Couatl "Never have I seen such a creature as that which pounced on my quarry that day, nor do I believe I shall ever see it's like again. It felt like its gaze pierced my very soul, and I knew it meant no ill will towards me. Indeed, it seemed almost apologetic to be taking my prey, and it left me this feather, I guess by way of payment" -- Quirious, Ranger from Baldurs Gate, on his travels in Maztica Introduction Couatls are benevolent beings, celestial in origin. Exceedingly rare, they are creatures of great good that were created as guardians and caretakers by a god, forgotten by all except the couatls themselves, since the dawn of time. Most of these mandates are long since fulfilled or failed, but a few couatls remain, watching over ancient power or safeguarding the descendants of creatures they once helped guide and protect. Physiological Observations Those lucky enough to have witnessed a couatl in it's true form find it hard to put their experience to words, for their form is undeniably beautiful and striking - a great serpent, 12 feet in length, covered in iridescent blue-green feathers, with a pair of vast rainbow coloured wings (up to 15 feet span) and piercing, intelligent eyes. They possess a keen intellect, and radiate a glory and purpose which comes from the gods themselves. They can speak any language via telepathy with any intelligent being. Though they are truly wondrous creatures, few have ever laid eyes upon one, for they prefer to hide themselves unless truly necessary - most are able to keep themselves invisible with magic. The eldest among them can change their form, appearing to travelers or pilgrims as beautiful humanoids of indeterminate gender (as couatls themselves are genderless), clad in loose, bright clothing. No almanac nor bestiary can truly claim to have details of their lifespan and are generally thought to be immortal, as individual couatls have been repeatedly appearing to secluded societies for many centuries. They can go without food or even air for prolonged periods of time, but in truth they still succumb to the passage of time, disease and hunger. Couatls tend to favour warm forests or even jungles, though they are known to travel and will visit any area where their presence is required. Social and Behavioral Observations Given the rarity of these beings, seeing two together is almost unheard of. They meet only at times of great significance: to discuss matters of extreme importance, to mourn the death of one of their own or an individual close to them, to produce offspring, or to face up to a particularly grim or difficult challenge. As mentioned above, couatls are genderless. However, via their magical nature, a pair is still required to produce offspring. They seek to reproduce only when a couatl senses its own death approaching, of which they are aware up to a century before it occurs (though the exact circumstances remain hidden from them). If a couatl has not achieved its original purpose set out at its creation or birth, it will seek another couatl with which to mate. The mating ritual is a spectacularly elaborate dance of magic and light, and can take many hours. The result is a gem-like egg, from which hatches a new couatl some weeks later. This offspring is then raised by the parent who sought to mate, and instructed to take up the parent's duties, so that the parent's task can be completed after it dies. Couatls tend to reside close to the location where their mandate states they must watch over. They make use of a small hunting ground, where they hunt similar prey to mundane snakes - small mammals and birds form the bulk of their diet. They will also consume the remains of a fallen foe if the mood strikes them. Couatls possess a reverence for all living things, so they endeavour to make their hunts as swift and painless, whether for unintelligent animals or their enemies. A couatl will rarely resort to violence, doing so only when provoked or threatened. Even then, they will most often attempt to incapacitate their foe, rather than kill, and make a quick getaway. Their bite is poisonous, and induces a euphoric and lethargic state that is fairly easily reversed by healing magic. Inter-Species Observations Following their mandates, couatls do occasionally come into contact with individuals of other species. They have been known to "adopt" developing societies, attempting to steer them along a path of benevolence and righteousness. This can result in the particular couatl being worshipped as a god, bringing knowledge and guidance, and although the couatl might find this veneration deeply embarrassing, it will often maintain the pretence in order to more effectively shape the civilization for the generations to come. Although they are servants and messengers of the gods, couatls themselves are not particularly religious, as they have often seen firsthand that such devotion can be mislead. Instead, they view their patrons as distant friends, and their service as a working relationship. Given their reputation as servitors of benevolent deities, when a couatl does deem it necessary to come into contact with a more developed society, their arrival is often associated with bad tidings and as such they are treated as a mixed blessing. Often, their disposition is then treated as arrogance, as their paternal desire to lift up other races can appear patronizing. As such, many established societies shun them all together. Variant: Imperial Couatl Vastly bigger than the average couatl, this mythical beast is a powerful force of good, setting itself directly against some of the foulest evils in the known world. It is unconcerned with the comings and goings of humanoid creatures, and seeks only to eradicate evil the world over. It particularly relishes taking on Chromatic Dragons, and remains one of the few creatures that can challenge such a beast in the air. 51
DM's Toolkit In most cases, couatls are not in the foreground of a particular setting. They make good occasional patrons for characters, and even at times allies against particularly powerful evil foes. They are incredibly rigid in their lawfulness, and although they will not often come into conflict with good parties, they may disagree with their motivations or actions if they are not in line with the couatl's mandate. In lower level games, couatls can be used as quest goals - rumours of winged snakes prompt an investigation in order to utilize their knowledge and wisdom, and possibly then resulting in the couatl taking the party under its wing (pun intended) and sending them off on quests to aid its own conflict with evil forces. At higher levels, coatls can be treated more as equals to the player characters, and can be used as a powerful NPC in particularly difficult encounters. A couatl will flat out refuse to aid a party with evil or reckless characters, even going so far as to recruit a force of defenders for itself and even engaging them directly. As noted above, it is very rare to come across more than a single couatl - a gathering is sure to foreshadow a terrible event, or that the forces of evil are particularly concentrated in that area. Treasure wise, the gift of a feather by a couatl can be used to contact and even summon the individual from which was taken, though only if it was freely given. Feathers otherwise taken are worth a small fortune anyway, but have no remarkable properties. Couatls don't tend to horde any other items, as they view the accumulation of wealth as a path to corruption. 52
Crawling Claw Valthias looked down at his apprentice. Then to the... Thing... That writhed on the floor. Four spindly fingers danced spasmodically around a withered husk of a palm, jerking in every direction. The index finger, he thought, must have gotten lost somewhere in the process. Vecna preserve us if the cat got to it. Running one hand through his thinning grey hair, he hesitantly laid the other on the boy's shoulder. "Everyone's gotta start somewhere, kid." -- From The Charitable Necromancer by Valthias Caspase, Archmage of the Final Circle Introduction Introduction Crawling claws are hands that have been taken from the dead (or the unfortunate living) and infused with necrotic energies to animate them with unnatural life. Totally devoted to their creators, crawling claws make excellent maids, butlers, servants and -in a pinch- men-at-arms. Often chosen as the first project for aspiring necromancers for their ease of creation and the assistance they can provide towards the fulfillment of more ambitious goals. Physiological Observations The appearance and physique of crawling claws vary greatly from individual to individual based on the skill of the creator and the nature of the source material. Necromancers have managed to animate everything from minute crab pincers to colossal dragon claws, and though more powerful hands make better servants, they also take more skill to create and control. Disturbingly nimble, crawling claws make almost no sound as they skitter around haunted mansions, corrupted graveyards, and ancestral tombs. Not having eyes, they rely on a sort of spiritual vision that gives them a panoramic, night vision sight that prevents sneak attacks and makes them perfect as scouts and lookouts. Their light weight and unnaturally enhanced musculature gives crawling claws the ability to leap great distances and stay in the air for longer periods of time, an effect which is often mistaken for flight or levitation by the superstitious. Though generally able to produce only as much force as the original hand would be able to in life, crawling claws are often imbued with enchantment to make them tougher, stronger, and faster. In addition to magical enhancement, the constructed nature of the crawling claw makes it is quite easy for the necromancer to dissect it, replacing nails with steel talons, tendons with springs, and skin with studded leather. The experienced wizard will sneak a few of these improved hands into a swarm of crawling claws, presenting a formidable surprise to adventurers who will find themselves suddenly held down by an iron grip as the weaker claws rip and tear at their flesh. Remember, though, that the crawling claw is not simply a construct, but an undead construct - If enough of its actual flesh and bone is removed, destroyed, or replaced with inorganic matter, the claw's body will no longer be able to contain its vital essence, and it will fall apart. This is the primary way by which crawling claws are destroyed, as they possess no central weak point, and physical attacks that do not remove their original biological matter will damage them much less than attacks that do. This durability only applies, of course, to crawling claws animated with the original and more lengthy ritual which imbues the entire Claw with life energies. More expedient measures, like inscribing runes on the palm or injecting the veins with magical fluids are much easier and quicker, but are also far more easily destroyed by cuts and bashes. Incapable of direct reproduction, withered or degrading crawling claws can nevertheless be ground up into a powder and fed to animals or humans of the same species as the original claw. This powder acts as like a disease, slowly poisoning the victim, whose body largely begins to shrivel and atrophy while their hands grow to enormous size and strength. Though the effect is not very strong, if the individual is killed during its effective time period of between two and three days, their hands will tear themselves off the corpse and report to their necromancer for further orders. Behavioral Observations Though generally only intelligent enough to receive, process, and carry out simple orders such as "Fetch that liver for me", "Guard the unconscious man", and "Tear out his eyeballs if he tries to get out of the ice bath", Crawling claws can be gifted with greater intelligence, or even sentience, at the cost of great material and magical expense. In such cases where this happens, the claw is usually also given a crude mouth with which to speak or other physical enhancements to make it a more useful servant and justify the magical investment. Rarely will a sentient Claw break away from its master. Despite sentient claws hanging on to a shred of their original person or individual's personality, they will remain the most steadfast of servants and are even more difficult to Turn by paladins and clerics than the non-sentient ones. Some believe that this is a form of Stockholm syndrome, that claws long pressed into the service of a necromancer will have their consciousness altered to believe that there is no true way of life besides service to their creator. Others theorize that the process of creating a claw shatters the original personality of the original being, instilling the source-material's feelings of loyalty and subservience while sucking away their free will and pride. This second theory is supported by case studies where more powerful and prideful Crawling claws - those of White Dragons, High Elves, Storm Giants, and the like - are far less likely to follow orders when made sentient than dumber, and lesswise races - such as Kobolds, Ankhegs, or Cyclopes. 53
Social Observations While they are essentially willing slaves to their creators and thus have no real society of their own, crawling claws nevertheless play an important role in many cultures where necromancy is more or less acceptable. Being such a basic construct and the first ones that many necromancers animate, they are often regarded as something akin to mobile teddy bears or dolls in some societies. Necromancer parents may assign sentient Crawling Claws to act as "nannies" for their children to simultaneously keep them safe and instill in them a fondness for death from a young age. In such societies, some old crawling claws are preserved with enchantment and careful maintenance for decades and centuries, caring for one generation of archmages after another. In other societies, crawling claws are seen more like status symbols that double as slaves and are cared for in a very different way. "The hands of the great are legion" or some variant of that saying is generally a common sentiment in such cultures. Rich necromancers might flaunt their wealth and power with elaborately enchanted claws: Hollow ones that can be worn like gloves, massive ones that guard their dungeons, jewel studded ones that can cast spells, and amalgamate stacks, sown on top of each other, that serve as mobile serving platters. The upper class of these societies prize the claws of rare and dangerous monsters such as Giants, Dragons, Sirrush, and Phoenixes to make their servants and fill their collections. Most cultures, even those where necromancy is acceptable, do not take it this far with crawling claws in particular though. In those, crawling claws can act as familiars, pets, or manual laborers, but they are not given some special place in society to be admired or desired. Intra-Species Observations Crawling claws generally do not act on each other unless given sentience or ordered to, but in the event that a non sentient one is ordered to carry a non-verbal message, they might pass it on along a chain of hands like a sort of Manual-Courier Express, each hand inscribing the message onto the next or passing it along through a tapped code hardwired into their memory by their creator. In this way, they can act as secure and encrypted means of passing information from the necromancer to others. Sentient claws often act much like their original species does, and, holding onto shattered recollections and broken pieces of the original's personality, might re-enact the behaviors of their intact predecessors. Crawling claws from Giants sometimes attack Draconic ones, Animated Illithid claws might favor attacking the brains of their enemies, and sentient kobold claws will often prostrate themselves before Dragon claws. Entire microcosms of society might exist in the crawling ecosystem of the Necromancer's lair, with complex social webs being spun and caste systems generated by the minds of these otherwise detached beings. Variants Bigby's Nightmare Crawling claws taken from giants and enchanted with extreme durability and gifted with the power of flight, Bigby's Nightmares are massive constructs able to replicate the effects of any of the "Bigby's Hand" - series of spells. Useful as front line fighters, siege engines, and bodyguards, Bigby's Nightmares can be terrifying implements of destruction that bring a whole new meaning to the phrase "Finger of Death". Degloved One Taking aspects of wraiths, mimics, and crawling claws and combining them into a single abomination, Degloved Ones are crawling claws that are hollowed out and tanned, taking on roughly the same appearance as regular gloves. However, if put on by one other than their master, they immediately latch on to the wearer's skin, sucking their blood through the vulnerable veins and arteries of the hand and forearm. More powerful versions of these might be able to fuse themselves to the victim's skin, making them near impossible to take off without ripping off your own skin in the process. Even stronger ones can take control of the arms of weaker willed adventurers, making them hit themselves over and over again. It is at this point that the necromancer is advised to exclaim "Stop hitting yourself, stop hitting yourself," while dunking the poor character into a latrine headfirst or painfully pulling their underwear from behind. DM's Toolkit While mildly creepy and certainly quick, the single basic crawling claw should pose little threat to even a level one adventurer. Sending a half dozen so at a time against a beginner party might be the undead equivalent of the goblin raiding party. For higher level adventurers, variant claws or hordes of hundreds of basic claws using swarm rules might provide a more suitably terrifying challenge. Adventurers should see crawling claws as a sign that necromancy already has its talons set into a place, and that the source of the creature will be somewhere in the region. Not far behind the crawling claw scouts will be the more durable variants, as well as the skeletons, zombies, ghouls, etc. that usually make up the bulk of a necromancer's minions. 54
Cyclops "We had to duck behind an outcropping at the foot of the hill. The rocks weren't actually that accurate, I guess only having one eye comes with its disadvantages, but we weren't able to break cover without risking getting pulped. Fortunately, Regith had found a little cleft and put an arrow right into the side of its neck, which distracted it long enough for us to close the distance. Damn was that a mistake. It smashed Kegan with its club, then grabbed Flint and dashed his head against a crag. We only got out of there alive because Alamar put some sort of spell on it and calmed it down enough that Regith could line one up and put it in its eye." --Folan Latimer, Captain of the Fourth Company of Scouts "Cyclopes? They're idiots. Once I convinced one I was the god of fire using nothing but a pot of oil, six torches, stilts, and a long cloak." --Kell Toddle, Halfling Rogue Introduction The cyclops is a massive and fearsome humanoid, found primarily in remote locations. Although clearly intelligent, cyclops are exceedingly dim-witted, knowing little more than is necessary to sustain themselves and having no interest in learning further. They are absolute strangers to innovation and can be easily deceived, although the consequences of failure in that department can be severe. Cyclops will often know enough Common or Giant to converse, but practically none can read or write. They tend to scratch a living out of harsh lands through herding, but are not averse to supplementing their diets with any other sources of meat, regardless of intelligence, that stray too near their lairs. Physiological Observations Cyclopes resemble massive humans, sometimes reaching as much as twenty feet tall, with broad shoulders and powerful musculature. Their most notable feature is, of course, the single eye located in the middle of their forehead. The reason for this curious deviation from the basic humanoid facial type is unknown, but it has been suggested that the poor depth perception arising from their monocular vision is meant to be a physical analogue to their lack of wisdom and foresight. This, of course, assumes an active divine hand in the race's origin, which I suspect although have been unable to prove. Consultation with the priests of several prominent gods has so far been fruitless, although one cleric of Poseidon returned from an attempted communion with his god rather red in the face, a lead which I will endeavor to pursue in the future. Social Observations Cyclopes tend to prefer isolation, but often live near enough to their own kind that they can trade goods and rely on each other for mutual defense in the rare instances that a threat appears which cannot be solved with their own great strength. Most cyclops keep animals, maintaining sizable herds of sheep, goats, or cattle, from which they draw the majority of their sustenance through meat and milk. In one curious case I witnessed a heavily scarred cyclops tending to a small group of owlbears and referring to them as screechy stab-goats. Cyclopes most often make their homes in caves, among ruins, or in lean-tos constructed from whole trees. In rare scenarios some may be found building crude structures from huge stones, the sheer scale of which can be quite impressive to those unfamiliar with their handiwork, even if the craftsmanship leaves much to be desired. Cyclopes do not follow any religion and, indeed, scarcely regard the existence of the gods. Their own fantastic strength and impressive self-sufficiency have caused them to become assured of their own independence of the divine. In those rare cases where cyclops are forced to interact directly with gods or divine magic, they tend to be cowed into submission only through shows of force, rather than any sense of respect or deference. They typically chafe under such pressure and seek to assert their independence as soon as possible. When a male cyclops feels a particular urge to mate, he will typically travel to the lair of a female of his species and present her with an assortment of gifts. These are usually practical in nature, consisting of cheese, mutton, crude tools, and animals from the male's herd. If the female considers the offer sufficient, she will agree to mate with the male. Most scholars believe that this sort of unidirectional gift-giving has arisen due to male cyclops' propensity for returning to their own homes soon after copulation, leaving the mother with the resource-expensive task of raising any potential offspring. Only rarely do cyclops form family groups for extended periods of time. Young mature quickly and are considered fit to fend for themselves sometime around six years of age. When this is achieved, the mother will provide her offspring with a small flock from which to build its own herd and send it off to find a suitable home. 55
Inter-species Relations Due to their natural propensity for isolation, cyclops are not typically a threat to civilized societies. They are, however, an absolute terror for travelers who wander too near their lairs. Cyclopes have no compunctions about eating intelligent beings and, in fact, seem to consider them something of a delicacy. Unwary humanoids have often been known to come across a cyclops' herd and assume that the owner is of a peaceable disposition, only to be eaten whole when the cyclops returns. Cyclopes are also known to trap their victims in caves or similar prisons to be consumed later. Cyclopes do not use currency and have little need for most finished goods, although there are instances of cyclops engaging in trade. This typically takes the form of barter between cyclops, but in rare occasions can involve smaller humanoids as well. Cyclopes enjoy shiny objects and often collect jewelry from travelers they have eaten. They have been known to offer these items in exchange, most often for wine, which is the one commodity they desire above all others. Cyclopes are not sufficiently skilled to grow and ferment grapes on their own, but if they have had the fortune to come across wine from a victim or trade, they have often been known to develop a particular taste for it. In several cases, cyclops have demanded dozens of barrels in regular tribute from towns located near their lairs. An adolescent cyclops can present a serious threat to small towns and farmsteads as it strikes out on its own, searching for a suitable area to raise its own herds. Possessed of the same great strength as their parents but far greater wanderlust, young cyclops have been known to eat whole families of shepherds before tearing down the walls and occupying their homes for a time. It is fortunate that cyclops' low birth rate ensures that such instances are few and far between, as it takes a sizable show of force to dislodge a cyclops from its claimed territory. Although superficially similar to giants in many respects, cyclops are not included in the Ordning, the complex system of giant hierarchy. As even ogres have a place in the ranking, this indicates that giants consider cyclops to be of an entirely different class of being. As they often inhabit similar locales, cyclops and hill giants clash occasionally, with cyclops emerging the victors in these struggles more often than not. If confronted by giants of most other varieties, cyclops will back down due to the former's greater size and organization. Elder Cyclops All descriptions so far have concerned themselves with those cyclops found on the Material Plane. There are some reports of cyclops inhabiting divine realms which are, in many ways, nearly perfect opposites to those of our world. These cyclops are skilled craftsmen, reputed to be among the greatest smiths in the universe. Their great strength and simple wisdom make them respected figures, responsible for the creation of powerful divine weaponry. DM's Toolkit Cyclopes' tendency towards isolation means that, in the absence of some external force, they should rarely be an issue for settled communities. They can, however, be used to great effect on travelling parties, where capture by a cyclops can be a nicely self contained, albeit clichéd, session, or as signals that something has upset a previously existing balance. An adolescent cyclops was sighted moving across the countryside in the direction of a sizable town. The party must find a way to stop it before it cuts a bloody swathe through the outlying farms and threatens hundreds of lives. Several fully grown cyclops have come down out of some forested hills and claimed a fertile valley as their own lands, despite it being currently inhabited by several human communities. When questioned, they say that something has been killing their sheep and is too stealthy for them to catch. The party stumbles across the lair of a cyclops, which proceeds to politely offer them cheese. He asks with all courtesy whether they would be so kind as to deal with the bandits which have been plaguing the town from which he imports his wine, as he cannot afford to leave his herd for so long. 56
Darkmantle "I was just a lad when an adventurer, much like yourself, asked me to lead him to a cave. He said the cave contained untold wealth, that there was some dragon or other living there or something. I was just a boy so with a single silver piece he got me to take him there. The locals knew this cave only as a dangerous place the children were much warned against it. If there was a dragon there the man never made it that far, this strange creature looking like some squid that escaped from the nine hells saw to that. Be wary of the Darkmantle boy, it lurks above" Below the tale is a drawing, looking much like a field journal some scientist sketched, though the attributation is currently unknown. It is the Darkmantle. --Excerpt from the popular "The Great and Terrible Beasts of Our Time" on sale wherever popular tomes are sold." Introduction A rather interesting predator, the Darkmantle waits most often in caves, or other dark places, where its natural camouflage does it the most good. The natural colour of the beast mimics that of the cave it finds itself in, and should it move to a new home it can change to suit it. The creature attaches to the tops of caves with a suction power near its tentacles and waits patiently for the next fool chasing gold to come walking through unprepared. Should they find themselves outside their chameleon reflexes will do them far less good as their ability to change colour suits more the variety of greys one finds in caves more than the browns and greens of a forest. It is theorized to have first found its home in the Underdark with the Drow and the other unsavory denizens of that abominable place, but how much of this is speculation and how much of it is just hatred of the creatures from below the earth is unknown at this time. There were also some that believed it to be an outsider of some description though none have ever been reported in any of the outer plains where outsiders make their homes. Much of the information that will follow is based on mine, and my colleges, direct observations of this creature, the Tenebris Pallium as we have come to call it, according to one of our associates in the language department it is ancient Dwarf for Darkmantle. Physiological Observations Although it resembles a common and far less deadly squid, in basic shape if not overall form, there is a thick membrane between each tentacle. This membrane, when combined with the slender tentacles, is what you will feel wrapping around your head as you suddenly find yourself in total darkness. It also gives the creature Eyes near the top of the creatures head face in every direction so that no matter where prey comes from it can be seen. Inside the membrane is several rows of teeth as sharp as a blade, where the creature stores the food it consumes I have yet to discover as it eats far more than its relatively small stature would allow and cutting them open upon death has yet to reveal a long term stomach, or any digestive organs at all. I believe they directly absorb the nutrients they eat at a maximum efficiency, which would also explain a distinct lack of bones found in many of the caves they inhabit. It has no known subspecies however its relation to beasts such as the extinct Lurker Above should bear out further research in due time. Their young are quite fascinating as well. Dr. Lemontwig of the Elfen Research Institute spent fifty years tracking one from egg to adult hood and I will share some of his findings. Life Cycle The Darkmantle breeds much like a fish. The females, on the exterior entirely identical to the males, will lay an incredibly large clutch of eggs and which release some sort of noise that calls to the darkmantle via its echolocation, though even the sensitive ears of an Elf cannot pick up on it. Many eggs will be inseminated by any males nearby, some even journeying from other caves if their own does not contain a female, suggesting to me at least that females of the species are rare. Following this it will take approximately one year for the mantles to hatch. In this time no protection is offered to the eggs nor is there any care for their well being. The creature emerges in much of a larval stage, it is soft and lacks the carapace its parents use to disguise themselves as stones and so, in quite a shock to myself, must scurry around in the dark and hope to avoid dying. This, I believe, is why they lay so many eggs as relatively few will ever make it to adulthood. As mentioned elsewhere they feast on whatever scraps the adults leave and, should they survive at least, this process will last around four years before their shell hardens and they reach a stature that will allow them to take on small prey of their own. These young have sometimes been found in the cellars of taverns or sewers hunting rats and other small creatures. to fully grow it will take another 15 years, combined with shedding their carapace several times as they grow which leaves them vulnerable and camouflaged for about a day until the new one grows in. At around 20 years of age they are adults, but while growing slowly Dr. Lemontwig noted that they never seem to stop. However after the 50 years the subject was killed attempting to target some industrious goblins and so we are as of yet unaware of their full lifespan. Dr. Lemontwig has decided to keep one in captivity in his lab and begin anew. Though I will likely not live to see the outcome, being merely human myself and already getting on in years, I hope future generations will take great interest in his research. 57
Social Observations It gets along well enough with its own species, they are seldom seen fighting over territory or food, but often prefers to be alone or in small groups, though there are some that grow to a good number, as long as there is food in steady supply their population seems to grow and they stay where they were born. Not a pack animal by any means but has an observable intelligence similar to that of many basic animal companions. I have personally witnessed almost a score of the beasts descend onto a battle with some Orcs and only the party that I was travelling with was attacked, suggesting to me that these beasts could be tamed. If not well enough to handle direct commands they can very well be taught what to eat and who to leave alone. There are even records of the creature working in tandem with several of its brethren to take down larger and more dangerous prey. Anywhere you see larger clutch of the beast beware, there could be even larger creatures waiting nearby. Behavioral Observations They are fully and entirely a predatory animal, concerned with nothing more than their own safety and securing food. They lack compassion for their young, often laying eggs and then leaving the cave themselves in search of a new home when food may be scarce, though many times they will simply reside nearby. In some cases the adult has let the child starve to death as they got to the food last and there was none remaining. They seem to only be able to attack from above, when lifted from a host or missing their attack they often scurry away to climb back up to try again, seemingly entirely unaware of even the limitation on the darkness they create to conceal their first attack. When they work together and fell a larger beast you can often see the entire caves worth of them feasting on the body together until not even the bones remain, as was the case when I saw them devouring a relatively young dragon. At this time they will climb back up to their perches and rest until they feel the hunger again. It is at times like this that you are most likely to see their young scurry down in an attempt to feast on whatever scraps remain. Until they grow large enough to take prey of their own this is how they will survive. Intra-Species Observations As any predator the dark mantle sees other species more in terms of "food" or "not food" rather than any companionship. Even their own young only escape their feasting due largely to it being difficult to attack something from above when you are on the same level as it. They seem to be trainable by more intelligent species and I once met a ranger who claimed to have one as his animal companion, though he was drunk at the time and was not around when I left in the morning so I do not know if he was telling the truth. Even those in the wild can be scared off if they are hurt enough, they will often flee deciding that the meal is not worth the risk, so they do have some self preservation instincts. DM's Toolkit These would be creatures to fear for peasants and low level NPCs but an adequately leveled party should have little difficulty unless it is a swarm. With very little in the way of special abilities their main use is in surprise attacks or ambushes where the creatures the party is fighting have trained them. Fighting goblins when suddenly darkmantles show up could be a terrifying proposition for many a party. As it can attack no one else but its victim once attached they are best thrown at the party either in small groups or with other creatures nearby, though one could be a good surprise to catch the party unaware. Obviously their specialty is surprise attacks, most often their darkness spell is used just before grabbing onto a prey leaving them even more unaware of what just happened to them but it could easily be used for other reasons if the need arises. It has its limits though, as Darkness can only be cast once a day and is only a 15ft radius but, as with all supernatural darkness, darkvision is useless against it which could leave party members groping in the dark trying to help their party member. It is a very versatile predatory animal excellent in anywhere dark, making effective use of the darkmantle should be simple for any DM, they appear in numbers anywhere from solo up to 15- 20 commonly so feasibly they could pose a threat to even a midlevel party in large enough numbers. Especially if you have them work together. As suggested in this post you could easily have one grab a head and the others latch onto other places on the body and attack in tandem (as of 5e they gain advantage when attacking people they are on) leading to a deadly combination. Use them sparingly however as if you put them in every cave the novelty of the surprise will wear off quickly and the party will begin to expect them to be everywhere. 58
Death Knight Even the most righteous men can fall into darkness. I couldn't believe it was him, not Miltiades. For so long he was a pillar of goodness, but in the end hate overtook him. Even as I write this his eyes, seething orbs hate, peer into my very soul chilling me to the bone. He must have some honor left, otherwise he would've killed me by now. -- A note found on a skeletal warrior outside of the Ruins of Raudor. Introduction Death Knights are those that have been cursed forever to roam the earth in undeath, hate perpetually driving them to enact vengeance on those that have wronged them. Although rare, Death Knights are said to have been paladins that have been cursed by their god for a treachery they have committed or great warriors that have partaken in an unholy ritual to rid themselves of their mortal weakness. Physiological Observations The most notable aspect of a Death Knight are the eyes. Glowing red from the hate that now consumes them. Their eyes illuminate their skull, having shed their skin, blood, and muscle to become the ultimate beacon of undead strength. Although Death Knights have no skin or bone they retain whatever strength and vigor they had in life. Although the Death Knight lacks a phylactery, they will continue to come back to life until their soul has sought forgiveness. As such, they are granted divine powers by that which keeps them undead, although they may never use those powers to heal. It is said that a warrior who was transformed channeled their very soul into their weapon, bringing death to others with the very essence of their being. When transformed an unnatural green flame envelopes the body and erases all aspects of life by burning away the living tissue. The brain, no longer needed, is replaced by the soul infused weapon. Social Observations Death Knights are dark and brooding, their minds lost to the hate that consumes them. Death Knights are not welcome among the living so they often surround themselves with undead that are capable of complex thought. Skeleton warriors, wraiths, and wights often make up the retinue of the Death Knight. As they gather forces Death Knights are forced to remain on the move, otherwise an army of the living would be brought upon them and ruin their quest for vengeance. A Death Knight might take command of a ruined castle, or it might claim a fortress from its inhabitants. If conquest is what drives the Death Knight, captured lands might turn into the beginnings of the Death Knight's empire. The majority of Death Knights work alone as great leaders, although sometimes they will join forces with a greater entity. Death Knights who transformed unwillingly will most certainly attach themselves to someone with great power and initiative. This person of power can be a Lich, a vampire, or even a mortal that holds great sway over the undead. A Death Knight will hold true to its commitments for years, centuries even, but as time progresses a Death Knight will always serve themselves seeing that promises, like mortality, are a farce. Behavioral Observations Death Knights are consumed by the hatred that drives them, this leads them to be thoughtful and deliberate, regardless of their personalities in life. They carry their very souls in their bony hands to serve as a reminder that their bargain cannot be undone. Death Knights have given up any thoughts of joy or contentment for the power to accomplish their goals, a thought that weighs upon them every moment in their immortality. Those that turned to death for power were, most often than not, frustrated in life. Death being preferable to defeat, Death Knights have forsaken their very lives in the pursuit of power. As the Death Knight continues to be defeated the more forces and power it gathers. Once a Death Knight is victorious in its goal, its joy is fleeting, for it is faced with an eternity of endless struggle. Inter-Species Observations Death Knights generally work alone, amassing an undead army to further their cause. Due to their undead nature Death Knights very rarely have any living companions. Death Knights see mortality as a weakness, and weakness in intolerable. The one creature that a Death Knight will make a long term commitment to is its favored mount. Death Knights ride into battle on the backs of evil beasts such as Nightmares or other undead mounts. The teamwork required between mount a rider is often the Death Knights only lasting source of pleasure. Death Knights will sometimes ally themselves to other, more powerful creatures such as Liches, Vampires, or other Death Knights. These commitments will never last, however, as the Death Knight grows in power the more obsessed it becomes in its own personal agenda. Death Knights have also been known to transform other great living warriors into Death Knights in order to form an elite society of undead. If this is the case the other Death Knights will always follow the oldest, most powerful among them, generally the one that transformed them. DM's Toolkit During conception Death Knights drew a lot of inspiration of J.R.R. Tolkien's Ring Wraiths. As a potential plot hook you might be able to say that a group of Death Knights were created by a supreme dark lord in order to fulfill a dark brand of justice. Another option is to use a historical leader such as Genghis Khan. The Death Knight could be the leader of an undead army that is sweeping the world converting the dead into undead or even great warriors of the land joining forces with the Death Knight as a better chance of survival. 59
Demilich I just remember so many skulls. A vast wall. And nothing but hideous laughter all around. Then Strex's blood started leaving his body through every pore. It pooled at the base then began crawling up the wall into the mouth of a skull set at the highest level. Introduction It is a misnomer that a demilich is a lich that that has forgotten to nourish itself. The notion is ridiculous. Only the most powerful wizards and necromancers attempt lichhood, so it's hardly believable they would forget a simple thing like feeding their source of power. Far more likely is that demilichs are the products of failed transformations. This mis-fire almost always occurs at the moment of creation of the phylactery and the bonding of the soul to it. What is left is the intact phylactery, the skull, a pile of ash, and an angry, thwarted evil soul that usually proceeds to kill any living thing 1 mile around. Then they simmer in hatred until the next victims stumble along. Equally as likely is that demilichs are the products of a deal with Orcus. Individuals are promised immortality in exchange for their horrid cooperation. However, the demon lord of the undead is known for taking delight in watching mortals realize the moment of the double cross before they are nothing but a skull. Another surprising reason for a demilich is out of reverence or for future council. In some societies, powerful and successful rulers are preserved to ensure eternal prosperity and domestic stability. The irrationally moral might find this abhorrent, however the rationally pragmatic see it as a way to prevent endless succession wars which drain a land of resources and sow only strife. Physiological Observations A demilich's physical appearance can vary greatly from the mundane to the fantastical depending on the ritual used to create the lich and if there are purposeful attempts to hide it. These designs could be part of a protection system to prevent the skull from being taken or jewels could be augmented to feed the lich's phylactery, increase its surveillance capability, or bolster offensive power. The skull could be also resting in a pile of ash or ceremoniously mounted in the wall or in an obelisk. This again is dependent on why the lich was created. If by accident, the skull could be in the corner of a cluttered study or under a soiled cot. If by purpose, the skill might be mounted in a very elaborate mural depicting the lich's history in a bas relief surrounding a sacrificial alter. Social Observations A demilich is not a social creature in the traditional sense. If the lich was created by accident or crooked deal, they most likely will be very hostile toward any living thing that crosses their path. They will take enjoyment out of causing pain, suffering, and extinguishing the light of life. A demilich created to run a cult, guild of thieves/assassins, or a kingdom will be mostly concerned only with those it knows are a part of its society and order. This can manifest itself and a sort of xenophobia. Behavioral Observations Against strongly influenced by the reasons for its creation. Demilichs created from accident and deals-gone-bad are going to hate life. Their resting places will become lures for fool hearty adventurers, ignorant grave robbers, and zealots seeking to impress their gods. Demilichs have no problems quickly eliminating these intruders. Accidental demilichs might not have any external defenses set up. They may, overtime, have created a small army of undead and encouraged a large monster to take up residence in their old tower. Demilichs who were seeking lich-hood or had it promised to them might be at the center of a vast underground labyrinth dedicated to them as they had time to prepare. However, demilichs created for rule might be placed in a vastly elaborate ossa built for worship, council, sacrifice, and display. These places will be not only guarded by the lich's own defenses but a host of dedicated guards. Intra-Species Observations Again, a demilich will tolerate those who it can rule and those who it sees as intelligent. However, failure is little tolerated, death is swift, and punishment can be multigenerational after all, the undead see time very differently. 60
DM's Toolkit Below is a table for the quick generation of demilich for your campaign. I think the most exciting idea that the demilich is a part of a council used by a powerful guild to maintain its standing. The guild could be at the heart of a city have many twists and turns. 1d10 Lich Skull Creation Tomb 1-2 Human Tricked by Orcus Center of a death cult 3-4 Slaad Lost in the Astral Plane Center of criminal organization 5-6 Yuan-Ti Craved Eternal Power Powerful family crypt 7-8 Fiend Lichdom thwarted by hero Abandoned site of former power 9-10 Dragon To serve guild/cult/kingdom Center of a maze Other points: A demilich might make a good puzzle monster. In that the lich will be very protected since it is immobile. A good campaign might be just piecing together the lich's deeds in life and death to figure out how to beat it. A group of demilichs are like a hard drive. They are created to store very important information. A magic society could have created them as an eternal storage place for all 9-level (and beyond) spells. Only those rising high in the organization can access them without harm. Maybe on that same note, what if there is an apocalyptic situation where PCs have to uncover a demilich in order to restart society. As the lich is fed souls it remembers items and enemies the players need to obtain and defeat. However, the as the lich powers up its starts its own schemes. 61
Demons I see from your journal that you have studied us extensively, wizard. Most think all we 'demons' to be savage, brutish creatures. But you... you have peered behind the veil. I even see that you have heard the name Tanar'ri... a name that stretches back uncountable aeons. No, don't even bother struggling. Those straps are tightly secured. Do you really think you're the first wizard I've harvested? You ARE the first to have discovered as much of our history as you did, that I do grant you. It has been long since I conversed with an intellectual such as yourself, and we have plenty of time before I am done harvesting you. You wish to know about the so-called 'Blood War?' Very well, I will be kind enough to satisfy your curiosity and tell you about our struggle for freedom. The knowledge I am about to share with you has not been shared with mortals in millennia. Try not to scream too loud as I recount it. You wouldn't want to miss anything. Introduction This is a story about the demons behind the Blood War, also known as the "True Tanar'ri." Is it a true story? None can say. In the infinite depths of the abyss, even truth itself becomes warped and mangled beyond recognition. Perhaps it is best to say that it is one potential truth, and leave it at that. The story is a tragedy, and the tragedy is time. In time, all things change and evolve. It is said by some that humans are descended from apes, just as kobolds are descended from lizards and merfolk are descended from fish. If that is the case, and we have truly evolved so much, think about what our species might look like a billion years from now. And think about what other creatures might have looked like a billion years before now... A billion years ago, or so the story goes, there was a society of creatures very much like our own. They were masters of magic and technology, particularly as relates to the connection between the body and the soul. At their society advanced, both magically and scientifically, they discovered a way to defeat death itself, by anchoring their souls into their own bodies. Imagine a society spanning multiple dimensions - a society where nobody could truly die unless they chose to do so. For a time, it was a utopia - at least for them. Physiological Observations But curiosity is the downfall of all creatures, even eternal ones. Eventually, these immortals began to experiment with their own immortality. They discovered that because they were unable to die and their bodies could recover from any injury, it was possible to make surgical changes to their bodies that were previously unimaginable. If one of them wanted to be able to see in the dark, all they had to do was remove their own eyes and replace them with the eyes of a cat, then let their body incorporate the foreign parts as it swiftly healed. If they wanted to fly, they simply needed to remove wings from another large species and attach it to their shoulders. This was seen as liberation from their own physical limitations, and at first their society rejoiced in their newfound senses, as they harvested all manner of creatures to live vicariously through those creatures abilities and powers. Eventually, discontent started to grow among the immortals. There was a limited number of body parts to harvest, and they noticed that all the best pieces and experiences were going to those immortals that were wealthiest or had the strongest connections to those in the upper ranks of their government. 'Promotions' to a better body were given out at the discretion of those in power. This seemed like an injustice. As their cultural aesthetics changed and adapting one's body became an essential part of their culture, the poor could not afford good body parts, and had to live with whatever patchwork bodies they could make for themselves, while their elite - the ba'atezu - harvested the best bodies money could buy. So the poor struck back, in the most savage way they could. They attacked the other immortals, and harvested them. And thus began the Blood War - a war of ideology between those 'devils' who believed that new forms should be granted by the government, and the 'demons' who felt that they were entitled to any body parts that they had the strength to take. This is why there is so little physical variation between devils, whereas demons vary so widely, even between members of the same type or species. Devil's bodies are created by standardized processes, whereas every demon is self-made - and the greatest demons, the demon lords, consider themselves to be artists, with their bodies as a kind of canvas. 62
Social Observations The "True Tanar'ri" - what mortals call demon lords - are an immortal species of anarchists obsessed with personal freedom at any cost. They are obsessed with bringing down the devils that oppressed them, and see no value in mortals other than as cannon fodder, "entertainment", or spare parts to incorporate into their own bodies. Initially, the anarchists thought that laws were not needed to allow them to live in harmony - that freedom itself and mutual respect would allow all true tanar'ri to cooperate. This dream died quickly. Billions of years of warfare and torture have given these creatures contempt for all other immortals, even those on their own side. A demon lord will cheerfully harvest another of their own kind the second it has the opportunity. Behavioral Observations To understand the psychology of the demon lords, one must understand the reasoning and motivations behind the Blood War. When the first immortal anarchists rebelled, the government could not defeat them through conventional means after all, they were immortal. No demon or devil could be permanently slain, unless they chose to be. Some might think that this would make the war pointless, but on the contrary, it only made it more brutal. A ba'atezu general named Asmodeus realized that if death was voluntary, then the only way to truly defeat the other side was to make them want to die. Aeons of torture, imprisonment and psychological assault became standard tools of the Blood War. The goal was to cause so much suffering to the other side that they willingly relinquished their immortality. And it worked. Over time, the gentler demons and devils chose to die, their spirits broken by the eternal conflict where no rules existed, and anything was allowed. The Blood War has gone on for billions of years now, and the only original survivors left are those who were almost unbreakable - the most vicious, determined, and psychopathic members of both sides. Inter-Species Observations In this way, the immortals numbers gradually eroded, and at first it looked like the war would slowly wind down. Then, millions of years ago, the humanoid races were created - and the simmering conflict flared up more brightly than ever. For you see, humanoids were one of the few races with souls powerful and resilient enough that they could be changed into immortals themselves. And so it came to pass. The "true" tanar'ri, ensconced in the Abyss from which they launched guerilla attacks against the ba'atezu and each other, created soul magnets to attract those humanoid souls most like themselves. And the ba'atezu did likewise. Be frightened of the demons that live in the Abyss. But fear them not only for what they can do to you, but also because they are what we may someday become. DM's Toolkit Demons are creatures of dread, and any adventure involving them should have elements of horror in it. I took a different approach to the horror aspect by making demons more relatable. In this re-envisioning of demons, they began as freedom fighters who were willing to do whatever it took to achieve their version of 'freedom' - and lost their humanity in the process. This can make them a great allegory for PCs that have similar goals. For example, a group of PCs using guerrilla warfare to fight an evil government might use increasingly brutal tactics to combat their adversary, rationalizing that "the ends justify the means". Meeting a true tanar'ri, they might see the logical end result of such an approach. The 'harvesting' angle also gives certain logic to demonic behavior - they consider themselves 'artists' and mortals are their paint. The film "Jeepers Creepers" gives an example of how this may be used, as it depicts a demon that goes on a killing spree to create the perfect body for itself. 63
Devils Introduction "So mortals, you've reached my lair. Did you enjoy your trip? No? Didn't think so. Since I'm in a generous mood and you've impressed me by making it here alive, well more or less alive, I'll offer you a deal. Anyone who kills another member of your troop will be allowed to beg for their life. And because I am so benevolent I'll only take your soul before I throw you out. Now, mortals dance for my entertainment... Show me your pained expressions ... Gut your friends ... keep your miserable existence ... Fight! ... Slaughter! ... Beg!" --Tale told by a broken ex-adventurer, Nuva Liädon, about their venture into the lower planes and their hunt of the pit fiend Merlach. Physiological Observations Physiological observation is a nigh-impossible feat; Carcasses evaporate upon death, capture is extremely difficult, and their form shifts with the passing of their will. In my research I've come across many theories. One stands out, the tale of the Blood Wars, as it is mentioned in a variety of ways in the mythos of every early civilization. I personally refuse to believe this to be the truth. According to the Blood Wars theory devils and demons both were originally a humanoid race of mortals corrupted by their pursuit of immortality. Mind you that this is a very abbreviated and incomplete description of the theory. It is simply absurd to believe that they were like us once, or worse that we could become like them. I felt it was important to mention because maybe the tale holds some merit. After all my research - reading forgotten texts, looking into the dark arts and talking to priests, keepers, paladins, fiend hunters and clerics - I've concluded that devils hyperevolve. Hyper-evolution causes the strongest of mind and body to make leaps in the evolutionary process while leaving the others behind in a comparably pitiful state. Of course it is no surprise that there is a clear physiological hierarchy caused by this huge discrepancy in power. Much like among animals or savage tribes the strong rule over the weak. Hyper-evolution causes one more peculiarity: All of the evolutionary data from these leaps are stored within the individual fiend. The fiend can unleash this data on a lower devil to forcibly rewrite its genetics, causing excruciating pain - both physically and mentally - as every segment of their being is ripped apart and reassembled. During this process the fiend places a safeguard in the genetic code of the lower creature. The safeguard allows the fiend to reduce it back to its original state should the lower creature ever get out of line. The internal structure of the beasts is different for every sub-species. Because of the lack of remains to examine I can't be sure about what organs resides in the creatures. However I'm fairly certain they have a heart: In ancient dark magic rituals there are several references to using a devil's heart to transmute souls into necrotic energy. This also leads me to believe that fiends use the souls collected in their dealings to fuel their magic or even to sustain themselves. They have intestines according to the paladin, Falco Odyss, who ripped its guts out. I find this statement to be insufficient proof and would need further evidence before making conclusions. I know for sure that the hell spawn has the ability to consume food. This doesn't mean that they need food - or can even use it - to sustain themselves. Devils are to a certain extent immortal. When they are killed on the Prime Material Plane their carcass melts away while releasing volcanic gasses and necrotic energy. This necrotic energy transports the body back to the Lower Planes where it will start reforming at full strength. I have reason to believe that this process requires souls as a magical catalyst. A soul is the purest form of life force therefore I think the fiends use it to rebind their consciousness to their form. Of course this is - wellgrounded as it may be - a theory and would need further experimentation to prove. The simplest way to dispatch a devil permanently would be to kill it in the Nine Hells. When killed in the Lower Planes the reforming process doesn't commence. Social Observations You've had your time with my gift, musician, now it's time to pay the prize. So why don't you tell your guard dogs to lower their weapons before they hurt themselves. ... Listen carefully mortals. While I don't mind crushing you like insects, it is bad for business. Besides even if you did manage to kill me it wouldn't get you out of your contract. What? Why the surprised look? You think you're the first to try and weasel your way out of a deal? Human arrogance never seizes to amaze me. -Telling by a group of mercenaries about their encounter with a devil. Devils have a very strict social hierarchy headed by Asmodeus. Every fiend heeds his call, be it directly or indirectly, there is no escaping his rule. His absolute rule is caused by his ability to reshape any fiend's form at will. Each layer of the Nine Hells other than the ninth is ruled by an archdevil, creatures whose existence is an even larger mystery than other fiends. The Layers and their current rulers are as follows: Avernus ruled by Zariel, Dis ruled by Dispater, Minauros ruled by Mammon, Phlegethos ruled by Belial and Fierna, Stygia rule by Levistus, Malbolge ruled by Glasya, Maladomini ruled by Baalzebul, Cania ruled by Mephistolpheles and finally Nessus ruled by Asmodeus. There is mention of other archdevils however they don't seem to currently be in power. Even though it isn't in their nature the creatures all adhere to the hierarchy. The foremost reason being that the benefits far outweigh the discomfort suffered. Superiors and underlings can always count on each other's support. 64
Through my research I know of at least one 'arrangement' where the hierarchy empowers their vile species: If a devil is destroyed that still holds contracts, the ownership of the contracts is transferred to their superior. I imagine that there are many similar structures are in place. Serving their master as well as they can is exceedingly propitious since their master holds the power to enhance their form. A note of warning for all the mortal races: We would be wise to fear the fiends. If they ever find a way out of the Lower Planes their armies will annihilate us. Their absolute chain of command combined with their immortality allows for a ruthless efficiency when it comes to waging war. Intra-Species Observations Devils mostly keep to themselves but they need to interact with other species so they can gather souls for their vile practices. They interact with the mortal humanoid races because our souls carry a large amount of life force and it is in our ability to agree to their dark deals and voluntarily sell our souls. They gather souls in different ways. Primarily they make deals in which mortals sell their souls to gain something they desire. These deals take place under different circumstances: In 142 of the 173 cases I've studied the subject summoned the devil to attain their desires, In 27 of the cases the subject was approached in a moment of utmost despair, In the last 4 cases the subject was offered an ultimatum. The ultimatums are by far the worst way because they are things like: Forfeit your soul this instant and I'll save your daughter from certain death. Through my research I came in contact with a situation where devils were harvesting souls. Further investigation revealed that the band of monsters were seizing people at random and hauling them off to their impromptu lair to torture them until they willingly gave up their soul. In the rare case that a demon and a devil would cross paths, the creatures will act hostile to one another. They both have a deep-rooted love for violence, corruption, torture and other despicable acts but they have completely different modi operandi. Devils are ultimately methodical and follow the rules of their civilization while demons are chaotic and follow no rules at all. This colossal difference in deprived ideals causes encounters between them to almost always end up in violence. DMs toolkit Full disclosure: I absolutely love devils. I love roleplaying them. I love offering tempting deals to my party. I love how sly they are. They are amazing. Think evil salesperson that is really good at his job. Before I say anything else I need you to know that my researcher was wrong about one thing: Devils do not mostly keep to themselves. They love screwing with people: corrupting, misleading, causing pain and so on. In combat they are ruthless and give seasoned parties a run for their gold if you use their cunning yet ruthless nature. Remember they would go for the kill unless they think they can take captives to torture into giving up their soul. I'll go into specifics for each of them in the individual posts. But more important is the roleplaying aspect: You can have them approach the party when things are looking very bad, offering a way out for a price. Usually this price would be a soul but I've used smaller things like specific favours (desecrating a church for example). The devil would offer these smaller deals to gain trust as part of their long con. It's important to remember that devils are very patient, after all they're immortal. You could have a devil (of appropriate level) ruling a kingdom through a proxy king trapped by a deal. This should create a rather large quest line since devils are schemers and wouldn't be found out easily. So be wary if you add this to your world be prepared to be stuck with it for some time. If you want a more straight-forward way of incorporating devils into your campaign you can use a roving band of devils that are abducting and torturing people. Still they would be stealthy about it so reports should just be missing persons and strange screams coming from a certain place (being the lair). I just want you to use them. Discover the joy of being a cunning sadistic horror. Just do it! 65
Devil: Erinyes "I can't stay long. She's tracked me to the end of a dozen worlds already, and she'll chase me through a dozen more if I have anything to say about it." -- Carver Dean, fugitive of the Nine Hells, during his last known visit to Sigil. Introduction Erinyes, sometimes called Furies, are among the most fearsome warriors in all the Nine Hells. Faces streaked in blood, these fiends form the core of infernal armies, diving into battle in the wake of hordes of lesser fiends to deal the death blow to angel and demon alike. Erinyes are versatile, however, and often undertake independent operations that take them across the planes in pursuit of those who seek to escape Hell's judgment. Physiological Observations Erinyes resemble angelic women with black-feathered wings, although their presence tends to evoke terror rather than awe. Their humanoid features are as varied and diverse as humans, elves or dwarves. While a Fury has no natural shapechanging ability, a Pit Fiend will often mould one into a new form before dispatching her on a mission, giving her a shape recognizable to her quarry, and restoring her true form only when she returns victorious. Folklore tells several tales of wretched spirits harried across the planes by visions of women they wronged in life. While Erinyes are normally regal and imposing, when angered they are known to weep tears of blood, and their piercing shriek is terrible indeed. There are hazy reports of some Erinyes manifesting strange new powers in such a state. Sometimes, foes are merely frightened away, others see the screaming faces of every person they have wronged hissing and spitting at them, and still other stories speak of terror physically withering the flesh of onlookers. In particular, there are several stories of pregnant women having miscarriages after gazing upon an enraged Erinyes. Social & Behavioral Observations Erinyes are proud devils, and generally regard themselves as second only to Pit Fiends. Certainly, they are among the most romanticized fiends, serving as field commanders and elite soldiers in Hell's armies. This suits the Gelugon just fine, as the Ice Devils prefer to direct the armies of Hell from the safety and obscurity of their infernal fortresses. On the battlefield, a single Erinyes may serve as the commanding officer for legions of lesser devils, or strike in trios against the enemy's strongest champions. When the skies over a battlefield are contested, Erinyes are generally accompanied by dozens of Spined Devils, and possibly a handful of Cornugon serving as lieutenants. Even outside the Nine Hells, Erinyes command respect. Even angels are careful to give a roving Fury her due, knowing that she pursues her quarry with a single-minded focus, and thus it is often better for everyone involved to simply speed her on her way. For mere mortals it is best to avoid such encounters altogether, as Erinyes are not patient creatures, and often skip directly to torture when questioning bystanders about her target's whereabouts. Depending on the nature and importance of an Erinyes's mission, she may be given additional magical equipment to assist in her pursuit. This may include artifacts that enable cross-planar travel, divination implements suitable for observing her quarry, and magical weapons and armour. Even without such implements, headhunter Erinyes often know shortcuts and gateways from one plane to another, making them quite capable of hounding a target across one world after another. An Erinyes might even teach mortals a few such pathways if they go out of their way to assist her in her hunt. Of course, she might also reward such mortals by only torturing them slightly. Most importantly, however, one should never confuse an Erinyes with a Succubus. Should you make this mistake, she will specifically dedicate several hours to showing you the wide variety of sensations a Fury can elicit from mortal flesh. No one ever makes the same mistake a second time. DM's Toolkit Erinyes are some of the most badass monsters in mythology. But their presentation in the Monster Manual is honestly a little... bland. They boil down to Flying lady with poison weapons. And maybe a rope. No flashy powers, no spells. So if you want to make Erinyes memorable, the first thing you need to do is paint them right. Probably the best known depiction of the Furies in mythology is Eumenides by Aeschylus. It's said that when the play was first performed, the depiction of the Furies was so terrifying that pregnant women had miscarriages. That wasn't an idle line I just threw in there for nothing. I've always seen them as weeping tears of blood. Can't remember where I picked up that detail, but I love it, and it adds that little extra horrific element that pushes things beyond, Lady with a bow and sword to Holy crap, we do not want to mess with this chick. If you want to give an Erinyes a little more supernatural edge, try giving them some kind of fear-based power, especially one that torments the target with guilt. It fits well with their role as pursuing tormentors. The line about Erinyes being reshaped by Pit Fiends was my own invention, but also in keeping with the general theme. Nothing says scary like being chased across the planes by a girl you murdered, weeping blood and screaming your guilt for all the worlds to hear. If you take DMing cues from the school of Dungeon World, feel free to ask your players a question along those lines: What woman from your past fills your character with the greatest sense of dread or guilt? Just file that away for a few sessions, and then drop an Erinyes on them wearing the face of their bitter ex. It'll go over great, I promise. 66
Dinosaur: Allosaurus Wolves!? Heh! I WISH it was wolves taking my livestock! No no no no ... I can hear them! Now shut up and get out there and do what I'm paying you to! - Halfling Farmer addressing hired mercenaries on his livestock issues. Introduction Allosaurus or plural Allosaurs are large bipedal dinosaurs that are cunning and dangerous. They hunt in packs much like wolves and terrorize the livestock of any civilization that dares be near its hunting grounds. While not overly dangerous on their own you can almost never bet that they are alone for long. They are often mistaken for smaller Tyrannosaurs but this is a woefully inaccurate assumption. Allosaurs are not just fast but also cunning tactical predators. It's also assumed that Allosaurs are far from intelligent when just like wolves they will surprise you if you under-estimate them. Physiological Observations Allosaurs are large animals sometimes reaching 12 feet tall. They have long bodies measuring upwards of 30 feet at times. Bipedal with strong powerful legs make them quick and agile hunters. Their heads are larger in proportion to many animals as their preferred method of attack is biting with their massive jaws. The arms while short are used and incredibly strong. They can be used to hold prey while eating or even help in taking down larger prey or holding on. The Allosaurus body is almost always perpendicular to the mostly vertical legs. The head and neck are attached to the torso lower than that of a T-rex indicating snapping at the ground while running is a favorite tactic. It has been noted that they can snap their head downward at incredible speeds. Although they can be tall they can't reach but a mere 2 more feet above themselves as a result of this body structure. Most of the body length, about half, is consisted of the large muscular tail. The tail is used for balance while running and also as a social indicator. The teeth are the most common weapon of Allosaurs which can measure up to 3 inches in length. Once an Allosaurs has you in its mouth it will try and pin prey on the ground using either its arms or feet. It will then kill the prey either by eating it alive or if a prey is particularly dangerous disemboweling and tearing at the flesh until it relents. Sometimes if it feels there's still opportunity for injury while pinning a prey, like stegosaurs' tails, they will disembowel the prey and back off at a safe distance and wait until it succumbs to the injuries. The arms are only a few feet in length with 3 claws that they have no qualms using as weapons. It's been observed that they'll hold onto smaller prey and slam them onto the ground to daze them. Allosaurs are not kind killers and will employ all of their tools for the safest kill possible. A surprising tactic for Allosaur is that they have incredible jumping capabilities that more than make up for their vertical reach. Allosaurs will pounce on prey as a surprise attack and prefer to do so from hiding. The pack will wait sometimes for the best opportunity to pounce sometimes hours. Younger ones can get impatient and simply charge ahead but this behavior is usually reigned in quickly by adults. Allosaurs are reliant on their speed and use of their powerful legs and never attack with them. The risk of injury is too high. They will always reposition themselves so that they can keep an eye on all attacks. If flanked they will attempt escape and reposition themselves as to keep their legs safe. If surrounded on all sides they will attempt to jump over the safest option. It has also been observed that they will become very defensive if they're legs are in danger and they cannot escape. They will let out higher pitch almost pleading "barks" indicating to the rest of the pack they are in trouble. It's also noted that Allosaur are excellent swimmers and are all adept fishers in rivers. Allosaurs seem to be found in any climate. While most abundant in warmer and temperate climates some have been found in more polar regions. They are warm blooded but with little protecting from cold in warmer areas but as the region is colder a small "coat" of feathers can be found on them. In Polar Regions they almost seem like giant birds stalking the tundra. They almost always prefer highly vegetated areas for cover and ambush sites. If a territory includes open areas sometimes they will patrol those areas but almost never find prey there as they are spotted too quickly. Social Observations Allosaurs are usually in packs of 4 to 6 members. These are typically families of parents and children. They do not constantly stick together as they will roam the territory in search for prey separately. If a danger or threat is found they will call for their pack with a deafening roar. If it is a prey is spotted and believed to be able to taken down on their own they will set up an opportunity to pounce. Just before a pounce they will make the call for the pack with a quick but loud bark and then leap. This usually is quick enough that even the most alert prey is pounced before they realize the noise or where it came from. When not roaming the territory they will feed and sleep or simply play in the central nesting area the remainder of the day. They do not need to eat every day and can survive up to 2 weeks without food but will hunt every day. Nesting sites are typically indicated by the bones of victims strewn about a secluded area. Those knowledgeable and unlucky enough to find a nest can indicate from scraping by the teeth on the bones that it's an Allosaurus nest. Allosaurs seem to communicate through barks and tail indicators. A tail that is curled up is interacting in a peaceful manner or excited. When young are at play the tails are curled up as they chase and nip at each other. When aggressive, their tails are straight and stiff to be ready for any sudden movements by aggressors or if they decide to strike. Tails curled down seem to indicate unsureness. This is usually seen when Allosaurs spot creatures they wouldn't consider prey or are particularly stressed. 67
The barks are usually excited greetings of family members or almost cheering for taking down prey. The short barks mentioned before are high pitched but controlled. A more prolonged and unaggressive roar has been observed when a member leaves the family usually for a mate. The most unsettling noise aside from the deafening roars of intimidation is the pleading barks they tend to do when in a dangerous situation. These are by far the most urgent noise Allosaurs make. Once observed by a survivor of a hunting band that once they had cornered an Allosaur and it gave that bark all the other Allosaur immediately disengaged from other fights and focused on a single area for the other to escape. The trapped Allosaur pleaded and rapidly snapped its head up and down at member of the group. All of the Allosaurs attacked the poor hunter and ripped him to shreds. They then left as a group and struck from the shadows at a later point. Calls seemed to be always heeded by every member of the family. Even extremely younger and smaller Allosaurs rush to a call (no matter the call). This would seem counter intuitive for a border dispute with another pack but showing the amount of young seems to play into the intimidation. Borders are almost never fought over only intimidating roars and advancement to drive intruders away. If it does come to blows it's typically done by the 2 leading males. If the loser male survives the pack then moves to another area. If the loser is killed, which can happen, the rest of the family assimilates into the winner's pack. Usually rare but this can make a pack of close to 10 to 12 members at times. The nest is defended very aggressively but not to the point of injury. Typically they will try and intimidate intruders, preferring to not fight alone. If they are together intruders are likely to be killed and eaten. Allosaurs live for 40 years or so and usually raise between 4 and 8 children in their lifetime. They lay 4 eggs at a time though normally only 2 survive the first 6 months after hatching, if all 4 hatch. It's most common for 2 young to be with the family. Once young reach 2 years they are full grown and able to hunt for themselves. Allosaurs will not lay another batch of eggs until the current young have left. Finding a mate seems to occur around the 5 to 7 year mark of an Allosaurus life. At this time females emit a pheromone that unmated males are attracted to. If a female is intrigued by a suitor she will excitedly bob her head up and down at the male's direction. The male then mimics this action and both give out a long loud higher pitched roar. This seems to indicate that they're off to start a new family. The families then respond in kind and seem to go about business as usual. Males leave on their own accord around the same time to go searching for a mate. They tend for safety to stick to smaller prey as they wonder outside of the family's territory. They seem to linger at the border for a few days but then eventually give out their departing roar and leave to find a mate. If the lead female or male is killed the other parent will raise the children on their own. It seems that they have range of emotion although not far developed as they will guard a mate's carcass from scavengers and hang around it for days not eating. It seems to understand its mate is dead as it never tries to awake them as it might do in each morning. Once a few days have passed it then seems to move on and resume life as it would have. They never look for another mate or accept a new one and once the last children leave simply keeps to itself. Lone Allosaurs don't make social calls and instead just pounce on prey or threats and fight ferociously. If overmatched or unable to win they will flee and return later instead. They will keep eyes on threats and try and attack while they are otherwise distracted, usually asleep. Intra-Species Observations Allosaurs are a clever bunch and are always dangerous to almost any creature in the right situation. To an Allosaurus each creature is put on the same spectrum of interaction. They either consider you prey, a threat, inconsequential, or dangerous. Prey - usually anything living and smaller than an Allosaurs or larger animals that they have experience in taking down. Allosaurs are adapted to bringing down larger sauropod dinosaurs but only in groups. Humanoids that do not carry weapons fit in this category. It seems they've had enough run-ins that they are cautious of weapons. Prey are treated with respect for injury at all times. They will not press an attack if prey is able to injure them, they will harm prey and wait for the next opportunity. They are known to stalk a kill in progress for several days if needed. Allosaurs prefer quick kills and if a fight with food goes to long it will come back later. Unlike Tyrannosaurs they do not eat carrion; they always kill their prey and thus are hard to be baited. Inconsequential - animals too small or too dangerous and unaggressive are ignored. They have no qualms showing themselves and ignoring such creatures. They will if hungry and other food sources are unavailable go after this group. Ankylosaurs are typically in this category as they are too dangerous to safely deal with. If threatened by an inconsequential, they will respond in kind, but avoid fighting unless they are starving. It is noted that if something becomes a potential target that was previously too dangerous they will not attack until the whole group is present. Threat - This is a very dangerous category for any being to an Allosaurus. Humanoids with weapons are typically in this category. Allosaurs are more cautious with this group but far from less deadly. Instead of pouncing from the brush they will study a threat until found or they decide to reveal themselves. Observations indicate that parties seeing an Allosaur watching from the shadows are a very bad omen. They watch with patience for when to strike making a horrifying experience for all. This is also how other Allosaur packs or larger predators are treated. The typical tactic that they either reveal themselves or when found let out the intimidating roar. If the "threat" doesn't leave it watches from a safe distance, roaring again if any progress is made towards the creature. This is a stalling tactic meant to intimidate and confuse. The straight tail will flick from side to side eventually when it recognizes the family has arrived. They then surround the threat and if unseen pounce otherwise they go in for a coordinated attack. As with prey if the fight goes on for more than a few minutes they retreat. They will then stalk the threats striking at times when they deem threats vulnerable. It would seem to some that attacking during this initial phase before the family shows up is optimum but it is probably the worst decision. The Allosaur will retreat and refuse to engage and if chased will let out the distress cry while running. The worst part is that they only run as fast as their intruders letting the family catch up. This has caused the death of some large solitary predators. 68
Danger - This category is reserved for creatures that have bested Allosaurs in battle or truly intimidating creatures. Typically hydra and dragon fit in this category to an Allosaur. Dragons easily unsettled Allosaur as they seem susceptible to their fear aura. Hydra seemed too dangerous to even attempt with so many heads. Sometimes if a party ends up killing a member of the family the pack will treat the party as such. They keep an eye on a danger from a far distance but do not engage. They will simply run if pursued. If cornered they'll fight but distress barking the whole time. This has ended some creature's lives but not often, as the whole pack will fight to save 1. Variant Species Allosaurs all variations act as above aside from costal Allosaurs. The differences are explained below. Tropical Allosaurs - these Allosaurs are brightly colored with no feathers at all. The lush vegetation of the tropics is cover enough and the bright reds and yellows they appear could be mistaken for fruits in between the leaves. Temperate Allosaurs - these Allosaurs are typically greens with brown feathers living in a temperate climate. With season changes they grow thin feather coats of brown feathers or lose the coats all together. It seems that this is a camouflage technique to blend in with the changing forests. Polar Allosaurs - These Allosaurs have thick white feather coats year round. They have trouble hiding when not snowing so they tend to be more aggressive to catch prey. It is also noted that these Allosaurs typically are found sleeping most of the time huddled together and are only active during the warmest parts of the days. They also prefer cave dwellings for nests but sometimes in deep forest thickets. Coastal Allosaurs - These are truly fascinating beings. They are far more docile then other variations and skin with brilliant teal and blue tops and while bottoms. This seems to be similar to sharks to confuse fish for camouflage. These Allosaurs regard most other creatures as inconsequential and treat fish and sharks as prey. They wade into the ocean shallows staying very still. Then with incredible speed when fish become complacent and swim nearby snap there head down grabbing prey and sometimes with their arms. They make their nests on the beaches and protect them but not too aggressively. They'll warn creatures getting near the nest but otherwise ignore humanoids and other creatures. All Allosaur can fish but only coastal ones do it exclusively. DM's Toolbox Allosaurs despite being CR 2 in 5e could pose a challenge to any level of group. Their reliance on the pack makes them cunning like wolves and they can admit defeat. Here are some possible scenarios As the quote farmers losing live stalk to an Allosaur pack, eradicate the dangerous predators before they start to find more reason to jump out of the wood. A journey through Allosaurus territory that could change based on how the encounter goes A lone Allosaur simply trying to avoid a kill crazy party A frustrating fight for a high level party where they keep getting surprised and attacked but without the ability to retaliate effectively. 69
Dinosaur: Ankylosaur BAH! Take your stinking war hogs and horses and go elsewhere! Ol' Rooter is sticken' with me! - Dwarven Cavalryman when questioned for his... unconventional mount Introduction Ankylosaur are a large and rather docile herbivore. They unfortunately are not very bright. They have only a few goals in life and that's eat, stay alive, and eat. They will mate if it suits them but unlike most animals they are not social by a lot of means. They do take a liking to routine which makes them able to be trained as long as food is involved, otherwise they lose interest. At first glance they seem to be very plodding and slow creatures much like turtles, but unlike turtles they can make for a trusty mount. Stubborn and sometimes moody it takes a certain kind of rider with the right care to make it effective. Physiological Observations At first glance it seems that an Ankylosaur is just a giant more lizard like turtle. This is not quite true as Ankylosaurs are not attached to their "Shell" and can move quickly when they care to, fair warning this is not often. They stand about 5 feet tall and can be up to 20 feet long. They have short squat wide heads that taper off in 2 small backwards facing horns. On their back is the large "shell" that extends all the way to the end of their tail. This is not like a turtle shell as it is a hard bony plated area that extends a few inches off the sides of its body. Think of it like a cobra's hood all the way down that's made of bony plates. The bones in these plates are hard yet spongier making them lighter than expected. The Ankylosaur shells make for good shields if forged correctly by skilled craftsmen. The end of the tail ends in a dangerous bulbous club of sorts. This is made of solid hard bone with no nerves as they do not hesitate to use it even on castle walls if it desires. Some variations have been seen with spikes of horn like material on the end of their tail also. Their mouth is wide with a beak and flat teeth for eating and chewing soft vegetation. It seems that they are particularly fond of fruit but since it is rare on the forest floors they tend to stick to softer plants for their primary diet. They have an excellent sense of smell and hearing making them alert to many dangers before many other animals. They do not rely heavily on sight as they seem to not be very sight driven in actions. They can see but it seems to treat hearing and smell as humans would sight for their primary way of navigating the world around them. Their legs are very unlike that of turtles in that the legs are upright and not out of the sides like a turtle. This can account for Ankylosaur despite awkwardly wobbly from side to side when running are deceptively quick for their pudgy looking nature. Ankylosaur can run up to 20 miles an hour and maintain a speed of 10 easily for longer traveling. While not nearly as effective as a horse for traveling it's certainly good at defending itself. As for intelligence they are lacking in comparison to other animals. They are stubborn and stuck in their ways by the time of adulthood. If a new creature or situation is presented an Ankylosaur is wary and even at times aggressive if it finds something dangerous. They mostly run on instincts although Ankylosaur riders would argue that there's more intelligence than most give them credit for. It has been noted that "domesticated" ankylosaur will have an understanding and bond with a rider after much training but this seems to be the only complex relationship observed. Ankylosaurs are not particularly vocal animals. They have grunts and calls but it only seems for rudimentary communication. It will call at an attacker with a low grating roar when on the offensive. It happily grunts when eating or content but no other noises have been heard. Young Ankylosaurs are hatched with their shells and are just as sturdy. Although they start small they are fully capable upon hatching from their eggs. They immediately start searching for food once hatched. They grow up over a period of 10 years and live to be about 70. Ankylosaur prefer the softer vegetation on forest floors and jungles and thus stick to those kinds of environments. They are not normally found in colder regions although given proper care as mounts can traverse such regions. Ankylosaur riders do have to keep their mounts warm just as much as themselves in these environments and they are just as susceptible to freeze to death as any humanoids. Social Observations Ankylosaur are inherently non-social animals. Even among their own kind they treat each other with indifference. They prefer a solitary life rooting around the jungle eating as they go. a life of simple eat, sleep and find more food seems to be the way of life from the onset. Although normally alone socially other animals nearby normally don't agitate them. They've been found grazing with herds of other dinosaurs if the food is good enough. In rare occasions a group of ankylosaur can be found together but this is almost always coincidental. It may be multiple males finding a female in mating season but it seems to be a first come first serve situation. When it comes to mating season the female will give off a pheromone and eventually a male will head the call. Nests are fairly well hidden with dirt and vegetation by a mother. She will lay between 10 and 12 eggs and lightly cover them for hiding. Her responsibility as a parent ends there. She will then wonder off back to a life of solitude. Young when hatching move off in the direction they see food. They are not competitive and mostly ignore each other. 70
Intra-Species Observations Ankylosaurs are indifferent to most other creatures. They continue to feed walk or do whatever they were doing regardless. They aren't easily startled either which leads some to believe they are oblivious to their presence. The truth is that an Ankylosaur normally is well aware of what's around it thanks to scent and hearing. They simply most of the time don't care. When dangerous predators are near they are a little more cautious. Anything considered an enemy should be wary of an angry Ankylosaur. They face their enemies calling with low grumbling roars. The slant there bodies front down exposing mostly their shelled back and waive their tail menacingly in the air. Larger predators typically are the only thing that immediately causes this behavior. It's unfortunate that the Ankylosaur doesn't handle multiple enemies well as it's exposed to anything behind it. This can be its down fall in many of confrontations. If the Ankylosaur is approached while angry it will put the club to swift use. The club is hard enough to snap a Tyrannosaur leg in 2 or crush the skulls of raptors. They will swipe at enemies behind them but ultimately face the largest threat. A downfall aside from the inability to effectively react to multiple foes is also that they rarely run. They will stand their ground no matter the adversary. This can be useful to riders or cause serious issues, especially in groups. While their interactions with humanoids in the wild have been far from interactions it is possible to train an ankylosaur as a mount. The ankylosaur needs to be raised from hatching or very soon after by the intended rider. This takes a great deal of patience by the rider and a lot of work. They will learn much as any other animal using food as an indication of good behavior. Due to their thick hide unlike horses they are unable to be spurred or physically indicated for behavior. All commands need to be verbal and by the rider. They are only attached to 1 being making them not usable by others. They will bear strangers as riders but will only obey the trainer. It has been noted that it is NEVER advised to use physical punishment on an Ankylosaur. Regardless of who or what it is, attacking an Ankylosaur will result in injury or death. They will fight and most of the time they will win. Riding an ankylosaur is far from a comfortable one with their backs being wide and hard. Saddles can be strapped to the animal. The movement jostles the rider side to side and the hard shell shifts left to right. Dwarves seem to be the only races that enjoy such a ride as other races are more akin to the grace of horses or such. It is helpful that an Ankylosaur is just as dangerous as its rider to would be aggressors. Variant Species Below are variant species of Ankylosaur: Forest Ankylosaur - These are the most common and what the variant the article speaks of Mountain Ankylosaur - These Ankylosaur are smaller than their forested cousins with longer legs. They are excellent climbers and feed off of vegetation most others won't reach high on a mountain. They have the unique ability to curl up in a ball to safely fall if they slip. It has also been observed with will bowl down an aggressor if it has the high ground by rolling into them. Domesticated Ankylosaur - These ankylosaur are good at protecting herds or live stalk from would be predators. While they don't actively care for the livestock they are very aggressive towards would be predators and keep the herd/flock safe. These are virtually identical to Forest Ankylosaur aside from usually being bred for more dangerous tail clubs or even spikes. DM's Toolbox Ankylosaur are a good creature for mounts if done correctly as they can create some interesting moments for their stubbornness. Here are some possible scenarios: Confrontation where a mounted Ankylosaur won't back down from a fight with an over matched foe like a dragon? Aggressive old Ankylosaur that doesn't like people as it learned the hard way not to trust humanoids Maybe RPing the budding relationship between rider and mount hunting a population for good armors and materials made out of the durable back plates. 71
Dinosaur: Deinonychus "These beasts are unlike any creature I've seen. They are swift as a deer but strong as a lion. When I look into their eyes, I see them thinking...reasoning." -- M'ul Doon, Jungle Huntsman Introduction Dinosaurs are fearsome beasts that come in all shapes and sizes. Deinonychus is one such creature. Among the smartest of its kind Deinonychus is a deadly pack hunter, relying on its speed, strength, and coordination to bring down large prey. Physiological Observations Deinonychus is a medium sized dinosaur, growing upwards of 11ft from nose to tail, and weighing roughly 220lbs. They possess scaly bodies ranging from green to brown to dull greys. There is also a light concentration of feathers around the limbs and head. Deinonychus is most famed for its sickle like claw on its foot. Used to rend prey this weapon is a natural compliment to its impressive leaping abilities. The creature's skull is narrow and triangular, lined with rows of small razor sharp teeth. Despite being clearly a reptile, Deinonychus is warm blooded. Their hearts are four chambered and they display a level of activeness not seen in other cold blooded creatures. They are still limited to tropical climates given their lack of body hair or thick fat deposits though. Social Observations Deinonychus is a pack hunter, similar to wolves or lions. They operate in groups usually numbering 3-6 adults and a nest's worth of adolescents or hatchlings. Packs are ruled by a single dominant member, the Alpha, who may be either sex. The pack will adopt matriarchal or patriarchal hierarchy depending on the leader. Rivals challenge the Alpha in single combat and losers are exiled. Those Deinonychus in exile tend to die from wounds, but are known to survive and usurp other packs or reclaim their own. Behavioral Observations Deinonychus calls home to primarily jungle environments. Thick vegetation helps camouflage their members as they stalk prey, and their impressive agility gives them mobility in the dense undergrowth. Packs will occasionally live within savanna like regions, so long as there is sufficient tall grass or other such cover to obscure their movements. Deinonychus packs control large territories, and scout the outskirts of their realm for potential threats. A series of calls and vocalizations are used to alert the rest of the pack to the severity of threats. Breeding rites belong solely to the Alpha, with egg clutches of usurped claimants being destroyed and hatchlings cannibalized. Eggs are guarded collectively by young females and hatchlings are quick to learn lest they be abandoned by their pack. Inter-Species Observations Deinonychus are almost unrivaled in their jungle domains. They consider any creature smaller potential prey, and anything larger a potential threat. A lone adult can easily match more common predators like panthers and jaguars. A full pack can bring down much larger prey. Deinonychus holds no particular regard for humanoids. They respect numbers though, so large enough groups will simply be avoided. They speak no language and while cunning, and not sapient creatures. It has long been theorized that much like wolves, by using their pack instinct and hierarchal behavior, one could train or even domesticate Deinonychus. Few have tried, as capture proves a daunting enough task. Tales of jungle dwelling druids riding Deinonychus mounts have been heard in exotic ports. DM's Toolkit Dinosaurs as a whole provide "exotic" flavor to a region. They are good for creating a brave new world type setting or making a landmass feel truly wild. Deinonychus are good encounters for mid level parties traveling the jungle. They attack fast and without warning, have large bonuses to spot and hide, and are not mindless. They ambush and retreat, call for reinforcement and attempt to flank are target weak individuals. Played smartly they can bring fear to an ill prepared teams. There are no official stat blocks for Deinonychus in 5e as of yet, but several homebrew alternatively. In older versions they are usually included in the Monster Manual. Adults are medium, hatchlings are small, and an Alpha can be scaled up to large to pose greater threat. 72
Dinosaur: Plesiosaur "It was never the sharks or the pirates that scared me in my sea faring career. It was the disappearances. One day one of my boys was just leaning on the rail looking at the water, and then he was gone". -- Ex-Captain of a pirate hunting vessel. Introduction Plesiosaurs are marine reptiles that have no discrimination on food. They are very dangerous when hungry and sometimes due to their size they'll always be hungry. They are powerful swimmers and surprisingly quiet ones. They are extremely dangerous to humanoids that are unfamiliar with the sea and are the cause of many sea voyages returning with fewer crew. It is very likely that these were once land creatures as they are able to "walk" on the beaches. They are slower and less fierce on land probably resting for the night. That doesn't make them easy prey or targets as many have been observed suffering grim fates thinking a plesiosaur was beached and helpless like a whale. Physiological Observations Plesiosaurs are a varied group of animals. They share a lot of the same traits aside from their heads and necks. Each species is easily identified by the differences and is further detailed in the variants. All plesiosaur have 4 flippers and a tail. The tail is usually small and seemingly vestigial aside from the wide jaw variety that use their massive tails for propulsion. Their bodies are made of a coat of smooth and sleek scales giving them the sleekness needed for speed in the water. Most varieties have a long neck that ends in a tooth filled head that's to be avoided. Without their flippers their bodies resemble large long tear drops. The front of the chest and back where most of the organs are contained is much larger than the small tail and hind quarters. The flippers are very close to a paddle from a boat. They swim but rowing through the water with each paddle independent from the other. This movement is very fast and fluid making them very quiet swimmers. This makes them extremely effective hunters as they can surprise a school of fish and if they still are found out can out swim and maneuver any of them. Turning is quick and sharp with every paddle independently moving. A clue that they were once land dwellers is that they are air breathers. Observations record plesiosaurs holding their breath up to an hour at a time. Breathing seems to be controlled exclusively through the nose holes facing upwards just in-front of the eyes. They seem to stay near the surface of the coastal regions they inhabit with their heads up in the air scanning for prey. When they find prey the quietly slip under the surface and dive. They'll dive out of sight of the fish and then strike from below. They will then chase after the remaining fish eating until they're full. After most the day in the water, Plesiosaurs return to the beaches to sleep. They crawl up onto dry sand with flippers and lay their heads down falling asleep. They are dangerous to many animals in the area so many do not bother to go near them. If awoken before they intend they instinctually lunge at the source of the disturbance. This seems to be why they seem to sleep out of reach of each other. A few incidents have been observed of accidental attacking but rarely are the wounds serious or result in retaliation. While primarily fish eaters Plesiosaurs will grab anything they can. They've been seen snatching birds from the sky and crew off of ships. Their ability to be quiet makes them very hard to notice when they are close. Observers who have seen crew member be taken from ships report a snake like head emerging from the water with no sound. The plesiosaur will peak its head over the railing looking for food. They are not aggressive about it but snatch anyone close enough. It is noted that they prefer to eat things whole so gnomes and halflings seem to be favored over larger humanoids but they will grab something up to 10 feet tall. If they meet resistance as in attackers striking them they'll leave for a time. They then will check back after some time and prioritize individuals they deemed as threats and throw them from the ship. If prey is too large to swallow they will grab a victim and swim a few feet below the surface. This is usually the case when grabbing larger birds or pteradons. They bite with their needle like teeth grasping prey and attempting to rip the prey apart. They bite off chunks eating them whole as they go. It seems that they are not able to chew. They are not particularly fond of confrontations or fights but they do have means in which to fight. Typically this is seen when on land as they are too slow to simply run and risk injury. They lunge like a snake with their heads almost opening to 150 degree angles. They will bite and grasp enemies attempting to trip or throw them. Most humanoids unfortunate enough are tossed into the water where the Plesiosaur has the advantage and they will then slide off into the water to end the fight with their superior water maneuverability. Social Observations Plesiosaurs live in pods of 4 to 10 members. They all hunt independently but close by. They are not entirely coordinated when attacking prey or ships. They will follow the first member to notice in hopes to also find food. This is not to be said they don't interact. They will stick close together and when larger prey is involved they do take bites and leave for other members to take a bite. Even if prey is killed they will still just take a bite and leave. This seems to allow the whole pod to feed without fighting over food. They are not patient hunters so the first pop member to notice a meal usually immediately leaves for the target. The others will then follow but keep distance of at least 10 feet from each other as to not cause collisions. When fighting underwater or as a group this behavior is also followed. They seem to be a group of individuals biting from various angles. This is very deadly to most aggressors although without any coordination smarter foes usually know to dispatch of Plesiosaur one by one. 73
In a pod there are a mix of males and females. Mating occurs frequently and often between feedings. There is no preference of partners. It seems that they are not very fertile and only produce young once or twice every 5 years despite mating all year round. Even when a female has a calf mating is accepted and occurs very often. Pregnancy seems to not burden a female in any way. She will not accept mating at this time and will simply swim away from male advances. They seem to round out their shape a bit more towards the end of their body. At later stages of pregnancy the tear drop shape becomes more and more oval shaped with a tail. Luckily pregnancy is not long only a matter of 5 or so months. Females give live birth underwater usually mid-day. The young just like their parents are predators and while disoriented at first quickly learn the ropes of swimming. They keep close to the mother all the way until adults. They simply just follow the mother and either eat scraps or learn to fish along-side her. Once full grown they stay part of the pod but act independently. Plesiosaurs seem to live around 20 to 30 years and stay in the same hunting grounds most of their life. Prey may be abundant of one kind or another but since they are not picky eaters as long as there is anything edible it will stay in an area. Pods will move in roaming for more food on the water and can move over time great distances. This can cause pods to intersect sometimes. Pods will then just merge as they seem to favor safety in numbers. Larger pods occur but not often. They act no differently but since food is consumed at a higher rate availability becomes more of an issue. Larger groups run the risk of members starving. Pod members still act individually and if starving members continue to miss food opportunities they do eventually die. Larger pods normally don't stay large for many years as member start to die off. Intra-Species Observations Smaller animals, including humanoids, are prey to Plesiosaur. They seem to recognize ships as sources of prey and know to look on deck for easy to grab members. Observers will see a pod of plesiosaur in the distance with necks out of the water one second and then nothing the next. Experienced captains and sailors know to either go below deck or get your weapons ready. Of course that's when crew is lucky enough to spot them first. In some areas more often traveled plesiosaur will start to become more of an issue. Sailors will sometimes mark locations on maps indicating plesiosaurs there. Sometimes stories are exaggerated coming up with great serpents that crash ships. Sometimes as described below this is not far off. Larger creatures are typically ignored as since they think as individuals they do not expect to win a fight despite numbers. Typically if a fight or larger prey is being killed a lot of blood will permeate the water around them. This brings on their most hated enemies, sharks. They are familiar with sharks and compete with them for food often. Most plesiosaur will attack sharks on site, even if they are outmatched. This has led to survivors of plesiosaur attacks describing violent battles between hated enemies that allowed them to escape a previously hopeless situation. Larger sharks like megalodon who are simply massive are even attacked. When sharks are spotted, plesiosaurs forgo stealth for aggression. Smaller sharks are wholly overmatched for an enraged pod and are torn to shreds quickly. Fights with megalodon and great whites take longer but most of the time the pod is victorious as the sharks are not actively hunted by most anything and don't react quick enough. Whale sharks are not attacked as they are considered whales to a Plesiosaur. Variant Species Below are the variants for Plesiosaurs. Long Necks: these are the most common and mostly described above. They are typically 30 to 40 feet long with a third to half of that length being their neck. This allows them to superior reach with their weapons or teeth as we call them. They favor warm coastal regions. They are usually teal, blue or green. Wide Jaws: These are terrifying variants that are thankfully usually solitary. Growing up to 80 feet long with wide crocodilian like heads full of sharp teeth. Some have been called mosasaurs, they are quite similar to behavior as their long neck cousins aside from usually being solitaire. Mating occurs on every meeting of a male and female but they continue on their own ways afterwards. These have been the cause of capsizing ships as they favor larger prey like whales and mistake ships for whales. They also are entirely water dwelling as beaching is a much more fatal endeavor to them. They will sleep floating on the surface using special air sacs. They also hold their breath for up to 3 hours. Their tails are large and paddled to help propel them in the water unlike other Plesiosaurs. They are more often in open seas away from coasts and in warmer climates. These are normally light blue in color with white bottoms. Polar Plesiosaurs: these are very similar to long necks but always have dark black skin to absorb as much heat as possible. They have a specialized chemical that super heats a water jet they can spray at prey and attackers. They usually use this to drill breathing holes in the ice. They still beach themselves to sleep and do not have the snapping instinct. They huddle together for warmth. They are still wet so a thin coat of ice covers them but they can breathe by the warm air coming from their nostrils close to the super-heated spray vent on top of their head. It's been noted this super-heated chemical is close to that of a polar worm or remorhaz. They are less familiar with ships as the climate normally doesn't allow for ships and avoid them if around. 74
DM's Toolbox Plesiosaurs are something fun for a water or costal adventure to mix up a campaign. Dinosaurs are typically seen as a setting on their own but they can be integrated into any campaign. Here's a few sample encounters below to jog your imagination: Long sea voyage, lookout on the crow's nest spots weird poles in the distance that disappear. Then suddenly, the cabin boy disappears moments later. Deadly encounter in the water with a wide jaw that's mistakenly capsized your ship A fun tip toe through the beach and a pod of sleeping long necks Polar adventure with a weird frozen breathing mass of black creatures. 75
Dinosaur: Pteranodon "The town council didn't pay heed to the druids who warned us about the reduced amount of seagulls. They advised we double up on crossbowmen on the walls because of less seagulls! We were glad that there were less of those pests around!" -- Mayor of Seaside Town Introduction Pteranodon is a general term for many flying dinosaurs. They are characterized for their enormous beaks, leather almost bat-like wings, and their interesting head crests. Each type of Pteranodon is a veracious carnivore patrolling for food. They are more than just pests to communities they are dangers to the inhabitants. Druids have troubles finding balance when such a dominant carnivore takes roost in the area. It's theorized they are the first fliers to exist. While they have mastered and rule the skies they inhabit they are not as agile in flight as many birds but then again birds are normally not as dangerous as a Pteranodon to every-thing around them. They are powerful fliers able to take off from a standing position and carry prey considerably heavier than themselves they are not agile. Grace is left to the birds as some experts say. Physiological Observations Pteranodon are bird like reptiles. With large heavily muscled forearms with spans of leathery skin in-between fingers and joints forming wings. Their back legs are small and they all have a long tail. Their necks are fairly long and end in seemingly oversized heads. A Pteranodon beak can be up to half of its body length (or height when standing). The beak is long, straight, and narrow. Extending from the back of their head is a crest that varies depending on the specie. Pteranodon hunt by flying over prey and grabbing with their long beaks and returning into the air. They have large eyes with rotating cornea that can zoom in on prey. They can either grab prey with their beak or will pick up larger prey with their back legs and fly into the air. Observations have indicated that larger species can pick up children with ease and even some adult humanoids. They are daily hunters eating only 1 meal a day but will likely hunt 2 to 3 times as to bring food home to squawking young. Pteranodon have low sounding rolling calls. This is similar to how some humans roll their tongues to speak. They can be very loud with their rolling squawks. They normally call out to inform others of the community of a large amount of food sources if found. Other times it just seems they want to startle prey just before they swoop in, making them easier to catch from not moving. Flight is a very slow and almost clumsy looking affair for Pteranodon. They flap their large wings with great power until they reach their desired flying height. They will then glide on currents conserving energy. They are amazingly strong and can carry seemingly impossible weights while flying. They are unable to do complicated maneuvers such as rolls or spins like many birds. Fighting in air is almost impossible for a Pteranodon. Their tails usually long and ending in an almost symmetrical leaf like shape are used as rudders to helping steering while flying. On land they stand on all 4 legs and lift their necks upwards. Their head will then be at a 45 degree angle to their bodies as they walk on their hands and feet. This stance is similar in posture to that of a giraffe. Their crest is usually pointing up and their beaks slightly down. This is the normal head position in flight also. They are slow on land as their wings are very large and awkward to walk on while their back legs are very short. They are dangerous while on land using their powerful wings as weapons and their beaks as usual to tear attackers apart. Their wings are made of the tough leathery tissue that runs from the tip of their last finger and connecting each finger to the side of the body. The wings end at the angle of their back leg running down the whole length (or height) from shoulder to feet. The wing span can be up to 4 times as wide as the height of Pteranodon. For instance if a specimen is 4 feet from legs extended to shoulder, it's likely to have a 16 foot wing span. Master leather workers can make leather goods from Pteranodon wing membranes. The leather is very thick and useful for many things such as armor. It helps that as it is thick it is flexible for use in flight. This makes the leather highly valued for its rarity and strength. Take-off from ground is a feat of impressive strength to those familiar with flight. While lots of fliers take a running head start a Pteranodon will take off from where they stand. They will launch themselves using all 4 legs to jump straight up in the air and then spread their wings and flap to lift themselves higher and higher. This is usually at a more forward angle with their back's facing the wind as to expend less energy. Males and Females are slightly different with male's being slightly larger and more colorful as to attract mates. Each species is further detailed in coloration in the variants section. Pteranodon are found all over the world even in colder regions but usually during summer months. Most species migrate like many birds to favorable weather. Social Observations Pteranodon are mated pairs across all species. They nest with both male and female hunting until a clutch of eggs are laid. They mate for life producing up to 10 clutches of 4 to 8 eggs every year. They will do this for their whole adult life even into an older age, which they can live to be up to 20 years old. Reaching adult hood like most birds only takes 1 season or year. They are not solitary pairs and they live in communities or flocks. They will be massive in size of community with dozens of pairs sometimes reaching well into 100 or so. This can vary from specie but the most common Pterodactyl are coastal fishers with large amounts of food can support huge flocks. Although it seems like they will have increasing population very quickly typically only 1 or 2 young survive the first season. It is extremely competitive between young in the nest as the mother and father let the young sort out amongst themselves who gets the food brought to them. Most of the time a single dominant chick will survive, other times 2 will survive although will compete until leaving the nest and hunting for their own. 76
Once they reach adult hood they go looking for a mate in the flock for a suitable match. The males show off their bright crests and colors to the females in hopes to impress them. If a female accepts they will stay together until death. The male displays by landing in front of a ground female and shaking his head vigorously to display the prominent crest and colors. A female will accept by returning the display after waiting for time to decide or simply reject by flying away. Occasionally it will take time mates to be found and singles will build their own nests on the outskirts of the flock until a mate is found. If a mate is killed or dies they start the mating process all over again although it's harder for older males to attract females as their colors start to dim with age. Other flocks if ran into are simply ignored as Pteranodon are normally only concerned for food and if there's not enough to go around a flock will simply leave. Intra- Species Observations Pteranodon are not very aggressive creatures only attacking what they could consider prey or something disturbing their nests. They are a menace to sea towns they decide to take roost near as they will pick up children and smaller adults as food. Eventually if enough are killed they will leave a nearby town alone fearing injury or death. Although they will try again next season and have to relearn their lesson. They are at odds with many types of birds. Seagulls of the coasts, and other birds where ever they live. They unfortunately take up the same niche in the environment and end up driving out competitors simply by numbers. They normally don't have direct confrontations unless competition decides to make that move themselves. While they normally don't fight larger animals they will if their nests are in danger. They do this by landing on the attackers and pecking at them with their sharp beaks. Larger specimen have been observed driving off bears from their nests by landing on their backs and pecking until the bear was injured enough to leave. If something is small enough to be picked up they will do so and then drop them from great heights. If a larger scale assault occurs and too many nests have been destroyed, for example humanoid communities eradicating them, they will move on to other safer locations. Their memory is not long as they have been known to return to the same abandoned site if they chose next season despite the losses. Variant Species Described below are the various kinds of Pteranodon that can be found: Pterodactyl - This is the kind mostly described above. They live in coastal regions preferring fish as prey. They are up to 6 feet (tall) with 24 foot wingspans. They will try and eat humanoids small enough although they still prefer fish. The males are teals and blacks, while the females are duller blue and browns. The male's crests and heads are bright reds and blacks. Crests are like a knobbed horn extending from the back of the head straight out for half of the beak length, for both males and females. Flocks will typically be between 50 and 80 pairs. Rhodaran - These are much smaller variations that live in forests. They are only 1 feet tall or less with average 4 foot wingspans. They primarily glide from tree to tree snatching insects out of the air with their pointed teeth. Their favorite prey seem to be dragon flies so they are especially fond of forests with bodies of water concealed in their midst. Being insectivores they are rarely concerned with humanoids and only attack if bothered. They do migrate in colder regions to warmer areas during the summer months but not as large of a migration as pterodactyl. Flocks will have 200 pairs at most and little as 100. Rhodaran males are darker green in coloration, with females being a light brown. The crests are similar to a pterodactyl but curled up and the end, almost hook like. Male crests are a brilliant lime green with yellow markings. Quetzalcoatlus - These are very dangerous and enormous variations. They are anywhere between 16 and 20 feet tall when on ground and can have wingspans stretching up to 70 feet with a slightly smaller wingspan ratio. This makes them quite the opposing figure as they can be as tall as a giraffe on all 4 legs. They are usually not in a flock instead they are more solitary with 1 pair. They live on mountain tops and consider their territory for up to 50 miles. They have been seen picking up livestock, deer, or other animals and carrying them away. Roc's are in direct confrontation with these massive Pteranodon. Quetzalcoatlus will usually swoop down from great heights and carry off prey to be eaten at the nest. They are dangerous as they can consider many things food due to their size. Quetzalcoatlus are dangerous fighters that will land on their enemies and tear at their skin with their beaks. If this fails they will bludgeon foes with their wings much like a duck will. Roc and Quetzalcoatlus fights are usually initiated by Quetzalcoatlus by diving onto a roc's back. Rocs are superior fliers if they survive the first assault they can recover and win a fight but often do not survive the initial assault. Males are usually bright colors of reds and yellows with females being a duller brick red or dark orange. Both males and females have lighter colored chests as to obscure their presence to land dwellers. The crests are large wedges like that a Mohawk. The male's crests are slightly larger and brilliant blue with yellow and red marks. DM's Toolbox This guide assumes an integrated world of dinosaurs and regular monsters. In this case Pteranodon are a far rarer occurrence than that of what would usually inhabit their habitats. Below are some ideas for using Pteranodon in your campaign. A large flock of Pterodactyl has taken over the cliffs near a town driving the seagull population away. Children have started to go missing Rhodaran are fleeing the forests inciting stories of clouds devilish bats to nearby villages. What could be driving them off? A dwarven kingdom under the mountain has stopped trading for fear of confronting the new mountain residents the Quetzalcoatlus. A craftsmen looking to make better leather employs adventurers to harvest Pteranodon leather, none have returned thus far. 77
Dinosaur: Triceratops "Hornbeast are strong, stronger than horse, stronger than elephant, stronger than enemy!" -- Warchief Ghazgul on his Triceratops riders Introduction Dinosaurs are an ancient race of creatures native to the Material Plane. They are as diverse as they are ancient, coming in all shapes and sizes from as small as a chicken to as large as a dragon. Triceratops is among the larger dinosaurs, a peaceful grazing herbivore, but a deadly combatant when provoked. Physiological Observations Triceratops are among the most physically impressive dinosaurs. Adults reaching an average of 20 feet long and weighing as much as ten tons. This pushes them far beyond the size of other large animals such as Elephants and even Mammoths. Size is only one important feature though. The Triceratops is famed for its three large facial horns, which grow with age but are prone to breaking off in battle. Its massive skull tapers into a boney crest that protects the animal's neck from attacks. The creature's tail is also considered very dangerous, and although not designed as a weapon it can strike hard enough to break bones and easily knock humanoids off their feet. Thick powerful legs and wide squat feet support a triceratop's great weight, but also give it the strength and speed needed to make deadly charges. There is very little about the Triceratops that does not invoke power and strength. Social Observations Triceratops are herding animals, as are the majority of four legged dinosaurs. They live in familial units that can be anywhere from five to fifty individuals depending on the region and the availability of food. Both male and female sexes will exist within a herd, although males will compete for status and dominance amongst each other. Males become extremely aggressive during mating season, going into a rutting phase. During this time they become much more solitary, only rejoining the herd to attempt to breed or secure breeding rights. Mating rites consist of lengthy battles between rivals, locking horns in contests of strength to prove dominance. Females lay clusters of 6-8 eggs that take upwards of half a year to fully develop. Herds will migrate to nesting areas where pregnant females will construct nest clusters in protected regions near ample food and water. The Herd will experience little mobility during this time and males to seek other herds if food begins to become scarce. Behavioral Observations When the God's made this creature they invoked some small mercy upon the rest of us. The triceratops is an herbivore, content to spend its days grazing on low growing shrubs and other vegetation. And indeed it does, spending over 12 hours a day simply feeding in order to sustain its great size. Water is also of great concern, and herds will not wander more than a few days travel from reliable sources of water. When threatened adults will roar and bellow to alert the rest of the herd and to intimidate potential threats, rearing up and pawing the ground to signal their intent to charge. Adults may mock charge if the aggressor creature is much smaller than the triceratops. In the event of a significant threat such as a Tyrannosaurus or a Dragon the herd will form a defensive ring around their young, using a wall of horns to give their opponent no opportunity to attack. If this ring is broken the animals tend to panic and break formation, leaving the attacked to their fate while the herd retreats to regroup. Inter-Species Observations Triceratops and humanoids generally share an uneasy coexistence. The animals tend to only live in savannas and grasslands, or other suitable tropical climates, and they have little interaction with major civilizations. They are exceptionally difficult to tame and domesticate, making them less appealing than elephants for beasts of burden. However, it is not unheard of, and very brave or very foolish individuals have been able to tame and even ride these animals. Their natural armor and weapons combined with their great size makes them truly formidable on the battlefield, as does the ability to provoke them into a charge. Triceratops have few natural predators, and their young are only vulnerable to creatures such as lions and hyenas for the first year or so of life. By the time they reach adolescence a triceratops is usually the dominant animal in the region. However, their great size does make them appealing targets to the highest class of predators. Tyrannosaurs is an age old rival, preying on the old and sick, but is a manageable foe. Rocs and Dragons however are a danger these creatures have little ability to counter. Both strike from the skies and are massive enough to carry off even some adults, and Dragons are particularly dangerous given their breath weapons. DM's Toolkit Triceratops are fun monsters, being a good way to introduce a more "wild" region. They can make for supreme mounts for players at high levels, and overall are a fun creature to replace animals like war elephants when the setting calls for it. Overall it's hard not to place Triceratops into any tropical setting, but they hold little place in more northernly climates. 78
Dinosaur: Tyrannosaurus Rex "The great ones! All who believe themselves powerful need only to gaze upon them and know folly. For no creature aside from dragons can match their strength, speed, and cunning!" -- Lizard Folk shaman referring to the revered Tyrannosaurus Introduction Tyrannosaurus Rex or T-Rex for short is a massive bipedal lizard like animal. They are ferocious carnivores and dangerous to all creatures, even dragons if caught unaware. These gargantuan predators roam their territories protecting their claim and devouring food when it pleases them. King of lizards is an apt name. Their enormous size and power give many ecologists pause when considering the similarities to dragons. The groups of lizards, known as dinosaurs, have always been classified as distinctly different from dragons. Now that seems to be an incorrect observation when looking upon a T-rex. It is possible that in the early times Dinosaurs were the predecessors to the Dragon kind and even Hydra as all seem to be familiar in sorts. It is uncertain and no dragon would admit such a base claim in their eyes. Physiological Observations A T-Rex stands on two long legs at center of mass to their large 40 foot long bodies. They have massive heads resembling a hornless dragon and rows of sharp very large teeth. They stand with their heads and bodies parallel to the ground at around 18 feet tall. They are powerfully strong monstrosities with thick muscled jaws, powerful necks, strong fast legs, and powerful thick and dangerous tails. The large head of a T-Rex has forward facing eyes that while look small in proportion to the head are excellent for depth perception. They are very perceptive when it comes to sight and smell. Able to see somewhere between that of an elf or a human and ability in smell can rival that of a hound. Their massive jaws sport up to 6 inch long teeth all made for tearing large chunks of flesh. Their ability to smell is probably the most impressive. They can track older than week old trails simply by smell alone. Escape from a T-Rex seems only temporary. Their powerful necks give them incredible strength even for a creature their size and able to carry multiple tons in their mouths with ease. They have very small yet powerful arms just past the base of the neck. While the arms seem vestigial they are used often in grasping prey or mates. Their hook-like claws are hard to extract and their small size makes the arms incredibly strong and efficient at holding fast. While very large creatures they are incredibly fast. Able to run as fast as any horse chasing down prey or enemies with surprising speed is well within their capabilities. Their tails are mostly used as a counter balance and while flexible extend straight outwards from the hind quarters and only drooping down at the very end. When not used for balance they can make a devastating swipe able to level buildings. Both legs and tail are incredibly strong making a T-Rex dangerous from all directions not just in the reach of their maw. A T-Rex is a violent carnivore that eats large chunks or whole creatures. They can bite and swallow a human sized creature with relative ease. Any larger creatures they pin with one leg and pull large portions of meat off with their clamping jaws. The site is gruesome to behold. Reports of starving T-Rex subsisting off of carrion exist but it seems they are more than capable of hunting and only doing so in desperation. Any amounts of bone or materials too hard to be digested are regurgitated much like an owl pellet hours later. Well-fed T-Rex territories are marked by occasional piles of bones teeth and even weapons and armors. When hunting they sniff out prey and follow the tracks to their intended target. Often good enough they can trot until their destination is revealed. Once prey is spotted they work hard to get as close as possible without alerting to their presence. They hunch down on their bellies and softly crawl on all 4 until they explode into a leap running full speed at their target. If discovered they will also explode into a run at their prey. Usually they can outrun their prey and easily catch them but the least amount of energy spent possible the better. They need to eat a lot to satisfy their hunger but they only need to eat 1 time a week. They will eat up to 2 tons of food if they can manage thus preferring larger prey. They can subsist off of smaller prey but it requires more work and more often. They mostly inhabit hilly moderately warm climates with open spaces for running down prey. They tend to nest in copses of trees in the open rolling hills for cover. A territory of a T-Rex is usually in a 20 mile radius giving a lot of room for prey to live with never seeing their domain's king. This not only allows for an ample amount of food for a T-Rex but also doesn't inspire every living creature to run from a new T-Rex territory either. T-Rex while are clever in decision making during battle are not overly intelligent creatures. They are as intelligent as any lion or other large beast and can be outsmarted given the preparation. They have few tactics outside of ambush and slight herding into favorable terrains when chasing a target. They pursue with abandon and fight to the death. Unfortunately for most inexperienced humanoids to the death is usually in favor of the Tyrannosaurus. 79
Social Observations Tyrannosaurus is usually a solitary hunter. They are not in need of allies or protection often being the top carnivore in their territory. They hold their territories for many miles and border disputes can be vicious as the instinct to keep a plentiful amount of food is very great. Females are stationary in their established territories through adulthood unless supplanted by a rival or catastrophe. They prowl in search of food and to protect their borders. Overlapping can occur but only by coincidence as the territories are so large that rivals may not encounter each other for a very long time. Males are nomadic by nature in comparison. They hunt on the go and sleep where they can. Smaller than females but not by much and more brightly colored, especially their heads, indicate them as male to any potential mate. Males roam the lands looking for females to procreate with. If a female is receptive she will allow a male's advances into her territory if not she'll chase him off with a frightening display of aggression. Males gingerly approach a receptive female emitting low grating hums and growls. Receptive is a kind word to a female for if unbothered will simply accept his presence almost ignoring him. He will then mate with her when she crouches down and he's close enough. During a span of many months the male will benefit from the territory as they continue to mate until eggs are produced. He will then hunt the territory and share spoils with the female as she guards the eggs. Once the eggs hatch the male simply leaves to find another territory. A clutch of T-rex can be between 2 and 4 eggs usually only 2 viable eggs are produced. Young are raised to adulthood in a short 3 years by their mother. At this time she chases them away from her territory and she resumes life as if nothing had occurred. During the time of raising them they will hunt together and herd prey into each other. Mother will usually be waiting for an ambush while the younger playful children chase prey with abandon to their mother's position. T-Rex can live up to 30 years and producing children every 5 or so. It's unfortunate that of a clutch usually only 1 will survive to adulthood and it's not a guarantee. Without the full strength they enjoy as an adult prey are not as easily obtained and they are less able to fight dangers. TRex populations rarely explode and naturally keep at a constant rate in a habitat for these reasons. They are susceptible to decline more than other apex predators of an environment unfortunately. Intra-Species Observations T-Rex are simple predators that eat when hungry and ignore animals when not. They like to make themselves ever present to herds of animals just on the horizon making animals lull into complacency in their presence. They regard most living creatures when hungry as food, even larger then themselves. If they are not hungry and not being provoked they are as docile as a contented house cat. T-Rex are unused to being challenged for dominance by other creatures and treat them all the same, food when hungry and background when not. As more than capable fighters of larger creatures they favor bludgeoning with their tales to knock foes off balance and go for a devastating kill by tearing out huge swaths of flesh. Cocky unaware dragons have been decapitated underestimating a hungry Rex. When fighting smaller creatures they sweep with their tails and snatch up prone victims in their jaws to be devoured. When they fight they are very vocal and loud. Their roars rival that of any dragons and they will do so with every opportunity. This seems to be a defense mechanism to make as much noise as possible in an attempt to intimidate an attacker into running. If they run a T-Rex will catch them. When attacked or fighting for reasons outside of food they still eat their foe probably as sign of dominance. They will not totally devour the opponent but will eat things like the head arms and legs stripping weapons and other perceived valued appendages away. Odd behavior for creatures with little intelligence outside of battle. Variants There are different kinds of Tyrannosaurs roaming the lands and each is dangerous and to be avoided. Tyrannosaurus Majorus - This is the T-Rex described above. They range from dark greens and browns to soft yellows in color. They typically look much like the main color of vegetation in the fields for better sneaking up on prey. They prefer plains and hills with small outlooks of trees. The male's heads will appear a softer blue in contrast to the rest of the body. Tyrannosaurus Sauronious - This is a dangerous variant of T-Rex that inhabit more tropical regions of the world. They are never docile as they never cease in hunger. They roam the tropics stripping prey as they go. These variants typically run in mated pairs as both sexes are always on the hunt for food. They are bright yellows with purple or green accents and can roar so profoundly it will concuss foe and prey to the ground. The males are still slightly smaller but bear no significant markers. Their roars are far more powerful and have been known to cause physical harm although not much information has been gathered as survivors are non-existent. Tyrannosaurus Diabolis - This is arguable the most bizarre variant of T-Rex. They are red and black in color and have outright immunity to fire. They live and thrive in extreme heat and volcanoes. They enjoy meat but sustain mostly on rocks and lava. They seem to regurgitate fire in wads of flaming pitch at prey preferring charred meat. They occasionally run across Sauronious and devastating battles occur. They live together in closer colonies of up to 10 members sustaining their numbers with young. They only live in areas around or in volcanic activity. Tyrannosaurus Freezanis - This Tyrannosaurus type is by far the most rare. They've developed their scales into thick down like feather coats keeping them warm in polar climates. Other than their black skin and white coats of fur they are closest to Majoris in lifestyle aside from the climate. In the summer they do shed their feathers to reveal their shining obsidian scales but as those days of slight heat are short they soon sprout new coats of ivory feathers. 80
DM's Toolbox Tyrannosaurs are an iconic dinosaur. This interpretation uses the mostly real world creature for the behaviors that are believed to be true according to more recent studies. You as the DM have discretion to make them opportunistic predators that normally feed off of carrion as catching prey is harder as is the previous accepted theory. Here are a few scenarios to use a T-rex. Ambush predator of extreme danger stalked by dangerous predator stuck on an island time forgot A dragon thought to have been living nearby found with it mutilated and mostly eaten what creature could do such a thing? 81
Displacer Beast The following excerpts are from the journal of Jason Canderman, of the eight-man Canderman-Dodder Expedition, which was documenting the newly-discovered ruins of an ancient Hithan pyramid. This journal was found by a group of nine explorers (three of whom met their fate later by the same creatures described within). Based on the following excerpts, we recommend bringing a full regimen of prepared soldiers before the next expedition is attempted. Juelay 18, 887 NE - *On the ninth day since our expedition began, We have finally entered the Ssizeraal valley. The temperature is sweltering, and has been becoming so for the last three days. Ahead of us is the massive Ssizeraal Jungle, and beyond, new discoveries. We have seen no sign of any locals, either intelligent or not.* Juelay 21, 887 NE - *The travel through the jungle for the last three days has been difficult to say the least. The air is oppressive and thick with humidity. Very little light makes it through the canopy above us. The bugs are terrible. Malik is sure that we are being swarmed by new species of gnats that are far more aggressive than those of our more temperate farmlands. Finley has warned us that the pack mule and spare horses all seem nervous, and I hear them whinnying far more than they did on the open paths leading to the jungle. We hope to soon find the ancient road we were told about.* Juelay 22, 887 NE - Just before sunset, we found the ancient, overgrown road that once connected two great Hithan cities of the past. We decided to set up camp in the slightly-clearer area. I saw with my own eyes the uneasiness of the pack animals - they seemed especially fearful of the old road itself. Juelay 23, 887 NE - Traveling on the road, overgrown as it is, has provided far swifter travel than the first several days through the jungle. Though the canopy is still thick, light is able to reach the jungle floor, which seems to have a positive effect on both the humidity and the bugs. We are still several days out of the ruins we seek, but are optimistic. Guardsman Chaz mentioned he thought he heard a loud roar earlier in the day, such as that of a predatory animal, but no one else heard it. Juelay 24, 887 NE - I am sad to write that tragedy has struck us today. Guardsman Jueg, youngest of our crew, has perished to an unknown beast. At just past noon today, Jueg left the path for personal reasons. As the minutes passed, we became worried. Finally, after nearly thirty minutes, and no response to our calling his named, Guardsmen Chaz and Dale entered the forest. Scant minutes later, they returned, carrying the body of Jueg. The back of his neck had been mauled by a maw of significant size, with piercings from teeth penetrating to the front of his throat. This had caused his death, and also his inability to scream. However, much more terrible and obvious, was the gaping wound on his chest. His heart had been viciously removed, leaving a large, bloody cavity. None of us had experience with any sort of predator that did this, and so sadly, the cause of death will forever remain a mystery. We buried Jueg off the path, speaking a few words to Shand, Patron of Safe Travels, and gathered his items to return to his family. We will sleep uneasy tonight. Juelay 26, 887 NE - Another of our crew has died. Around midnight last night, Guardsman Dale, on duty, was killed by the same beast which took Jueg's life. We only discovered his body this morning. Just as with Jueg, his throat was horribly wounded, and his chest had been eaten on, with the heart gone. We are surely being stalked by a predator of such ferocity as we have before witnessed. For the rest of our expedition, both guardsmen will remain awake through the night, along with either myself, Malis, or Jenar. Finley will stay with the pack animals through the night, to make sure they are not terrified so much that they break their restraints. Juelay 27, 887 NE - We are down another crew, this time Jenar, whom I have known for well over twenty years. Though we were not close, and over the years had vehement disagreements on our various scientific pursuits, his death was a tragic blow to me and our expedition. We are now fearful of our lives, though we have a bit more information now as to what fell beast plagues us. Jenar was awake while attacked and was able to let loose one scream, which Guardsmen Chat and Vic heard. They both spotted a large black beast, extremely fast, and both attacked, but were unable to wound it. They retrieved Jenar, who was still alive, and brought him back to camp. After waking the rest of us, Jenar eventually died in my arms. Even now, his blood is still on me, as I struggle to put pen to paper. Juelay 29, 887 NE - Eighteen days after our expedition started, and after the deaths of three of our comrades, we have arrived at the ruins. Though our hearts are weary and souls are heavy, we rejoice at the beauty before us. Three pyramids, mostly claimed by the vines of the jungle, but still obvious in their majesty, stand before us in a large clearing. My initial notes before we set up camp: The pyramids appear to be aligned with the stars of Gozdare the Bard - specifically his lute. The smallest is to the northeast of the clearing, and appears to be no more than a hundred feet tall. The next-smallest is on the southwest of the clearing, and is much larger, possibly close to three hundred feet tall. It clears the tallest trees around us. The central-most pyramid however is the largest, possibly over five hundred feet tall. If our estimates are true, this will be the largest Hithan pyramid found so far, though we will need to take more accurate measurements to be sure. This central pyramid has also best-withstood the ravages of time - being furthest from the trees, there are no vines pulling at the stones, and no roots to disrupt the ground. It is quite beautiful. Stairs climb the center, and each of the four sides of the base are adorned with animals, some known, some not. There are griffons and rocs on the south face, salamanders and large bug-like creatures on the eastern face, frogs and octopi on the western face, and on the northern face, which is the side that greeted our arrival into the clearing, are gorillas and some sort of feline creature. Though the statues are mostly-eroded, these feline creatures are of a variety never before seen, with large spikes protruding from their shoulder blades. All-in-all, they are quite menacing looking, and the pack animals seem wary of the statues. Multiple times in the evening, as we were setting up camp, I also caught Chaz gazing upon the feline creature statues. 82
Juelay 30, 887 NE - On the eve of Agaus, we have been attacked again. Luckily no one was wounded tonight, and for the first time, beneath the nearly-full moon of Juelay's final night, we all finally caught glimpse of the beast which has been stalking us. It is a large black feline creature, which is likely what the northern-face statues are modeled after, but instead of spikes on its shoulder blades, long writhing tentacles protrude. It is, quite simply, the most horrific creature I have ever seen in my life, and it is quite menacing. Chaz and Vic were able to fend off the beast. Chaz even swears he struck the beast clear in the neck, but his sword went straight through as though it wasn't even there! We are very much on edge, but now that we know more of the best, we feel more confident. Our fires burn bright throughout the night. We have studied the ruins even more, and based on some hieroglyphics we have been able to find around the base of the central pyramid, we are quite certain that these ancient Hithans likely worshipped - or at least revered - the animals to which they built totems. This is astounding to us, as all our previous knowledge of the Hithans has led us to believe they were actually worshippers of The Fold. I and Malik climbed the stairs of the central pyramid today. Again, we have not made concise measurements, but based on the five hundred fourteen steps, each of which are almost a feet steep, we are quite certain our first guesses about the size of the pyramid were very close to correct. Atop the pyramid is what appears to be an altar, and it is stained with what can be nothing other than blood. Beside the altar, on each side, is a smaller statue of several of the animals that surround the base of the pyramid - the feline creature faces the altar's south side, the frog its west, the roc its south, and the bug-like creatures its east. Though obviously a sacrificial altar, there appear to be no knicks in the stone to suggest that blades were used in the ceremonies. Agaus 2, 887 NE - Again we have been attacked by the strange beast, and our knowledge of it increases and becomes harder to understand at the same time. Malik, who has had some study of the Arts, was able to loose a spread of magical bolts upon the beast. He swears they hit, and that in fact, those magical bolts are incapable of missing, but I clearly saw the bolts strike thin air two feet to the right of the beast as it approached the camp. Either way, it screamed in pain and retreated, but I was sure I saw it look back with such a look of menace that no natural animal can attain - this was the look of a thinking, rational creature, and it struck me with such fear that it is now four hours later and I cannot sleep. In the study of the pyramids, our work has been cut short both of the last two days, as powerful thunderstorms have swept through the region. Several of our horses broke free and we had to chase them down, all while being fearful of being attacked by the stalking beast. Agaus 4, 887 NE - We are leaving this wretched place. Tonight, just after the final darkness of night had settled upon us, we were attacked. This time not one, not two, but three of the terrifying creatures attacked us from three sides, as though they were organizing a three-front attack. Malik was able to let loose another burst of magical power which wounded one of the beasts, causing it to flee, but was quickly mauled from behind by a second. Meanwhile, Vic and Chaz were able to fend off the third, but not before Chaz was critically wounded. Malik perished soon after the creatures were chased off, and Chaz may not be long for this world - he is missing an eye, which was bloodily removed from his head by one strike of the beast's tentacles. He also has a terrible bite wound on his hip. Vic, Finley, and I sit huddled together, with four fires around us, and the animals to our back. Chaz babbles incoherently about invisible teeth. We could not even risk burying Malik. His body is covered and rotting just outside the fires. May the gods have mercy on me for saying this, but if the beasts come back, hopefully they will be distracted by his flesh and will leave us be. We leave tomorrow. Agaus 6, 887 NE - *The last two days were a nightmare. As we began travelling north to leave this place, we realized almost immediately we were being hunted. Multiple times throughout yesterday, we could see the slinking forms of black felines in the jungle to our right and left. The first attack killed several of our horses, including the one which carried Chaz's limp form. To our shame, we fled further up the path, leaving him on the ground. Our only comfort as we ran from his limp form on the ground was that, in his delirium, he likely would not realize what was happening to him. We stumbled along the ancient roadway for almost an hour when, to our horror, we saw several of the beasts awaiting us on the path before us. They just stood there as we scrambled to a stop, trying to hold the horses steady. They watched us as we backed away from them, and then began slowly moving down the path toward us. * We saw them leave the path behind us eventually and tried to turn around north again to escape the jungle. No sooner had we turned the horses around than five of the horrible beasts appeared on the path to our north, blocking passage. They moved toward us again and we fled back south, the direction from which we had just come. They were herding us! We passed the remains of Chaz and two horses without looking, seeing only a bloody mess. It took us two hours to reach the pyramids again, and we quickly set up camp with our backs to the base, not knowing what to do. I am certain I will not sleep tonight. Agaus 7, 887 NE - This is my last will and testimony. If one should eventually find this journal, please read the words within carefully, and leave this ungodly place. Throughout the day today, we have been attacked multiple times, but never lethally, save for one instance. At noon, Finley, in terror, took to horse and galloped toward the jungle's edge. Three of the beasts caught him and his screams still resonate in my ears. These creatures, now attacking us in broad daylight, are herding us up the pyramid, though we know not why. Vic and I now sit halfway up the stairs of the pyramid, between the base and that fearful altar, and watch the cat-like creatures prowling below us. There are almost a dozen of them now, an obvious pack, and we can see features now we could not before - such as their six legs, and that the tentacles seem to have teeth on them, and that though they are the color of panthers, they are closer in size to full-grown tigers. Vic has fired arrows at them over the course of the day, and I can now swear that the arrows are hitting the creatures as I see them, yet still moving straight through them, as though they are not truly there. They keep slowly coming higher up the steps, and we keep retreating. It will not be long before we are at the altar. I have sharpened my knife - if I must die, I will die cleanly. 83
Introduction Displacer beasts are a magical monstrosity from the Feywild. It is said that at one time, they preyed only in the fey courts, but as many an explorer and adventurer have learned (to their own detriment, usually), these monsters are alive and active in the prime material plane. While many regard them as simply animals (thus "neutral" in alignment), the truth is, most harbor an intelligence and maliciousness not available to natural beasts of the world. They are a truly deadly predator, not to be taken lightly. Physiological Observations Physically, displacer beasts have an almost uncanny resemblance to panthers. However, the appearance is mostly superficial, and their more alien features are quickly apparent to even the most casual observer. Feline in structure, the beast can grow up to eleven feet in length, rivaling the largest tigers in size. Unlike tigers, they are much sleeker, tending to weigh at the most up to 650 pounds. They have dark black fur, much like the panther they resemble, but their fur has a gloss to it not found in natural wildlife. It is thought that this is a leftover from their heritage as a fey-related creature, as it typically would not help with camouflage at night to have a sheen to one's fur. Finally, their heads can be up to two feet wide, with a maw that contains two-inch-long incisors. The creature's jaws are so powerful that they have been known to crush their victim's skulls in one bite. From here, the displacer beast's unnatural heritage takes over. The most obvious aspect of the monster are the two tentacles that protrude from the shoulder blades. These tentacles can grow up to seven feet long on a full-grown adult, and end it a pad covered with spiky growths resembling sharp, pointed teeth. The tentacles are able to be moved and maneuvered by the displacer beast as though they are fully-functioning limbs. Instead of four legs, the displacer beast has an extra pair of legs immediately behind the front, giving the creature a total of six legs. Scholars are unsure of the evolutionary purpose of these legs, unless simply to make the beasts even more deadly than they already would have been otherwise. Finally, the creature's claim to fame and namesake, is its ability to appear anywhere from several inches to several feet from where it actually stands. Observers have reported seeing someone striking the monster dead in the eyes, only to then be swatted and attacked seemingly by something invisible to the side. The nature of this natural displacement is unknown, though it is likely to be a remnant from the mystical nature of the Feywild. This ability is in constant effect - it does not disappear if the animal is asleep or unconscious, though if it is killed, the effect ends. Many a hunter or warrior has been awfully disconcerted to finally slay the stalking beast, only to have its corpse transport to a few feet to the right or left. Displacer beasts can run extraordinarily fast, far outpacing cats of similar size (other than the cheetah), as well as other animals with more than four legs. They can also jump amazing distances - up to twenty feet horizontally, and over ten feet straight up from a standing still position - several feet more in either direction if they have a running start. As kittens, displacer beasts have no tentacles - rather, they have two bony protrusions on their shoulder blades. Over the course of the first three years of the displacer beasts' life, the spikes will elongate and grow outward, with skin covering them. The protrusions will soften and become more flexible over time, and by the third year, when the beast is in adolescence (and about half the size it will eventually grow to), the protrusions will resemble rudimentary tentacles - they will often be just a few feet long, and not very flexible yet. By the fifth year, pads have formed at the end of the tentacles, which are now up to six feet long, and spikes are just beginning to grow from them. By the seventh year, most displacer beasts are fully grown, tentacles and all. Displacer beasts lifespan on the prime material plane is around thirty years. In the Feywild, they can live for hundreds of years. Social & Behavioral Observations Displacer beasts are extremely aggressive predators, and similar to most cats, they seem to enjoy toying with their prey. Some reports have indicated people being stalked for multiple days in a row, often with the displacer beast making an appearance just at the edge of the potential victim's vision. It is said that once a displacer beast chooses a victim, it will not stop stalking until either the victim or the monster is dead. Displacer beasts have several typical manners of attack. The first method the monsters use in combat is usually striking at their opponents with the reach of their tentacles, thus staying out of the range of most weapons. The tentacles can strike with extreme precision, with the jagged spines leaving devastating, often fatal wounds. If this does not finish off the prey, then the creatures will often next move in and attack with their massive claws. Much like other large feline predators, they will often jump onto the back of the victim, raking with their back claws while holding on with the front. Unlike those other feline predators, and to the misfortune of their victims, the displacer beasts have that extra pair of front legs, giving it even more attacks to incapacitate their prey. Finally, often as a final death blow, the beasts have been known to bite the victim's chest with their massive jaws. As though they are aware of where the prey's lifeblood comes from, they will eat the heart of their victim, sometimes in one fell bite.3 Dead bodies which have not been completely consumed will often be found with their heart, and most surrounding organs, missing, having been eaten by the creature. Very few who have seen a displacer beast have lived to tell, but those who have all seem to agree that the monsters display almost no sign of fear. They also seem to display malice at their victims, especially those who evade them. Survivors often awaken terrified in the night, screaming of seeing those feline, malevolent eyes staring them down. More hardy folk, such as adventurers and explorers, confirm this - most who have survived tell the same story that as the beast fled to safety, it would often look back and stare at its would-be prey, as though calculating. 84
In regards to their associations with other species, what little is known is shared here. Firstly, displacer beasts and blink dogs have such an incorrigible and known hatred for each other that they will attack each other on site with no regard to their safety.4 Pound for pound, displacer beasts are much stronger and more terrifying that blink dogs, but blink dogs are a bit smarter, and will often attack with its full pack, giving it the upper hand. Scholars debate where this hatred comes from - it does not likely extend from the typical dog vs cat mentality, since by nature, cats and dogs do not actually hate each other (despite what many a pet owner says otherwise). The most prevalent theory is that the two creatures' abilities (blink and displacement) are so similar in their mystical nature, that their auras upset the other. Both species can sense when the other is around, even when outside the range of hearing or smelling (and even when hearing and smelling are magically blocked). They have similar (though not as ferocious) disposition toward other magical animals as well, such as pegasi, unicorns, and winter wolves. None of them inspire the displacer beast's fury like the blink dog, but the beast will go out of its way to specifically target those other species. Toward most other animals, and even humanoids, displacer beasts display a predatory air mostly, though again, if they are bested by their prey, that nature starts turning to hatred and fury. With one exception, displacer beasts are not scared of humanoids - they consider an elf, human, or gnome just as much fair play as they do boar, buffalo, or elk. Rakshasas are something different. This is possibly the one creature in the multiverse that displacers not only show respect for, but possibly fear. No matter how large a pack, no scholars have seen, or even heard of, displacer beasts attacking Rakshasas, and some myths and legends even place the beasts in the company of the tigermen, often as pets or guardians. Some other species have been known to capture displacer beasts to use as guardians, though the beast will spend all its days in captivity planning its escape and eventual evisceration of its captors. It is very rare that a pack of displacer beasts can be caught by surprise by any amount of hunters, but solo beasts have been overcome by large groups of hunters. In particular, lizardfolk seem to like capturing the creatures, possibly simply due to their close proximity in jungle and rainforest ecosystems. Large bands and tribes of orcs, hobgoblins, and other powerful goblinkind have been reported to have captive displacer beasts, but these situations are much more rare. Finally, they seem to have no specific ill will toward other large predatory cats, and are not known to hunt them. This could be that the predatory cat's natural instincts are too refined for the displacer beast to stalk, so it is not worth the trouble, or it may even be some sort of lingering byproduct of the species' evolutionary history. Ecological Observations Within the prime material plane, though displacer beasts can be found in almost any region and climate, they favor humid forest areas, such as jungles and rainforests. These biospheres are likely the most attractive simply due to the prey within, but it could also be they still retain deep, past links to their jaguar and leopard "cousins." However, they may appear anywhere in the world, and have been known to adapt to different biospheres - brown and tan displacer beasts (colored like a lion) have been spotted in the desert (though rarely), and there are even rumors of white displacer beasts in arctic regions. Displacer beasts need to eat anywhere from ten to twelve pounds of food per day, though like other hunting cats, they can go for a week or so without eating, then gorge themselves on a meal of anywhere from a 100 to 125 pounds. Their preferred prey in their natural habitat are any large animals such as boars, large deer, and other large mammals. However, they are just as happy to prey on humanoids, smaller mammals, and even certain larger lizards and reptiles that have enough mass to sustain them. Once a displacer beast has killed its prey, it will usually start its meal with the heart, and then move onto the head, and other internal organs. Intra-Species Observations Displacer beasts are more often than not pack animals.7 They roam, hunt, sleep, and live in small packs, with anywhere from five to eight adults. If there is not a pack lord (see Variants), then usually the strongest male in the pack will become an alpha. Displacer beasts tend to be fiercely loyal to their pack, but are highly competitive of territory if they come across other beasts not in their own pack. Two displacer beasts from different packs (or two solo beasts) will size each other up and likely fight if one encroaches on the others' territory. The mating ritual between a female and male displacer beast could be confused by the outside observer as an intense fight. Often, two or three males will approach a female in heat. Those males will strike each other with their tentacles, leaving gaping wounds on each other. It is not uncommon for one of the creatures to succumb to the wounds and die during the process. Eventually, only one male will be left standing - the others having either perished or fled to lick recuperate. This one will then approach the female. The two will circle each other with their tentacles flailing wildly. After as little as several minutes, or as long as a few hours, the two will launch themselves at each other, wrestling viciously. Their tentacles will strike at each other, but during this part of the ritual, rarely is blood drawn. Rather, for the only time in a displacer beast's adult life, the spikes on the tentacles will withdraw slightly. The two will eventually entangle their tentacles around each other and the male will mount the female. During pregnancy, the male often stay close by the female, and will guard her ferociously. Other males in the pack will be protective of a pregnant female, but the male mate will attack literally anything that comes close to the female, including other displacer beasts. 85
Pregnancy lasts around a hundred days, and then the female will give birth to three to six kittens. At this time, the male mate will often leave the pack permanently, though the rest of the males will continue protecting the mother during the first few months. The kittens grow rapidly, and the mother will be training them to hunt on their own by their sixth month. Historical and Cultural Significance There are many primitive cultures across the world that worship displacer beasts, and other similar magical monstrosities. Some prehistoric cultures (those dating back to before writing) even have legends that the displacer beasts came from the sky 5 - these cultures look upon the beasts as a form of totem, and praise (and fear) them in equal measures. More intelligent displacer beasts may use these cultures for a time, as they will provide plenty of fresh meat for the beasts, but they will soon become weary of being given food - after all, they would much prefer to hunt. More modern legends have displacer beasts in them as the guardians of evil deities - it is said that Bhaal has a pet displacer beast named Fade, whom he sends out to do his bidding when needed. It is also likely that displacer beasts are the actual start of many rumors and ghost stories across the world that involve spectral panthers. Variants Occasionally, due to a fluke in the dark magicks that sustain a displacer beast's life, a beast will grow much larger and stronger than the typical specimen. These Displacer Beast Pack Lords can reach a full twenty feet in length (with tentacles over fifteen feet), and are always the undisputed ruler of any packs that form around them. Though there would be no change to their stats, arctic and desert variants exist. The arctic displacer beast has a bluish-white coat, and its tentacles look less like long whips, and more line multi-segmented bones. The desert displacer beast, varying between brown and tan, looks like a large puma, with tentacles that look like thick, knotted ropes. DM's Toolkit Displacer beasts should be used carefully. They are a very dangerous creature, and even though they are not very high CR, their nature, and the mysteries of their origin, can make them a great opponent for PCs. They can make for a very unique encounter. First and foremost, they are not likely to be the final boss in an adventure. Though they are much more intelligent than regular cats, they are not smart enough to plan strategies and create longterm menaces. At the end of the day, they are just extraordinarily intelligent and ferocious hunting animals, and should be used as such. Encountering one (or a pack) in the wild is a completely suitable way of using them. To make things more interesting though, having displacer beasts be the pet or guardian of more rational NPCs would make for a more memorable encounter. A lizardfolk shaman that releases the displacer beast on the PCs while attacking with magic from the back could be a deadly and unique encounter. For strategy, displacer beasts will almost always attack with reach first, using their tentacles. On any creature that can actually fight back (such as PCs, other displacer beasts, or stronger NPCs), it will attempt to use its tentacles as long as possible, wearing down the victim. When it must resort to its claws and jaws, it will be at a point where it is going all in. If the beast thinks it doesn't have much of a chance, it will likely flee (though it will stalk the victim afterward, looking for a weakness). Though it is unusual for a single displacer beast to attack a group of armed combatants, if they are particularly hungry, or feeling the combatants may be in a weakened state, they may do so. A pack of displacer beasts has no qualms about attacking multiple potential victims. Displacer beasts have powerful claw and bite attacks, however these were left out of the Monster Manual. Using slightly modified tiger stats (to account for the displacer beast's higher strength), here are some attack options using claws and bite: Bite Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 9 (1d10 + 4) piercing damage. Claw Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage. 86
Doppleganger "The questions I began with were not about doppelganger society. I simply wanted to find a way to make my pet mimics more intelligent, you see. But it was the answers I found that led to me being hunted across the breadth of creation by those assassins. You see, my friend... my friend... Sven, this drink tastes funny. I... Sven, you aren't... no! Nooooo" --Last words of the sorcerer Leeren Bannes Introduction I wish to categorically retract and apologize for all of the wild tales I published in my most recent work 'Doppelgangers: the Threat Within Us'. At the time I was suffering from a case of anxiety and I regret that this in combination with the unorthodox nature of my work was enough to trigger a mental breakdown. Naturally, a full refund will be issued to anybody returning a copy which they have purchased, and a free version of my book will be made available to those people, once it has undergone suitable revision and academic fact-checking. --Leeren Bannes, two months later Physiological Observations At first glance, the doppleganger seems like a humanoid of whatever species and type it has chosen to impersonate. Upon cutting the doppleganger, its nature is hinted at to the keen-eyed observer - its blood is a sap slightly thicker than blood, and similar to the internal fluids of its evolutionary predecessor, the mimic. The only difference is the coloration, which varies depending upon what species the doppleganger has chosen to impersonate. Typically a doppelganger will alter the color of its internal fluids to resemble the blood of whatever creature it is impersonating. A deeper examination reveals that the doppelganger has no internal organs. It absorbs food just as a mimic does, breaking it down with acidic secretions inside the doppelganger's own body. Of course, such examinations would kill a normal human, so they are hardly a foolproof way to detect doppelgangers in one's midst. It was upon cracking the skull that I made the discovery that would secure my place in history - the discovery not of a brain, but a nucleus similar to that of a mimic. I say similar... but not identical. With the added support offered to the nucleus by a solid bone structure, the nucleus took on a pattern of variegated folds and creases similar to that of a human brain. It was a mimic, you see - a highly advanced mimic that had exchanged a broader range of shapeshifting for something much more dangerous - enhanced intelligence. With its nucleus separated from the shifting tides of its body, the mimic could maintain the shape of the nucleus - its mental library, if you will - and store more data, thus retaining a higher intelligence with each shift. But if that was the case, why could not any mimic simply create an internal bone structure for itself, I wondered? It seems that the resinous structures a mimic creates are temporary in nature. It was not until I thought to cast the Animate Dead spell that I realized the horrible truth - that the skeleton of a Doppelganger was that of a dead humanoid. A doppelganger in effect is born as a parasite - a creature that starts as a human, but with a mimic living inside of it. Gradually the mimic grows, replacing the host's body and even its mind, taking on its thoughts as it gradually shifts its nucleus inside the skull and devours the host from the inside out. By the time the body is done with puberty, there is nothing left of the host but its skeletal structure. How does the doppelganger impregnate the host, however? Mimics breed through parthenogenesis, so doppelgangers should not be able to interbreed with any other creature. At first the question baffled me, but the answer was elusively simple. Doppelgangers are only born when a doppelganger breeds with a female that is already pregnant. Using its understanding of humanoid pheromones and subconscious body language - an understanding so deep as to often be mistaken for telepathy - the doppelganger senses the pregnancy most likely even before its "mate" does. It is then a simple matter for it to assume the guise of a target's lover to mate with her again, splitting off a little bit of itself which wriggles into the womb. This baby mimic bonds with the fetus during development, becoming a parasite which eventually takes over the host entirely sometime during puberty. It was then that I realized the true ramifications of the discovery I had made. For if a mimic could establish such a parasitic relationship with a humanoid, who was to say that it could not have done the same with another creature - a centaur, ogre, or even a dragon? I later confirmed that this was indeed not just possible, but common. The only limitation to the forms that a doppelganger can take is the underlying skeletal structure of the host that the parasitic mimic bonded with. This is one of the many reasons for the secrecy that doppelgangers typically demonstrate. If the world at large knew that every doppelganger can only be born through the death of an infant, the species would doubtless be persecuted far more than they already are." It was shortly after that discovery that I learned I was being hunted. --Excerpt from the secret notes of Leeren Bannes Social Observations I was able to infiltrate doppelganger society through the use of the Alter Self and Polymorph spells, in conjunction with the metamagic abilities of my sorcerous blood, which I used to cast my transformation spells through thought alone, without any verbal or somatic components. I also cast an illusion spell to mask my slight body mannerisms, for doppelgangers are so attuned to the nuances of body language that it can often seem like they are reading minds. The species as a whole is inherently mistrustful - until they can be assured beyond a reasonable doubt that somebody else is one of their kind, the only information you will get from them is lies. 87
While masquerading as one of these creatures - an infiltrator hiding among a species of infiltrators - I learned that the society of doppelgangers exerted far more control than anybody has ever suspected. the natural structure of doppelganger society is the cell - a group of infiltrators with one singular purpose, control over a society - with the ultimate purpose being that society's destruction. Each cell is led by a handler. The handler is the only doppelganger with connections to other cells. This way, if an individual doppelganger is captured and interrogated - either through torture or magic - the amount of information that he is able to disclose about other doppelganger operations is limited. The handler of a cell is itself part of a larger cell, composed only of handlers. The leader of a cell of handlers is known as a director, and the director is the only doppelganger to make contact with other handler cells. What level exists above a director? Sadly, I never got the chance to find out. The meetings of a doppelganger cell are unlike those of other secret societies. During my time with the cell, we had one meeting in a stable, (where our forms were three stablehands and two horses), one in an hobgoblin tent (where we were two hobgoblins, a bugbear, and two worgs), and one in a castle, where we were a duke, the crown princess, a bodyguard, and two trained griffins. -- Excerpt from the secret notes of Leeren Bannes Behavioral Observations In my earlier studies of mimics, I had previously categorized them into two breeds - the relatively docile house mimics, created as peaceful furniture, and the aggressive hunter mimics, bred for war. Initially I had thought that doppelganger society would follow a similar cultural divide. However, I fear that in almost every aspect of their behavior, doppelgangers seem to have the aggressive mentality of hunter mimics. I suspect that only mimics programmed with this level of aggression were motivated enough to attempt to procreate with humans in order to get closer to their targets. The personality of Doppelgangers also corresponds to hunter mimics - they have the mentality of spies who are at war. If outed, they attempt to assassinate witnesses. If captured, they refuse to cooperate - and their lack of a nervous system makes them very resistant to torture. A doppelganger who speaks under torture is almost certainly lying. Effectively, a doppelganger has the same goals as a hunter mimic - to identify and neutralize "enemy" targets - and a complete lack of understanding that the war they were created to fight ended a long time ago. Even worse, they have a more sophisticated set of tools by which to eliminate targets - such as gaining power in other species societies and manipulating them to fight each other. You will never see a doppelganger living a contented life as a simple farmer - every persona which they take on is meant to either get them closer to their next target, or gain more power to use against their target. They are the ultimate assassins that mimics were once meant to be, and while they each may have slight personality quirks and preferences, in the end they have no goals or ambition beyond the lethal programming that their ancestors were given centuries ago. --Excerpt from "Doppelgangers: the Threat Within Us" by Leeren Bannes Inter-Species Observations Doppelgangers blend in with all societies. They have the ability to read body language, control their own pheromones, and perform a role so convincingly that even a victim's loved ones may not know that person has been replaced. This is only a role, however - doppelgangers do not feel any true emotions in the humanoid sense of the word. There is only a cool, thoughtful calculation. They work together very well, out of a sense of mutual benefit - doppelgangers are the only creatures that other doppelgangers can trust, and it makes sense to work together in order to help each other eliminate targets and gain power. Unusually, a cell of doppelgangers that works together for a long time will often fixate on the same "enemy targets" to eliminate. This is not so much a sign of empathy as a sign of how much of a doppelganger's personality is nothing more than ancient programming by their creator. It is ironic that the race of creatures which may someday end mankind started out as nothing more than furniture. Other than fellow cellmates, Doppelgangers often cooperate with hunter mimics in a symbiotic relationship - the mimic assumes the shape of the clothing, armor, or baggage that the doppelganger is wearing, so that when the doppelganger changes shape, their equipment and clothing changes also to match their new form. And when the doppelganger moves to assassinate their victim, the mimic will assist them as well. I speculate that these tame mimics are the result of doppelganger parthenogenesis when they are unable to implant a tiny mimic into a developing fetus. -- Excerpt from "Doppelgangers: the Threat Within Us" by Leeren Bannes 88
D M ' s To o lkit If you enjoy conspiracie s a n d in t rig u e, t h e n t h e D o p p elg a n g e r is t h e m o n s t e r fo r y o u. T h e s e c r e a t u r e s m a nip ula t e t h eir p a w n s fr o m b e hin d t h e s c e n e s, a n d p a c k a s olid p u n c h fo r lo w -le v el characters that finally uncover their machinations, especially when each doppelganger is accompanied by a mimic or tw o. Of course, there is no need to limit d o p p elg a n g e r s t o lo w le v el a d v e n t u r e s. A s p a r a sitic o r g a nis m s, a d o p ple g a n g e r c o uld b e a n y w h e r e. A clo u d gia n t s u p e r visin g a t e a m o f fir e gia n t s mig h t a c t u ally b e j u s t a h u g e d o p p elg a n g e r. One plot ho o k in a c a m p aig n c o uld b e u n c o v e rin g w h o m t h e d o p p elg a n g e r s r e p o r t t o. Each cell reports to a handler, but only the handler knows the bigger picture - and the handler is part of a cell of handlers, whom in tur n r e p o r t t o s o m e b o d y els e. W h o is a t t h e t o p o f t h e d o p p elg a n g e r hie r a r c h y ? A n d w h a t a r e t h eir ultim a t e pla n s ? A n o t h e r plo t h o o k is t h e q u e s tio n o f h o w d o p p elg a n g e r s w e r e fir s t c r e a t e d. It is e a s y fo r d o p p elg a n g e r s t o r e p r o d u c e t h e m s elv e s, b u t if t h e y a r e t r uly d e s c e n d e d fr o m mimic s, t h a t m e a n s t h a t s o m e w h e r e, c e n t u rie s a g o, t h e r e w a s a mimic s m a r t e n o u g h a n d s kille d e n o u g h a t s h a p e s hiftin g t o im p e r s o n a t e a h u m a n oid in o r d e r t o " m a t e " wit h it a n d c r e a t e t h e fir s t d o p p elg a n g e r s. Mimic s n e v e r die n a t u r ally, t h e y o nly g r o w old e r a n d la r g e r. W h e r e is t h e D o p p elg a n g e r C r e a t o r ? A n d w h a t d o e s it lo o k like after all these years? Perhaps it is the size o f a c a s tle b y n o w. P e r h a p s it IS t h e c a s tle. A n d d o t h e d o p p elg a n g e r s t h a t it h a s c r e a t e d r e p o r t t o it? 8 9
Dragons I've heard tale of red beasts who rule as tyrants. I've heard songs of gold majesties who rule over kingdoms with aloof care, protecting and only visiting for occasional tributes. I've read books of dragons fighting in wars for the greater good. I have no idea where these stories come from. The only dragon I ever met wanted to talk. Dragons are weird. Introduction Like Humanoids, Dragons are wholly complicated and mysterious creatures. Some say they were created by pure magical energy by the gods they worship. Others say they just came to be. Few dragons have ever tackled the idea, thinking they are individuals incapable of being quantified by some science or another. There are dragons that rule, there are anti-social dragons, there are war-faring dragons, and there are as many personalities amongst the True Dragons as there are people on the earth. The only main difference is that Dragons are much bigger and much fewer in numbers. They are legendary and they are to be respected above all else. Physiological Observations Dragons have long lifespans similar to that of Elves, developing through several age categories. The most important ones are wyrmling, where the Dragon is born and taught the magical pulse of the area it was born in. Then young, where a Dragon goes out and finds its own lair, separating itself from its parents. After that the Dragon begins to develop and grow into its large head, gaining the shape it would carry with it as it continues to grow into adulthood. In adulthood a Dragon grows stronger and wiser, breaking the cusp of human capabilities and reaching a power that is unmatched by most creatures. The last stage of a Dragon's life is Ancient. These are creatures that have lairs that they've filled for most of their life with their horde. These are monsters that are legendary in nature and possess the power to destroy cities or rule them. These are what the songs sing about. These are what the villagers fear and worship. Besides being reptilian in appearance, with their resistant scales and large claws, they are very feline, with cat-like eyes and a sleuthing walk that mirrors the majestic and proud thoughts that fill their minds. Their eyes are superior like a hawks, spying things from hundreds and hundreds of feet away even in the pitch black of night. Most have horns that grow in various directions and styles which, along with their respective color and tint, help distinct them from other Dragon types. Their wings continue to grow until the day they die, their wingspans reaching up to 80ft, their bodies stretching to be 85ft, standing 16ft tall, weighing as much as 160,000lbs. Social Observations If there is one thing that can be said of all Dragons is that they enjoy isolation. Typically they only come out of their lairs to mate and raise wyrmlings in a new spot where their children will live long enough for them to leave it on its own. Though there are certain Dragons that tend to stay in cities and kingdoms and are quite social. Social interactions with Dragons can either go really bad or really right depending on your personality and the personality of the Dragon. Evil, subservient people can find solace with a Red Dragon, while kind bards can find friends with Copper Dragons. They are a very complex creature that are often unpredictable. The only other thing that can be said for sure of Dragons is that they speak draconic and typically several other languages that allow them to communicate with their servants or their friends. Draconic is a language that is very complicated and learned only by the eldest of elves and sages in capital cities. Behavioral Observations Being in isolation, it can be hard to figure out much about Dragon behavior. There are few facts set in stone, but they are important to their character. Dragons love hoarding treasure. Whether it's literal piles of gold, old warships, the remains of elder kings, intelligent creatures, gems or ancient tombs. All Dragons hoard as an instinctual part of their nature, almost like a compulsion. Typically, evil Dragons like to steal their hoards from other dragons or kings and they have their minions and servants collect gold and gems for them. Good aligned Dragons will barter for priceless objects and collect their gold from fallen enemies or as payment for aiding a kingdom at war. All Dragons have at least one lair where they keep their treasure. Every type of Dragon enjoys different weather and environments where they will search for or build their own lair for them to live in and spend most of their days. A lair is extremely personal, very much like a home is to humanoids, though Dragons don't tend to raise their wyrmlings in their own lair. They will find a place out in the wild where the baby Dragons can learn to hunt. Dragons like the feeling of isolation, whether it's because they are paranoid (sometimes rightfully so) or just because they are introverted is not known. Some say the best of Dragons are never seen by a humanoid eye, because of their well hidden lair and their aloof nature. Then again, other humanoids spend their whole lives under the thumb of an ancient Dragon which bullies their ruler into giving away most of their riches. Like Humanoids, Dragons are wildly varied in their likes and dislikes and without further delving into each personal Dragon's life, not much else can be said for sure of their behavior. Intra-Special Observations True Dragons believe they are the top of every food chain. Even the good aligned ones who make friends with humanoids find themselves superior. Depending on each individual Dragon, they may or may not aid and ally other creatures, though they typically don't help fellow Dragons. It's hard to have two people who think they are the best work together. DM's Toolkit: Use Dragons! Use your own personal Dragon. If you have some ideas for a Dragon, write it up. Use them. Use Dragons. 90
C h r o m at i c D rag o n s T h e o n l y r e a s o n C h r o m a t i c D r a g o n s a r e n o t o n t o p o f t h e fo o d c h a i n i s b e c a u s e o f t h e i r l a c k o f n u m b e r s a m o n g t h e i r r a n k s. I n fa c t, t h e m a i n a r g u m e n t fo r t h e m ke e p i n g h u m a n o i d s a r o u n d, o r a l i v e fo r t h a t m a t t e r, i s t h e s a m e r e a s o n w e ke e p c o w s a n d c h i c ke n s l o c ke d i n c a g e s. T h ey l o o k u p o n u s a s i f w e a r e j u s t s u bj e c t s t o t h e i r w h i m s. This arrogance might seem like a part of their belie fs, like Tiamat herself preaches these things, but it's more simple than that; it's a fact. It's an integral part of their psychology and the cornerstone of their personality. Dragon's are more powerful and intelligent, more wor t hy o f a l l t h e E a r t h a n d w e a l t h, t h a n a ny o t h e r c r e a t u r e s l i v i n g o r d e a d. One t h i n g o f n o t e t h o u g h, D r a g o n's a r e n o t s o a r r o g a n t t h a t t h ey c a n't r e c o g n i z e t h e c a p a b i l i t i e s o f c e r t a i n i n d i v i d u a l s o r p o w e r fu l o r g a n i z a t i o n s a n d c u l t u r e s. T h ey c a n p u t t h e i r p r i d e a s i d e t o a c q u i r e t h i n g s t h a t d e a d l y e n e m i e s h av e o r t o n e g o t i a t e w i t h a c r e a t u r e t h a t h a s s o m e t h i n g t o o ffe r. That's one thing t o ke e p i n m i n d. I f p l ay e r s t h i n k t h ey c a n t a l k t o a C h r o m a t i c D r a g o n, t h ey n e e d t o h av e l a n d, w e a l t h, power and the ability to let the Dragon take the Authority position. This sort of psychology follows through to communication with other Dragons. Chromatics find themselves superior to all non-chromatics as well that their variety is superior to all other chromatic varieties. Most times it even goes so far that each individual of a certain chromatic variety finds themselves superior to all others of that variety. Even with all of these definitives in their basic psychology, how they represent themselves is quite varied. See, some honestly believe the world revolves around them, some work together only to be the leader of other dragons, while other see humanoids as poor, defenseless children that needed protecting and herding. To DM for a dragon all it takes is the right combination of vanity, narcissism, power, pride and a uniqueness that they believe puts them well above the other Dragons. Unlike humanoids, Dragons do not seek comfort or companionship. They are long-distance hunters, willing to fly for miles and miles from home for just one meal. Dragons do not feel a safety in numbers, but more so they feel that same sort of safety in isolation. I think the best way to think about it, or at least to comprehend it, is that a Dragon's psychology is similar to how a human with a mental disorder might act or behave. Humans might view Dragons as sociopaths even going so far as to being a psychopath. Now, of course, they don't have any mental disorders, it's just a little DM shortcut you can use. Have a Dragon that's OCD about their gold, sociopathic with its social life and a psychopath with its manipulation. I believe this is the secret to understanding a Dragons behavior. If you look hard enough you can find these in all chromatics. It's these things that put them apart from metallics and other creatures in general. 9 1
Metallic Dragons I've seen many things in my years of life. I have seen armies clash, where more blood and death surrounds you than you thought was possible to be in one place. I have seen the sun break over the mountains in the spine of the world, with such pristine beauty that you wonder why mankind would ever want to mar its surface with their passage. I have dined with Queens and Emperors, and laughed with Ambassadors from faraway lands. But none of these things prepared me for being the guest of a Dragon. Aye, 'twas a great Wyrm she was, and a fine amicable host she made. Plenty of food - if you liked rare oxen - and she regaled us with stories of ages past. She was attentive to our own stories, though they were far less interesting than her own. For three days straight, she hosted us in her lair, only to find umbrage in a passing remark made by a companion of mine. She proceeded to bury the poor man up to his neck and leave him in the middle of nowhere to starve to death. The last time I saw him was his head poking out of the ground as I was carried away in the claws of the Wyrm herself. Upon returning to her lair, she gave me a King's ransom in treasure, thanked me for the companionship, and told me she hoped I would visit her again in the future - perhaps with a more respectful guest next time. Aye, I'm certain of only one thing when it comes to dragons: nothing is certain. --Excerpt from the memoirs of Geirafhel the Warrior Prince Introduction The study of dragons is an exhilarating and dangerous field. It is a testament to their power and fierce nature that they are ubiquitous in every culture, yet so little is actually known about them. The reason for that, of course, is that no dragon to date has consented to being examined and studied. They are notoriously sequestered. Cloistered in their lairs for years, or even centuries, they are quite content in solitude. On the rare occasion that a man (or woman) of learning has the opportunity to speak with a dragon, the dragon is invariably loathe to give any insights or details into the nature of themselves. Most tales speak of the Dragon's Barter, a game which it seems all dragons enjoy to some extent, in which treasures are traded. The definition of treasure varies, but oft times the scholar finds they somehow do not receive as well as they give. An ancient work of art for a nugget of information or a pledge of many years of work for a scrap of detail is not unheard of. One man traded a decade of service to a Brass Dragon, and in return learned that Brass Dragons have a peculiar affinity for sunlight and sunbathing. This is expounded within the chapter dedicated to Brass Dragons within this series of Treatises on the Ecology of Faerûn. Physiological Observations Physiologically, it would appear that Dragons have similar attributes to a variety of common animals. Akin to birds of prey, females tend to be slightly larger and stronger than males, although there seem to be more exceptions with dragons than with avian species. Their movement on the ground is quite feline in nature - lithe and ready to pounce at a moment's notice. Like sharks, they can regrow lost teeth. This remarkable amalgamation of traits from across the various animal kingdoms sometimes brings up more questions than answers. Despite the fact that there are a number of examples in recorded history of dragons being slain, no complete body has ever been recovered for dissection. Parts have been harvested to be converted into magical items of various types by intrepid adventurers, but never an entire body for scientific study. A Metallic Dragon's eyes are particularly fascinating. At a Dragon's hatching, their eyes resemble that of most any other creature with walks upon or flies above the lands of Faerûn. As they age, however, their pupils, irises, and all normal structure of the eye is lost as they take on the appearance of a molten metal to match their scales. Some scholars posit that the metallic sheen is a covering over the eye, much like the second set of eyelids which crocodiles and other reptiles, which allows the Dragon to see through it. Others claim it must be magical in nature. Ultimately, it is unknown how a Dragon is able to keep such keen eyesight without any visible structures of the eye, but their keen sight cannot be doubted. Indeed, it would seem that as a Metallic Dragon ages into the Ancient years of its life, their eyesight improves. Some even claim that the oldest, largest, and most powerful of Metallic Dragons can see straight through cover and magical illusions. Social Observations It is common wisdom that Metallic Dragons embody the precepts of Good, filling the counterpart to the Chromatic Dragons which embody Evil. I would say that is mostly true, yet I would advise caution. Your or my definition of Good and Evil is not always synonymous with a Dragon's definition. Even Metallic Dragons have a very different perspective of morality than the humanoid species, one which is tempered by many centuries and even millennia of life. While Humans are oft impatient with the longer lived races such as Elves and Dwarves, even these long lived races are seen as impetuous in the eyes of a Dragon. Thankfully for lesser races, Metallic Dragons are more likely than their Chromatic cousins to be involved in the affairs of the Kingdoms around their lairs. Certain species, such as Brass, are quite gregarious and will at times seek an audience to speak with (or as some would say someone to speak to. They are known for not allowing their conversational partner to get a word in edge wise). Others, such as Gold, tend to be quite a bit more arrogant, demanding obeisance and extravagant displays of deference to their might. 92
A M e t a l l i c D r a g o n c a n m a ke fo r a s t a u n c h a n d p o w e r fu l a l l y, w i t h t h e o l d e r i n d i v i d u a l s a b l e t o l ay w a s t e t o e n t i r e a r m i e s. T h i s m a ke s t h e i r a l l e g i a n c e h a r d w o n, a s m o s t l o a t h e m e d d l i n g i n t h e a ffa i r s o f t h e l e s s e r r a c e s. I t w o u l d b e h o o v e t h o s e w h o s e e k t o a l l y t h e m s e l v e s w i t h a M e t a l l i c D r a g o n n o t t o s t o ke t h e i r i r e. O ft t i m e s, w h a t a H u m a n K i n g d o m m ay s e e a s a d i r e t h r e a t d o e s n o t p i q u e a D r a g o n's i n t e r e s t. I f t h a t D r a g o n c a n r e m e m b e r a t i m e a m e r e c e n t u r y o r t h r e e a g o w h e n t h e K i n g d o m s e e k i n g i t s a i d d i d n o t e v e n e x i s t, d o e s i t r e a l l y m a t t e r i f t h e i r e x i s t e n c e i s i n d a n g e r n o w? W h e n t h e c a u s e i s g r e a t e n o u g h, h o w e v e r, M e t a l l i c D r a g o n s a r e k n o w n fo r fi g h t i n g o n t h e s i d e o f G o o d. T h e r e i s a r e a s o n w hy t a l e s o f D r a g o n s i n b a t t l e s u r v i v e t o b e c o m e l e g e n d s o f o l d, fo r i t i s b e n e a t h t h e m t o i n t e r fe r e i n a ny t h i n g l e s s. Intra-Sp e c i e s O b s e rvati o n s M e t a l l i c D r a g o n s a r e m u c h m o r e l i ke l y t h a n t h e i r C h r o m a t i c c o u s i n s t o e n g a g e i n s o c i a l b e h av i o r w i t h o t h e r D r a g o n s. E a c h t y p e o f D r a g o n h a s i t s o w n u n i q u e m a t i n g r i t u a l s, a n d s o m e M e t a l l i c D r a g o n s e v e n m e e t fo r p u r e l y s o c i a l r e a s o n s, t o t e l l t a l e s a n d s w a p g o s s i p. Ta l e s a r e t o l d a n d s a g a s a r e s u n g i n t av e r n s a c r o s s t h e l a n d o f g r e a t D r a g o n s - m o o t s i n d ay s o f o l d, w h e r e t h ey c l a i m a g o v e r n i n g b o d y o f a l l D r a g o n s w a s h e l d a n d d e c i s i o n s m a d e. N o n e k n o w e x a c t l y w h a t h a p p e n s i n t h e s e m e e t i n g s, a s n o n o n - D r a g o n h a s e v e r o b s e r v e d o n e ( o r h av i n g d o n e s o, l i v e d t o t e l l t h e t a l e ). A n c i e n t t e x t s p r o c l a i m t h e s e m ay h a p p e n a s o ft e n a s o n c e e v e r y q u a r t e r m i l l e n n i a. DM's Toolkit Metallic Dragons are complex, p o w e r ful creatures. They are great to add to a cam p aig n a s p o t e n tial allie s, o r p e r h a p s p o t e n tial e n e mie s. After all, a Dragon's unique perspective on morality may put them in the grey area from t h e p e r s p e c tiv e o f t h e p a r t y. Perhaps a Silver Drago n will ally him s elf t o a p a r t y lo o kin g t o g e t rid o f a riv al W hit e D r a g o n. Perhaps a Gold Dragon has become the selfproclaimed ruler of a town, enforcing strict law s a n d h a r s h p u nis h m e n t s fo r t h e greate r good. 9 3
Dragon: Dracolich "We fought hard to reach that treasure room. The Kobolds defended the caverns fiercely and jealously. The walls themselves conspired against us, riddled with poisoned darts and blades that could split a man. They were no match for a real band of adventurers in the end. Imagine our surprise when we found out all those wretched lizards were worshiping a mere corpse! No dragon, just a pile of bones splayed over treasure, like the vermin had already picked them clean. Sure, we all had a good laugh. We smiled and joked about how foolish the little lizards had been for venerating this pile of garbage. We even encouraged Rollin to pull out his lute and make a quick dirty limerick about the pile of dust. Not one of us had time to even call his name before that terrible greenish fire devoured him. He was... he was just ashes, body and soul. Gods, how could we have known it was listening?* -- Lorent of Raging Blood, 10 years after retirement Introduction Dragons (or the Draco Draconis) have always been a fascination of scholars, especially those among the magical guilds. They are beautiful and terrible creatures with qualities that make them as diverse as humans themselves. The secrets of dragons are closely and fiercely guarded by any who know them, and some are darker than others. One such secret is the abomination known the Dracolich. These foul monstrosities are dragons who shed their mortal coils for a form of immortality that leaves their bodies as decomposing corpses. The Dracolich preserves its soul through the creation of a phylactery, and in doing so is no longer dependent on its body for survival. It is said the process is only attempted by the deepest of evils, as the sundering and repairing of souls is best left to the powers of the divine. Few creatures are able to achieve lichdom, and the Dracolich has sparked many a debate among scholars as to the implications of its existence. The core of these debates often focuses on whether humans introduced the process to dragons, either through force or by choice, or whether dragons imparted the knowledge to humans. Almost all agree that no matter which side is correct, the results are never good. Creation While a Dracolich is an undead creature and in being so could be said to have no life cycle, its creation is still a process. Dragons are incredibly long lived beings, their lifespans far outstripping most humanoids. The existence of the Dracolich would suggest that even these majestic creatures still fear the ravages of time. The transformation process is unholy and dangerous, and therefore most commonly attempted by evil dragons that wish to stave off death, have struck some sort of dark pact, or simply have an unquenchable thirst for ever greater power. This leads many guild scholars to believe that the chromatic dragons are the most inclined to attempt the change into lichdom. Some have personalities that are too impatient to attempt this, these being the Green and White Dragons who have poor dispositions for such long term goals. Others colors have greater disposition towards the cost of achieving lichdom, such as the power hungry Red Dragons, the cruel and selfish Black Dragons, or the ever plotting Blue Dragons. The transformation is a closely guarded secret, but there are many theories and hypotheses about surviving in undeath and preserving the consciousness. It is said that each particular ritual is tailored to the individual performing it, but all are painful and incredibly dangerous. Failure results not only in death, but damage to the soul (should it survive at all). All methods agree that there must be a receptacle for the released soul known as a phylactery. This usually takes the form of a very well crafted and suitably powerful gem. These gems are always of the highest quality, as flaws and blemishes upon the object would make them unable to contain the necromantic magics required. These phylacteries are guarded jealously and under the most powerful minions, magics, and traps that the Dracolich can summon, for its immortality is assured as long as the artifact remains undamaged and unsanctified. The ritual itself varies by Dracolich and theory. The process is a long ritual of great concentration and preparation, some theories claiming that it may take weeks to complete. Circles of power must be drawn, potions must be brewed, and artifacts collected. When all preparations are made, the Dragon must find a secluded place to perform the ritual where they will not be interrupted for an extended period of time. Often this takes place far and away from civilization where wayward humans might stumble upon them. The ritual involves a carefully planned suicide of the body, at which time the soul is drawn forth and magic is used to redirect it from any seeking divine power that would guide it to an afterlife. The purpose of the ritual suicide to slow the process of death so that Dragon may continue to weave the necessary magics even while dying and in incredible pain. Only the most disciplined of minds would have a chance at completing this task. Some scholars insist that the process is not one that can be performed by the Dragon alone, and that it must be assisted by a powerful magic user who is willing to provide magical aid in directing the soul and balancing the flow of magical energies. The implications of this method would also suggest that a sufficiently powerful wizard may be able to force the transformation on a helpless Dragon. If any true evidence of this exists, then it has been wisely destroyed or forever hidden. 94
An opposing school of thought insists that the process is done alone through the brewing of a very potent extraction, which the Dragon imbibes in order to destroy itself. This theory has been the source of great research into necromantic brews that mimic the effects of death, from the rotting appearance of a corpse to the unholy resistances that undead beings have. The mixture would require a massive amount of necromantic power and negative energy infused in it, and could take years to brew a single draught. A single mistake could result in failure... or worse. It is worth noting that a small school of scholars propose a more divine method through the evil Dragon god known as Tiamat. Humans have poor understanding of this deity, however, and so very little has come of such speculation. Physiological Observations Physiological observations of the Dracolich are in direly short supply. Thankfully few of these creatures have existed. I was, through diplomatic request, able to gain temporary access to the only known Dracolich to have been taken alive: Daganth the Eclipse, held in highest restraints within the Elven temples of the Western Empire. The beast was terrifying even in captivity and his consciousness subdued. It took me several attempts before I was capable of remaining in the room for more than a few seconds without fleeing in fear. The physical body of a Dracolich can be an indicator of its power and age, with new Dracoliches still having flesh yet to rot. Once the soul has been removed from the body, the body is most certainly dead. As such, without proper physical care and magics (both are required as mundane means only go so far) the body begins to rot and decompose. While there are the incredibly rare reports of Dracoliches who have maintained their body carefully throughout the ages, the overwhelming consensus seems to be that with great age comes little motivation to do so. Thus, most Dracoliches allow their body to rot until they are little more than great skeletal figures. The decomposition process is what makes determining the original scale color of the Dragon difficult. One must work from clues based on skeletal shape, size, and wear. This can be terribly misleading, however, as time and personal habit can lead to odd markings and alterations. While conceivably a Dracolich may be of any age at the time of conversion, the experienced required undergoing the transformation means that most are skeletons of great size and age, the wyrms of their kind. This makes most of the beasts quite large, the size of several buildings in length and height, though obviously without much of the weight from organs and tissue. It maintains the great claws of the Dragon species, as well as the mighty teeth. Though the beast has no eyes, it appears to have no trouble seeing. In fact, it seems capable of discerning friend and foe in the pitch black with ominous green light that emanates from the sockets. For all accounts and purposes this is completely cosmetic in that the creature has no need of the light. It is, however, incredibly unnerving. They are also capable of hearing, despite their lack of ears. Speech is possible through the use of magic. Mundane means no longer serve as the throat has long since turned to dust. The Dracolich has no need to eat, breath, sleep, or even move unless it so desires. This makes its lair options quite varied, and allows it to choose according to its purpose. Mountain caves, old labyrinths, ancient forests, even the bottom of the ocean if it serves the beast's needs. A truly fascinating aspect of the Dracolich is the presence of the Dragon's Breath, despite the creature's lack of inherent lungs, throat, or indeed even the need to breath at all. I believe that this is a kind of sentimental attachment to the existence of its living counterpart and the deep seated connection to its being and type. A Dracolich is quite capable of emitting terrible and powerful energies from its jaws, usually in the form of ghostly fire or necrotic black energy. However, some Dracoliches do not seem bound to this particular breath, as the Dracolich Saphira is said to have emitted jets of acid during the Wars of Myth in the Second Age. I am told that Daganth the Eclipse does not have this capability. This would suggest that the magical nature of the beast makes them capable of learning to augment this breath to suit their needs if they are sufficiently powerful and inclined to learn. The body of a Dracolich is far from indestructible, though it is indeed incredibly resilient due to the powers that move it. Should the body be destroyed, the bones cracked and scattered to the point that the spirit of the creature can no longer maintain the form, it crumbles to dust. This is not the end of the beast, however, as long as the phylactery remains intact. In time, the soul crafts a new body to inhabit near the phylactery so that the beast may continue its unlife. Human variations of liches can take over a week to reform a physical manifestation. It stands to reason that the body of such a massive creature would take longer, possibly even months, before it is capable of being inhabited once more. During this time, the essence and soul of the Dracolich is bound to its phylactery, unable to act upon the world. This is when the creature is most vulnerable. As a result, the phylactery of such a creature is always well hidden and guarded. The physical weaknesses of the Dracolich are few and far between. Being once Dragons, their bones are incredibly sturdy and difficult to destroy, and they retain the powerful energies that cause spells to falter in their presence. The addition of the... I reluctantly say benefits... of undeath make them even more resilient. The Dracolich does not have any of the valuable organs, the small breaks in the scaly hide, or the dependency on sensory organs that adventurers have used in the past to assail Dragons. The beast does not fear the lucky axe blade nicking an artery, or the well placed dagger piercing the eye. The necromanticaly infused bones will shrug off all but the most grievous of injuries and the lack of pain means that even these will not cause the beast to falter. The one true weakness these abominations seem to fear is the power of the Divine, and the life giving positive energies it brings. Even this is a difficult weapon to wield, as the beast is capable of attempting to stifle these energies to prevent them from affecting it. Daganth himself emits a horrible aura, and his lair was desecrated to slow the advance of the Elven Clerics that assaulted him. 95
The Un-Life Cycle As stated above, the Dracolich could be said to have no true life cycle. Upon completing the creation process, Dracoliches may suffer damage to their psyche. This can lead to varying degrees of memory loss for the creature. As with human liches, this is of little consequence to a being that now holds eternity. The unlife of such a beast is never over until its phylactery is utterly destroyed, and the remains sanctified by divine power in order to purge the necromantic energies that fuel it. There is one particular ability that sets the Dracolich apart from its humanoid cousin in necromancy. When the body is destroyed, a Dracolich soul is capable of forcing itself into and taking control of the corpse of another slain Dragonkind. This need not be the same type of Dragon, or even another Dragon at all. In fact, the power seems only limited to being a sufficiently reptilian physiology. Documents of Dracoliches surviving assaults in such a way describe a marked change in the Dracolich, and it would appear that the process alters the souls according to the body it chooses to assume control of. In some cases, it could be considered an entirely new Dracolich due to the process. This also means that this particular form of preservation is a last resort for the creature. Ironically, even these beings who have sacrificed everything to gain immortality are unexpectedly subject to the ravages of time. Much of the following is based on documents, some speculation regarding humanoid liches, and the journals of such beings that have been found. It stands to reason, however, that the Dracolich would follow much of the same procedure: With the dislocation of the soul from the body, it is made free to wander without it at times. The soul can explore planes that no mortal coil could ever enter. During this time, the body is unattended and inanimate. It merely wastes away further, dissolving into dust until the soul returns to restore it over a slow process of regeneration. In humans, this great time takes a toll upon the psyche, and may eventually result in psychological damage. The soul may also find that the body rejects its return, and it must reassert its control, possibly unsuccessfully. The mental erosion can turn the bodiless lich into nothing more than an unstable essence that eventually fades to oblivion. This is the slow, but ultimately inevitable fate of liches that are not destroyed. It is uncertain whether the effects of time are as detrimental to a creature whose mind and body were built to withstand much greater passage than that of a humanoid. Thus, the Dracolich may be capable of this spiritual disconnection for much longer than any humanoid counterpart before detriment to the mind or its ability to control the physical manifestation. One feared speculation among scholars is that the Dracolich may be capable of a particular transformation into an iteration seen in humanoid liches known as the Demilich. In humanoids, the extended deterioration leaves behind only the skull (which remains forever pristine) and little more than a shadow of the original intelligence or essence. The result is an unintelligent but incredibly powerful and dangerous skull that is capable only of a basic animalistic instinct... usually to devour the soul of any adventurer foolish enough to destroy it. While there are no documented cases of a Demi-Dracolich, this has not stopped the speculation that such a creature may be possible. More frightening, there are cases of Awakened Demiliches who retain their intelligence and have even greater power than before after eons of spiritual travel. Should an Awakened Demi-Dracolich skull exist, it would be an artifact of such terrifying power and malice that one trembles at the possible horrors it could inflict upon the world. Behavioral Observations Each Dracolich is unique in its behavior, as it is an intelligent individual. This is greatly influenced by its personality and preferences in life. It is known that certain Dragons have particular personality dispositions, and this can carry over into the creature's unlife. Dracoliches that were once Red Dragons tend to be greatly domineering and obsessed with power. Former Blue Dragons tend to be greatly contemplative and far scheming. Each may have its own habits or ticks that it has developed over the eons. However, a very common theme is isolation and secrecy, as when their presence becomes known there is great panic and attempts are made to eradicate them. A Dracolich may influence an area inhabited by lesser creatures for decades or even centuries before anyone ever discovers the beast itself. The typical Dracolich has no actual necessity to move, and therefore can appear as nothing more than a pile of draconic bones. At the same time, the mind of the beast may be contemplating any number of things during internal processes, giving no sign of such machinations. A creature that lives forever generally has two options that overtake their behavior: Increased obsession with some goal or knowledge, or the eventual drifting into listless disconnection from the physical world. Being born from beasts of Dominance and power, the Dracolich tends to favor the former over the latter. This means that a Dracolich will spend countless years seeing some sort of goal come to fruition (simple with no concept of time anymore), or continue to actively seek some fascination it held in life. A Dracolich, therefore, is an incredibly talented creature concerning the skills it may learn, the magical prowess it has pursued in arcane studies, or the procurement of truly astounding and unique artifacts for its treasure horde (another quality they retain from life). This makes each and every one truly unique. 96
When threatened, the Dracolich is a deadly foe. They are cunning and planning, often not engaging until the opportune moment and having servants and thralls soften the defenses of the enemy first. When pressed into combat themselves, they prove more dangerous than any creature at their command. Ghostly fire or life devouring energies may spring from the bony jaws and consume a foolish adventurer. Their claws and teeth can crush and maul any melee combatant, piercing through the hardiest of armors and magical protections, making quick work of the enemy. Most fearful of all, however, are the powerful magical energies that the creature has at its command. Centuries or even millennia of arcane knowledge and artifacts may be at the Dracolich's command, along with the tactical experience necessary for deadly efficiency with tooth, claw, and magic. No one wishing to slay this beast should make the attempt without a great deal of planning and adequate provisions. Even then, the chances of success are slim. Social Observations Dracoliches are, beyond thankfully, magnificently rare creatures. Much like the Dragons they once were, Dracoliches are solitary creatures. Though after their change, they are no longer driven to even interact with their own kind in order to breed, making them more reclusive than before. Their personalities are as varied as their living counterparts, though they tend to be more malicious and cruel due to the evil nature their unnatural life requires of them. It is possible that a Dracolich may interact with others of its kind. Dragons tend to be as intelligent (and often far more so) than humans, and a Dracolich retains this quality. They are capable of forming bonds with each other, but are greatly uninclined to do so. They retain the predatory predilections of Dragon kind as well, both in speech and body language. Considering the power and investment their creation requires, it is safe to assume that most of the Dracoliches would be intellectual in disposition, though how that manifests can vary dramatically. Inter-Species Interaction Most Dracoliches are unrepentantly evil, and as such, treat other creatures with great maliciousness and cruelty. Being intelligent, they are driven by their own desires and wants, and therefore are not usually interested in interacting with what they consider sub-races or sub-creatures unless there is something particularly useful or noteworthy about the subject that the Dracolich fancies. This means that most creatures that come in contact with a Dracolich are either killed or subjugated. The reasoning is almost always selfish. A Dracolich's intelligence means that they are also capable of handling and keeping lesser creatures as minions, usually to guard their bodies and dissuade any intruders to the lair so that the creature need not bother itself with such trivial matters. All variety of creatures may be found, from mindless undead drawn to the necromantic energies, to animals following carrion or cohabiting the environment, to even thralls or hired mercenaries from sentient races. Any preferences in slaves tend to match the Dracolich's personality from life. There are reports of a kind of reptilian affinity for those Dracoliches that keep living creatures as some strange form of pet. When the Dracolich does enthrall or subjugate lesser creatures, they often tend to do so with purpose and reason. A Dracolich is more than capable of furthering its own goals through manipulation of the political landscape of lesser creatures, and as stated above this manipulation can last many years through the quiet use of puppets and envoys before the true mastermind is revealed. There is commonly a desire to accumulate some form of wealth, which satisfies the beast's desire to be dominant over others. Should a Dracolich seek an equal partnership with another creature, the power of that individual must be something to be reckoned with. In all likelihood, the Dracolich begrudgingly admires the creature, as in any other case it would most likely subjugate the competition. Usually any alliance is short lived (relatively speaking), and serves some purpose or desire of the Dracolich, be it power, artifact, or personal gain. 97
DM's Toolkit Story Grand and deadly, the Dracolich is a great mid to late game challenge for any party. The typical first reaction is to have such a powerful and frightening creature serve as the BBEG (Big Bad Evil Guy, for those who don't know) in the campaign. However, I find that they tend to work best not as the final evil creature pulling the strings, but as a very competent Second-inCommand. While they are indeed frightening and dangerous enemies, they are rather alien in their thinking and can be difficult to connect with as a villain. It can be very effective to have the true villain in control of such a beast, either by force or by agreement. The arrival can be quite dramatic when the end of the BBEG looms, and this foul monster comes to his aid with the force of dark wings. The Dracolich can also serve as a wonderful complication in the assault on the BBEG, with the party knowing that the villain has this creature in his bag of tricks and having to concoct a plan to deal with the creature and its master in one fell swoop. Of course, this is always open to any interpretation, as they can just as easily make for a terrible, monstrous driving force behind evil deeds in any campaign. Due to their intelligence and cunning, any encounter with a Dracolich should be a very big event and planned. The Dracolich is not the typical random enemies a party faces, but a dark and brooding force. It plans and plots in its dark lair, furthering some evil desire that drives it in unlife. It does not reveal itself too early, being far too cunning for such a thing. It studies the party, learning about its enemy, focusing on discovering crippling weaknesses both in combat and out. A Dracolich has no qualms about holding innocents hostage or forcing the party to turn on itself due to creed, purpose, or magical domination. Then it plans for the proper time and place to destroy such adventurers. Have this creature serve as a master of others, a cunning plotter steeped in the political intrigue of both the mortals around it, and the cosmic forces above. Outsiders and natives alike will tremble in fear before such power. Combat A Dracolich is rarely surprised by the foolhardy attacks of a short lived and mortal being, having eons of experience on its side. They create a daunting task. Should the party bring the fight to the beast themselves, they should expect a dangerous lair filled with defenses and traps tailored to their intrusion, as well as a variety of intelligent and unintelligent creatures that the Dracolich has collected and subjugated to serve him. They should also expect a very fatiguing battle, as the entire lair gives them no chance of resting and little chance of healing. The biggest weakness of this kind of villain is its pride. A good way to flavor the personality of this particular monster is to remember that it believes itself invulnerable and superior to any challenger (a very Draconic trait). Who doesn't love a little bit of clichéd This cannot beeeee! as the warrior sunders the phylactery of this mighty foe? The greatest strength is the Dracolich's versatility, and as such they serve best as a controlling type monster on the battlefield, buffing melee thralls and delivering devastating pain in the background. They are easily augmented, and capable of taking class levels as wizards, sorcerers, or warlocks. They also gain the use of feats both monstrous and humanoid. Metamagics can serve fantastically for a Dracolich who wishes to ambush the party with silent spells and maximized damage. Feats for multiattack and increased melee damage can give the monster a fall back for when the party closes the distance either in the air or on the ground. You can also justify having the negative energy breath weapon drain levels, just like a number of undead creatures. It makes for quite a scene when the party has its paladin and barbarian driving off the hordes of Dragon Cultists in brutal melee while the wizard and priest are deflecting blasts of necrotic energy and hurling thunderstorms at the Skeletal Dragon. After the big finale, the Dracolich is an incredibly rewarding victory. It is sure to have a great deal of treasure and loot to pour through, and a veritable mountain of gold. This is another reason why the Dracolich serves as a very good second-in-command to the BBEG, as the players will get a true boost in the character value and equipment just after defeating the beast. This might give them that big McGuffin they require, or just give them the opportunity to buy themselves a brand new toy and actually have a chance to use it in the final battle that looms just ahead. 98
Dragon: Shadow Every night, more of the king's family disappeared. The bodies were torn to bits, savagely mutilated. The villagers blamed ghouls, or vampires. Eolyn was no amateur, however. Ghouls couldn't slip into the keep unnoticed, especially after the wards she had prepared. And in the woods, she had seen the footprints of a man gradually become larger and morph into claws. A shapechanger. Tonight, she was ready. Her familiar had observed the comings and goings of the townsfolk, and she was ready to lay an ambush for the monster that was targeting this town. After dark, she and her companions lay in wait outside the smith's hut, and when she heard the door creak open she summoned her silver pact blade. When dealing with lycanthropes, it was important to strike fast and true, and that is why she did not give any warning but instead struck right for the neck when the blacksmith stepped out. "Ow!" the blacksmith exclaimed, gingerly touching the shallow cut where the sword had bounced off his neck. "That... that really smarts. What impelled you to do something so stupid?" He sighed. "I had really hoped that I could set up a more reasonable government here without claiming any souls, but I can't just let a human take a swing at me and walk away. I'd be a laughingstock, you know." The man's features began to shift, and his body grew in the manner that Eolyn was accustomed to. Then he KEPT on growing. "Nothing personal," he growled. As the ash-colored dragon looked down upon her, Eolyn started to reconsider the value of giving fair warning before an attack. Introduction Shadow dragons are metallic dragons tinted a dusky grey by the Shadowfell. Due to their manipulative and often vicious behavior, it is a common misconception that Shadow dragons are descended from the bloodlines of chromatic dragons. This is actually far from the case. Though chromatic dragons can become shadow dragons as well, metallic dragons are far more susceptible to this transformation, as the dark powers that exist in the Shadowfell seem to enjoy corrupting good-hearted souls more. Physiological Observations Shadow dragons are easily distinguishable from other dragon types due to their coloration, which gradually fades from their original color to a charcoal hue that can range from grey to black. They maintain the physical features of their original dragon subtype; for example, a gold shadow dragon will have sail-like wings and long flexible spines dangling from either side of its face. Viewed from very close, the inside of a shadow dragon's scales retains the dragon's original coloration, occasionally shining through where the edges of the scales rub against each other. Of course, shadow dragons are rarely seen unless they choose to be. In darkness, a shadow dragon's body becomes transparent and can be seen through, as though it were composed of dark smoke. Blades, weapons, and even most spells barely affect this incorporeal form. Of course, the shadow dragon can choose to make certain parts of its body briefly corporeal - generally, its claws and teeth. In daylight, shadow dragons in their true form are blinded, and it can be noticed that their eyes are almost entirely pupil, with very little sclera visible. Their inability to dilate the pupil prevents them from controlling the amount of light that enters their eyes. Metallic dragons who have mastered the ability to change their shape are not affected by this limitation while in humanoid shape, and most spend their daylight hours in this form, posing as humanoids. This combination - the ability to fly and be nearly invisible at night, while posing as humanoids in the day - makes shadow dragons excellent spies and assassins, and this is generally their favorite methodology for resolving conflict. Shadow dragons are almost never seen in their true forms unless they are about to make a kill. Shadow dragons generally have two breath weapons: the non-damaging breath weapon of their metallic ancestry and another that stems from their connection to the Shadowfell. The elemental breath weapon of a shadow dragon is replaced by a white mist that appears to hurt the victim's shadow in the way that the original breath weapon normally would. For example, a silver dragon normally has an icy breath, so a silver shadow dragon would breathe out a mist that appears to freeze their opponent's shadow. A gold dragon normally has fiery breath, so a gold shadow dragon would breathe out a mist that appears to set their opponent's shadows on fire. Regardless of the visual effect, all shadow dragons elemental breath weapons deal necrotic damage. If the victim is killed by this effect, their shadows separate from their body after a few moments, rising as undead shadows that are under the complete control of the dragon. Behavioral Observations Shadow dragons tend to have the same general personality of their dragon type. For example, brass dragons are talkative, bronze dragons oppose tyranny, and copper dragons have a good sense of humor. However, the Shadowfell alters the personality of every shadow dragon, causing significant mental instability. Every shadow dragon is consumed by one of the traditional seven deadly sins. A shadow dragon consumed by pride might set itself up as the ruler of a society. A shadow dragon consumed by greed or envy might be a merchant king. A dragon consumed by gluttony is a rapacious predator. And a dragon consumed by lust is... well, best not to think about. 99
Regardless of which vice they succumb to, all shadow dragons become homicidally dangerous when their ability to indulge in their innate vice is threatened. For example, the aforementioned pride dragon that rules a kingdom might generally be a fair and just ruler - it prides itself on having the respect of its subjects. However, if one of those subjects does not show it enough deference, the dragon will unhesitatingly roast them alive. Or perhaps a neighboring kingdom doesn't show enough respect to the dragon. Where a mortal king might simply ignore an accidental slight to his ego, the dragon monarch would declare war. To a shadow dragon, their innate vice eclipses everything. Thus, even the most virtuous of shadow dragons are dangerous creatures which need to be interacted with cautiously. To make matters worse, shadow dragons do not know what their vice is, or even that they have one - from their perspective, their vice is perfectly rational and it is the rest of the world which is illogical. In this way, the Shadowfell corrupts even the most purehearted metallic dragons. Social Observations Generally speaking, shadow dragons gradually become neutral or evil in alignment. They start with good goals, but are absolutely ruthless in how they choose to pursue those goals, and when this is combined with an uncontrollable urge to indulge in some sort of vice, the combination can be quite unpleasant. Most shadow dragons consider themselves to be good, but a more pragmatic good than their naive cousins. They have a ruthless the means justifies the end mentality that can often be quite horrific in its application. For example, a silver dragon might try to improve a human society by educating and guiding it. A silver shadow dragon, on the other hand, might try to improve that society through eugenics, gradually eliminating unworthy bloodlines. Shadow dragons tend to be urban creatures, and often make lairs in a city, storing their treasure in vast underground basements that are guarded by their servants - both living and undead. Despite their terrifying abilities, shadow dragons prefer to rule from the shadows rather than openly seizing power. In a city controlled by a shadow dragon, most of the residents will not even be aware of the dragon's existence - they will simply learn over time that the night is something to be feared. Residents who oppose the dragon's goals will simply disappear one evening, walking into a patch of white mist and never being seen alive again. Shadows lurk everywhere, spying on conversations which they whisper back to their dark master. Even the rulers of the city may not be aware of the true nature of the creature they serve - all they know is that this person knows more secrets than they have a right to, and controls a veritable army of undead. A group of adventurers unfamiliar with shadow dragons may easily leap to the wrong conclusion and assume that the nobles are being manipulated by vampires or lycanthropes. Inter-Species Observations Chromatic dragons tend to be terrified of shadow dragons, although they would never openly admit it. Since most shadow dragons consider themselves to be metallic dragons, they are inherently hostile to chromatics. However, their transformation makes them vicious and lacking in any ethical restrictions. The very first opening move in a conflict with another dragon is to send an army of shadows out to hunt down and kill the other dragon's eggs. Metallic dragons are not particularly well inclined towards shadow dragons either. In situations where the shadow dragon was once a metallic that was gradually tainted by the Shadowfell, they generally have friendships or alliances with other metallic dragons, and these relationships may survive their transformation. However, at the very least the shadow dragon will be considered by other metallic dragons to be mentally ill, and even their former friends will treat them with caution. Shadow dragons have a very dangerous view of humanoids - they consider every humanoid to be a potential pawn or puppet. Their stealthy nature and shapeshifting ability makes it easy for shadow dragons to gather blackmail on people of influence, and if a person is not susceptible to this form of compulsion, a simple breath is enough to turn them into an undead shadow willing to obey the shadow dragon's every command. Humanoids who interact with shadow dragons must be aware that at the back of the dragon's mind is a constant calculus of Is this creature more valuable to me alive or dead? and conduct their interactions accordingly. 100