Lord Marrowgar radiates cold, all creatures within
Malfurion Stormrage
“You have brought much suffering to the world, Illidan. For
that, you can never be forgiven. However, you saved the life of
my love. For that I will let you go. But, should you ever threaten
my people again...”
- Malfurion Stormrage

Class/Level: Druid x/Heirophant x

Muradin Bronzebeard
“We Bronzebeards are known across the whole of Azeroth.
Me eldest brother Magni was King of Ironforge, wise and fair a
ruler as ever been. And Brann, well, he’s a renowned explorer,
always finding secrets, bein’ written about in Explorers’
League Geographic. With brothers like that, I’d feel a wee bit
overshadowed... if I didn’t kick so much arse! Alright, lads, line
up! It’s hammer time!”

NPC Conversion by: Maverick898

Muradin Bronzebeard, Thane of the Bronzebeard clan, is a

hero of the Alliance, the younger brother of the dwarven King
Magni Bronzebeard and the older brother of the renowned
explorer Brann Bronzebeard. Muradin was believed to have
perished in Northrend when the young prince Arthas Menethil
claimed the runeblade Frostmourne. However, events in
Northrend revealed that Muradin survived this brush with
death, and wandered the wastes of Northrend with no memory
of the incident, found by frost dwarves and made leader of
their clan. Rediscovered by his brothers’ years later, Muradin
rejoined the Alliance and commanded its forces during the STATISTICS

siege of Icecrown Citadel. Following the petrification of his Str 20, Dex 17, Con 24, Int 12, Wis 12, Cha 14
elder brother Magni during the Shattering, Muradin returned Base Atk +14; CMB +19; CMD 32 (36 vs. Bull Rush, Disarm, Sunder
to Ironforge to lead his clan in the Council of Three Hammers. & Trip)
Feats Double Slice, Improved Critical (Warhammer), Improved
MURADIN BRONZEBEARD CR 14 Two Weapon Fighting, Improved Initative, Iron Will, Leadership,
XP 38,400 Toughness, Two Weapon Fighting, Weapon Focus (Dwarven
Male Bronzebeard Dwarf Fighter 7/Mountain King 7 Waraxe, Warhammer), Weapon Specialization (Dwarven Waraxe,
LG Medium Humanoid (Dwarf ) Warhammer).
Init +7; Senses Darkvision 60 ft; Perception +15 Skills Acrobatics +10, Craft (Weapons) +11, Intimidate +15, Knowledge
DEFENSE (Nobility) +11, Perception +15, Survival +14.
AC 30, touch 15, flat-footed 27 (+12 armor, +3 dex, +3 natural, +2 Languages Common, Dwarven, Gnome.
deflection) SQ Greed, Like a Rock, Stonecunning, Weapon Familarity.
hp 207 (14d10+126) Combat Gear +3 Deathless Full Plate, +3 Keen Dwarven Waraxe, +3
Fort +18, Ref +9, Will +9; +2 vs fear, poison, spells and spell-like Adamantine Warhammer, Ring of Protection +2, Ring of the Ram,
abilities Amulet of Natural Armor +3, Cloak of Resistance +2, Effortless Lace,
Defensive Abilities Armor Training 2, Bravery +2, Defensive Training, Boots of the Winterlands, Gloves of Dueling, Headband of Mental
Stability Superiority +2 (Int (Perception), Wis), and gear & coin worth
OFFENSE 1,300g.

Melee +3 Keen Dwarven Waraxe +26/+21/+16 (1d10+17/x3) Anvil & Thunder (Ex): Whenever Muradin strikes an enemy with both
Melee +3 Keen Dwarven Waraxe +24/+19/+14 (1d10+17/x3) and +3 his Hammer & Axe it must make a Fortitude Saving Throw (DC
Adamantine Warhammer +21/+16 (1d8+15/19-20/x2) w/ improved 23) or be shaken till the beginning of his next turn.
two-weapon fighting Avatar (Ex): Once a day Muradin can use giant form I as a spell-
Special Attacks +1 racial bonus on attack rolls against humanoid like ability once per day. Taking on the forum of a giant stone
creatures of the orc and goblinoid subtypes, anvil & thunder (DC dwarf. His size increases to large, and ge gains a +6 size bonus to
23), cleave & bludgeon +4, shockwave (DC 25, 7d6 Force Damage), Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution,
weapon training 1 (Axes +3) a +4 natural armor bonus, rock catching & rock throwing.
Mountain King Spell-Like Abilities (CL 7th; Concentration +9) Shockwave (Ex): Muradin can slam the ground that releases a
1/day- Giant Form I. powerful shockwave that deals 7d6 points of force damage to each
enemy within 50ft. The wave starts at Muradin’s feet, and extends
outward. The wave does not harm people not on the ground. A
reflex save can be made for half damage (DC 25).
Ragnaros, The Firelord
NPC Conversion by: Maverick898


- Ragnaros

After being defeated in Molten Core, Ragnaros was banished

back to the Elemental Plane and resided in Sulfuron Keep, his
seat of power within the Firelands. After the Cataclysm, he and
his armies are launching a full scale assault on Mount Hyjal,
attempting to burn the now-regrowing World Tree. He is allied
with Deathwing, therefore ending his war against Nefarian’s
forces, and uniting them as a single army. 
At the Maelstrom,  Thrall  strains himself attempting to
commune with the elements. Able to feel how broken the
world is, and with the elements remaining silent for him, Thrall
tells Aggra that he will have to work without limits to fulfill OFFENSE

this task. As he ponders the meaning of this, his elemental Speed 60 ft.
calls are finally answered - by none other than Ragnaros the Melee Sulfuras +59/+54/+49/+44 (4d6+37/19-20/x3 +1d6 fire)
Firelord. Ragnaros gives Thrall a vision of the Firelands, Melee Sulfuras +51/+46/+41/+36 (4d6+73/19-20/x3 +1d6 fire) w/ Power
ensuring him that its flames will engulf both the world tree Attack
and the world beyond it, showing Thrall’s reinforced home Melee Sulfuras +59 (12d6+111/19-20/x3 +1d6 fire + 2d10 fire) w/
of Orgrimmar washed over in a tide of fire as the final Hour of Mythic Vital Strike
Twilight approaches. Stunned, Thrall falls to the ground, and Space 20 ft.; Reach 20 ft.
the cackling Firelord dissipates. Special Attacks blinding blaze (DC 37), inferno, mythic power (10/
Now, the battle to protect Hyjal rages in Ragnaros’s day, surge +1d12) wrath of ragnaros (60-ft. cone, DC 37, 20d6
smoldering realm. As territory is gained and Azeroth’s half-unholy, half-fire plus bull rush).
champions edge closer to the Firelands’ inner sanctums, a Spell-Like Abilities (CL 20th; Concentration +27)
monumental task lies ahead. Entrenched around Ragnaros’s Constant- Fire Shield (warm shield).
lair - Sulfuron Keep - are his most trusted guardians, including At Will- Chain Lightning (DC 23)*, Cone of Cold (DC 22)*, Fireball
the turncoat Druids of the Flame and their mysterious leader. (DC 20), Wall of Fire (DC 21), Haste.
Yet Hyjal’s defenders cannot afford to shy away from any of 3/day- Quickened Empowered Fireball (DC 20), Wall of Lava (DC
these dangers. Should Ragnaros prevail against the incursion 25)**.
and succeed in destroying Nordrassil, Azeroth will suffer a 1/day- Summon (8 Sons of Flame)***.
blow from which it might never recover. * These abilities are changed to fire damage.
** Advanced Players Handbook.
XP 1,640,000 TACTICS

CE Gargantuan Outsider (Elemental, Extraplanar,Fire, Mythic) Before Combat Before combat starts Ragnaros would cast haste on
Init +23/+3; Senses Darkvision 60 ft.; Perception +42 himself to gain an extra attack 
Aura frightful presence (60 ft., DC 34), firelord aura (30 ft., 4d6 fire), During Combat Ragnaros starts combat by unleashing a quickened
smoke cloud (10 ft., DC 37) empowered fireball at the largest group of enemies before using
DEFENSE his Wrath of Ragnaros to scatter as many enemies as possible.
AC 52, touch 16, flat-footed 31 (+9 dex, +13 armor, +2 dodge, +22 He will then use his full attacks at those closest to him, always
natural, -4 size) using power attack. He will switch to spells for annoying healers
hp 642 (35d10+450) or spellcasters. 
Fort +28, Ref +20, Will +23; second save Morale When reduced under 400hp, Ragnaros will Summon 8 son of
DR 15/Elementium; Immune elemental traits, fire, poison; Resist flame to aid him in combat while he continues to attack, making
Acid 10, Electricity 30; SR 35 use of his remaining quickened empowered fireballs while still
Weakness Vulnerability to Cold hammering away in melee, using his Wrath whenever it becomes
available to use. He fights to the death. OFFENSE

STATISTICS Speed 60 ft.

Str 52, Dex 29, Con 30, Int 16, Wis 16, Cha 24 Melee 2 slams +24 (1d6+8 plus burn)
Base Atk +35; CMB +60; CMD 79 Space 20 ft.; Reach 20 ft.
Feats Awesome Blow, Cleave, Combat Expertise, DodgeM, Empower Special Attacks burn (2d6, DC 22), Supernova (8d6 fire, DC 22)
Spell Like Ability, Greater Bull Rush, Great Cleave, Greater Vital STATISTICS

Strike, Improved Bull Rush, Improved CriticalM, Improved Str 26, Dex 26, Con 18, Int 10, Wis 11, Cha 11.
InitiativeBM, Improved Vital Strike, Mobility, Power AttackM, Base Atk +16; CMB +24; CMD 42.
Quicken Spell-like Ability, Spring Attack, Vital StrikeM, Weapon Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB,
FinesseB, Weapon Focus (Sulfuras), Whirlwind Attack. Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon
Skills Bluff +45, Craft +41,  Diplomacy +42, Intimidate +45, FinesseB, Wind Stance.
Knowledge (Arcana) +41, Knowledge (Planes) +41, Perception +42, Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate 
Sense Motive +42, Stealth +35. +19, Knowledge (planes) +19, Perception +19.
Languages Ignan, Common. SPECIAL ABILITIES

Other Gear +5 Half Plate, Sulfuras (+6 Gargantuan Fiery Burst Supernova (Su): When a son of flame is destroyed it explodes dealing
Morningstar, Only the elemental lord of fire can possibly wield 8d6 points of fire damage in a 25 ft burst. DC 22 reflex save for
Sulfuras, foes that are reduced to 0 hp are the subject of a half damage.
disintegrate spell CL 20 DC 22 partial, if killed outright the ashes
are formed to create [Eye of Sulfuras], a powerful gem used by
Ragnaros’ followers to create powerful weapons.).

Blinding Blaze (Su): Ragnaros can expend one use of mythic power
as a swift action to burn brightly, granting a blinding gaze attack.
This gaze causes permanent blindness and has a range of 60 feet.
A creature that succeds a DC 37 Fortitude save is instead dazzled
for 1 round. Fire elementals are immune to this blindness.
Firelord Aura (Su): Anyone within 30 feet of Ragnaros takes 4d6
points of fire damage pure round, in addition any weapons used
against him suffer from a heat metal spell, CL 20 
Inferno (Ex): Ragnaros can expend one use of mythic power as an
immediate action to lose it’s vulnerability to cold for 1 round.
During this time, any fire damage it deals ignores fire resistance
and fire immunity.
Wrath of Ragnaros (Su): Every 1d4 rounds Ragnaros can unleash
his wrath in a 60ft cone of fire that also knocks targets back as if
they have been bull rushed using Ragnaros’ modifiers (no attack
of opporunity), a successful reflex save half the fire damage and
negates the bull rush attempt.

Now throughout the fight Ragnaros will summon a Son of

Flame, now these are variant elder fire elementals with their
size reduced to medium and one more special trick. Enjoy!

XP 19,200
N Medium Outsider (Elemental, Extraplanar, Fire)
Init +12; Senses Darkvision 60 ft.; Perception +19

AC 26, touch 19, flat-footed 18 (+8 dex, +1 dodge, +8 natural)

hp 152 (16d10+64)
Fort +14, Ref +19, Will +7
DR 10/-; Immune Elemental Traits, Fire
Weakness Vulnerability to Cold
Sylvanas Windrunner Ranged Sunstrider Longbow +23/+23/+23/+16/+11 (1d8+18 +1d6 fire /x3)
w/rapid shot, manyshot, point blank shot & deadly aim
Special Attacks banshee scream, favored enemy (undead) +4, favored
“I was once a Farstrider. I swore an oath to defend enemy (human) +2
Silvermoon and its people to my dying breath. It was not enough. Ranger Spells Prepared (CL 4th, Concentration +7)
My homeland, still, burned. But those days are long past, and 2nd- hunter’s eye.
history will not repeat itself. I am Sylvanas Windrunner, queen 1st- gravity bow, longstrider, pass without a trace.
of the Forsaken. And if you will not serve me in this life, then Shadowdancer Spell-Like Abilities (CL 8th; Concentration +13)
you will do so in the next.” 4/day- shadow illusion (DC 16)
3/day- shadow call (DC 19)
Conversion by: Maverick898 1/day- shadow power (DC 20)

SYLVANAS WINDRUNNER CR 16 Str 18, Dex 25, Con -, Int 14, Wis 16, Cha 20
XP 76,800 Base Atk +13; CMB +17; CMD 34
Undead Female Elf Ranger 7/Shadowdancer 8 Feats Combat Reflexes, Deadly Aim, Dodge, Enduranceb, Iron WillB,
CE Medium humanoid (undead, elf ) Improved Precise ShotB, ManyshotB, Mobility, Point Blank Shot,
Init +7; Senses Darkvision 60 ft; Perception +14 Precise Shot, Quick Draw, Rapid ShotB, Two Weapon Fighting.
DEFENSE Skills Acrobatics +23, Bluff +16, Climb +14, Diplomacy +16, Escape
AC 30, touch 19, flat-footed 23 (+7 armor, +7 dex, +4 natural, +2 Artist +18, Intimidate +23, Knowledge (Nature) +12, Perception
deflection) +14, Perform (Dance) +5, Sleight of Hand +18, Spellcraft +12,
hp 183 (15HD; 7d10+8d8+90) Stealth +30, Survival +13 (+16 to Follow/ID Tracks), Swim +12.
Fort +16, Ref +19, Will +13; +2 vs enchantment Languages Common, Elven, Orc, Undercommon.
Defensive Abilities Evasion, Improved Uncanny Dodge, Slippery SQ elven magic, favored terrian (forest +4), hide in plain sight,
Mind hunter’s bond (companions), rogue talent (combat trick x2),
Immune Undead Traits shadow jump (160 ft), summon shadow, track +3, wild empathy
OFFENSE +12, woodland stride.
Speed 30 ft. Combat Gear Sunstrider Longbow (+5 flaming, demon-bane, composite
Melee +1 Keen Scimitar +18/+13/+8 (1d6+4 15-20/x2) longbow (+4 str) of speed), +5 undead controlling studded leather
Melee +1 Keen Scimitar’s +16/+16/+11/+7 (1d6+4 & 1d6+2 15-20/x2) w/ armor, belt of physical might +6 (str, dex), boots of elven kind &
two-weapon fighting friendly terrien ( forest), gloves of arrow snaring, hood of mental
Ranged Sunstrider Longbow +27/+27/+27/+20/+15 (1d8+10 +1d6 fire / superiority +4 (wis, cha) & comprend langauge and read magic, ring
x3) w/ rapid shot, manyshot & point blank shot of protection +2, cloak of elvenkind & resistance +3, amulet of natural
armor +4, bracer’s of archery greater, effortless lace (applied to one undergrowth (such as natural thorns, briars, overgrown areas, and
of her scimitar’s), efficient quiver, 100 different types of arrows. similar terrain) at his normal speed and without taking damage
SPECIAL ABILITIES or suffering any other impairment.Thorns, briars, and overgrown
Banshee Scream (Su): Sylvannas may scream as a full-round action. areas that are enchanted or magically manipulated to impede
The scream lasts until the beginning of her next turn. All creatures motion, however, still affect her.
within 40 feet when she begins her scream, as well as all creatures
that end their turn within that radius, must make a DC 23 Fortitude QUEEN’S SHADOW
save. (This save is only required once per scream) Creatures under CE Medium undead (incorporeal)
the effects of a fear effect take a –4 penalty on this save. Creatures Init +2; Senses darkvision 60 ft.; Perception +8
that make their save are sickened for 1d6 rounds. Those that fail DEFENSE

take 140 points of damage (as if affected by a CL 14 wail of the AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
banshee). If Sylvannas is damaged during her scream, she must hp 91 (3d8+6)
make a Will save (DC 15 + damage taken) to maintain the scream; Fort +8, Ref +9, Will +4 (+4 vs. channel)
otherwise it ends. This is a sonic death effect. Banshee Screams Defensive Abilities incorporeal, channel resistance +2; Immune
are supernaturally powerful, and penetrate the effect of any spell undead traits
of 3rd level or lower that creates silence. OFFENSE

Defensive Roll (Ex): Sylvannas can roll with a potentially lethal blow Speed fly 40 ft. (good)
to take less damage from it than she otherwise would. Once per Melee incorporeal touch +15 (1d6 Strength damage)
day, when she would be reduced to 0 or fewer hit points by STATISTICS

damage in combat (from a weapon or other blow, not a spell or Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
special ability), the rogue can attempt to roll with the damage. Base Atk +13; CMB +4; CMD 17
To use this ability, the rogue must attempt a Reflex saving throw Feats Dodge, Skill Focus (Perception)
(DC = damage dealt). If the save succeeds, she takes only half Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright
damage from the blow; if it fails, she takes full damage. She must light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)
be aware of the attack and able to react to it in order to execute Languages Common
her defensive roll—if she is denied her Dexterity bonus to AC, she SPECIAL ABILITIES

can’t use this ability. Since this effect would not normally allow Strength Damage (Su): A shadow’s touch deals 1d6 points of
a character to make a Reflex save for half damage, the rogue’s Strength damage to a living creature. This is a negative energy
evasionability does not apply to the defensive roll. effect. A creature dies if this Strength damage equals or exceeds
Evasion (Ex): If exposed to any effect that normally allows her to its actual Strength score.
attempt a Reflex saving throw for half damage, Sylvannas takes
no damage with a successful saving throw.
Hide in Plain Sight (Su): Sylvannas can use the Stealth skill even
while being observed. As long as she is within 10 feet of an area of
dim light, a shadowdancer can hide herself from view in the open
without anything to actually hide behind. She cannot, however,
hide in her own shadow.
Hunter’s Bond (Ex): As a move action, Sylvannas can grant half her
favored enemy bonus to all allies within 30 feet for 3 rounds.
Improved Uncanny Dodge (Ex): Sylvannas can no longer be flanked.
This defense denies a rogue the ability to sneak attack the
shadowdancer by flanking her, unless the attacker has at least
four more rogue levels than the target has shadowdancer levels.
Shadow Jump (Su): Sylvannas can travel 160 feet between shadows
as if by means of a dimension door spell. The limitation is that
the magical transport must begin and end in an area with at least
some dim light.
Slippery Mind (Ex): If Sylvannas is affected by an enchantment spell
or effect and fails her saving throw, she can attempt it again 1
round later at the same DC. She gets only this one extra chance
to succeed on her saving throw.
Track (Ex): Sylvannas adds 3 to her survival check to follow tracks.
Woodland Stride (Ex): Sylvannas may move through any sort of
Thrall (Go’el)
“I offer no judgment on anyone save a handful of individuals
who knew full well what they were doing, knew that they were
trading the lives and destiny of their people for gratification in
the moment, and did so gleefully. For the others...I can only
shake my head and be grateful that I was not forced to make
the choices they did.”
- Thrall

NPC Conversion by: ??

the Battle of Mount Hyjal. She subsequently stepped down as
Tyrande Whisperwind general, handing the reigns to her adoptive daughter Shandris
Feathermoon, to devote herself fully as leader of her people.
“Darkness covered us in the beginning, and we could not After Malfurion had become trapped within the Emerald
see. We cried for guidance and the moon shone down bright Dream for a prolonged period of time, Tyrande journeyed
upon us. Her soft light not only illuminated the night for us but into the dream to rescue him. In the wake of the Shattering,
also gave comfort. Her light touched us from within, enabling Tyrande and Malfurion were wed and now lead their people
us to see even when the moon was not visible.” as one. Together they supported the worgen of Gilneas in their
- Tyrande Whisperwind return into the Alliance. Tyrande also restored complete night
elf control over Ashenvale as a result of the Alliance-Horde
NPC Conversion by: Valkyn Highwind War.
Background from: TYRANDE WHISPERWIND CR 18
XP 153,600
BACKGROUND Female Night Elf Cleric 17
Tyrande Whisperwind is the chosen high priestess of the N Medium Humanoid (Elf )
goddess Elune, the former general of the night elf sentinels Init +6; Senses Low-Light Vision; Perception +13
and the current head of the Sisterhood of Elune. Together with DEFENSE

her lifelong mate, the archdruid Malfurion Stormrage, she has AC 36, touch 17, flat-footed 35 (+1 dex, +14 armor, +5 natural, +5
represented the highest leadership of the night elves since the deflection, +1 dodge)
fall of Queen Azshara and the Highborne caste ten thousand hp 131 (17d8+51)
years ago. In World of Warcraft, she is found inside the Temple Fort +13, Ref +13, Will +18; +2 vs. Enchantment
of the Moon within the Kaldorei’s capital city of Darnassus. She Defensive Abilities Light Fortification; DR 5/magic; Immune Sleep
has been referred to as an angel of light. OFFENSE

In the years prior to the Burning Legion’s first invasion, Speed 20 ft.
Tyrande was the object of both Malfurion and his brother Ranged Bow of Elune +24/+19/+14 (1d8+10/x3 plus 1d6; +2d10 fire
Illidan’s affections. In the end, the priestess chose the druid on crit; 110 ft.)
over the sorcerer. After playing a pivotal role in the War of the Special Attacks Channel Positive Energy 4/day (DC 19, 9d6).
Ancients, Tyrande was promoted to General of the Sentinels Armor Spell-Like Abilities (CL 18th)
and would protect Kalimdor for over 10,000 years while her 1/day- Deeper Darkness.
lover and the druids slept in the Emerald Dream. Tyrande Domain Spell-Like Abilities (CL 17th; Concentration +25)
and Malfurion then led the night elves in the Third War, 11/day- Resbuke Death (1d4+8).
defeating the Burning Legion as they had done in ages past at At Will- Speak with Animals (20 rounds/day).
Night Elf Spell-Like Abilities (CL 17th; Concentration +18) hp 102 (12d8+48)
1/day- Blend. Fort +12, Ref +13, Will +6
Tiara Spell-Like Abilities (CL 9th) Defensive Abilities Improved Evasion
Constant- True Seeing. OFFENSE

At Will- Commune with Nature. Speed 40 ft., Sprint

Cleric Spells Prepared (CL 17th; Concentration +25) Melee bite +16 (1d8+8)
9th- Mass HealD, Miracle. Melee 2 claws +16/+16 (1d6+8)
8th- Cure Critical Wounds (Mass) D, Discern Location, Holy Aura, Space 10 ft.; Reach 5 ft.
Spell Immunity (Greater). Special Attacks Grab, Pounce, Rake (1d6+4)
7th- Holy Word, Regenerate D, Restoration (Greater), Scrying STATISTICS

(Greater), Summon Nature’s Ally VII. Str 26, Dex 20, Con 18, Int 2, Wis 15, Cha 10
6th- Bear’s Endurance (Mass), Dispel Magic (Greater), Harm, HealD, Base Atk +9; CMB +18(+22 Grapple); CMD 34 (38 vs. Trip)
Heroes’ Feast, Word of Recall. Feats Dodge, Endurance, Improved Initiative, Mobility, Multiattack,
5th- Beast Shape III (Animals Only) D, Breath of Life, Righteous Run, Spring Attack.
Might, Scrying, Slay Living, True Seeing. Skills Acrobatics +10 (+14 Jump), Climb +13, Perception +8, Stealth
4th- Cure Critical Wounds D, Dimensional Anchor, Discern Lies, +7, Swim +13.
Divination, Freedom of Movement, Neutralize Poison, Restoration. SQ Devotion, Link, Share Spells, Tricks (Attack, Attack II, Come,
3rd- Cure Serious Wounds D, Daylight, Dispel Magic, Remove Defend, Down, Fetch, Guard, Heel, Seek, Stay, Track)
Blindness/Deafness, Remove Curse, Remove Disease, Searing
2nd- Aid, Align Weapon (Good), Augury, Hold AnimalD, Make Whole, Full Plate of Elune (+5 Glamered, Light Fortification Full Plate
Remove Paralysis, Restoration (Lesser). of Invulnerability plus Deeper Darkness 1/day)
1st- Bane, Command, Comprehend Languages, Cure Light Wounds D, Bow of Elune (+5 Seeking, Flaming Burst Composite Longbow
Detect Undead, Protection from Evil, Remove Fear, Shield of Faith. (Str +5) of Endless Ammunition)
0 (At Will)- Detect Magic, Light, Purify Food & Drink, Read Magic. Tiara of Elune (Headband of Inspired Wisdom +6 plus True
Domain Spell; Domains Animal, Healing. Seeing (Constant), and Commune with Nature (Use
STATISTICS Activated; Duration: Instant, Radius: 9 miles))
Str 20, Dex 22, Con 16, Int 14, Wis 26, Cha 12 Aerial Scout (Figurine of Wondrous Power (Serpentine Owl))
Base Atk +12; CMB +17; CMD 33
Feats Brew Potion, Combat Casting, Craft Wondrous Item, Dodge,
Lightning Reflexes, Mounted Archery, Mounted Combat, Point
Blank Shot, Precise Shot, Weapon Focus (Longbow).
Skills Acrobatics +3, Bluff +3, Climb +2, Diplomacy +12, Handle
Animal +6, Heal +19, Intimidate +4, Knowledge (Arcana) +14,
Knowledge (Nature) +12, Knowledge (Religion) +14, Perception
+13, Ride +10, Sense Motive +14, Spellcraft +14, Survival +14,
Swim +3.
Languages Celestial, Common, Elven, Taur-ahe.
SQ Animal Companion (Cat, Big (Tiger)), Aura, Healer’s Blessing,
Weapon Familiarity.
Combat Gear none; Other Gear Full Plate of Elune, Bow of Elune,
Tiara of Elune, Amulet of Natural Armor +5, Ring of Protection +5,
Belt of Physical Perfection +6, Aerial Scout (3).

Vitals Height: 6 ft. 9 in.; Weight: 219 lbs.; Age: 360/956 (Adult); Hair:
Forest Green; Eyes: Silver; Patron Deity: Elune.

Female Companion Cat (Big; Tiger)
N Large Animal
Init +9; Senses Low-Light Vision, Scent; Perception +8

AC 26, touch 15, flat-footed 20 (+5 Dex, +11 natural, +1 dodge, -1 size)
Uther L ightbringer
“Lad, no one feels ready. No one feels that he deserves it.
And you know why? Because no one does. It is grace, pure and
simple. We are inherently unworthy, simply because we are
human, and all human beings - aye, and elves, and dwarves, and
all the other races - are flawed. But the Light loves us anyway.
It loves us for what we sometimes can rise to in rare moments.
It loves us for what we can do to help others. And it loves us
because we can help it share its message by striving daily to
be worthy, even though we understand that we cannot ever
truly become so. So stand there today, as I did, feeling that you
cannot possibly deserve it or ever be worthy, and know that
you are in the same place every single paladin has ever stood.”
- Uther Lightbringer

NPC Conversion by: ??

Lawful Good
Male Ghost (Former Human)
Varian Wrynn
“The Horde has committed heinous crimes, Vol’jin. But
some among you fought against Garrosh’s tyranny. For that,
I’m willing to end this bloodshed. But know this: if your Horde
fails to uphold honor as Garrosh did, we will end you.”
- Varian Wrynn

NPC Converted by: x

“This world don’t give us nothing. It be our lot to suffer... and
our duty to fight back.
This Horde be our family! We don’t always see eye-to-eye. We
come to blows before. But when we work together - ah - there’s
nothing this Horde can’t do.”
- Vol’jin

NPC Converted by: Maverick898

The shadow hunter  Vol’jin  (called  Vol’jian  by the  Shado-

pan), son of Sen’jin, is the current Warchief of the Horde, as
well as Chieftain of the Darkspear tribe and rightful ruler
of Durotar and the Echo Isles.
Vol’jin has sworn to do everything in his power to lead the
Darkspear tribe just as his late father, Sen’jin, would have. For
years Vol’jin resided in Orgrimmar, offering strategic advice to
Thrall and assisting with critical operations such as retaking
the Undercity after the Forsaken bastion had been usurped
by Grand Apothecary Putress and the dreadlord Varimathras.
During the Cataclysm, however, Vol’jin came into conflict with
the Horde’s new warchief, Garrosh Hellscream. Alienated by
the orc’s extremism and lust for war, the troll leader departed
Orgrimmar and took up residence on Darkspear Isle. Despite Melee +1 Longspear +15/+10/+5 (1d8+5/x2)
his conflict with the new warchief, Vol’jin remained loyal to Melee Unarmed Strike +14/+14/+7/+2 (1d8+3/x2; flurry of blows)
the Horde and opposed the efforts of the Zandalari to create Ranged +5 Longbow +23/+18/+13 (1d8+9/x3; 100 ft.)
a new troll empire in the wake of the Shattering. When the Ranged +5 Longbow +24/+19/+14 (1d8+10/x3; 100 ft.; point blank shot)
war between the Alliance and Horde came to the shores of Ranged +5 Longbow +22/+22/+17/+12 (1d8+10/x3; 100 ft.; point blank
Pandaria, Vol’jin had become a bitter enemy of Garrosh. After shot & rapid shot)
surviving an assassination attempt by one of Hellscream’s Special Attacks Favored Enemy (Naga +2), Flurry of Blows, Hexes
Kor’kron, Vol’jin went into hiding, while rallying support within (charm, evil eye), Smite Undead 3/day (+1 atk/AC; +10 Dmg),
the Horde itself to end Garrosh’s reign. Stunning Fist 2/day (DC 19)
With Garrosh’s defeat and capture, Vol’jin assumed the Shaman Spell-Like Abilities (CL 5th; Concentration +12)
mantle of Warchief of the Horde, with the personal support of 4/day- Storm Burst.
Thrall and the remainder of the Horde’s leadership. Vol’jin is Shadow Hunter Spell-Like Abilities (CL 10th; Concentration +18)
the first non-orc to earn the title. 5/day- Battle Stride (18 rounds).
2/day- Hex (baleful polymorph)
VOL’JIN CR 17 1/day- Healing Shower.
XP 102,400 Shaman Spells Known (CL 15th; Concentration +23)
Male Troll Ranger 1/Monk 1/Shaman 5/Shadow Hunter 10 8th- earthquake, storm bolts (DC 26).
CN Medium Humanoid (Troll) 7th- heal, summon nature’s ally VII, sunbeam (DC 25).
Init +13; Senses Low-Light Vision; Perception +25 6th- dispel magic greater, find the path, summon nature’s ally VI,
DEFENSE wall of stone.
AC 34, touch 28, flat-footed 29 (+6 armor, +5 dex, +4 deflection, +9 5th- animal growth, blight, call lightning storm (DC 23), stoneskin,
monk) true seeing.
hp 172 (17 HD; 1d10+16d8+90) 4th- divine power, earth glide, false life greater, giant vermin,
Fort +15, Ref +15, Will +21 restoration, solid fog.
Defensive Abilities Evasion 3rd- bestow curse, call lightning (DC 21), dominate animal, fly,
OFFENSE remove curse, speak with dead, speak with plantsS.
Speed 30 ft. 2nd- barkskin S, bull’s strength, darkness, delay poison, resist energy,
Melee +3 Keen Scimitar +14/+9/+4 (1d6+3/15-20/x2) restoration lesser, shared scarifice.
1st- calm animals, charm animalS, cure light wounds, doom (DC 19),
endure elements, entangle, nature’s path.
0- create water, detect magic, detect poison, read magic.
Spirit Nature; S Spirit Spell.

Str 16, Dex 20, Con 20, Int 10, Wis 26, Cha 13
Base Atk +11; CMB +14 (+16 Bull Rush when self & opponent on
ground); CMD 29
Feats Deadly Aim, Deflect Arrows, Improved Initiative, Improved
Snap Shot, Improved Unarmed Strike, Many Shot, Point Blank
Shot, Precise Shot, Quick Draw, Rapid Shot, Snap Shot, Stunning
Skills Acrobatics +24, Diplomacy +7, Escape Artist +10, Handle
Animal +6, Intimidate +7, Knowledge (nature) +14, Knowledge
(religion) +8, Perception +25, Sense Motive +12, Spellcraft +4,
Stealth +9, Survival +28.
Languages Common, Orc, Zandali.
SQ berserking, deliver touch spells, jungle denizens, rapid healing,
spirit animal (greensting scorpion), spirit of the loa (Battle Stride,
Healing Shower, Jungle Terrain +8, Smite Undead), spirit magic,
spirit mastery (10 rounds), track +1, wandering spirit, weapon
familiarity, wild empathy +2.
Combat Gear none; Other Gear Belt of physical perfection +4, boots
of friendly terrain (desert), +5 Longbow (+3 str bonus), +1 Longspear,
throwing axes (masterwork; 4), bracers of archery (greater), Ring
of Evasion, Ring of Protection +4, Mask of the Skull, Keen Scimitar
+3, Headband of Mental Prowess +6 (wis, cha), Bracers of Armor
+6, Monk’s Robes, Cloak of Resistance +4, shocking arrows +1 (25),
cold iron arrows (10), adamantine arrows (10), arrows (50), efficient

Vitals Height: 7 ft. 1 in.; Weight: 264 lbs.; Age: 29/79 (Adult); Hair:
Red; Eyes: Yellow-Green.
Casta Dawnblade
NPC by: Valkyn Highwind

XP 19,200
Female High Elf Magus 13
CN Medium Humanoid (Elf )
Init +7; Senses Low-Light Vision; Perception +13

AC 23, touch 13, flat-footed 20 (+3 dex, +10 armor)

hp 75 (13d8+13)
Fort +8, Ref +7, Will +8

Speed 20 ft.
Melee +1 dispelling longsword +13/+8 (1d8+5/17-20/x2)
Special Attacks Accurate Strike, Arcane Accuracy, Dispelling Strike,
High Elf Spell-Like Abilities (CL 13th; Concentration +13)
1/day- Silence.
Magus Spells Prepared (CL 13th; Concentration +19)
5th- Teleport.
4th- Detonate, Dimension Door, Ice Storm, Stoneskin.
3rd- Dispel Magic, Fireball, Fly, Lightning Bolt, Slow.
2nd- Invisibility, Mirror Image, Molten Orb, Scorching Ray, Stone Explorer’s Outfit, Backpack (Common), Bedroll, Pouch (Belt),
Shield, Web. Chalk, Flint & Steel, Gear Maintenance Kit, Grooming Kit, Mess
1st- Blurred Movement, Chill Touch, Magic Missile, Shield, Shocking Kit, Pot (Common), Rope (Hemp; 50 ft.), Sack (Empty; 2), Shaving
Grasp, True Strike. Kit, Soap, String (50 ft.), Torch (5), Waterskin (2), Traveler’s Outfit,
0 (At Will)- Detect Magic, Ghost Sound, Mage Hand, Open/Close, Rations (Trail, 7 days), gear & coins worth 7 pp, 7 gp, 5 sp, and 2 cp.

STATISTICS Vitals Height: 5 ft. 3 in.; Weight: 108 lbs.; Age: 104/372 (Adult); Birth
Str 14, Dex 16, Con 10, Int 18, Wis 10, Cha 10 Date: 14 Erastus; Hair: Dirty Blonde; Eyes: Emerald.
Base Atk +9; CMB +11; CMD 24
Feats Armor Proficiency (Heavy, Medium), Combat Casting,
Combat Reflexes, Disruptive, Disruptive Recall, Improved Critical
(Longsword), Improved Initiative, Uncanny Concentration,
Weapon Focus (Longsword), Weapon Specialization (Longsword).
Skills Fly +16, Knowledge (Arcana) +22, Perception +13, Spellcraft
+22, Survival +17, Use Magic Device +16.
Languages Common, Draconic, Elven, Goblin, Taur-ahe,
SQ Arcane Pool (10 pts, Max. +3), Elven Magic, Fighter Training
(6th Level), Improved Spell Combat, Improved Spell Recall,
Knowledge Pool, Magus Arcana (Accurate Strike, Arcane Accuracy,
Concentrate 1/day, Dispelling Strike), Spell Combat, Spell Recall,
Weapon Familiarity.
Combat Gear potion of cure moderate wounds (1); Other Gear +1
dispelling longsword, +3 mithral banded mail, paper (20 sheets),
ink (1 oz. vial; 1), inkpen, spell component pouch, scroll case,
spellbook (contains all prepared spells plus all 0-level spells; 1st-
Feather Fall, Mirror Strike, Ray of Enfeeblement, Sunder Breaker; 3rd-
Force Punch; 4th- Arcana Theft, Solid Fog; 5th- Overland Flight),
Dresden Cryptwalker
NPC by: Valkyn Highwind

XP 19,200
Male Forsaken Fighter 11/Guardian 5
NG Medium Humanoid (Half-Undead, Human)
Init +7; Senses Darkvision 60 ft.; Perception +11

AC 31, touch 16, flat-footed 30 (+1 Dex, +13 Armor, +6 shield, +1

hp 134 (11d10+69)
Fort +10, Ref +5, Will +3; +5 vs. Fear, +2 vs. Disease & Mind-Affecting
Defensive Abilities Active Defense +3, Bravery +3, Hard to Kill,
Impervious Body, Mythic Savings Throws, Sacrificial Shield, Shrug
It Off; DR 5/Epic

Speed 20 ft.
Melee +2 Longsword +17/+12/+7 (1d8+7/19-20/x2)
Melee +2 Heavy Steel Shield +18/+13/+8 (1d4+7/x2; shield bash)
Melee +2 Longsword +13/+8/+3 (1d8+7/19-20/x2) and +2 Heavy Steel
Shield +14 (1d4+7/x2; shield bash)
Special Attacks Mythic Power (13/day, Surge +1d8), Shield Buffet, 12 Erastus; Hair: None; Eyes: Amber; Skin: Ashen.
Shield Fighter +2. Class Archetypes Fighter: Shielded Fighter.
Forsaken Spell-Like Abilities (CL 10th; Concentration +10)
1/day- Vampirc Touch.

Str 16, Dex 15, Con 16, Int 14, Wis 10, Cha 10
Base Atk +11; CMB +14; CMD 26 (30 w/ heavy shields; 31 vs. Bull
Rush, Drag, Reposition or Trip; 35 w/ heavy shields vs. Bull Rush,
Drag, Reposition or Trip)
Feats Combat ExpertiseM (-3 Atk/CMB, +8 AC), Diehard, EnduranceM,
Greater Shield Focus, Improved Shield Bash, Shield FocusM (+4
touch AC), Shield Master, Shield Slam, Shield Specialization
(Heavy; +2 AC vs. Critical Confirmation), Two-Weapon Fighting,
Weapon Focus (Longsword), Weapon Specialization (Longsword).
Skills Intimidate +14, Knowledge (Dungeoneering) +16, Perception
+11, Survival +16.
Languages Common, Draconic, Orc, Undercommon.
SQ Amazing Initiative, Armored Might, Breath of the Dead (Hold
Breath 64 rounds), Force of Will, Immovable, Recuperation, Risen
from the Grave.
Combat Gear potion of inflict light wounds (3); Other Gear +2
longsword, +2 full plate, +2 heavy steel shield, ring of protection
+1, handy haversack, Explorer’s Outfit, Bedroll, Bedroll, Pouch
(Belt), Chalk,Flint & Steel, Gear Maintenance Kit, Grooming Kit,
Mess Kit, Pot (Common), Rope (Hemp; 50 ft.), Sack (Empty; 2),
Shaving Kit, Soap, String (50 ft.), Waterskin (2), Traveler’s Outfit,
Trail Rations (7 days), gear & coins worth 4 pp, 6 gp, 6 sp, and 7 cp.

Vitals Height: 6 ft. 5 in.; Weight: 210 lbs.; Age: Appears 34; Birth Date:
Vindicator Karessa
“Whenever I am afraid, I remember that the Light is with
me, and together we are strong.”
- Lady Yrel, Draenei Exarch

NPC by: Maverick898

XP 2,400
Female Draenei Paladin 7
LG Medium humaniod (Draenei)
Init +3; Senses Perception -1; low-light vision
Aura Courage (10 ft.)

AC 22, touch 10, flat-footed 21 (+11 armor, +1 natural, +1 deflection,

-1 dex)
hp 71 (7d10+28)
Fort +11, Ref +4, Will +7; +2 vs. Fear & Despair
Defensive Abilities divine grace +3; Immune disease, fear; Defensive
Training +4 dodge bonus vs. Orcs; Resist Cold 5, Electricity 5

Speed 40 ft. (30ft in armor)

Melee +1 Earthbreaker +13/+8 (2d6+7/x4)
Special Attacks +1 racial atk bonus vs devils & demons, Smite Evil
(3/day, +3 attack and AC, +7 damage)
Spell-Like Abilities (CL 7th; Concentration +10)
1/day- Cure Moderate Wounds
Paladin Spell-Like Abilites (CL 7th; Concentration +10)
At Will- Detect Evil
Paladin Spells (CL 4th, Concentration +7)
2nd- Righteous Vigor.
1st- Bless Weapon, Restoration Lesser.

Str 19, Dex 8, Con 16, Int 10, Wis 8, Cha 16

Base Atk +7; CMB +10; CMD 19
Feats Power Attack (-2/+6), Weapon Focus (Earthbreaker), Improved
Initiative, Cleave.
Skills Acrobatics +4, Craft (Jewelery) +6, Diplomacy +12, Knowledge
(Religion) +10.
Languages Common, Draenei.
SQ aura of good, channel positive energy (DC 16, 4d6), divine bond
(weapon +1), lay on hands (3d6, 6/day), mercies (fatitged, dazed),
eternal hope.
Gear +2 Full Plate, +1 Earthbreaker, +1 Necklace of Natural Armor,
Gauntlets of Strength +2, Ring of Protection +1, Boots of Striding
and Springing.
Skycap’n Kragg (ride), Spirited Charge.
Skills Bluff +9, Diplomacy +18, Handle Animal +13, Intimidate +18,
Ride +20.
“What’s more boss than riding a parrot with a jawbone for Languages Common (pirate), Orc (pirate).
a shoulderpad while wielding a giant hook-lance-thing and SQ expert trainer +5, greater tactician (3/day, 8 rounds), mount (giant
wearing a pirate hat? NOTHING.” parrot), order of gol’kosh (honor in all things, way of the warrior),
- Grand Tournament Fan weapon familiarity.
Combat Gear none; Other Gear +1 lance, +2 glamered full plate, +1
NPC Conversion by: Maverick898 heavy wooden shield, belt of strength +2, masterwork battleaxe,
pirate’s eye patch, jawbone of resistance +1.
Male orc cavalier 11 Skycap’n Kragg’s Animal Companion
LN Medium humanoid (orc) N Large Animal
Init +5; Senses darkvision 60 ft.; Perception +1 Init +9; Senses low-light vision; Perception +1

AC 25, touch 11, flat-footed 24 (+1 dex, +11 armor, +3 shield) AC 33, touch 14, flat-footed 29 (+4 Dex, +5 armor, +14 natural)
hp 109 (11d10+44) hp 67 (9d8+27)
Fort +11, Ref +5, Will +8 Fort +8, Ref +11, Will +6; +4 vs. enchantment
Defensive Abilities hardiness Defensive Abilities evasion

Speed 20 ft. Speed 20 ft., fly 80 ft. (average)

Melee +1 hooked lance +16/+11/+6 (1d8+4/x3) Melee 2 talons +12 (1d8+10 plus grab), bite +12 (1d8+10)
Special Attacks +1 on attack rolls against draenei and human Space 10 ft.; Reach 10 ft.
humanoids, banner +3/+2, blood fury, cavalier’s charge, challenge Special Attacks grab
(4/day, +7 damage), might charge. STATISTICS

STATISTICS Str 24, Dex 20, Con 14, Int 2, Wis 13, Cha 11
Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 13 Base Atk +6; CMB +14; CMD 29
Base Atk +11; CMB +15; CMD 26 Feats IArmor Proficiency Light, Improved Initiative, Improved
Feats Horde’s Charge, Improved Initiative,Mounted Combat, Natural Attack (talon), Iron Will, Multiattack, Toughness.
Outflank, Persuasive, Power Attack, Ride-by-Attack, Skill Focus Skills Fly +17.
Languages Common (only speak related words).
SQ link, tricks (combat trained).
Combat Gear none; Other Gear +1 chain shirt barding, exotic military

When the Grand Tournament was announced; the officials held
put up a large gold reward for the victor (along with 2 smaller
rewards for the second and third place winners); Sky Captn’
Kragg and his crew of pirates set sail for the icy waters of
Icecrown so that he could prove his mounted combat prowess
and claim the reward for himself.
Though should he fail; the pirates will simply steal the
Tiny Knight of Evil
“Small in size... HUGE IN EVIL!”


XP 12,800
Advanced Male Quasit Anti-Paladin 9
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +10
Aura cowardice (10 ft.), despair (10 ft.), evil (10 ft.)

AC 30, touch 16, flat-footed 29 (+13 Armor, +1 Dex, +4 Natural, +2 Size)

hp 147 (12d10+81); fast healing 2
Fort +15, Ref +12, Will +15
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10,
cold 10, fire 10

Speed 20 ft., fly 50 ft. (perfect)

Melee +1 Brilliant Energy, Unholy Lance +17/+12/+7 (1d4+5 +2d6 unholy
x3), Claw +15 (1d10+5 plus poison & contagion [DC 14]), bite +14
Melee 2 claws +17 (1d10+5 plus poison & contagion [DC 14]), bite
+17 (1d4+4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks channel negative energy (DC 17 5d6), cruelty
(sickened, diseased, frightened), smite good 3/day (+3 atk & ac,
+9 damage), touch of corruption 7/day (5d6)
Spell-Like Abilities (CL 6th; Concentration +9) Saddle.
At Will- detect good, detect magic, invisibility (self only). SPECIAL ABILITIES

1/day- cause fear (30-foot radius, DC 11). Poison (Ex): Claw- injury; save Fortitude DC 16; frequency 1/round for
1/week- commune (six questions). 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.
Spell-Like Abilities (CL 9th concentration +12) Aura of Cowardice (Su): The Tiny Knight of Evil radiates a palpably
At Will- detect good. daunting aura that causes all enemies within 10 feet to take a –4
Anti-Paladin Spells Prepared (CL 6th concentration +9) penalty on saving throws against fear effects. Creatures that are
2nd- blindness/deafness (DC 15). normally immune to fear lose that immunity while within 10 feet
1st- cause fear (DC 14), death knell (DC 14). of The Tiny Knight of Evil.
TACTICS Aura of Despair (Su): Enemies within 10 feet of The Tiny Knight of
The Tiny Knight of Evil! always has a fel stalker summoned from his Evil take a -2 penalty on all saving throws. This penalty does not
fiendish boon ability which has been combat trained stack with the penalty from aura of cowardice.
STATISTICS Aura of Evil (Ex): The power of the The Tiny Knight of Evil aura of
Str 18, Dex 16, Con 20, Int 15, Wis 16, Cha 16 evil (see the detect evil spell) is equal to his anti-paladin level (9).
Base Atk +12; CMB +14; CMD 27 A paladin who uses smite evil on The Tiny Knight of Evil deals 2
Feats Improved Initiative, Toughness, Power Attack (-4 atk, +8 dmg), points of damage per paladin level on his first successful attack.
Multi-Attack, Mounted Combat, Ride-by-Attack. Plague Bringer (Ex): The powers of darkness make The Tiny Knight
Skills Bluff +18, Fly +16, Intimidate +18, Knowledge (planes) +9, of Evil a beacon of corruption and disease. The Tiny Knight of Evil
Perception +10, Ride +15, Spellcraft +14, Stealth +11 does not take any damage or take any penalty from diseases. He
Languages Abyssal, Common, Draconic; telepathy (touch). can still contract diseases and spread them to others, but he is
SQ change shape (2 of the following forms: bat, Small centipede, otherwise immune to their effects.
toad, or wolf; polymorph), fiendish boon 2/day (Summon Monster Touch of Corruption (Su): The Tiny Knight of Evil surrounds his
V), plague bringer, unholy resistance. hand with a fiendish flame, causing terrible wounds to open on
Combat Gear Potion of Bull’s Strength, Potion of Haste; Other Gear those he touches. He can use this ability 11 times per day to deal
Demon Full Plate, +1 Brilliant Energy, Unholy Lance, Exotic Military 5d6 damage. Using this ability is a standard action that does not
provoke attacks of opportunity. Alternatively, The Tiny Knight of
Evil can use this power to heal undead creatures, restoring 5d6
hit points per use.

CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +6 ; Senses darkvision 60ft, sense magic, see invisibility, scent;
Perception +13

AC 19, touch 12, flat-footed 17 (+2 dex, +7 natural)

hp 51 (6d10+18)
Fort +5, Ref +7, Will +7;
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10,
cold 10, fire 10; SR 17

Speed 50 ft.
Melee Bite +13 (1d6+7), 2 Claws +13 (1d6+7)
Space 5 ft.; Reach 5 ft.
Special Attacks pounce
Spell-Like Abilities (CL 6th; Concentration +5)
Constant- see invisibility.
At Will- dispel magic.
1/day- Summon Monster III (1 fel stalker at 40%).

Str 24, Dex 15, Con 17, Int 4, Wis 14, Cha 8
Base Atk +6; CMB +13; CMD 25
Feats Alertness, Improved Initiative, Improved Natural Attack (Claw).
Skills Acrobatics +8, Perception +13, Sense Motive +4, Stealth +12.
Languages Abyssal (cannot speak); Telepathy.
SQ Combat Trained.

Pounce (Ex): A fel stalker can make a full attack after charging
Sense Magic (Su): The fel stalker senses magic as though
continuously under the effects of a detect magic spell, except
the fel stalker immediately receives all information that would
normally take 3 rounds to receive, and automatically succeeds
at all Spellcraft skill checks to determine the school of magic
involved in each aura. The fel stalker can also track the “scent” of
magic as easily as any normal odour.
Tolgark electricity), Competent Caster, Force of Will, Mythic Bloodline,
Mythic Spellpower (2), Mythic Spellcasting (6 spells), Rapid
Healing, Recuperation, Weapon Familiarity.
NPC Created by: Valkyn Highwind & Michael Phoenix Combat Gear Potion of Cure Moderate Wounds (2; heals 2d8+3); Other
Gear +1 Throwing Axe, Ring of Protection +1, Amulet of Natural
TOLGARK CR 15 Armor +3, Cloak of Resistance +2, Explorer’s Outfit, Bedroll,
XP 51,200 Bedroll, Pouch (Belt), Chalk,Flint & Steel, Gear Maintenance Kit,
Male Troll Sorcerer 13/Archmage 6 Grooming Kit, Mess Kit, Pot (Common), Rope (Hemp; 50 ft.), Sack
NG Medium Humanoid (Troll) (Empty; 2), Shaving Kit, Soap, String (50 ft.), Torch (5), Waterskin
Init +8; Senses Low-Light Vision; Perception +4 (2), Traveler’s Outfit, Trail Rations (7 days), gear & coins worth 7
DEFENSE pp, 1 gp, 6 sp, and 2 cp.
AC 25, touch 13, flat-footed 23 (+2 Dex, +9 Armor, +1 Deflection, +3 OTHER INFORMATION

Natural) Vitals Height: 6 ft. 7 in.; Weight: 222 lbs.; Age: 27/71 (Adult); Birth
hp 79 (13d6+31) Date: 22 Erastus; Hair: Green; Eyes: Blue.
Fort +7, Ref +8, Will +11; Resist Electricity 20
Defensive Abilities Hard to Kill, Enduring Armor, Mythic Saves

Speed 30 ft.
Melee +1 throwing axe +7/+2 (1d6+1/20/x2)
Ranged +1 throwing axe +9/+4 (1d6+1/20/x2; 10 ft.)
Special Attacks Mage Strike, Mythic Power (15/day, Surge +1d8)
Bloodline Spell-Like Abilities (CL 13th; Concentration +18)
8/day- Elemental Ray (1d6+8 electricity).
1/day- Elemental Blast (17d6 electricity, DC 21)
Sorcerer Spells Known (CL 13th; Concentration +18)
6th (4/day)- Chain LightningM , Elemental Body IIIB , Summon
Monster VI.
5th (7/day)- Dismissal, Elemental Body IIB , Lightning ArcM , Summon
Monster V.
4th (7/day)- Ball LightningM , Detonate, Dragon’s Breath, Elemental
Body IB , Summon Monster IV.
3rd (7/day)- Dispel Magic, Elemental Aura, Fireball, Lightning BoltM ,
Protection from Energy (Electricity Only) B.
2nd (7/day)- Darkvision, Defensive Shock, Elemental Touch, Scorching
RayBM , Spontaneous Immolation, Summon Monster II.
1st (12/day)- Burning HandsBM , Mage Armor, Magic Missile,
Obscuring Mist, Shock Shield, Shocking Grasp.
0 (At Will)- Acid Splash, Arcane Mark, Daze, Detect Magic, Light,
Mending, Open/Close, Read Magic, Spark.
Bloodline Elemental (Air); B Bloodline Spell, M Mythic.

Str 10, Dex 15, Con 12, Int 14, Wis 12, Cha 21
Base Atk +6; CMB +6 (+8 Bull Rush when self & opponent on
ground); CMD 18
Feats Combat Casting, Elemental Focus (Electricity)M, Empower
Spell, Eschew MaterialsM, Greater Elemental Focus (Electricity),
Greater Spell Focus (Evocation), Maximize Spell, Spell Focus
(Evocation)M, Uncanny Concentration.
Skills Acrobatics +13, Fly +12, Knowledge (Arcana) +18, Knowledge
(Planes) +11, Spellcraft +18, Survival +14, Use Magic Device +21.
Languages Common, Draconic, Orc, Zandali.
SQ Amazing Initiative, Arcane Potency (Sorcerer 1), Archmage Arcana
(Mage Strike), Bloodline Arcana (change energy damage spells to
“The Iron Horde wishes for war? Then war they shall have…”
- Warpath,

Character created by: Valkyn Highwind

Pandaren Female
Sorcerer 13
Bloodline: Elemental (Air)
“The sleeper has awakened.”
- Druid of the Claw

NPC by: Valkyn Highwind

XP 800
Male Tauren Druid 4
NG Medium Monstrous Humanoid
Init +0; Senses Darkvision 60 ft.; Perception +3

AC 15, touch 10, flat-footed 15 (+4 armor, +1 natural)

hp 25 (4d8+4)
Fort +5, Ref +1, Will +7; +4 vs. fey & plant-targeted effect, +3 vs.

Speed 30 ft.
Melee quarterstaff (mwk) +5 (1d6+1/19-20/x2)
Druid Spells Prepared (CL 4th; Concentration +7)
2nd- Barkskin, Bear’s Endurance, Summon Nature’s Ally II. OFFENSE

1st- Calm Animals, Faerie Fire, Keen Senses, Obscuring Mist. Speed 40 ft.
0 (At Will)- Detect Magic, Light, Purify Food & Drink, Read Magic. Melee bite +8 (1d6+5), 2 claws +9 (1d4+5)
STATISTICS Space 5 ft.; Reach 5 ft.
Str 12, Dex 10, Con 12, Int 13, Wis 17, Cha 14 STATISTICS

Base Atk +3; CMB +4; CMD 14 (18 vs. Bull Rush or Trip) Str 21, Dex 14, Con 15, Int 2, Wis 12, Cha 10
Feats Combat Casting, Endurance, Eschew Materials. Base Atk +3; CMB +8; CMD 20 (24 vs. Trip)
Skills Climb +8, Fly +7, Handle Animal +9, Knowledge (Nature) +10, Feats Power Attack, Weapon Focus (Claw)
Spellcraft +8, Survival +10. Skills Intimidate +1, Perception +5, Survival +2, Swim +9
Languages Common, Druidic, Orc, Taur-ahe. SQ Link, Share Spells, Tricks (Attack, Come, Defend, Down, Guard,
SQ Nature Bond (Animal Companion (Bear)), Nature Sense, Wild Heel, Stay)
Empathy +6, Plainstriders, Woodland Stride, Trackless Step.
Combat Gear none; Other Gear Quarterstaff (Masterwork), Studded
Leather +1, Abjurant Salt, Explorer’s Outfit, Bedroll, Bedroll, Pouch
(Belt), Chalk,Flint & Steel, Gear Maintenance Kit, Grooming Kit,
Mess Kit, Pot (Common), Rope (Hemp; 50 ft.), Sack (Empty; 2),
Shaving Kit, Soap, String (50 ft.), Waterskin (2), Traveler’s Outfit,
Trail Rations (7 days), gear & coins worth 4 gp, 6 sp, and 7 cp.

Vitals Height: 8 ft. 2 in.; Weight: 406 lbs.; Horns: 11 in.; Age: 62/137
(Adult); Birth Date: 22 Erastus; Hair: Black; Eyes: Green.

Male Companion Bear
N Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)

hp 26 (4d8+8)
Fort +6, Ref +6, Will +2
Defensive Abilities Evasion
Amani Berserker
“Time for a little blood.”
- Amani Berserker, Hearthstone

Monster Adaptation by: Valkyn Highwind

XP 800
Troll Barbarian 4
N Medium Humanoid (Troll)
Init +2; Senses Low-Light Vision; Perception +7

AC 16, touch 10, flat-footed 14 (+6 armor, +2 Dex, –2 rage)

hp 55 (4d12+24)
Fort +9, Ref +3, Will +3
Defensive Abilities Trap Sense +1, Uncanny Dodge

Speed 30 ft.
Melee Shortsword (Mwk) +12 (1d6+6/19-20/×2)
Melee Shortsword (Mwk) +10 (1d6+6/19-20/×2) and Shortsword
(Mwk) +10 (1d6+3/19-20/×2); Two-Weapon Fighting
Special Attacks Rage (13 rounds/day), Rage Powers (Deadly Accuracy,
Surprise Accuracy +2)

Before Combat The berserker drinks a potion of bull’s strength.

Base Statistics When not raging, the barbarian’s statistics are AC 18,
touch 12, flat-footed 16; hp 47; Fort +7, Will +1; Melee Shortsword
+8 (1d6+2/19-20/×2); Str 15, Con 16; CMB +6.

Str 23, Dex 15, Con 20, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +10 (+12 to Bull Rush/Overrun when self &
opponent are on ground); CMD 22
Feats Two-Weapon Fighting, Weapon Focus (Shortsword).
Skills Acrobatics +8, Intimidate +7, Perception +7, Survival +9.
Languages Common, Zandali.
SQ Fast Movement, Rapid Healing, Weapon Familiarity.
Combat Gear Potion of Bull Strength (2); Other Gear +1 scale mail,
shortsword (masterwork; 2).
Quilboar Axebearer
XP 200
Male Quilboar Fighter 1
LE Medium Monstrous Humanoid
Init +1; Senses Darkvision 120 ft.; Perception +1

AC 16, touch 11, flat-footed 15 (+1 dex, +4 armor, +1 natural)

hp 14 (1d10+4)
Fort +5, Ref +1, Will +1

Speed 20 ft.
Melee greataxe +5 (1d12+6/×3)
Ranged javelin +2 (1d6+4/×2; 30 ft.)

Str 18, Dex 12, Con 16, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Cleave, Power Attack.
Skills Survival +5.
Languages Common, Undercommon.

Environment Any Land.

Organization gang (5-8) or band (10-100 plus 100% non-combatants
plus one 3rd-level sergeant per 20 adults and 1 leader of 4th-6th
Treasure Standard plus Hide Armor, Greataxe, Javelins (3).
the Lich King.
Death Knight (CR +2) The playable death knights are the uniformly undead
members of the Death Knights of Acherus, a regiment
Original Appearance: consisting of hundredsof death knights stationed at the
Tome of Horrors IV (Frog God Games) necropolis Acherus: The Ebon Hold under the direct command
Found Online at: of the Lich King and Highlord Darion Mograine. These death knights were set loose upon the Scarlet Enclave, culminating in
Background & Quote from: the flight of the newly-formed Scarlet Onslaught to Northrend and the subsequent massacre known as the Scarlet Apocalypse,
in which the death knights decimated Scarlet reinforcements.
A hero... that’s what you once were. You stood boldly against After this, the Death Knights of Acherus were sent to Light’s
the Shadow and purchased another dawn for the world... with Hope Chapel to destroy the Argent Dawn.
your life. But the evil you fought is not so easily banished; the During the Battle for Light’s Hope Chapel, the Lich King,
victory you claimed, not so easily held. For now, the specter in betrayal of his death knights, was willing to sacrifice them
of death looms over the world yet again and it has found new to kill Highlord Fordring. In a large burst of Light, the power
champions to bring about its final reign. Knights of darkness, of Light’s Hope Chapel freed the death knights from the
wielding runes of death and destruction, bound by the will of Lich King’s grasp. Darion threw the Ashbringer to Highlord
the Lich King. This is the hour of their ascension! This is the Fordring, purifying it and forcing the Lich King to retreat.
hour of your dark rebirth... The freed death knights took Acherus from the Scourge and
formed the Knights of the Ebon Blade under the command of
BACKGROUND Highlord Mograine. The Ebon Blade sent many of its freed
Death knights are the former champions of the Scourge. They death knights to their respective factions – Alliance or Horde.
fortify their bodies and drain life energy itself with the power The Knights of the Ebon Blade would later become a major
of blood, sharpen their blades and strike powerfully with the factor in the death of the Lich King, joining the Argent Crusade
power of frost, and raise the dead while striking with the unholy to form the Ashen Verdict. Death Knights of formerly Alliance
fervor granted by undeath. They are engines of destruction races can make individual cases in order to join the Forsaken
chosen by the Undead Scourge to serve the almighty will of under Sylvanas Windrunner, for example if a Worgen Death
Knight wished to bend knee and serve her, he’d need to prove immunity to cold and electricity (in addition to those granted
his loyalty beyond doubt to be accepted. by its undead traits).
Knights of the Ebon Blade are conditioned with a need to Special Attacks: A death knight gains the special attacks
cause pain; the need is so great that, if not sated, it can drive a described below. Saving throw DCs are Charisma-based
death knight into a blood-seeking hysteria. It overrides magic unless otherwise noted.
dependency. Additionally, without the protection of the Lich Command Undead (Su): A death knight can, as a standard
King, shades from the Realm of Shadows constantly torment action, attempt to control an undead creature within 60 feet.
liberated death knights.Death knights afflicted by the worgen The undead must succeed on a Will save or fall under command
curse have their feral instincts shattered in favor of the Lich of the death knight. For unintelligent undead, this command
King’s will. This holds true even after their freedom from the is permanent. Intelligent undead can make a new save once a
Lich King. week to break the control. A creature that successfully saves
While in the Scourge, death knights are known to have eaten cannot be affected again by the same death knight’s command
meals consisting primarily of humanoid meat, vermin, and undead for one day. A death knight may control a number of
insects.They are capable of sleeping though it is not necessary undead whose Hit Dice total no more than twice the death
and was forbidden by the Scourge. knight’s own Hit Dice. It can release commanded undead at
Death knights can enjoy alcohol and be affected by its any time in order to command another undead. A death knight
inebriating effects. cannot command an undead that’s Hit Dice is higher than its
CREATING A DEATH KNIGHT Infuse Weapon (Su): A death knight can channel negative
“Death knight” is an acquired template that can be applied to energy through its weapon. A number of times per day equal to
any lawful humanoid or monstrous humanoid with 5 or more 3 + its Charisma modifier, a death knight can deal extra damage
Hit Dice (referred to hereafter as the base creature). A death on a successful weapon attack. This damage is negative energy
knight retains all the base creature’s statistics and special damage and is equal to 1d6 points of damage plus 1d6 points
abilities except as noted here. of damage for every two Hit Dice the death knight has beyond
Special Note: A paladin that rises as a death knight trades the first (2d6 at 3rd, 3d6 at 5th, and so on). A successful Will
its paladin class levels for anti-paladin class levels on a one- save reduces the damage by half.
for-one basis. Spell-Like Abilities: At will- darkness, desecrate, detect
Challenge Rating: Same as base creature +2 good, detect magic, see invisibility; 1/day- animate dead,
Alignment: A death knight is always lawful evil, unless it blasphemy, protection from good, plus the death knight’s choice
was a paladin before its transformation. Death knights who of symbol of pain or symbol of fear, to be selected when the
were paladins in life return as depraved monsters, and are template is applied. The death knight’s caster level is equal to
always chaotic evil. its total Hit Dice.
Type: The creature’s type changes to undead, and it gains Special Qualities: A death knight gains the following
the augmented subtype. Do not recalculate class Hit Dice, BAB, special quality.
saves, or skill ranks. Undead Mount (Su): A death knight loses the base creature’s
Senses: A death knight gains darkvision 60 ft. special mount (if it had one) and gains the service of an undead
Aura: A death knight emanates the following aura. mount (see undead mount below for statistics). A death knight
Fear Aura (Su): Creatures of less than 5 HD in a 10-foot
radius that look at the death knight must succeed on a Will
save or become frightened. Creatures with 5 HD or more
must succeed at a Will save or be shaken for a number of
rounds equal to the death knight’s Hit Dice. A creature that
successfully saves cannot be affected again by the same death
knight’s aura for one day. This is a mind-affecting fear effect
and is Charisma-based.
Armor Class: The base creature’s natural armor improves
by +4.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice
are unaffected. As undead, a death knight uses its Charisma
modifier to determine bonus hit points (instead of Constitution).
Defensive Abilities: A death knight gains channel resistance
+4, damage reduction 15/bludgeoning and magic, spell
resistance equal to 15 + the death knight’s adjusted CR, and
of 10th level or higher gains the service of a grave mount LE Large undead
(see grave mount below) instead. If a death knight’s mount is Init +6; Senses darkvision 60 ft., scent; Perception +10
destroyed, it can summon a new one after one week. Aura frightful presence (30 ft., DC 14)
Ability Scores: A death knight gains +4 Strength, +2 DEFENSE

Wisdom, and +4 Charisma. As an undead creature, a death AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
knight has no Constitution score. hp 33 (6d8+6)
Skills: Death knights gain a +8 racial bonus to Intimidate Fort +3; Ref +4; Will +6
and Perception checks. A death knight always treats Intimidate DR 10/magic; Immune undead traits
and Perception as class skills. Otherwise, skills are the same OFFENSE

as the base creature. Speed 30 ft.

Feats: Death knights gain Toughness as a bonus feat. Melee bite +7 (1d8+4 plus bleed), 2 hooves +5 (1d8+2)
Space 10 ft.; Reach 5 ft.
Undead Mount Special Attacks bleed (1d4), breath weapon (30-ft. cone, DC 14 Fort,
A death knight of 9th level or less gains the service of an tomb fever, usable 3/day)
undead mount. If this mount is destroyed, the death knight STATISTICS

can summon a new one after one week. Str 18, Dex 15, Con —, Int 12, Wis 12, Cha 13
Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
UNDEAD MOUNT CR 2 Feats Improved Initiative, Multiattack, Run.
XP 600 Skills Bluff +7, Intimidate +10, Perception +10, Sense Motive +10,
N Large undead Stealth +7.
Init +8; Senses low-light vision, scent; Perception +9 Languages Common (can’t speak)

AC 19, touch 13, flat-footed 15 (+2 armor, +4 Dex, +4 natural, –1 size) Disease (Su): Tomb Fever- inhaled; save DC 14 Fort, onset 1d6 days,
hp 27 (5d8+5) frequency 1/day, effect 1d4 Dex damage and 1d4 Con damage, cure
Fort +9; Ref +8; Will +4 2 consecutive saves. The DC is Charisma-based.
Defensive Abilities evasion; Immune undead traits ECOLOGY

OFFENSE Environment any

Speed 50 ft. Organization solitary
Melee bite +7 (1d4+5), 2 hooves +2 (1d6+2) Treasure none
Space 10 ft.; Reach 5 ft.
STATISTICS The grave mount is the insult to all that is good and holy when
Str 21, Dex 19, Con —, Int 2, Wis 17, Cha 13 a paladin’s steed is returned from the dead to wreak havoc
Base Atk +3; CMB +9; CMD 23 (27 vs. trip) upon the world.
Feats Armor Proficiency (light), Endurance, Improved Initiative, These undead creatures are rare and usually created when
RunB. a death knight rises from the grave to ride the steed he owned
Skills Intimidate +5, Perception +9. in his former life, though a few necromancers are also able to
SQ link, tricks (combat trained; attack, come, defend, down, guard, raise a grave mount given time and study.
heel, stay, seek) Grave mounts stand 5 to 6 feet tall at the shoulder and weigh
ECOLOGY between 800 and 1,000 pounds.
Environment any A grave mount begins combat by using its breath weapon.
Organization solitary Once engaged in melee, it uses its hooves and bite attack to
Treasure none (leather barding) battle its opponents.

Grave Mount
A death knight of 10th level or higher gains the service of a
grave mount.

This eerie black warhorse is rotting and decaying; its skeleton

exposed in many places across its body. Its eyes burn red and
its jet black mane is falling out in clumps.

XP 1,200

The creature looks vaguely like a hound - though one with a

massive, toothy head that makes up nearly a third of its length.
Great horns jut from above a single eye that glares furiously
from the center of its forehead.

Monster Conversion by: Maverick898

XP 800
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses Darkvision 60 ft. , sense magic, see invisibility, scent;
Perception +13
DEFENSE fel stalkers embedded in the nearby planar substance mature,
AC 19, touch 12, flat-footed 17 (+2 dex, +7 natural) hunt, and often lay young before the pit lord rangers find them
hp 51 (6d10+18) and train them. Fel stalkers have been observed with 2, 4, or
Fort +5, Ref +7, Will +7 6 legs, which indicates breed rather than power. Fel stalkers
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, treat spellcasters, particularly arcane spellcasters, as layered
cold 10, fire 10; SR 17 desserts with meat on the outside and magic on the inside. Less
OFFENSE magical characters are worth notice only if they have damaged
Speed 50 ft. the fel stalker in the past round. Fel stalkers generally use their
Melee Bite +13 (1d6+7), 2 Claws +13 (1d6+7) arcane vortex ability whenever in combat, unless instructed
Space 5 ft.; Reach 5 ft. otherwise by their pit lord. The most intelligent Fel Stalkers
Special Attacks pounce are selected and trained specially to hunt spellcasters. They
Spell-Like Abilities (CL 6th; Concentration +5) look much like a normal fel stalker, except for a golden band
Constant- see invisibility. placed around one of their horns marking them as hunters.
At Will- dispel magic. They have advanced hit dice and levels in the ranger class to
1/day- summon monster III (1 fel stalker at 40%) track down and kill spellcasters.

Str 24, Dex 15, Con 17, Int 4, Wis 14, Cha 8.
Base Atk +6; CMB +13; CMD 25 (29 vs. Trip).
Feats Alertness, Improved Initiative, Improved Natural Attack (Claw).
Skills Acrobatics +8, Perception +13, Sense Motive +4, Stealth +12.
Languages Abyssal (cannot speak); Telepathy.

Environment Any land and underground

Organization Solitary or Pack (3 to 8).
Treasure None

Pounce (Ex): A fel stalker can make a full attack after charging.
Sense Magic (Su): The fel stalker senses magic as though
continuously under the effects of a detect magic spell, except
the fel stalker immediately receives all information that would
normally take 3 rounds to receive, and automatically succeeds
at all Spellcraft skill checks to determine the school of magic
involved in each aura. The fel stalker can also track the “scent” of
magic as easily as any normal odour.

Fel stalkers are the hunting hounds of the pit lords, starving
both for blood and for arcane energy. The corner of the
Twisting Nether that spawned them is a void, drained of
magic and substance and filled with drifting corpses. Maggot

Monster Conversion by: Maverick898

XP 19,200
N Large construct (extraplanar)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
Aura fiery aura (10 ft., DC 18, 2d6 fire)

AC 28, touch 9, flat-footed 28 (-1 Dex, +20 natural, –1 size)

hp 118 (16d10+30)
Fort +5, Ref +4, Will +5
DR 15/adamantine; Immune construct traits, fire, magic

Speed 20 ft.
Melee 2 slams +24 (1d8+9 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks burn (2d6, DC 18), meteoric impact (DC 19)
STATISTICS but made from more jagged stone and burn with a white hot
Str 28, Dex 9, Con -, lnt -, Wis 11, Cha 1 core that can be used as a compressed fuel source. Adding
Base Atk +16; CMB +26; CMD 35 the Advanced and Giant template to an Infernal will create
Fiery Aura (Ex): Anyone within 10 feet of a Infernal must succeed
on a DC 18 Fortitude save or take 2d6 points of fire damage each Summoning
round. The save DC is Constitution-based. A Summoner or Sorcerer with the Abysall bloodline can
Immunity to Magic (Ex): An Infernal is immune to any spell or spell- summon an Infernal by using casting Summon Monster VIII,
like ability that allows spell resistance. In addition, certain spells or use Summon Monster IX to call forth a mighty Abyssal from
and effects function differently against the creature, as noted the twisting nether. When summoned these creatures always
below. A cold effect slows an Infernal construct (as the slow spell) start combat with their Metoric Impact Ability.
for 2d6 rounds with no saving throw.
Improved Slam (Ex): Infernals size and dense mass grant them a
heavier slam attack, dealing damage as if it were one size larger
Metoric Impact (Ex): A summoned Infernal appears in the air and
slams to the ground with devastating force. This is handled as
per the Meteor Swarm spell. The Infernal takes no falling damage
from this impact.

Infernals are mindless giants of flame and fury that are

summoned by the burning legion. Falling to earth as green,
molten meteorites, infernals exist only to destroy every living
thing in their path. Though their lifespans are limited, the
mighty infernals have been known to destroy entire cities before
their energies dissipated back into the Great Dark Beyond.The
infernals were the embodiment of primal force. They were
creatures that existed only to crush, pummel, or crash through
whatever obstacles-living or not-lay in their path. The spells of
the warlocks and other dark sorcerers of the Legion made them
a force nigh unstoppable. It is speculated that Infernal core’s
are created from the spirits of fallen elementals, who now rage
forth in their new bodies.
A more powerful verison of an Infernal exist called an
Abyssal. These demonic constructs are similar to Infernals,

Monster Conversion by: Valkyn Highwind

“The naga are cursed Highborne night elves. Ten thousand

years ago, Queen Azshara made a pact of desperation with the
Old Gods to save her surviving people from a watery grave. The
naga are the result of that pact.”
- Shindrell Swiftfire

This humanoid creature has a snake tail instead of legs. Its

torso is that of a humanoid, but its head resembles that of a
dragon. Large scales cover its body, and short spines descend
along its back. It holds a stout spear in two hands.

NAGA CR 3 dichotomy than other races. Male naga seem to gravitate towars
XP 800 the more martial classes while female naga seem to have more
CE Medium Monstrous Humanoid (Aquatic, Naga) spellcasters among them. It should also be noted that female
Init +3; Senses Darkvision 60 ft.; Perception +0 naga seem to have no less than four arms (Increase their CR to
DEFENSE 4, and experience value to 1,200).
AC 18, touch 13, flat-footed 15 (+3 dex, +5 natural)
hp 32 (5d10+5)
Fort +2, Ref +7, Will +4
Defensive Abilites Hard Scales

Speed 30 ft., swim 50 ft.

Melee trident +8 (1d8+2/20/x2)
Ranged trident +9 (1d8/20/x2; 10 ft.)

Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 8.
Base Atk +5; CMB +7; CMD 20.
Feats Aquatic Advantage, Combat Reflexes, Weapon Focus (Trident).
Skills Knowledge (Arcana) +8, Spellcraft +8, Stealth +8, Survival +5,
Swim +7 (+15 Avoid Hazzard); Racial Modifiers +2 Knowledge
(Arcana), +2 Spellcraft, +8 Swim (Avoid Hazzard).
Languages Common, Elven.
SQ Amphibious.

Environment Any Aquatic and Coastal Region

Organization Squad (1 - 4 male naga and 1 female naga spellcaster),
force (7 - 12 male naga, 3 female naga spellcasters, and 1 naga
leader (sorcerer or warrior level 6th - 8th), or battalion (41 - 60
murlocs, 21 - 40 naga, three 8th-level naga lieutenants, and one
14th-level naga commander)
Treasure Standard

Amphibious: Naga can breath both air and water indefinitely. They
are equally comfortable on land and in water.
Hard Scales: Naga have a hard, moderately flexible layer of scales
that allow them to survive the ocean depths, and provide some
natural armor protection.

Naga, with respect to class preference, possess a more startling


The large creature has the lower body of a giant spider with
a humanoid torso, arms and head. Its spider legs are long and
thin, allowing it to top 10 feet when it rears up.

Monster Conversion by: Maverick898

Art by: Andrea Uderzo

XP 1,200
NE Large aberration
Init +7; Senses darkvision 60 ft.; Perception +12

AC 14, touch 12, flat-footed 11 (+3 dex, +2 natural, -1 size)

hp 26 (4d8+8) Once, the vast subterranean civilization of Azjol- Nerub
Fort +3, Ref +4, Will +4 extended over much of Northrend. Underground terraced
DR frozen mind; Resist cold 5 pits and occasional above ground ziggurats held countless
OFFENSE nerubians living, working, and researching. Azjol-Nerub
Speed 40 ft., climb 40 ft. contained huge libraries of literature, music, philosophy, and
Melee 2 claw +4 (1d6+3), bite +4 (1d8+3 plus poison) the other races, the expansion of an undead empire was a
Space 10 ft.; Reach 10 ft. clear threat to their existence. Elite warriors were sent and a
Special Attacks web (+5 ranged, DC 14, 4 hp) massive battle began. Ultimately, Azjol-Nerub shattered under
STATISTICS the weight of an easily replenished undead army. The libraries
Str 15, Dex 17, Con 14, Int 12, Wis 10, Cha 10 burned and the surviving nerubians fled. The Scourge raised
Base Atk +3; CMB +6; CMD 19 (27 vs. Trip). up the spiderfolks’ dead, paying a cold homage to the race
Feats Ability Focus (poison), Improved Initiative. through architecture and borrowing from their arcane arts.
Skills Acrobatics +11, Climb +18, Knowledge (Arcana) +9, Perception
+12, Stealth +15; Racial Bonus +8 Climb, +4 Perception, +4 Stealth. Nerubian Classes
Languages Common, Nerubian. Different ‘classes’ of Nerubian exist within their culture,
ECOLOGY webspinners, seers, spiderlords and queens. Each of these
Environment Cold and temperate forest, hills, plains, and ‘classes’ have spell abilities tied to them as well.
underground Webspinners: Double the duration and hps of a Nerubain
Organization Solitary, pair, squad (2-4), town (6-18 plus 50% young web; gain +8 perception, +8 stealth in webs (instead of the
plus 1 warrior or webspinner per 5 adults), or city (20- 200 plus additional +4)
50% young plus 1 warrior and 1 webspinner per 10 adults, plus 1 Seers: Seers take levels in a spellcasting class; usually
seer per 20 adults, plus 1 spiderlord per 50 adults, plus 1 queen Sorcerer and Wizard to peruse the knowledge of the arcane.
per 150 adults). They gain a +4 racial bonus to Knowledge (arcana) instead of
Treasure standard stealth; and the silent spell as a bonus feat.
SPECIAL ABILITIES Spiderlords: Lawmakers; spiderlords look somewhat
Frozen Mind (Ex): The minds of nerubians are different from most different then their brethren; having a carapace and dual sets
races, leaving them untouched by powers that affect the mind of wings making their lower bodies appear more beetle-like.
(for instance, any spell with the mind-affecting descriptor). They They are also huge size with twice as many hit dice and often
are also immune to fear effects. Those who have attempted take class levels in Barbarian, Bloodrager, Fighter, Sorcerer
telepathic communication with nerubians describe it as trying or Wizard. (CR 7)
to bore through many feet of ice. Queen: They are mothers of the cities; combining tactical
Poison (Ex): bite-injury; save Fort DC 16; frequency 1/round for 2 skill with arcane might. Queens also get quite large; growing
rounds; effect 1d6 str damage; cure one save. Nerubian poison up to Colossal (with 11 additional HD). They gain spell
attacks the victim’s muscles. Larger nerubians have even more resistance 11+HD, and spells as a 11th level sorcerer. (CR 15)
potent poisons to cripple their enemies. Huge (1d8), Gargantuan
(2d6), Colossal (2d8). Chitin Armor
Nerubians have a special kind of hide armor fromed from
Lore their own molted exoskeletons. The discarded chitin is
combined with wood pulp, lacquer and a variety of alchemical
perparations. Creating chitin armor requires a DC 15 Craft
(alchemy) check to prepare the raw materials; followed by the
standard crafting procedure.
Chitin armors can be made as analogs of any exisiting
armors. The cost is x3 instead of x4; for lare nonstandard
armor and the chitin armor weighs the same as a regular armor
for a medium creature. Maximum Dex Bonus and Armor
Check Penalty are increased by 1, and the Arcane Spell Failure
is reduced by 5%.
This powerful winged canine watches its prey with piercing
yellow eyes, darting its tongue across sharp white teeth.

XP 600
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

Speed 50 ft., fly 70 ft. (average)

Melee bite +2 (1d6+1 plus trip)

Str 13, Dex 19, Con 15, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Fly +4, Perception +8, Stealth +8, Survival +2 (+6 scent
tracking); Racial Modifiers +4 Survival when tracking by scent

Environment cold or temperate forests

Organization solitary, pair, or pack (3–12)
Treasure none

Wolfhawk Companions
Starting Statistics: Size Medium; Speed 50 ft., fly 70 ft.
(average); AC +2 natural armor; Attack bite (1d6 plus trip);
Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6;
Special Qualities low-light vision, scent.
7th-Level Advancement: Size Large; AC +2 natural armor;
Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con