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Published by Capn_Ragnar, 2022-12-22 00:44:23

AD&D - The Lost Handbook (1e)

AD&D - The Lost Handbook (1e)

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

348

Gods of the Suel pantheon

A terribly diverse trio: Syrul, Fortubo, and Wee Jas

by Lenard Lakofka ©1984 E. Gary Gygax. All Rights Reserved.

SYRUL mining what creatures can be struck by it, personally attend the level-advancement
but it has no actual bonus to hit or damage. ceremony to wish the character “evil luck.”
Goddess of False Promises and Deceit Syrul can attack once with each of her Such a character is granted a vision spell
weapons (dagger and rod) per round. with no strings attached — that is, the
Lesser goddess vision will be automatically granted, and
No one can lie to Syrul or place an illu- only a token material component (not nec-
ARMOR CLASS: -3 sion before her, because she has natural essarily a sacrifice of something valuable) is
MOVE: 14” “eyes of true seeing” and “ears of true required to bring the spell into effect. Syrul
HIT POINTS: 145 listening.” She can instantly perceive a also bestows upon the “graduating” charac-
NO. OF ATTACKS: 2 deception or illusion for what it is. ter a permanent +1 “to hit” on any weapon
DAMAGE/ATTACK: 3-6 and 3-10 attack or open-hand attack (as applicable).
She can polymorph self at will into a
(see below) creature as small as a fly or as large as a Syrul rides to the Prime Material plane
SPECIAL ATTACKS: See below lion. She can polymorph into an object as
SPECIAL DEFENSES: Can see through on her personal nightmare, Flamedevil. If
well, but it must be a basically undecorated Flamedevil is killed, he returns to Hades to
any illusion or lie object like a clay pot, a simple weapon, or a be revivified and can be called forth again
MAGIC RESISTANCE: 60% plain shield. A painted or engraved vase, a 13 days later. Syrul will not come to the
SIZE: M (5’ 6" tall) bejeweled dagger, or an embroidered gown Prime Material plane without Flamedevil or
ALIGNMENT: Neutral evil (lawful) would all be too complex for her to dupli- some other ally; if Flamedevil is not availa-
WORSHIPERS’ ALIGNMENT: Evil cate. She can assume the form of an annis, ble, she will seek 2-5 other neutral evil
a greenhag, or a night hag, with all appro- monsters to accompany her, such as night
figures, including many humanoids priate powers, whenever she desires. hags, other nightmares, wyverns, or black
SYMBOL: A forked tongue dragons (young or young adult) of neutral
PLANE: Gehenna or Hades Syrul can use an alter reality spell once evil alignment. The following types of mon-
CLERIC/DRUID: 3rd level cleric per day, in the same manner that a devil or sters will never attack her, and she can
FIGHTER: Nil demon prince can fulfill another’s wish or always command them to service if they are
M-U/ILLUSIONIST: 15th level illusionist limited wish. She can also grant a deserving present (each is represented in the portion
THIEF/ASSASSIN: 11th level assassin worshiper the use of a vision spell, at the of Hades that is her home): black dragons,
MONK/BARD: 11th level monk normal chance for successful casting. When evil cloud giants, larvae, evil liches, night
PSIONIC ABILITY: VI a member of the Scarlet Brotherhood who is hags, nightmares, giant octopi, greenhags,
S: 18 (+1, +2) I: 19 W: 20 an assassin, illusionist, thief, or monk at-
D: 20 C: 18 Ch: 13 tains the 9th level of experience, Syrul will

Syrul appears as a dirty, smelly old hag in
tattered clothing. This is a permanent illu-
sion which can be seen through, but at -5
on a normal saving throw. She wears a
cloak that has the properties of a displacer
cloak and a robe of scintillating colors.
Either function is usable (but not both at
once) immediately when she wills the cloak
to operate, and she can change between the
two functions in as little as one segment.

Her special dagger of venom is strongly
aligned to neutral evil. It will poison,
through the hilt, anyone of a different align-
ment who picks it up. It is otherwise like a
standard dagger of venom except that it is
+2 on damage (no plus to hit), and saving
throws against its poison are made at a -3
penalty; this applies whether the dagger is
picked up or it injects its poison on a “to
hit” score of 20.

The other weapon she carries is a rod that
can wither or beguile an opponent in addi-
tion to doing hit point damage. When Syrul
uses it as a rod of withering, the attack
affords no saving throw. The victim is aged
10 years, must make a system shock roll to
survive, and suffers 3-10 (d8 +2) points of
incidental damage. (See staff of withering
for details of its effects.) The rod serves as a
+3 weapon “to hit” for purposes of deter-

8 AUGUST 1984


annis, giant rats, winter wolves, worgs, out to a range of 1200 feet and can commu- 349
giant wolverines, and wyverns. Note that nicate with any intelligent creature (its own
she can summon these creatures in Hades, intelligence is 19). When it is in combat in yellow robes adorned with a red forked
but not on the Prime Material plane. the air versus other winged horses (pegasi, tongue. Beginning at third level, her clerics
griffons, hippogriffs, etc.), its breath does receive the power to obscure alignment once
Flamedevil: HD 10; MV 18"/42“; 3 double damage. Any such steed that gets per day, at will, in addition to the other
attacks for 3-12/4-16/4-16 damage; SA within 60 feet of Flamedevil must make a spells they are permitted. Beginning at
flame breath, covers 90-degree arc in front saving throw vs. spells or be affected by seventh level, they also receive the extra
of Flamedevil out to a distance of 20 feet, fear. The affected creature will flee and will ability to use undetectable lie once per day.
causing 4-16 damage (2-8 if a saving throw try to buck off any rider the steed might be The only other bonus that Syrul bestows is
is made) and making victims -3 to hit be- carrying. (Ki-rin and other creatures from the “evil luck” benefits mentioned above.
cause of obscured vision (those who make the outer planes are immune to this fear
the saving throw are only -1 to hit); SD effect.) Syrul is worshiped in the Barbarian
blink (as a blink dog) three times per day; States, on Lendore Isle, and by the Scarlet
MR 35%; HP 88. Flamedevil is telepathic Members of Syrul’s clergy wear golden- Brotherhood; also, in several large cities
around the continent, worshipers of her
may be found in the city’s thieves’ quarter.

FORTUBO 10’ radius, detect magic, and continual immune to petrification from any source.
light, which can be made to emanate from He cannot be harmed by any weapon of
God of Stone, Metals, and Mountains the hammer itself or from another object metal or stone, including rocks thrown by
chosen by Fortubo. These powers are usa- giants or a boulder “thrown” by an ani-
Lesser god ble one at a time, at will, and each is evoked mate rock spell. Move earth, dig, and trans-
by the use of a different command word. mute rock to mud will fail if cast on ground
ARMOR CLASS: -6 The protections the hammer offers will stay within 2“ of Fortubo.
MOVE: 14"(16") in effect around Fortubo even if the ham-
HIT POINTS: 205 mer is thrown. He has 98% accuracy in the under-
NO. OF ATTACKS: 2 ground skills: detect grade or slope, detect
DAMAGE/ATTACK: 7-16 +9 Fortubo is resistant or immune to many new construction, detect sliding or shifting
SPECIAL ATTACKS: Spells spells that involve rock or earth. He cannot walls, detect traps involving falling blocks,
SPECIAL DEFENSES: Immune to metal be affected by stone to flesh or statue, and is and determine depth underground. Fortubo

or stone weapons; immune DRAGON 9
to petrification
MAGIC RESISTANCE: 65%
SIZE: M (5 ‘tall)
ALIGNMENT: Lawful good (neutral
tendencies)
WORSHIPERS’ ALIGNMENT: Lawful
and neutral miners, including dwarves
and gnomes
SYMBOL: Hammer with a glowing head
PLANE: Twin Paradises
CLERIC/DRUID: 16th level cleric
FIGHTER: 11th level fighter
M-U/ILLUSIONIST: Nil, but see below
THIEF/ASSASSIN: 7th level thief
MONK/BARD: Nil
PSIONIC ABILITY: VI
S: 21 (+4, +9) I: 19 W: 20
D: 19 C: 22 Ch: 13
Fortubo appears as a small, almost
dwarvish-looking man. He wears leather
armor and bracers of defense (AC 2). His
hammer, Golbi, is +4 to hit and to damage,
and automatically returns to his hand after
being thrown. He can hit a target with it
from as far away as 200 yards. The hammer
will return to him even if he teleports to
another plane after throwing it, and in
order to return it will burst itself from the
grasp of any other creature with a strength
of less than 23.
The weapon has an ego of 18 and an
intelligence of 18 and is aligned lawful
good. In addition to its properties as a
hammer, Golbi serves as a storehouse for
certain types of magic that Fortubo can
bring forth from it: faerie fire, protection
from normal missiles, protection from evil


can impart this level of skill to a dwarf or 350
gnome worshiper, if he desires, for a dura-
tion of up to 36 hours, but seldom will give clergy, their offspring will all have wisdom
the power twice to the same individual. He of at least 13, constitution of at least 12, and
can identify any metal, alloy, stone, or gem a score of at least 11 in all other abilities.
and assess its value down to the exact cop-
per piece. Fortubo chooses one dwarven cleric to be
his high priest; this will always be a charac-
Fortubo is said to have found little plea- ter who has advanced through the 8th level
sure in men. He has allied himself with the of experience (the highest level that a dwar-
dwarven gods Moradin (see DEITIES & ven NPC cleric can attain). The high priest
DEMIGODS™ Cyclopedia) and Berronar has the ability to cast the raise dead spell,
(see DRAGON® Magazine #58 or Best of but can only perform the magic on dwarves
DRAGON Magazine, Vol. III) in their and gnomes. Only one such high priest will
struggle against humanoids who harm the exist at one time in the world; the current
earth with mindless tunneling. Golbi is said high priest is Dobfur, of the town of
to be a personal gift to Fortubo from Mora- Dwarfhaven on Lendore Isle.
din himself.
Fortubo is never kind to those who have
While Fortubo has human clerics (20% of fallen from good, though he tolerates those
his clergy), the majority are dwarves (75%) of the various neutral alignments. He is
with very few (5%) being lawful good totally opposed to theft or murder, and thus
gnomes. Males and females are welcome in no dwarven, gnome, or human thief or
his clergy; in fact, married couples are assassin would worship him. He is opposed
encouraged to enter the priesthood together. to evil and to the subjugation of his fol-
Fortubo demands absolute devotion from lowers. To this end, Fortubo offers indirect
his priests; they cannot be multi-classed aid to those who would free his people or
characters or characters with two classes. who would reestablish a temple to himself,
Clerics of Fortubo gain +1 to hit and dam- Moradin, or Berronar. Fortubo can raise
age with any stone or metal weapon, and the constitution of one of his chosen “chil-
upon attaining 5th level they receive a +1 dren” to as high as 19. Such a great boon is
bonus to their saving throw vs. petrification given only for deeds done in his name. He
for each level of experience attained beyond can also lower the constitution of any hu-
the 4th. Fortubo’s clergy are required to manoid to as low as 3, but only does this to
wear or carry no special gear. Any hammer the worst of his enemies or desecrators of
will serve as a holy symbol. If a husband his name.
and wife are both members of Fortubo’s
Temples to Fortubo are often (75%) set
up in natural underground cave complexes
or caverns, sometimes associated with a

10 AUGUST 1984


351

nearby mining operation. A temple dedi- As the goddess of death, Wee Jas can turn one experience level and forfeit three levels’
cated to him is sometimes (25%) built or command undead as a 25th level cleric. worth of spell casting ability until he or she
above ground in an area heavily populated Intelligent undead creatures often try to flee performs an atonement.
by dwarves and/or gnomes. Fortubo is from her to avoid the sunburst effect of her
known to have temples in various places in globe of invulnerability which she can She can summon groups of lawful undead
the Flanaess, especially in the Flinty Hills, maintain indefinitely. She is the guardian of or lawful dragons (but not Tiamat or Baha-
around Irongate, and on Lendore Isle. the dead as well; her clergy are forbidden to mut or their attendants) to do her bidding,
use raise dead or resurrection magic on any but the task she sets for them must not be in
WEE JAS character or creature before communing violation of their alignment. Summonable
with her directly and gaining permission. undead are wights, wraiths, spectres, mum-
Goddess of Magic and Death mies, or ghosts, as she chooses. Any drag-
Wee Jas is loath to allow anyone to be raised ons she summons will be of adult age or
Greater goddess or resurrected who is lower than 9th level or older and capable of speech and magic use;
not lawful. It is 50% likely that she will not she can call blue, green, bronze, silver, or
ARMOR CLASS: -5 allow her clergy to raise a being who is gold dragons, as she chooses. Summoned
MOVE: 13” neutral with respect to law and chaos, and creatures will come to her in Acheron or on
HIT POINTS: 205 there is only a 15% chance that she will the Prime Material plane within 1-4
NO. OF ATTACKS: 1 allow the raising of a chaotic creature or rounds, and from 2-5 of any creature will
DAMAGE/ATTACK: 5-8 +3 character. A priest of Wee Jas who goes appear to answer a single call.
SPECIAL ATTACKS: See below against her wishes or does not consult her in
SPECIAL DEFENSES: See below the matter of raising dead will be demoted Wee Jas has the power of ability altera-
MAGIC RESISTANCE: 90% plus globe tion. She can raise or lower the intelligence,
wisdom, and/or charisma of any character,
of invulnerability to a maximum of 4 points’ worth of altera-
SIZE: M (5’ 9” tall) tion on any single figure (one ability 4
ALIGNMENT: Lawful neutral (evil) points; two abilities 2 points each; one
WORSHIPERS’ ALIGNMENT: Highly ability 2 points and the two others 1 point
each, and so forth). Her alteration cannot
intelligent lawful figures raise a score above 18 or lower it below 3,
SYMBOL: A skull lit from behind and she cannot affect the same character
more than once, even to reverse the effects
by a fireball of her own tampering. Since she is highly
PLANE: Acheron lawful, she will only perform this alteration
CLERIC/DRUID: See below on someone who has done her an extreme
FIGHTER: Nil service or disservice.
M-U/ILLUSIONIST: See below
THIEF/ASSASSIN: Nil She is not on good terms with any chaotic
MONK/BARD: Nil deity. She is favored by Phaulkon among
PSIONIC ABILITY: VI the Suloise deities of good alignment and by
S: 18 (+1, +3) I: 24 W: 17 Bralm among the evil Suel deities. She is on
D : 1 7 C : 8 Ch: 20 favorable terms with all lawful deities be-
cause she is known to uphold law above all
Wee Jas is an attractive woman who else. Demons and all other chaotic figures
never diminishes her awe ability when loathe and despise her. Chaotic undead
appearing to mortals. She wears beautiful avoid her, but must obey her if she com-
and expensive gowns and delights in chang- mands them into service.
ing them often (instantly, by magic). If she
gives a gown to a woman, it will act as a Her clergy are always lawful, and within
cloak of protection +3 for the next 72 hours. any particular church they will all be of the
Wee Jas wears no armor; her excellent same alignment (50% lawful neutral, 30%
armor class comes from the powerful magic lawful evil, and 20% lawful good). Mem-
that surrounds her. She cannot be harmed bers of her clergy wear black vestments if
by non-magical weapons or missiles. good, gray if neutral, and white if evil. All
of her churches are huge, elaborate struc-
In addition to her high magic resistance, tures, and services to her are long and
she has a permanent globe of invulnerability complex affairs lasting for hours.
around her which cannot be brought down,
making her immune to magics of the 1st Clerics of Wee Jas receive a special bonus
through 4th levels, even from devices. She — reduced casting time for their spells.
can, at will, make the globe radiate as much Clerics of levels 1-5 can cast 1st and 2nd
light as she desires, up to the brightness of a level spells in one less segment than normal;
sunburst from a wand of illumination. at levels 6-10, her clerics can cast their 1st
and 2nd level spells in two less segments; at
Wee Jas is a master of magic. She knows levels 11-15, they can also cast 3rd and 4th
every magic-user spell of any level, plus level spells one segment faster than normal.
every cleric, druid, or illusionist spell of 5th At level 16 and above, clerics of Wee Jas
level or lower. She can cast up to 9 spell can cast 3rd and 4th level spells in two
levels worth of magic in a single round segments less time, and 5th level spells in
(maximum of three separate castings per one segment less. Any spell reduced to a
round), mixing them as to type and level as casting time of zero or less by these bonuses
she sees fit, and casting each at the 25th is considered to have a casting time of ½
level of ability. She can use up to five segment. In any case, the cleric can only
magic-user spells per day of each spell level cast one spell per round.
from 6th through 9th, and can use an un-
limited number of 1st-5th level spells per Wee Jas is worshiped in highly lawful and
day, taking them as desired from the spell civilized communities including Lo
lists of all the spell-casting classes. Reltarma, the Scarlet Brotherhood, and the
Theocracy of the Pale.

DRAGON 11


352

Gods of the Suel pantheon

Fiery Pyremius, nasty Beltar, and bearlike Llerg

by Lenard Lakofka ©1984 E. Gary Gygax. All Rights Reserved.

PYREMIUS Light of Hades that can be borne by no one
else. It is a +5 weapon to hit and on damage
God of Fire, Poison, and Murder and does 3-30 points of damage per strike,
not counting the god’s strength bonus. A
Lesser God paladin who is struck by the sword must
make a saving throw of 14 (no adjustment
ARMOR CLASS: -5 allowed for any reason) or lose all his abili-
MOVE: 15” ties as a paladin until both a wish and an
atonement are cast upon him to bring those
HIT POINTS: 170 powers back. The sword casts a red light
out to a radius of 20 feet that will outline an
NO. OF ATTACKS: 2 invisible object just as a faerie fire spell
would. The light does no damage, but it
DAMAGE/ATTACK: 3-30 (sword), 1-8 will remain around a visible or invisible
object it has touched until it is removed by a
(whip), plus strength bonus dispel magic spell successfully cast against

SPECIAL ATTACKS: See below 20th-level magic.
The other weapon he carries is a whip
SPECIAL DEFENSES: Immune to
disease, fire, and poison; also see below called The Viper of Hades. It does 1-8
points of damage (not including strength
MAGIC RESISTANCE: 55% (90% vs. bonus) on a hit, and it will damage figures
that can be hit only by magic weapons,
lightning and electricity) even though it has no magical bonus “to
hit.” The whip’s principal value to Pyre-
SIZE: M (6’6” tall) mius comes from its poison, which affects
any mortal except those hit only by magic
ALIGNMENT: Neutral evil weapons. Anyone susceptible to the poison
who is struck by the whip must save vs.
WORSHIPER'S ALIGNMENT: Evil, poison at -3 or die on the spot. The poison
is so virulent that the usual saving-throw
including many humanoids bonus allowed to dwarves, gnomes, and
halflings does not apply on poison attacks
SYMBOL: The face of a yagnodaemon from this weapon.

PLANE: Hades Pyremius can detect good out to a 60’
radius around himself, and he is encased in
CLERIC/DRUID: 7th level cleric a permanent protection from good aura
(around his person only) that prevents him
FIGHTER: 10th level fighter from being struck in melee by any good-
aligned beings unless and until he strikes
M-U/ILLUSIONIST: 12th level magic-user the first blow. He can identify any poison
by taste and neutralize poison in another
THIEF/ASSASSIN: 5th level assassin figure at will.

MONK/BARD: 13th level monk Once a day Pyremius can cast a meteor
swarm spell at the 20th level of magic use.
PSIONIC ABILITY: VI Once a week he can summon a huge fire
elemental (HD 24, AC -2, MV 18”, #Att 2,
Attack/Defense Modes: Nil D: 17 D/Att 4-3214-32). If an elemental he calls is
S: 21 (+4, +9) I: 19 W: 19 killed, he cannot conjure up another one for
a month.
C: 18 Ch: 6 (21)
His one significant weakness is cold-based
Pyremius appears as a grotesque man attacks, from which he suffers double dam-
who facially resembles a jermlaine. He has age. A resist cold spell or similar magic cast
many human worshipers as well as wor- on his behalf will not aid him in any way,
shipers among the jermlaine, firenewts, and and thus he will never carry that spell. He
grimlocks (see the FIEND FOLIO® Tome). prefers to carry and cast fire spells over any
He can mass charm these non-humans at other type.
will, and has an effective charisma of 21 in
dealings with them.

He wears special bracers of defense made
of brass that give him his superior armor
class. When he is not wearing them, his
armor class drops by 10 places to 5. Pyre-
mius will not remove his bracers voluntarily
except to loan them to a neutral evil figure
who is native to an outer plane. Anyone else
who puts them on will see his hands wither
and fall off (along with the bracers, which
cannot then be donned again by the same
figure) at the start of the following round.
There is no saving throw against this effect,
and regeneration will not restore the lost
appendages. Only a figure with strength
greater than that of Pyremius can force him
to remove the bracers, and then usually
only if that figure bests him in personal
combat.

Pyremius bears a sword named The Red

20 SEPTEMBER 1984


353

Pyremius is on excellent terms with all they are very careful about when and how spells; -1 on saving throws vs. cold spells.
the denizens of the gloom of Hades, and to use direct intervention, since that might Levels 9- 10 — Ability to use a pyrotech-
particularly so with daemons (see Monster involve other gods in the struggle — and
Manual II). He can summon, with a 55% almost nothing is worth risking a battle nics spell once per day (no material compo-
chance of success (100% in Hades), from 1- between the gods! nent needed for bonus spells, and they do
4 yagnodaemons to carry out his bidding. not count against normal spell allotment).
He can exercise this power once per turn in Clerics devoted to the service of Pyremius
Hades; when on the Prime Material Plane, wear red vestments decorated with flame- Levels 11-15 — -1 on saving throws vs.
he can attempt this summoning once per shaped swatches of orange and yellow. cold spells (total penalty -3); must take 1
round until it succeeds, but then must wait Viewed from a distance, this garb makes extra point of damage per die from cold
an hour before trying again. the cleric seem to be on fire. Members of spells (up to a maximum possible for type of
the clergy of Pyremius gain special abilities die); ability to use the magic of a fire shield
Pyremius and Syrul (see DRAGON® — not all of them beneficial — as they spell (hot-flame variety) once per day, as if
Magazine #88) have collaborated on many advance in level, but must pay for these wearing a ring of fire resistance.
endeavors on Oerth, most of them having to abilities by earning an extra 5% of the
do with the Scarlet Brotherhood. Both experience-point total normally needed to Levels 16 and above — -1 on saving
deities, being part monk and part assassin, rise from each level to the next. The abili- throws vs. cold spells (total penalty -4); one
have been prayed to by the Brotherhood, ties gained at each juncture in a cleric’s hit point of damage lost from any cold spell
and have aided the Brotherhood on many career are cumulative with those gained at is permanent until regained by a restoration
occasions — with the result that the Scarlet lower levels; for instance, a 5th-level cleric spell or wish; ability to use the magic of a
Brotherhood has begun to emerge as a has a total saving-throw bonus of +2 against fireball spell once per day, with damage
power on Oerth. Any opponent engaged equal to 1d6 per level of cleric.
against that group might find these two fire spells. The abilities are as follows:
deities intervening, directly or indirectly, on Levels 1-4 — +1 on saving throws vs. fire Secret temples to Pyremius can be found
behalf of their worshipers. However, in many large cities throughout the Fla-
spells; -1 on saving throws vs. cold spells. naess. He has some worshipers among the
Levels 5-8 — +1 on saving throws vs. fire barbarians, in the Amedio Jungle, and in
Hepmonaland, but these are very few.

BELTAR

Goddess of Deep Caves, Pits, and Malice

Lesser Goddess

ARMOR CLASS: -1
MOVE: 15”
HIT POINTS: 180
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-12/2-12 plus

strength bonus, plus loss of 1 energy level
per touch
SPECIAL ATTACKS: Bit causes
vampirism
SPECIAL DEFENSES: Immune to attacks
from undead
MAGIC RESISTANCE: 50%
SIZE: M (5'4" tall)
ALIGNMENT: Chaotic evil (neutral
tendencies)
WORSHIPERS’ ALIGNMENT: Non-
lawful evil, including humanoid miners
SYMBOL: Great fangs about to bite
PLANE: Tarterus
CLERIC/DRUID: 17th level cleric
FIGHTER: Nil
M-U/ILLUSIONIST: 3rd level illusionist
THIEF/ASSASSIN: 10th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: VI
Attack/Defense Modes: Nil
S: 18/45 (+1, +3) I: 19 W: 19 D: 17
C: 17 Ch: 0

Beltar appears as an ugly old hag in filthy
clothing in her natural state. She can shape-
change to any human or humanoid form at
will. In addition, she can take the form of
an ancient red dragon (11 HD), a beholder
(75 hp), and a Type V demon. She can
assume any one of these latter three forms
in a given day and can maintain that form
for as long as 6 hours. When in the shape of
the demon or the beholder, she can use all

DRAGON 21


354

the magical powers available to those crea- save is possible on the second bite. monies of worship to her are carried out in
tures; in dragon form, she can use illusion- She has a vampire’s charm power, and deep caves or in dungeons far below ground
ist spells as appropriate to the creature level. The greatest honor to which a high
(limit one 2nd-level and two 1st-level can maintain this power in her shape- priest of Beltar aspires is the right (always
spells). changed forms. (When in beholder form, granted) to continue existence as a lich
she radiates the power from her central eye when the cleric advances through the 19th
She uses no weapon, but can strike with only.) She can command any undead crea- level of experience; thus, there are no living
both of her hands in a single round: anyone ture in her presence into service, except a clergy of Beltar of 20th level or higher.
hit by her hand suffers 5-15 points of dam- lich of greater than 20th level receives a
age (including her strength bonus) and the saving throw vs. spells, at -3, to avoid this. Beltar is worshiped by chaotic evil hu-
loss of one energy (experience) level. If she She can summon one Negative Material manoids (orcs, gnolls, bugbears, and ogres)
attacks with surprise or has charmed a Plane undead (wight, wraith, spectre, vam- in the Corusk Mountains, the Vast Swamp,
victim before attacking, she can bite her pire or shadow) per round, once per day, and the Rakers. Humans worship her in the
target and inflict vampirism. A victim is until 10 random undead have arrived. barbarian states, the Amedio Jungle, Hep-
allowed a saving throw vs. poison, at -5, to monaland, the Pomarj, and even in the
escape the effects of her first bite — but no Clerics devoted to the service of Beltar all Great Kingdom.
wear black or dark grey vestments. Cere-

LLERG other forms.
He can shapechange into any carnivore,
God of Beasts and Strength
including dinosaurs (although he will not
Lesser God change into a dinosaur unless his surround-
ings contain other dinosaurs). His favorite
ARMOR CLASS: -2 forms are those of a cave bear, a giant alli-
MOVE: 13” gator, and a giant snake. In any shape-
HIT POINTS: 160 changed form, he cannot cast spells (except
NO. OF ATTACKS: 1 as specified below) but has his standard
DAMAGE/ATTACK: 2-12, plus strength maximum number of hit points. He is
cured of 3-30 points of damage every time
bonus he changes from one form to another, and
SPECIAL ATTACKS: Attacks as a cave he can change as often as desired.

bear, giant alligator, or giant snake As a cave bear, Llerg attacks as a 9 HD
SPECIAL DEFENSES: Immune to animal monster with MV 15“, AC -2, #Att 3, D/At
2-12/2-12/3-18 plus hug for 2-20 if both
venom and attacks from any normal animal claws hit. The bear’s body is 15 feet tall, a
MAGIC RESISTANCE: 40% quite imposing figure to all other bearlike
SIZE: M (5'4" tall) creatures; when he is in this form, all other
ALIGNMENT: Chaotic neutral bears, including werebears, will obey Llerg
WORSHIPERS’ ALIGNMENT: Barbar- to the death. He can summon bears with
100% accuracy once per hour; when the
ians, berserkers, chaotic neutrals, some call goes out, from 2-5 bears (all of the same
druids type) will arrive in 1-10 rounds thereafter.
SYMBOL: The head of a bear, alligator, or
giant snake As a giant alligator, Llerg attacks as a 9
PLANE: Limbo HD monster with MV 9“//20“, AC -2, #Att
CLERIC/DRUID: 9th level druid 2, D/Att 4-24/3-30. The alligator’s body is
FIGHTER: 17th level ranger 30 feet long. Llerg can command other
M-U/ILLUSIONIST: 3rd level magic-user reptiles who swim to aid him, and can
THIEF/ASSASSIN: 5th level thief automatically summon any creatures in the
MONK/BARD: 9th level bard water around him to a radius of 1 mile. All
PSIONIC ABILITY: VI summoned creatures with any combat
Attack/Defense Modes: Nil ability, or those which Llerg desires to use
S: 19 (+3, +7) I: 17 W: 17 D: 20 for other purposes, will head toward him at
C: 18 Ch: 13 their normal movement rates. Llerg can use
this summons power up to twice per day.
Llerg’s natural appearance is as a sturdy,
well-built, shaggy-looking man with long As a giant snake, Llerg attacks as a 9 HD
hair. He prefers to wear no protection other monster with MV 15“//18“, AC -2, #Att 1,
than a girdle of cave bear strength, which D/Att bite for 3-24 plus poison (save or
bestows upon the wearer an effective die). On any natural roll “to hit” of 18 or
strength of 20 and the ability to hug in higher, Llerg can constrict an opponent for
combat for 2-20 points of damage per 2-20 points of additional damage per round
round. He may decide to loan the girdle to thereafter until the victim dies or (some-
someone, but it will not operate properly how) escapes. He can also attempt further
unless he so commands it — an unautho- bite attacks while constricting an opponent,
rized wearer will be hugged to death by the either against the one being held or another
girdle as soon as it is fastened on. In his foe within reach. The snake’s body is 30 feet
human form, Llerg fights with a broad-
sword that is +2 “to hit” and does 2-12 long. In this form, Llerg can use the
points of damage (3-18 vs. size L magic of a sticks to snakes spell at
opponents) plus his strength the 12th level of effectiveness; all
bonus. Whenever possible, the snakes he creates in this
though, Llerg prefers to way will be poisonous snakes
fight in one of his with maximum hit points.
If Llerg shapechanges
22 SEPTEMBER 1984 into another form


or moves farther than 100 feet away from 355
the snakes, they will turn back into sticks.
Clerics must pay for skills
Clerics and druids devoted to the service
of Llerg adorn themselves in bear skins, Some of the Suel deities described in issues #87 and #88 require experience-
alligator hides, and snake skins when con- point payments from their clerics in return for the special abilities those clerics
ducting worship ceremonies. Every member receive. The following information was inadvertently omitted from the pub-
of the clergy of Llerg, upon amassing lished text:
enough experience points to qualify for 5th
Clerics of Kord (#87) must earn an additional 5% in experience points to rise
level, must seek out and defeat a bear in from one level to the next throughout their careers.
combat to the death (using a weapon of his
choice). The penalty to fulfill this responsi- Clerics of Phaulkon (#87) must earn an extra 5% in experience points during
bility, or for running away from the fight, is the 5th level, 8th level, and 11th level, and at every level from 16th on up.
the same for losing the battle — death.
Clerics of Wee Jas (#88) must earn an extra 10% in experience points to rise
A few druids worship Llerg, but these are from one level to the next throughout their careers.
druids who have little or no concern for
plants and who will rarely, if ever, pray for As pointed out in the first article of this series (issue #86), a simple and equi-
spells involving plants or wood. These are table way for the DM to collect these “payments” is to deduct the appropriate
druids who are concerned about the protec- percentage of experience points from earned experience before actually award-
tion of carnivorous animals above all else ing experience at the end of an adventure. For instance, a cleric of Kord who
— not protection from fair combat, but earns 1,000 experience points for his performance during an adventure would
from slaughter for sport or for their hides. actually receive an award of 950 points, after the 5% payment is deducted.

No animal, even a conjured or sum- One heal to a demigod
moned one, will attack a cleric or druid in A mistake also cropped up in the list of Standard Divine Abilities printed
the service of Llerg. This protection is
personal, and does not extend to other with the first two installments of this series (issues #86 and #87). Demigods are
members of the party. If the cleric or druid entitled to only one heal spell per day; that entry in the list should have read
moves to initiate combat with such an ani- “Heal (1)” instead of being used without a number, which implied that the spell
mal, or purposely hunts the creature, then was usable by demigods as often as desired.
the protection is instantly cancelled with
respect to that creature.

Llerg is a popular object of worship in the
barbarian states, second only to Kord. He is
also worshiped in the Amedio Jungle and in
Hepmonaland, and in isolated forests where
cavemen reside.

24 SEPTEMBER 1984


356

Gods of the Suel pantheon

Phyton of the forest, Xerbo and Osprem of the sea

by Lenard Lakofka

PHYTON in a 30-foot radius all around him. Anyone can neutralize poison of that type, if it is
in the area of effect will take 34-48 (32 + present in another figure, out to a range of
God of Beauty and Nature 2d8) points of damage. Magic resistance 30 feet.
can prevent the damage, and a successful
Lesser God saving throw vs. spells reduces the damage When he is in a forest occupied by
to half (16 + d8). Once the rings are touched treants, he can summon them to fight for
ARMOR CLASS: -1 together and Phyton wills the ball lightning him. A group of 7-12 (6 + d6) will answer
MOVE: 16” attack to occur, the rings must recharge for his call, each one arriving 1-6 turns thereaf-
HIT POINTS: 160 2 turns before they can be used again in ter. In a forest that does not contain treants,
NO. OF ATTACKS: 2 either of their attack modes. he can summon aid as per a double-strength
DAMAGE/ATTACK: 1-20 + 7 or 16 + d8 call woodland beings spell; two types of
SPECIAL ATTACKS: See below Phyton is immune to any poison that is creatures (excluding treants) will appear
SPECIAL DEFENSES: See below even partially made of plant material and instead of just one. Phyton can use either of
MAGIC RESISTANCE: 35%, but 75% in these summoning powers two times per day.

woods Phyton has power over beings and items
SIZE: M (5’10” tall) made of wood. He cannot be touched by
ALIGNMENT: Chaotic good (neutral any non-living item made of wood unless he
allows it. This includes such things as ham-
tendencies) mers, axes, and spears with metal heads but
WORSHIPERS’ ALIGNMENT: Farmers, shafts and handles made of wood. In addi-
rangers, some druids, some elves tion, he can cast a warp wood spell as often
SYMBOL: Scimitar crossing an oak tree as desired (one per round maximum), out
PLANE: Gladsheim to a range as far as he can see and against
CLERIC/DRUID: 14th-level druid any volume of wood up to the size of a small
FIGHTER: 14th-level ranger tree. Magic items made of wood are allowed
M-U/ILLUSIONIST: Nil a saving throw vs. crushing blow, at a pen-
THIEF/ASSASSIN: Nil alty of -4, to avoid the effect. If the item
MONK/BARD: Nil does make its saving throw, Phyton can
PSIONIC ABILITY: VI usually still achieve his desired end by
simply casting another warp wood. The
Attack/Defense Modes: Nil only time he might not be able to get off a
S: 19 (+3, +7) I: 19 W: 19 D: 19 second casting of the spell in time would be
C: 19 Ch: 24 against a hurled weapon or an arrow in
flight, which would reach its destination
Phyton is a tall, slender, youthful-looking before he could use the spell again in the
man with a light complexion. He can shape- next round.
change into the form of any being that
normally inhabits a forest environment, Because of his influence in the forest
including that of a treant. coupled with his tendency toward neutrality,
Phyton is worshiped by many druids; cha-
When in his natural form or another otic good clerics also are found in his clergy
form that can bear the weapon, he carries a in great numbers. The druids and clerics of
scimitar that is +3 to hit (a total of +6 includ- Phyton usually wear simple robes of brown
ing his strength bonus) and does 1-20 points or green, but in the autumn his higher-level
of damage, +7 for his strength bonus. The clergy are garbed differently, and gain
scimitar can become invisible upon his special powers, as follows:
command, even in melee, but only when he
is wielding it. Clergy of 7th-9th level wear yellow robes
in autumn. During that season, they may
On one finger of each hand Phyton wears use a warp wood spell up to three times per
a ring enchanted with the force of a perma- day, over and above any spells they are
nent shocking grasp spell that does 17-24 already entitled to.
(16 + d8) points of damage to anyone or
anything he touches, as he desires. A suc- Clergy of 10th and 11th level wear orange
cessful roll “to hit” is required for each robes in autumn. During that season, they
touch. The victim is allowed no saving get the extra benefit of up to three tree
throw if the touch succeeds. He sometimes spells per day.
fights using only the rings; in such a case,
he is allowed one attempt to touch per hand Clergy of 12th level and higher wear red
in each round, and his strength bonuses do robes in autumn. During that season, they
not apply. get the extra benefit of three plant door
spells per day.
If he claps his hands together so that the
rings touch, he can create an explosion of These spell benefits are cumulative. As
ball lightning that will instantly spread out compensation for their special benefits,
clergy of Phyton are not concentrated in
24 OCTOBER 1984


357

any particular geographic area; he is a land from destruction, Phyton will bless the crop that will be worth from 2-5 times the
commonly worshiped deity in rural settings farmlands of that figure’s home countryside value of a normal crop. In addition, Phyton
and farming communities. Services to Phy- (in a circle of 1 mile radius) with abundance will make known to the residents of the
ton are always conducted in woodland and immunity from normal fires and nor- countryside who the recipient of this benefit
settings. If a worshiper of Phyton of 9th mal cold during the next growing season. is, enabling that figure to gain from the
level or higher directly saves a major wood- Such a blessing will help to produce a bumper proceeds collected from the bumper crop.

XERBO powers up to three times per day each:
conjure water elemental, pass between fish
God of the Sea, Money, and Business (as a druid does between plants); teleport
without error, protection from good or evil
Lesser God (20’ radius), and globe of invulnerability
(on himself only).
ARMOR CLASS: -3
MOVE: 13“//36" These spells and spell-like powers are the
HIT POINTS: 185 only forms of magic that Xerbo has. All of
NO. OF ATTACKS: 2 his magical powers are used at the 9th level
DAMAGE/ATTACK: 5-50 + 8 of ability for the purposes of range, dura-
SPECIAL ATTACKS: See below tion, and area of effect unless otherwise
SPECIAL DEFENSES: See below indicated.
MAGIC RESISTANCE: 30%, but 95%
His knowledge of the seas and what they
while in water contain is 100%accurate unless magic
SIZE: M (7’ tall) masks his view. He believes in fair combat
ALIGNMENT: Neutral and the unwritten “law of the seas”; thus,
WORSHIPERS’ ALIGNMENT: Fisher- he will not favor one sea creature over
another. He believes that men and other
men and those living on sea coasts land-based humanoids have no place in the
SYMBOL: A dragon turtle water, and will not offer aid to such land-
PLANE: Elemental plane of water based creatures unless they are trying to
CLERIC/DRUID: 9th level in each help or protect sea creatures or the seas and
FIGHTER: 17th-level fighter oceans in general. If some creature or char-
M-U/ILLUSIONIST: Nil acter is endangered or killed by a sea crea-
THIEF/ASSASSIN: Nil ture, Xerbo considers this to be fate, and he
MONK/BARD: Nil will not help or change the course of events.
PSIONIC ABILITY: VI He will not allow members of his clergy to
reincarnate anyone killed in the sea or while
Attack/Defense Modes: Nil traveling across it unless a non-sea creature
S: 20 (+3, +8) I: 19 W: 18 D: 14 did the killing.
C: 18 Ch: 15
Druids who take up membership in the
Xerbo appears as a large man with mat- clergy of Xerbo are obviously special char-
ted hair that looks like brown kelp. His acters; they are devoted to the seas and
armor is made of dragon turtle hide, as is oceans in the same way and to the same
his shield. He bears a trident that when degree that other druids are involved with
used in water combines the powers of sub- forests and other dry-land environments.
mission and yearning (saving throw vs. Members of Xerbo’s clergy are expected to
each allowed on each hit in melee), in addi- care only for the seas, and the deity will not
tion to doing 5-50 points of damage, plus tolerate extended land adventures by them,
his +8 strength bonus, on each hit. The especially “foolish” excursions into
weapon has a +2 bonus “to hit," and with it dungeons and ruins.
Xerbo can charm any sea creature, or re-
move a charm on such a creature placed by Members of the clergy of Xerbo (includ-
another, by simply touching the target. ing neutral clerics, who can never be player
When used out of the water, the trident is a characters) wear various shades of blue
+2 weapon for both “to hit” and damage vestments, often decorated with green trim
purposes, does only 3-12 points of damage, running from the edges of the garments into
and does not have the powers of charm, the torso and up to the neck, to simulate sea
submission, or yearning. vegetation waving in the current. His clergy
may never receive (nor pray for) spells
Xerbo can use the following magical involving fire, although they may receive
powers at will (maximum one casting per spells such as resist fire and protection from
round): detect magic, water breathing (1 fire; conversely, any spells involving water
day duration), speak with sea creatures, that they receive will always be of the high-
dispel magic, polymorph other (always into est quality, operating as if the caster were
a sea creature), cure serious wounds, cure two levels higher for the purpose of range,
disease, neutralize poison, raise dead (sea duration, area of effect, and so forth.
creatures only, and only if the creature’s
intelligence is 6 or higher), raise water, and Xerbo is worshiped along the east coast of
lower water. the Flanaess and in the Hold of the Sea
Princes and on Lendore Isle. He is the
Also, he can use the following magical preferred deity of seafaring barbarians.

26 OCTOBER 1984


358

OSPREM the water; thus, she can quell an underwa- across the seas or the life within them.
ter earthquake or still a storm on the surface She has the power to shapechange into
Goddess of Water Voyages of the ocean.
the form of any water creature, retaining
Lesser God Once per day she can produce an ice her hit points and armor class at all times.
storm in an area 300 feet in diameter, caus- She will not change into a dragon turtle, so
ARMOR CLASS: 5 (but -5 in water) ing a hailstorm of 10 rounds duration that as to not offend Xerbo, and she almost
MOVE: 12“//48" will cause 3-30 points of damage per round always takes the form of either a dolphin, a
HIT POINTS: 120 to unprotected creatures within that area. barracuda, or a sperm whale.
NO. OF ATTACKS: 1 (but see below) This ice storm can be cast on dry land, but
DAMAGE/ATTACK: 3-12 + 7 only if the area affected is within 1 mile of a As a dolphin or a barracuda, she attacks
SPECIAL ATTACKS: See below major body of water (a large lake, large as an 11 HD creature, moves at 48“, and
SPECIAL DEFENSES: See below river, or the ocean). She uses this power does 3-12 points of damage with her bite.
MAGIC RESISTANCE: 30%, but 85% in primarily to punish people — perhaps even
entire towns — who offend her. As a sperm whale, she attacks as a 36 HD
water monster, moves at 48“, and inflicts 15-60
SIZE: M (5’10” tall) Osprem is only on fair terms with Xerbo, (15d4) points of damage with her bite. On
ALIGNMENT: Lawful neutral but they do not battle over the oceans, and any successful roll “to hit” of 18 or greater,
WORSHIPERS’ ALIGNMENT: Lawful they will combine forces to do battle with she engulfs her target and swallows it
any outside force that threatens safe travel whole. This engulfing does not do any
sailors and fishermen damage to the victim unless she wills it, and
SYMBOL: A sperm whale or three if she does then the victim suffers 3 points of
damage per round while trapped inside her
barracuda whale’s body. (Her internal armor class is
PLANE: Nirvana also -5, in case any victim tries to fight his
CLERIC/DRUID: 11th level in each way out.)
FIGHTER: Nil
M-U/ILLUSIONIST: Nil (but see below) While in any shapechanged form,
THIEF/ASSASSIN: Nil Osprem can summon normal creatures of
MONK/BARD: Nil the same type as often as three times per
PSIONIC ABILITY: VI day. From 10-60 such creatures will answer
her call, and will fight to the death on her
Attack/Defense Modes: Nil behalf if she requests it.
S: 19 (+3, +7) I: 15 W: 20 D: 16
C: 24 Ch: 19 Clergy of Osprem who have attained the
7th level or higher can bless a seagoing
Osprem appears as a beautiful woman vessel so that its chance of suffering a ca-
dressed in flowing gowns that resemble lamity (capsizing, man overboard, broken
blue-green seaweed. She wears no armor rigging, torn sails, etc.), is half as likely as
other than a ring of protection that confers usual. Or, her clergy can curse a vessel so
upon her AC 5 out of the water and AC -5 that the chance of such an occurrence is
in the water. This special ring, which only twice as great as usual. A bless or curse of
functions on her finger, also allows her to this type affects one voyage of a vessel (from
regenerate one hit point of damage per port to port) and must be put into effect
round while in the water. She is armed with before the vessel sets out from its point of
a trident that is +3 to hit and does 3-12 embarkation. This power is a 4th level spell
points of damage, plus her strength bonus. which members of her clergy can pray for as
part of their normal allotment of spells.
She never carries spells of fire, but she
can use resist fire and protection from fire. Osprem’s clergy often wear gold- or
Any spell involving water has maximum brass-colored armor that is finely decorated.
possible effect when cast by her (as if cast by Clerical vestments are blue, decorated with
a 14th-level druid or a 29th-level cleric). pictures or embroidery of ships, dolphins,
Osprem can walk water (like the cleric spell whales, or barracudas. Her clergy can pray
wind walk) at will, and can give this power for spells of fire if they wish.
to as many as five individuals at one time,
by touch. She has the power to stop any As they progress in levels, her clergy gain
disturbance in the water or on land under bonus spells over and above those normally
allowed to them, as follows:
28 OCTOBER 1984
At 9th level, they receive water breathing
(normally only available to druids and
magic-users). At 11th level, they receive the
spell ability of water walk (see above). And
at 16th level, they may summon or dismiss
a water elemental. The summoned elemen-
tal will always have 8 HD, but an elemental
of any size can be dismissed. An elemental
summoned in this way will never be hostile
to the summoning cleric. As compensation
for these abilities, clergy of Osprem must
earn an extra 5% of the experience points
normally needed to rise through the 9th and
11th levels, and all levels of 16th or higher.

Osprem is worshiped in many seaports
touching the Asure Sea, and in the Lord-
ship of the Isles and on Lendore Isle. She is
rarely worshiped in the northern or western
areas of the Flanaess. (For details, see
TSR® module L2, The Assassin‘s Knot.)


359

Gods of the Suel pantheon

Last of the series: Lydia, Bralm, and Jascar

by Lenard Lakofka

LYDIA acting as a triple-strength chant spell that tion for her, and she is only 0-9% (d10-1)

Goddess of Music, Light, and Daylight will remain in effect for one hour after she likely to not know the answer to an exacting

Lesser Goddess stops singing, provided that she sings for at question in any of those fields. All other
fields of knowledge are considered as minor
ARMOR CLASS: 5 (but see below) least one round to activate the power.
MOVE: 12” fields to her, and she has the usual chance to
HIT POINTS: 120 Despite all of the foregoing, Lydia’s main know the answer to a question (see DMG,
NO. OF ATTACKS: 1 pp. 31-33).
DAMAGE/ATTACK: Variable (see below) attribute is her ability as a sage. She has
SPECIAL ATTACKS: See below In recognition of a specific service done
SPECIAL DEFENSES: See below three major fields of knowledge: human- on her behalf, Lydia will allow a loyal and
MAGIC RESISTANCE: 60% (but see kind, demi-humankind, and supernatural & faithful follower to receive an answer to one
unusual. Every category in each of those question; however, she will only communi-
below) cate in this manner with a follower (cleric or
SIZE: M (5’8” tall) fields is treated as a category of specializa- otherwise) who is neutral good. The answer
ALIGNMENT: Neutral good she gives will generally be complete and
WORSHIPERS’ ALIGNMENT: Good exact, but she might withhold information
that she deems it unwise for the questioner
musicians, sages, and scholars
SYMBOL: A spray of vivid colors to know. Also, she does not appreciate
PLANE: Elysium greedy questioners whose requests for infor-
CLERIC/DRUID: Nil mation are too broad. If she decides, upon
hearing a question, that she cannot give a
FIGHTER: Nil
complete answer to it in two minutes of
M-U/ILLUSIONIST: As if 20th level talking, she will offer no reply at all and will
in each (see below) immediately break off contact with the
questioner.
THIEF/ASSASSIN: Nil
MONK/BARD: Sings as a 20th-level bard; A commune spell cast by one of her cler-

also has sage abilities ics is special and powerful; only three ques-
PSIONIC ABILITY: VI tions are allowed, but if she is addressed
directly, Lydia will answer all three ques-
Attack/Defense Modes: Nil
tions fully and willingly, subject to the gen-
S: 15 I: 23 W: 23 eral restrictions described above; note that
D: 15 C: 15 Ch: 21 the questions are not limited to those that
can be answered with a simple “yes” or
Lydia appears as an old but dynamic “no,” but (as described above) only a cleric
human female with long, white hair and
clear blue eyes. She wears a long white of neutral good alignment can commune
gown trimmed in gold and silver. Lydia
uses no weapon, but can instantly cast a directly with the goddess. Lydia prefers to

color spray or prismatic spray once per not be communed with by the same cleric

round as often as desired. She wears no more often than once per week; using the
armor, but is constantly surrounded by a spell more frequently than this will cause
her to give incomplete answers or (proba-
spherical wall of force that allows her spells
bly) no answer at all. If the commune privi-
to pass through it, but cannot itself be af-
lege is abused to the extreme (such as
fected by anything short of a disintegrate asking repeated questions day after day
spell. If her sphere of force is brought down, about the same subject), Lydia may become
so displeased that she reduces the offender
it will re-form exactly 8 segments later. to first level and expels the character from
Even if her protection is broken through,
she is immune to any spell of less than the her clergy. Of course, the commune spell
5th level of power, regardless of the level of
the caster. can also be used to contact a minion or
agent of the goddess instead of communicat-
In addition to these special magical
powers, Lydia can cast a limited number of ing directly with Lydia. When used in this
magic-user or illusionist spells each day,
each at the 20th level of effectiveness. She manner, the commune spell can be used by
can use any 1st-level spell as often as de-
sired, plus a total of 10 2nd-level spells and a cleric of any good alignment, and the
five 3rd-level spells per day, at the maxi- magic acts normally: one question per level
mum rate of one spell per round. of the questioner, but only questions that
can be answered with a simple “yes” or
Her singing ability overrides the effects of “no” will be responded to.

any other sound, even drums of panic, Lydia does not come to the Prime Mate-
rial Plane, but gathers information about
22 DECEMBER 1984 the happenings on that plane from her
clergy. When her clerics pray to her (or her
minions) for replenishment of spells, they


360

are required to give information as well as personally answer any questions posed to At lst, 2nd, and 3rd level a cleric of
receive it; to serve this purpose, they must her by them.
spend an extra 30 minutes in prayer each Lydia receives detect magic as a bonus
day, over and above the time they would Clerics devoted to the worship of Lydia spell; at 4th level, augury is added; at 6th
normally take to acquire spells. Lydia is are usually (80%) female. They wear white level, divination; at 8th level, locate object;
worshipped by many sages, and on occasion vestments trimmed in gold and silver. Even and at 12th level, commune. These bonus
will answer their questions as well — but at the lowest of experience levels, clerics of
note again that any character who wants to Lydia are entitled to additional knowledge; spells are cumulative so that a cleric of 12th
receive answers or information directly from she will permit them one or more “knowl-
the goddess must be neutral good. Lydia edge spells” over and above the spells they level can gain all five spells in addition to
will accept praise and worship from those of are normally allowed. These spells must be
other good alignments, but she will not prayed for in the normal manner, and each her usual ones.
of them can only be used once per day.
Lydia has few churches in the Flanaess,

except for five that are notable. These are

located in Lo Reltarma, Niole Dra, Gryrax,

Nellix, and Pitchfield.

BRALM the giant insects in such a swarm to attack a size, a giant wasp, or a giant scorpion. In
any of these forms, she retains her normal
Goddess of Insects and Industriousness specific target within the area of effect of the hit points and armor class but otherwise has
the full powers of the creature changed into.
Lesser Goddess plague, or to just defend her body from She is immune to all effects of wands,

ARMOR CLASS: -2 attack. If the giant insects kill a specified staves, and rods (even her own staff of
MOVE: 14”/35” striking, should it ever be used against her),
HIT POINTS: 170 target, they will disappear from the swarm,
NO. OF ATTACKS: 1 and is not affected by any poison that is
DAMAGE/ATTACK: 4-40 +10 strength leaving only the normal-sized insects that even partially derived from insects.

bonus normally make up the content of an insect She possesses the psionic disciplines of
SPECIAL ATTACKS: See below plague.
SPECIAL DEFENSES: See below animal telepathy, precognition, suspend
MAGIC RESISTANCE: 60% Whenever she desires, Bralm can shape- animation, and molecular rearrangement,
SIZE: M (5’2” tall) change to the form of an anhkheg of largest
ALIGNMENT: Neutral (lawful and evil and uses each of them at the 20th level of
mastery.
tendencies)
WORSHIPERS’ ALIGNMENT: Lawful, Bralm never uses any spell related to fire,
but can freely select from all other druid
but seldom lawful good spells. Some of her spells are more potent
SYMBOL: Giant wasp in front of a swarm than others; the following magics operate as
though she were 20th level for the purpose
of insects
PLANE: Acheron of duration, area of effect, and range: sum-
CLERIC/DRUID: 14th-level druid mon insects, repel insects, dispel magic,
FIGHTER: 16th-level ranger wall of thorns, and creeping doom.
M-U/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil DRAGON 23
MONK/BARD: Nil
PSIONIC ABILITY: IV (200 str. pts.)

Attack/Defense Modes: All/All

S: 22 (+4,+10) I: 19 W: 19
D: 17 C: 18 Ch: 14

Bralm appears as an ordinary human
female about 50 years old. She can sprout
insectlike wings in one melee round and
retract them at will. She only shows her
wings if she wants to fly immediately, or if
she senses danger nearby.

She fights with a special staff of striking

that is +4 to hit due to magic and +4 more
because of her strength bonus. It will deal
out 4-40 points of damage per hit, +10 more
because of her strength. Any wooden object
she touches with the staff must make a
saving throw vs. disintegration or crumble
into nothingness. Only Bralm can safely
wield this staff; all others will take 2-20
points of damage per round whenever they
touch, grasp, or carry it.

As often as three times per day, Bralm

can cast a special insect plague (over and

above her normal spell allotment) that will
always contain 4-24 giant insects of some
type(s). No insects will ever harm her; thus,
one of her favorite tactics is to engage in

combat while in the middle of an insect
plague of this sort. She can command all of


361

Members of Bralm’s clergy dress in robes When they attain high levels, her clerics gained (cumulatively) are as follows: 9th
of dull brown or yellow speckled with nu- level, giant warrior ant; 11th, giant wasp;
merous insect designs. Her clergy are never can employ a limited shapechange ability 14th, giant scorpion; and 16th, anhkheg.
druids, but she can grant them druid spells
instead of their cleric spells, up to as many once per week for a maximum duration of Bralm is worshiped mainly in hot re-
substitutions per day as the level of the gions, especially in Hepmonaland and the
cleric. However, she cannot grant the use of one hour. As compensation for this benefit, Vast Swamp; also, those who remain of the
any spell (cleric or druid) involving fire. Suel peoples in the Sea of Dust hold her in
clerics of Bralm must earn an extra 5% of high esteem.

the normal amount of experience points
needed to rise to 9th level and each level

higher than that. The shapechange powers

JASCAR usual damage of 3-30 points (plus strength) and duration were operating. In addition to
bonus, if any) but does not exercise its the spells he can use by virtue of his level as
God of the hills and mountains
disruption effect when used by anyone other a cleric, he can cast stone to flesh or its
Lesser God
than Jascar. reverse at will, and can also employ any
ARMOR CLASS: -8 magic-user spell or druid spell involving the
MOVE: 24“/48” (see below) Jascar's body radiates a constant protec- earth at the 20th level of effectiveness.
HIT POINTS: 240 tion from evil aura in a 20-foot radius. He These spell powers can be called upon as
NO. OF ATTACKS: 2 often as once per round.
DAMAGE/ATTACK: 3-30 +8 strength can dispel this aura at any time (to allow a
foe to approach prior to combat) and reacti- He can mold and re-form unworked earth
bonus (smoothing out or roughing up an area of
SPECIAL ATTACKS: See below vate it in 1 segment at will. terrain, making a mountain easier or more
SPECIAL DEFENSES: See below Jascar has the ability to move through the difficult to climb). However, he will not
MAGIC RESISTANCE: 100% while (and, in fact, cannot) employ this power
earth (including stone-formations but not against subterranean openings such as
standing on the earth, 30% otherwise caves, caverns, or tunnels, either to collapse
SIZE: M (6’4” tall) lava) as if a phase door of unlimited length them or make them larger. Once he re-
ALIGNMENT: Lawful good forms an area of land, it cannot be changed
WORSHIPERS’ ALIGNMENT: Lawful by him again.

good and neutral good Jascar is immune to all petrification
SYMBOL: A snow-capped mountain peak
PLANE: Seven Heavens attacks and cannot be affected by attacks
CLERIC/DRUID: 20th-level cleric; from stone giants, clay golems, stone go-
lems, animated stone statues, or any crea-
also see below tures native to the elemental plane of earth.
FIGHTER: Nil Any such creature with at least low intelli-
M-U/ILLUSIONIST: See below gence will immediately realize that such
THIEF/ASSASSIN: Nil attacks are pointless, and will not attempt to
MONK/BARD: Nil strike him. All creatures from the elemental
PSIONIC ABILITY: VI plane of earth must obey him, except for the
most powerful elemental bosses, who can be
Attack/Defense Modes: Nil sent back to their home plane without a
saving throw if he commands it.
S: 20 (+4,+8) I: 18 W: 24
D: 18 C: 18 Ch: 18 Jascar can shapechange into any of three

Jascar appears as a powerful man with a forms as he desires, attacking as a 20 HD
long, brown beard and long hair. He wears monster in these forms while retaining his
a magical breastplate made of silver that normal hit points and armor class. He can
gives his entire body armor class -8. He become a gigantic heavy warhorse (MV
wields a hammer that does 3-30 points of 24”, D/Att l-12/1-12/2-16), but in this form
damage, plus his strength bonus, on each will seldom bear a rider. He can become a
pegasus (MV 24”/48”, D/Att l-8/1-8/1-3).
hit. In addition, it has the power of a mace And, he can become a xorn (MV 9” (24”),
of disruption when used against undead
D/Att 6-24/6-24/6-24).
creatures — on a hit, they are automatically Jascar is on friendly terms with Phaulkon
turned as if by a 12th-level cleric, and if not
destroyed they suffer double damage from (see DRAGON® issue #87), and the two
the strike. Jascar can throw the hammer up often work in concert to foster the cause of
to 500 feet, with the same chance to hit a good on Oerth.
target as if he were holding the weapon.
The hammer will not return to him auto- Places of worship devoted to Jascar are
matically, but cannot be picked up by any always made of stone; the main chamber is
other character or creature without harm. often below ground, sometimes in a natural
Non-good characters who touch the ham-
cave. Temples to Jascar are often shared
mer will suffer the effects of a death spell in with Phaulkon’s clergy, and vice versa.

each round that it is touched or held, with a However, a temple consecrated solely in the
saving throw allowed. If the save is made, name of Jascar can obtain special protec-
the offender takes 3-18 points of damage, tion. The head priest of such a temple, if of
and this amount of damage is suffered 9th level or higher, can pray for this protec-
automatically by any creature immune to tion. If Jascar grants the request, the temple

the effects of a death spell. Creatures of any —is rendered immune to earthquake or disin-

good alignment who touch the hammer will tegration magic unless the temple’s altar
take 2-12 points of damage, save for half
damage. Any creature willing and able to is defiled.
wield the hammer will find that it does its Members of Jascar’s clergy dress in

24 DECEMBER 1984 earth-tone garments, usually browns and


362

grays. During ceremonies, they wear head- resist the change; however, artifacts and
dresses of white cloth or white-colored metal
caps. Clerics of Jascar carry either a small relics will not be shapechanged in any
hammer or a small pick (not usable as
weapons) as a holy symbol. They are usu- event.
ally human, but some dwarven and gnome
clerics devoted to Jascar do exist. Upon reaching 11th level, a cleric of

Beginning at the 5th level of experience, Jascar gains the additional ability to shape-
clerics of Jascar obtain special benefits. At change into a Pegasus that can fly at a 48”
this level, they begin receiving a cumulative
+l bonus to their saving throw vs. petrifica- movement rate; all other particulars regard-
tion until it reaches the point where only a
roll of 1 will cause the save to fail. Thus, the ing combat are the same as for the heavy
save vs. petrification is 11 at 5th level; 10 at warhorse described above, and the cleric’s
6th level; 7 at 7th level; 6 at 8th level; 5 at
9th level; 3 at 10th level; and 2 at 11th level gear changes in the same manner. The
and higher. pegasus can speak in the language(s) known
to the cleric, and can cast any spells known
Upon reaching 7th level, a cleric of Jascar
by the cleric of the 4th level of power or
gains the ability to shapechange into a lower — as long as the spell has only the

heavy warhorse (MV 15”, D/Att 1-8/1-8/ cleric’s holy symbol as its material compo-
1-3). The cleric retains his normal hit points
and armor class, and in this form attacks as nent, or has no material component at all.
a monster of as many hit dice as the cleric
has levels. The horse cannot speak or cast The maximum duration for either shape-
spells. Any gear worn or carried by the change is 1 hour per level of the cleric, and

cleric that is affected by the shapechange is only one change of either sort can be made
per day.
turned into tack, harness, saddle, saddle-
bags, etc. Magical items, except for armor, As compensation for these special bene-
obtain a saving throw of 14 to see if they
fits, clerics of Jascar must earn an extra 5%
above and beyond the usual number of

experience points needed to rise to 5th level
and each level thereafter.

Jascar is worshiped in the mountains and

hills of the Flanaess, especially in the Flinty
Hills and the hills and mountains within the

Iron League.

Thus ends our ongoing presentation of the gods of the Suel pantheon. For readers
who are interested in obtaining all 16 deity descriptions, other installments of the series
were published in issues #86-90 of DRAGON® Magazine. Also see issue #86 or #87 for

a listing of standard abilities of all deities, in addition to the powers described in the

text for each individual.

DRAGON 25


Dragon 363

Vol. VI, No. 9

The gods
of the
halflings

The halfling pantheon is a small one, It is interesting that the more powerful the plane of Corcordant Opposition.
having one greater deity (Yondalla) and halfling deities tend to be females. By The four deities listed in this article are
several lesser deities and demigods. Most contrast, dwarven gods tend to be males,
regions worship only a few of them, four and elven gods a combination of both among the most commonly worshipped
or five at most, and as with all religions genders. Halfling deities are not aggres- ones. Some halfling druids might wor-
there may well be different gods wor- sive by and large, and are more taken up ship deities from other pantheons (e.g.,
shipped in different areas. with home pursuits and protection than Sylvanus, Ki, Dagda, Lugh), but this is
with fighting. Even the adventurous Bran- not common. Other deities may be devel-
Yondalla is the top authority among dobaris avoids combat if he can help it. oped as desired by individual Dungeon
the halfling gods, though it is said her Most halfling deities are concerned with Masters, of course.
control over Brandobaris is minimal at spheres of security, sufficiency, the
times. Regardless of their orientation earth, youth, play and humor, good luck, Despite the small physical size of the
and spheres of influence, all the halfling law, peace, secrecy, love, and friend- halfling deities, their innate powers are
deities work together against the ene- ship; one deity may actually control two quite respectable, and many of them
mies of the halfling people. or more of these concerns, as is common work closely with deities from other pan-
in this pantheon. The halflings have no theons as well, just as mortal halflings
Most members of the halfling pan- deities of evil nature, or ones represent- tend to work closely with other humans
theon reside on one of the planes of the ing war, suffering, fire and water, or and demihumans. Brandobaris is said to
Seven Heavens, in an area generally death. Yondalla is usually invoked at visit other thieves’ deities, particularly
known as the Green Fields. Sheela Pery- funerals as a protector of the departed Hermes; Sheela Peryroyl is on good
royl and one or two other deities make souls of halflings. There is a neutral- terms with a number of Celtic divinities;
their homes on the plane of Concordant aligned masculine lesser deity, Uroga- Yondalla and the other lawful good dei-
Opposition, and Brandobaris roams the Ian, who sometimes acts as a judge of ties help and are helped by other lawful
Prime Material plane, but there are times and protector of the dead, but he is pri- good deities, and so forth. Thus, it may
when they too may be found in the Green marily an earth god. Urogalan lives on be safely asserted that the halfling pan-
Fields — just as the various Greek gods, theon should not, despite its size, be
come to Olympus to meet. looked down upon.

Deity Sphere of Raiment Holy Sacrifice/Propitiation Place of
Control Animal Head Body Colors Days Frequency Form Worship
Sheela Peryroyl agriculture, weather butterfly bare green robes green full moon monthly seeds open field
Arvoreen defense, warriors war dog helmet chainmail silver before varies silvered anywhere
battle weapons
Cyrrollalee trust, protection squirrel bare brown robes brown first day monthly prayers home
of month
Brandobaris thieves mouse feathered leather gray new monthly stolen anywhere
Halfling clerics and druids male or fecmaaple. armor lead moon items
may be They frequently their communities and influence its activities. Many
arbitrate disputes to obtain justice and good (if lawful good) or fairness and impartiality (if neutral).

52


March 1982 Drago36n4

>O ROGER MOORE

ARVOREEN ter; thereafter, spells are cast normally.
Lesser god For his part, Arvoreen can go invisible
ARMOR CLASS: 1
MOVE: 12” at will and attack unseen for the first 4-16
HIT POINTS: 298 rounds of combat against any mortal,
NO. OF ATTACKS: 3/2 non-divine being. He commands a +4
DAMAGE/ATTACK: 2-20 (+8) sword that can shapechange into any
SPECIAL ATTACKS: Summon halfling other type of hand-to-hand weapon for
combat. Once a day, Arvoreen may sum-
heroes; invisibility mon 10-40 halfling fighters (4th-level
SPECIAL DEFENSES: +2 or better Heroes), each armed with short swords
and short bows; they are AC 4 with 25 hit
weapon to hit; see below points each, and obey him implicitly.
MAGIC RESISTANCE: 65%
SIZE: M (4½’ tall) Arvoreen, though quite powerful, is
ALIGNMENT: Lawful good not a particularly aggressive deity. He
WORSHIPER’S ALIGN: All good and fights only if attacked, though he does
seek out his enemies and actively con-
neutral warriors (halflings) front them to get them to desist from
SYMBOL: Short sword and shield their evil practices. He will not go very far
PLANE: Seven Heavens out of his way to avoid combat if it oc-
CLERIC/DRUID: 8th level cleric curs, however, and fights to the finish.
FIGHTER: 12th level ranger
MAGIC-USER/ILLUSIONIST: Nil Fighters and fighter/thieves comprise
THIEF/ASSASSIN: 10th level thief most of his worshipers; these fighter-
MONK/BARD: 8th level monk /thieves are sometimes of neutral good
PSIONIC ABILITY: Nil alignment, and all prefer to use their
S: 20 (+3, +8) I: 21 W: 23 fighting skills over their thieving ones.
D: 24 C: 23 CH: 21 While Arvoreen does not hold thieving to
be necessarily dishonorable, he discour-
The closest thing halflings have to a ages thievery unless against enemies to
god of war is Arvoreen the Defender, the better the chances for physical combat
patron of halfling fighters. Arvoreen never later. (It’s okay, for example, to steal
attacks an opponent first, but the first your enemies’ weapons, or break into
attack upon the deity (if it hits) does only their camp to free prisoners or make
half damage, regardless of its power. guerrilla raids, but not just to make your-
The first magical attack upon him is au- self rich.) Arvoreen absolutely prohibits
tomatically reflected back upon the cas- stealing from other halflings or allied
beings.

53


Dragon 365

SHEELA PERYROYL Vol. VI, No. 9
Lesser goddess
ARMOR CLASS: 3 The Seeding, New Spring, and other ti-
MOVE: 9” (24”) tles, depending on the region), and at
HIT POINTS: 306 harvest time (High Harvest, The Reap-
NO. OF ATTACKS: 1 ing, etc.). Community-wide revelry is
DAMAGE/ATTACK: 2-16 (+6) common at these celebrations, starting
SPECIAL ATTACKS: Unlimited use when the day’s work is done and contin-
uing late into the night. The length of
of entangle spell these celebrations varies from region to
SPECIAL DEFENSES: immune to all region, but averages about 10 days.

weapons with wood in them; There is a 1% chance a halfling making
x2 or better weapon to hit a great quest or sacrifice in the name of
MAGIC RESISTANCE: 80% Sheela Peryroyl will be granted the pow-
SIZE: S (4’ tall) er to cast an entangle spell once (at the
ALIGNMENT: Neutral 6th level of ability) at an enemy. This
WORSHIPER’S ALIGN: All alignments does not depend on the halfling’s align-
(halflings) ment or class, except that true neutral
SYMBOL: Daisy halflings can cast the entangle spell at
PLANE: Concordant Opposition 12th level of ability. The power may be
CLERIC/DRUID: 14th level druid granted several times in a halfling’s life-
FIGHTER: 7th level ranger time, but the quests or sacrifices made to
MAGIC-USER/ILLUSIONIST: 14th level gain it will become harder and more
magic-user costly with time. Only one such entangle
THIEF/ASSASSIN: Nil spell may be had at any one time.
MONK/BARD: 10th level bard
PSIONIC ABILITY: Nil Sheela Peryroyl, if needed, can create
S: 18(00) (+3, +6) I: 22 W: 25 a special type of staff (like a shillelagh) in
D: 22 C: 24 CH: 22 one segment from a blade of grass or a
Sheela Peryroyl, known as Sheela the twig. This weapon is +4 to hit and does
Wise, is the halfling deity of agriculture, 2-16 (plus strength bonuses) points of
nature, and weather. She appears as a damage. She can also cast the spell en-
halfling female dressed in wildflowers. It tangle (her favorite method of attack and
is said that when she sings she causes defense) once per round as often as she
fields to grow, trees to bud, and seeds to likes. The spell effects will be cumulative
sprout. Sheela brings good weather to if cast several times over the same area;
her favored worshipers, but can easily i.e., should she cast entangle twice at a
send drought or floods to others. troll and should it make its saving throw
Her followers often wear a small flower twice against it, the troll would be slowed
to honor her and strive to work in har- to one-fourth normal speed. Additional-
mony with nature and the earth. They ly, each successive entangle cast after
hold two major celebrations yearly, aside the first one will inflict 1-4 points of dam-
from regular monthly services: when the age on all creatures trapped therein from
first crops of the year are planted (called constriction and abrasion. (There is no
saving throw for this, and it makes no
difference if victims can move or not.)

Her clerics are all druids and can
achieve the 6th level of ability.

BRANDOBARIS Demigod
ARMOR CLASS: 0
MOVE: 12”
HIT POINTS: 185
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12 (+7)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
SIZE: S (3½’ tall)
ALIGNMENT: Neutral
WORSHIPER’S ALIGN: All thieves

and those who go adventuring
SYMBOL: Halfling’s footprint
PLANE: Prime Material
CLERIC/DRUID: 6th level druid
FIGHTER: 7th level ranger
MAGIC-USER/ILLUSIONIST: 6th level

in each
THIEF/ASSASSIN: 19th level thief
MONK/BARD: 6th level monk
S: 19 (+3, +7) I: 24 W: 17
D: 25 C: 23 CH: 20

54


March 1982 alignments (halflings) Drago36n6
SYMBOL: Open door
CYRROLLALEE Lesser goddess PLANE: Seven Heavens There is a 2% chance that if an excep-
ARMOR CLASS: 3 CLERIC/DRUID: 10th level cleric tionally faithful follower of hers should
MOVE: 12” FIGHTER: 10th level paladin call upon her for help while the follower
HIT POINTS: 260 MAGIC-USER/ILLUSIONIST: 8th level is in his or her own home, Cyrrollalee will
NO. OF ATTACKS: 3/2 one piece of furniture (not larger than 5
DAMAGE/ATTACK: By weapon type in each cubic feet in volume) to become
SPECIAL ATTACKS: Nil THIEF/ASSASSIN: Nil animated for 5 rounds, attacking all en-
SPECIAL DEFENSES: +2 or better MONK/BARD: Nil emies of that lucky halfling once per
PSIONIC ABILITY: Nil round during that time. Damage will vary
weapon to hit S: 17 (x1, x1) I: 23 W: 24 according to the type of object animated.
MAGIC RESISTANCE: 75% D: 24 C: 23 CH: 22
SIZE: S (4’ tall) homes (of halflings) to steal. She is also Any halfling who receives this benefit
ALIGNMENT: Lawful good the enemy of oathbreakers. must perform a service for Cyrrollalee;
WORSHIPER’S ALIGN: All good If she so wills, Cyrrollalee can cause the nature of the task (or quest) is left up
all non-living objects within a radius of to the Dungeon Master, and should be
Cyrrollalee is the deity of friendship 6” of her to become animated as if by a challenging but not exceptionally diffi-
and trust, as well as a protector like Yon- 20th-level cleric (up to 20 cubic feet of cult. This gift may be given to a halfling
dalla. Cyrrollalee is thought of more as a material, for 20 rounds). These spell ef- only twice in his or her lifetime.
goddess who protects the home but fects will continue even if Cyrrollalee
keeps the inhabitants from becoming leaves the area. She can perform. this Cyrrollalee’s followers are largely reg-
too defensive and closed in. This deity power up to three times a day. ular halflings (zero-level) and some fight-
appears as a normal female halfling with er types. Worship services for her are
brown hair wearing simple peasant’s clo- held on the first day of each month. No
thing. Her worst enemies are those who particular weapons are associated with
betray a host’s trust or who break into Cyrrollalee, though it is said she can
make use of any weapon, magical or
non-magical, a regular fighter could use.

The adventures and misadventures of this does not always prove to work out as once in that halfling’s lifetime, so as not
Brandobaris, Master of Stealth, are al- he’d planned. to encourage the mortal to be too fool-
most beyond counting. Most of these hardy. There is a 5% chance that Bran-
tales share a moral: It is better not to run Brandobaris carries a +3 long dagger dobaris’ reward will be given to any hal-
off into the wilderness on foolish dares; he usually wields in combat (if he cannot fling of 10th level or lower, raising the
nonetheless, Brandobaris is an appeal- avoid it). This dagger will magically point follower one level in ability. Halfling
ing sort of rascal. He has much of the out the fastest and safest direction of thieves of 11th level or higher cannot
trickster in him; he is primarily a clever escape from any trap or maze (making receive this particular reward, but might
thief who fools his opponents into think- Brandobaris immune to Maze spells when benefit in some other fashion from incur-
ing him harmless, then steals them blind holding it). He also uses a +4 sling that ring the good favor of Brandobaris.
and escapes their wrath. No matter how hurls a ball of dust whenever it is used;
awful a situation he finds himself in (and the dust ball has a maximum range of 48” Because Brandobaris wanders the
he’s found some pretty awful ones), (24” short range, 36” medium range) and Prime Material plane, there is a 1%
Brandobaris always manages to find his does not harm its victim, who feels feel chance per level a halfling thief of 11th
way out again — and make a profit. nothing, but must save vs. magic at -6 or level or higher will actually meet Bran-
fall deeply asleep for 6-36 turns. dobaris, in the guise of another halfling
Brandobaris is so skilled at moving si- thief, and be invited by the demigod to
lently he cannot be heard by any mortal The followers of Brandobaris are most- go on a thieving adventure. Other thieves
being or god if he conceals his move- ly thieves and fighter/thieves. The more may come along on the adventure, but if
ments. He can hide so well as to be com- ardent followers are usually also the they do not worship Brandobaris they
pletely invisible (seeable only with a ones who take the greatest risks. might find some of their valuables miss-
True Seeing spell or magic item of sim- ing when the adventure is over. Brando-
ilar power). Brandobaris goes on adven- An especially daring risk (one placing baris reveals his identity only after the
tures to find some item he believes will the halfling in considerable jeopardy) adventure is over, and only to his
make life more comfortable for him, though that pays off is looked upon favorably by followers.
Brandobaris. He might reward the per-
petrator of such a daring act — but only

55


367

by Roger and Georgia Moore olaarkgetrreseh,aSpeasihnelnaos’n-sehlvaepne, ansatuaragliafonrtm, sto.wReirlilnifagne(v’sagfuoermly ahsumaan-
The elven pantheon is largely headquartered on one of the anonidd)Cwoarevelloonf’sseraarewaintecra, rAneartdiorine’sasapapneaarzaunrceemasooanwohritsetacrloaurde,
pFloarneests.”oHf eOrelymdwpeulsl ,ainlaargneanreuambknerowofnealvseAnrdveaintideos,r,w“hTohecoHlliegch- examples of this.
tively refer to themselves as the Seldarine, which roughly trans- rinEev.ilTehlevyenfkreinqduehnavtley fninodthitnhge tdoedmoownitphrinthceesg,oadrscho-fdtehveilsS,ealdnad-
Tlahteestitales a“tlshoe imfeplloliewsshaipwiodfebdriovtehrseirtsy ianncdapsiasbteilirtsiesofanthdeawreoaosdo.”f toethnedrmgoodsst oofftethnetolobweeropf lcahnaesotmiconraetutoreth, esior ltihkeinglo.rEdvsiloeflvthees
mintaenreysotsf ,thlienskeedbetoinggesth’ earrebaysaofdiensfliureenfocrecoovoeprelarpattioons.oTmheoudgeh- Aqubeyesns ogfasinpidtheersmanadjorsiptyidoefrktihnedi,riswaonrsihnifpa.mLooulsthe, xthame pdleemofona
gornelye, CthoerreelloisnnLoacroenthfliicatnbiestwaeen them. Of all the Seldarine,
greater god. olefshseerr dpiovwineitry fwrohmo ttahkeews omrsuhcihp
The Seldarine, almost with- of evil elvenkind, particularly
otruatl,eaxncedp/toiorng, oaored cinhateotmic,penerau-- theThDeroswm. aller elf-like beings,
fmeewnt(.twNoonoer athrereeevial,tatnhde amvoesrty) like leprechauns, pixies, and so
paarertlainwdfeupl.eTnhdeeyntalyctofforetahcehmooths-t fdoermthi,gohdavleevtehl)eitrhoawt ntenddeittioesth(eoirf
er, but they are drawn together eneraeldas.ligDnempeenndtinogf tohneirthfeolgloewn--
cboymlobvien,ectuhreioirsistytr,efnrigetnhdsshtoip,atco- eforusn,dthoensseevdeeraml idgifofedrsenmt palaynebse,
tchoremaptsli.shCoaretallosnk, Loarrebtyhioanu,tsitdhee but all are generally allied with
cmeosstthpisowfreerefudloomf othfeamc,tioreninafnord- the Seldarine.
compels none of them to per- shHipalaf-neylvegsodarien athlloewSeedldtoarwinoer.-
tfoormseannsye twashke.nInssotemaedt,htihnegynseeeedms aTlhseoy,beasalplolawyeedr ctohabreaccotemrse, cmleary-
doof itnhge,man(difamutoormeatthicaanllyoanefeiws aicpspolircadbruleid.sAoffathiresneugmobdesr, aosf
needed) get together and do it. thhaelf-eglovedsdehsosnoorf rHoamnaalincCeelaannidl,
esTtihnegresiamreilaaritnieusmbaemr oonf ginttehre- beauty, in honor of the love be-
eAllvletnhederietileigsioannsd pthraecirticreeligtoiolnesr-. ttwheemeninthtoeirthpearweonrtsld.that brought
ainngcse wfoitrhionthtehre reSleigldioaursinefo, llaonwd- ofTthhee nSuemldearroinues oatrheergimfteedmwbeitrhs
for a few religions of a closely varying degrees of control over
tahlleieFdonraetsuterer (btehiengcualtporfimSekeerrxi-t ttuhree,spmhaegriec,s doafneclivnegnaknindd,plnaay-,
aalmsoplee)m. pMhoasstizeofetlvheenseunreitlyigiwoinths lpohveen,ombeenaau, tryu,nntiinmgew, acteerl,ewsteiaa-l
tlihfee adnisdtinncattiuorne,baentdweteenndetlovebsluar nd their environment. Rillifane pon skills, craftsmanship, sec-
Rallathil, the Leaflord, is at once a “giant ethereal oak tree” and and mischief, among others. Ferewcyif,acnoymreepdryesaenndt jloayw,,cuhnadoesr-,
sae“ag-grereeenn-sskkininnethdaet lmf cirlraodrsinhisbahrakbaitarmt; oAre.”rdDrieeeFpaSenaysaheislasushuaasl- gmroaumnmdalpiahnenoormneonna-,avviiaonlenlicfee fworitmhos.utOcnaeusoer, twwoarfaarree,caonndcernnoend-
wlyedaeppoincsteadnadstodoelespanbdluearimnocroulosre,dlikbey tthheessekydesihtieesrualrees.oTftehne wtieitshadnedatnhoat nthdeddyainrgk,abnudt tehveilytaypreespethaactefpuel,rvgaodoed-haulimgnaendpdaeni--
trreugeaprdheydsicaasl mpaerrteslyofexthteemns.ioTnhseotfhethmeedsivoinf intiaetsu,resoamnedtimmaegsicaasl theons. Elven pantheons will vary widely from place to place, as
power are also very plentiful in elven mythology and religion. difFfeorlelonwt imngemarbeerdseosfcrtihpetioSnesldoafrifniveeaocfhtiheevemloocrealpporowmerinfuelnacned.
twEeelvnen4’daenitdies8,’ wtahlle, nwiathppaeaferiwngexinceeplvtieonnsfoarmt e, itahreer uesnudalolyf tbhee- wmiadneylydaifcfecreepntteedlvdeenitgeosdosf, tiht eisSveerldyaproinses.ibSleintcheatththeerseeamreigshot
scale. Many of these deities are also capable of assuming much not be found in any particular DM’s universe and other deities,
as mentioned before, would be present instead.

DRAGON 9


368

HANALI CELANIL picHteadnaasli Cfemelianniniel ,isthporuegdhomoninraanretlyocdcea-- Hanali has no physical attack mode as
(goddess of romantic love and beauty) sions it is said she has appeared as ‘a such, though she does possess a magi-
mlovaelea. nHdabneaaliutiyn,flaunednciseswitdheelysrpehveerreeds boyf tchaisl aauurraa omfu6s”t sraadveiusv;s.anmyagbiecinagt s-4weitahcinh
ALeRsMseOrRgoCdLdAeSsSs: -4 maSnhyeoofwthnes ealnveism.mense crystal fountain rboyuhnedr obreaeulstye. bTehispegromddaensesntmlyaychoanrlmy ebde
MOVE: 12” oavnedr phoeorlfwolilothwwerhsi,cahssihfeuskienegpas cwryastctahl attacked by those beings with a +2 or
HIT POINTS: 312 ball. When she bathes herself in the wa- b(-e1ttteor -w7,eaapsodnesacnrdibeadniengtahteiveDEchITaIrEisSm&a
ASNSSMDPPILOAAZEIEMG.EGCCOI:ANCIIAGFAMMLLERAE(/E5DTAAN½STETTTI’A)FTST:EACTACNACKChNSKSKaCE::SoSENt:iN::cilCiSl9gh5eoa%eormdbealuorwa ters of the pool (called the “Evergold”), dDisEtMracIGteOdDbSy hbeorokp.r)e.sAelnlcoethaesrstowmillisbsehseor
WORSHIPER’S ALIGN: Good and +dh7ae5yr%;cdhaurerraiisncmgtioatnhsabctootnrimeuseisasenhndehaiwnnsiclpleirrdeecfaoewriveoeniane with every hit.
neutral alignments (elves) and those characters of up to 14th level. These bo-
who enjoy beauty or are in love enluvseess,ohrohwaelfv-eerlv,easr.e only effective against Elven worshipers of Hanali Celanil
inTthhee gDoEddITelsEsSA&phrDoEdiMteIG(aOsDdSes™cribCeyd- emdaya,noinnccereadsuerinogf ttwhoeirchliafertisimmea, pboeingtsravnst-.
SYMBOL: Heart of gold cshloapreesditahe) iwsattheersoonflyEvoetrhgeorldbweiitnhgHwanhao- trheeceoivpepsostihteissgeixft. mThiguhst, haafveemhaeler nelofrwmhaol
PLANE: Olympus Ii, and she can gain the same bonuses charisma of (for example) 14 apply only
CLERIC/DRUID: 14th level cleric/ mentioned above against humans. Or- tmoahleesrwdoeualdlinsgese wheitrhaosthheavrinfegmaa1le6sc;haall-
FIGH1T0EthRl:evNeill druid tiehnetseed tawsothgeoydadreesstoewsarradredliyffefrienndt rthaceems-, risma. This effect is permanent. There is
MAGIC-USER/ILLUSIONIST: 16th level selves at odds with one another. Their ead5%follcohwainngceaogfrtehaist qbueensetfitpebrefionrgmgerdanbty-
magic-user/15th level illusionist jrreaecrstepltyeocaetsiavsceishtcinougtlhtseorn’asenpdarnefoostelhlnoecwre,i.ndgosn, owt hoible- tthheatcwreoarstihoinpeorr. pTrheisseqrvuaetsiot nmoigfhat ibnevaoulvtei-
THIEF/ASSASSIN: Nil ful object, or mighty deeds done in the
PMSOIONKN/IBCAARBDI:LI1T2Yth: bard bneanmeefito. f a loved one for the loved one’s
VleI vel
S: 15 I: 23 W: 23 D: 25
C: 20 CH: 25 (Special)

Sphere of R a i mC Le EnRtl C A L QUICK REFERENCE CHART Sacrifice/Propitiation
Deity Control Holy Frequency Form
Head Body Color(s) Days Animal

Aerdrie air, weather, birds one feather srokbye-bslue sky blue sfaplrlinegquainndoxesbirds semi-annual beautiful
feathers

Erevan tmhiiesvcehsief, change, leather cap laeramthoerr black eclipses n/a varies tsrteoalesnures

Hanali romance, beauty bare gold robes gold full moon n/a monthly beautiful
objects

Labelas longevity, time bare gray robes light gray sunset n/a daily prayers and
knowledge

Solonor archery, hunting green hood elfin chain leaf green full moon stag
and silver

Clerics of any of these deities (and of any other elven gods as well) may be either male or female. Places of worship
vary, with Aerdrie's services being conducted on open hilltops, Hanali's by a fountainside or spring, Labelas's in a small

grove, and Solonor's in the deep forest. The only restriction on where Erevan can be worshiped is that one should never
worship him in the same place twice.

10 April 1982


369

EREVAN ILESERE ance at will. He enjoys causing trouble
(god of mischief and change) feoirthietsr ohwelnpfsualkoer, dbeuat dhliys. pHraisnkfasvaorreiteratraecly-
tic is to change his height to any size
ALeRsMseOrRgoCdLASS: -1 bleestswoefehnoownheeinacphpeaanrds astixanfeyegt.ivRenegtaimrde-,
MHIOTVPEO: I1N8T”S: 290 wEhreevreanupwoinll hailswpaeyrssowne.ar green some-
NDOAM. OAGFEA/ATTTTAACCKKS:: 12-24 (+7) swWohrdenthhaet trkanvoeclsk,sheopceanrrieasllab+a4rriloenrsg,-
SPECIAL ATTACKS: See below dhoeosrso,daensdirelso,ckhse wmiathy baulstoasutomumcho.nWupheton
SPECIAL DEFENSES: +2 or better to hit twenty leprechauns, sprites, pixies, or
MAGIC RESISTANCE: 85% other small, mischievous elf-like beings,
SIZE: S to M (see below) each with maximum hit points, to help
ALIGNMENT: Chaotic neutral out in a given situation.
WORSHIPER‘S ALIGN: All chaotics beEinrgevdainrelcletlsye, rperewfeillrrrianrgeltyofiegshctaapneotahnedr
SYMaBnOd Lth:ieNvoevsa(setlavrews)ith possibly catch his opponent off guard at
asymmetrical rays a later time. He can, however, cast the
PLANE: Olympus sopnceellspCerharoousnadnadt Pwoillyl.mPorrioprh tAoneynOtebrjiencgt
CLERIC/DRUID: 8th level druid combat, it is very likely he will make ex-
MFIAGGHITCE-URS: E7Rth/ILleLvUelSrIaOnNgeISr T: 18th level tensive use of these spells to his own
illusionist advantage.
20th level thief
THIEF/ASSASSIN: Followers of Erevan are usually quite
MONK/BARD: 10th IlIeI vel bard duenpperenddiectnatb. lMeatnhyemofsethlveems,aarendthiveevreysino-r
PSIONIC ABILITY: have thieving as one of their multiple
CS:: 1290 (C+3H,:+274) I: 23 W: 16 D: 25 ecthllaivesevsneessc.laeTmrhioce/nrteghiehhvaiseveswobarensedhnipfkiegnrhso,tweanr/cstloeetrbiocef/
class combinations not normally possi-
While his following is not as large as abcletetros ealvreenakliwnda.ysThneosne-pmlauylteicrlacshsaerdaccthearsr.-
tsfhrtooilmlsecotohmfemtheealvnoedtshs,ehpr iaserlvtsiechnualradeerliyotieftsha,ottEseernetveioannn-
gaged in thieving. usTehr isspgeolldsdiensvsolivsinagblaeirt,owuesaethaellr,mfaligghict-,
abEleredveainty iswhfiockclea,nacnhaunttgeerlyhiusnapprepdeiactr-- eableilcitytr,icaisty,ofatennd agsasdeastirtehde, 2o5nethslpeevlel lpoefr
round. She has the power to negate at
AERDRIE FAENYA will the flying or levitating abilities of any
(goddess of air and weather) creature within 12” of her.
aliAgnnymeelnvtems aoyf nwoonr-slahwipfuAl earnddrien.oEnl-veevsil
ALeRsMseOrRgoCdLdAeSssS: -5 who desire certain weather conditions
MOVE: 48” (flight only) make the most frequent sacrifices to her,
HIT POINTS: 322 and her cult is also popular with elves
DNAOM. OAGFEA/ATTTATACCKKS:: 25-20 who possess flying mounts (griffons,
SPECIAL ATTACKS: Negate flight hippogriffs, pegasi, and so forth).
SPECIAL DEFENSES: Immune to
missile weapons It has been known to happen that an
80% ferlovmenacghraeraatctheer igwhht,o shhaosuldsohmeeohrowshefalcleanll
MAGIC RESISTANCE: out Aerdrie’s name aloud, has a small
SIZE: M (6’) (2%) chance of receiving a Feather Fall
ALIGNMENT: Chaotic good (tends spell just prior to striking the ground.
WORtoSwHaIPrdPEnRe‘uStraAliLtyIG) N: See below However, those who receive this gra-
SYMBOL: Cloud with bird silhouette cious benefit, coming directly from
PLANE: Olympus and Gladsheim gAeearsderdie(hneorssealvf,inwgiltlhbreowbsotahlloquweesdte)dwainthd-
CLERIC/DRUID: 14th level druid in the next 2-7 days to perform a service
FIGHTER: 10th level fighter enresvethretowuicnhdsthoef tghreoupnladn. eAseordfrOielywmapnuds- for the goddess, fully commensurate
TMH-UIE/FIL/ALUSSSAIOSNSIINS:T: Special/Nil alanrdgeGnlaudmsbheerimo,f iwninthgeedcocmrepaatnuyreosfoaf with the character’s general level of abili-
MONK/BARD: 10th Nil many types. ttphyao.rauStgiuvheclhaylltcaohsfakltlhseenvgmainrgayreawnsiddaeiddlyiftfoiicnublnte.acEtuolvrmees-,
level bard caIsftatrwoousgerdeafot rblbaastttsleo, fAwerinddriepeisrarobulentdo, receiving this benefit of a Feather Fall
PSIONIC ABILITY: VI acagauisnisntga5n-y2o0pppooninetnst owfitdhainm9a6g”eofeahecrh. wt(haoenrsdshaiimptseercsaoolnigfsneAmqeeurdnertnieac,sebshu)et nrsehweoodurlsdnhoibpteebrose.f
S: 8 I: 24 W: 22 D: 24 C: 19 CH: 23 tSahlse (1m6ayhitaldsiocesuemacmh)onon2c-e12pearirdealye,maennd-
may also summon 3-18 giant eagles or DRAGON 11
woAmearndrwieithapfepaethaerrsedtohabire aandtaellyeeblfr-oliwkse; w1-i2ll orobcesythweicreunpteor ddeaayt.hT.hese creatures
flirkoemwhinegr sb.aHckerspferiantghearspaarireoofflacrognes,tabnirtdly-
changing color. The lower half of her
mboidsytyfrwohmirltwheindh,ipssodtohwant svhaeniashpepseainrtsotoa


370

LABELAS ENORETH would do little to alter their appearances,
(god of longevity) as it did to the other races. Labelas
aknndowasll theelvefnu-truerlaeteadndcrpeaastutroesf.every elf
Lesser god -3 beLtahbeelmasasEtenrooreftthimise aanckdnaogwinlegdgbeydthteo
AMROMVOER: 1C2”LASS: elves. Once per round, should he fix his
HIT POINTS: 310 gaze upon any being within 12” of him,
NO. OF ATTACKS: 1 he can place that being in temporal sta-
DAMAGE/ATTACK: See below sis (no saving throw) for as long as de-
SPECIAL ATTACKS: See below sired. At a touch, Labelas can restore
SPECIAL DEFENSES: See below youth to, or prematurely age, any being
MSIAZGEI:CMR(6E’S) ISTANCE: 93% by up to 100 years in either direction
ALIGNMENT: Chaotic good (save vs. magic applicable). This power
WORSHIPER’S ALIGN: Chaotic good oisnuasecdreoantluyreondcuerin(ogneitsfolirfmetimoret.hAellotmheorr)-
(elves) tals within 18” of Labelas who are his
SYMBOL: Setting sun enemies will be slowed automatically,
PLANE: Olympus and all mortal beings in the same radius
CLERIC/DRUID: 14th level cleric/ but who are allied to the god will be hast-
FIGH1T2EthRl:evNeill druid ed, if he so chooses; there is no saving
MAGIC-USER/ILLUSIONIST: 18th level throw against this power, though magic
magic-user/16th level illusionist resistance could help.
TSPMH:SO1IIEON2FKNI/:/AIBC2SA5SARWABDSI::LS2I1TI5N2YtD:h: :VNl1eIi9lveCl :b1a8rdCH: 24 spLeallbeolarspioswimemr utnheattointhveolevfefescttsimofeanoyr
would inhibit his movement (time stop,
Like Corellon Larethian, Labelas Eno-
reth variously appears as male or female temporal stasis, slow, paralysis, hold,
g(aanrddlessosmoef tgimenedserb,oLtahboerlanseaitlhweary)s. Rhaes-
sdielvityerywehaarsir paanlde-cmoliosrteydgrroabyeseyoefsg. rTehenis, etc.)
blue, white, and gray. Elves who worship this being may ap-
elaAst tbhleescsreeadtiothneomf twheithelvloenngreavcietsy,, Laanbd-
pronounced that the passage of time peal to him to undo the effects of age, but
this is rarely (1%) granted, and only to
those who have done an outstanding
quest in his name. Such quests should
be worked out by the DM, and usually
involve the recovery of an artifact or relic
lost for hundreds or thousands of years.
Followers of Labelas are usually histori-
ans or other similar types.

SOLONOR THELANDIRA being and then retreat. Once by himself
(god of archery and hunting) again, he can then manufacture a special
Akirlrlotwhaotf oSnlaeyionpgpdoenseignnt,esdheosupldecitiasltlyriktoe
ALeRsMseOrRgoCdLASS: -2 home. This type of arrow can kill any
MOVE: 15” intended target of up to (but not includ-
HIT POINTS: 308 ing) demigod status. Many demons, dev-
NO. OF ATTACKS: 42-16 ils, and other monsters of the lower
DAMAGE/ATTACK: planes have felt the bite of these mis-
SPECIAL ATTACKS: ASreroewbeolfowslaying siles; not even their magic resistance can
SPECIAL DEFENSES: protect them from certain death. It takes
AWSMLIAOZIGGERI:NCSMHMRIE(PE7EN’SRtTIaS’:lSlT)CAAhNaLCoIGEti:cN8g: 5oA%olldgood and one day to make one of these arrows.
SYMnBeuOtrLa:l hunters and warriors (elves) They have a +3 to hit.
Silver arrow with nilunosWriIomhnbpeiesrnctoovstmrepadeevlselI)nliavnaiugnstdiobthmilcritooaymut,icgptahhleleltyfeol4ryienthvssi-tsislleeib,nvlSete.ol(Hlaoilse--
green fletching taught the first elves the art of hiding in
PCLLAENREIC: /DORlymUpIDus: 12th level druid and moving through natural foliage so as
MFIAGGHITCE-URS: E1R7t/hILLleUveSlIOraNngISeTr : 10th level search of game and to seek out and de- noEt ltvoebnehduentteecrtseda.nd fighters frequently
THIEmFa/AgSicS-uAsSeSr IN: 12th level thief sbtorowytheavitl.hHaissaonralynwgeeaapsofnarisaas t+h5elohnogri-- worship Solonor Thelandira, and appeal
MONK/BARD: 8th level bard zon. Solonor will not close to do battle stohihpiemrsfowr hboetdteisrtcinagtcuhisehs tohfegmamseelv. eWsoirn-
SP:S2IO1N(+IC4, A+B9)ILI:IT2Y2: WVI: 21 D: 25 winitshteaand,enfeirminyg, baurtrowwillstrfarcokmanad npeuvrseure- some very extraordinary fashion have a
C: 21 CH: 23 empty quiver. He cannot be surprised by 2% chance of being given an Arrow of
akeneynbneesinsgowf ihthisins4en8s”eosf. him, due to the Slaying of the normal sort, designed to
Clad in a great cloak of living leaves, heTahnetifcaivpoartietebtaatctltiincgoaf thpiasrtdiceuitlya,rlsyhdoaunld- sglraeyattehset teypneemoyf caret athtuartepthaartticisulathretiemlfe’s.
Solonor strides through the forests in gerous foe, is to physically touch that This gift can be received only once in an
elf’s lifetime.

12 APRIL 1982


371

The

Gods
of
the

Gnomes

by Roger E. Moore awditvhetnhteurfiantge qouf ittheeogfnteonmitsoh sraucpep,oartndthgeoir has his raccoon friend Chiktikka; Sego-
The demi-human pantheon with the cwahueslmesinganthdekgeneopmeens.eTmhieousgfhroamll oofvtehre- jtaenlligisenstomsteotnime egsolaecmc,omanpdansioedfobrtyh.anUridn--
fewest members is likely that of the known gnomish gods are masculine, len, an exception again, has no friends.
gsinxoomresse.vBeny mdeoitsietscoguonvtesrntihnegrethaeregnoonmly- ttghhneeoym“haeerse-mwwaiotnhr”sheiimqpupaaeglderebovyneermenamcleeig.hanTt dhimefyeamglaiancleek Bhiegchalyu, siteisginnoemviteasbleretghaartdthceoirmppaannthioenons
mishorfeolkin, tohtohuegrhuintiivseprsoesss.ibAlell tghneoremaisrhe an all-male pantheon would possess, rlyefolenclytsatshsisoctriaatiet. wGinthomotihsehrdgeniotiemsisuhsdueail--
Cgoradws,lewri,tharteheruelexcdebpytioGnaorlf GUrlidttleerngothlde aUnrddleanreis csleexvleers,ss(ethnosuibghle,staillnrdefhererlepdfutlo. ttaiecst,wthitohuaghfetwhedywmaravienntaginodas laototsime ecso.n-
c(sloepeedthiae). DAEll IbTuIEt Son&e oDfEthMeImGOlivDeSo™n oCnye- qasuaalit“ihees”,)bauntd“hsihsa”rfeeswnfoonlleowoef rtshemseaygosotidll
aofrethaecpallalendesthoef tGheolTdweninHPiallrsa,dwisheesrien tthhee beGmnaolme isohr fgeomdaslen. early always have at Pranks and practical jokes are a major
souls of faithful gnomes go at death. The least one companion, either a weapon, mreisepso.nTsheeoyf ogfnteonmiascht ginoddisretcotlytheaigraeinnes-t
einxctheeptiAonbyisss,.as before, Urdlen, who lives athneimmaol,northoetihremr idsesiitoyn,st.haGtaarcl choamspAarnuimes- trhioeuisr eenneomugiehst,hbeuyt aifrethefulslyituaabtlieontoistaskee-
Gnomish deities are fully concerned dina, his intelligent battle axe; Baervan the offensive and fight directly in battle.
tChoemgpnaormeidshtopaontthheeronnoisn-ohnuemoafnthdeeimtieoss,t
active and involved with its worshipers.

CLERICAL QUICK REFERENCE CHART

Deity ofSpChoenrterol Animal Head RaBiomdeynt Colors Holy Days Sacrifice/Propitiation Place of
Frequency Form Worship

Baervan athdievevensture, raccoon green cap brown wbrooowdn full moon monthly tirteemassure forest
clothes clearing

Urdlen evil white bare white white wsoinlstteicre annually jbelwoeolds and ucnadveerrnground
mole cloak

Segojan earth, badger fur cap leather gray and first day of quarterly gemstones underground
nature armor dk. brown each season temple

Flandal metalworking n/a shteeleml aleramthoerr red midsummer’s annually fwoergaepdons underground
day forge

theGncaoumsieshocflegrnicosmaerse, naenvdewr idllruoindliycarla,rreelgyabrdrilnegssthoefiralbigunsmineensst. iTnhtoeythteenodpteon.wTohrkeytharoreugnhoitnodfitreenctfcohuanndnaeslsctoomsmupupnoitryt
cleoandseirdse,remdaytoorbs,e.or such, because of their supportive orientation. Gnomish clerics are all males, just as their deities are

DRAGON 31


372

Baervan
Wildwanderer
Lesser god to act before he thinks. Chiktikka is AC3,
AHMRIOTMVPOEOR: I1NC5TL”SA:S2S9:51 moves at 15”, has 70 hit points, and has
NDOAM. OAGFEA/TATTATCACKSK:: 3/2 (+6) a1l2l tthh-elepveolwtehiresf(winitchlu1d8indgeaxtttearcitkys. )Cohfika-
2-24 teikakcah dsoeet sof2-c8lapwosinatsndofbditaems afogre 2w-1ith2
SPECIAL ATTACKS: See below points of damage. Many stories are told
SPwEeCaIpAoLnDtoEFhEitNSES: +2 or better aoofbftietlhinteysattoadrvtgeeendttubirnyetsoCthhtriikostuikdbkuleao’s“hbahosurmrsohowarironeugds”,
SWAMLIAZOaIGGnERdI:NCSSMHneREI(P4uEN’EtSrTtRaaI:Sli’lS)TNaAleAigNuLnCtIrmGaEle:Nng:2tos0Ao%l(ldggnooomdes) something valuable, such as a minor arti-
SPYLPAMrNiBmEOe:LTM: wRaitnaecrPicaoalorpanld’asinseefasceor practice of his thieving skills. He dresses facTthoorusgohmeBaoethrevraintemso. metimes plays
CFILGEHRTICE/RD:R8UthIDl:ev1e2lthranlegveerl druid irniescloathsepseaorf w(+o3o)dmbarodwenfrohmuesa,naanndccieanr-t jokes on other creatures, it is hard not to
MAillGusICio-UniSsEt R/ILLUSIONIST: 13th level Woahkistpreeerleoanf.thIfethTiswisnpePaarraisdidseess,trocayleledd, elikxecehpitmfo. rHCehtiekntikdksat’os ckoemeppatonyh,imansdelifs,
TMPHSOIIENOFKN//AIBCSASRAABDSI:LSINITNYil:: 20th level thief wBaooedrvaonf Wmhaiyspmearlkeeafainnoathesrinfgrolemdtahye. sPariidmetoMsoamteeriatiml pelsanroea. mHetheis fodrisetsintsguoisfhtehde
/// Only he may safely approach this tree; it by his nut-brown skin and pale gray hair
CS:: 1282(0C0H):(+223, +6) I: 21 W: 19 D: 25 wmiallxaimttaucmk sailzl eotahnedrsh(ittrepaotinatss)a. Wtrehaisnpteor-f c(hahanasdnpceehrisftoorrmmaceecedot soaonmwfeoriresgnhredipa)e.trdSoehfeohduislidnwhhhieos
leaf regenerates all wood loss within an name (DM’s option, about a 1% chance
fieGldaorlf Ggoliottde-rngaotldu’rsedclmosisecsht ireivfaisl iBnatehre- shpoeucri.aIlnspbeaattrletoBaaneyrvoardninmaaryyttroeue,chauhtois- mofineoncromunatgeirc)a, lhietewmil.l Sgiuvcehthaatwgonroshmiepear
vWahnileWhieldwlacaknsdeGraerrl’,s tfhineesfsoereasntdgndeodmicea.- tmreaatnictafollry5a-2n0imtuartninsg. Ititoabseyas 1a2ll-ohfitB-daiecre- will meet Baervan only once in his or her
tion, Baervan is slightly better in the van’s orders and no one else’s for that lifeGtinmoem. ish fighters, fighter/thieves, and
atimniem.aHtiengmoanyedotretheispaesr rooftuennda.s he likes, ftohlileovweesrsofoaf tnhoisn-geovdil,naantudrepraerfeerolfitveinngthine
giaBnaterravcacnoohnasnaamtreadveCllihnigktipkakratnFear,sta- the outdoors rather than in a city all the
paws, who is highly intelligent but prone time.

Segojan rock itself. a day to help him in combat.
gmraaHdye-eskiosifnkngneraodswsgnannotodmheroisowtwshoothrsawhteiapacertssrsaaasrms+oa4r is Tthheouegahrthhisanpdrimnaatruyres,pSheegreojaonf cisonatlrsool
Earthcaller leather. When he enters battle he carries seen in a lesser way as the gnomish god
taorhodit amnaddedoofescry3s-t3a0llinpeoiqnutasrtozftdhaatmisag+e4 soifomniasgtsicw. Mhoansytriovfehtios ifmollporwoevres tahreeirilalur-t
Lesser god opnecrehiat. Tdahyis trhoadt wisillocfraevaeteraagestionnteelliggoelnecme ftohreitrhaertb’setstearkmeeanst wofegll.noGmnoemkinisdhamnidneforsr
ARMOR CLASS: 0 and will obey Segojan’s commands and jewelers also revere this deity. The
MHIOTVPEO: I9N”TS(3:62”)85 amloanses. oTfhreocrkodofmsuusftficbieenpt rseiszseedtoafgoarminstthea cnaonst-pLlaigyhetr oclreCricosntoinf uSaelgLoijgahnt fsrpeqeullesnotlny
SNDSPPOAwEEM.eCCOAaIIpFGAAoLLEAn/DTAAtToTETATTFhCAAEitKCCNSKKS::SE1:S3-:S3+e02e (ob+re3lb)oewtter egaorltehme.leSmeegnotajalsn(m16ayhitadlsicoeceaalcl hu)pon2c-8e slayrmgeboalnsd, wcaeull-sciuntggtehmesmfotor ugsleowasfrhoomly
SMIAZGEI:CMR(4E½SI’StTalAl)NCE: 20% within.
ALIGNMENT: Neutral good
WOanRdSHneIPuEtraRl’SaliAgLnImGeNnMtsEN(gTn:omAlel sg)ood
SPLYAMNBEO: LT: wLianrgPeargaldoiwseinsg gemstone
CMFILAGinEGHReITCIaCEc-U/hRDS:RE6URthID/ILl:eLv1Ue4SlthfIiOglhNetvIeSerlT:dr1u6idth level
TMHOIENFK//ABSASRADS:S4ItNh: leNviel l bard
SPS: 1IO8N(0I1C) (A+B1I,L+IT3Y) :I:V2I2 W: 23 D: 18
C: 24 CH: 20

Segojan is the gnomish deity of the
aenairmthalasntdhant amtuorvee, aabofrvieenadndtobaelllolwivitnhge
earth and one who speaks with the very
32 MAY 1982


373

Urdlen

(“The Crawler Below”)
Lesser god
SAASSHNDMMIRPLPIOAAOZTIEMEME.GGVCCP:OOAIENCIOILGAR:FMAILE1NLR(EAC82/TEANDT½L”ASSTTATET’(:TIA3S:FSTlAo2C6ESTACn7C”KN:A)Cg2hKSNS2)aKS:ECoS:2tSEi:c::4N-Se31ilve06ie%l (b+e7l)ow
WSPYLaOAMliRNgBSnEOmH:LIe:APnbWEtysRshs’i(StegnAmoLmoIGleeNs): All evil
CFMILAGilElGuHRsITCIioCE-nU/RDisS:RtE1U0RItD/hIL:lLe8UvtheSlIlOfeigvNheItlSeTcrl:er1ic3th level manoid, or demi-human. No one can appease their deity by pouring the blood
THIEF/ASSASSIN: 12th level assassin predict where he will strike next, or what of a creature they’ve killed into the
MONK/BARD: Nil ahmis opnlagngsnaorme etokinfudr.thJeurstthaeschaeusceanof beuvri-l agrubroilneuinnmgdettahanledmgobo(ubdrrsyeinaagrkeinitsg.a,Jcteraiwfricneeilssdhiatnongdh, immvaelbulty--
SP:S1IO9N(+IC3,A+B7I)LII:T2Y0: WVI: 14 D: 20 hroowpeisnteovtilhweilel abruthrroowf tihnetoAhbisysfosl,loswoehrse’ ing) and then burying them. Clerics of
C: 24 CH: 3 hearts and souls. He thrives on harmful trihcesisstadonefdittyhfoeallrgoenwocemorsnisttihnhuedareellioytife.ast awnadr twheithcltehre-
tpmriecaUlklnereeddrnylewt nahB’gislluaerifnohssreptmetlihlvliesewsdih.niinsHcothioscrectceanlentdrnaicbonsytdbhageaovpodeedisra.--
puUlsredlethnaitsruthleesespoitmomeegnoof mtheeseavnildimis- 5U%rdlcehnawncheenofinsudcacnegsesrfuallnydcahlalivnignguphoimn Gnomish assassins and evil thieves
feared by the rest. He appears as a huge, chaoswteaveBr,luifr tshpeelgl noonmtehecmlerifcorisprsolateinctaionny;- sahnidpefrigshotfetrhsismaawkfeuludpeimtyo. sTthoefytgheenweroarl--
sdteeaedl.-wIthisites,aifdurtlheastsUmrdolelen,waithnecultaewr sanodf wleanywwihllileeatthethsepeglnl oismseti’lsl insoeufflewcth, eUnrdi-t dlyeasdhlayrperathneksir dloirredc’tsedloavgeaifnosrt eavllilcarenad-
jseewxelelss,sabnedintgh,elubslotsodfoorfparencyiohuusmmane,tahlus,- reaches the Abyss. Urdlen’s clerics may tures, even other gnomes. His followers
othfteenmapnrenfeerr otof Ulivrdeleunn’dsecrhgarooutincdt,unanfteerl
home in the Abyss.

Flandal
Steelskin
Demigod fduirpaenbtogalailsataosbtaflreleoqtfouteecnnotnlytivmaeesrssoepnnecaretdupareyar.llryRohuwonitndh-,
ARMOR CLASS: 2 all beings who use fire or dwell in fiery
HMIOTVPEO: I6N”TS: 230 mplaencteasls,(reetdc.)d.raTghiosnisn, ncohimwaeyrame,efairnes ethlea-t
NO. OF ATTACKS: 3/2 hFolawnedvael ri,sthfroieungdhlyhetowwiallrdbethporosenebteointgaslk,
SSDPPA(daEEManCCmAdIIGAaAsgLELee/eADAfTrTEboTeTFmAlAEoCNwChKS)eK:aEStS3: a-:S2nT4edeafk(ibre+ees1l0oh)walf first before attacking. Rhondang does
SAMLIAZIGGEI:NCSMR(E4EN’ StTaI:Sll)TNAeNuCtraEl: 10% ddwouebllilnegdcarmeaatgueresto. cold-using or cold-
good heBlpecfoarugseeitheemsn,eFeldasndtahleiirs sliekrevlyice(6s5%to
WwOoRrSkeHrIsPEofRm’SetAaLl I(GgNnoMmEeNsT) : All chhitadniccee) etoachha)vwe it1h-4hifmirewehleemnehnetailss e(1n6-
CSPFLYILGAEMHNRBTEIOCE: L/RDT::wRF1iUnl0aItmDhPi:anler8gavtdhehilsaleefmisvgmehlteeinrr each damage he receives from heat and fire. countered. The elementals are quite
MAGIC-USER/ILLUSIONIST: 15th level His skin is the color of mithril steel, and fhrreieesnpwdeillcyltbst.eowWfoahurednndhFiimnlanhadisnadwl ioosbrknesoyhtohtprimavoeninlinthagel,l
magic-user ahinsdebyeeasrdareareflaamibnrgillicaonatlsb.luFela-snidlvael’rs. hair Twin Paradises, planning or making a
TMHOIENFK//ABSASRADS:SNINil: Nil neFwlamndaagilcaisl owbevaipoouns.ly a popular god
Flandal is one of the strongest of oamf foignhgtegrn/ocmleirsichssfmoiltlohsw; ahislarwgeornsuhmipbienr
SP:S2IO2(N+I4C, +A1B0IL) IIT: Y18: VWI : 20 D: 17 tgHwneooimsoiofsfhttehdneefitooieuthsne,drptergarnhvoaemplinsisgthhweditmehiotoiesntsesooinr. some areas. It is said that some of his
C: 23 CH: 18 search of new ores and veins of metal to cntoleewrbicussrspthealilnvtteohadftleaevmneealobpfloeersdatohsrehibroerwteantirmgheraa,mngtmievdienrgas
use in his forges. It was Flandal who aadFdiltaiomneal tboonnguuseeslotnogshwit oarndd. damage, as
armFloarndaanldwperaortescotionnly faromleaftihree,r bauptroitnhfaosr GhealrpleGdlitftoerrggoelda’sndbaetntlechaaxnet. Arumdina,
been enchanted to reduce by half all maFdlaendoaf lyewllioewldsmaentala, xnea-bmaecdkeRdhohnadmamnge.r DRAGON 33
It is +5 to hit and can shoot a six-dice


374

with another career, most commonly as ployed only as slaves. Goblins, who are and elves do not frequently compete for
a fighter or assassin. This is because only marginally weaker than orcs and the same living space or for the same
half-orcs cannot advance very far in can hold their own against them at least foods. But a slightly deeper examination
experience as clerics, and they will even- some of the time, are afforded more tol- shows that in terms of personality, pro-
tually require another set of skills to keep erance than other small humanoids. bably no two races could be further
them on even terms with increasingly apart. For example:
tougher adversaries. Half-orc cleric/ But it is not other humanoids that orcs
assassin types are invariably death-wor- hate worst of all — it is other orcish Elves are able to see many sides of a
shipers, and strive to put themselves in tribes. The roots of hatred run deep be- problem; orcs see but one.
better favor with their awful gods by per- tween conflicting tribes; the original
sonally bringing death to as many be- cause of friction, if there was one, has Elves carefully examine the long-range
ings as possible, within their religion and long since been lost to antiquity. Inter- consequences of an action, usually
outside it. tribal conflicts are maintained by religious before undertaking it, while orcs could
bigotries; each tribe worships a particular care less for anything but the present.
Orcs and half-orcs generally dislike orcish patron god with interests that
and avoid beings larger than themselves, (naturally!) conflict with those of other Elves are very long-lived, while orcs
unless (as in the case of ogres) the orcs deities. Even so, all tribes usually pay have one of the shortest lifespans among
feel they can manipulate them sufficiently, some homage to Gruumsh, the king of the humanoid races.
with promises of shared treasure and the orcish gods.
food, to make them useful to the orcish That list could be longer, contrasting
community as guards and/or heavy in- Another question concerning orcish many other aspects of the races’ life-
fantry. Orcs and half-orcs dislike smaller and half-orcish personality should be styles, but a point has been developed.
humanoids because they are inevitably addressed: Why do orcs hate elves so Orcs and elves are opposites in nearly
weaker, and these races are usually em- much? Superficial examination of the every way, and orcs resent the advantages
question reveals little overt cause; orcs elves have, especially their long lifespan.
While elves do not particularly like orcs,
they think of them as a short-term problem

This is the tale the shamans tell, in the athsesmemtbhleedfiegldosdsantdurnmeedadtoowst.hTeheonrctihshe orcs will rule alone. This is why orcs
camps of the orcs when the night is deep gods and laughed loud and long. “All the make war, ceaseless and endless: war
lots are taken!” they said tauntingly. for the wrath of Gruumsh.
dodwnwrheIneitcwhlhlt.ehlToetwhhtsoeberierlfhdogurirnaemntnphaidrneengdspgaeaoawnlldrtnatstshtiisdevoerffegawotrrhadaetcshweewmsayoleo:wrttlodathunialnddt E“WyTeh?heeTrreheewrweilalissyonsuoilerpnplaceceoepullepefot!dn” wtehlel, One-
allowed humans to dwell where they world The shamans tell other tales, too, that
gpgoloeddassseddrde,rweinwthaetnhygereeenhnvigirfhoonremmsteosn,utnt.htTeahidnews,aerlvvtheeenn then, as Gruumsh One-Eye lifted his shed light on why things are as they are
gthneomhaislfhlinggogdosdtshepircokcekdy,thseunlolitt thhiallst ,gaanved sosgpuvreonekaroettv:hiere“oNrnwoa.osgrYplrdeoe.uaaTtrlhipeaea.nrsYdthooasuftftrthhebaetlcvolehtateenrddidgsgoiteaudfstotrthhhtheee in the world. Shamans tell of the battle
drawing of the lots, hoping to cheat me between Corellon Larethian (the chief
The word and my followers. But One-Eye never elven god, whom the shamans call The
from above: sfGolerreuopusrmc; sOshntoes-dEtrwyueecslkle.eth.se.alhlf.oeTrrehees!”rtesWiswithaithpthlahacitse, Big Fairy) and Gruumsh, in which
spear, and a part of them withered with Corellon tried to shoot out Gruumsh’s
Make war, sropte. a“rApniderhceerdet!h” ehemobuenllotawinesd,,oapnednihnigs eye (sacrilege!) with his bow, but failed
not love mthieghstyperaiftrsheaandd scphlaitsmthse. “hAilnlsd ahnedre!m” aadned of course. It is not considered important
tt“hhAeenmdmheseahrdaeok!w”esaa,nndadntdhceomvbaeldareecdkthsthepememarbiagnroredunug.setd. that Gruumsh started the fight by trying
to paralyze the elven god with his spear;
“There!” roared He- Who-Watches the shamans say Corellon deserved it for
oetrrniucdsmspsohhfaalntlhtldyew, ewalnlo!drTldhh.ies“rTevhotehicreeey cissahrawrilelhdesurterovittvhheee, not being properly deferential. Because
dawnaodyrldms,huaanltlidlplcysoh, maallnedslwagyhroeawnll otshftreyoyonugcreorcv,oelalrencdttheead of this battle, orcs of all sects and cults
peoples! Orcs shall inherit the world you hate elves over all other non-orc races.
Rogbeyr sought to cheat me of!”
Moore In this way, say the shamans, did the The shamans’ tales of the battles
orcs come into the world, and thus did between the dwarven gods and the orcish
Gruumsh predict the coming time when gods for ownership of the mountains
would weary the most ardent listener.
The orcs are drawn to the mountains by
their brutal majesty and stark barrenness,
while dwarves love mountains for their
isolation and beauty, and for the ores
that lie beneath them.

Many have also heard of the eternal
battles on the plains of Hell between the
goblins and orcs, each side led by their
respective gods. No matter how much
noise the orcs of this world make about
joining their forces with the other human-
oids, all orcs are aware that there will be
room for one race in the end . . . and it will
not be the goblins, the ogres, or any of
the rest.

28 JUNE 1982


375

not worthy of prolonged consideration. —a hint that it would only take the loss of thinking about the results of their deeds,
Orcs, on the other hand, are consumed his eye to break Gruumsh’s power as a and appear somewhat stupid to other
with hatred for elves, and will slay them god, and that some being might be cap- more foresighted individuals because of
out of hand whenever the opportunity able of bringing this about if he were not this. They dislike the weak, follow the
presents itself. more careful. Though Gruumsh rails and strong, and quarrel with their equals.
curses the elven gods through many lat- Again, this is not true of all half-orcs. But
Orcish mythology has several tales of er stories, he never again tries to directly at least a vestige of these characteristics
battles between elven and orcish deities. assault them, and spends his fury on is present in nearly every one, regardless
The most famous one occurs between mortal elves instead. Obviously, he took of their individual makeup.
Gruumsh and Corellon Larethian, the the hint.
chief elven deity. The story goes like this, Information for this article was taken
according to the orcs: In summary, half-orcs are often bound from the AD&D rule books, the Players
to take on some of the less desirable Handbook, the Monster Manual, and the
Gruumsh ambushes Corellon in hopes characteristics of their orcish parents, Dungeon Masters Guide, as well as the
of slaying him and drinking his blood, so especially if they are raised in an orc DEITIES & DEMIGODS™ Cyclopedia.
as to inherit his special powers; Gruumsh tribe. Some additional comments and insights
fails, of course, through his own short-
sightedness, and Corellon shoots an ar- Half-orcs are generally tough, respect- were found in Master of Middle-Earth, by
row at Gruumsh’s eye. ful of power, and seek to have power
themselves. They tend to measure one Paul H. Kocher. Though this latter book
Though the arrow failed to blind another by the number and quality of concerns the world of J. R. R. Tolkien,
Gruumsh, apparently it was not intended their followers, and they work within a much of the information therein is quite
to. Elven stories of the same event (much group setting rather than on their own. usable in an AD&D setting, and the work
briefer than the tedious orcish versions) is highly recommended to the serious
say that Corellon meant the arrow as a Like orcs, half-orcs often act before student of role-playing.
warning to Gruumsh of his vulnerability

The division of orcs into separate interests as strength, swordsmanship, encouraged to some extent by the orcish
tribes (Evil Eye, Death Moon, Broken military power, the night, death, fertility, gods, who believe that this is the best
Bone, etc.) is usually made along cult hunting, and so forth. Each of them is way of eliminating the unfit and weak,
lines. The tribal symbol is the holy symbol part of a rigid chain of command with and promoting the survival and growth
of the orcish god the tribe holds as its Gruumsh at the top. The relative positions of the strong. No attention is paid to the
patron. Each patron god seeks to make of the gods in the hierarchy varies de- thought that it might also waste the best
his followers more powerful than those pending on the shaman doing the telling, fighters’ talents, which might have been
of the others, since their own power as they all seek to emphasize the power better directed against non-orc foes.
derives from the relative power and might and glory of their own deity, sometimes
of their worshipers. almost to the exclusion of mention of A minor cult has been noted, repre-
Gruumsh himself. senting the only known orcish religion
There are a large number of orcish that doesn’t emphasize violence or
gods, representing such spheres of Warfare between tribes is actually warfare. Probably less than a hundred
orcs belong to this sect, and most sages
doubt that the being they worship is even
a true god. It appears to have been
started when a orc discovered an ancient
picture of a female orc, reputedly the
most beautiful of her race ever known.
This orc and his followers worship the
picture and bring it sacrifices of flowers,
jewels, and candies. Only time will tell
whether they worship a true goddess or
just a picture; whether they shall fade
away with time, or whether the orcs will
someday all follow the ways of the
mysterious goddess known as “Mispigie.”

Following are descriptions of five of
the most powerful orcish gods besides
Gruumsh, who is represented in the
DEITIES & DEMIGODS™ Cyclopedia.
Any use of the word “cleric” in these
descriptions, when referring to those
who use clerical spells granted by these
gods, also includes shamans and witch
doctors, as described in the AD&D™
Dungeon Masters Guide, unless other-
wise stated.

DRAGON 29


376

Yurtrus pletely normal except for being chalk-
white in color. Yurtrus has no mouth and
doesn’t communicate; the orcs have a
Lesser god way of saying “when White-Hands
speaks” when they mean “never.”
ARMOR CLASS: 0 Yurtrus is surrounded by a huge
MOVE: 6” envelope of stinking gases out to 120’;
HIT POINTS: 303 any mortal beings within this radius are
SSNDPPOAEEM.CCOAIIAAFGLLEA/DTAATETTAFTTEACANCKCSKSKES::S:2S:DeSeiseebeaesbloeewlow aoiPHnffaDcfelSi/unclend,tveeineaedglnzsdi4anasgtHhsoDfaosi/nflleeldosvowteCrfulsshhc:okiagTkshibhneiyofgrss,laeetrtvhuSeocuslkpysembstuyuobpfoDfeatlournsoda8tf
MSAILAZ(IlEGGa:wINCLfMuRl(E1ENt2eST’nI:tSdaNeTlln)eAcuNietCrsaE)l:e7v5il%
-2 “to hit” with no saving throw. All
effects last while anyone stays within the
cloud of gas.
WORSHIPER’S ALIGN: Assassins Yurtrus, in addition to his clerical spells,
and those who worship or profit uses all death-magic spells of 18th level
from death (orcs and half-orcs) magic-users. He may try to touch his
SPCYLLd(AMEdaNeBRrEksOICt:rLub/:HDcaWatRcivdkUheegiItsrDeos:uph1nea5dllnsthdoleonnvlye)l cleric victims instead of using his spells; any
being he strikes loses 3-12 hit points and
will catch 1-4 random diseases as well
(use the listings in the Dungeon Masters
Guide). The loss of hit points awWill isbhe
FIGHTER: As 13 HD monster permanent unless recovered by
TMMHAObIEGeNFlIKoC/A/w-BSU/ASNSRAiElSDRS:/IINLN:LilU1S5ItOh NlIeSvTe:l See spell, on a one-wish-per-hit-point basis.
The clerics of Yurtrus wear pale white
assassin gloves made from the skins of non-
orcish humanoids, humans, or demi-
PSIONIC ABILITY: VI humans, during their ceremonies. They
CS:: 1178C(H+1: ,-4+2) I: 18 W: 11 D: 10 wear thin armor (equivalent to cloth)
woven of the same materials. In combat
they use maces with the weapon’s head
Yurtrus the White Handed is the terri- made in the shape of a white fist. When
fying orcish god of death and disease. plague or disease strike the orcs, the
He appears as a huge, vaguely orcish clerics of Yurtrus appeal to him for an
giant covered with peeling, rotting green end to the illness with great sacrifices of
flesh; his hands, however, appear com- prisoners and slaves.

Shargaas Shargaas the Night Lord lives in a
tremendous cavern system below the
Lesser god fiery plain of one of the levels of Gehenna.
It is said that his caves extend infinitely,
ARMOR CLASS: 2 and are darker than the blackest night.
MOVE: 18” There no creature has sight but Shargaas
HIT POINTS: 265 himself and his orcish spirit servants.
NO. OF ATTACKS: 3/2 Shargaas, though blinded completely by
light from the sun, can see perfectly well
SSDPPAwEEMeCCAaIIApGALoLEn/DAAtEToTFTTEhAANitCC;SKKhES:iSd::3inA-+g3m2;0bbo(ul+irns8dhb)neettsesr in darkness out to a range of a mile or
more. He can also climb any surface,
MAGIC RESISTANCE: 65% even perfectly smooth ones, without
slipping. In the days when he is said to
SAWSIYLZOabIMEGsyRsB:SNadOLHMsaLsIr(P:Eki8nEnNR’seR,Tteas’:dSasllNn)cd(eAoreuLrtchsItGrscoaesNlaen:ent wdvTmihhlhooieaovldnfe-ooswr,ecivsthi)l have walked upon the earth, Shargaas
red skull between the horns could also hide himself and his followers
so well that no mortal could detect his
CMFPILLAGiAlEGlHuNRITsCEIiECo-:URn/DGS:isERAetRhUse/II1nDL0nL:UaHNSDIiOl NmISonT:ste7rth level ambushes or lairs.
TMHO1INE5tKFh//BAleASvRSeDlA:aSsS1s0IaNtsh:s1inle6vthellemveonl tkhief/
As might be expected, orcish bandits
PSIONIC ABILITY: IV and half-orc thieves hold Shargaas as
their patron, as do other regular orc
S: 20 (+3, +8) I: 19 W: 15 D: 24 tribes. Clerics of Shargaas are multi-
classed (cleric/thieves or cleric/
C: 19 CH: 7 (24 to orcs) assassins) if they are half-orcs; it is
rumored that even orcish shamans and
30 JUNE 1982 witch doctors have some small degree of
thieving or assassination skill (probably
some 5-30% success at one or two abilities
like hiding in shadows, picking pockets,
or assassination from surprise). The
major religious holidays in the worship
of Shargaas are the times of the new
moon, when the sky is dark and cloudy.


377

Bahgtru accidentally (?) cause harm to those
who command his services, especially if
Lesser god they fail to give him some respect.

ARMOR CLASS: 1 It is said that Bahgtru once fought a
MOVE: 9” tremendous reptilian monster from an-
HIT POINTS: 340 other world, and slew it barehanded by
NO. OF ATTACKS: 120-60 breaking all of its legs. His symbol is
DAMAGE/ATTACK: (+15) derived from this epic battle. Since this,
SPECIAL ATTACKS: Grapple Bahgtru has never been known to use
b+e2lowor better weapons or armor of any usual kind. He
SPwEeCaIpAoLnDtEoFhEitN; SsEeSe: wears little other than a great pair of
SAMILAZIGEG:NICLMER(1NE6TS’ :ItSaLlTla)AwNfuClE:e3v5il % cesti, or gauntlets, studded with steel
WSPYLOwAMRaNBrSErOiH:oLIrNP:sEiBnR(reoo’rSkcHeseAnlLalsItnGhdiNg:hhaLblfa-oownrfceusl) evil rivets, with which to beat his victims flat.
TCMMFPHISLAGOIEIEGHONRFTIKNC/IEAC/I-BCRSU/DA:SSARRAAEBSUsDRISI:L1D/IIINN6LT:+L:YilNU:6HiStlNDhIOilmlNevoISenTls:taesrNsailssin
S: 25 (+7, +14) I: 6 W: 6 D: 18 Bahgtru is a huge, incredibly muscular
C: 25 CH: 5 (22 to orcs) orc with dirty tan skin and dull green
eyes; his tusks, protruding from either
Bahgtru is the son of Gruumsh and side of his mouth, are glistening white
Luthic the Cave Mother. Though scorned from gnawing on bones. If Baghtru
and derided for his stupidity and lack of attacks and rolls a number 4 or more
self-will, no one says ill of his awesome over what he needs to hit with both
might. Other orcish gods call upon him hands, he has grappled his opponent
for assistance; he is obedient, though his and will crush for 10-120 points of damage
incredible strength always exceeds the per round thereafter, without rolling again
expectations of others, and he may to hit. His skin is so thick and tough that
blunt weapons do only one point of
damage to him before they bounce off. to Gruumsh, of course). llneval is the
symbol of the leader type, the one who
Clerics of Bahgtru must have a mini- plunges into battle with nothing but
mum strength of 16, and must keep victory and destruction on his mind. It is
themselves physically fit. They cannot hinted that llneval covets Gruumsh’s
wear armor, but may use weapons as position as the chief god of the orcs; he
they choose. Those clerics who lose has been said to have deposed one or
their required strength lose their other two other orcish gods, relegating them
powers as well, and will have their spirits to lesser status, in his climb to power.
crushed in Bahgtru’s fists in the afterlife.
Stronger clerics of this cult may help llneval is more of a “captain’s god”
weaker clerics along to the next plane, than a god of the common orcish soldier;
usually without the latter’s permission. Gruumsh is preferred by chieftains and
orcish kings, and Bahgtru by common
Ilneval warriors. Though Gruumsh does not
trust Ilneval, He-Who-Never-Sleeps has
Lesser god Bahgtru on his side, and this relieves
some of his concerns.
ARMOR CLASS: -1
llneval wears a suit of red iron chain-
MOVE: 12” mail, and wields a sword that slays all
non-orcs it strikes (save vs. death at -6).
HIT POINTS: 331 He cannot be touched by missile weapons
because of his armor’s magical powers,
SSNDPPAOmEEM.isCCOAsIIGFiAAleLLEA/wDTAAeTETTaATFTpCAEAoCNKCnsSKSK;:SE: +2:S61-S:3Ieo6mer(mb+beue1tnl1toee)wrto and is immune to non-magical weapons
weapon to hit as well. He appears to be a very war-wise
and confident being; his face and arms
MAGIC RESISTANCE: 55% are heavily scarred from the many battles
he’s fought, but the scars only increase
ASWILZOwIEGRa:NrSrLMiHo(rEI9sPN’E(TtoRa:rl’clSL)saAwaLnfIuGdlNhe:avLlifla-owrcfus)l evil his appeal to his orcish followers.
SCPFMILYLGAAEMGHNRBTIECIEOC:-RU/LND::SiRAnEBeUsRloID/1HoIL5:deL8ilelHUstdhDSIlbOemrvNooeaInSldsTcstewl:erorirNcdil
TMPHSOIIEONFKN/A/IBCSASRAABSDSI:LIINNT:Yil:14Nthil level assassin The clerics of Ilneval, if half-orcs, use
broadswords as weapons and are multi-
S:23 (+5,+11) I:17 W:14 D:20 classed cleric/fighters. Clerics of all sorts
C: 23 CH: 8 (25 to orcs) (orcs and half-orcs) wear red metallic
armor, and are expected to be good
When Gruumsh does not have time to military leaders as well as good clerics.
command his armies in Hell, he turns the
job over to his chief lieutenant, Ilneval, DRAGON 31
master of command and strategy (next


378

Luthic

Lesser goddess

AMROMVOE:R1C5”L(A1S2S”): 3
HIT POINTS: 287
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 5-20 (b+e7l)ow
SPECIAL ATTACKS: See
SPECIAL DEFENSES: Regeneration
SMIAZEG:ICL (R8E½S’IStaTllA) NCE: 80%
WALO(InGReSNuHMtrIaPElENRtTe’:nSLdeaAnwLcIfiGuelNs)e: vFilemales
(wohrcos and hhaelaf-lionrgcso),r asnadncthtuoasrey

need
SYMBOL: Cave entrance rune
PLANE: Nine Hells
TCMMFHILAOGinIEEGNHRFeIKTC/IaAC/Ec-BSU/hRDASS:RRAEASUDRsSI:D/1IINLN:2L:1ilHU56SDtthhIOmlleNeovvInSeesTlltec:inrle1r2eictahchlevel
PSIONIC ABILITY: Nil
S:19 (+3,+7) I: 18 W: 19 D: 14 is worshipped by males as well for her the victim is still alive can unwork this
C: 20 CH: 12 (25 to orcs) ferocity and her healing powers. curse.
Luthic appears as a huge female orc
Luthic governs several spheres. She is who wears no armor, but has unbreak- Orcs who follow her worship sometimes
the goddess of female orcs, orcish fertility able black claws four feet long. Her hair rub dirt on themselves to ensure they will
(more so for females; Gruumsh is the and eyes are dull black and her skin is have many children, and clerics use
male fertility god), caves and caverns dark brown with a medium brown on the earth in casting curative spells
(which she digs herself), servitude (as nose and ears. When in contact with the (though this is purely a symbolic gesture
she serves Gruumsh), and primitive ground, she regenerates 3 hit points per and not a true material component of the
medicine, and she helps restore orcish round. spell). Luthic’s worship is one of the few
morale. In addition to her normal attacks, Luthic that allow male and female orcs to become
may use magical spells to undo her clerics; nearly all of the other deities
Luthic is the deity closest to Bahgtru, opponents. And if she hears anyone permit male clerics only. Orcs in her
her son, and he will follow her commands abuse her name, orc or non-orc alike, tribe (Vile Rune) generally dwell under-
over all others’, even those of Gruumsh. she may (25% chance) choose to render ground, and seem to commit fewer raids
Other orcish gods and goddesses fear that being susceptible to any disease, so against other creatures, though they are
her great claws, which are so strong they that the next time the victim catches especially fierce if their lair is threatened.
can tunnel through solid rock. Orcish even the most minor of ailments, it will Orcs guarding clerics of Luthic gain a +2
clerics call her the Cave Mother and prove ofaf ttahlreweitWhinish2-s7pedllasyasp. pOliendlywhthilee bonus “to hit” from their ferocity and
conduct her services underground. power madness, but this also causes a -2 penalty
Though she represents female orcs, she to their armor classes at the same time.

CLERICAL QUICK REFERENCE CHART

Deity SCphoenrterool f Animal HeadRaimenBt ody Color(s) DHaoylys FSraecqruifeicnec/yPropitFiaotriomn WPloarcsehiopf

Bahgtru strength ox bare loincloth n/a battle days before battle bones of battlefield
Shargaas enemies
llneval night, thieves bat leather leather red &
Yurtrus creadp armor black new moon monthly stolen items anywhere
red metal red
warriors n/a metal battle days before and blood and anywhere
helmet armor after battle weapons underground
death, skeleton bare skins white crypts
plague full moon monthly living
sacrifices

Luthic caves, heal- cave bear fur cap leather brown & midwin- yearly treasures cave halls
ing, females armor black ter’s day
Clerics, shamans, and witch doctors occupy very important positions within their tribes, and are counted on to give
advice to tribal chieftains on matters of warfare and inter-tribal relations. It is not uncommon for such clerics to inherit
the position of chieftain themselves and govern the orcs directly. In either case, they should have a retinue of guards
equal to that of a major orcish chieftain or king; see the Monster Manual for details.

32 JUNE 1982


379

l . l but not least:

The humanoids

Goals and gods of the kobolds,
goblins, hobgoblins, & gnolls

Last of a series
bRyoger Moore

jorThheumoarngoanidizeradcerseliigniotnhse oAfDt&heD™fivegammae-
swyasytesmthaarteddoifnfeortenatlwfraoyms ceoamcheottohelirghint
douidrintygpaesca—mpkaoigbno.ldEsa, chgoobf litnhse,sehhoubmgoabn--
lins, gnolls, and orcs — has a particular
wanady iotsf erexlparteiosnssingwitthhatthreacoeth’sewrsoarldn-dvitehwe
pheutmeaang/daeinmsti.-human races they all com-
froEnvtaetinonthsowuigthhsmhaomstanosn-athned-wspitocht cdoonc--
tors of humanoid deities will not involve
pr(uoanlerlte-ypslsaaynfidnogr sshsoaommemaunrce’shaspoaansrtytohuaetgrigarehdetvectnootumpribanarg-t
ley), a more detailed description of the
hmuigmhatnporiodverevliagliuoanbsleanfodr cthoenisrtrduecittiinegs
detailed campaign backgrounds and in
ihnetlopintghethme oDtiuvnegseoonf Mhuamstearnogaidin cilnesriigchst
tuhseedpraesvioNuPsCi’sss.uOerc(#s6w2e) roef dDisRcAusGsOedN™in
Magazine; this article deals with the oth-
ecrhDaforMaucsr tresarhcsoeruse.ldinckaerenpatiendmaisndantyhaotfpthlaeyseer
races are not obligated to worship the
dsheoitiuelsd osfucthhecshearraaccetes,rsanbde ianllonwo ecdastoe
tbeercsormeiencsahranmateadnsaosf otnheesoef gthoedsse. Chhuamraanc--
oid types could be of great usefulness as
scapmiesp;oinr isnuficlthraitnosrstanincteosththeeyhummigahntoiudns-’
ccouvltewr omrsahniyp oafntdhepodsestiabillys coaf phituamlizaenooidn
tsheilsveksnoawndledogthee, rfoardtvheentbuerenres.fit of them-

DRAGON 25


380

Kobolds high rate of reproduction give kobolds tenKeotbsolodf rseuligrvioivnails, sceanfetetyreidnanrouumnbdetrhse,
teuvaelneaxtirnecatsioonna.ble chance to avoid even- tdhersoturugchtiaotntriotifona,llaontdheorb(eladriegnecr)e.raKcuers-
The kobolds’ major deity, Kurtulmak, boAldsswaitrhethperoontheertohupmicaknooind crareceastu, rkeos- tulmak is supposedly served by a variety
is said to have given the kobold race life tsamkeallcerrutdheadnetlhigehmt sinelivneflsic,tainngdpsaeinemantdo (ochf imefitnaoinrsdoermpigrioesdtss,) tohfetdheeiirfieradchee. roes
taanndt atartusgohft ltihvienmg opfefrostohnear lclyretahteuriemsp(obry- misery upon their captives. Though they haAvektohbeocldou“rhaegreo”adnodefsighntointgnaebcielistysathrialyt
theKfut,rtluolomtiankg,inptiellnadgeindg,hiasnrdactheetolikleiv)e. in tgheenireprahlylysicaarledaiswaadrvean(atangdesrewsheenntfuclo)mo-f ocanellendo;rmkoablloyldas“shoecriaoteess”wairthe trheenoownenesdo
the deep reaches of unfriendly forests pared to the larger humanoids, humans, fsokrilltsheaisr sakttiallcaktin“gindthireecdtecfeonmsbealets”s(,suacmh-
aansdhsidheaollouwtscaanvdesshbeecltaeursse, aonf dthweiar svaelune- asaprneedcodtrfedumel roie-fdhuaimfutrahunolesrdi,tytbhyaenyadnarweoiblalvlidsooousvalyesrmythoreerye- bushing, trap-setting, and torturing).
craogmepdewtehewnithhitshesugbnjeocmtsesw,ewrehofowrcaendtetod powerful (and lawful evil) creature or be- Tfehwoukgohbtohledy htreyrtooedsisaapvpoweatrhemiomraegeli,kea
tahree scaomnseidlievrinagblyspsatcroen. gMeirli,tamriloyr,egnoorgmaens- liinkge. aHnoywoneevemr,ukcohbolaldrgserauthtoamn atthiceamllsyedlviess- umsausatelrlysacvaoveidngpeersrsothnaanl cfioghmtebras.t uHnelreosess
ized, and thereby better off than ko- othneythwe ibllacsaisrryofosuiztethaeliornleea, daenrd’sthwoiullginh backed up (supported) by “regular” ko-
bboelrdsso, fatnhde tmwoosrtabcaetstleressbuelttwinedeenfematemfo-r spuecrvhecrtatshees,inttheenyt owfiltlhleikireolyrdaelsrso inseseokmteo asbuonmlddsec,oramonlmdesatenondfdflrewoahmdeenaresfvaheri:pr pforosmsibltehetoreaasr-
thhite-aknodb-roulndsa.sOsanulyltsthaenirdptrheefier rreenlacteivefolyr minor ways to show their resentment.

Goblins avoid direct confrontations with them. manoid territory, and often perform or
Tfuhleiyn awrein,naint gthteheleagsrut,dggeinnegraglloyosducwciellsos-f gadavinoicnagtethroosbebetrhyinagnsd tthhaetftgaosblainswa(aynodf
racTehethagtosbeleinmssatoremtahkeeoannlyy ehffuomrt atonogiedt kboybootlhdserarnadcebsu. gbears, and are tolerated soethnesresh,umgoabnlionisdsh)asvheoualdslhigahvtei.nIcnlinsaotmione
along with all the other humanoids. auGthoobrliitnys,figlikuerekso.bTohldosu, gahrethreesypemcatfyulboef tthoewyarndealarlwyfaullwnaeyustrraeltaainligtnhme epnatr,t tohfotuhgehir
Tcohoepseerabtieoinngwsitheimn pthheairsoizwenthraecev,aaluveoido-f more accepting of non-goblin leaders evil nature that reflects in their desire to
binagl tdhoectersintaebslisohrmceunltts,otfhsopuegchialtihzeedy dtroi- athlsaon skeoeboleldsss anreeedoftonoknn-ukcokbleoludnsd, ethr etoy looGtoabnldintoshrualme aonthserosf. Maglubiyet (de-
maintain a firmly structured hierarchy in such rulers, too, and are more likely to sCcyrcibloepdeidniat)heofDteEnITsIeErSve&aDs EinMteIGrmOeDdSia™r-
tmhaenirsgaonvderdnemmein-ht.umGaonbslinass rtehgeairrdwohrus-t dmraaFywoeraxaplllientceht eodifretfthienenimndg.enwchieast their leaders aiensd btreytwtoeeennshuorbegothbalitnthaendforgmobelringrfooulkp,
eunlaermlyiesso—, bedcwaaurvseesthaenyd tgennodmteosinphaartbici-t to shy away doesn’t take extreme advantage of the
tahree ssaommeetriemgeiosnasnagsergeodbltinhsatdtohe—otahnedr from the limelight, goblins do desire glaottbelrin. sShmaomraenesxocfluthsievedleyit(ieliskegothvoesrneinogf.
humanoid races, who might better be apnodwegrenoevrearllyhupmreafnesr tahnedmd(eomvei-rhkuombaonldss, tKehxut)rgdoevrboateeythaegir, daettsecnrtiiobnedtolathteer sinpethciifs-
abiadtitnligngorhuambeatntisnganthde dgeombil-inhsu’mcaanuss,eabrey sorerovtahnertss.mTahllehyumseaenotidosr)tuares salnavdesotahnedr eicraplr,obalnemd sreainndfonrceeedstheof ogpopblrinesssiniongeon-f
sinqsutaebabdlinsgoanodccpuopwieedr swtriuthggilneste.r-tribal tpoubtlhiceidrivselarsvioenssinlikepuitshtoinbge hinosmtreucttihvee chouumrsaensof aancdtiodneimn it-hheumloanngsruans totheenbsuerset
slave’s proper place in the world. the well-being and security of goblinkind.
Goblins try not to portray themselves preGoocbcliunpicehdiefwsitahndcosnhqaumeasntss oafrenousnu-haully-
as a threat to other humanoids, so as to
26 JULY 1982


381

Hobgoblins torture to determine if they are worthy of their communities these priests serve as
their posts; trials by torture (to deter- wjwuohdireckniaalrseaquautdhirvoeirsditoiebrssy, ttoahdecmiorilnolainswtyesrc,inhaginedtfotaratinulsrsoe.
The hobgoblins, unlike their close kin mpainine, wthhuicshppraorvtiyngcatnhewirtihgshttannedstsheofmthoastt They are the enforcers of public ritual
tthoeggeot balilnosn,gmwaeklel wlitittlhe optrheeternhsuemoafntoryidinsg, ohonbeg’sobclainseju)daicriealqsuyitsetecmo.mmon in the amnadinctaerinesmothney,peronpseurrindgegthreaet tohfeliarwtrfiuble-
etrvibeanl rwivitahlroythiserinhteonbsgeo,bolinnlytrimbeasr.giInnatellry- agHeosbagolibfelilnoncgultruerjeecgtieonneoraflleymeontcioonuar-l cnoeusrsseantdheoybecdoinednuccet taollatuhtehoariptyp,roapnrdiatoef
less so than between orcish tribes. Hob- displays, in keeping with the proper atti- religious ceremonies. Shamans devoted
gizoebdlinaltornibgalpfoalcittiicoanlslianrees,sthroicwtlyevoerrg,aans- tude of a warrior race. But on a personal wtoitMh aggolublbiniyse,twhheilcphcohoorbdginoabtleinsdedailsinlikges
opposed to the orcish tribes’ religious twlheiovlleuslg,ohmthueestuiamavelelysraosgnheloywnwohhnie-slneoaardloehnreerhfooebregwlionhbgelsinn, as weaklings but grudgingly recognize
adnivHdisoisobengtstole.bleinassilvyailnuteo satadtoumsianenedripnogwroelre, it is believed no one else is looking. The gaosIbtalislnlei-ehesom,bsagnothdbalitanlmsouccetharekomef otchnheieasdrg.iselikoef joint
as warriors, conquerors, and rulers. ofonrlya ssohcoiawllyofafceceelipntgasblearecirtchuomsestatinmceess hob-
Moreso than kobolds, orcs, or goblins, when two or more rival tribes of hobgob- goblins have for elves comes from the
tthheeyir roewsnenrtabcee,inbgurtutlheedybwyilbl esitnilgl sshnoowt oaf tileinnmsjepcetarttiocnhgp,sroiingvhsotukloetsf,eeaaacnchdh ocotathhteecrralialnsntodinaeanmngaoagrtee- wlaettlel ra’ss “thheereetlivceasl”’ edmiamoteiotnriacal ldlyisopplapyosseads
tfaioirn dinegsruecehosfituoabteiodniesn.ce and organiza- violent confrontation. Encounters with asilzigenmtheenrte. vHooltibnggo,bulinn-wsahrarimoralinkse aesmppehcats-
tesHtinogbggorboluinnsd,peorncee’sivepelirfseoansalawcoornthstabne-t non-hobgoblin races are also marked at of elven life as often as they can, and
ing measured by the amount of pain one ttHiumorweessevbeoryf, hhdooisbbggguoobsbltli,innssa’narrgeeemrc,aarrokesrfuladnetodrissgihoeonsw.- eplrveeascshhoaublodubtewahllaotwaedsthoarmune liotoissethlikaet
tcteuaxrnet stfoo.lleTlorhawetienirgad)neidsitymsoeNmteoemotiuomtget-osGoreetahfeyerarrec(drseeateo- no other sort of emotion in the sight of theDywdaor.ves and (to a lesser degree)
as The Torturer, a master in the art of choummpalnesteadnidsddaeinm,i-ahnudmaandse—sireextocekpitll foorr tghneoirmiensn,adteesgpoisoeddnaessst,hemyaanraegebetcoauresetaionf
sinhfolicwtisngthpeaisnligahntdesat edxepitryeswshioon neevveenr enSslhavaemtahnesenaenmdiews iatcshsodoonctaosrspoosfsibthlee. saitolneaosft raesgplimecmt:erAot flethaesth, othbgeoybdlinesm’ voenr--
wtahinesn awnodunsdheadmahnimssmelfu.sHt oubngdoebrlgino crihtuieaf-l shpoeblglso, bplirnesferorinnlgy thraerehlayrmufsuel (rceuvreartsivee) s(tthraatneksthteo pthreoipr elarwaftutiltundaeturoef),athweadrroiourr
versions of those incantations. Within dwarves especially so.

Gnolls otishtheaeyrcaboryemamalsoseonnismneninaootferrlayocfbfieaonlusindede)n, ttotihtyoeuaagncdhh though they prefer freshly killed food.
As a race, gnolls are quite hardy and cooperativeness. They lack the intertri- Tfrhoemy fvriecqtiumesntolyf uostehe“rharnadce-mset-odoewqnusip”
chaumn aandsa),put ntloesaslmthoesctliamnaytecilsimtoaoteho(ltikoer sbianlcerivtahleryy orefgthaerdottrhibearl hiduemnatintyoiadsruanciems-, tchheomossienlgvensowt tiothgwoetaopgornesatalnedngatrhmsotro,
cold, or the gnolls have to work too hard fpoorrstahnort,t taimndestrtiobeusndmeartyakbearnadidtsoogretohthe-r make their slaves manufacture such
tios amafokuer-tlheettmesrewlvoersd ctoomgfnoortlalsb;let.hoWuogrhk er profitable ventures. etrqouuibplme etnot,ssuipnecerviisteisthuesumalalynutofaoctmuruincgh
tthheeyiradreignstirtoyntgo, ptheeryfocromnsmidaenr uitablelnaebaotrh, looGsneollisn’ sgtoruvecrtnumree,ntwalithsyvsatermiosusaraegrveeery- proGcneoslsls.’ lairs are usually found in aban-
twhheicfehmisableesttienr tlheeft turpibeto. their slaves and ments between individuals being con- doned mines, caverns, and villages, be-
hoObgf oablllitnhse hhauvmeatnhoeidlorwaceesst,ogpninoilolsnsanodf slytafnotrlygomttaedne; oannldy bthroekethnr,eoart coofnvvioelneienncte- tchaeumsethoecctruopuybilnegosf ubcuhildainngaarneya nseacveess-
the female sex. Goblins and kobolds ta(oagrhsetaeavmnedeanartndsyainnladfsotreicnxegp.eecftfeedcttaocntick)eseepeimngs ssealrvyefsacaislittiehse.mCauslttuerraslloyf, tthheeywsoerled,thruelmed-
ttheonudghtonsoeteinthleeairdefersmhaipleosr amsiliitmarpyorrtoalenst,; wbyithnooutoenxec,etsaskivinegswwheaatteavnedr tlahbeoyr,waanndt
their women help manufacture weapons Gnoll shamans worship only Yeenoghu commanding all lesser races (humans,
ahnedlpamrmaionrtatoinstuhpepcoorht ethseivemnileitsasryo,fatnhde d(seemeotnheprAinDc&eDwhMoognasvteerthMeamnuliafel)., Bthee- tdhheimamnsie-ohlrfuc(msw)ahtnhesrno,euvagenhrdfaenhayru.mgEnaaonclolhitdagslnkossllmasbaeoleluestr
tthriebiersf.eHmoablegsobbelincasuhsaevethenyo dreosnp’temctafkoer cause of the close relationship their dei- gnolls, he means only the male gnolls) as
ogof opduwblaicrriosrisg;httheanmdalbeusskyeewpitthhetmhoosuet tcyephtaesd winittoh tghneolulsn’dseoacdie,tyghaosuglsuaarrdesafco-r hisGonwolnlskdinogn, oint mshinodrt.working with those
—thinkgesetphienyg fheoelustheeiar nwdomhaevninagrelitgtloeohdofbo-r tcheesirhsahteamaanndsf.e(aArllanoythseor rht uomf uanndoeidadra.)- wpohwoerafurel aasptpheromxsimelavetesl,ysoaslonpghyassicthaellyy
goblins. Gnolls regard their females as Ogntohlel rcoumndmeuanditiemsi,gbhuttaolsnoly btheosfoeuwndhicinh get adequate and satisfactory benefits
smlauvchesw, oprukreonanthdesmimapslep,oasnsdibdleum(wphiachs cthaenwbaeyctohnattroelvleildcbleyritchseicrasnhacommamnsa(nind flreosms pthoewecorfoupletrhaatinonh.oTbhgooubglihnso,rcgsnoalrlse
usGuanlolyllsmeaarensinadllivoidf uit)a.lists, acting only undead into service). gcaeut saelonogrcbseattreer wmiothretheeafsoilrymdeor mraicneatbeed-,
orengpaerdrsoonrailginniotiraetivteheanddesteirnedsinogftootdhies-r is Tmhoeregnthoalln’ssrkeinse(mfubr?la)ndceeepto. Gthneohllsyeanrea agnnodllsb’ ehcaatruesdeofhaoubtghoobriltiynsanrdestheenirt lathcek
grensoellnst oarndcrreeaftuusreest.oGrensopllesctinahuetrheonrtitlyy dhuignetesrtsroanttdingscmaveeantgewrsit;hothuetydaisrecoamblfeortto, of stoicism.
(spitting at and cursing a leader or ruler
DRAGON 27


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Dakarnok swcaasttceorenqduwerheednahftiesr hhoismdeeagtehnb-eymmpoirree Kobold religion is cen-
apromwieersf.ul human, dwarven, and gnome tered around survival,
AKRobMoOldR DCeLmASigSo:d4 koSbhoaldmagnesnosf aDlaskoarhnaovkinmgayshbaemfoaunnsd oinr safety in numbers, de-
MHNIOOT.VPOEOF: I9NA”TTST:A6C5KS: 1 wclietcrhicadlolcetvoersl odfeDvoatkeadrntookK’usrpturlimesatks; wthiell struction of all other
DAMAGE/ATTACK: 3-9 (+2) mneavke’sr sehqaumaalnos,r aenxdcetheed ftohramterofarKeugrteunl-- races, and obedience....
SSPPEECCIIAALL DAETFTEANCSKESS: :N+il1 or better erally subservient to the latter. . . . Dakarnok’s shamans
MAwGeIaCpoRnEtSoIShTit;A9N5C%E:hi1d5e%in shadows raiDdainkgarnpoakrt’siess,haamndangsaifnrerqeusepnetlcyt laenadd frequently lead raiding
AWSLIZOIGER:NSSMHE(IP3N½ETR’:t’aSLlla)AwLfIuGl Ne:viLl awful evil fmuol r(eorfolullocwkye)rsaactftseroef sthpeiecviaelrlyy,sluococteinsgs,- parties, and gain re-
aicnadllydeasrtmrucetdionw. itThheaseblaschakm, sapnsikeadrectlyupb- spect and more follow-
a(knodbobladns)d,itsin particular raiders (n2o-r7mpaolinctlsubd)amthaagted,oturebalet sotahsertwhiesier hasolay
SPYLbAMroNBkEOe:nLN: siBnkelualclHkelslspiked club over symbol. These shamans are quite ag- ers after especially
CFILGEHRTICE/RD:RAUsID1:0 5HthD lmevoenlstceler ric grereligssioivne, ainndthtehosupgrehadtheoyf tahcecirefpotrmKuor-f successful (or lucky)
STMMPH:SAO1IIGEON8FIKNC(//+AI-BCU1SA,SSRA+EADB2RS)I:L/SIII:LNITN1LYil6U:: S6WNtIhO:il 1Nle0IvSDeTl:: a1s7Nsailssin tulmak’s clerics as their superiors, they acts of thievery, loot-
C: 18 CH: 8 (18 to kobolds) aghnoaddveliwnbgitescehondnkonscoitgowhrnst.toof aottthaecrk kthoeboslhdadmeamnis- ing, and destruction.
(seTehethcehDieEfITkoIEbSol&d dDeEitMyIGisOKDuSrtuClymcalok-
pedia), who lives in the twisted spectral Dakarnok is usually depicted as an
fHoreellsst.s Hainsdcchaievef sseorfvhainstshoamree tinhethdeeNifiiende unusually muscular kobold with silver-
dheemrooensstroaftetdhethekomboosldt refovlekr,edwhqouabliteiesst b(tlwacok-hsacnadleeds)aand+1tinsyprikeeddecyleusb. Hmeadueseosf
of their people when they were alive. The dhaigrhkeorathka. nH3isrdshleavmelainnscclearnicnaoltaabtitlaityin.
Kheurrotuelsmtahkatubpeocnomtheeirdedmeaigtohds haerelpethrsosoef The particulars of his worship are the
wtiohno aanlsdo hcaauvosecdatmheonggredaetemsti-dheusmtrauncs- snaomheolaysafnoirmKaulratunlmdatkh,eshaovely tchoaltotrheinrehiiss
and humans (especially gnomes), and worship is black.
hinocmreeagseends.thTehewreeaaltrhe aanndummbigehrtooffththeesier
minor deities, none of them of excep-
ationndailt wpoowuledracpopmepaar rtehdatttohemyoasrtedceointiteins-,
ounaellyaneonthgeargiendthienirpdorwiveertocobnefcloicmtse wKiuthr-
ttuhlemsaekl’essmseorsdtefamvio-greoddlianigdse.isTythpeichael roof
Dakarnok.
tainInwlifheo, Dcoankqaurneorekdwaallsthaeshoathmear nk/ocbhoieldf-
gaegnasinsnteahruhmisanowanndtribgen,oamned tsheetntlemmoevnetds
scattered along his frontier. He enjoyed
cthoenspidoeorralybloergmainlitizaeryd soupcpcoessistioang,aainnsdt
sspmeaclilaelrizevdillaingefass,t,dlirgivhitnrgaidthseagpaoipnustlatchee
toward the distant major cities.
hoIotdisthsraoiudgthhathteDuaskearonfockergtaaiinnemdaggoicda-l
devices; whatever the means, upon his
dhiema,thanhdisshpaemoapnles fcoounntdintuheedy wtoerreevaebrlee
tdhoeacdsaicssatptsreepdaeldtlos, ahthfitsoeurmgpehramynoeorryta.enHvdeiscnewlyreo,mrtsoohniapy
number of other gens, since his people
28 JULY 1982


383

Khurgorbaeyag
AMGRoObMVliOEnR: L1eC2sL”sAeSr SG: o2d the hobgoblin patron deity (see this
(Goblins) see torture SHNDPIOATEM. CPOAIOFGAILNEA/TTAASTTT:ATTC2AA5KCC5SKK::S22:-o1Er6n1t(a+n6g)leomr esnptecial tsehxat)m, aannsd tohferheoawreKshtourrigeosrbtoaledybayg gdoebalilns
and other public diver- ASWSSCMFPMPLIYILLAOGZAa(wmIAEEMgGGnEGRHeaoNCRdBI:NagSTCIbEIICOpLiAMCElHc:ihon-LL-/REIR(oUnDuNPs9:p:NsED)RS’iERteneASToEtUERleraeesI:/FSRI7l’dhslSDEH)1TtsLi/ht:n3NaIAeaLAenlwNS8lLHsLsdltfCEeUshIuDGvESylSeeN:l:meeIllO+:lvvoo42eiiLNnw5lllla%suoItSwcssrelitTfeorrbuirn:pelicie8tsetdttevhrilwlehvipel with his rival’s subtle treachery. The gob-
sions like it to be in- THIEF/ASSASSIN: 9th level assassin alinresfpoirrcitesdthtoatfiKguhrtgaolrlbtaheeyhaagrdceormamgaanindsst
strutive to their slaves MPSOIONKN/IBCARABDI:LITNYil: VI tthheeyir meunsetmtaiekes, uthpethoercslsapckiriftrso,mbethceaulasze-
in pushing home the S: 18/00 (+3, +6) I: 16 W: 9 D: 19 ainlleiesss. of their clumsy hobgoblin-spirit
slave’s proper place in C: 19 CH: 2 agTghreessgiovbelinlasw’ fluolvneesfsorisslawveell-traekpinregseanntd-
the world.... etyd. Kinhtuhregirordbeaiteyy’sapgohwaesrsflaamnde-preerdsosnkainli,-
The clerics of Khurgor- Khurgorbaeyag is one of the chief sHpiescoknleldy wwiethapooranngiseaangdreyaetllowwhipsc,awleitsh.
baeyag . . . encourage tlhieeutDeEnaITnItEsSo&f tDheEMdeIGityODMSagbluobokiy)eotn(stehee which he drives his followers on to their
the taking of captives tthhhoeemNgeoinbpellianHnseelilnso,fpaathnrdeticigusolatbhrl.einHopiaisdtrcodhneieitgfieorsdiviaonfl tdwuitciees wainthd tihnteo lawsahr., Hinejurminagy feoiethserwaithttaictsk
to be brought back to for power is said to be Nomog-Geaya, supersonic snap, or may make a single
the tribal lair for slave samitntiaegcslke aaimgttaamicnoksbtiismledo;reesthigdeannewgdehtroiopurseunfnodeeesrrr.ienTngheliys-
labor or “instruction.” wwirnagpss (aoruotutnodththee30o-pfopootnerannt’gsefeoef tthoer
gwploeeiamnpteso.nn)tInawaniddthdaitctihotsrne,aeasntaiymoRenoespetnoouorcfmhEeandltahbniy-t
tvhse. mwhaigpicinatei-t4heorrabtteacakffmecotdeed masusift bsayvae
Symbol of Hopelessness, immediately
tshuisrreenffedcetrionfgthtoe wthheipwwieillldreerm. aVinictiinmdseos-f
pmainirufsorthae nvuicmtimbe’sr owfiswdeoemkssceoqruea.l to 20
woKrkhuinrgofarbiraheayarmg’osnyshwaimthanbsugabpepaerasrhato-
mans, though no one has conclusively
fvigoulvriendg othuet twwhoy.raJcoeinst acreerenmotounniecsomin--
mon, and temples to the goblin deity fre-
qicusenotflyKhhuarvgeorbbuagebyeaagr pgauratircdipsa. tTehien cwlearr--
foanrley winithadthveisorerystpoofstihtieoinrstriabned, tnhootugahs
troop leaders. They tend to encourage
jtuhreedta)kcianpgtiovef slivteo (bneobt rnoeucgehstsbaarcilkytuontihne-
t“rinibsatrlulactiriofno”r (uristueaal spusblalivcetolartbuorer)o. rTfhoer
shamans have their assistants carry
svuenpptulireess otof rboinpdespraisnodncehrsa.inTsheoinr fmaviloitarirtey
acanpdtivgensomfoers salareveussuaarlely hmuamrkaends;fodrwdaervaeths
amftaecrecsaoprtucrleu.bsGotoblsinubpdruieestpsriusosunaelrlsy aunsde
in actual combat. They carry a whip as a
chaoplytivseysmabnodl, nboutt iint icsoomnblyatu. sed against
scSahleammaanisl aonf dKhwuargrohrbealmeysa,gwwitheavrersetd-
mis ethnetswoof lfg, raanydwsoulfchfupr.eTtshearirehooftlyenanfoimunadl
wtriibthe.th(Tehsehsaemaarnesnoort lfeoarduesres aosf amoguonbtlisn,
like dire wolves and worgs are.) In all
oofththeer rsehsapmecatnssthofeiMr awgolursbhiyipeti.s like that

DRAGON 29


384

Nomog-Geaya
AHRobMgOoRblinCLLAeSsSs:er1 God ceremony or waste of time, since they of iron or steel, and use great helmets
MHIOTVPEO: I1N2T”S: 283 tahree csocnhseidmeeredofatthbinegsst t(oanbde,uastelwesosrsint, tfhoar tthceoveeyretsh;ebirafnadceeds mcoamil pisletmeloystexccoemp-t
DNOAM. OAGF EA/TATTATCAKCSK:: 22-20 (+7) and daNngoemroogu-sGief aayllao’wsesdhatomarunns laoroesee)x.pect- fmavoonrlyedusaendim. Tahl,esicnacreniivtsorpoeurssoanpaelishathbeitisr
SP3E-1C2IA(+L7)ATTACKS: Wounding, pain ed to display the personal qualities of appear to mirror their own to some ex-
SMPAwEGeCIaCIpAoLRnEDtSoEIFShETitANNSCEES:: +2 or better ethxeeicr udteeidty.fo(rSloamugehoinfgthienmpuhbalvice, beeveenn tfeonutg; hittislikaecaonmaplpimee, nmt etoanbiengtowlditthhagtroenaet
35% dduisrcinipglintheegtiovertsurteheofschaapmtiavness.)anTdhidseriitgieids sGaevaaygae’sryw. oTrshheiphisolya bcroiglohrt, ignloNssoymroegd-,
WSALIOZ(IhGERo:NSbLMgHo(EIP1bN0EliT’nRt:sa’)SlLl)aAwLfIuGl Ne:viLl awful evil of this god a +2 save vs. all enchantment ocebrveiomuosnlyiersepirnevsoelvnitningg tbolrotuorde. Wofornsohnip-
SYMBOL: Crossed broadsword odrercehdarmimsmpuenllse, atondatnhdeyumnaayffebcetecdonbsiy- thmaokabengsop,blaolicnreocotrhneceaertuhpreuesmr y(ahenuaomr,idaasnt)sm,eindde-mwmiani-sthesure-,
PLaAnNdEh:aNndineaxHeells enmoromtiaolna. ttempts at humor or displays of in underground temples.

Nomog-Geaya’s shamans wear armor Nomog-Geaya’s sha-
mans are expected to
TCMMFPHISLOAG(dEIIGENOHeRFIsKTNCI/tC/EArIB-CuU/RSDAcS:StARRivEAABDUeRsSI:ILD/S1sIILT:NI5pNLYei9lHU:l:tlshDS6VtIhIOolmenNvloeleynIvS)lseTtcle:lerarsicsNailssin display the personal
S: 19(+3,+7) I: 17 W: 12 D: 16 qualities of their deity.
C: 20 CH: -1 (Some of them have

itaFryeacroemd manadndreerspaencdtead amseraciglersesatwmairl-- been executed for
rior, Nomog-Geaya is one of the tough- laughing in public,
ecostndofotnhley gtoobMliangoliudbdiyeeittiehsim, psreolfbianbtleyrsmes- even during the torture
of personal power. He is the major pa-
tsprotliofniiecdsiestihtmye,iorfatrtnhaeditshcooobf glbdor-ubbltianlolsito,yda, necdodunerexaesgmse-., of captives.)
eNxopmreosgs-Gioenaythaains saaildootko ohfavgerimno, toigthhetr-
lipped, tyrannical authority.
oraHnegeheaysesa, sahn-dgrsahyarkr-oliukeghteestkhi.n,Incboaldt-
tbWleroohauednsduwisneogsr,dtawwnohdiwcahea+ap2cotnsasxa,esonwaeh+ipc3ehrS, hwuaponorddn: oaaf
vsiuccticmesassfual Shyitm, ibmoml oefdPiaatine.ly affects the
mSakheamthainnlsy ovfeNileodmoregf-eGreenacyeastetondthtoe
fboarrehliys croivnatlroKllheudrgdoisrgbuasetyathge,irthdeeiptyathroans
deity of goblins. Hobgoblin spirits in the
sNeinlveesHienllsthmeirusettelernaarnl wtoarewxeithrt othrceimsh-
spirits, to cover for the weakness of their
unStrhuasmtwaonrsthyandgowbilticnh-spdioricttoarslliewsh.o wor-
sdheiitpy’sNohamboitgo-fGeeaatiynag athlseocpoorakecdticfelesthheoirf
tahgeeirselanveemryieasnadftteorrtbuarett,lem. uTchheyasengcoobulirn-
sghoabmlinasn,sadnod, kboubtoaldres pvrioctnime stoausseslaovrecss,,
as well as human and demi-humans, to
oembvpihoaussilzyeintfheeriowrohruthmleasnsoneidsscreoaf tuthreesse.
Humans and those demi-humans with
stoorutlusrem;aeklevetshearbeesutsucaanlldyidkailtleesdfworithritouuatl
30 JULY 1982


385

Shoosuva eplrafunleginnotlhl eshAabmysasn).sEoxrcewpittciohnadlloyctpoorws,- ter cannot increase mobility by divesting
tahboilistye aantdtahinaivnigngthmeor5eththlaenve2l0ohfitclpeoriinctasl, aofnteerstehlef opfaeranlycsuims bharasnsceet iann. d/or armor
GFRnoElQl UuEnNdeCaYd: gVuearyrdiraanre are often given instructions for creating lyzWehdevnictthime mfaollvsemtoe0n”t,rathtee ocfhaarpaacrtae-r
AHMNRIOOTM.VDOAEIP:RCPE1CE5: ”AL6ARSINSG: :31 ashsopoescuivaal twalhisemnathnethtaaltiswmilal nsuismcmaosnt tao ocarnpneortfohrimt aannyythiontgh,esrppehayks,iccaalstacstpiveiltlys.,
% IN LAIR: Nil tphreongoruonucnedd. aSnudchYaeetanliosgmhaun’sisnaammieniais- Orantiloynthaendmohsetabrtabseiact,lifperifmunacritliyo)nws i(llrecsopni--
TNROE. AOSFURATETATYCPKES:: 1See below ture carving of a hyena’s skull, made tinue. If the victim survives that long, the
fwroitcmh tdhoectobro. nTehse osfhoaosgunvoallwsilhl abme agnateodr vpiacrtaimlysisisimwimll owbeilaizreodf.f 3S-h6ootusrunvsaasftuesrutahle-
SDPAEMCAIGALE/AATTTTAACCKK:S:6-C15ree(p+i2n)g paralysis ainndbywYilel eimnomgehduiaatfetelyr aatotancek-roaullnedndeemlaieys, tlhyetyrycaton pinarmaelylezee,aasndmtahneyn kpiellrtshoenirsvaics-
SMPAEGCICIALREDSEISFETANNSCESE:: S30e%e b(esleoew below) sohf otohseuvsaumwmillorneinmgaignnuonlltilpriitesist. sTlahine timSsinacfetear tshheoyoasruevaunmaubslet tboemfeodvec.arrion
SAPINLISZTIIGEOE:NLNLLMIICGE(6ENA’ NBTh:CIigLEhCIT:haYaVt:oesNtrhiciylouelvdiel r) (whereupon its spirit is sent back to the wasillanerevwerarrdetfuorrnittso sheerlvpictehse(sourmelmseonoinneg
Awbillysfasd)eoraawfateyr (otonethheouArb, yastsw).hich time it shaman again), Yeenoghu’s priests who
The only deity that gnolls worship PrDimuerinMgattheeriatlimpelanitei,sthperessheonot sounvathies aPlyrueatrlaewbfayleyFstoohosaduvmaenmtdhoeDn rfaiinrsksth-oloenovsehulavncaldewraiiclnl dnsepwaeirll-ll
o(sthaevredfeomr aonfepwrinrceense)giasdYeesewnohgohfuo,llothwe ainbgledtisotacnaclleu(p1o2n0 afeneyt)g, naonldl wsiuthcihn “hseuamr-- cviacAstistmiidste,owfnroitomhnepernoecdfoitcuhtnaetbeslrehinogreosssuuuclvthsa.’sspdeeciaadl-
adgeomodnevperloinpceed oaf gspneocllisa.lizYeedenfoorgmhuoflodneg- moned” gnolls will obey the shoosuva’s slyhasmumanmoornweidtchshdooocstourvamsa,yacnayll ugpnoonll
bmeotnwiceeunndheimadafnodr uhsise sahsamananintaenrmdewdiitacrhy ecviaAetreysdhcohooymseumnvoaadndaopntpo, egtahloreswdainesgaatwh.hituhgae,pehmosa-- Yeenoghu for assistance or advice, and
doctors, and as a guardian for himself sbpiyhtyobrtieotisntcghe,enatcnlydeertlihlcooawsleLliigbghihtttet, nsspimmeuillla.srtItsinaatvtinaetcevknss.- tdhiaerrye, bayt asubmasmeocnhaancsehofoorssuuvcaceisnsteorfm2e%-
Tanhde cthreoasteurefoslloawreerscaollef dexscheopotsiounvaals;mtehreitir. wcpraielrleaspluyinfzfgaetrpioaanr-a1loyrpsiesen.lsaVeltiycbti“emtosinhfsitloi”cateandfdfecwatie1thd” wpeilrl olenvlyelroefmcaleinricfoarl aabsilhitoyr.tTtihmees(h1oorosuunvda
name means “returners” in the gnoll —arecdtciunucgmtiuoplnaartiainvleyms—iosv.aeOsmntehlynetlrirevaisntuegltpcoerferaarotsuulornewds- per level of clerical ability of the shaman)
sstophniorgiotusseuo,vfaasthreaefreegrretehnaecteeinstctoaortnfhaeYtieobenenslioeogffhthtuha’est aohrtoheweearvffeuernc,dtetehdaedsbe,ydltaehtmeteorpnacsrrea, alaytusnirdse,stahcneadnliknbeoe;t aansdonweillsruemqumiroenaed“fbreyealutnaclihsm” tahne. sItawmiell
shamans. Shoosuvas are feared greatly damaged by the bite itself. A victim’s Ypreoevnidoeghtuheiscaabllleer awnidthwwillhinagtetvoerpraodvvidicee.
o(fboerygtohoedir reevaesroync)obmymgannodll,se, vwehnoowveilrl dbuacsteiomn oisvetamkeennt) risataelw(faroyms cwohniscihdethreedreto- wIfhtihlee sspuemakminogniwngithshthaemsahnooissuavtatacinkteedr-
the orders of other gnoll leaders or be that which applied when the charac- mediary, the creature will immediately
shAamsahnoso.suva is only encountered sing- ter was bitten; in other words, a charac- smeoAenkesrht’osooaostptuapvcoakneiasnntidsm. smlauynealtloofatllhpessiounmic-
tlyh,eaPndrimuseuaMllyatienrioanl lyplaonnee o(tfhtewyo awraeysleosns attacks or psionic-like effects, and Iike-
rare in frequency on Yeenoghu’s home cwluisdeinimg menucnheantotmaellnwt iall-nfdorccehamrmagsicpsel(lsin)-.
The creatures have a specialized magic
creosldis,tahnecaet,, ebleeicntgric3a0l,%anredsipsotaisnot nto-gaasll
sapgealilns.stIfstuhcehy fmaial gthiceairl raetstaisctaksn,cethtehyrowwisll
tsaekqeuoennlyt shaalvfindagmtahgroewif, tahenyd foainl eth-efousurtbh-
dpaamrtiacuglearifatthtaecksamvinogdethirsowmaadgea.inDsteaththe
spells, of course, will not affect them at
aplol,nasnedxtcheepyt csailnvenroetdbeorhmit abgyicaanlyowneeas-.
tChelemricinstomsaeyrvitcuer)natththeemsa(omreccohmanmceanfodr
snuocrcdeesms oanssf.oHr oslpyewciaatlecrredaatmuraegsesliktehemsei-
monsters for 2-8 points per vial used.

Shoosuvas are feared
by gnolls, who obey

their every command. . .

DRAGON 31


Dragon 386

Vol. VI, No. 5

Flat taste didn't go away
by Ed Greenwood tone, and too many breaches of consis- game in the first place, and an official
Its cover was beautiful; I bought it tency. I do not know why the book has AD&D book such as the FF Tome should
eagerly, and retired from the din of the these failings—and I hasten to add that I contribute to that sought-after consis-
GEN CON® XIV dealer area to a dimly lit do not know of Don Turnbull or British tency. In many places throughout the
booth, to devour a pizza and my brand- gaming beyond what one learns from a work, one is reminded more of the free-
new FIEND FOLIO™ Tome. few contacts and magazines such as wheeling, decide-it-yourself D&D rules
Four hours later, I set the book aside, White Dwarf (which I’ve followed eagerly than the more specific and detailed des-
hoping my views would change upon since its first issue) and Trollcrusher. criptions of the AD&D game.
later reflection. Perhaps it had been the
pizza. I suspect that most of the book’s flaws There are many incomplete or inade-
Come later reflection, and much dis- have come from viewing the AD&D game quate monster entries. Monsters such as
cussion with friends and other gamers at as one in which monsters are sudden the Al-mi’raj and the Hook Horror have
the convention: no change. The FIEND new challenges to a party rather than strange appearances and little else; there
FOLIO was a disappointment. Not a creatures who live out an existence be- is no depth to their listings. Certainly not
crushing disappointment — a new col- fore — and sometimes after — a party enough information is given to ensure
lection of official AD&D monsters is not encounters them. But perhaps it would that one DM will present them in a
exactly a cause for sorrow — but irritat- be better not to speculate. Here, then, is manner similar to another DM’s hand-
ing nonetheless. Perhaps it should have what I find wrong with the book. ling. Similarly, one needs to know more
been a D&D® book, not one for the of the real nature of the Dune Stalker, the
AD&D™ game. First and foremost, contradictions of, Dire Corby, the Eye of Fear and Flame,
The beauty of the AD&D rule system is or inattention to, existing (official) AD&D and the race of Dark Creepers.
its careful attention to detail, “serious” rules. Careful editing should have pre-
(i.e., treating monsters as creatures in a vented these mistakes — such as the Why are the languages of the Dark
fantasy world, not as constructs in a fan- mention of raise dead fully in the de- Creeper and the Babbler incomprehens-
tasy game) tone, and consistency. scription of the Pernicon, and “anti- ible? Many weird creatures in the Mons-
The FIEND FOLIO Tome mars this paladin” in the listing for Githyanki. ter Manual have languages usable by
beauty. In its pages this DM finds too other creatures through study and mag-
much lack of detail, too many shifts in Minor quibbles? Not if the careful “in- ic (i.e., a Tongues spell); DMs should be
ternational tournament standard” con- told why these two are special.
sistency of the AD&D game is to be
maintained. Gary Gygax speaks of this And phrases like “mysteries so far un-
as one of the reasons for creating the explained” (in the Berbalang listing) are

6


November 1981 part of every new undead write-up. An 387
not good enough — in an official rule- undead lacking an origin has the air of a
book, complete listings should be re- one-shot “DM’s special” variant con- Dragon
quired. The origin of the Achaierai, for cocted for an interesting party encoun-
instance, would seem to be Acheron ter (“Well, this mummy is green, and it many races are incomplete — is the
(“infernal regions”) but the exact home drains levels . . . .heh-heh, surprise, sur- Frost Man human (as in “Men, Berserker”
plane would be nice for DMs to know. prise!"). The “statement of origin” is the et al from the Monster Manual)? Is the
The Guardian Familiar’s plane of origin anchor that lends an air of legitimacy to Qullan race humanoid? What are their
is likewise a mystery. The identity of the other new undead entries in the FF Tome interests and aims? Why do the Lava
Vision’s “own plane” is unclear, as are its such as the Coffer Corpse, the Appari- Children — “offspring of a union be-
powers when on that unknown plane. tion, and the Son of Kyuss. tween spirits of earth and fire” — appear
Explanations should be given for the human, specifically resembling the fam-
humanoid appearance of plant life such In all, the FIEND FOLIO Tome adds ous visage of Alfred E. Neuman of MAD
as the Cifal and the Needleman, or the several good low-level undead to AD&D magazine fame?
believability of such creatures suffers. play (although I had hoped to see the
very playable Blink Skeleton also make Too many races must be fighting for
Other monsters seem to have no eco- the leap from White Dwarfs Fiend Facto- elbow room in the caverns and deep pla-
logical niche, being merely “gamey” par- ry to the Folio). All of these should see ces beneath the earth; in addition to the
ty opponents — such as the Adherer yeoman service in AD&D campaigns; the Jermlaine, Drow, Kuo-Toa and Svirfneb-
(originally the Gluey of White Dwarf #7) three skeleton variants mentioned above lin (from TSR™ modules), found herein
and the Enveloper. In the pages of White need more depth if this expected heavy are the (deep breath) Gibberling, Grim-
Dwarf, no rationalizations are required use is not to put too many DMs in the lock, Hook Horror, Kenku, Killmoulis,
for the appearance of such things as the position of having to invent justifications Meazel, Meenlock, Mite, Snyad, and
Russian Doll Monster, the Dadhi, and the for the creatures’ existence. Xvart. All of these creatures have prom-
Nilbog. When (as in the case of the Nil- ise, but the Hook Horror and the Grim-
bog) these creatures are adapted and/or The second large problem found in the lock again seem incomplete.
rewritten for inclusion in official AD&D Folio has to do with races: too many of
rules, the results are sometimes clumsy them, that is. Some new races such as The Xvart, a rewritten Svart from the
or worse. the Firenewt, Flind, Forlarren, Norker, Fiend Factory in White Dwarf #9, is re-
Quaggoth and Skulk may assume a com- dundant; the Factory original was a poor
Some of the monster’s names grate on fortable place in the AD&D bestiary rolls. variant of Alan Garner’s presentation (in
the mind’s ear; one cannot envision sweat- Others, such as the Crabman, Booka, the novel Weirdstone of Brisingamen) of
ing adventurers fleeing a cavern with and Bullywug, leave one desirous of the svart-alfar and lios-alfar of Scandin-
one saying, “Warily, now! That Protein more information as to their social life avian mythology. The svart-alfar are al-
Polymorph almost slew us, friends!” Try and activities, but are adequate. ready in the AD&D rules; they were the
inserting “Caryatid Column” or “Symbi- model for Gygax’s Drow. The Xvart, a
otic Jelly” into that sentence, and the And then the problem is upon us. Too 3-foot-tall beastie with no strikingly uni-
result is the same. One would expect ad- que or colorful characteristics, is a prime
venturers, and not 20th-century North 7 example of needless overpopulation.
American scientists, to have named such
beasts. (I suspect this is the root of my (Continued on 2nd page following)
disaffection with the “Adherer.“)

There are two other major problems
with the book. First, a host of new un-
dead (specifically described as such) or
undead-like creatures see print. Many
contributors to the expansion of the
AD&D rules have felt that there is no
more room for additions to the undead
class save under the “Special” heading;
there is little one can add that is not a
simple variation on, or overlapping of the
powers of, existing undead.

The Penanggalan, the Revenant, the
Skeleton Warrior, and the Death Knight
— although possessing some abilities of
existing AD&D undead — are well-de-
veloped and therefore distinct. But other
of the book’s contributions appear to be
no more than skeletons with special
powers tacked on, such as the Huecuva,
the Crypt Thing, and the Eye of Fear and
Flame. (The latter creature probably isn’t
undead, but the entry doesn’t say enough
to determine this with certainty.) One
must know more of the origin of all of
these creatures and their powers. The
Sheet Phantom, in particular, needs more
information to link it with already-exist-
ing undead. Is it a wraith or an undead
lurker above? The listing hints at both,
and in the end gives no reason for the
formation of this monster.

The origin of the creature needs be a


November 1981 and “Cattle, Wild”) need nothing more. 388
The FF Tome has a few entries which can
(Continued from page 7) be taken care of with brief descriptions; Dragon
the Rothe is one. But most of the book’s
Including the other new races of small creatures require longer, more carefully If new dragons, why oriental dragons
beings, the list (just of those who dwell in worded entries. and not also the carefully composed
subterranean or related surroundings) is neutral dragons published in DRAGON™
now comprised of goblins, kobolds, The only entries in the Monster Manu- #37?
dwarves, halflings, gnomes, svirfneblin, al I have often heard criticized for in-
meazels, mites, snyad, jermlaine, and kill completeness or lack of clarity are the Why is a poltergeist lawful evil, when
moulis. The race of xvart need not have beholder — Does the central eye pro- its behavior, both as described in the FF
been added to the list. duce the anti-magic ray? It would seem and as allegedly exhibited in the real
so, but there is room for argument — the world, suggests a chaotic evil, or at least
Obviously, a DM need not use all of the rakshasa, the lich, and the vampire. (Spe- chaotic, alignment?
above races in a campaign, but all now culation concerning the rakshasa usual-
are now considered to officially exist in ly centers on its place in the ranks of the Why are distinctly separate listings
the AD&D multiverse. To their ranks the demons vis-a-vis the demon princes and necessary for creatures which are essen-
Folio adds yet another creature type not their orders, conjurations and the like.) tially sub-races or variants of, or addi-
listed above: the mysterious Dark Creep- Many DMs have filled in the details of tions to, existing Monster Manual en-
er, about which too little is revealed to be these complicated monsters as they saw tries? Examples of these are the Lamia
certain of its nature. It is of dwarf height fit, or perhaps have followed the gui- Noble, the Lizard King, and the Babbler.
and wears clothing over its lower face in dance of magazine writers. Similar sal- These could be sub-classified in the
such a fashion as to cause one GEN vage work is needed for many entries in same manner as the Drow, the new Giant
CON attendee to disgustedly label it a the new book — more than there should sub-races, and the new Demon and Devil
“bedouin dwarf,” and another to add, need to be, given the advancement of the are, so that the MM and FF are closely
“No, it’s a dwarf ninja.” state of published AD&D rules between linked.
the release of the Monster Manual and
Those descriptions are personal reac- the FIEND FOLIO Tome. The Aleax entry is uneasily vague; it is
tions, yes, but they are rooted in a real of necessity not firmly tied to any deities,
problem; either or both of them could be Other criticisms of the Folio fall into but I feel it should contain more direc-
correct, given the vagueness of the FF the category of personal disagreements tives for the DM as to what sorts of dei-
description. Likewise, too many of the over style. Every DM has these disagree- ties would and would not employ such a
book’s other entries offer too little infor- ments with many parts of the AD&D creature.
mation to play a creature without run- rules, but I have more with the FIEND
ning into questions. FOLIO Tome than with any other of the The Hell Hound from the Monster
official volumes. Here are a few: Manual is a familiar DM’s friend, but ad-
The Monster Manual has many trun- ding the Death Dog and the Devil Dog to
cated entries, but most of these cause no the canine community is perhaps too
problems, since the creatures (for ex- much of a good thing.
ample, the dinosaurs, “Herd Animal,”
When some names such as as “Scream-
ing Devilkin” threaten to outstrip the
monsters they describe, why must there

9


Dragon 389

Vol. VI, No. 5

also be such unimaginative names as zodaemon is one such example; so is the to see the Volt and the Necrophidius
“Gorilla Bear” or odd-sounding names related Nycadaemon. Some illustrations made official; new arrivals such as the
such as “Ogrillon” (for an orc/ogre cross- are not as visually striking or as com- Slaad, the Elemental Prices of Evil and
breed)? But enough of style grievances; plete as those published earlier in the the Penanggalan are also worthy addi-
others will find reason for praise in the Fiend Factory (such as the Sheet Phan- tions to any campaign. Monsters from
same things I complain about. tom, Tween, and Sandman) and the mo- the modules such as the Drow and Kuo-
dules (the Kuo-Toa, Jermlaine, and Kel- Toa are expected attractions, but good
The graphics and overall layout of the pie). Why the change, if it was not mark- to see nonetheless.
FIEND FOLIO Tome are both beautiful edly for the better? Other illustrations
and clear, making for ease of finding and are noticeably crude, particularly those The FIEND FOLIO Tome has much
reading desired information. Some illus- of the Mephits and the Enveloper (which promise; a revised edition which dis-
trations are particularly effective — the at first sight earned the nickname “Pills- poses of most of the omissions and prob-
Revenant scene on page 76 comes im- bury Doughboy” among gamers at GEN lems mentioned above would win my
mediately to mind. CON XIV). But all in all, the artwork and warm welcome. Many thousands of peo-
design of the book are excellent. ple consider the AD&D game to be the
But many illustrations are irritating, in best thing going; a revised and polished
that they do not closely resemble depic- Also on the positive side, there are edition of the FF Tome would help rein-
tions of the monsters already published some very good monsters here. It is nice force that opinion.
in the official AD&D modules. The Mez-

Apologies — and arguments
by Don Turnbull “feels” right within certain obvious boundaries. If my instinct
Managing Director of TSR UK, Ltd. differs from others, perhaps it’s because we’re only human.
Mind you, I don’t accept what Ed says about certain lan-
and guages being incomprehensible. If one admits to the existence
Editor of the FIEND FOLIO™ Tome of the Tongues spell, then surely it requires no further stretching
I will be more careful in future when passing Kim Mohan’s of one’s imagination to postulate a language which somehow
door on my visits to Lake Geneva. He pounces! On this occa- has defied analysis. In like view, it would be a dull world (real or
sion, politely but firmly, he asked me to reply to the comments fantasy) if everything was explained and comprehensible.
by Alan and Ed on the FIEND FOLIO™ Tome and not to leave the A personal point of view, certainly, but one which I believe is
country until the job was done. shared by many. Once every problem is solved, every question
An Aleax, cunningly disguised as Kim Mohan, has struck; I has an answer, and every mystery has been explained, the imag-
have somehow transgressed the unwritten law; retribution and ination can turn up its toes and call an end to the matter, its work
penance are sought. (Who, me? Behaviour outside alignment??) accomplished. A sad and boring death.
Very well — I’ll try. Names. Try inserting into Ed’s quotation the Baluchitherium,
Perspectives change, don’t they? There never was a time Titanothere, or (this is a real beauty) the Ixitachitl. Or even the
when I regarded the Tome as perfect; anyone thus making duck-billed platypus and many others from our real world. No, I
himself a hostage to fortune deserves what he gets. But my view did not name monsters with particular regard for the smooth
of “my” work has changed perceptibly over the years, and the flowing of the vocal chords. I imagine the word “man” might not
years themselves are responsible for that change. flow too well off a Martian’s tongue (or whatever organ is
The fact is that, for various contractual reasons with which I appropriate).
won’t bore you, the book was in a sort of legal limbo — un- The Eye of Fear and Flame is not undead. If it were, it would be
touched and untouchable — for nearly two years after comple- on the undead table (page 115). Nor is the Crypt Thing an
tion A very great deal happened in the AD&D™ world during that undead monster. In neither case does the text leave any doubt
time, didn’t it? For instance, the DEITIES & DEMIGODS™ Cy- — and even if it did, the undead table would resolve the matter.
clopedia was born, raised to maturity, and published. For in- No, the Frost Men are not human. The text makes it quite clear
stance, DRAGON™ magazine advanced from issue 29 to the late by saying they are "...in most respects very like normal hu-
40s. (Editor’s note: DRAGON #52 was on sale when the FIEND mans....” and then going on to say in what respects they differ.
FOLlO tome was released at the GEN CON® XIV Convention.) The Qullan isn’t human, either — it says in the text that they are
For instance, a host of new modules made their debut. humanoids. Ed, you are either not reading thoroughly or just
These are the reasons why monsters from more recent mo- trying to put words into my pen in order to criticize them. Tut
dules were not included and why monsters from DRAGON™ — this is not worthy of you.
magazine did not appear. It is also, at least in part, the reason for If Ed reads White Dwarf as carefully as seems to be the case,
my Raise Dead Fully gaffe; for this I accept full responsibility he knows the Xvart is far from redundant to some, since the
and, red-faced, back off to the position of “I’m sure you know monster features quite prominently in a “mini-module” in the
what I mean.” (But not for “anti-paladin” — the full reference magazine’s pages, and furthermore, a mini-module which I am
includes words which clearly deny any implications of official assured is very popular. Are the dinosaurs (5 pages) in the
status.) Monster Manual redundant? I doubt if one answer suits all.
I suspect this information alone answers a number of ques- As for the Elemental Princes of Good (or of Neutrality, or of
tions in readers’ minds. There has been some temporal distor- any of the nine ways), the leaders of the oriental dragons (if they
tion — enough to raise at least a flicker of curiosity but not have any; they could simply be real democrats), the inhabitants
enough (I sincerely hope) to detract. of the other planes Alan would like to populate and literally
Ed criticizes some entries on the grounds of incompleteness hundreds of other new and not-so-new monsters which would
and inadequacy. This begs the questions — what is “complete”? have been included... well, perhaps next time.
What is “adequate”? I suspect these are, in the final analysis, There are three types of complaints. In one category I retire
matters of personal taste. For every person criticizing absence red-faced; in another I fear the critic is mistaken. But in the third
of information on these grounds, someone else will say that —and largest —category I think we have conflicts or less major
certain information actually presented is superfluous, and ac- differences in personal opinion (and for this reason I haven’t
cusing me of padding. I have no god-like wisdom on this score commented on every example cited). If my personal opinions
(nor, I suspect, has anyone else) — only instinct about what don’t align with yours, I’m sorry. What more can I say?

10


390

FEATURED

CREATURES

OFFICIAL AD&D™ MONSTERS FOR YOUR CAMPAIGN

by Gary Gygax With one or two exceptions, new tthimeep,raotblleemas.t, this column will alleviate
taemhiztoahinntesetrtheaterhsryeeapAnrueoDbtl&nisooDhftef™idacipagipnla.rmoADvelRletAdshyGafsoOttreNmmu™esaeonrMwstaihtgihes- oafwAtahsreem,AIaDan&myDaoMtf woynoosrukterGonMooaadnsueRacle.oanOddfevcroosluuramsreee,
©1982 E. Gary Gygax. D&D® game system. In fact, most will some of the creatures therein will be of
Ail rights reserved. nlyenveort isneteheadfodritmioenragl aemxpeosaunrde—unlcikeertlyainin- stnhtoeetrnsroaattenhwderocrruthenyaetoxuttrhreaesorwrndiesinee.adrTeyhdesisnoerpts,laomyrtsobnuo-tf
tbhuet tlahteteyr.arSeonosut cahs musoenfsutlearss aorffeiciaalll oringehst,. monsters will not appear herein; instead,
For the past few years, the only new tfuhlesoenewsi.ll Tbheethsetamtisotsictsinatenrdesdtiensgcroiprtuiosnes-
suoleusr.ceThoef sFuIEcNhDmFonOsLtIeOrs™haTsombeeecnermtaoindly- given will be essentially the same as they
expanded things when it was released, Wwililthaopupteafur ritnheMroandsote,rIMinatnroudalucVeolutomeyoIuI.
dbeuat rtthheroefaoftfeficritahlenreewhacsreaagtuariensb. eFeonr aa the minions of Good, the Devas!

DRAGON 5


391

DEVA body. Note, however, that when on any Light (effect varies)
toutahlerdepalathn.e, all devas are subject to ac- PRoelaydmomrpahgicself
OuTtheer Pralacneeosf odfeGvaosodin.hDaebvitatshaereupspeerr- ingNsoodr ecvreaatwuirlel sevoef revniel gnoattuiartee, awltihthoubgeh- RReemmoovvee cfeuarsre
vtiaenstsofagndoomdeaslsigennmgeernst;ofi.eth.,esvoamrieoudsedveais- non-lawful devas might strike a bargain UTToeltnlreagpvuoiesrtsio(nno error)
are lawful, some chaotic, some neutral, wwlyihtehicvnhaoluanar-teeevmiolponpseotuntperaonltwss.esArofudalesavnatodcapdneotseuersmutihanele-
tbhuet amll oasret gpooowd.erDfuevl acsrearaetubryesnoomneathnes greatest threat, and attack accordingly. Dofevaattsacakreasafnfeotcetdedbeblyowth:e listed forms
qpulaensetisonthethyaitnthhaebyit,aarelthpoouwgehrftuhlermeinisionnos Anettnatcsksducarinngbeadrioviudnedd ibfetthweeednevoappsoo-
of Good. (Cf. Planetar, Solar). desires. aActtiadck form Max. damage
tphloaAsnlleedsoefvoalafswgafuorelondaabtaulelriegtonwmtirlelanvbete,l faaoblutohnuodtudtghohe- General Characteristics ceoleldctricity fnuollne
ing so only when obeying some instruc- spAellll-ldikeevpaoswcearsn, poenrefoartma tthimeef,oollnoewipnegr fire (normal) none
tsioenldofrmomjoaurdneeityy,fraonmd pevlaecnecthoaoptliaccdeeveaxs- rounDDCDdCC:eeueuuttrrrteeeeeecccttdsltigeiisemlhrleviutoaailsugswisieoconuw(3no/dudsnady()7s/d(3a/yd)ay) fire (dragon,
cept in service. All devas can become magical) hnaolnf*e
ceathnerteraalveasl awsetrlla(llayltheoxucgehptonwlyheonnecosmor-t EKIDHDntnieevshoaitpseewleircbel(ti1laiamtt/lyrdnlaiagaepg(nysisin)mscd(ei7(vn7/idtd/dauayay)l) or 10’ radius) gmiraoasng(iwcanemya)pisosnile nnoonnee†
emraantedeedqubayllay dweeitlyl )i.nTahneyyegnevnireoranlmlyeonpt-, petrification nnoonnee
including water. spiolviseornweapon nnoonnee†
anWy hEelnemoennttahlepPlarinmee, oMnalyterthiael pmlaanteerioarl are*Enxoctepatfifoenc:teMd obnyafdiriec odfeavansy
sbpoidrityoofftaheddeevvaaciasninbveuldneersatrboleyeadn.dTwhiell so†rtU. nless the weapon is also
dreetsutrrnuctotiointsoofwitns pflelasnhey ifnosrtman, ttlhyeurepotno wmiallgbiceafl,uliln. which case damage
remain for a decade, regaining the pow-
er necessary to again form a corporeal

Astral deva
NFROE. QAUPEPNECAYR:INVGe:ry1-r3are 2wtkion0enoahcp(iktqoe.npvdo.a)isnlwsetsoniesmlaedculeetsdsstsbasysafovaare91Mvt-hs4a.clremeovuaoengfl diccDsle.iosrrrTicuhb.pee-
A%HMRIOTIMNVDOEILCR:AE1IC:R8L9:”A/N4+Si2lS3”6/:/1-65” An astral deva can use all the spell-like
TNROE. AOSFUARTETATYCPKES:: Nil
2 powers given in the general description
DAMAGE/ATTACK: 4-15/4-15 amtawxiimll,uomnse. pLeigrhrtosuhnedd, btoy athneaasptrpallicdaebvlea
ASSMINLPPATIEEGGE(CCN+ILCII6LMAAILLRGEstENEDrAeSNTETnI:CTFSgAEEtTGhCNA:oKNSbGooSECden:SnEui:S:usSes6);e5e%eWbebisleodlwoowm 20 cbaenlimexitteedndtoasasfasrmaasllaas40a-f4o-oftooratdriaudsi,uos,r
SPISZIEO:NMIC(7A’BtaILllI)TY: 210 afrsomtheevicl riesamtuarenifedsetseidresin. aTh1e0-fporoott-eracdtiiouns
Attack/Defense Modes: ABCE/FGH asplshoerdeisopfe+l2illpuoswioenr.oArninavsistribalilidtyevoaf acanny
LEVEL/X.P. VALUE: IX / 10,100+25/h.p. saolsrto, poonlyempoerprhrosuenlf,d.orOrnecmeovpeercudrasey, aanll
astral deva can create a blade barrier
inAthsetraAlsdtreavl aPslaanreeoprroinnciapnayllyofetmheploouyetedr which will last for up to 7 turns.
Lower Planes. Alone or in groups, they reqAusitrreasl dae+va1socrabnetnteervemrabgeicsuwreparipsoend.toIt
emigonvse. Tahbeoyuat rien vseeryrvqicueickt,owthheetihresroavfeoor-t thoaramstrtahlemde.vTaost.aTl hveaycuaurme idmomesunneo tohalrifme
or using their mighty pinions in flight. level loss from undead or magic. Their
nmimaAbcnleya-.lsiTktrheailswdweeveaaapponoonnrmwisahloliycf hc+a3irtrivecasalunae whwuihegeledn, saonudlsthceaynanreotimbemturnaeppteoddoeratihmpspriesollsn.ed,
employed by an astral deva. Any crea-
truourendstarnudcksutfwfeircineg indamthaegesainmeexcmesesleoef Description: Astral devas are tall,
sslkeinndaern,danhdaigr,raacmefbuel.rTehyeeysh,aavnedgolaldrgeen
werhwitiseewriensgesmtbinletedhuwmitahngs.olCdh. aTrhisemyaotehf--
fect is 20.


392

Movanic deva
FNROE. QAUPEPNEACRYI:NGU:nc1o-6mmon tics of a +1 Flame Tongue sword with
ARMOR CLASS: -5 hreitspaencdt tdoamefafogrets. and special bonuses to

%TMHRIOTIENVADESLIC:UAEIR1R:E27:”N/+T3iY0l2”P8/2E1: ”Nil A movanic deva can use the race’s
stopethll-elikaeppploicwaebrles matawxiimll,uomnse. pLeigrhrtosuhnedd,
SNDPOAEM. (COA+I5GFALEsAt/rTAAeTTTnATTgCAAthKCCSbKK:o:Sn3:BuSyse)weebaeploown type 2btria0oydnfaieufemrsot oaminvnardeanvdi+ciil1udsspep,ovhaaweservderae.risiAseirseomdnfro.eovTmaohnfe2i1cpf0redo-efetotevoctao-t
SMINPATEGECILCIALILGREEDSNEIFCSETENA: NSEECxSEc::eSp5te5ioe%nable;low can also, at will, one per round, cause
ASPLISZIIGEOAW:NNtMtiMsaICdcE(ok6NmA/½DTBe’:1ItfL8aeGIlnTl)osYoe:dNMilodes: Nil n(oerutcraulrizee) bploinisdonnes(3s,/ddaeyt)e. ct traps, and
LEVEL/X.P. VALUE: IX / 7,850 + 18/h.p. weMaopvoannsicofde+v1aosrcbaenttebre. Phalarnmteldifeoonflyanbyy
sort will not (and cannot) harm them.
Movanic devas serve primarily on the Sinigmlyilaartltya,cnkotrhmemal. a(nRiempatillseswailnl dnostimwiillal-r
aMnadtePrriaiml eP.laTnheesn—egaNtiveegaetniveerg, yPoorsiptiovsei-, csroe)a.tTuhreesy, aasrewimellmausn“emtoondseteartsh,”mwaillgdico,
tivAe pmoowvearniics doenveatotytphiceamlly. is armed with elinfeerlgeyveelffelocstss,oef ntheergNyedgraatiivne, aorndPoostihtiveer
a long, slender sword with which it strikes Material Planes.
wgeithnegrraelalyt rcaopnidfoitrymasndtostkhilel. cThhaerwacetaeproisn- of Dpeaslecrripotsioenc:oMloor.vaTnhiceirdehvaairsishacvoeppsekriny
hreude.anTdhethirewir ienygessaorfearomseytawllhiciteco. pTpheeryy
osuthpeerrwioisresorerts.eCmhbalreishmuameafnfescot fisth1e8.most

ANMFRROOEM.VQOAEUPR:EPNCE1C5AL”AYR/3:SIN6SR”G/:a/:1-r4e81”-4 Monadic deva
in MthoenEadthicerdeeavl aPslaanreeaunsduathlley Eemlemploeynetadl a 3-foot radius to a 30-foot radius, as
T%NHRIOTIE.NADOSLICFUAEIRAR:ET8:TN+TAiYlC3PK2ES:: N2il Planes. Any environment is home to diseasir+e1d.baTrhrieerporfot1e5c-tfiooont frraodmiuse.vAil mspohnearde-
tthaelAsroemdocenrqaeudaiatculrdetoes.vaa +n2orwmeaallypocnarwriehsicah mcaen- mircooudnnesdvtsea,rc3(a/ednlea,mya)et onwrtailpll,srooojnenecltyp,ime1rarcgoreeuan(1tdu/,dreha,oyl)8d.
PASSSDMLINEPPLSIAAZTVIEEIMGGEOEECA(CI:+ANLNCLtII4AtMLGAM/aIXCILLcEGRsE.(Pkt/6ENErDAAA/.’eDSNTETTBtnVIea:TTFCSIgAfLlEAAleTtE)GLIhnTNACCU:osYNSbKKEGoe:oEC:S:denSE:NMInuX3::iSisulo-1Se)/6sd2e;e0e8/e%sW,3b1:-0e1bis0Nle2odliwool+wm201/9h.p. abe10u-sfeodoteditihsetarntcoep.iAerncyevoerrysmdietensaet ucrpetao- beMtteornawdeicapdoenvass. Tchaenybaerehitimomnlyunbey t+o1lifoer
ture so struck, such as one of solid rock, level loss from magic or undead, or
obrleadnamaramgoereodn oapnpyonseecnot,nwdilhl ittadkuerindgoua- wdehDaitteehs,cmrwiapigtthiiocnsf:riloMvmeornyaandhyiacsiroduearvncaeds. caorelomrleilsksy
sinAglemoronuanddicodf ecvoambcaatn. use the race’s eyes. Their wings are white with a silvery
tssohpeedltlh-lbeikyeaappmopwolinecarasdbiclaetdwemvilala, xcoiamnneuempxetser.nrdoLufirgnodhm,t sshtreoenng. hTuhmeyanost,hewriwthisberoreasdemshboleuldveerrsy
and heroic build. Charisma effect is 19.

DRAGON 7


393

FEATURED

CREATURES

OFFICIAL AD&D™ MONSTERS FOR YOUR CAMPAIGN

by Gary Gygax Planetars can be of any Good align- RRRReaeeaimmsdeoovvmdeeeaacfgeduicarsr(e3/day)
©1982 E. Gary Gygax. All rights reserved. ment, either lawful, neutral, or chaotic. Resist cold (double effect)
Tbyhetihresmpeacsitfeicr tahleigynsmeervnet. is determined SRSRhpeeaessipatsoektrafwcitrhiieotahnn(ddg(oee1ua/d(bd1ale/yd)aeyff)ect)
Last issue this column introduced it- STTyreumleebpooslrete(a(innngoy)(e3(r/1rdo/adr)ya)y)
self with Devas, the proverbial right hand Each planetar has three attacks per Weather summoning (1/day)
sopaof mwtheeresvfewoinhrco,ehfsaeirtoehffuaGllryeoostewdr.oveFeotvhleleonwdsientirtgoienstgheoerf aroutynpde, utyspaibclaellyonwlyithbyapblaansetatardrs)sweqourdal(otof ftuiolEnl a4Wfcr0oh’inmrpdalaedwnviuaeilsltka,+r2a(7cso/adfsdatefsyrso)aimregdiln.odbTeivhiedofumaplaroitnoteteca--
the Upper Outer Planes, Planetars and aan+d4Wwoeuanpdoinngw(qith.v.b)oqthuaDliteiefesn, dtheer (laqt.tve.)r waotmnmyrara,aanycltlticsiiagiececnha,acoltumllcylfrwyoeatmohgdke(uiemnbcntolaeuidnowrcnedsrtean)ate(rableiasistgyvpsinn,aslt,eom)ud.etuieoledlEcaumn.hafsnatc.Ei.oethiTacnAs.csh,ch,eApainylndcavpiasanilasaneueuinabtttaesoaioltlie-r----
aStoltahres.mTerreemmblee,ntyioen hoofrdtheesseofsDhianrinkngeesxs-, effective only against creatures of Evil. wcaenll caosmremaudniacantyelabnygEuaSgPe.oEr atocnhghuaess ians-
cFoonrsipdeurrpeoasceh polfanaetttaarcktodheatveermaindaetxitoenri,- fravision to 12” and ultravision of double
Planetaradmompl,estheofGthreeaHt oSsetsrvaonftsJuosfticGeoaondd! Free- ty Aofll2p1laannedta1r7sthh-alevveesl pfigehllt-elirkeabailbitiyli.ties gnaotremainl rtahnegein.dOicnacteedanduamybaerp(la1n-3e,t1a-r4,caonr
equal to those of a 7th-level cleric and 1-6) of the appropriate sort of deva (q.v.)
FREQUENCY: Very rare 7th-level druid. In addition, they each —suamstmraol,nmtohneadfoicll,oowrinmgocvarenaict.urTehseyonccaen
ANROM. OAPRPCEALARSINSG: :-71 whahivceh ctahne bfeoluloswedinognespateall-ltiimkee, poonwe epresr gdbperoeorosdddpe,ahsy1icn:-rxi2lba. ewb(dEafukdilnuitgo;aorc’noshdaun, opo1ctt-ieoc4:mgcTioonhugoeadct,lbo;1alnuk-e2muunatwr.na)il-ll
MOVE: 15”/48”//24” rounABCdnl,oaianmdtteianwtubeilaal:lorrbliiegjerhct(t3(/(ud1pa/dyta)oy)10” rad.) Planetars are affected by the attack
%TNHROITIE.NADOSLIFCAUEIRAR:ET:1TN4TAi4YlCPKhEiSt::pN3oiinl ts
SDPAEM(CA+I7GALE(s/AAtrTeTnTTgAAtCChKKbS:o:BnSuysew)eebaeploown type DCoisnptreollewviel a(3th/edray()1/day)
SMPAEGCICIALREDSEIFSETNANSECSE:: S7e5e%below Dispel illusion (7/day)
AINLTIGEwLNiLsMIdGEoEmNNTC2:1EG: ooSdupra-genius; DEEFFeitairsheerpetbherslqeeltouammralnmiankegeds(ic1s((1/1d(/3/dad/ayda)yay))y)
SPLEISZAVIEtOEta:NLcL/IkXC(/.D8PA½e.Bf’VeItLnAaIsLlTle)UYE:M:2o8Xd8/e60s:,00A0ll/a+//35/h.p. HHFImleoapalmyrloe(wv3eso/ddtrrdaikiyne()v1i(/sd3iba/diylai)tyy)(up to 10’ rad.)
grAouPplannuemtabreisrinognenootf faewpoewr ethrfaunl s1p0ir0it ILnimseitcetdplwaigsuhe(1(1/d/daayy))
which serve the deities of Good align- Polymorph self
tmheentr.igOhntehaorndmoorfeawmill itnyopricadlelyityse, rwvehiales
dneumityb.eTrsheosfepclarenaettaurrseswiinllhaatbteitntdheaUmpapjeorr
Outer Planes of Good but can actually
tHraevlelsl ,toGaenhyenpnlaan,eHeaxcdeepst,tThearltoewruesst, (tthhee
Athbeyyscsa).n,Ifincofamcmt, aenndteerdevbeynththeeir lodweietys,t
planes of evil. Only a Solar (see follow-
oinfggpoaogd.e) is more powerful in the cause
10 AUGUST 1982


oforrmbesttienrdiwcaetaepdonfosr adfefevcatsth(qe.mv..).TOhenylya+r4e Upper Outer Planes, only the material 394
nleevveelrlossusrp,rfisroemd. uTnhdeyeaadreorimmmaugnice. tTohleifey Tbhoedypolafnethtaers’es scpreiraittuwreills thcaenn rbeetuhrnartmoeidts.
ccdaaonnminnnooatttebbdee, biomergpfureiisleeobdnl,eemcdhinaodrrmetdrea.dp,Tpcheoednir.fuTssoheuedlys, orewanl aplgaanein.toThreisfoprmrocaendssbreecqoumierescofropuor- ctlM(ea1ovlaD7glesntealsh)isnt;icDodlerTnoivppe;metolieoRliw)npn;eaea:dMtrtihfAuouoicnclltpeiho(Plc1aunru7nm;olteajhaeTtrancelrtoeAlieoivgadknep.ii.tln)paI;enetsiMaoimsrnisna;d(taP1esB7rrietaaha-lr
are immune to death spells. dePcasdioesn.ic abilities of a planetar are as form the skin is opaline, the head hair-
poPinltasnpeetrarrsournedg. eUnnelerasstethaetyaarrae teonotfh4e AfEoqulluoraiwlibsAr:iultAmenr;aimBtiooadlny;TeWBleoepdaayptohCnyroy(n1(t49rtothhl; lleeBvvoeedll))y;; wleisnsg,saanrde tdhoeubelyeeasngdloliwkeinwgisbeluoep.alTinhee.
Charisma effect is 21.

Solar DCCrroaenwetrpmoinlijg’Ws DeInoasothtmaenrt(1S/duamym) ons gcw((aaaloannnbyyyes)cobscomyouf rmrgtien,auvzn(auaeeul.nnteaWyorsmashbnoeaienrltiittec)yldaabeyallydiysn.)gt,owEuhaaeacclnlnh.hdd,Acsddaeuisnstpopeoalaecnl-rtl
FEFiiarnergthe(SdqrtouoouarfbmklDeee(1(a3e/td/fhfdaea(yc1y)t)/)day) aadcarpetaattuiorne,toa asnoylaerncvairnonbmesetnotwfopreurpfetcot
T%AHNNFMRRRIOOOTIEEMN..VAQDAOOESLIUPFRC:AUPEEIARR1CEN:T8EA:LC1T”ARNY/7AT4SIi7:lNY0CS”PVGKh://EeiS:1t-r9::18yp”4Noriinal trse PHMPPIImmeoooaprplllsyyymrsrmmiosaWoovoCnnerroehppmdrnahhdcremIyn(nAS3tvne/(i(dys3l3(fa1/i/bdyd/Odai)albyaiyt)jyy)e)ct (1/day) tacosommloamntgicuanalislcyaaktenceovnwitauarEyli.SgEnPamcohernsttoo.nlEagraucceahsnc, aaauns-
DAM(+A1G2E/sAtTreTnAgCthK:boBnyusw) eapon type RPPeroiaswmderaMtiWcagoSicrdpra(1yea(1c/hd/adya)y) cwoemllpareshheanvdinagnythseorat boiflitlyantgouraegaeds.aSnod-
SPECIAL ATTACKS: See below RReegsetonreartaioten ((11//ddaayy)) slaior nintforatvriispiloenneoxrmteanldrsatnoge2.4”Haenadrinugltraanvdi-
SMINPATEGEwCILCiILsAIdLGRoEmEDNSE2CIFS4EET:NANSSCEuSEp::raS8-5eg%eenbiueslo;w SRSVWTVyheeiasimnalnsieodpuibspnerhoorWelr(Ct1c(a(3t/ah(lidkn/oandaonnya(y)g7y)e()/e(dr33ra/o(/dyd3ra))a/dyy)a)y) mictkOnnohion-roA’arrcasnmioennlsnat;aipowclucnetvafepergui:ncsuoldiotTaoogbrmhyandoeel,oiainsmgd1pgso-hdaos2ooocdloaeduogleran,blruricelxo1eamacn-nw2ahtcneniueg.lprl)mahsebttSaieuoetvanmueeinndcnrmnesyhieoxso.irh;ctnsm(hroEuaieb1.umnrde-rdi2ad.--
SAPLEILSZAIVIEGOtEt:aNNLLcMI/CkX(/E.1DPNA0e.’BTfVetI:aLAnlIGlTsL)eYUoo:EMd:3o5Xd4/9e5s,:00A0ll/a+ll35/h.p. frraodEmiauWcseh,ivstihslhoe+l(3a1sr/ifdzrceaoaymsb)tesiinnadgigvwildoilubleaedl otbfouptartohftueelclpt7iroo0n-’ oplfatnheetaarpoprrodporiuabtele stohret oinf ddiceavtaesd, tnhuemobpe-r
usAuaSllyoladrireisctltyhesemrvoisntg paowgererfautlerofdsepitiyritso,f tection otherwise maintained automati- tion resting with the solar.
Gmoarosdhaal,ligsntemweanrdt,, toyrpiclikaellyoaffisceh.isOonr rhaerer ctiaollny.frTohmis nsoprhmerael amlsiosssileersveasndasapmroitneoc-r indSioclaatresdarfeoradffeecvtaeds b(qy.vth.)e, eatxtaccekptfotrhmast
oincgcaaslieosnsse, radseoitlya.rTwhiellrbeeafroeuantdleaattsetn2d4- acid does not harm them. Only +5 or
solars. They can go to any plane, but do nbeevtteerr swuerapprisoends aanffdecatlwthaeyms.sTtrhikeey fairrset
soAosnlwy iitnhsdeervviacse t(oq.tvh.e)iradnedityp.lanetars taegraitiyn.stThoeppyoanreentismmwiuthneletsos litfheanlev2e2l ldoesxs-
m(qe.vn.t),, esoithlaersr lcaawnfubl,enoefuatnrayl,Goorocdhaaloigtinc-. bdirniuefaieegtudeti.dole,Tduhf,needecierbhalasedormmuoielnrsddm,ceaadhnge,ilcnpd.o,aTtrcahboleyenyzfiuemcsdaep,ndroi,snroodpntoeembdte--
Tinhtehyeiarraelitgontamlleynftaaitnhdfulloaynadltyu.nswerving soaptr eatlrlasraptopereoddf.e7aTtphhoeimyntasagrpeice.rimTrohmuenuydn.ereUgtnoelendseesraaotthen
trhiaelirfoorwmnopf laanseoloafr scearnvicbee, doenslytrothyeedm. Tahtee-
Each solar has four attacks per melee solar’s spirit returns instantly to its own
r(o3u6n” dr.anEgaec)hahnads vaarihouugseAcroromwpsosoitfeSblaoyw- prelaqnuieretsoareffuollrmseavecnodrpeocraedaels.body. This
ing. Each also has a sword equal to a lowPss:ioAnniicmaabl iTliteielespaotfhya (s1o4ltahr laevreel)a;sAfuorla-
toownf olyD-habanyncdisnoeglda(rsqw).eve.a)qpuaoannldt(oSofh+a5arpwtnyitephsesquu(asqal.itvbie.l)es. jAjpl(Teee2oleccct4enttlueitrorhlkaayRnitrnileoee((Ran12vsdee;4i2sialtntB)hhr;gor(2a;Mldle4neyivtPgnvheeErdeelm)qllc).eBu;eovaineglMirbltn)r;a(i(ti21uisoT46msnetth;;hleDBplRloeeaovmevtdhedeyiilunlc));cW;atPMtOiioeorobnoan--;--
The former function operates sans sev-
etiorinng, .coFnosridpeurrpeoascehs sooflaartttaockhadveetearmdienxa-- Description: A solar’s skin is the color
terity of 24 and fighter ability of 17th+ abonef damueotiylftueelsnaacnroedpgpmloeuwr,sicnhugalaitror,pcoaalzno.drTihtsheebfroodrenmezepis,,
levAelll. solars have spell-like abilities equal resonant voice of a solar is commanding.
tmoatghico-sueseorf, aan1d2itlhlu-sleiovneilstc.leInrica,dddirtuioidn,, Tghoeldwcoinlgosr. aCrheadriosumbaleeaffnedctoifsa24co. ppery-
they each have the following spell-like
opnoewepresrwrhoiucnhdc, aant bweill:used one at a time, DRAGON 11

AAACnsnotitnmriapfualastSteihopynoe/bSll(j3ye(1m/cd/tdpa(aya3y)t/h)dyay()3/day)


395

FEATURED

CREATURES

OFFICIAL AD&D™ MONSTERS FOR YOUR CAMPAIGN

by Gary Gygax

©1982 E. Gary Gygax. All rights reserved.

We’re on a roll now, Gentle Readers. brought about by the inclusion of so
Although the new creatures featured many monsters from the Lower Outer
here are not as powerful as the Planetars Planes without inclusion of their oppo-
and Solars of last issue, the Baku and site numbers from above. Next time we’ll
Phoenix are no mean protagonists for deal with some of the more mundane
Good. Taken as a group, these cham- monsters, of the sort usually encoun-
pions of weal and right will certainly bal- tered by adventurers in the dank pas-
sageways of a foreboding dungeon.
Bakuance any possible tendency towards Evil
FREQUENCY: Rare (Very rare) against opponents of man-size or under
NO. APPEARING: 1 (2-5) 6 feet in height (if four-legged, etc.). A
ARMOR CLASS: -2 baku can use simple devices, such as
MOVE: 21” weapons or wands, in its short, prehen-
HIT DICE: 12 + 12 sile trunk, so one will often have some
% IN LAIR: Nil magic weapon or device when attacking.
TREASURE TYPE: Nil (see below)
NO. OF ATTACKS: 3 Baku have the power to become invis-
DAMAGE/ATTACK: 3-18/2-12/2-12 ible at will and to remain thus until some
SPECIAL ATTACKS: See below action breaks the dweomer. Baku can
SPECIAL DEFENSES: See below become ethereal and travel in this mode.
MAGIC RESISTANCE: 20% They can also travel astrally.
INTELLIGENCE: Exceptional - Genius
ALIGNMENT: Neutral good Baku possess the following psionic
SIZE: L (9’ tall at shoulder) powers: Animal Telepathy (12th level of
PSIONIC ABILITY: 180 + 2-24 mastery), Body Control (6th), Body
Equilibrium, Cell Adjustment (12th; as
Attack/Defense Modes: BE/FGI fighter), Detection of Good/Evil (12th),
LEVEL/X.P. VALUE: IX / 4,900 + 18 / h.p. Reduction (12th), and Shape Alteration.

A baku is seldom seen in the wild, for The trumpeting roar of a baku causes
most move invisibly in the communities all evil-natured creatures within a 4” ra-
of man. On the Prime Material plane, dius to take 1-8 points of damage and
Baku prefer dwelling in semi-tropical make a saving throw vs. paralyzation or
forests, and there groups will sometimes flee in panic as if affected by a fear spell
be encountered. Baku hate evil and will from a 12th level magic-user. Baku can
subordinate their usual timid and peace- roar thus but once every four melee
loving nature to combat malicious mon- rounds.
sters. In this aspect, they secretly dwell
amongst and serve the interests of hu- Description: Baku have elephant-like
mankind. Their true home is the Upper heads with a trunk of only 4’ or so in
Outer Planes of Neutral Good. length. A pair of upward-thrusting tusks
jut from the nearer portion of the lower
Despite its size and bulk, a baku can jaw, curving slightly backward. The fore-
move rapidly. It attacks by means of a legs are stout and rhinoceros-like, while
goring butt and two stomping attacks the rear legs are rather leonine.
with the forelegs, the latter possible only The body is draconian, terminating in a
short tail. The back is scaled in horny
platelets.

DRAGON 25


396

Phoenix

FREQUENCY: Very rare ly opts for more effective measures of has infravision to 120’ and double nor-
NO. APPEARING: 1 (1-4) attack and defense. mal ultravision. A touch of its wing is
ARMOR CLASS: -3 equal to a cure light wounds spell, with
MOVE: 6”/39” The piercing whistle of a phoenix ena- two touches possible for any given indi-
HIT DICE: 20 bles it to act first in melee, since oppo- vidual per day from the same phoenix.
% IN LAIR: Nil nents within a 30’ radius are so affected Similarly, a touch of the bird’s comb
TREASURE TYPE: See below by the sound as to give the phoenix a +3 gives an effect equal to cure disease.
NO. OF ATTACKS: 1 or 2 advantage on its initiative die. With this
DAMAGE/ATTACK: 2-12 or 1-8/1-8 advantage, the creature can use any of When hard pressed, the phoenix is
SPECIAL ATTACKS: See below the following spell-like powers, one at a able to cause spilled droplets of its own
SPECIAL DEFENSES: See below time, one per melee round, at 20th level: blood to act as fire seeds of the holly
MAGIC RESISTANCE: 50% berry type, one being created for every
INTELLIGENCE: Genius Affect normal fires, Audible glamer, five points of damage taken by the crea-
ALIGNMENT: Neutral good Blink, Blindness, Blur, Call woodland ture. In extremis, the phoenix creates a
SIZE: M beings (1/day), Control temperature, 10’ combination fire storm (of 2” high x 5”
PSIONIC ABILITY: See below r., Continual light, Color spray (3/day), wide x 8” deep) and incendiary cloud,
Dancing lights, Duo-dimension (1/day), even if it has already used these powers
Attack/Defense Modes: See below Find the path (1/day), Find traps, Fire previously. The result is a twice normal
LEVEL/X.P. VALUE: X/ 12,800+ 30/ h.p. charm, Fire quench (1/day), Fire seeds strength (40th level) effect with respect
(1/day; see paragraph below regarding to both spell-like powers — which termi-
The phoenix, so rarely seen on the defense), Fire shield, Fire storm (1/day; nates the adult phoenix and leaves a
Prime Material plane, is native to the see below), Heat metal (3/day), improved gem-like egg behind. From this egg a
Upper Outer Planes of Elysium. Of invisibility, Incendiary cloud (1/week; new phoenix bird will arise in 20 days.
course, the phoenix is quite capable of see below), Misdirection, Neutralize poi-
dwelling in nearly any climate or even son (1/day), Polymorph self (3/day), In addition to their own language,
the void, since cold, heat, and like condi- Produce fire, Pyrotechnics, Reincarnate phoenix can speak with all avians. They
tions do not harm the creature. However, (1/day), Remove curse, Remove fear (10’ otherwise communicate by limited tele-
a phoenix prefers beauty and sylvan r.), Snake charm, Veil (1/day), and Wall pathy or by means of empathy and tel-
peace, so it will typically be found only in of fire (1/day). empathy of a limited sort.
such places on the Prime Material Plane.
Unfortunately, the feathers of the phoe- Additionally, the dance of a phoenix The phoenix can neither attack nor be
nix command an average of 50 g.p. each; acts as a double-strength exorcise (40th attacked by psionic means. The crea-
its gem-like beak, talons, and eyes will level) spell and is effective against all but tures possess the following disciplines:
go for a hundred times that, and its body the greatest of evil magics— such as that
is prized by alchemists seeking to make of an artifact or relic. The phoenix needs Cell Adjustment (as cleric; 1/day, 20th
certain potions. Thus, an already rare only to spread its wings and voice a call level of mastery), Energy Control (3/day),
creature is rarer still. to dispel illusion or dispel magic. Molecular Agitation (3/day, 20th level),
Probability Travel (1/week, 10th level).
A phoenix in flight attacks with both of A phoenix automatically detects evil,
its diamond-hard talons. When on the detects charms, and detects magic. It Description: A phoenix appears sim-
ground it has but a single attack with its radiates a 10’ radius protection from evil. ilar to a peacock, although it is far larger
long, sharp beak. However, being both The creature can become ethereal and and its beak is longer in proportion. The
intelligent and magical, a phoenix usual- travel astrally or ethereally. It can be hit plumage includes bright violet, scarlet,
only by +3 or better weapons. crimson and flame orange areas. Beak
and claws are of blue violet. Eyes are a
The phoenix can never be surprised. it deep, glowing ruby color.

The feathers of the
phoenix command an
average of 50 g.p. each; its
gem-like beak, talons,
and eyes will go for a
hundred times that, and
its body is prized by
alchemists seeking to
make certain potions.
Thus, an already rare
creature is rarer still. . . .

26 SEPTEMBER 1982


397

CFERATEURAEDTURES

OFFICIAL AD&D™ MONSTERS FOR YOUR CAMPAIGN

by Gary Gygax

©1982 E. Gary Gygax. All rights reserved.

All of you Scholarly Readers are famil-
iar with Djinni and Efreeti, the best
known of Geniekind. Now you will know
aaJarllenanibeneoc,luuatdntehddeMirnaerstidhtseo. fLTtohhseet Dgaroouapnd—MDaaridos,

Caverns of Tsoj-
canth module, along with quite a few
ontohehrarnmew, amndonmsatenrys,obfuytoruepweiltlitnioont dhoaeves
seen the module. Enjoy rounding out
your 1001 Nights scenarios! Next issue
we’ll cover some additional types of
elves and their canine companions.

Jann posite longbows. Males have strength and they detest humanoids. Jannee will
FREQUENCY: Very rare ranging from 18/01 to 18/00, females amcacreipdts.djTinhne,ybfuatvsohrudnwdealloin, gefirneefot,rlaonrnd
NO. APPEARING: 1-2 (10% 1-8) from 17 (roll of 01-50) to 18/50 (roll of desert areas, at hidden oases, where
ARMOR CLASS: 3 (plus possible armor) 51-00). tshoemyehtaimveesprbiveafcriyenadndhsuamfeatny.sTohreywworikll
MOVE: 12”/30” whahIvincehadtthhdeeityiofncoaltlnoowtehimenigprloasybpilaeittyll-wtloiikllef,lyo,pnjoaewnaneteresa with them for some desired reward (typi-
HIT DICE: 6 + 2 time, one per melee round: growth/re- cally potent magic items).
% IN LAIR: Nil duction (twice/day), invisibility (three
TNROE. AOSFUARTETATCYKPSE:: Nil times/day), create food and water (once/
DAMAGE/ATTACK: 1 weapon, day, as a 7th-level cleric), and ethereal- The society of jannee is very open,
by ness (once/day, 1 hour maximum dura- weqituhalms.aAlegsroaunpdoffe1m1-a3le0sinrdeivgidaurdaelsdtyaps-
plus strength bonus tion). Jannee perform at 12th level of ically makes up a tribe ruled by a Sheik,
SPECIAL ATTACKS: See below ability for spells, except as noted. wShitehik1s-2arVeizgeivres.nEthxecetiptlteioonfaAllympiro, wanedrfuinl
SPECIAL DEFENSES: Nil tliamrgeeoffonrceeeds ocaf njanganteheer(aanndd acollimedmahnud-
MAGIC RESISTANCE: 20% Jannee are able to dwell in air, earth, mans, at times).
INTELLIGENCE: Very-exceptional fire, or water environments for up to 2
ALIGNMENT: Neutral (good tendencies) days (48 hours). This includes the Ele-
SIZE: M (6’-7’ tall) mental Planes, to which any jann can
PSIONIC ABILITY: Nil taralovnegl ,—ifetvheonsetakpinegrsuopnstofsoirxmindaivhidaunadls-
Attack/Defense Modes: Nil holding circle with the jann. Failure to
LEVEL/X.P. VALUE: VI / 975 + 8 / h.p. return to the Prime Material Plane within Jannee leader types have genius intel-
2 days inflicts 1 point of damage per hour ligence and greater hit dice (up to 8+4 for
tfoaDmoimsfjruiTmnetshGhneteiieden,thrnEeoateihfuelcrreeeteesmef.oPootfeiTrrf,eianmhtMlhtlisaesaefploreMiJiudhsnar)audnbtcomneefomeraclitelahoenalescuoisPttsieidolvtealhesfenmehale(yeiwc.snjkfae.tonsnaDroknawahenoesinds,tr on the jann, until death occurs or a re- Sheiks, 9+5 for Amirs) and strength (19
Jannee often (60%) wear chainmail turn to the said plane occurs. Travel to possible 10% of the time). Vizers have
odtahmeragEele,mpreonvtiadlinPglaantesleiasspt o2ssdiabyles, wsaenres gtheenifuosllotowisnugpraad-gdeitnioiunsalinstpeellilgl-elinkceepaonwd-
calramssoro,fw2h. iTchhegyivtyepsicaalnlyeufsfeecltaivrgeeasrcmimor- previously spent on the Prime Material ers, usable three times per day each at
itars (equal to bastard swords) and com- immediately prior to the travel. the 12th level of ability: augury, detect
20 OCTOBER 1982 magic, and divination.
Jannee tend to be suspicious of hu- In addition to knowing the Common
mans. They do not like demi-humans, Tongue and the various languages of
Geniekind, jannee are able with
animals. to speak


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