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AD&D - Monstrous Compendium - Planescape Appendix II (2e)

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Published by Capn_Ragnar, 2022-12-04 00:08:51

AD&D - Monstrous Compendium - Planescape Appendix II (2e)

AD&D - Monstrous Compendium - Planescape Appendix II (2e)

Keywords: Dungeons & Dragons,DnD,AD&D,TSR,Planescape,TTRPG

Being a Guide to previously UnknownMultiplanar
Creatures, both Malevolent and Benign, and Including

selected Revised Entries from older Sources.

ITS

+ +Designer: Rich Baker Editor: Karen S. Boomgarden Creative Director: Andria Hayday

Cover Artist: DiTerlizzi +Interior Artist: DiTerlizzi

+Art Direction: Bruce Zamjahn Electronic Prepress Coordination:Dave Conant

Typesetter: Angelika Lokotz
Graphic Design and Production: Dee Barnett, Dawn Murin, Greg Kerkman
Thanks to: Tim Beach, Wolfgang Baur, Michele Carter, and Colin McComb

TSR, Inc. A TSR Ltd. A
201 Sheridan Springs Rd.
120 Church End a
Lake Geneva
WI 53147 C h e w Hinton
U.S.A.
Cambridge CB13LB

United Kingdom

26

ADVANCEDDUNGEONS8 DRAGONASD, €tD, MONSTROUCSOMPENDIUanMd, DUNGEONMASTERare
registered trademarks owned by TSR, Inc. PLANESCAthPeEL, ady of Pain logo, MONSTROMUASNUAL,
and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and
the distinctive likenessesthereof are trademarks owned by TSR, Inc.

@ 1995TSR, Inc. All Rights Reserved. Printed in the U.S.A.

Random House and its affiliate companies have worldwide distribution rights in the book trade
for English-language products of TSR, Inc. Distributedto the toy and hobby trade by regional dis-
tributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This mate-
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unauthorized use of the material contained herein is prohibited without the express written con-

sharp cutter’ll take a long 1 negr in the mnncter’r
member it; it ain’t complete,
better than being Clueless. ove, the text de-

A Dungeon Master can find plenty o
ers in this book, as well as new allie

as PHB and the DUNGEOMNA
DMG throughout this book.

appear below.
ClimatelTerrain: The plane(s)

cases, the creature lives in a parti
wander away from their principal

anization: The SOC

bivores eat plants, and omniv

Animal intelligence t
the term corresponds
** Treasure: Refers to

large treasures may feature
confuse this with Treasure Type

Alignment: The general behavicr 4
that type.

player character party.
Armor Class: A combine

creature’s hide or clotkng
and so on.

Movement: The crea



3 ARCHOTNR,IJ 5 Guardinal, Ursinal usa or chimaera 4 M~KA
4 ARCHON,TOME 6 Guardinal, Lupinal 14 BACCHAoEr Khaasta 5 Tanar’ri
5 Per 7 Sunfly 15 Sunfly or Foo Dog 6 YethHound
6 ARCHOSNW, ORD 8 Guardinal, Avoral 16 Hollyphant 7 Vargouille
7 Aasimon, 9 Guardinal, 17 Aasimon, 8 Githzerai
9 Slaad
Agathinion Cervidal Agathinion 10 Khaasts
8 ARCHOWN,ARDEN 10 Guardinal, Equinal 18 LILLENDor Foo Lion 11 Vorr
9 Einheriar 11 Petioners 19 OREADo r A s w 12 Petitioner
10 ARCHOHNO, UND 12 20 Aasimon, Deva 13 Bloodthorn
11 ARCHONLA, NTERN 14 Rager
12 Petitioner 13 Foo Dog 15 Reave
Aasimar 16 Cralilium
13 ZOvERl 14 LILLEND
Hollyphant 18 HOWLER
14 Sunfly 15 IAasimon, Khaasta 19 Nightmare
15 Hollyphant Agathinion 8 Bariaur 20 Merkhant
16 Aasimar 9 Einheriar
17 Noctral 16 FooDog 10 Petitioner 5 Tanar’ri,Rutterkin
18 Balaena 17 Balaena 11 Rager 6 Tanar’ri, Bulezau
19 Aasimon, Deva 18 Aasimar 12 Giant 7 Tanar’ri, Bab
20 Shedu, Greater 19 FooLion 13 RATATOSK 8 Tanar’ri, Hez
20 Aasimon, Deva 14 FENSIR 9 Tanar’ri, Vrock
3 Tso 15 Leomarh 10 Tanar’ri, Dretch
4 Per THEBEA 16 Eladrin 11 Tanar’ri,Manes
5 Balaena 17 OREADor ASRAI 12 Tanar’ri, Chasme
6 Treant 0 18 Rcave 13 Vorr or Wastrel
7 Quill 19 Merkhant 14 Ironmaw, VIPER
8 Leomarh 3 0 AarimaP,
9 Cats, great 4 Mortai TREEB, loodthorn
10 Animals, Herd 5 Per Khaasta 15 Khaasta
6 balaena Bloodthorn 16 Tanar’ri, Bar-Lgura
Petitioners 7 ‘Sunfly Leomarh 17 Bebilith
12 Mammal 8 Hollyphant Quill 18 Retriever
13 Einheriar 9 Leomarh Rager 19 Bodsk
14 Sunfly 10 Mammal CHAOSIMP 20 Shadowdrake
15 Hollyphant 11 Mammal Reave
16 Aasimon, 12 bnimal, Gi CHAOSBEAST 2 Gehreleth, Shator
13 Animal, Gi Ironmaw 3 Gehreleth, Kelubar
Agathinion 14 Aasimon, Wraithwom 4 Gehseleth, Farastu
17 Aasimar 5 Wraithworm or
18 Aasimon,Light 3 Agathinion ++ 4
19 Aasimon, Deva 15 Quill Baatezu
20 Baku 16 6 Wastrel
17 7 Qui4
18 8 Ironinaw
19 9 Vorr or Petitioner
20 10 Bloo’dthorn
11 Abrian
3 Rager or Balaen
4 Eladrin, Tulani
5 Eladrin, Ghaele
6 Eladrin, Firr
7 Eladrin, Bralani
8 Eladrin, Noviere
9 Eladrin, Shiere
10 Eladrin, Coure

2d10 Result BAATOR 16 Arcane
12 Larva 2d10 Result 17 Marut
13 Hordling 2 Minion of Set 18 Observer
14 Terlen or Tanar'ri 3 Baatezu, Amnizu 19 Demarax
15 Mephit or Imp 4 Baatezu, Gelugon 20 GEARSPIRIT
16 Yugoloth, 5 Baatezu, Cornugon
Mezzoloth 6 Baatezu, Osvluth T'uen-rin
17 Yugoloth, Hydroloth Baatezu, Hamatula 3 Shedu
18 Yugoloth, Canoloth Baatezu, Erinyes 4 Archon
19 Nightmare or Night Baatezu, Abishai 5 Merkhant
Hag 10 Petitioner or Larva 6 Rager
11 Baatezu, Lemure 7 Hollyphant
20 Shadowdrake 8 Modron
~ 9 Leomarh
THEGRAYWASTE I 10 Einheriar
12 Baatezu, Nupperibo 11 Petitioner
121210 RNeisguhlttHag 13 Baatezu, Spinagon 12 Animal, Normal
14 BAATEZU, 13 Tso or reave
3 Nightmare 14 Quill
KOCHRACHON 15 Aasimar
4 Reave 16 fromain 8 Shedu
5 Wastrel 1 .5 Baatezu, Barbazu 17 Aasimon 9 Lamrndlsu
6 VIPERTREE 16 Hell hound 18 BUSENI 10 Terithataa (FF)
7 Ironmaw 17 Bonespear or 19 Noctral 11 Foo Lion
8 Leomarh Fhorge 12 Thought eater
9 Bloodthom 1 18 Tso orReave Temarax
10 Abrian or Petitioner 7
11 Larva 19 Wraithworm 1 8
12 Hordling Nightmare
13 Yugololoth, TH
~
Mezzoloth 2
14 Yugoloth, 3 Observer
4 Sword Spirit 4 Slaad
Dergholoth 5 BLADELING 5 Ghostlight
6 Yugoloth 6 Bariaur
15 Yugoloth, 7 Bonespear 7 Leomarh
Canoloth 8 Fhorge 8 Wastrel
9 Cranium rat 9 VorrorTso
16 Yugoloth, Piscoloth 10 Rust monster 10 Abrian
11 Petitioner 11 Petitioner
17 Terlen 12 Reave 12 Mammal
18 Tanar'ri or Baatezu 13 Tso or quill 13 Rilmani, Plumach
14 Hook spider 14 Khaasta
19 Wraithworm 15 Baatezu 15 Quill or Fhorge
20 Shadowdrake 16 Modron 16 Cranium rat
17 Wastrel 17 Bloodthom
I 18 Mephit 18 Arcane
19 Maelephant 19 Observer
GEKENNA I
2dlO Result UST DRAGON
1
3 Modron, Octon
2 Shadowdrake I Modron, Nonaton
i Modron, Decaton
3 Nightmare 0 Modron, Pentadrone
7 Modron, Quadrone
4 Barghest 8 Modron, Tridrone
9 Modron, Duodrone
5 Vaporighu 10 Modron,

6 Bonespear Monodrone
11 Quill or leomarh
7 Hook spider 12 Petitioner
13 Tso
8 Bloodthorn

9 Larva or Petitioner

10 Mephit

11 Cranium rat

12 Tso orvorr

13 Yugoloth,

Mezzoloth
14 Yugoloth, Hydroloth

15 Yugoloth,
Dergholoth

16 Yugoloth, Canoloth
17 Yugoloth, Piscoloth

18 Yugoloth,
Yagnoloth

19 Baatezu or Tanar'ri
20 Maelephant

CLIMATEITERRAIN: r only half damage from
fire and cold, and gain a +2 to saving throws versus any kind
FREQUENCY: Rare of c h a m ,fear, emotion, or domination effect.

ORGANIZATION: Solitary The typical NPC aasimar described above is a warrior.
Most aasimar favor well-made heavy armor such as plat
A m CYCLE: Any mail, field plate, or banded mail. They’re likely to wear beauti
fully decorated suits, emblazoned with their coats-of-arms or
DIET: Omnivore other such frippery; an aasimar likes to stand tall and prou
and doesn’t care who knows it. Because aasimar seem to pic
INTELLIGENCE: Very (11-12) a lot of scraps with powerful evil creatures, they are fond of
large weapons that take advantage of their natural strength.
TREASURE: R, U An aasimar’ll rarely be seen with an assassin’s weapon like a
hand crossbow or poisoned dagger; they like big two-handed
ALIGNMENT: Any nonevil swords, halberds, and maces, and mighty long bows.

No. APPEARING: 1 (1-2) About 25% of all aasimar are priests or fighter-priests,
with the spell abilities of a 3rd-level cleric. About 1OOh more
ARMOR CLASS: 3 (10) are mages of 3rd to 7th level, wit& four-sided Hit Dice. Aasi
mar mages do not gain the 10% magic resistance of the race.
MOVEMENT: 12
HABITAT/SOCIETAYs: noted above, aasimar prefer to blend in
Hrr DICE: 3+3 with their neighbors and form no independent societies. They
tend to be great travelers and wanderers, since they are wel-
THACO: 17 *‘corned anywhere on the Upper Planes and can pass without
notice in most other places. Some aasimar set themselves up
NO. OF ATTACKS: 1 or by weapon as traders and merchants; these cutters do a good business,
since everyone knows they’re trustworthy. In fact, when an
DAMAGE/AITACK: ld3 or by weapon aasimar bobs some sod, he’s likely to get away with it since
most people’ll take his word over his victim’s.
SPECIAALTTACKS: Spell use
Aasimar commonly intermarry with the people around
SPECIADLEFENSES: ‘/z damage from fire and cold; +2 to saves them; in fact, it’s rare to find an aasimar bloodline more than
four or five generations old. Unlike tieflings, aasimar are
vs. cham, emotion,fear, or domination rarely outcasts or orphans. Instead, they usually have the ben-
efit of a respectable upbringing on the side of their mortal par-
MAGICRESISTANCE:loo/, ent. On rare occasions, aasimar are born into prime-material
worlds where no one knows their true heritage. In these set-
SIZE: M (5’/2’-6’/2’tall) tings, the young aasimar often becomes a great leader or hero.

MORALE: Elite (13-14) ECOLOGYA: asimar’s expertise at fitting in with their settings
makes them model citizens. They are upright and honest i
XP VALUE: 420 their dealings, live clean and moral lives, and aren’t afraid
stand up for what’s right. This is all fine on the Upper Planes,
Just like tieflings, aasimar are plane-touched creatures that but in neutral places like the Outlands it means that aasimar
can’t quite be called human. In their veins flows the blood of are born troublemakers. They’ve got an uncanny ability to fer-
both humankind and one of the races of the Upper Planes - ret out underhanded schemes and put a stop to them. Aasi-
the rilmani, the eladrins, or the guardinals. Aasimar are beau- mar’re as safe as the next body on their native planes, but in
tiful creatures, with calm, serene features and an inner radi- Sigil they’ve got to watch their step and curb their impulses.
ance that shines from their faces. They’ve got long manes of
white-gold hair, and bright, piercing eyes that seem to look Aasimar can eat about anything a civilized human can.
right though a basher. It’s easy to mistake an aasimar for a They have little liking for raw meat, fiery brews, or other such
human of unnatural purity, a half-elf, or even an agathinon. fare. Most aasimar have very discriminating palates and enjoy
Aasimar tend to be noble, honest, and courageous cutters, but only the finest viands and wines of mortals.
a body shouldn’t always assume an aasimar means him well;
there are a few cross-traders and knights of the post among There’s a natural rivalry between tieflings and aasimar.
the aasimar, despite their noble birth. Tieflings heartily resent them because their mixed heritage
isn’t perceived as a fault, like the tieflings’ own commonly is.
Aasimar are scattered throughout the Outlands and Upper To the tiefling mind, an aasimar is a coddled half-breed who’s
and Neutral Planes, but naturally avoid prolonged stays on had everything handed to him on a silver plate. Aasimar find
any of the Lower Planes. (They’re too likely to be mistaken for it difficult not to be suspicious of tieflings in return.
an aasimon of some kind, and a tanar’ri or baatezu can’t stand
the sight of an aasimon.) They usually dress to fit in with the
population around them, so an aasimar living among the
elven folk of Arborea dresses like an elf and assumes many of
his hosts’ mannerisms. When an aasimar’s moved to great
emotion, his heritage shines through his face like sunlight
through clouds. There aren’t many evil bashers who can look
an angry aasimar in the eye.

COMBAT:Aasimar are upright and fair warriors with deep re-
serves of strength and faith. Unfortunately, their mixed blood

makes them somewhat frail. All aasimar gain bonuses of +1 to

Strength and .Wisdom, and suffer a -2 penalty to Constitution.
It’s real hard to sneak up on aasimar; they’ve got senses like a
cat’s. it seems. All aasimar have infravision to a range of 60‘
and gain a +1 bonus to surprise checks due to their unnatural

ate aasimar charact

scores are:

- r Dex Con -
,,18 5/18 5/18

The character’s scores
rameters before the racial abi
ents are applied. PC aasim

and can be multiclasse
hter/Priest, FighterlMa
ger/Mage, RangerlPri
ge/Priest, Mage/Thief,

simar can reach 14th level
paladins; 15th level as priests; 12th level as mages; an
9th level as thieves or bards. A single-classed aasimar CB
rise 2 levels higher than these limits in her chosen class.

Player character aasimar have infravision, as previ
ously noted, and

checks. Aasi-

and gain a +2 to
saving throws

charm, dominatio
emotion, or fear e
fect. This include
causefear, chaos,
charm person, charm
person or mammal,
charm monster, cloak
of terror, command,
confusion, demand,
domination, emotion,
enthrall, eyebite,fear,
friends, hypnotic pat-
tern, hypnotism, mass
charm, mass suggestion, scare,
spook, suggestion, Tusha’s uncon-
trollable hideous laughter, and taunt.

ABRIAN .

CLIMATEITERRAN Outlands, Lower Planes An abrian attacks by slashing with its serrated beak and
delivering a powerful kick with one of its clawed legs. The
FREQUENCY: Common abrian’s kick can easily kill or incapacitate a grown human.
Abrians can’t wield weapons with their small forelimbs, but
ORGANIZATION: Flock might be able to use a magical item such as a ring or a wand if
the item is usable by characters of any class.
A m CYCLE: Day
Abrians also possess a shrill, piercing shriek that can disori-
DIET: Carnivore ent and deafen prey. The cry of a single abrian is only a nuisance,
but if 4 or more are shrieking together, any creature within 20
INTELLIGENCE: Low (5-7) feet must successfully save versus spell or be deafened for ld6
rounds. Deafened creatures suffer a -1 penalty to surprise rolls
TREASURE: B (nest); individual J,K,M and have a 20010 chance to miscast spells with a verbal compo-
nent. If 8 or more abrians are shrieking, the effects above are
ALIGNMENT: Chaotic evil doubled and the deafness lasts Id4 hours. In addition, deafened
victims suffer a -1 penalty to attack rolls and Armor Class due to
No. APPEARING: 4-40 inner ear damage.

ARMOR cuss: 6 An abrian hunting flock often divides into 2 or more
groups and makes hit-and-run attacks from several directions
MOVEMENT: 18 against tough opponents; while the prey is busy fighting one
band, another’ll burst out of ambush and charge into their
HIT DICE: 2+3 rear. The first band quickly withdraws, circles for an opening,
and then dashes in when the enemy turns to deal with the sec-
THACO: 17 e ond group. If the second group sirikes from concealment, its
approach might not even be noticed by deafened enemies.
No. OF ATTACKS: 1 beak and 1 kick
Abrians have courage in numbers, but tend to retreat
DAMAGE/ATTACK: 1d3/ 1d8 quickly when things don’t go their way. However, they’ll fight
to the death to defend their lair.
SPECIAALTTACKS: Shriek
HABITAT/SOCIEATbYr:ians gather in small flocks, led by an older
SPECIADLEFENSES: None
female of 3+6 Hit Dice and Average intelligence. The flock
MAGICRESISTANCE: None usually settles in one spot for several months at a time before
moving on. Abrians favor caves, ruins, and dense forests or
SIZE: M @’tall) thickets for their communal nests. Usually, about one-third to
one-half of the flock remains behind to guard the nest and the
MORALE: Unsteady (5-7) group’s treasure while the others set out on hunting forays
that can last several days.
XP VALUE: 175
An abrian nest usually contains a number of young equal
-Abrians are man-size, flightless
to 25% of the adults. Young abrians have 1+1 HD and can
birds native to the Lower Planes
that’ve spread like a kick once per round for Id4 points of damage. A clutch of Id6
plague throughout eggs per 10 adults can also be found in the lair. Abrian eggs
the Outlands. are worthless, but in some areas there may be a bounty on
Some cutters say them.

that abrian hunting parties’ve been sighted in Arcadia, Ar- Females are the decision-makers of an abrian flock, but
borea, or Bytopia from time to time. An abrian’s body is cov- males lead the hunting parties. (The male and female of the
ered with black and red spiny feathers, and it balances on two species are nearly indistinguishable to nonabrians.) In addi-
large, powerful legs. Clueless primes’ve said that an abrian tion to the flock leader, a flock has a 50% chance of including
looks like a “bad-tempered ostrich,” whatever an ostrich is, a shaman. The shaman is the second-oldest female, and has
but they also say that the abrian’s far heavier and has a much the spell ability of a 2nd-level priest with access to the spheres
larger head and beak. An abrian’s wings are tiny, atrophied of all, animal, plant, and guardian.
arm-claws, carried in front of its body. Its arms couldn’t hold
anything larger than a small child, but it does use them for From time to time, a party of abrians led by one of the
handling small items. Its head and legs are bare of feathers older females may engage in trade with other intelligent crea-
and covered with tough, scaly, gray hide. tures. The abrians must be far away from their nest and they
must be fairly well fed in order to view other creatures as any-
Abrians are intelligent, but not extremely so - they rarely thing except prey or a threat to their fledglings. Abrians
have much to say to anyone except one of their own, and often appear to have little concept of civilized behavior or commu-
don’t have the sense to lay off prey that’s obviously too tough nication, and such meetings often end in disaster.
for them. A body shouldn’t expect to start a conversation with
one, and more than a few berks’ve been put in the dead-book
for trying. The abrians’ intelligence is more obvious when they
hunt; the creatures are surprisingly cunning and clever in lay-
ing traps, cooperating in the chase, and using hit-and-run tac-
tics in a fight.

COMBAT:Abrians’re likely to attack anything they encounter,
hoping to make it their next meal. They’re great nuisances in
settled lands, where they often raid livestock and attack outly-
ing farms. In wild areas, they’re especially dangerous, since
they’ll usually try to drag down any party of travelers they run
across.

+



damage, plus a minor magi

or she successfully saves versus spell. (Th
to be creative; any 1st- or 2nd-level spell

avoid combat altogether. They possess the innate spell-like
powers of invisibility and dimension door, each of which can
be used three times per day. Often, an arcane vanishes at the
first sign of trouble and leaves his bodyguards behind to

Id8 or by weapon
Minor magical effects
Invisibility, dimension door

business with the Doomguard, their bodyguards are likely to
be drawn from that faction.

of traders and merchants who travel the

fingers have one more joint than most humanoid creatures.

cal protection such as rings, cloaks, or bracers. Most arcane always nearby.
appear to be only lightly armed, with long, thin weapons such
as rapiers, staves, or light long-handled maces.

"companies." These companies may number only a handful of merchants to handle the

arcane without 4 to 10 loyal bloods nearby.

all costs. If an arcane finds himself in the Cage, he'll seek to terious - o
t door might lead.

Arcanes' natural Armor
Class is 5, but as

selves or quarrel in public. The Instead they constantly move from place to
arcane appear to be sexless, and arranging deals and amassing wealth. The arcan
no one can say they’ve ever
seen a juvenile or aged one. n’t take up a whole lot of space.
rough their middlemen, the arcane also deal in

planes, there’s an
e the arcane were
at some point. Of
course, the arcane’re
extremely wealthy,

but beyond that
it’s hard to say

what they
gain from
their inces-
sant trad-
ing. Some

people
specu-
late that

the

ure: The arcane



OMBAT: The astral dreadnought’s an ab- destr
are lined with sharp, serrated
at can easily catch and crush

uman. If the dreadnought scores a
ture of size L or smaller with
claws, the victim is pinned. e
quent rounds, and are
ossibly render- fear.

can bring it fier

intheAs- un



e seas of a prime-

5 HD: 420
6 HD: 650
7 HD: 975
8 HD: 1,400

The bloodthorn’s a tough, wiry plant that grows
thick, briarlike patches. It’s normally dull black,
stem is dry and desiccated. The plant ha
urious clumps of small-bladed
and lush, reddish berries; in
the barren wastelands of
Gehenna and Pandemonium,
bloodthorn appears almost too
good to be true. ’Course, in the
places a body finds bloodthorn,
thing that’s too good to be true
that, and any cutter with a lick
sense knows enough to give thes
things a wide berth. Then again
astonishing what some sods’ll o

carefully at the bloodthorn bush,
probably spot a number of long,
thorns lying close against the vine
Even then some sods aren’t dissua
trying to get at the berries; unless a
body’s right on top of the plant, it
doesn’t even quiver. Only when
something’s in striking distance d
the bloodthorn make its move.

loodthorn’s not p
tougher than a Taker’s heart, and the cursed thorns tend

or legs. As a result, a creature trying to pull fr

rong basher might end up dragging the whole b

.om open fla
rt’s seared immt:dia tely relea

up under the main plant.

TY: Bloodthorns are found all over the area of
nds nearest the Abyss, as well as the neighboring

Unless a cutter knows what to look for, it’s real
e surprised by what appears to be nothing more
n an ordinary briar of some kind. Attempts to plant
es as a deterrent to intruders usually fail because
he plant’s ability to move itself to better hunting

One of the dead giveaways about th
nature is the fact that it grows in pi
other plants can’t survive. The
n derives most of its sustenance

of sunshine or rai
In the barren

places of its home
planes, the blood-

often grows in
es of sever;



ns, the victim is dragged 10 to
en the victim has been dragged
e monster attacks with its fear-

d horns can be ripped out of a
oving the horns succeeds in a

DARKW EAVE R



evenly across its forehead. The demar
and deliberate, and it’s often the b
speed; the folk of Automata refer to a
marax walking uphill.”

The truly unusual thing about the dem
eats spell crystals, the magical manifestatio
and contact other plane spells cast by wizar
rial worlds. A body could stick his hand in a
and it wouldn’t bite him; spell crystals are
eats. This means that a demarax doesn’t p
typical traveler on the planes, but if tha
trapped spell crystal, or one appears in the
the demarax’ll single-mindedly try to get a

er who or what gets in the way.

about the most magic-resistant

renewed by the process of devouring a spe
hard crystals provide the demarax with an

actually affects one.

it senses a spell crystal on someone

roaming the Great Road in an endless search for the spell crys- marax abandoning the ,conversation and resuming its search
tals they feed on. They’re barely intelligent enough to sp’eak a for food.
few crude phrases of the common trade jargpn of the planes,
One last thing about the demarax: Its hide is worth a lot

umb as a value.

oted above, the demarax feeds on spell crystals.

I Rare change information - but only when they’
I High (13-14) dhour tries to attack its prey on t

I BNeutral evil ,but if it can’t catch up to its inte
lows the poor sod wherever he goes. Once a dhow’s si-ghted a
Immune to Type B weapons,
‘/z damage from Type S victim, it can use its psionic powers to enter alby plane and at-
tack its victim again and again. The only defense against this

keep trying to catch and devour him until it succeeds.

blow. If it manages to grab hold of its prey

free, but if he fails the

amoebalike creatures of translucent protoplasm. Strange organs vict
A dhour can flatten its body out to a foot-thick pancake 10 feet probabili

stantly for a recently used conduit or color pool, and then
strikes out to capture and devour whatever made the distur-
bance. A dhour can maintain itself away from the Astral or
Ethereal only by using its psionic powers; when it runs out of
PSPs, it must return to its native planes.

pools to waylay creatures nearing their astral destinations. +
Dhours can sense creatures passing through conduits in the As-
tral; a cutter might be instantaneously whisked through the
Silver Void in the blink of an eye, only to be visited weeks later
by a dhour that caught sight of him as he passed. In the Ethe-
real, dhours watch over curtains of vaporous color in much the
same way as they guard color pmls in the Astral.

The chant is the dhours’re new to the planes. The Gods-

nicate with a dhour by means of telepathy or similar psionic rarely e
powers. They say that the dhourg’minds are alien and unread- but ins
able, but that the creatures were able to make their thoughts dhours.
known to them. The dhours display a keen sense of curiosity detected b



I. -

CUMATEJTERWUN: Outlands against a skilled, armored warrior. If the eater scores a hit

FREQUENCY: Very rare against the same man-size or smaller opponent with both its

ORGANIZATION: Solitary attacks, it can seize that opponent, hold it still (no movement
Night or attacks), and attempt to ingest the victim’s brain. The
A m mu:

Dm: Special trapped victim can attempt an open doors roll once per round

INIEZLEENcE: Genius (17-18) to wrench free of the eater’s grasp.

TREASURE: Rx3,U To ingest a victim’s brain, the eater brings its exposed

ALIGNMENr Neutral evil cerebral matter in contact with the victim’s flesh. This requires

a normal attack roll, but a pinned victim doesn’t receive any

No. A~PEARWG: 1 Dexterity bonuses to his AC. If the eater scores a hit, tiny ten-

ARMOR CLASS: 1 drils of nerves bore into the victim’s flesh and begin to take

MOW~NT: 6 control of the victim’s nervous system, tunneling toward the

Hrr DICE: 10 brain. This agonizing process causes ld6+6 points of damage

THACO 11 and permanently destroys 1 point of the victim’s Intelligence,

NO. OF &TACKS: 2 Wisdom, and Dexterity scores each round it continues, unless

DAMAGE/~ACK: 3d4/3d4 the victim succeeds in a saving throw versus death magic.

SPEW A T I A ~ : Magical powers, stolen powers After Id4 rounds of boring, the eater’s nerve tendrils are

SPEW DEFENSES: Magical powers, stolen powers: immune in place to begin extracting the victim’s brain. Tiny chunks of

to mental attacks and mind-affecting brain matter are torn away by the tendrils and drawn hack

powers into the eater’s own gray matter. This kills the victim in Id3

MAGIC RESISTANCE: 25% rounds, reducing each of the victim’s ability scores by ld6

SUE: L (9’tall) points for each round the extraction continues. There is no

MOW: Elite (13-14) saving throw.

XP VALUE: 13,000 Normally, an eater of knowledge won’t release its victim

until it has completely consumed the brain. The damage and

One of the powers iesiding in the Land is Ilsensine, the illithid loss of ability scores stop if the victim is pulled free or the

god-brain. Ilsensine doesn’t leave its Caverns of Thought, pre- eater’s forced to let go. If the victim’s friends help him in his

ferring to watch and wait from its immobile form in the center attempt to pull away, he gains a +4 bonus on his chance to es-

of the Caverns, but it does have agents it can send into the cape the eater’s grasp. The eater can he forced to let go by

Outlands on its errands. These creatures are called eaters of being killed or reduced to 10 hp or fewer; the creature will flee

knowledge. rather than die. A single attack or spell that inflicts at least 20

The eaters are charged with a variety of tasks, hut one of hp of damage in 1 round also forces the eater to let go.

their principal missions is to add to llsensine’s knowledge by While the eater of knowledge’s special abilities make it an

venturing into realms the god-brain cannot perceive and exceptionally dangerous opponent in hand-to-hand combat,

recording their observations. An eater of knowledge does this this is not its preferred method of fighting. The monster relies

by devouring the brains of creatures it comes across. The on its mental powers and the stolen powers of those it has fed

memories and experiences of its victims become its own as it on to lure lone victims away from their companions, where it

digests their brains. In addition to their role as knowledge- can feed uninterrupted. A typical eater may have one or more

seekers, eaters of knowledge serve Ilsensine as instruments of of the special abilities noted below:

its vengeance against those that have defied or displeased it; it

may even loan an eater to another power in payment for some d10 Roll Special Ability

service or other. 1-2 No special abilities currently available

An eater of knowledge is a hideous thing. It resembles a 3-5 Spell powers of a 2nd-7th-level cleric

humanoid heap of leathery hide and exposed ganglia, with 6-8 Spell powers of a 1st-8th-level wizard

naked brain matter oozing from openings in its distended 9 Thief abilities of a 3rd-12tI-level thief

skull. A reek of rot and decay surrounds it. Eaters are slow, 0 Two of the above

shambling creatures that move with ponderous, awkward

steps. They’re speechless, but occasionally moan or gurgle In addition to its stolen powers, the eater of knowledge

when agitated. Despite their repulsive, clumsy appearance, can use the following powers, once per round, at will: confu-

eaters of knowledge are exkemely intelligent and remorseless sion, detect inuisibility, domination, ESP, forget, hold person,

beines with an m a y of dangerous powers. levitate, and shadow walk. Eaters communicate with a nat-

ural power of telepathy; their mental voices’re a discordant

_I_.____E_a:ters of knowledge appear awkward and soft- chorus of every sentient creature they’ve devoured. The eater

skinned, but their soft, bulbous bodies conceal sinews of iron of knowledge is itself completely immune to any mental at-

and move with surprising speed. The eater can strike powerful tacks or mind-affecting powers, including illusions and

blows with its crude fists and can easily stand toe-to-toe c h a m or hold effects.

.., “.I . .. .I_.-_. _.u, _(_I._ L,..

Dis/Sci/Dev Wack/I)efense LLIJ LILY: Bleakers say that the eaters of knowledge are made
from the living corpses of Ilsensine's zombies. The god-brain
All/All 16 210 selects some of these empty husks, removes their burned-out
brains, and replaces them with a small portion of its own gray
matter. This Jrile material causes the host body to swell and
change, as noted above.

Eaters of knowledge subsist on the brains they devour,
it also crave the memories and experiences of the minds

ose brains. Animal brains are of no inter-
m; only the mind of a sentient creature
them with the nourishment they

- ' 'edge have no

nr methnd nf

d

ELADRIN

The eladrins are a cowardly race of sniveling weaklings. They’re Lesser eladrins’revulnerable to weapons of cold-wrought
untrustworthy and treacherous, and they turn up in the most in- iron and suffer double damage dice from any cold iron
convenient places! Why, a body can’t get two steps in their pre- weapon that strikes them. If the cold iron weapon is en-
cious Arborea without their arrogant, conceited shiere knights chanted, the eladrins ignore the double damage; the magic
showin’ up and puttin’ their long noses in your business! Let’s spoils the baneful properties of the blade. Greater eladrins
see ’em come on down to Baator. We’ll whip ’em into shape. don’t suffer double damage from a cold iron weapon, but they
Teach ’em a thing or two about proper organization. They’dfind do suffer normal damage even if the weapon normally
couldn’t hit them because of a lack of enchantment. For ex-
hard way how baatezu’ll run things once we’ve burned ample, a greater eladrin normally hit only by +3 weapons or
to the ground around their pointed little ears. ’Course, better can be damaged by a nonmagical cold iron weapon.
still got that little tiff with the tanar’ri to settle, but when we Cold iron weapons have to be custom-made and cost twice as
get them straightened out, well, just you wait! much as normal.
What?!!! A shiere riding this way? I - I - I’ve got to go.
Duty calls, and all that. Wouldn’t want to be missed back in Silver weapons inflict full damage if they are sufficiently
Avernus, after all. enchanted to be able to damage the eladrin anyway.
- Uzamaer the Maw, cornugon captain visiting Sigil
P y eladrin can travel to any Upper Plane, Ys-
The eladrins are the native race of Arborea,just as the baatezu g ds, and the Astral Plane. Greater eladrins can
are associated with Baator and the tanar’ri with the Abyss.
They’re wild and free beings who exult in their own existence travel to any Outer or Inner Plane, the Ethereal Plane, or any
and live a life of song and celebration. The eladrins aid all peo- prime-material world. Unlike many fiends, eladrins can freely
ple of good hearts against the forces of evil, but seek to do so enter any world they can reach; they don’t have to wait until
with individual acts of kindness or heroism. they’re summoned.However, eladrins are required to veil them-
selves when traveling in prima-material worlds. The same laws
In Arborea, the eladrins move from place to place constantly, that force a baatezu or tanar’ri to subject itself to the manipu-
reveling in the natural beauty of the plane and seeking adventure. lations of a wizard also prevent an eladrin from revealing its
They’re defenders of goodness and freedom wherever it is threat- true nature except under the direst of circumstances.
ened, and seek to counter the influences of tanar’ri and baatezu
among mortals. To the eladrins, mortals should be free to choose When an eladrin is veiled, it takes on the guise of a creature
their own destinies without fiendish interference; many of the native to the world it is journeying in. It may assume a human or
more powerful eladrins constantlyroam the planes and prime-ma- demihuman form, pretending to be an adventurer or wandering
terial worlds, working against the baatezu and tanar’riwho seek to bard. Once committed to its veil, it can’t do anythmg that its as-
dominatethese realms. sumed identity couldn’t do whenever a mortal might be near

Although the individual types of eladrins are diverse in enough to see. Should an eladrin violate its veil, it has to returnto
power and appearance, as a race they’re creatures of faerie
grace, quickness, and beauty. Eladrins fall into two categories: Arborea for 1,001years before waking the prime-material worlds

+ Lesser (bralani, coure, noviere, shiere) again. Usually the violator eladrin is allowed a brief time - a few
minutes or an hour - to attend to any business it has to finish be-
+ Greater (firre, ghaele, tulani)
fore it is called away.
Lesser eladrins rarely leave the plane of Arborea, but
greater eladrins can be found anywhere serving the cause of The magical and mysterious heart of the
e Court of Stars, where the beautiful Queen
rins can use t Morwel reigns over her people. Morwel is sometimes called the
once per round at will: alter selJ comprehend languages, cure Faerie Queen, the Lady of the Lake, or the Lady of Stars; she’s
light wounds, detect evil, and phantasmal force. They’re par- probably a demipower in her own right, and she’s surrounded
tially immune to the effect by the brightest and most gracious of the eladrins. The Court
below: moves from place to place throughout Arborea, existing only
where night falls over the realm. The Court of Stars isn’t really
Attack Form Half (None) the government of the eladrins as much as it is the heart or
Acid None spirit of the race.
Cold Half The eladrins’re on good terms with the elven pantheon
Electricity (lightning) Half and the Greek pantheon, but they tend to keep to the wilds of
Fire (dragon, magical) Doubled (Full) Arborea. When the eladrins visit Olympus, they often assume
Gas (poisonous, etc.) None the forms of petitioners or forest spirits, veiling their true na-
Iron weapon Full (Half) ture. In the elven realms, the eladrins feel free to show them-
Magic missile Full” selves for what they are.
Poison On rare occasions, the eladrins join with the aasimon
Silver weapon who serve the Greek and elven powers when some profound
evil threatens all of Arborea. But for the most part, they prefer
powers be and govern their own affairs.



CLIMATEITERRAINA: rborea (Pelion)

FREQUENCY: Uncommon (Common)

ORGANIZATION: Band

ACTIVITCYYCLE: Any

DIET: Omnivore

INTELLIGENCE: Very (13-14)

TREASURE: Incidental

ALIGNMENT: Chaotic good

No. APPEARING: .. *@ :,Y&

ARMORCLASS: 2 (-2) Si.”.

MOVEMENT: 15, F1 30 (A) 4d8.

HITDICE: 6+9

THACO: 15

No. OF ATTACKS: 1 o r 2

DAMAGEIATTACK:By wea

SPECIAALTTACKS: Whirlwi

SPECIADLEFENSES: See bel

MAGICRESISTANCE: 35%

SIZE:

MORALE: Elite (13-14)

XP VALUE: 9,000

The snowy, sandy wastes of Pelion are home to the bralani : In their native layer of
eladrins. They’re the wildest and most feral of their kind, ex-
isting from heartbeat to heartbeat in a glorious, never-ending Each day the band travels hundreds of miles, stopping only to
passion. No eladrin can match the fury of an angry bralani, or play pranks on travelers or deal with any unwanted intruders
the keening depths of her grief or sorrow, or the blissful
heights of her joy. Bralani are tied to the plains of Pelion, but ~
may occasionally be found dancing in the desert winds or arc-
tic wastes of other realms, exulting in their freedom and the they find. The bralani don’t acknowledge any one individual
as leader. The entire band acts merely on spontaneous im-
eauty of the open land. pulses, which can make these eladrins very hard to deal with.
Bralani in their natural form resemble short, stocky elves,
When the bralani leave Pelion, they travel in smal
broad in the shoulders but graceful nonetheless. Their hair is groups of only 1 to 3 individuals. In the rare instances where
usually a bright silvery-white, and their eyes are an ever- the bralani have mobilized for war, they act as scouts and skir-
changing rainbow of hues that flicker and shift with the va-
garies of the bralani’s mood. Bralani can also take the shape of
a whirlwind of dust, sand, or snow, racing across their beloved
plains like living zephyrs.

Bralani are the most distant and fey of the eladrins, dan-
gerous to approach and fickle in temperament. Strangers
might be greeted with wild celebration or attacked in a tower-
ing rage. Although the bralani’s purpose seems to be to dance
and race about in the wastes, they’ll drop their endless dance
in a moment if they come across evil in their domain. A few
rare and unusual bralani sojourning in other worlds ally
themselves with the local forces of good, siding with a tribe of
noble desert savages or aiding a group of northern herdsmen.

In humanoid form, bralani are surprisingly strong;
got an 18/76 Strength with the resulting bonuses.
ani prefer the spear, the bow, and the scimitar - weapons
e desert nomads they most closely resemble. Bralani
ons’re often enchanted. These folk are superb archers,
gain a +4 bonus to bow attacks due to their great Dexter-

of mephits, either.)
forced to fight, she attacks with minia

+I. Like their larger
ers of surprising skill;

bows, and their sil-

In this form, the coure

manoid form she can c

They’re messengers, scouts, p
chief-makers who pester and

The coures’jests are
in fact, it’s hard for
guard to hang on to a
coure eladrins is danci

Despite their sens
humor and boundless

when confronti

threat. mountainside for centu
Coure eladrins res coures of a faerie circle

gossamer wings trailing moners of the eladrins. Like

a tiny (6’diameter) ball of faerie-light at will. lani courts. Among more powerful eladrins, coures’re mess
gers, heralds, or pages.
COMBATC: ombat isn’t the main strength of a coure. These tiny
eladrins go to great lengths to avoid physical confrontations, they sp r time sleeping, wrapping t h e m e
choosing flight over battle against all but the weakest foes. in their

CLIMATE/TERRAINA:rborea In her fiery form, a firre can strike twice per round for
3d6 points of damage per attack. Any creature within 10 feet
FREQUENCY: Rare of the burning firre must make a successful save versus spell
or suffer ld6 points of damage from the heat. Any weapon
ORGANIZATION: Solitary that strikes a fiery firre must survive an item saving throw
versus magical fire or be destroyed, although the firre still
A c m CYCLE: Any takes damage from a successful hit.
DIET: Omnivore
In any shape, the firre eladrin radiates protection f r o m
INTELLIGENCE: Genius (17- 18) evil in a 10-foot radius. The firre can also use the following
spell-like powers once per round at will: advanced illusion, af-
TREASURE: Incidental fect normal pres, continual light, detect invisibility, ESP, im-
proved invisibility, polymorph self, wall ofBre, or cast a 10d6
ALIGNMENT: Chaotic good preball. Once per day the firre can create a prismatic spray. In
addition to these spell-like powers, the firre has the spell abil-
No. APPEARING: 1-4 :ty of a 9th-level priest.

ARMOCRLASS: -3 In demihuman form, the firre can choose to sing instead
of attack. Her unearthly voice functions as a charm, hold,
MOVEMENT: 15, F1 36 (A) sleep, or suggestion spell on any creature within 50 feet. (The
firre chooses the exact effect.) Any listeners must successfully
HITDICE: 7+10 save versus spell or be affected, The firre’s sleep song can af-
fect creatures normally unaffected by sleep spells.
THACO: 13
Firres can be hit only by weapons of +2 or greater en-
No. OF ATTACKS: 1 o r 2 chantment, or cold-wrought iron weapons. They suffer nor-
mal-not doubled-damage from such weapons.
DAMAGEIATTACK:By weapon + 6 or 3d613d6

SPECIAALTTACKS: Spellsong

SPECIADLEFENSES: Magic use, shapechange; struck only by

cold iron or weapon of +2 or better en-

chantment

40%

M (6’tall)

Champion (15-16)

14,000

It shouldn’t be any surprise that there are eladrins who devote irre rarely gather together. Instead, they pre-
themselves to art, music, and magic. The firres (pronounced
feers) are creatureswho live for beauty; their lives are consumed e. In the court of a tulani eladrin, it’s unusual
by a fiery passion for art of any kind, and they strive to make
their own existence a living image of wonder and delight. to find more than one or two firres. The firres may be the most

The firre eladrins live as wandering minstrels and bards in accessible eladrins ap utinely seek
Arborea, attending the courts of more powerful eladrins or tarry-
ing to entertain a circle of coures in a forgotten dell. Their pursuit out mortals of skill an
of beauty leads them to any place where art,skill, or grace is held
in high esteem. A body could run across a firre traveling the Out- beauty, and travel fre
lands or visiting the palaces of neutral-aligned powers just as
easily as he’d find one in Arborea. Firres have a deep love and ap- among all ranks of
preciation of mortal art,and often embark on lengthy sojourns on
the Prime Material Plane to seek out works of excellence. eladrins. Like the

In their natural form, firre eladrins resemble stocky elves ghaeles, the firres often
with brilliant red hair and fiery red eyes. At first glance, a firre
might be taken for a half-elf, but her eyes give her away; they embrace causes among
have no iris or pupil, and glow brightly with the firre’s inner
flame. Firres can also transform themselves into man-size pil- the mortals of the Primr
lars or balls of fire; in this form they can fly at the listed rate.
Material Plan

Like the bralani or coures, firres often use weapons in throughout

ihuman form. They’re far stronger than they look the Upper.

and possess an 18/00 Strength. Firres favor long, wavy-bladed Planes and ir

swords equal to two-handed swords i3.They also may use most of the

slender javelins that become blazing bolts of fire when chaotic ones for

thrown, inflicting damage as a javelin i5. (Thejavelin’s con- their remarkablt

sumed in the throw, but many firre carry up to four.) A crea- vocal skill. Noth

ture that meets the fiery glance of an angry firre must ing can match the

successfully save versus paralyzation or be blinded for 2d10 eldritch beauty of a

rounds, suffering Id10 points of damage. firre’s song.

+32 ’+

CLIMATE/TERRAIANr:borea fer the fear effect only if they miss their save; they are unaf-
fected if they succeed. The ghaele's gaze has a range of 60 feet.
FRCQIJENCY: Rare
In their light form, ghaeles attack by firing beams of bril-
ORGANIZATION: Solitary liant light that sear their enemies for 2d12 points of damage
per strike. The beams have a range of 100 yards and stri
A ~ I I V ICI Yu m : hY with a +4 attack bonus. The ghaeles can't gaze in this form.

DIET: Omnivore At all times, the ghaele is surrounded by a nimbus
light that functions as a double-strength protection from
INTELLIGENCE: Exceptional-Genius (15- 18) in a 20-foot radius. The nimbus also has the properties
minor globe of invulnerabilily and confers protection from nor-
TREASURE: Incidental mal missiles on the ghaele. In addition, a ghaele has the spell
ability of a 14th-level priest and can use the following spell-
ALIGNMCNT: Chaoticgood like powers once per round: advanced illusion, charm monster,
color spray, continual light, dancing lights, detect invisibility,
I' dispel magic, ESP, hold monster, improved invisibility, poly-
morph any object, prismatic spray, telekinesis, teleport with-
No. APPEARING: 1 (1-3) out error, wall of force, or cast a 12d8 chain lightning bolt.

ARMOCRLASS: -5 The ghaele can be hit only by weapons of +3 or greater
'enchantment, or by cold-wrought iron weapons.
MOVEMENT. 18, FI 60 (A)
HABITAT/SOCT~h~e: ghaeles are advisers and counselors to the
HITDICF: 10+15 great tulani eladrins, lords of the eladrin courts. It's quite rare to
find two or more ghaeles gathered together, but on rare occa-
THACO: 11 sions several may be in the service of one tulani. A ghaele is
kind-hearted and compassionate, but his mission against evil
No. OF ATTACKS: 1 o r 2 weighs on his mind; even in blissful Arborea, he's wondering
how things arc going back on the last prime world hc left. His
DAMAGE/ATTACK: By weapon +7 or 2d12/2d12 frequent work with mortals and use of mortal veils makes him
the most serious and heavy-hearted of the eladrins. Better than
SPtcW ATTACKS: Positive energy, gaze any others of his kind, he knows 1 hard it is to be human.

SPCCIADtLftNSEs: Struck only by cold iron or weapon of

+3 or better enchantment

MAGICRESISTANCF: 40%

s17F: M (6'tall) or L (20' wingspan)

MORALE: Fearless (19-20)

XP VALUE: 19,000

In the Year of the Riven Shield, the exiled Prince Haltharad
raised an army to contest the rule of Gelfiydd the Usurper. The
mysterious skald Eromydd was the chief adviser to Ilaltharad,
tempering the young prince's wrath with words of wisdom,
standing beside him when Gelfiydd's sword-thanes threatened
to take the rebel banner at the Battle of Two Bridges. By the
time the year was out, Haltharad stood crowned as king, and
GelJydd was dead by his hand. Eromydd vanished the day of
the coronation, never to be seen again.

- The Saga of Haltharad

The ghaeles are the knights errant of the eladrins. Wherever
evil and tyranny raise their ugly heads, the ghaeles respond.
Working behind the scenes, they quietly muster resistance and
offer guidance to any creatures of good heart with the courage
to stand against their oppressors. More than any other
eladrins, the ghaeles are accustomed to working from behind
the veil.

Ghaeles resemble tall, athletic high elves. They might
easily be taken noble elves if not for their pearly, opalescent
eyes and radiant aura. Of course, a ghaele may be wearing any

~

manner of mortal guise when encountered away from Ar-
borea. Ghaele eladrins can also take the form of an incorporeal
globe of eldritch colors, 5' in diameter.

~ * C O M BIAn d~e:mihuman form, ghaeles favor incandescent long
swords +4 that inflict an extra Id10 points of positive energy
damage to any evil foe struck. Evil creatures of fewer than 5
Hit Dice meeting the gaze of an angry ghaele must success-

fully save versus spell or be slain; even if they succeed in their
saving throw, they are stricken with fear for 2d10 rounds. Evil
creatures of 5 Hit Dice or more, or any nonevil opponent, suf-

+33 +

CLIMATE/TERRAINA: rborea COMBATT: he novieres’reslow to anger and try tio avoid combat

FREQUENCY: Uncommon unless it’s absolutely necessary. If presxd, a noviere can fight

ORGANIZATION: Clan fairly well - her lithe limbs and graceful frame conceal an

ACTIVITYCYCLE: Any 18/01 Strength. Novieres like weapons that Cah be used on

DIET: Omnivore water or land, and usually wield tridents + I , nets, or long-

INTELLIGENCE: High (13-14) bladed daggers i 2 . Novieres can throw their a& 30 feet un-

TREASURE: Incidental derwater or 60 feet on land; if they scare a bit, their victim

ALIGNMENT: Chaotic good must successfully save aralyzation or be entangled for

ld6 rounds. Entangled

No. APPEARING: 2-16 hit. Novieres are usually carefu
ARMORCLASS: 3 (-3)
MOVEMENT: 15, Sw 24 drown while entangled in their nets.
HITDICE: 5+7
THACO: 15 In dolphin form, a noviere’s body is comqsed of water
NO. OF ATTACKS: 1 weapon or 1 ram
DAMAGE/ATTACK: By weapon i 3 or 2d8 A
SPECIAALTTACKS: Drowning
SPECIADLEFENSES: Dolphin form
MAGICRESISTANCE: 20010

SIZE: M (5’ tall or 7’long)
MORALE: Fanatic (17- 18)
XP VALUE: 5,000

The seas and islands of Ossa, the second layer of hurl a 6D-foot
Arborea, are the home of the noviere eladrins.
Like the bralani, the novieres are a people who choose a favorite island or coastline and linged there for years
celebrate the beauty of the lands and emerald
waters around them. They’re the most straight- at a time. A clan of noviere eladrins is loosel$ governed by a
forward and approachable of the eladrins.
The shieres are blocks of ice to the typical chieftain, but individuals are not bound to obey this leader.
cutter traveling in Arborea, the bralani are
fickle and flighty, and trying to talk seri- Novieres tend to keep to themselves and are a fare sight in the
ously to a coure can drive a sod barmy -
but the novieres’re willing to take a bashe high eladrin courts of Olympus. I
at his word and deal with him the way he
deals with them.

The novieres appear to be aquatic
elves or nixies. Their skins are greenish,
blue, or golden in hue, and their hair
ranges from deep blue-green to pale
blond. They’re equally at home in the
water or on land. The novieres’re somewhat
more human in appearance than a full-blaoded
aquatic elf; they’re stockier, and have no promi-
nent gills or webbing in their fingers. Their eyes
mirror the color of the seas around them. In addi-
tion to their demihuman form, novieres can take on
the shape of golden dolphins made entirely of shim-
mering water.

Novieres prefer to remain in the seas of Ossa, but
sometimesjourney to other planes or prime-material
worlds to visit with ocean nymphs or merfolk. They love
exploring a new coastline or listening to the sound of the
surf on a strange shore. Of all eladrins, the novieres are most
likely to be interested in trade or material things; they’re fas-
cinated by gemstones and jewelry.

Q LADRI N , LESSER)

CLIMATEITERRAINA: rborea Shieres assume their faerie-light form
FREQUENCY: only in extreme conditions, since they
ORGANIZATION:
A m CYCLE: cannot easily resume their normal
shape. A shiere may use this ability
INTELLIGENCE:
TREASURE: dable
ALIGNMENT: combat

No. APPEARING: 3-24

&MOR CLASS:

MOVEMENT:

HITDICE: 8+12

THACO: 13

No. OF ATTACKS: 2

DAMAGEIATTACK: By weapon +6

SPECIAALTTACKS: Glance

SPECIADLEFENSES: Magic use

MAGIC RESISTANCE: 25%

MORALE: Fearless (19-20)
XP VALUE:

skill, strength, and honor. They’re

I creature that

Il meets his eyes. He
also has the spell
ility of a 5th-level

gather together in bright companies to ride the d can use the fol-

wilds of Olympus and drive away any who,would
1do the folk of Arborea harm. I

The shieres appear to be exceptionally tall high elves of a1 light, detect evil, detect invisibility, ice

some kind. They’re long-limbed and slender, with lanky t o m , spectral force, wall of ice, or cast a

frames and long, narrow faces and hands. A shiere’s as strong 10d4+10 cone of cold. Once per day the chipre ran

as the mightiest mortal warrior despite his slender build. All heal another creature.

shieres are very fair-skinned, with pale golden or silver hair

and piercing eyes of blue, green, or violet. THE HORSESOF THE SHEREW: hen hunting, patrolling, or riding

Unlike the other eladrins, shieres’re bound more perma- to war, shiere are always mounted. A shiere’s horse is the

nently into their demihuman form and can change shape only equivalent of a heavy war-horse (AC 7, 4+4 HD, THACO 17,

into a harmless ball of faerie-light, similar to that of a coure Dmg ld8/1d8/ld3) but its morale is Fearless and it never has

eladrin. The shieres can transform only once per hour, so they fewer than 5 hit points per Hit Die. In addition, the shiere’s

don’t often use this ability, preferring to maintain their demi- war-horse has a movement rate of 24 and canfly as long as

the sun is not in the sky.

wear armor of glass and crystal equivalent to jield plate armor HABITATISOCITEhTeYs:hieres’re the most numerous eladrins
+4 and use long, narrow shields + 1 . (If a shiere is slain, its that regularly inhabit the tulani courts, and are the highest of
armor is usually ruined by the damage.) Shieres favor any the common eladrins. Shieres of unusual wisdom or experi-
knightly weapon, especially the lance, battle axe, horseman’s ence are often acknowledged as hunt leaders or captains in
mace, horseman’s flail, and long sword. A shiere’s weapon is the service of a tulani lord, but when the battle is over all
always enchanted to a value of +3 or better and may have shiere companies share the same rank. Shieres’re exception-
sharpness, quickness, or defender properties. As highly skilled ally honorable and courageous creatures who celebrate simi-
lar qualities in others. They can be cold as ice when dealing
rriors, shieres receive 2 attacks per round with their fa- with those who don’t measure up to their own high standards
of behavior.

An evil creature of fewer than 8 Hit Dice meeting the
gaze of an angry tulani must successfully save versus spell or
be slain; even if it survives its saving throw, it is blinded and
stricken with fear for 2d10 rounds. If the opponent meeting
the gaze is of any nonevil alignment, or is evil and of 8 Hit
Dice or more, then it suffersfear and blindness only if it fails

Tulani can assume the secondary forms of any other
eladrin at will. They keep their AC and THACO, regardless of
form, but cause double the damage of a coure, bralani, noviere,
or firre eladrin’s second form. In the ghaele’s form, their light-

beams strike for

Aura; struck only by cold iron or weap- At all times, the tulani eladrin’s
ons of +4 or better enchantment aura functions as a double-strength pro-
tectionfrom evil in a 20-foot radius. The nimbus
The greatest of the eladrins are the tulani, or faerie lords. Their also has the properties of a minor globe of invul-
courts are scattered throughout Olympus, never staying in the nerability and confers protectionfiom normal mis-
same place more than one night. The tulani are peaceful in na- siles on the tulani. Any evil creature must make a
ture and take up arms only when Arborea itself is threatened successful saving throw versus spell to be able to approach
within 20 feet of the tulani. The faerie lord has the spell abil-
the direst of emergencies requires their attention. ity of a 16th-level priest and can use the following spell-like
Tulani’re creatures of unearthly beauty and grace; their powers once per round: color spray, dancing lights, continual
light, detect invisibility, ESP, dispel magic, mass charm, im-
ices are living music, and their faces shine so brightly that proved invisibility, advanced illusion, hold monster, teleport
mortals find it difficult to look at them. In form they’re tall, without error, telekinesis, wall of force, prismatic spray, poly-
stately elven lords dressed in shimmering robes of shifting morph any object, or cast a 12d8 chain lightning bolt. Once per
day the tulani can cast a meteor swarm, speak a power word
kill, or use time stop. Once per year the tulani can grant an-
other’s wish.
The tulani eladrin can be hit only by weapons of +4 or
greater enchantment, or by cold-wrought iron weapons.

s rulers over the lesser eladrins, tulani rarely

tures cannot bear to be near. may be encountered. The tulani watch over Arborea and act as
Visitors to Arborea who seek out the tulani courts soon stewards over the realms of the eladrins. Typically, a tulani
will have a host of shiere wamors, several ghaeles and firres,
find out that the eladrins aren’t easy to find when they want and uncounted numbers of coures in his domain.
to avoid someone. When a cutter finally gets to meet with a
tulani, he’s wise to keep his bone-box shut and mind his man- The tulani eladrins answer only to the Queen of Stars,

ut are gracious hosts when their guests behave who share Arborea with them. Within their own realms, tu-
lani are free to rule as they see fit; generally, they’re com-
armor; at will they can create a swordlike passionate but distant overlords who allow their subjects to
blade of fiery light in their fist that strikes
as a sword of sharpness +4. The sword de- do as they please.
livers an extra 2d8 points of positive



CLIMAIE/TERRAIN: Outlands, Acheron, Baator lavored terrain of scrub, thickets, or woodmnqls, its enemies
FREQUENCY: Uncommon suffer a - 1 penalty on their surprise checks.
ORGANIZATION: Pack
When a fhorge charges, it gains a +2 bonus to its attack roll
ACTIVITCYCLE: hY and inflicts +1 damage on each die, for a total af 3d6+3 points
DIET: Omnivore of damage. If its attack roll result exceeds the required number
INTELLIGENCE: Semi- (2-4)
TREASURE: None
ALIGNMENT: Neutral

ARMOCRLASS:
MOVEMENT:
HITDICE:
THACO:
No. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAALTTACKS: Charge

SI~E: tion-based spells; continue
MbRALE: until reduced to -10 hp
XP VALUE:
~1 L (5’high at shoulder)

The fhorge (FOUR-jay),a particularlylarge and vicious
the boar, lives in the wilder areas of the Outlands
the Outer Planes. It’s noted for its foul temper and si
tenacity; once a fhorge getsmad at somethin
until it drops dead or the target of its rag
tusks. No sod in his right mind annoys a
the trouble is, fhorges are cursedly easy cre
annoy. There’s a saying in Ribcage: “A fhor
sides to its personality - bad and tanar’ri-b

A full-grown fhorge’s about 6 feet lo
stand 5 feet tall at the shoulder. It’s as s
and about the same size. The creature’s
short, tough bristles, and
exceptionally thick skull
ward-curving tusks. The fhorge’s tail
and strong, and a tuft of spinelike bri
in a clump at the end. Its eyes are sm

least, but a cutter wouldn
know that by watching it
after some poor sod. The
creature displays a fiendi
bloodlust in a fight, and
embarks on murderous ram-
pages at the slightest provo-
cation. It likes to open battle wi
a surprisingly fast, determined c
- usually from dense cover where its
enemies can’t see it waiting. If the fhorge is encountered in its

ny time it can, the fhorge attacks victims on the HABITAT/SOCIETY Fhorges typically travel in packs based

. After that, it prefers to charge opponents; it needs at around 1 dominant male, 2 to 4 sows, and y/oung fhorges

east 20 feet of room to build up speed. Its least favorite tactic equal to twice the number of sows. The sows ap monsters of
is slashing at and scrapping with a standing opponent it can’t
charge. If an enemy gets behind the fhorge, the beast can lash 3+3 Hit Dice that inflict only 2d6 points of damage with their
out with its quill-covered tail, but it suffers a -4 penalty to smaller tusks; other than that, everything nbted above in
any attacks against opponents behind it. “Combat”is true for them, too. The young have p+l to 2+2 Hit
Dice and tusks that inflict 2d4 points of damage but they gen-
One last thing a body should know about fhorges: erally avoid anything man-size or larger.
They’re harder to finish off than a Mercykiller on the trail of a
Fhorges gather only in the evening and morning hours;
mind-affecting or emotion-based spells. split up to forage.
until reduced to -10 hit points. Fhorges’re
with the sows, but it’s unusual to run across a
anywhere near his family during daylight hours. Sows fero-

that might even think about threaten-
re every bit as aggriessive as the

“the appetite of a fhqrge,” it means
it. Fhorges m o s ~ yeat roots, tubers,
ion they’ll eat carriqn. One of the
eresting things about a fhorge’s diet is the fact that it
heartily enjoys razorvine. It’s ?bout the only
thing in nature that can eat the stuff. The

Fhorges are hunted for their peat and their
ides, which can be tanned into/ tough, supple

er. Most people find

PEPPER

e, cleaned and
dressed, and season liberally with
crushed black pepper. Stuff body cavity
with onions, garlic bulbs, and hot pep-
pers. Skewer and set over a medium fire

to 6 hours. Turn every half
brushing with melted but-
ter or herb-infused oil. Brush
wdered garlic and black pep-
er into the meat each time it’s

turned - use a good stiff
brush. The fhorgling’s done

when the juices run clear
when the thickest part of
eat (usually the haunch)

is pricked with a dag-
ger, and the skin is
cracked and
browned.

A c m CYCLE: Night prise attack or a stealthy,
DIET:
effects. If he fails, the ghos
until it’s no longer visible;
completely, and usually fo

THACO: 13 porarily drains 1 lwel,
No. OF ATTACKS: level is recovere
DAMAGE/ATTACK: 1
SPECIALTTACKS:
ld4+1 + Special
SPECIADELFENSES:
Hypnotic display, dominate, energy
MAGICRESISTANCE: drain
SIZE: Struck only by weapons of +2 or better
MORALE: enchantment
X P VALUE:
35010

S (3’ diameter)

Average (8- 10)
6,000

A ghostlight’s a clever and malicious thing. II s an intangible

ball of energy or light closely related to the will-0’-wisp of the

Prime Material Plane, but the ghostlight’s powers and unend-

ing hunger make it even more dangerous than its cousin. The

creature gains sustenance by feeding on the vanishing life-

force of dying creatures, and it actively tries to cause deaths in

its vicinity to ensure a steady supply of energy. Ghostlights’re

known by different names on different planes - for example,

they’re called corpse-candles in parts of the Outlands.

The ghostlight appears as a faint, glowing sphere of

sickly greenish phosphorescence. The thing varies from fist-

size to 2 or 3 feet across, and tends to swell and shrink in a

constant flicker of motion. The ghostlight’s fond of finding

areas of natural luminescence to conceal its own light, and

can often be found in foul bogs, dank caverns, or misty moors

or coasts. .. *

COMBAT:The ghostlight’s preferred form of attack is simple: It
tries to lead travelers into the path of things that are likely to
attack them. It can duplicate the effects of a dancing lights

spell by varying the shape and consistency of its body. If i’t

can’t induce its prey to follow, it approaches closer and begins
to brighten and dim in a hypnotic, flickering pattern. Any
creature within 30 feet who watches this displaaor more than
1 round must successfully savc versus spell
fused, per the spell, for 2d6 rounds.

If the ghostlight’s display
the dangerous situation it seek

dominate anything capable
its victim. Often, this is ano



I

The guardinals are the people of Elysium, just as the eladrins Guardinals have a special form of telepathy that allows

are the folk of Arhorea or the tanar’ri are natives of the them to communicate with intelligent, nonmonstrous crea-

Abyss. Most resemble beautiful, muscular humans with no- tures or natural creatures of any kind. A beholder or cato-

ticeable animal traits - a thick, lionlike mane for hair, a flat hlepas wouldn’t fall into these categories, hut a human, dog,

muzzlelike nose and mouth, or pawlike hands. The degree of or giant eagle would. In addition, normal, nonmagical ani-

animalistic features vanes between individuals, hut guardi- mals or giant animals will never attack a guardinal, even

nals frequenting the Beastlands appear most heastlike (and under magical compulsion.

least human) of all.

The guardinals aren’t a numerous race, even compared PLANATRRAVEGL:uardinals’re unrestricted in planar travel.

to the eladrins or the archons. In Elysium they live in small They can leave Elysium by an innate ability resembling prob-

groups, watching the upper layers for any signs of trouble, or ability travel, which allows them to enter the Astral Plane

roaming the magnificent landscapes in nomadic hands. with their physical bodies. They can also make use of any

Guardinals are quick to laugh and slow to anger on Elysium; gate, portal, or conduit they find. In addition, guardinals can

they’re living embodiments of the peacefulness of the plane, travel directly to the first layer of Bytopia, the Beastlands, or

and don’t lightly disturb it. the Outlands from any point in Elysium.

While guardinals’re peaceful enough in their home, they

show a different face away from Elysium. They’ve got no tol- HABITAT/SOCIGETuaYr:dinals are basically unorganized; in Ely-

erance for evil of any type and often journey into the Great sium there’s little need for laws or orderly societies. A cutter

Ring or the Outlands to seek out evil and confront it. Guardi- traveling across Elysium won’t find guardinal cities o r

nals’ve even been known to mount lightning raids into the fortresses scattered across the landscape. Instead, he’ll find

first layers of the Gray Waste, Carceri, or Gehenna just to guardinals living wherever they feel comfortable - some can

strike hack at the evil fiends living there. Unlike the eladrins, be found in the peaceful towns of Amoria, others prefer the

who respect mortals’ freedom of choice as much as their right solitude and beauty of Eronia or Belierin. Guardinals of any

to live untroubled hy evil, guardinals make no secret of who type tend to be solitary, introspective creatures who like

or what they are and take whatever steps’re necessary to de- being left to their own devices when the land‘s at peace. On

feat evil wherever they find it. the other hand, they’re also capable of handing together with

military discipline when evil threatens.

COMBAT: All guardinals boast the spell-like powers of detect il- Although the guardinals don’t have any real hierarchy

lusion, detect invisibility, detect evil with a 100’range. dimen- or structure, they’re led by the mighty leonals. These noble

sion door, dispel magic, infravision, and protection from evil creatures are the most vigilant and powerful of the guardinals

in a 10-foot radius. Much like paladins, all guardinals can and act as gathering points for guardinal causes. A

also lay on hands, healing a number of hit points equal to typical cause might he the defeat of a powerful

their own total every day. (This healing can be divided among evil empire on the Prime Material Plane, the

several individuals as the guardinal sees fit.) Guardinals are recovery of a good artifact stolen from its right-

affected hy attack forms as noted below: ful place by fiends, or the monitoring of a pow-

erful organization that might begin to lean

Attack Effect toward evil activities. The guardinals associated with

Acid Full a cause rarely abandon it, although they might tem-

Cold Half porarily turn aside to attend to a more immediate

Electricity (lightning) None Issue.

Fire (magical) Full Guardinals are creatures of exceptional honor

Fire (nonmagical) Full and integrity, and do not lie, cheat, or attack needlessly

Gas (poisonous) Half unless the cause at hand is in the direst jeopardy.

Iron weanon None‘ TALI~IADND THE FIVTCOMPANIONST:he mightiest guardinal is
Magic missile the leonal prince Talisid, a wise and ancient being who has
Poison ?Half

Half
Silver weapon Full”” survived uncounted confrontations with evil. He is accompa-

nied by his Five Companions - the strongest and wisest of

* Iron weapons inflict damage only if the guardinal can he the avorals, the equinals, the lupinals, the cervidals, and the

hit by normal weapons. Otherwise they have no unusual ursinals. Talisid’s abilities and intelligence are on par with

effect. some quasi or demipowers, and the pantheons native

Silver weapons can hit a guardinal regardless to Elysium hold him in the highest regard. His com-

of whether or not an enchanted weapon is panions have powers far beyond those typical of their

rewired. . tvDe. and many sones are sune ahout their deeds in battle
L. “L

or their wisdom in peacetime.

+42+



ORGANIZATION: Solitary
ACTIVITCYYCLE: Day
Omnivore
~ Exceptional (15- 16)
Incidental
DIET: Neutral good
INTELLIGENCE:
TREASU:RE
ALIGNMENT:

Hrr DICE: 7+4

THACO:

No. OF ATTACKS: 2 wing buffets or 2 talons

DAMAGEIATTACK: ld8/ld8 or 2d6/2d6

SPECIAALACKS: Dive, spell-like powers

SPECIADLEFENSES: Hit only by silver or +1 or

better weapons

MAGICRESISTANCE: 40%

SIZE: M (6lh’tall, 20’ wingspan)

MORALE: Champion (15-16)

XP VALUE: 8,000

Avorals’re guardinals with the wings of mighty eagles. They’re
the scouts and skirmishers of their race, keeping watch over

oral Can dive 100 Irrt or more to attack a t

yond the next sea. with both talons in order to get a hold of its foe, and can climb
Avorals have the bodies of tall, muscular men or women, at a rate of 120 feet per round while burdened with an enemy
in its grasp. It has to be really angry to drop a nonevil creature
but their arms are long, powerful wings and their lower legs from on high.
feature strong talons and feathery vanes to act as a tail in
flight. Their faces are more human than avian, but their hair Avorals also boast several spell-like powers. Once per
seems to be a feathery cowl around their heads, and their eyes round they can use blur, command, gust of wind, hold person,
are bright and golden. Avorals’ chests are exceptionally deep light, or magic missile (4 missiles). Once per day they can cast
and powerful, anchoring their wing muscles; their bones are an 8d6 lightning bolt or createfear in a 20‘ radius. Their visual
strong but hollow, so even the largest avorals weigh no more acuity is unbelievable; avorals can see detail on objects up to
than 120 pounds despite their appearance. 10 miles away, and can employ true sight to a range of 100
feet by concentrating for one round. It’s said the avorals can
An avoral’s wings feature small hands at the midpoints. see the color of a cutter’s eyes at 200 paces.
When its wings are folded beside its body, these wing-hands
are carried about where a human’s would be, and can do just Avorals can be struck only by silver weapons or weapon
about anything a human hand could do. enchanted to +1 or better.

C O , ~ ~ AOnT :the ground, the avoral can lash out with its wings HABITAT/ : Like most guardinals, avorals don’t

mode of combat. The avoral’d much rather meet its foes in the places. On rare occasions, a family group may be encountere

s wonderful speed and agility in the air. (The avoral can’t
e wing-buffet attacks while it’s flying; it’s too busy using game. They don’t kill needlessly orjust for sport, however, and

CLIMATE/TERR:AIN Elysium A cervidal’ll usually begin a fight by launchin

FREQUENCY: Common charge, head lowered, that inflicts double aetler damage

ORGANIZATION: Family (2d12+3) if it hits, although it can’t attack with its hooves in

A c m CYCLE: Day the same round.
DIET: Herbivore Unlike the other guardinals, cervidals don’t have a specid

INTELLIGENCE: High (11-12) magical attack such as a whinny or roar. However, they do

TREASU:RE Incidental have three unusual abilities. First of all, the tonch of a cervi-

ALIGNMENT: Neutral good dal‘s antlers instantly negates the ill effects of anry kind of poi-

1’No. APPEARING: 1 (2-5)
son or harmful substance such as acid or contamlnatedfood or
water. By touching an affected creature with its antlers, the

ARMOCRLASS: 2 cervidal gives it a chance to immediately attempt one addi-

MOVEMENT: 18, Ju 3 tional saving throw with a +6 bonus. Illusions Q€ any type’re

HITDICE: 4+2 dispelled automaticallyby contact with the cervidal‘s antlers.

THACO: 17 Lastly, any summoned, conjured, or extraplanar creature

No. OF ATTACKS: 2 hooves and 1 butt wounded by a cervidal’s antlers must survive an immediate

DAMAGEIATTACK: ld6+2/ld6+2/ Id 12+3 saving throw versus spell or be returned to wherever it came

SPECIAAL~ACKS: Charge from. (Of course, if the creature’s native to the plane the cervi-

SPECIADLEFENSES: Negate poison or illusion dal’s currently on, it’s not extraplanar!)

MAGICRESISTANCE: 20% In addition to the power of its antlers, cervidals can use

SIZE: M (5%’tall) the following spell-like abilities at will: bless, command, detect

MORALE: Elite (13- 14)

XP VALUE: 3,000

maged by any weapon.

Cervidals are the most common of the guardinals. They’re

people of Amoria, the uppermost layer of Elysium. In

times of war, cervidals and equinals form the back-

bone of any guardinal army; one-on-one, they’re

more than a match for the typical rank-and-file

of a baatezu or tanar’ri force, even if they

can’t rival the numbers of a fiendish horde.

Cervidals are the most peaceful of the guardi- for their entire
lives, leaving only
nals and the last to join a fight, seeking phys-
ical violence only when no other solutions

present themselves. However, once they’re enlist in a l e o m h
committed, cervidals won’t be the first to

walk away.

Cervidals bear a passing resemblance to

a faun or satyr, but are more regal in appear

ance. They’re slim but strong, and their bod-

ies are covered in short, reddish-brown fur.

Over their chests, faces, and upper arms the

fur thins enough to reveal smooth, golden

skin. A cervidal‘s head is crowned with mag-

nificent horns or antlers, and his feet are

small, hard hooves. The hands of a cervidal are

backed by hooflike material, and make for effec

tive bludgeons when closed in a fist, but their

preferred weapons’re their antlers.

dotn’t welcome

COMBAT:Cervidals attack with two punches or strmp. In times
kicks and a head-butt. Their effective of war, cervidals are
Strength is an 18 (no percentage score), and
they inflict ld6+2 points of damage with light inhntry, shir-
their hard hooflike fists. The cervidals’re- ishem, ap~dauxiliaries.
markable antlers are the equivalent of a +3
They’d rather fight a war of
maneuver and skUl than partic-

weapon for both hit probability and damage.

GUARDINAL, EQUINAL

LEONAL can whinny once per turn.This piercing shriek can stun creatures
of 4 HD or fewer, or deafen creatures of more than 4 HD, if they
Genius (17- 18) fail their saving throw versus spell. The effects last ld6 rounds,
Incidental and the whinny affects any nonequinal within 20 feet. Deafened
creatures suffer a -1 penalty to surprise checks and have a 20%
0 -5 chance to miscast any spell with a verbal component.
24 24
6+3 12+6 An equinal also has the following spell-like powers, us-
15 9 able once per round: bless, command, fog cloud, light, and
2 hoof-strikes 3 magic missile (3 missiles). Once per day equinals can create a
ld8+8/1d8+8 2d4+9/2d4+9/ld8 wall of stone or use slow.
Whinny Roar
None See below Equinals can be damaged by any magical weapon, re-
25%
L (7%’tall) 50010 H A B I T A T ~ ~ O C I EqT Y :
Champion (15-16) meadow or glen, livin
5,000 M (6’tall) ing on. They’re fond
Fearless (19-20) and while away ma
18,000 natured creatures who welcame
little too boisterous and a bash

I don’t think you understood me. (Snort!) You’re going to put ber of equinals have it in
that sword down and act nice, berk, or I’m gonna beat you like make herculean efforts to
a drum. (Snort!) You’re disturbin’ the peace, and we don’t care
for that around here. Say, is that some tanar’ri blood I see in
those pointy ears and glowin’ eyes of yours? (Snort, whicker!)

The equinal Drouhawhaa, to an unidentified tiefling

Equinals are one of the two most common types of guardinals. took it apart. Me and
They resemblehuge humans with some of the qualities of a draft
horse. Their chests and shoulders’re of truly heroic proportions,

more horselike, with a reversed knee and true horse’s hooves for others
feet. Its lower limbs are coveredwith short,bristly horsehair, and
its face is long and narrow. A long, wild mane runs from the Leonals are t
rest of their head down to the center of their backs. They’re chie
lmnal prefers to keep to
Equinals enjoy each other’s company and are more likely
o be found together than other kinds of guardinals. Their home
is the open fields and farmlands of Amoria, and they like to
gather in small bands. (Call a group of equinals a “herd,”and a
body’s likely to wake up with hoofprints where his nose used to

inals enthusiastically embrace any cause that allows
stand hoof-to-toe with evil and beat it senseless.

:Equinals are strong - very strong. The typical tened, lionl
nal’s got the Strength of a stone giant (ZO),but an excep-
a1 individual might be a shade stronger (21 or 22). In a wide
t, they disdain the use of weapons and wade in with a guardinal

like routine of devastating jabs and uppercuts. A blow
an equinal’s fist can splinter stone or crumple plate

In addition to attacking with its powerful fists, an equinal ness, it’s a remorsele

GUARDINAL, L W N A L

COMBAT:A word of advice: Don’t pick a fight with a leonal. following spell-like powers: continual light, ESP, cast a 10d6
jireball, hold monster, know alignment, magic missile (5 mis-
They’re superhumanly strong, packing the power of a frost siles), polymorph self, or create a wall of force. A leonal can
giant (21 Strength) in their compact, athletic frames. Their cure critical wounds, cure disease, or neutralize poison three ’
talons can inflict devastating damage, and their bite can be times per day, and once per day it can heal other. Once per year
lethal. Leonals’re incredibly fast and agile, and gain a -4 initia- the leonal can grant a wish.
tive bonus in any round they choose to make physical attacks.
This agility allows them to dodge any missile or missilelike Leonals are never surprised, and can be hit only by +3 or
magical attack with a successful saving throw versus paralyza- better magical weapons.
tion. (This includes any thrown weapon, any missile fired by
bow, crossbow, or sling, and spells su
arrow, Me@ ncid a

is the equivalent of a holy word. In addition, all creatures in Elysium, leonals are loners.
this area suffer 2d10 points of damage and must successfully and mountains
save vs. spell or be deafened for a day. (Deafened creatures suf-
fer a -1 penalty to any surprise checks and have a 20% chance of the more remote areas of the plane. Among other guardi-
to miscast any spell.) Any evil creature within 200 yards must nals, leonals are considered to be nobility or royalty; at their
survive an additional saving throw vs. spell or be affected by command, other guardinals embark on missions or organize
fear for 2d6 rounds. armies. The leonals use their authority carefully and only
when they feel that a matter can’t be attended to personally.
Leonals are surrounded by an aura of double-strength pro-
tectionfrom evil, 20’ radius. Once per round, they can use the Leonals travel the planes extensively, keeping an eye
open for trouble and dealing with it whenever they can. On
rare occasions a leonal serves under a good power, acting as a
proxy or adviser of some kind.

CLIMATEITERRAINE:lysium y scent, move silently, or hide

FREQUENCY: Rare in shadows with a 95%

ORGANIZATION: Pack chance of success in nat-

ACTMTYCYCL\E\: \Omnivore 1settings. In urban en-
DIET: vironments the

INTELLIGENCE: Exceptional lupinal’s abilities are

(15- 16) reduced to a 50%

TREASURE: Incidental chance of success.

ALIGNMENT: Neutral goo Lupinals at-

tack with their

No. APPEARING: 1-8 front claws and a

ARMOR CLASS: -2 powerful bite.

MOVEMENT: 18 Their rangy bod-

HIT DICE: 8+4 ies are surpris-

THACO: 13 ingly strong; a

No. OF ATIACKS: 3 lupinal’s

DAMAGEIA~ACK: ld4+4/ld4+4/2 Strength is

SPECIAAL~ACKS: Howl, pull-dow <qualto 18/76. If a

SPECIADLEFENSES: Struck only by lupinal hits with its

silver or +2 or bite by a margin of

better weapons 4 or more, it seizes its

MAGICRESISTANCE:35% prey and forces its oppo-

SIZE: M (6’tall) IsLlito make a successful saving

MORALE: Fanatic (17- 18) th death magic or be dragged to the

XP VALUE: 9,000 ground. The lupinal automatically hits with its bite

‘The lupinals’re the front-line troops of Elysium. Packs of ’em 1 each round thereafter until its foe is helpless or
dead, or it’s been seriously wounded.

roam all over the plane, and often into the Outlands, Bytopia, The howl of a lupinal causes fear in any evil creature

or the Beastlands, searching aggressively for any hint of evil within 200 yards (unless the target survives a save versus

intrusion. While the other guardinals take their rest in Ely- spell, of course.)In addition, the lupinal can use the following

sium, the lupinals hold themselves ready for battle at a mo- spell-like abilities: blink, blur, change s e E darkness 15’ ra-

ment’s notice. Their organization and outlook are distinctly dius, and wraithform. Three times per day the lupinal can cure

lawful at times, far more so than those of the other guardinals. serious wounds, fly for up to 3 turns (move 30, MC A), cast

Lupinals are half-man and half-wolf. Their bodies are magic missile (4 missiles), or breathe a cone of cold 40 feet

long, lean, and rangy. Their rear legs are bent like a wolfs, long and 10 feet wide that inflicts 8d4+8 points of damage.

and they have long, pronounced muzzles with rows of sharp Once per day the lupinal can cure disease or neutralize poison.

teeth. Lupinals are covered in short, fine, silvery-gray fur. At a Lupinals can be hit only by silver or +2 or better magical

distance, a lupinal could be taken for a werewolf in its hybrid weapons.

form, but on closer inspection the lupinal is far less bestial and

has a much more intelligent and expressive face - until it HABITATISOCIELTuYp:inals like to run in packs, but have little

finds an evil quarry encroaching on its hunting grounds. loyalty to any particular group. A lupinal might runwith three

Like the equinals, lupinals are social creatures who often different groups on three consecutive nights, or stay with the

gather in small packs that hunt, play, and fight together. How- same band for months or years at a time. The most intelligent

ever, they’re also comfortable being alone, and many lupinals or wisest lupinal is always recognized as the pack leader, and

prefer to keep their own company. the others obey him or her without reservation.

Lupinals’re naturally suspicious of strangers and evaluate

COMBATL: upinals are exceptionally dangerous in a fight. They almost any creature they meet in terms of threat potential.

are natural-born hunters and stalkers who use terrain, con- They’re wary of humans and the like, since they regard any

cealment, and ambush to great effect. When the time comes to mortal adventurer as a disaster waiting to happen. However,

break cover and join the fray, lupinals fight with a fierce ani- once the friendship of a lupinal is won, a body couldn’t have a

mal savagery. Like leonals, they’re very quick; they gain a -2 more loyal or steadfast companion.

bonus to initiative rolls and can dodge normal, nonmagical Lupinals celebrate the hunt as a social gathering and

missiles by making a successful saving throw versus paralyza- bonding ritual. They never take sentient prey, but love the

tion. Lupinals have exceptionally keen senses and are sur- challenge and excitement of tracking a quarry that’s trying to

prised only on a roll of 1. evade them. Lupinal packs are Elysium’s first line of defense

The natural stalking abilities of a lupinal allow it to track against invasion, and they take their responsibilities seriously.

+48 +

GUARDI N A j,, URS I N A j,

CLIMATE/~~RRAIN:Elysium The scholarsand philosophers of the guardinals are the ursinals,
benevolent beings who resemble huge men and women with
FREQUENCY: Rare distinctive bearlike attributes. They’re advisers to the leonals,
and the record-keepers and magic-users of their race. Ursinals
ORGANIZATION: Solitary are open with their knowledge but love to digress endlesslyand
often free-associate through many iterations until they’re hold-
A Any ing forth on a subjectwith no relation to the original topic.
Omnivore
Ursinals stand 8 feet tall, with thick-set bodies. They’re
q::Genius(17- 18) covered with light golden, red, or golden-brown fur that’s long
NInecuidtreanltaglood on their forearms, backs, and lower legs and too fine to see on
their torsos and faces. An ursinal‘s face has a pronounced muz-
h G NT: 1 (1-2) zle and high ear-tufts, but its expression is kindly. It’s very dif-
i ficult to move an ursinal to anger, but the powers pity the poor
sod who manages the trick - it’s said that a fighting-mad ursi-
1 nal can tear his way through any three gehreleths.

No. APPEARING: COMBAT:Ursinals dislike combat and avoid physical confronta-
tions until they become inevitable. However, a body’d be wise
A R M O R CLASS: -4 to watch out when the ursinal finally decides to stand his
12 ground. An ursinal’s as strong as a hill giant (Strength 19)and
MOVEMENT: can dish out terrible damage with his sharp-clawed paws. If an
ursinal hits an enemy with both paws, he can automatically
Hrr DICE: 10+5 hug his victim for an additional 2d10 points of damage and
gains a +4 bonus to his bite attack against the hugged victim.
THACO: 11
Ursinals’reskillful mages and have the spell powers of a
No. OF ATTACKS: 3 wizard of level 9 to 16 (d8+8.)They prefer spells of enchant-
DAMAGE/ATTACK: 2d6+7/2d6+7/1d10 ment, misdirection, or divination, and rarely memorize many
heavy-damage spells. Of course, under the right circumstances,
SPECIAALTTACKS: Spell-like powers an ursinal’ll make use of any spell in his books. They’re also
fond of magical items such asrings, rods, or wands, and miscel-
SPECIADLEFENSES: Struck only by silver weapons or those laneous magic that enhances their spell-casting ability.

of +3 or better enchantment Like the other guardinals, ursinals have several spell-like
powers that can be used once per round: continual light, ESP,
MAGIC RESISTANCE: 45% hold monster, know alignment, polymorph seK magic missile
( 5 missiles), sleep (4d6 Hit Dice worth, affects creatures up to 7
SIZE: L (8’tall) HD), or create solid fog. An ursinal can cure disease, heal, or
neutralize poison three times per day, and once per day he can
MORALE: Fanatic (17-18) speak a holy word. Once per year the ursinal can grant a lim-
ited wish.
X P VALUE: 14,000
Ursinals can be hit only by silver weapons or those that
Now, as you undoubtedly already know, Gregas was master of have been enchanted to +3 or better. They’re never surprised
the sword known as Flamedancer. In elvish that’s Illiaman, of in Elysium.
course. Illiaman was once the royal sword of Tuarhiviel, an
elven domain that came to an end, oh, about 800 of your years
ago. The last king of Tuarhiviel was Elnamien the Foreshort-
ened of Years, whose daughter escaped the fall of the elf-king-
dom and grew up practicing magic in the land of Zhared-Mai.
A f i n n y thing about the Zharedi; they eat only with their lefi
hands, since in their culture it’s considered a mark of respect
for the host that the guest must be ready to defend himself at a
moment’c -otic- ’herefore their right hand rests on their hip,

zether or not they’re carrying a
word, you see - What’s
that? Gregas who?

a1 scholar
md sage

HABITATISOCITEhTeYa:dvice of an ursinal is a much sought-
commodity. As librarians, scholars, and record-keepers,
carefully catalogue and sort all manner of information.
’re especially knowledgeable about magical matters and
e a keen interest in prime-material histories and lin-
In Elysium it’s said that if an ursinal doesn’t know

omething, he knows where to go to find out.
Ursinals are solitary creatures, but almost all are linked

by constant correspondence and magical communications.
They’re also fond of the company of lesser guardinals or peti-

who can “benefit” from the ursinal’s wisdom. Some
view ursinals as intrusive busybodies, but most of
ce is strikingly accurate and always well intended.


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