101 Elemental, Air Kin (FRORJ 6 SKV V D PD WD WKH G VWD H RP WKH PR H P GD H humanoid races, but associate freely with nymphs and dryads. Aerial PR VWH V R DV R D HHG R WKHP W WKH D H J HDWH GD JH RP H K PD R G PD HV KR DWWHPSW WR DSW H WKHP R GD S SRVHV HULDO 6HUYDQW This creature is a form of air elemental native to the plane of elemental Air, as well as the Ethereal and Astral planes, and can be summoned to the 3 PH 0DWH D S D H H V Normally invisible, if seen on their home plane, they resemble legless K PD R GV R VSD J H VPR H WK HPSW H HV D V DVK R D PR WK and long, four- ngered hands. Aerial servants try to avoid combat on their native planes. An aerial VH D W KDV D 6W H JWK R D G DWWD V J D J D G VW D J J RSSR H WV D V J GDPDJH WK WKH K W D G HD K R G W the victim breaks free. A character with exceptional Strength receives D SH H WDJH KD H H D WR WKH SH H WDJH R H HSW R D 6W H JWK HDW HV WK 6W H JWK D G D R H HD HH HDV HDW HV WK PR H K W SR WV WKD WKH DH D VH D W D H VH HD WV J DVS Aerial servants penalize opponents surprise rolls by –5 when invisible. A cleric who summons an aerial servant will be attacked unless behind D SURWHFWLR IURP H LO because the servants resent being summoned. Other wise, the servant will complete any duty for the cleric, except ghting, as fast as possible. If the servant is prevented from completing its mission, it JRHV VD H D G HW V WR WKH V PPR J H Aerial servants are wanderers drawn to areas of extreme weather. If caught in a storm, there is a 5% chance it will be blown in two; this is the R D W D HS RG H Aerial servants must feed on winds of their home planes at least once SH PR WK R V H G GDPDJH SH GD R H WKDW WKH JR WKR W HHG J 6 OSK HULDO 6HUYDQW /,0 7( 7( ,1 + JK D W W GHV R W HHWRSV Any (see below) ) (4 (1 9H D H 9H D H 2 1,= 7,21 6R WD 6R WD 7,9,7 /( Any Any ,(7 Omnivore : G ,17(//, (1 ( Exceptional (15-16) Semi- (2-4) 7 ( 6 ( Q (×10), X Nil /, 10(17 Neutral (good) Neutral 12 33( ,1 02 / 66 029(0(17 12, Fl 36 (A) Fl 24 (A) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 8-32 (8d4) 63( , / 77 .6 6HH H R 6HH H R 63( , / ()(16(6 6HH H R R HWWH HDSR WR K W 0 , (6,67 1 ( 50% Nil 6,=( M (4’-5’ tall) L (8’ tall) 02 /( Elite (14) Elite (14) 3 9 / ( 6 SKV D H HD W K PD R G RPH WK JV H G DJR HV Their wings are 4-5 feet long and translucent, clear, or spotted with iri descent color. Their long, bright, hair may be any “normal” color, or blue, purple, or green. They wear owing, diaphanous robes which accent their JV R KD 6 SKV D H H DWHG WR D H HPH WD V D G WR PSKV SH KDSV R J DW J as a cross-breed between nymphs and aerial servants. They speak Com mon and their own musical language. Sylphs are friendly and may (20%) H H G DG H W H V D G J H WKHP D G H KD JH R D D R RPEDW Sylphs defend themselves only with magical abilities. A sylph can cast spells as a 7th-level wizard, and most prefer spells of elemental air. In addition, the sylph can become L LVLEOH DW LOO D G V PPR D D H HPH WD R H HD K HH DELWDW 6RFLHW Sylphs rarely touch ground in the lowlands. They are fond of travel, and it is rare to nd one near its home. 6 SK HVWV D H K JK G G D VW VRPH R PHG RP KDWH H PD WH D V D H D D D H RWKH V D H H D R DWH HW HDWV SH KHG WD W HHV R D HG WR PR WD V 6 SKV S H H V PS H D G JKW SRVVHVV R V HHS ing only gems and magical items as treasure. They often trade wealth for VK JV V K DV JKW G DSH HV V V D G S R V There is a 1% chance that a sylph’s home holds an egg or a child. All V SKV D H HPD H D G PDWH WK K PD R G PD HV S H H J H HV W sometimes accepting a human or hal ing mate. Three months after con HSW R WKH V SK D V D SHD HJJ D VSH D HVW D G V PPR V D D H HPH WD WR J D G W 6 PR WKV DWH WKH HJJ KDW KHV D D J WK wing buds. The child grows at the same rate as a human child, gaining magical abilities at age ve, and full ight by age 10. The sylph has the innate ability to levitate; wings are needed only to provide thrust. If a sylph’s wings are injured, it can only glide or hover. Anti-magical attacks may ground a sylph by negating its power of OH L WDWLR 6 SKV H R S WR HD V HWD J WKH R WK RR V WK R JKR W WKH HV Every 28 years, all sylphs gather in a grand meeting to trade, share H V H H H GVK SV D G H RPH R J V SKV
102 Elemental, Earth Kin 6DQGOLQJ These creatures are composed of silicates and originated on the elemental plane of Earth. They look like piles of sand and can vary color to blend with D J R GV 6D G JV KD H WKH VDPH WHPSH DW H DV WKH V R G JV D G D H PP H WR VOHHS F DUP ROG D G RWKH P G D H W J VSH V R attacks. They claim territories with boundaries recognizable only by them. 6D G JV D H RW DJJ HVV H HVV S R R HG W J D G WKH WH WR ries from intruders. If stepped on, a sandling re exively lunges upward, trapping 1-2 man-sized opponents; opponents receive a –2 penalty to sur prise rolls when attacked in this manner. If the sandling hits its targets, WKH D H D H WR DWWD R GH H G R G R GV 6D G JV D VR DWWD by slashing with an abrasive pseudopod. If at least 10 gallons of water D H SR HG R D VD G J W V D H WHG DV D VOR VSH D G WV DWWD V D VH R KD R PD GDPDJH Sandlings have no society, and their erce defense of their territories V D S H GHV RRSH DW R H H WK RWKH PHP H V R WKH R race. They live on minerals, but despise organic matter, always moving VH H D K G HG D GV RP D S D H WKH KD H HG D W GH A sandling grows until it reaches its full size, 10 feet in diameter, then HS RG HV GG J 6D G J GV VS W RP WKH SD H W KH WKH are about 2 inches long, and an adult’s territory may swarm with thou VD GV R WKHVH HDW HV :KH D D W J R V WR DW HDVW KHV diameter, it either moves off to nd its own territory, or is hunted and killed by the parent. A group of immature sandlings forms a surface WK P DG W PSV K K PD W S WKH D 6D G JV KD H WW H H H W R D H RV VWHP WD J R D D W R R WKH P H D V D SD H R D G D HV VRPHW PHV VHH WKHP hopes of nding a rich mineral deposit. They are said to be excellent in gredients for mortar, but they and many druids object to this treatment. 3HFK 6DQGOLQJ /,0 7( 7( ,1 Any subterranean Temperate or W RS D VD G R V WH D HD ) (4 (1 5D H 5D H 2 1,= 7,21 D 6R WD 7,9,7 /( D HVV Any ,(7 Omnivore 0 H D V ,17(//, (1 ( Average to excep tional (8-16) Non- (0) 7 ( 6 ( 6HH H R Nil /, 10(17 Neutral good Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . HDSR 63( , / 77 .6 6HH H R Nil 63( , / ()(16(6 6HH H R 6HH H R 0 , (6,67 1 ( 25% Nil 6,=( S (4’ tall) L (10’ diameter) 02 /( Average (10) Unsteady (7) /(9(/ 3 9 / ( The pech are creatures of the plane of elemental Earth, though some have extensive mines in the deepest regions of the Prime Material plane. They G H GD S D HV D G R VWR H Pech are thin and have long arms and legs. Their broad hands and feet are excellent for bracing and employing tools to work stone. They have pale, yellowish skin and red or reddish brown hair. Their esh is nearly as hard as granite. Their eyes are large and have no pupils. Pech have D V R WR HHW RPEDW The pech use picks and peat hammers (treat as war hammers) R R D G D PDPH W D G D H V D H SSHG WK H D P H V R HD K 3H K KD H 6W H JWK Each pech can cast four VWR H V DSH D G R VWR H WHOO VSH V SH GD Four pech can band together to cast a DOO RI VWR H VSH DV D WK H H mage. Eight together can cast a stone to esh VSH * R S VSH V D H DVW but once per day by any group. Pech are immune to petri cation. When ghting lithic monsters such as stone golems, gargoyles, or galeb G K SH K D H WH DSD H R R J WKHP WR H DV WKH R HGJH R VWR H D R V WKHP DWWD DSD W DJD VW V K HDW HV even with nonmagical weapons. Each successful strike does maximum GDPDJH DELWDW 6RFLHW 3H K D H DV D JRRG D G SHD H HDW HV WKDW want to be left to themselves. They hate bright light and open skies, and they are quick to ask others to douse lights. Their lairs are con VW WHG WK PH R V KR H SR WV VR WKDW DOOV RI VWR H D stop intruders. Their lair holds 10-40 individuals, with equal numbers of females and males, and young equal to 20-50% of the females. (FRORJ The pech home plane is hostile, so many travel to the Prime Material plane to search for a better life. They have few enemies there. Pech do not save large amounts of treasure; they mine for things to trade with others for food or services. They do sometimes create simple, un obtrusive ornamental objects for everyday use. A pech lair may contain W DGH JHPV S V G VKHV D G WH V V R HG RP VWR H D G raw metal. These items are not very valuable, averaging 150 gp each.
103 Elemental, Fire Kin +D J D DVW G VSRV W R D G D H H W VD DPD GH V HVSH W R power, either the ability to resist their re or the capability to do great damage. Anyone else is dealt a painful, slow, burning death. It is rumored WKDW WKH KD H VRPH VR W R GHD JV WK WKH H HHW :KH H R WH HG R WKH 3 PH S D H VD DPD GH V D H R G S D ing in forest res, lava ows, re pits, and other areas of extreme heat. They usually appear on the Prime plane for a purpose, and if in the middle R D WDV WKH GR RW WD H G WR H J WH SWHG (FRORJ These ery creatures’ ichor is useful in the creation of SRWLR V RI re resistance, D G WKH PHWD R WKH VSHD V D H VHG WR HDWH rings of re UHVLVWD FH )LUH 6QDNH Some sages say that re snakes are larval salamanders. Fire snakes, col ored in shades from blood-red to orange, are always found in res. Some large permanent res contain 1d6 of these creatures, though in smaller, temporary res like re pits and oil bowls, there may be but one snake. The only treasure the snakes have is the gems they often accumulate. 6 H WKH R R PDW KHV WKH V R G JV WKH D V S VH RSSR nents easily (-4 penalty to opponents’ surprise rolls). Their bite in icts 1d4 points of damage and injects a mild venom that causes paralyzation of the W P R G W V HVV D VD J WK R V SR VR V V HVV 6DODPDQGHU )LUH 6QDNH /,0 7( 7( ,1 6SH D Fires ) (4 (1 5D H Uncommon 2 1,= 7,21 3D 3D 7,9,7 /( Any Any ,(7 Omnivore Fire ,17(//, (1 ( High (13-14) Semi- (2-4) 7 ( 6 ( F Q /, 10(17 KDRW H Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 2-12/1-6 (weapon) 63( , / 77 .6 +HDW Paralyzation 63( , / ()(16(6 R HWWH WR K W Immune to re 0 , (6,67 1 ( Nil Nil 6,=( M (7’ long) S (2’-3’ long) 02 /( Elite (13) Steady (11) 3 9 / ( Salamanders are natives of the elemental plane of Fire, and thus they thrive in hot places. These cruel, evil creatures come to the Prime Material plane R HDVR V R R WR WKHP The head and torso of a salamander is copper-colored and has a hu man-like appearance. Most of the time (80%), this aspect is a male, with aming beard and moustache. The female version has owing, ery red hair. Both aspects have glowing yellow eyes that sometimes switch to u orescent green. All aspects carry a shiny metal spear, resembling highly SR VKHG VWHH The lower torso is that of a large snake, with orange coloring shading to dull red at the tail end. The entire body is covered with wispy appendages WKDW DSSHD WR W D H H H R V PHG RPEDW A salamander typically attacks with its metal spear, which in icts 1d6 points of damage plus a like amount for the spear’s heat. At the VDPH W PH W D DVK R W D G R D R G D RSSR H W WK WV V D H H WD R VW W J R G SR WV R GDPDJH S V D DGG W R D G SR WV of damage from the heat of its body. While re-resistant creatures do not suffer from the salamander’s heat damage, they are still subject to the spear D G R VW W R GDPDJH 6D DPD GH V D H D H WHG R PDJ D HDSR R HDW HV of a magical nature or those of 4 + 1 or more Hit Dice. They are impervious to all re-based attacks. OHHS F DUP D G ROG VSH V D H H H W H DJD VW WKHP R G DVHG DWWD V D VH D DGG W R D SR W R GDPDJH SH G H of damage. The head and upper body of the salamander has an AC of 5, while the lower body is AC 3. A favorite salamander tactic, if the creature is encountered in a lava pit or roaring re, is to grab its opponents and hurl them into the ames. The W P R G DW D WD H GDPDJH RP R WD W WK WKH VD DPD GH then take even more from being thrown inside a roaring con agration. DELWDW 6RFLHW Salamanders are native to the elemental plane of Fire. They come to the Prime Material plane for reasons known only to them, though it is rumored that powerful wizards and priests of certain religions D V PPR WKHP R D VKR W W PH 6D DPD GH V KDWH R G S H H J WHP peratures of 300 degrees or more; they can abide lower temperatures for only a few hours. Their lairs are typically at least 500 degrees. Any treasure R G WKH H V WKH VR W WKDW D V H WK V KHDW V K DV V R GV D PR rods, other ferrous items, and jewels. Things of a combustible nature, such DV SD KPH W D G RRG VR W PHWD V V K DV JR G D G V H D G GV K K R D D D H H H R G VD DPD GH D V
104 Elemental, Water Kin DELWDW 6RFLHW A nereid found on the Prime Material plane has either escaped or been exiled from its home plane. Though usually solitary, a VPD J R S R H H GV WK WKH VDPH D J PH W VRPHW PHV H WRJHWKH HG WKH H GHVW Polluted waters drain nereids’ vigor, and even good nereids may attack those who pollute their lairs. Nereids do not value metals, but save any magical treasure they gain. The nereid has no goals or ambitions other WKD D R W J DWH (FRORJ Nereid shawls command handsome sums, but are seldom sold and are very rare. One who holds a shawl can use the enslaved nereid as a J GH R WKH S D H R :DWH :DWHU :HLUG These strange creatures from the plane of Water are hostile when encoun WH HG R WKH 3 PH 0DWH D S D H DV WKH D H V D PDJ D HSW RP going home. If communication is achieved, a bargain can sometimes be VW WK WKH HDW H Water weirds appear to be common water; a GHWHFW L LVLELOLW H HD V VRPHWK J DP VV W RW WKH DW H R WKH WK HDW :KH D DWH H G GH tects a living being, it assumes serpentine form (this takes two rounds). It attacks as a 6 HD creature; those hit must make a successful saving throw vs. paralyzation, or be pulled into the water. Each round spent in the wa ter requires another saving throw; failure indicates death by drowning, which releases energy that the water weird consumes. A water weird that comes in contact with a normal water elemental has a 50% chance to usurp R W R R W :DWH H GV WD H R KS GDPDJH RP S H J D G V DVK J HDS ons. They take half damage from re, none if they make a successful sav ing throw. Intense cold acts as a VOR spell on water weirds. If reduced to 0 hp or less, a water weird is disrupted, and it re-forms in two rounds. A S ULI DWHU VSH VWD W D V J H DWH H G 1HUHLG :DWHU :HLUG /,0 7( 7( ,1 Tropical or WHPSH DWH DWH Any water ) (4 (1 9H D H 9H D H 2 1,= 7,21 6R WD 6R WD 7,9,7 /( Any Any ,(7 HD DWH 6HH H R ,17(//, (1 ( Very (12) Very (11-12) 7 ( 6 ( X I, O, P, Y /, 10(17 Chaotic (any) KDRW H 12 33( ,1 02 / 66 029(0(17 6 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 6HH H R R J 63( , / ()(16(6 6HH H R 6HH H R 0 , (6,67 1 ( 50% Nil 6,=( M (4’-5’ tall) L (10’+ long) 02 /( Steady (11) Elite (13) 3 9 / ( These creatures from the elemental plane of Water, sometimes called “hon eyed ones,” are unpredictable and playful; half are chaotic neutral, and others tend toward good or evil. Using disguise, nereids lead sailors to WKH GRRPV Nereids are transparent in water, 95% undetectable except as froth and golden seaweed. Upon contact with air, they assume human form, V D DV R SW R V R J HPD HV WK R J JR GH KD SHD white skin, and sparkling green eyes. Their voices and songs are lovely. A nereid always carries a white shawl, either in its hands or over head and shoulders, and is lightly clad in white and gold. If confronted by R HPD HV WKH H H G DSSHD V D PD H J VH W D RPD KDV D 65% chance to see through the disguise. All males who see a nereid are incapable of harming it (no saving throw). RPEDW Nereids can spit venom 20 feet, blinding a target for 2d6 rounds if it hits; the venom can be washed away with water. A blinded victim’s attack rolls, saving throws, and AC are all worsened by 4 until the effects HD R Nereids can FR WURO DWHU within 30 feet; it can use waves to slow move PH W WR normal, increase chances of drowning by 10%, or crash with a RD WKDW GHD H V KD D WH V WK HHW R G R GV S H D W R V are not taken. Nereids can also form the water to look like a water weird, and cause it to strike as a 4 HD monster and in ict 1d4 points of damage. A nereid is 85% likely to have a pet for protection, with equal chances R D J D W HH J D W RWWH J D W SR VR R V V D H J D W R WRS V J D W V G GR SK J D W HH K R VW J D If the nereid makes a successful saving throw vs. poison, she can ow like water, avoiding weapon damage or escaping a captor. The nereid’s VV D VHV D PD WR G R HVV KH PD HV D V HVV VD J WK R V breath weapon, with a –2 penalty. If he lives, he nds ecstasy. The nereid protects its shawl at all costs, for it contains the nereid’s essence; if it is destroyed, the nereid dissolves into formless water. Posses sion of a nereid’s shawl gives a character control over the creature, which D HSW RPPD GV WR D R G GDPDJH WR WKH VKD 6WR HV WH R R R H H GV KR R R WKH VK SV R SR H RHV KR KD H VWR H WKH shawls. A nereid will lie and attempt anything short of violent action to HJD WV VR VKD
105 Elemental, Composite setting re to combustibles, melting metals, and shattering barriers. An H HSW R D K J R SH W HG WHPSHVW PD VH JKW J WR GHVW R D H W H G J WR HD K WKH HDW HV V GH Tempests can also use a chilling wind to affect opponents, causing GDPDJH DV D F LOO WR F VSH G SR WV R GDPDJH D G WKH RVV R SR W R 6W H JWK HVV WKH W P PD HV D V HVV VD J WK R V VSH V This attack takes the place of either an electrical attack or another wind DWWD A tempest can produce up to 20 gallons of rain per round if it concen W DWHV D G R JRHV RWKH DWWD V K H D J :K H S H S WDW R V V D H H G VW WHG WK R JKR W WV D HD WKH WHPSHVW D R H W DWH the fall to ll a hole, wash out a bridge, or otherwise harm its victims. Tempests are immune to wind, gas, and water attacks, and take only half damage from electrical or cold-based attacks. They are immune to all HDSR V R HVV WKD H KD WPH W DELWDW 6RFLHW There is much speculation about the origin of these be ings, who are apparently related to elementals and to genie-kind. Tempests are composed of all four basic elements, re, earth, air, and water; re in the form of lightning, earth in their silver “circulatory system,” air in their winds, and water in the form of rain. They may be summoned acciden WD KH D VSH DVWH W HV WR V PPR D H HPH WD HVSH D R H R air or water. At the DM’s option, when a summoning is interfered with, the caster may be given a 10%-50% chance to summon a tempest. These H JV PD D VR H DWW D WHG D HDW HU V PPR L spell, with a 1% (non- P DW H KD H R DSSHD J HD K W PH D VSH V DVW 7HPSHVW 6NULD LW /,0 7( 7( ,1 Any outside 6 W RS D GHVH W ) (4 (1 9H D H 9H D H 2 1,= 7,21 6R WD 3D 7,9,7 /( Any Any ,(7 6HH H R 6HH H R I17(//, (1 ( Low to average (5-10) Exceptional (15-16) 7 ( 6 ( . Nil /, 10(17 KDRW H W D Neutral evil 12 33( ,1 02 / 66 029(0(17 Fl 24 R ,7 , ( R 7 + + 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 :K G JKW J 6D GVWR P G VSH PDJ 63( , / ()(16(6 R HWWH HDSR to hit; see below R HWWH HDSR to hit; see below 0 , (6,67 1 ( Nil 50% 6,=( G (50’ diameter) L (10’ tall) 02 /( Champion (15-16) Fanatic (17-18) 3 9 / ( + + + + + + The tempest is a living storm which appears as a dark storm cloud of com paratively small size. Human or bestial features can often be seen in the R J DSR V R WKH WHPSHVW 6 H H V H WH G D RVV WKH HDW H D G carry the electrical impulses that maintain the storm’s energy. Tempests have no language that humans may learn. They can commu DWH WK D D G DWH H HPH WD V D G WKH D G JH HV WK R JK subtle wind buffets and spatterings of precipitation. A few, perhaps 10%, have learned to speak a few words of Common. Their voices are very soft D G V D W WK D K W R PD H HK G WKH R GV RPEDW Tempests are territorial and consider any violation of their air space to be a direct challenge. They feed on moisture from animals and often hunt in and around their territories. They have a number of innate D W HV K K WKH D VH WR PD H H P VH D H R RWKH HDW HV Unless otherwise speci ed, all special abilities are used as if the tempest were a 9th-level wizard. A tempest can make two attacks each round, one V J WV G SR H V D G R H V J WV JKW J SR H Once per round, a tempest can use L G DOO R VW RI L G R PD attack with a strong wind buffet for 2-16 points of damage. Alternately, W PD HDWH D VPD K G K K V R D VKDSH HHW G DP eter at the bottom, and 30 feet in diameter at the top. The whirlwind can be up to 50 feet high, and must connect to the tempest’s main body. The tempest takes one full round to create the whirlwind, which can R H D D HD R V D H HHW SH R G : WK WKDW D HD W D WRPDW D V HHSV D D D G V D HDW HV WK HVV WKD + W H D G D VHV G SR WV R GDPDJH WR D HDW HV K K W D V WR R W JKW Tempests may also use their powers over the air to penalize missile attacks by –6, or to batter down ying creatures, causing falling dam age to ying creatures that fail to make a successful saving throw vs. paralyzation. A tempest can also cast a OL W L EROW R H SH R G DW R H W P The OL W L EROW D VHV R H G H R GDPDJH SH + W H R WKH WHPSHVW A victim of a lightning attack can make a saving throw vs. spells; if suc cessful, the victim takes only half damage. The tempest’s OL W L EROW V like the 3rd-level wizard spell in other respects, having a length of 80 feet,
106 Elemental, Composite Each skriaxit can form its winds into razor sharp lashes, in icting 2d10 SR WV R GDPDJH R D V HVV VW H Though they were originally summoned from the elemental plane of Air, they have merged with earth, and the Prime Material plane is now their home. Thus, they cannot be sent to an elemental plane by a holy word or similar magic. No known magic can control them, though they D H V V HSW H WR D GV DJD VW D H HPH WD V Each skriaxit pack is led by a Great Skriax, the most evil member of the pack. This creature has 24 + 24 Hit Dice and gains a +4 bonus to attack and GDPDJH R V DELWDW 6RFLHW 6 D WV D H K JK WH JH W W H W HPH H H ementals, combinations of the elements of air and earth. They hate and fear nothing, but simply delight in destruction. They feed on terror and destruction; once they have caused enough catastrophe, they sleep for 1d3 H W HV :K H DV HHS WKH D RW H D H WHG D D D H J They reawaken when hungry. They view humans, demihumans, and hu PD R GV DV S D WK JV WK WKH VDPH VDG VW DWW W GH DV D K PD K G playing with a y. They may amuse themselves by listening to humans D JD WK WKHP W K PD V KD H RWK J R WH HVW WR R H WKHP (FRORJ 6 D WV HHG SR WKH HPRW R V R WH R D G HD WKH JH H DWH WKRVH WKH GHVW R D G UFWLF 7HPSHVW This is a variety of tempest found only in arctic regions and some of the R GH WHPSH DWH D GV :K H WKH D H V P D WR WHPSHVWV PRVW HVSH WV their special powers differ. They cannot use the whirlwind or OL W L EROW powers of the standard tempest. Instead, they can either cause snow to fall R DVW LFH VWRUP spells. The arctic tempest usually uses a hail form of LFH VWRUP but may use sleet instead. It can cause very cold snow to fall, in ict J G SR WV R R G GDPDJH WR WKRVH H HDWK W 9 W PV KR PD H D V HVV VD J WK R V VSH V V H R KD GDPDJH RP WKH DWWD Like the standard tempest, the arctic variety can make only two attacks SH R G R H V J D G SR H V K DV VW RI L G R L G DOO D G R H V J D R G DVHG SR H V K DV LFH VWRUP R FD VH V R It may also V VW W WH D H H W D DWWD R H WKH R WV R PD DWWD V D V J GDP DJH DV D V RFNL UDVS VSH R G SR WV R GDPDJH ODFN ORXG RI 9HQJHDQFH This living storm, usually found in deserts, combines the elements of re and air. It unleashes a ery rain which causes 7d10 damage to all beneath W WKR JK D V HVV VD J WK R V HDWK HDSR KD HV WKH GDPDJH It then fans the ames, and they will continue to burn as long as there is H Some sages believe these creatures are jann that have been injured in VRPH D D G D RW HWD K PD R P :KDWH H WKH R J WKH do breed and reproduce as storms. Though “male” and “female” do RW W GHV H WKH G H H W W SHV R WHPSHVWV WKH H D H W R JH GH V :KH J VWR PV R G H H W JH GH V PHHW WKH KD H D H tempestuous affair, causing a great con agration that may last more WKD D HH + D HV R WR DGRHV D H S RG HG HJ D RP WKH PDVV WR HD KD R SR WKH V R G J D HD When the storm nally breaks, the two tempests leave the area, and the residue they leave behind forms 1d4 infant tempests. These infant storms, VRPHW PHV H H HG WR DV WD W PV R WH W D H WRJHWKH W WKH HD K maturity, one year after birth. The young storms have 6 Hit Dice each, and D VH R WKH VW RI L G SR H HV GHV S RG J D 0RVW WHPSHVWV WH DW D VHHP WR KD H H VWR P G VSRV W R V Their hunger for animal life goes beyond their need for the moisture con WD HG D PD RG HV 6RPH VDJHV VSH DWH WKDW WKH SK V D R P R SRVV VRPH H H W WKH K VWR D VHV WKHP WR KDWH D PD H It is quite possible that the electrical impulses produced by animal brains D VH SD WR WKH WHPSHVW Tempests may be related to skriaxits, the living sandstorms of some worlds’ deserts. No tempest has ever been known to encounter a skriaxit, D G WKH H DW R VK S D G SRVV H WH D W R V D H RPS HWH R (FRORJ Tempests feed on the moisture found in animal bodies. Though D H WR D VH KD P WR J HDW HV G D J WKH PR VW H WKH KR H RVH WR WKH J R G D WH D DWW H WR V WKH DWH RP GHDG RSSR H WV DV H DV D DWH WKH PD KD H S H S WDWHG G J WKH DWW H They are sometimes found scavenging after great battles between humans. HPR J DWH RP D R SVH WKH H GH W D H WR HW WR H D D UDLVH GHDG VSH WKR JK UHV UUHFWLR D G RWKH VSH V R R PD When a tempest is killed, a silver residue rains down from its form. If D H JDWKH HG WK V HV G H S R GHV D PDVV R V H H D H W WR G silver pieces. Though valuable as a precious metal, the silver can also be VHG DV D RPSR H W PD J D D G RI OL W L R DVW J D HDWKH H DWHG VSH WV R WKH V H D H D VR VH R PD J RWKH HDWKH R H HPH WD H DWHG PDJ D WHPV Genies and elementals are enemies of tempests; they often attack them, D G WHPSHVWV HVSR G H PD H +R H H VRPH JH HV HVSH D djinn and marids, keep tempests as pets, training them as guards and to DWWD Tempests can be quite devastating to a local ecology if annoyed, and can cause great damage with wind, rain, and other attack forms. Living VWR PV D H H H R G V GH G JV R GH J R G 6NULD LW 6 D WV D VR D HG D VWR PV R J VD GVWR PV D H WKH PRVW HD HG HDW HV PD GHVH WV 6S WV R HW W R V PPR HG P H D DJR D H W JRGV D VWR PV RP H WKH H HPH WV R HD WK and air to dangerous effect. They are, fortunately, only rarely active. They speak the tongue of air elementals and their own language, a KR J VK H J WR J H WKDW JKWH V PRVW K PD V KR KHD W 0 K H H D JH H V R V R WKH G VW GH LOV created by the wizard’s VSH D VWR PV WD H WKH VD G D G WKH G VW R WKH GHVH W D G K W to create their 10-foot-tall conical forms. At rest, a skriaxit appears to be a wind-scattered pile of black dust. As a pack, they create their greatest terror, generating high winds and a erce sandstorm that can render a human eshless in minutes. RPEDW 6 D WV PR H JH H DW J D D JH R WH R G WKDW S RSH V them at high speeds. If there are 1-6 skriaxits together, their speed is 12; 7-12 skriaxits have a speed of 18; if there are 13 or more skriaxits, their speed is 24. The skriaxit vortex creates a sandstorm in a 200-yard radius around them; those caught in this storm suffer 1 point of damage per round per skriaxit (so if there are 12 skriaxits in a pack, victims take 12 SR WV R GDPDJH SH R G : WK WK V VD GVWR P WKH V D W SD R VWD W G VSH V PDJ DV D 16th-level wizard.
107 Elephant 0DVWRGRQV Like the mammoth, the mastodon is an ancestor of the elephant WKDW DV RPPR WKH 3 H VWR H H H D KH WKH RDPHG RP V D W to tropical plains. They are larger than the modern elephant, hairier, and somewhat greater in length. Encountered outside of a Pleistocene campaign, PDVWRGR V D H D H D G R G R V D W S D V 2OLSKDQWV The oliphant is a modern-day mastodon, with shaggy hair and tusks that curve down. The oliphant’s trunk is too short to be used in com bat. This limits the number of man-sized opponents an oliphant can attack at one time to four. Oliphants are more intelligent than elephants and do not share their cousins’ unreasoning fear of re. They are also very aggres V H D G KH S RSH W D HG D G HG R SKD WV J R WR J HDWH (10 + 5 Hit Dice) than their wild counterparts. These trained oliphants are excellent for combat duty and have a morale of 10. An oliphant’s tusks are R WK WR JR G S H HV HD K R D R W JS SH SR G W D H VPD H than an elephant’s. (OHSKDQW IULFDQ 0DPPRWK 0DVWRGRQ 2OLSKDQW /,0 7( 7( ,1 6 W RS D WR W RS D jungle and plains 6 D W S D V 6 D W S D V Temperate to subarctic S D V D G W G D ) (4 (1 RPPR Very rare (Common) Very rare (Common) 5D H 2 1,= 7,21 +H G +H G +H G +H G 7,9,7 /( D G V HD PR J D G HD H H J D Any D ,(7 +H R H +H R H +H R H +H R H ,17(//, (1 ( Semi- (2-4) Semi- (2-4) Semi- (2-4) Low (5-7) 7 ( 6 ( Nil Nil Nil Nil /, 10(17 Neutral Neutral Neutral Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 8 + 4 (10 + 5) 7 + + 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Nil Nil Nil Nil 63( , / ()(16(6 Nil Nil Nil Nil 0 , (6,67 1 ( Nil Nil Nil Nil 6,=( L (11’ tall) L to H (10’ to 14’ tall) L (10’ tall) L (8’ to 10’ tall) 02 /( Unsteady (7) Unsteady (7) Unsteady (7) 8 + 4: Unsteady (7) 10 + 5: Average (10) 3 9 / ( + + Elephants have thick, baggy hides, covered with sparse and very coarse tufts of gray hair. The elephant’s most renowned feature is its trunk, which W VHV DV D J DVS J P RPEDW An elephant can make up to ve attacks at one time in a battle. It can do stabbing damage of 2-16 points (2d8) with each of its two tusks; constricting damage of 2-12 points with its trunk; and 2-12 points of tram pling damage with each of its front feet. No single opponent can be subject WR PR H WKD W R R WKHVH DWWD V DW D R H W PH +R H H WKH H HSKD W can battle up to six man-sized opponents at one time. Creatures larger than ogre-sized are not subject to the elephant’s trunk attack. Also, an elephant will never attempt to grasp anything that might harm its trunk—like an object covered with sharp spikes. Elephants great ly fear re. DELWDW 6RFLHW Elephants are peaceful herbivores that travel in a herd. The herd is made up of both male and female elephants, as well as their young. If a herd of 10 or more elephants is encountered, there will be 1-4 young, from 20% to 70% mature, with the group. In the herd, a clear hierar K H VWV WK WKH R GH PD HV D HD SRV W R R GRP D H Occasionally, an older male elephant will be beaten by a rival in the herd. The defeated elephant must then leave the group, at which point it becomes a violent “rogue.” Rogue elephants encountered alone are 90% likely to at WD D G KD H R H H WKD K W SR WV SH K W G H (FRORJ Elephants are commonly captured when young and trained. They make good beasts of burden, but are often used in warfare as mounts D G J DWWH J DPV DV H Elephant tusks are worth 100 to 600 hundred gold pieces each, or about 4 gp per pound. In areas heavily populated by elephants, a substantial W DGH WK V R H RPPR 0DPPRWKV This ancestor of the elephant was common during the Pleis WR H H H D 0DPPRWKV D H R H HG WK WK H RR H KD WKD WKH PRGH H HSKD W D G WKH D H R V GH D D JH 0DPPRWKV D H P K PR H DJJ HVV H WKD H HSKD WV D G DWWD WK HVV S R R DW R H cause they are heavier, a mammoth’s tusks are worth 50% more than an elephant’s. Mammoths are rare when encountered outside of a Pleistocene DPSD J D G R H R G V D W S D V
108 Elf Elves live in the wild, so weapons are used for everything from dealing WK WKH KRVW H HDW HV D R G WKH DPSV WR V K P GD H WDV V DV hunting for dinner. The elves’ rigorous training with bows and swords, DGG W R WR WKH J HDW GH WH W J HV WKHP D DW D R V R WR hit when ghting with a short or long sword, or when using a bow of any kind, other than a crossbow. Elves are especially pro cient in the use of the bow. Because of their agility, elves can move, re a bow, and move again, all in the same round. Their archers are extremely mobile, and WKH H R H GD JH R V H D VH R P WDW R V R KR VHV R HVW RP DW H HV GR RW V D ride. Elves prefer to ght as foot soldiers and are generally armed as such. 0RVW H HV HD V D H J R KD PD D G D PRVW D K JK H HV D shields. Although elves have natural bonuses when they use bows and swords, their bands carry a variety of weapons. The weapons composition of a band of elves is: spear 30%; sword 20%; sword and spear 20%; sword and bow 10%; bow 15%; two-handed sword 5%. Elven ghters and multi-class ghters have a 10% chance per level to possess a magical item of use to his or her class. This percentage is cumu lative and can be applied to each major type of magical item that charac ter would use—for each class in the case of multi-class characters. (For example, a ghter/priest of level 4 or 5 would have a 40% chance to have a magical item useful to ghters and a 50% chance of having an item use ful to priests.) In addition, if above 4th level, elven mages gain the same SH H WDJH KD H WR JD WHPV W JD PDJ D WHPV VH WR WKHP D V HVV R V PDGH For every 20 elves in a group, there will be one 2nd- or 3rd-level ghter (50% chance of either). For every party of 40 elves, and in ad dition to the higher level ghter, there will be a 1st- or 2nd-level mage (again, 50% chance of either). If 100 or more H HV D H H R WH HG WKH following additional characters will be present: two 4th-level ghters; one 8th-level mage; and a 4th-level ghter/4th-level mage/4th-lev el thief. Finally, if over 160 elves are encountered, there will be two /,0 7( 7( ,1 Temperate to subtropical forest ) (4 (1 Uncommon 2 1,= 7,21 D GV 7,9,7 /( Any ,17(//, (1 ( High to Supra- (14-20) ,(7 Omnivore 7 ( 6 ( N; G, S, T in lair /, 10(17 KDRW JRRG 12 33( ,1 02 / 66 5 (10) ,7 , ( 7 19 (18) 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 WR K W WK R R V R G 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( 90% resistance to sleep and all KD P H DWHG VSH V 6,=( M (5’+ tall) 02 /( Elite (13) 3 9 / ( Though their lives span several human generations, elves appear at rst J D H WR H D KH RPSD HG WR PD +R H H H HV KD H D P H R VSH D WD H WV WKDW PR H WKD PD H S R WKH V JKW HD H R VW W W R V + JK H HV WKH PRVW RPPR W SH R H D H VRPH KDW VKR WH WKD PH H H J R J P K R H HHW WD 0D H H HV V D H JK HW HH D G SR GV D G HPD HV H JK HW HH D G SR GV 0RVW K JK H HV D H GD KD HG D G WKH H HV D H D HD W deep shade of green. They posses infravision up to 60 feet. The features of an elf are delicate and nely chiseled. Elves have very pale complexions, which is odd because they spend a great deal of time outdoors. They tend to be slim, almost fragile. Their SD H RPS H R D G V JKW GV D H WKH HV W R D R VW W W R WKDW V weaker than man’s. Elves, therefore, always subtract 1 point from their initial Constitution score. Though they are not as sturdy as humans, elves D H P K PR H DJ H D G D D V DGG SR W WR WKH W D H WH W scores. Elven clothing tends to be colorful, but not garish. They often wear SDVWH R R V HVSH D HV D G J HH V H D VH WKH G H R HVWV KR H H K JK H HV R WH HD J HH VK J H RD V WR D R G WKHP camou age. Elves have learned that it is very important to understand the crea W HV RWK JRRG D G H WKDW VKD H WKH R HVW KRPH H D VH R WK V H HV PD VSHD WKH WR J HV R JR V R V KR JR V J R V J RPHV and hal ings, in addition to common and their own highly developed language. They will always show an interest in anything that will allow WKHP WR RPP DWH WK D G HD RP WKH H JK R V RPEDW Elves are cautious ghters and always use their strengths to ad vantage if possible. One of their greatest strengths is the ability to pass WK R JK DW D V R G JV RRGV R R HVWV V H W D G D PRVW V PR J HW D G H G J WR HJHWDW R R R H H HV often surprise a person or party (opponents have a surprise modi er of -4). As long as they are not attacking, the elves hiding in the forest can only be spotted by someone or something with the ability to see invisible objects. The military value of this skill is immense, and elven armies will always VH G V R WV WR VS R WKH H HP V H V K VS HV D H D H D JKW R H H VHH Although their constitutions are weak, elves posses an extremely strong will, such strong wills, in fact, that they have a 90% immunity to all F DUP D G VOHHS spells. And even if their natural resistance to these spells fails, WKH JHW D R PD VD J WK R PD J W H D H D W P WR WKHVH VSH V H R WH
109 Elf UH (OYHV )DHULH * H H HV KD H H WKH V H KD D G DP H H HV R SD H JR GH KD and violet eyes (the violet-eyed ones are known as faerie elves). They D R JKW JD PH WV R K WH JR G V H R H R D G HD RD V R GHHS H R S S H * H H HV D H WKH D HVW R H HV D G WKH KD H little to do with the world outside their forests. They value intelligence H K JK D G H RWKH H HV GH RWH P K W PH WR VW G D G contemplation. Their treatises on nature are astounding. * H H HV D H WKH GHSH GH H RP KDW WKH VHH DV WKH R rupting in uence of the outside world, and will ght ercely to maintain their isolation. All grey elves carry swords, and most wear chain mail and carry shields. For mounts, grey elves will ride hippogriffs (70%) or grif fons (30%). Those that ride griffons will have 3-12 griffons for guards in WKH DPSV VWHDG R J D W HDJ HV :RRG (OYHV Also called V O D HO HV RRG H HV D H WKH G D K R WKH H DP They are slightly darker in complexion than high elves, their hair ranges R R RP H R WR RSSH HG D G WKH H HV D H JKW R JKW green, or hazel. They wear clothes of dark browns and greens, tans and VVHWV WR H G WK WKH V R G JV :RRG H HV D H H GH pendent and value strength over intelligence. They will avoid contact with strangers 75% of the time. In battle, wood elves wear studded leather or ring mail, and 50% of their band will be equipped with bows. Only 20% of wood elves carry swords, and only 40% use spears. Wood elves prefer to ambush their en HP HV V J WKH D W WR K GH WKH R HVW W WKH RHV D H RVH at hand. In most cases (70%), wood elf camps are guarded by 2-8 giant owls (80%) or by 1-6 giant lynx (20%). These elves speak only elf and the D J DJHV R VRPH R HVW D PD V D G WKH W HD W :RRG H HV D H PR H HG WR D G H W D W WKD JRRG D G D H RW D R H J SHRS H KR VW P H D RVV WKH DPSV R GH WR HHS WKH R DW R V VH HW DOI (OYHV +D H HV D H R K PD VWR D G KD H HDW HV R RWK WKH H D G K PD parents. They are slightly taller than common elves, growing as tall as 5 ½ feet and weighing up to 150 pounds. Though they do not gain the natural V R G R R R VHV RP WKH H H H DW HV WKH GR KD H R PD H H D V R A half-elf can travel freely between most elven and human settle ments, though occasionally prejudice will be a problem. The half-elf’s H VSD V WKH JJHVW VR H R J H KR H H 6 H D KD H HV PR H WKD HD V KH R VKH R W H D K PD H GV R H D W HV W J R R G WRR WR H D HD SD W R H H VR HW 0D KD H HV GHD WK WK V W D H J H H W HW HH WKH W R VR HW ies, enjoying life as it comes; the best of both worlds. Half-elves may speak common, elf, gnome, hal ing, goblin, hobgoblin, orc, and gnoll. powerful leaders (6th-level ghter/6th-level mage/6th-level thief) with two retainers each: a 4th-level ghter/5th-level mage, and a 3rd-level ghter/3rd-level mage/3rd-level thief. All of these are in addition to WKH WRWD P H R H HV WKH D G Elven women are the equal of their male counterparts in all aspects of warfare. In fact, some bands of elves will contain units of female ghters, who will be mounted on unicorns. This occurs rarely (5% KD H D G R H PD GH V H H R WH HG V K D W +R H H WKH HJH GV R WKH GHVW W R R JKW WKHVH H H RP H D H DPSD W DPR J WKH H HP HV R WKH H HV DELWDW 6RFLHW Elves value their individual freedom highly and their so cial structure is based on independent bands. These small groups, usually consisting of no more than 200, recognize the authority of a royal overlord, KR W R HV D HJ D H WR D J R HH +R H H WKH D V D G HVW D WV VHW SR H H VR HW D H H H RPSD HG WR K PD VR HW D G S D W D HJ J H KH RPSD HG WR G D H VR HW Elven camps are always well-hidden and protected. In addition to the D JH P H R R VH DW R SRVWV D G SH VR H W DSV VHW D R G D DPS K JK H HV W S D VHW J D W HDJ HV DV J D G D V R WKH H DPS ments (65% of the time). For every 40 elves encountered in a camp, there H WKH R R J K JK H H H HV DV H DV WKH HDGH V RWHG D R H a 4th-level ghter, a 4th-level cleric, and a 2nd-level ghter/2nd-level mage/2nd-level thief. A 4th-level ghter/7th-level mage, a 5th-level ght er, a 6th-level ghter, and a 7th-level cleric will also be present. Females found in a camp will equal 100%, children 50%, of the males encountered. H D VH H HV H R VH H D K G HG HD V WKH H R WKH R G is radically different from most other sentient beings. Elves do not place much importance on short-term gains nor do they hurry to nish proj ects. Humans see this attitude as frivolous; the elves simply nd it hard WR GH VWD G K H H R H H VH V D D V V K D VK Elves prefer to surround themselves with things that will bring them joy over long periods of time—things like music and nature. The company of their own kind is also very important to elves, since they nd it hard WR VKD H WKH H SH H HV R WKH SH VSH W HV R WKH R G WK RWKH races. This is one of the main reasons elven families are so close. However, DV H GVK S WRR V VRPHWK J WR H D HG H H H GV R RWKH D HV HPD H GV R H H Though they are immune to a few speci c spells, elves are captivated by magic. Not speci c spells, of course, but the very concept of magic. RRSH DW R V D PR H H WR H KDG RP D H R H J D R scure, even worthless, (but interesting) magical item, than it is with two sacks of gold. Ultimately, their radically different perspective separates the elves from the rest of their world. Elves nd dwarves too dour and WKH DGKH H H WR VW W RGHV R D S HDVD W +R H H H HV GR H ognize dwarven craftsmanship as something to be praised. Elves think a bit more highly of humans, though they see man’s race after wealth and eeting power as sad. In the end, after a few hundred years, all elves leave the world they share with dwarves and men, and journey to a mysterious D G KH H WKH H HH R WKH HVW R WKH H W HPH R J HV (FRORJ Elves produce ne clothes, beautiful music, and brilliant poetry. It is for these things that other cultures know the folk of the forest best. In WKH R G WK WKH R HVW KR H H H HV KR G KH WKH GD R HV R H D G WKH HDW HV WKDW R G S GH WKH R HVW D G WKH PR H R to plunder another. For this reason alone, elves are irreplaceable.
110 Elf, Aquatic Like their surface counterparts, aquatic elves demonstrate strong resis WD H WR VOHHS D G F DUP spells. Aquatic elves also have a 90% immunity DJD VW F DUP SHUVR spells. And even if their natural resistance to VOHHS D G F DUP VSH V D V D DW H HV VW JHW D R PD VD J WK R In combat, leadership is divided according to the size of the war party. For every 20 elves in a band, there is an additional 3rd-level ghter. For every 40 elves, there is an additional 4th-level ghter. In a force number ing over 100, there will be an 8th-level ghter and two 5th-level lieuten ants (in addition to the 3rd- and 4th-level ghters above). A combat unit of more than 160 elves are accompanied by a 9th-level ghter and a 6th- H H WK H DGG W R WR WKH R J D P H V 6HD H HV H H G GR SK V D G HPS R WKHP DV RPSD R V D G comrades-in-arms. In any party of at least 20 sea elves, there’s a 50% chance for them to be accompanied by 1d3 dolphins. The dolphins are RPSD R V KR H H WKH D H H WKH SHWV R D R RGGH :KH danger threatens, dolphins join the combat as willing allies. DWW H WD W V R WKH VHD H HV G H RP R H D G WR D RWKH W RP PR VW DWHJ HV GH WKH R R J A charge from directly beneath an opponent. This is particularly effec W H DJD VW D WHG V WR V RP WKH V D H KR D H D VWRPHG to being attacked from below. If the elf launched this attack from a bed of VHD HHG KH P JKW H HV DSH D WR R H H R H K V RSSR H WV R G HD W A beaching, usually by more than one elf. Sea elves can survive on land R D H P WHV DW D W PH WKR JK D VWDWH R J R J G V RP R W 0D R WKH RSSR H WV H VKD V D RW 6H H D H HV PD DWWHPSW WR HV W H D RSSR H W WR WKH HD K WD J W H D D RP WKH R HD Traps: Beds of seaweed and coral reefs are excellent staging areas for all PD H R VS J RDGHG RR W DSV HWV D G SH KDSV PDJ D H W DS PH WV GHV J HG D G W V D H H HV HW R D R V 3 HGDWR V KD H R WH GH GHG WR W WR D G HDV H S H D WH H R WH J D VHD H band’s defenses. /,0 7( 7( ,1 Temperate/Shallow salt water ) (4 (1 9H D H 2 1,= 7,21 D GV 7,9,7 /( Any ,(7 Omnivore ,17(//, (1 ( High to genius (14-18) 7 ( 6 ( K, Q; I, O, X, Y in lair /, 10(17 KDRW JRRG 12 33( ,1 02 / 66 6 (9) 029(0(17 6 ,7 , ( 7 12 2) 77 .6 R 0 ( 77 . 1-8 (weapon) 63( , / 77 .6 WK VSHD V D G W GH WV 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( 90% to VOHHS D G F DUP VSH V 6,=( M (6’+ tall) 02 /( Elite (13) 3 9 / ( H HDWK WKH DVK J D HV R G RDVW HV HV WKH VHD H D DW R V R WKH RRG D G H HV R G W D G R W RR Aquatic elves live for many centuries, and their eyes often show the effects of such great age. Otherwise, sea elves show little evidence of ag ing. They have gill slits on either side of their throats, and greenish-silver skin. Their hair is usually stringy, and emerald green to deep blue in color. 0D HV V D HD WKH KD VKR W W HPD HV D R WKH KD WR HD K as much as 4 feet in length. Unlike mermen, aquatic elves have legs and usually wear clothes woven from underwater plants and reeds. Their G HVV V WH W DWH PRVW R WH R J HH V D V D G R V R H V W H V J GHV J V 6HD H HV VSHD H VK VDK DJ D G D RGG D H WHG RPPR RPEDW Sea elves are a peaceful culture. It is a rare sight to see an aquatic H D K D DWWD D G D H VW R D H W H D G WR S HSD H R D 6HD H HV HD H WKH KRPHV WR JR WR DWW H R KH WKH H W H RP P W V GD JH R DJD VW J HDW H HP HV :KH R HG WR D WKH impress all opponents with their erce bravery and skill. If given their choice of battle eld, aquatic elves would prefer to ght D HG R VHD HHG R R WKH HH V KH H WKH DW D R R DW R D G stealth skills can give them the chance to hide from their enemies. They D H RPH DV V H VHD HHG DV WKH RRG D G R V V D WKH forests, imposing a –5 penalty to their opponent’s surprise roll. Sea elves enjoy the ability to move unhindered through seaweed, giving them tre PH GR V DG D WDJHV PD H H D W :K H WKH D WKH D V R of their land-based cousins, they can see clearly at amazing distances. An D DW H D R W WKH W RRSV R D H HP DW G VWD HV R S WR P H Their preferred weapons are the trident and the spear. These are used for hunting as well as for combat. The trident and spear are wielded so H VHD H HV WKDW WKH H H H D R V WR WKH DWWD R KH using them. They will also use combat nets against their enemies. These R KD G HDSR V G D RSSR H W WKH H GH R V D V HVV attack against AC 6. (Because of their great Dexterity, aquatic elves do RW V H D SH D W WR WKH DWWD R R WKH HWV +D WKH W PH R D victim’s weapon (including natural weapons, like a shark’s teeth) will be entangled in the net. The rest of the time, the victim is trapped. A netted victim must either break the net (a bend bars roll) or disentangle himself (a Dexterity check at a –3 penalty) to get free. Magical gestures D H PSRVV H D HW On some worlds, sea elves are unable to cast spells. The reasons for WK V D H R W WKH H V D HJH G DPR J WKHVH R PDJ D VHD H HV WKDW WKH G R VWR H WK V D W RP WKHP R J DJHV DJR
111 Elf, Aquatic The sea elves have legends that speak of far-away undersea elves who have learned to shapechange into sea otters or dolphins. There have been VHD K SD W HV PRW DWHG WKHVH WD HV W R V K H HV KD H H H HH R G (FRORJ Each band of sea elves is self-suf cient, raising their kelp and hunting sh when necessary. Sea elves scavenge. They are enchanted by the idea of magic, but they realize that land elves are more equipped to deal with it. They often trade D H R GH R DW H WHPV WKH KD H R G WR WKH K JK H HV H KD JH R PHWD HDSR V D G WRR V K K WKH D RW R JH GH DWH Aquatic elves are valuable sources of information regarding the lands beneath the sea. Their scavenging parties have uncovered artifacts and W G WV R R HGJH RP D DVW R H W R R GH DWH V D G V H VK SV 6HD H W DGH V HPHP H WKH K VWR HV R RWKH D HV D H R G the imaginings of the current generation. The trick is to get them to reveal WK V R PDW R 0DOHQWL There is a bond between aquatic elves and their hated enemies, the sahua gin, that neither race openly acknowledges. If sea elves are present within D P H R VR R D VDK DJ H DPSPH W WKH DSS R PDWH R H R W R H H K G HG VDK DJ WKV HVHP HV D D DW H DWKH WKD D VHD GH 0RVW R WKH W PH WKHVH R VS J R DV PD H W D H HDWH their parents. Once in a great while, a malenti is allowed to live to adult KRRG H D VH WV SK V D HVHP D H WR D D DW H RP DW R WK WV VDK DJ S J J D G DWW W GH PD H W D GHD VS H H communities. Indeed, malenti often develop the ability to sense the pres H H D G SRV W R R D D DW H HV WK HHW D D D H V R H WKH D VS R D V R W R D DG J VDK DJ R H Few aquatic elves believe in the existence of malenti, as they suggest VRPH G VW J SRVV W HV D R W VDK DJ R J V 0D H W GR H VW KR H H D G D H GH W D WR D DW H HV PRVW ways. They age much faster, though, with a life span of only 170 years or so. Although the sea elves themselves have a dif cult time discerning malenti spies, dolphins might (20%) sense one of the changelings. Malenti, understandably, aren’t fond of dolphins. It is possible for sahuagin and malenti to breed, the issue invariably being malenti. In this way, whole sahuagin communities have vanished, replaced by malenti. These extraordinarily rare bands resemble aquatic elves in nearly every way (except life span, known languages, and other obvious aspects), but they are just as evil as their sahuagin parents. They often ght in that style, and they worship the same evil powers as the VDK DJ DELWDW 6RFLHW 6PD RPP W HV R G R PD KD WD WV are the rule of aquatic elven lifestyle. These communities are often found KHD HHG HGV VKH WH HG DWH V WKR JK WKH D DW H HV PD DVK R KRPHV D H V DJRR RWWRPV D G R D HH V 6HD H RP munities keep in touch with each other through an elaborate and inef H W VWRP R D GH J KH D G PHVVH JH V KR W D H RP R H D G to another, much like postal carriers transmitting oral messages. In each RPP W WKH H D H VH H D HDGH W SHV DV R W HG HD H HG R H by a ghter of 10th-12th level, with a personal guard of eight 7th-level elf ghters. Magical weapons would be carried by the leader or one of his J D GV Aquatic elves are an anti-social race. They avoid air-breathers as well as other races that dwell beneath the waves. Their cities are usually carved RP WKH R H HDWK HGV R VHD HHGV S D W D V H WR R H HV A character has the same opportunity to nd a sea elf community as he KDV WR GHWH W D VH HW GRR As independent as the freedom-loving elves are of each others’ com P W HV WKH H H H J HDWH VR DW R RP WKH HVW R WKH GH sea races, whom they would rather not deal with. Although the aquatic H HV VHH RWK J R J WK WKH PH PH WKH W WR V D G RWKH JRRG D J HG GH VHD D HV WKH H HV VHH R HDVR WR R H WKHPVH HV the problems of such transitory peoples. It is part of the elven philoso SK WR HW RWKH V JR D R W WKH V HVV WK D P P P R WH S tion; aquatic elves would prefer it if others returned the favor. Those aquatic elves who are willing to deal with non-elves are highly insulted if the non-elves express any lack of con dence in the sea elf’s word. An aquatic elf who makes a promise will carry out his obligation WR GHDWK 6KR G KH H HG H R H KH D V HHG K V H W H D G will work to see that the promise is ful lled. On the other hand, aquatic elves do not accept promises from non-elven characters. The sea elves R WKDW WKH D H WKH R D H WK WKH KR R WR D R W WKH G W HV R its dead members. And, besides, only elves live long enough to guaran tee that they will have the time to ful ll a vow. R SK V D H R H R WKH H HDW HV WKH VHD H HV JH H H There are 3d6 + 2 dolphins swimming about most aquatic elf bands, S R G J R H R WKH H HV DV WR KH H WKH H H W HV D H R DWHG Aquatic elves are also fairly fond of land elves. It is uncertain how RVH H DWHG WKH W R D HV D H D WKR JK PDW JV HW HH D G H HV D G D DW H HV S RG H H HV WK WKH R R J R K JK H HV W with greenish hair. As they have hidden gill slits that open up when WKH G H GH WKH V D H WKHVH H HV D HDWKH H WKH D R D ter inde nitely. The attitudes and abilities of these half-breeds depend SR KHWKH WKH H H HD HG WKH R HVWV R WKH K H S HGV with individuals inclined (65%) to follow the lifestyles of their mothers. 6HD H HV KD H D R W RR R WKH R G WKDW RPHV RP R J HV among quiet natural beauty. Even with magical assistance to enable them WR HDWKH D D DW H HV D H RP R WD H D R H WKH D HV D G VR H H KD H VHH WKH R HVWV WKDW WKH K JK H HV VSHD R WK V K H WK V DVP W WKH H D H H D DW H HV KR R G RW H WR WD H WKH impossible trip overland to see the wonders of a forest rst-hand. Sea elves hate sahuagin. This isn’t much of a surprise, as almost ev H GH VHD D H WK WKH H HSW R R WKH SH H VH W D K W KDWHV WKH sea-devils. But sea elves generate a passion for con ict with the sahuagin that surprises even themselves. Aquatic elves leave their sheltered bands D SD W HV WKH KD H HDVR WR V VSH W WKDW VDK DJ D H G H J HD 6KR G D SD W R VHD H HV H R WH VDK DJ WKH R PH HD always attack if they outnumber their hated foes. Aquatic elves also make W D SR W WR D J HDW VKD V WKH WH WR Sea elves have no other major enemies, but they dislike surface-dwell ing shermen, due to the numbers of sea elves snared in nets, or mistak H HG DV VDK DJ WKHVH J R D W K PD V
112 Elf, Drow RPEDW The drow’s world is one in which violent con ict is part of ev eryday life. It should not be surprising then that most drow encountered, whether alone or in a group, are ready to ght. Drow encountered outside of a drow city are at least 2nd-level ghters. (See Society note below.) Drow wear nely crafted, non-encumbering, black mesh armor. This H W HPH VW R J PD V PDGH WK D VSH D D R R VWHH R WD J DGD mantite. The special alloy, when worked by a drow armorer, yields mail WKDW KDV WKH VDPH S RSH W HV R F DL PDLO WR D WKR JK W GRHV RW D diate magic. Even the lowliest drow ghters have, in effect, F DL PDLO while higher level drow have more nely crafted, more powerful, mail. (The armor usually has a +1 for every four levels of experience of the drow HD J W Dark elves also carry small shields (bucklers) fashioned of adamantite. Like drow armor, these special shields may be +1, +2, or even +3, though only the most important drow ghters have +3 bucklers. 0RVW G R D D R J GDJJH D G D VKR W V R G R DGDPD W WH D R These daggers and swords can have a +1 to +3 bonus, and drow nobles may have daggers and swords of +4 bonus. Some drow (50%) also carry VPD RVV R V WKDW D H KH G R H KD G D G VKRRW GD WV S WR 60 yards. The darts only in ict 1-3 points of damage, but dark elves com PR RDW WKHP WK SR VR WKDW H GH V D W P R V R V HVV KH rolls a successful saving throw vs. poison, with a –4 penalty. The effects DVW G KR V A few drow carry adamantite maces (+1 to +5 bonus) instead of blades. Others carry small javelins coated with the same poison as the darts. They KD H D D JH R D GV WK D VKR W D JH R V R D DW PHG P D G D DW R J Drow move silently and have superior infravision (120 feet). They also KD H WKH VDPH W W H VH VH D R W WKH GH J R G R G DV G D HV GR D G D GHWH W VH HW GRR V WK WKH VDPH KD H R V HVV DV RWKH elves. A dark elf can only be surprised by an opponent on a roll of 1 on G URZ ULGHU /,0 7( 7( ,1 6 WH D HD caves & cities 6 WH D HD caves & cities ) (4 (1 9H D H 9H D H 2 1,= 7,21 D V D GV D GV 7,9,7 /( —Any underground, JKW D R HJ R G ,(7 Omnivorous 6HH H R ,17(//, (1 ( High (13-14) High (13-14) 7 ( 6 ( N (×5), Q (×2) N (×2), Q /, 10(17 KDRW H KDRW H 12 33( ,1 R 02 / 66 4 (10) 029(0(17 ,7 , ( 7 12 2) 77 .6 R 0 ( 77 . HDSR R HDSR 63( , / 77 .6 6HH H R 6HH H R 63( , / ()(16(6 6HH H R Nil 0 , (6,67 1 ( 6HH H R 15% 6,=( M (5’ tall) L (9’ tall) 02 /( Elite (14) Elite (14) 3 9 / ( 3 HVWV Others: 650 Transformed PDJHV Transformed S HVWV These dreaded, evil creatures were once part of the community of elves that still roam the world’s forests. Now these dark elves inhabit black D HV D G G J W H V GH WKH HD WK KH H WKH PD H G H S D V DJD VW WKH D HV WKDW VW D H HDWK WKH V R WKH V D H R WKH J HH HD WK Drow have black skin and pale, usually white hair. They are shorter and PR H V H GH WKD K PD V VH GRP HD K J PR H WKD HHW KH JKW 0D H G R H JK HW HH D G SR GV D G HPD HV HW HH and 120 pounds. Drow have nely chiseled features, and their ngers and toes are long and delicate. Like all elves, they have higher Dexterity and R H R VW W W R WKD PH R RWK J V V D D W R D D G R WH SRVVHVVHV VSH D properties, although it does not radiate magic. For example, drow cloaks D G RRWV D W DV WKH D H FORDNV RI D G ERRWV RI HO H NL G H HSW WKDW WKH wearer is only 75% likely to remain undetected in shadows or to surprise enemies. The material used to make drow cloaks does not cut easily and is re resistant, giving the cloaks a +6 bonus to saving throws vs. re. These cloaks and boots t and function only for those of elven size and build. Any attempt to alter a drow cloak has a 75% chance of unraveling WKH PDWH D PD J W VH HVV In the centuries they’ve spent underground, drow have learned the lan J DJHV R PD R WKH WH JH W HDW HV R WKH GH R G HV GHV WKH R WR J H D H RW D D W R H VK G R VSHD RWK RPPR D G WKH V WH D HD W DGH D J DJH VHG PD D HV GH WKH HD WK They speak the languages of gnomes and other elves uently. R D VR KD H WKH R V H W D J DJH RPSRVHG R RWK V J HG hand movements and body language. These signs can convey informa tion, but not subtle meaning or emotional content. If within 30 feet R D RWKH G R WKH D D VR VH RPS H D D H S HVV R V RG PR HPH WV D G SRVW HV WR R H PHD J R S HG WK WKH KD G signs, these expressions and gestures give the drow’s silent language a SRWH W D R H S HVV R H D WR PRVW VSR H D J DJHV
113 Elf, Drow They worship a dark goddess, called Lolth by some, and her priest HVVHV KR G H K JK S D HV VR HW 6 H PRVW G R S HVWV D H HPD H women tend to ll nearly all positions of great importance. Drow ghters go through rigorous training while they are young. Those who fail the required tests are killed at the program’s conclusion. That is why dark elf ghters of less than 2nd level are rarely seen outside D G R W Drow often use giant lizards as pack animals, and frequently take bug HD V R W RJ RG WHV DV VH D WV R W HV D H KD H V R H H JV cluding mind ayers, and drow are allied with many of the underworld’s evil inhabitants. On the other hand, they are constantly at war with many R WKH H JK R V H HDWK WKH HD WK G J G D HV R GD J RPHV (svirfneblin) who settle too close to a drow city. Dark elves frequently HHS V D HV R D W SHV G J SDVW D HV KR KD H D HG WR H S WR G R H SH WDW R V (FRORJ The drow produce unusual weapons and clothing with quasiPDJ D S RSH W HV 6RPH V HV D G HVHD KH V V JJHVW WKDW W V WKH strange radiation around drow cities that make drow crafts special. Others theorize that ne workmanship gives their wonderfully strong metals and superior cloth its unique attributes. Whatever the reason, it’s clear that WKH G R KD H G V R H HG VRPH D WR PD H WKH RWK J D G HDSR V WKR W WKH VH R PDJ H W V JKW WWH GHVW R V G R RWK RRWV HDSR V D G D PR :KH D WHP S RG HG WKHP V H SRVHG WR WKH JKW R WKH V H H V H GH D HJ V : WK G GD V WKH WHPV RVH WKH PDJ D S RSH W HV D G RW H RP J WRWD R WK HVV R D W D WV S RWH WHG RP V JKW HWD WKH VSH D S RSH W HV R G GD V H R H becoming normal items. If a drow item is protected from direct sunlight D G H SRVHG WR WKH DG DW R V R WKH G R GH R G R R H HH R W of every four, it will retain its properties inde nitely. Drow sleep poison, used on their darts and javelins, is highly prized W DGH V R WKH V D H +R H H WK V SR VR RVHV WV SRWH VWD W KH H SRVHG WR V JKW D G HPD V H H W H R R GD V D WH W V H SRVHG WR D R SR VR HPD V SRWH W R D HD HSW D RSH HG SD HW ULGHUV These strange creatures have the head and torso of a drow and the legs and lower body of a giant spider. Driders are created by the drow’s dark god GHVV :KH D GD H R D R H D H DJH D W HD KHV WK H H WKH JRG dess may put him or her through a special test. Failures become driders. GH V D H D H WR DVW D VSH V D R PD G R D VH R H SH GD They also retain any magical or clerical skills they had before transforma tion. A majority of driders (60%) were priests of 6th or 7th level before WKH H H KD JHG D RWKH G GH V H H PDJHV R WK WK R WK H H Driders always ght as 7 Hit Die monsters. They often use swords or D HV WKR JK PD D R V GH V D WH R G SR WV R GDPDJH and those bitten must save vs. poison with a –2 penalty or be paralyzed R W V Because they have failed their goddess’s test, driders are outcasts from WKH R RPP W HV GH V D H V D R G D R H R WK G K JH spiders (10% chance), rather than with drow or other driders. They are violent, aggressive creatures that favor blood over all types of food. They VWD WKH W PV W H HVV D W J R WKH JKW KD H WR VW H All dark elves receive training in magic, and are able to use the follow J VSH V R H SH GD dancing lights, faerie re, D G GDUN HVV R D R H WK H H D VH OH LWDWH N R DOL PH W D G GHWHFW PD LF R H SH GD R S HVWV D D VR VH GHWHFW OLH FODLU R D FH V HVWLR D G GLVSHO PD LF R H SH GD 3H KDSV W V WKH RPPR VH R PDJ G R VR HW WKDW KDV J H WKH GD H HV WKH HG H HV VWD H R KD H D DVH HV VWD H WR magic of 50%, which increases by 2% for each level of experience. (Multi- DVVHG G R JD WKH R V RP R WKH DVV K K WKH KD H WKH highest level.) All dark elves save vs. all forms of magical attack (including devices) with a +2 bonus. Thus, a 5th-level drow has a 60% base magic HV VWD H D G D R V WR KH VD J WK R V V VSH V WKDW JHW SDVW KH PDJ HV VWD H R H R WH HG D J R S D D V KD H D HDGH R D K JKH H H than the rest of the party. If 10 or more drow are encountered, a ght er/mage of at least 3rd level in each class is leading them. If 20 drow are encountered, then, in addition to the higher level ghter/mage, there is a ghter/priest of at least the 6th level in both classes. If there are more than 30, up to 50% are priests and the leader is at least a 7thlevel ghter/8th-level priest, with a 5th-level ghter/4th-level mage R D DVV VWD W DGG W R WR WKH RWKH K JK H H HDGH V D H HV GR KD H R H J HDW HD HVV JKW JKW H D VH WKH G R KD H HG VR R J WKH HD WK D H H W J WR WKH V D H WKH D H R R JH D H WR WR H DWH JKW JKW R D G R WK WKH D G V R D OL W R FR WL DO OL W spell are 90% likely to be seen. In addi W R WKH RVH SR WV RP WKH H WH W D G DWWD WK D SH D W inside the area of these spells. Characters subject to spells cast by drow D H WHG D OL W R FR WL DO OL W VSH DGG D R V WR WKH VD J throws. If drow are attacking a target that is in the area of effect of a OL W R FR WL DO OL W VSH WKH V H D DGG W R D SH D W WR WKH DWWD rolls, and targets of drow magical attacks save at an additional +1. These penalties are cumulative (i.e., if both the drow and their targets are in the D HD R H H W R D OL W VSH WKH G R V H D SH D W WR WKH DWWD R V D G WKH WD JHWV JD D H D VH R WKH VH R V HJDW H H H WV R VW R J JKW R WKH G R WKH are 75% likely to leave an area of bright light, unless they are in battle. Light sources like torches, lanterns, magical weapons, or faerie re VSH V GR RW D H W G R DELWDW 6RFLHW Long ago, dark elves were part of the elven race that roamed the world’s forests. Not long after they were created, though, the H HV R G WKHPVH HV WR WR D D W R V R H R R J WKH WH HWV of evil, the other owning the ideals of good (or at least neutrality). A great civil war between the elves followed, and the sel sh elves who followed WKH SDWKV R H D G KDRV H H G H WR WKH GHSWKV R WKH HD WK WR the bleak, lightless caverns and deep tunnels of the underworld. These GD H HV H DPH WKH G R The drow no longer wish to live upon the surface of the earth. In fact, H KR H R WKH V D H H H VHH D G R W WKH GD H HV HVH W WKH H HV D G DH HV KR G R H WKHP D D D G V KHPH DJD VW WKRVH WKDW G H WKH V JKW Drow live in magni cently dark, gloomy cities in the underworld that few humans or demihumans ever see. They construct their buildings en tirely out of stone and minerals, carved into weird, fantastic shapes. Those few surface creatures that have seen a dark elf city (and returned to tell the WD H HSR W WKDW W V WKH VW R K K JKWPD HV D H PDGH R VR HW V DJPH WHG WR PD RSSRV J R H KR VHV D G PH chant families, all scrambling for power. In fact, all drow carry brooches V HG WK WKH V P R R WKH PH KD W R R H J R S WKH D H D HG with, though they hide these and do not show them often. The drow be lieve that the strongest should rule; their rigid class system, with a long D G RPS DWHG VW R W W HV D G S H RJDW HV V DVHG R WKH GHD
114 Ettercap DELWDW 6RFLHW Ettercaps prefer to dwell in the deepest part of a forest, near paths that are frequented by game or travelers. The creatures’ nests are made of a frame of strands lled with rotting leaves and moss. The D V D H R WH R DWHG R WKH J R G W D D VR H R G S D JH sturdy trees. No treasure is to be found in ettercap lairs, but occasion D WHPV G RSSHG DG H W H V KR KD H D H WR HWWH DS W DSV D H R G HD Though usually only one ettercap is encountered at any time, on rare occasions a pair of ettercaps can be found together. The pairs encountered D H D D V PDWHG R S HV WKR JK WKH HPD H D G PD H DSSHD WR H GH tical. Ettercap young are abandoned as soon as they are born, so adults are H H H R WH HG WK R J (FRORJ An ettercap eats any meat, regardless of the type of creature from which it comes. Upon capturing a victim, the ettercap poisons it so it cannot escape; once the creature is dead, the ettercap immediately devours as much of the corpse as possible. Typically, an ettercap can con sume an entire deer or a large humanoid in a single sitting. Anything HPD J D WH WKH HWWH DS KDV JR JHG WVH V H W R V D H JH V Often (40%), 2d4 spiders of some monstrous type are found cooperat ing with an ettercap. The ettercap uses any giant spider webs available KH W GHV J V WV W DSV HDW HV HG D HWWH DS WKH H R D J D W VS GH D H VKD HG WK WKH VS GH VWHDG R H J GH R HG H W H WKH HWWH DS Ettercap poison is highly valued, partly because of its extreme toxic ity and partly because it is rather dif cult to obtain. An ettercap’s poison J D GV KR G R R H R H R SR VR DW D W PH W WK V R H V R WK S WR JS R WKH RSH PD HW /,0 7( 7( ,1 +HD RRGHG R HVW ) (4 (1 5D H 2 1,= 7,21 6R WD R SD V 7,9,7 /( Any ,(7 D R H ,17(//, (1 ( Low (5-7) 7 ( 6 ( Nil /, 10(17 Neutral evil 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 3R VR 63( , / ()(16(6 Traps (see below) 0 , (6,67 1 ( Nil 6,=( M (6’ tall) 02 /( Elite (13) 3 9 / ( Ettercaps are ugly bipedal creatures that get along very well with all types of giant spiders. These creatures of low intelligence are exceedingly cruel, H J D G D H V HG VHWW J W DSV H GHDG W DSV P K H WKH VS GH V WKDW R WH H D R G WKHP Ettercaps stand around six feet tall, even with their stooping gait and hunched shoulders. The creatures have short, spindly legs, long arms that reach nearly to their ankles, and large pot bellies. The hands of ettercaps have a thumb and three long ngers that end in razor sharp claws. Their bodies are covered by tufts of thick, wiry, black hair, and their skin is dark and thick. Ettercaps’ heads are almost equine in shape, W WKH KD H D JH HSW D H HV V D RRG HG R R D G D JH fangs, one protruding downward from each side of the mouth. The PR WK WVH V D JH D G HG WK H VKD S WHHWK Ettercaps do not have a formal language. They express themselves WK R JK D RP DW R R K JK S W KHG K WWH J R VHV VK H V D G R H W D W R V RPEDW If caught in a battle, an ettercap rst strikes with its claws, caus ing 1-3 points of damage with each set. The creature then tries to bite its opponent, in icting 1d8 points of damage with its teeth and powerful jaws. A successful bite attack by an ettercap enables the monster to inject its victim with a powerful poison from the glands above the ettercap’s D JV The poison secreted by an ettercap is highly toxic and very similar to the poison of giant spiders. A creature injected with it must immedi ately roll a saving throw vs. poison. A failed roll means that the creature dies within 1d4 turns when the toxigen paralyzes the victim’s heart. 0D DG H W H V H H JHW WKH KD H WR D VH D V R G DJD VW HWWH caps because of the devious traps they use for protection. Ettercaps prefer to ambush unwary travelers and lead them into traps rather than ght WKHP D H WR D H Like spiders, ettercaps have silk glands located in their abdomen. The WK VW R J VW D GV R V H V H PDWH D WKHVH J D GV VH HWH D H VHG HWWH DSV WR R VW W H D R DWH W DSV PDGH S R HWV W S HV JD rotes, and anything else the monsters can make out of the strands. The traps are designed so that they often immobilize the adventurer who stumbles into it. If this is the case, ettercaps never hesitate to attack that character rst, trying to poison the victim before he escapes. Different ettercaps prefer G H H W W DS GHV J V VR H R WH V WK G H H W HWWH DSV VKR G H SRVH WKH DG H W H WR H W DSV HD K W PH
115 Eyewing DELWDW 6RFLHW Eyewings are supernatural creatures that exist only to VH H WKH GD PDVWH V :KH H W WKR W R GH V WKH H RPH V JJ VK and listless. This should not be taken to mean that they are any less dan gerous. This listlessness is their expression of boredom, but nothing re H HV H H J R HGRP WH H WHD J DSD W R H W HDW HV Eyewings have no society as such. They do not have a culture. Their simple language consists of shrill squeaks. They understand other spo ken languages, but cannot speak them. When in the Abyss they are found only on layers that allow for ying. Their immunity to cold makes them at KRPH R D R WKH D H V DV H (FRORJ Eyewings are sexless creatures that are not a part of nature. They kill even when they’re not ordered to, just for the pleasure of it. Eyewings have been encountered on the moon, where there is no air to breathe and no water to drink. It is assumed that they do not need air or water. They have never been seen to eat; it is assumed by most who have studied them that they are sustained by magic. The more powerful creatures of the Abyss have no qualms about an eyewing snack should R H H HD W WKH D H RW WKH DW D S H R D HDW H /,0 7( 7( ,1 The Abyss (preferred) ) (4 (1 5D H 2 1,= 7,21 D G 7,9,7 /( Any ,(7 None known ,17(//, (1 ( Low (5-7) 7 ( 6 ( Nil /, 10(17 Lawful evil 12 33( ,1 02 / 66 029(0(17 Fl 24 (B) ,7 , ( 7 12 2) 77 .6 R 0 ( 77 . R H H J WHD V 63( , / 77 .6 Tears 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( Nil 6,=( L (15’ wingspan) 02 /( Steady (12) 3 9 / ( Eyewings are loathsome inhabitants of the Abyss. They are obedient, loy D D G G P SH H W VH WR V R WKH GD JRGV D G WKH PR H SR H P R V An eyewing’s body is a fat, egg-shaped ball covered with matted black fur. The 5-foot-wide body is supported by a pair of ve-foot-long leathery bat wings. Each wing is tipped with a set of three razor-sharp talons. An 8-foot-long rat’s tail dangles from the back of the body. The tail ends in a small, sharp spur. It has no feet and has never been known to land. The body is dominated by the single, bulging, 4-foot-wide eyeball. The eyeball is black with a blood-red pupil. A vile blue uid continuously leaks from the eye, soiling its fur. Great leathery eyelids squeeze this uid out and away from the creature. The stench is unbelievable. It gives off an acidic smell that scorches the sensitive tissues in other creatures’ noses D G PR WKV RPEDW An eyewing has two main forms of attack. The most common form is to use its claws and tail to strike its opponents. It can either swoop down on them, or hover and slash. Its second form of attack is to bomb its enemies with a large eyewing tear that is squeezed out of the large eyeball by the leathery eyelid. It has amazing control over the H HDVH R WKH WHD W KDV WKH VDPH KD H WR K W WK D WHD DV WK WV melee attacks. It releases a tear when it is within 100 feet of its target. It D GH H WK V DWWD K H KR H J R G J An eyewing tear is a one-foot-diameter ball of poisonous blue uid. The attack roll determines if the target dodged the tear. If the tear hits, the W P P VW R D V HVV VD J WK R V SR VR R V H G SR WV of damage (success means only 1d6 points of damage). The tears may also splash onto anyone within ten feet of the target. The attack roll for the splash attack is made with a –2 penalty. If someone is splashed, a saving throw vs. poison must be rolled; those who fail suffer 2d4 points of dam DJH K H WKRVH KR V HHG V H G SR WV R GDPDJH A tear hardens into a rubbery lump within 2d6 hours after being shed. The exact time depends upon the humidity, temperature, etc. Anybody KD G J D KD GH HG WHD P VW R D V HVV VD J WK R V SR VR R V H SR W R GDPDJH Eyewings have extremely acute vision that enables them to see with perfect accuracy for up to 25 miles. They also have infra vision out to 120 feet. They are immune to all cold-based attack forms, as are their tears.
116 Feyr DELWDW 6RFLHW Individual common feyrs are slain by the morning light. There are occasions when several common feyrs combine to form a great H K K DGG W R WR H J PP H WR WKH H H WV R WKH V V P K more intelligent. The greater feyr seeks to inspire even stronger emotions, K K W PD WKH VH WR VWD D H :K H RPPR H V GR RW W D H D RP WKH SR W R R J J HDW H V PD GH WD H R J W SV HG VW R J HPRW R D VWDWHV :K H D RPPR H PH H V R KHV WK R JK WKH H H J VKDGR V and fogs, looking for a collection of victims to terrorize and thereby enrich WVH R WKH HPRW R V D J HDW H KRRVHV WR DWWD K H L LVLEOH S D J WKH HPRW R V R RWKH V KH JKWH J HPRW R D VWDWHV D HDG S HVH W D G G J PR WD H JV PDG WK WH R D G HD :K H WKH J HDW H V RW D VKHG GD JKW W S H H V WR R DW JKW D G VHH V WR HW HDW WR D K GGH D G J GD JKW KR V S H H D VRPH D D GR HG D HD V K DV D R G KR VH D H R GH J R G VW W H (FRORJ RPPR H V D H HDWHG WKH HPRW R V R D JH PDVVHV of people, and great feyrs by compilations of lesser feyrs. The raw ma WH D V R V K HDW HV PD H R G D D VHWW HPH W D G KH WKH H V DGG W R D WH V R WKH D WKH H V VWD DW JKW W HV GH V HJH WR V G GHG D HV R D V RSS HVVHG SHRS HV D G VHWW HPH WV D J GH D PH HVV V PPH KHDW D H D SRVV H HHG J J R GV R H V * D G D G DW K WV D H V D more than suf cient to handle the common feyrs, as those feyrs attack D WK J WKDW PR HV W WKH PR H GD JH R V J HDW H V P VW H GHD W with by a wizard or similar high-level individual, who can both with VWD G WKH DWWD R WKH H D G G VSDW K W )H U UHDW )H U /,0 7( 7( ,1 Urban Any ) (4 (1 9H D H 9H D H 2 1,= 7,21 Loose band 6R WD 7,9,7 /( Night Any ,(7 Emotions Emotions ,17(//, (1 ( Low (5) High (14) 7 ( 6 ( Nil Nil /, 10(17 KDRW H KDRW H 12 33( ,1 02 / 66 029(0(17 12, Fl 18 (B) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Fear Emotion control 63( , / ()(16(6 Nil Invisibility 0 , (6,67 1 ( 10% 40% 6,=( S (2’ tall) M (7’ tall) 02 /( Fanatic (18) Fanatic (18) 3 9 / ( Feyrs (pronounced “fears”) are created from the remnants of ordinary JKWPD HV P HG WK HV G D PDJ D H H J HV D G R J brought to life by the strong emotions of a large group of people. They D H PRVW RPPR R G D JH W HV WKDW KD H D JRRG P H R mages, priests, and other spellcasters. Normal feyrs stalk the streets at JKW VHH J RWK J PR H WKD WR HDWH KD R * HDW H V R WKH RWKH KD G D H WKH RP DW R R HVVH H V D G PD H R G D KH H WKR JK WKH D H P K D H WKD WKH RPPR H V RPPR H V DSSHD DV K PSHG K K D HG HDW HV J P D G inhuman in appearance. Their hide is mottled and warped like the sur face of the human brain. The creature is supported by two main tentacles K K D W DV HJV D G D KD G R RWKH WH WD HG P V 0DVV H horizontal jaws line its underside, and the forepart of the beast has 1-5 eyes, usually the color of melted gold. The feyr’s hide is a sickly rainbow of shades, like light re ected off an oil slick. There are dull blues and D V D R J WKH RG SD H HGV D G PDJH WDV WR D G WKH KHDG D G GHDWK J HH V D G H R V D R J WKH H RPEDW The horizontal jaws of the feyr slung beneath its belly are the creature’s prime form of attack, in icting 1d4 points of damage for com mon feyrs, 2d6 points for great feyrs. The feyr does not use its jaws to eat, W DWKH WR VW H WH R WR WKH KHD WV R WKRVH KR W HVV WV VD DJH and bloody attacks. Those who witness the attack of either type of feyr P VW PD H D V HVV VD J WK R V VSHOOV R H R V PHG IHDU (as the spell of the same name). This IHDU D WV R G R GV R RPPR feyrs, and 2d6 rounds for great feyrs. This form of IHDU R DSS HV KH WKH HDW H DWWD V 0H H V JKW J D RPPR H GRHV RW VS H IHDU The great feyr has an additional power that can affect the emotions similar to the 4th-level wizard spell HPRWLR The range of this attack is D GV PD D H W D RRW RRW D HD D G WKH WH GHG W P P VW PD H D V HVV VD J WK R V VSHOOV at –2 or be affected. Only WKH HJDW H HPRW R V R IHDU DWH RSHOHVV HVV D G VDG HVV PD H DVW the great feyr. The great feyr may cast this spell and retain its L LVLELOLW RPPR H V D H V D G H W V JKW WKR JK WKH KD H R HD R W WKHPVH HV D G GR RW VHH VKH WH WK WKH RP J V R KHV WDWH WR H W H R W WKH D H VW D H D WH V S RPPR H V D VH D VD J WK R V VSH V DJD VW V JKW HDWHG PDJ VSH V V K DV FR WL DO OL W DGG W R WR WKH VWD GD G PDJ HV VWD H * HDWH H V D H D H WHG V JKW
117 Fish DUS LDQW Giant carp attack by biting, in icting 2-20 points of damage with their sharp, curved teeth. Additionally, if an attack causes 12 or more points of GDPDJH WKH D S V D R V WV W P Cat sh, Giant A giant cat sh bites for 3d4 points of damage. It swallows it prey if its attack roll is 4 points more than it needed. The sh can employ its feelers as weapons by whipping its head back and forth. These feelers secrete a toxin that causes 2d4 points of damage. A save vs. poison limits the dam age to 1d4 points. Two additional opponents can be attacked if they are WK D JH R WKH HH H V )LVK 3 09 7 RI WW PJ WW 0RUDOH 3 9DOXH D D GD 6 WR + + Steady (11) + + + D S * D W 6 WR + + + Average (9) + + + + + Cat sh, Giant 6 WR + + + Average (9) + + + + Dragon sh 6 Unsteady (5) Eel, Electric 6 Unsteady (7) Eel, Giant 6 Average (8) Eel, Marine 6 WR + + + + + Average (9) Eel, Weed 6 Unsteady (6) *D * D W 6 Average (10) Ixitxachitl 6 Elite (13) R PD + H + H + H + H + DPS Lamprey 6 Unsteady (7) Lamprey, Giant 6 Average (9) Lamprey, Land KS R G Unsteady (7) 0D WD 5D 6 WR + + + R Elite (13) 3 H * D W 6 Average (8) 3 D KD 6 ½ Unsteady (6) 3 D KD * D W 6 Average (10) 3 J 5D 6 R Unsteady (5) Quipper 6 ½ Unsteady (6) 6HD +R VH * D W 6 WR + + R Average (10) + + + 6KD 6 WR + + + + + + Average (10) + + + + + + 6KD * D W 6 WR + + + + + + + Steady (11) + + + + + + 6W J 5D 6 Unsteady (5) Giant sh are a diverse group of creatures with varying attack and defense DSD W HV 0D R WKHVH HDW HV D H D H WR V D R W PV KR H 6 D R HG W PV WD H R PD WH GDPDJH 9 W PV WD H SR W R GDP age per round from the sh’s digestive juices and have a 5% cumulative chance per round of suffocating. To escape the sh’s stomach, a victim can cut free with a sharp-edged weapon. The victim may be rescued by cutting or tearing from the outside. When the sh has lost 50% of its hit SR WV WKH W P HD V HH DUUDFXGD The rst clue that barracuda are in the area might be a sudden pain in the RRW DV WKH PD D GH V PV D G WHV R D H WH GH WRHV
118 Fish 3LNH LDQW Because of their speed and natural camou age, a pike’s opponents suffer D SH D W WR WKH V S VH R 3LUDQKD Piranhas travel in schools of 5-50. There is a 75% chance that at least one will attack any creature that swims or wades near the school. If they at WD D G RRG V G D WKH H W H V KRR JRHV H VH D G HD K S D KD attacks twice per melee round. Up to 20 piranhas can attack a single, mansized individual simultaneously. 3LUDQKD LDQW * D W S D KDV HKD H H WKH VPD H R WH SD WV W R D DW tack a single, man-sized individual simultaneously. 3XQJL D Any creature stepping on a pungi must save vs. poison or die. A footstep on a pungi ray equals one attack; if a creature fell on a pungi ray it would suffer 2-8 spinal attacks. If attacked, it swims away. 4XLSSHU Quippers are fresh water piranhas that live in colder waters. 6HDKRUVH LDQW A sea horse attacks with a head butt, but a sea horse trained as a steed can use its long tail to constrict and restrain enemies. A captured opponent can free itself with a open doors roll made with a –1 penalty. The tail of a J D W VHD KR VH V VR R J W D DWWD WKH VDPH RSSR H W WV KHDG WWV R the one its rider is attacking. The constriction causes no damage, but the VHD KR VH D VW WW WKH KH S HVV W P 6KDUN 6KD V DWWD PH HVV DW WKH V H W R RRG K K WKH D GHWH W D mile away. The scent of blood and the thrill of the kill sends sharks into a feeding frenzy. Since sharks move up, take a bite of esh, and retreat, 10 normal-sized sharks can attack a man-sized opponent. 6KDUN LDQW The huge megalodons (giant sharks) never reach a frenzy, since they can V D R PRVW HDW HV KR H R D DWWD R J HDWH WKD P P P P H HHGHG WR K W 6WLQJ D If a creature steps on a sting ray, it lashes out with its tail spine. The crea ture must save vs. poison or be paralyzed for 5-20 turns. Dragon sh Dragon sh bite for 1-6 points of damage. However, most adventurers stumble across these creatures. These encounters cause 1d6 of the sh’s VS HV WR SH HW DWH RRWV D V J SR W R GDPDJH DS H H H R H V DS ping off in the wound. The spines’ poison is slow-acting, and creatures injected with the toxin must make a saving throw vs. poison at a –4 or dies. If successful, the character suffers a –2 SH D W R D DWWD R V R WKH H W G KR V (HO (OHFWULF An attacking eel discharges a jolt of electricity with a 15-foot, radial range. HDW HV HVV WKD HHW RP WKH HH V H G SR WV R GDPDJH HD W HV WR HHW D D H H H G SR WV D G D RWKH V D JH V H G points. An eel must recharge itself for an hour between attacks. (HO LDQW Giant eels have no electrical discharge attack. Instead, they attack with their teeth. Since they strike with amazing speed, giant eels receive a +1 R V WR W DW H R V (HO 0DULQH Marine eels have an electrical discharge with a range of 15 feet; creatures less WKD HHW RP WKH HH V H G SR WV R GDPDJH WKRVH WR HHW D D H H H G SR WV D G D RWKH V D JH V H G SR WV 9 W PV P VW roll a saving throw vs. paralyzation or be stunned for a number of rounds H D WR WKH GDPDJH WKH V VWD HG RP WKH H H W D VKR (HO :HHG The bite of the weed eel is poisonous: victims failing a saving throw vs. SR VR G H G R GV DU LDQW The gar attacks with its teeth, in icting 8d4 points of damage. On a score of 20, the gar swallows its victim whole. On average, a giant gar can swal low an object up to 5 feet long. , LW DFKLWO The ixitxachitl (icks-it-ZACH-it-ul) are an intelligent race of evil manta rays. For every 10 encountered, there is a 2nd-level priest. For every 20, there is a 3rd-level priest. For every 50, there is a 2 + 2 Hit Dice 5th-level priest. If there are more than 50, there is a 4 + 4 Hit Dice 8th-level priest HDGH D G W R + W H WK H H S HVW J D GV 6SH VSKH HV clude Charm, Divination, Elemental (water), Healing, Necromantic, Pro tection, and Sun (darkness only). For every 20 encountered there is a 50% KD H WKDW R H V D DPS W D K W WK GR H + W H WKDW G D V R H H H SH K W D G HJH H DWHV SR WV SH R G /DPSUH The lamprey feeds by biting its victims, and fastening itself by its sphinc ter-like mouth. Once attached, the lamprey drains 2 hit points per Hit Die R RRG R WKH H W D G V HVV H R GV 6HD DPS H V D H HVSH D susceptible to re, making their saving throws against re-based attacks WK D SH D W /DPSUH /DQG Land lampreys feed as do aquatic ones. Once attached (a hit for 1 point of GDPDJH W G D V RRG R WK HH R GV HVV HG R HPR HG R 1 point of damage per round. In addition, while attached to a character, each lamprey encumbers an individual; this is equivalent to a loss of 1 SR W R H WH W SH DPS H DWWD KHG 0DQWD D If the manta’s attack roll is 2 or more greater than the number needed to hit, it swallows its prey. A manta ray can swallow one man-sized creature or three small-sized creatures. If opponents attack its rear, it uses its sting er for 2-20 points of damage and a save vs. paralyzation or be stunned for R GV
119 Frog upon a frog that has swallowed a creature whole has a 33% chance of also being in icted on the swallowed victim. Giant frogs fear re and always retreat from it. DELWDW 6RFLHW Giant frogs live in groups but don’t have any real so cial structure. They are aggressive hunters and eat insects, sh, and small mammals. Large aquatic predators such as giant sh and giant turtles of WH S H SR WKHP .LOOHU )URJV This smaller version of the giant frog attacks with sharp teeth and front WD R V :K H W GRHV RW V D R W PV KR H WKH H RJ V D R V hunter and is especially fond of the taste of human esh. 3RLVRQRXV )URJV A rare type of normal frog, this breed secretes a contact poison from its skin, as well as with its bite. The weakness of the poison gives all victims a +4 bonus to their saving throws. Due to its weakness and the dif culty of R H W J W WKH H V R PD HW R WK V SR VR LDQW .LOOHU 3RLVRQRXV /,0 7( 7( ,1 Any fresh water Any fresh water Any fresh water ) (4 (1 Uncommon 9H D H 5D H 2 1,= 7,21 3D 3D 3D 7,9,7 /( Any Any Any ,(7 D R H D R H Insectivore ,17(//, (1 ( Non- (0) Non- (0) Non- (0) 7 ( 6 ( Nil Nil Nil /, 10(17 Nil Nil Nil 12 33( ,1 02 / 66 029(0(17 6 6 6 ,7 , ( 7 + + 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Tongue and swallow whole Nil Nil 63( , / ()(16(6 Nil Nil 3R VR 0 , (6,67 1 ( Nil Nil Nil 6,=( T-M (2’-6’ long) S (3’ long) T (6”-1’ long) 02 /( Average (8) Unsteady (6) Unsteady (6) 3 9 / ( + + + LDQW )URJV Giant frogs resemble their more common relatives in everything but size. Their enormous size means that they consider larger creatures as a source of food, making small creatures and even demihumans possible prey. A J D W RJ D D JH RP WR HHW H JWK D G H JK HW HH D G 250 pounds (a 2-foot frog weighs 50 pounds, adding 50 pounds for each additional foot of length). Frogs with 1 Hit Die are 2 feet long, while those WR HHW R J KD H + W H D G WKRVH R H HHW R J KD H + W H The distance that a giant frog can jump is based upon its weight, with the maximum jumping distance for a 50-pound frog being 180 feet. Sub tract 20 feet for every additional 50 pounds the frog weighs. A giant frog cannot jump backward or directly to either side, but can leap 30 feet VW D JKW S RPEDW Because of its camou aging color, a giant frog surprises oppo nents easily (-3 penalty to opponents’ surprise rolls) when in its natural habitat. A giant frog uses its long, sticky tongue to entrap its victim. The tongue is equal in length to three times the frog’s length and strikes with a +4 bonus to the attack roll. The tongue in icts no damage when it hits. Once a victim is caught by the frog’s tongue, it has one chance to hit the tongue before the frog attempts to reel it in. If the tongue is hit, the frog releases the victim and does not attack that creature again. Otherwise, the W P V HH HG If the victim weighs less than the frog, it is dragged into the frog’s mouth in the same round it attacked and missed striking the tongue. If WKH HDW H H JKV PR H WKD WKH RJ D H W D R G V H HG R WKH frog to draw the creature in. This grants the victim another opportunity to hit the tongue. Any creature weighing more than twice the frog’s weight D RW H S HG WKH RJ D G V H HDVHG R WKH WK G R G D WH W DV D JKW H H WKH WR J H V H H VW Once the victim has been drawn to the frog’s mouth, the frog attempts to eat it. If the giant frog successfully bites its victim in the rst round the creature is in range, it automatically scores maximum damage. Frogs with + W H WH R SR WV R GDPDJH WKRVH WK + W H SR WV and those with 3 Hit Dice in ict 2-8 points of biting damage. On an attack roll result of 20, the frog can swallow whole any creature shorter than 3 feet long. Any creature swallowed whole has a chance to W WV D R W R WKH RJ WK D VKD S HGJHG HDSR W P VW R D DW tack roll result of 18 or better. A victim has only three rounds to escape be fore asphyxiating. A successful escape kills the frog. Any damage in icted
120 Fungus 0D J D H HG H D G R R VVH V R V GH VRPH WR H GH R V Pigs are used to hunt for truf es, an underground fungus that grows near tree roots and gives food a piquant avor. No one has as yet managed to cultivate truf es—an enterprising botanist could make a mint by learning WR J R WKHVH 0 VK RRPV WKH W J RG R D RWKH GH J R G J V D VRPHW PHV H HDWH W D H VR SR VR R V WKDW WKH R H P VK RRP hunter is allowed but one mistake in picking. The mycelium producing D V J H P VK RRP P JKW H WH G H HDWK WKH J R G R VH H D HHW D G H W R Medicinally, green molds (such as penicillium) can be used as folk rem HG HV R D R V D WH D H W R V Fungi are simple plants that lack chlorophyll, true stems, roots, and leaves. Fungi are incapable of photosynthesis and live as parasites or VDS RSK WHV 2UGLQDU )XQJL Ordinary fungi are well known to man: molds, yeast, mildew, mushrooms, and puffballs. These plants include both useful and harmful varieties. RPEDW Ordinary fungi do not attack or defend themselves, but they are proli c and can spread where unwanted. Adventurers who have lost rations to mold or clothing to mildew have KDG S HDVD W H R WH V WK J DELWDW 6RFLHW The bodies of most true fungi consist of slender cottony laments. Anyone who wishes to see this for himself need only leave a damp piece of bread in a cupboard for a day or two. Examining the black mold on the bread with a magnifying glass will show off not only the la ments, but also the spore bodies at the top of these. The spores are what J HV PR G WV R R 0RVW J HS RG H DVH D H G V R GG J DJPH tation, or spores. Those that reproduce sexually alternate a sexual gen eration (gametophyte) with a spore-producing (sporophyte) one. Fungi grow best in dark, damp environments, which they can nd all too easily in a kitchen cupboard, backpack, or boot. A warm environment V S H H HG VRPH V K DV HDVWV D G H WD PR GV W H HVV H KHDW V J 3 RSH VWR DJH D G HD HVV D H VHG WR D R G PRVW R G D J (FRORJ Fungi break down organic matter, thus playing an important SD W WKH W RJH H GH RPSRV J GHDG R JD VPV WR DPPR D : WKR W WKH D W R R P VK RRPV D G D HW J VR H H D R G RW WD H S D H DV HDG DV W GRHV Fungi are also useful to man for many purposes. Yeasts are valuable as H PH W J DJH WV D V J HDG D G H J HV HH V D G D HV H tain molds are important for cheese production. The color in blue cheese is D PR G WKDW KDV HH H R DJHG WR J R WK V VHP VR W KHHVH 9LROHW 6KULHNHU 3K FRPLG VFRPRLG DV 6SRUH /,0 7( 7( ,1 6 WH D HD 6 WH D HD 6 WH D HD 6 WH D HD 6 WH D HD ) (4 (1 5D H RPPR 5D H 9H D H 5D H 2 1,= 7,21 0 W H D 0 W H D 0 W H D 0 W H D 0 W H D 7,9,7 /( Any Any Any Any Any ,(7 6 D H JH 6 D H JH 6 D H JH 6 D H JH 6 D H JH ,17(//, (1 ( Non- (0) Non- (0) Unratable Unratable Non- (0) 7 ( 6 ( Nil Nil Nil Nil Nil /, 10(17 Neutral Neutral Neutral (evil) Neutral (evil) Neutral 12 33( ,1 2-8 (2d4) 02 / 66 029(0(17 12 (see below) ,7 , ( KS 7 12 2) 77 .6 0 ( 77 . 6HH H R Nil 6HH H R 6HH H R 63( , / 77 .6 6HH H R Nil Infection Spore jet 6HH H R 63( , / ()(16(6 Nil Noise 6HH H R 6HH H R 6HH H R 0 , (6,67 1 ( Nil Nil Nil Nil Nil 6,=( M (4’-7’) M (4’-7’) T (2’ dia.) M to L (5’-10’ dia.) M (4’-6’dia.) 02 /( Steady (12) Steady (12) Elite (14) Champion (15) Average (8) 3 9 / (
121 Fungus VFRPRLG Ascomoids are huge, puffball-like fungi with very thick, leathery skin. They move by rolling. RPEDW At rst, an ascomoid’s movement is slow—3 for the rst round, 6 the next, then 9, then nally 12—but they can keep it up for hours without W J Ascomoids attack by rolling into or over opponents. Small- and me dium-sized opponents are knocked down and must rise during the next R G R HPD S R H The creature’s surface is covered with numerous pocks which serve as sensory organs. Each pock can also emit a jet of spores to attack dan gerous enemies. Large opponents or those who have in icted damage upon the ascomoids are always attacked by spore jets. The stream of spores is about one foot in diameter and 30 feet long. Upon striking, the stream puffs into a cloud of variable diameter ( ve to 20 feet). The HDW HV GH DWWD P VW R D V HVV VD J WK R V SR VR R die from infection in their internal systems in 1d4 rounds. Even those KR VD H D H GHG D G KR HG WR V K D H WH W WKDW WKH H H 1d4 rounds to recover and rejoin melee. Meanwhile, they are nearly KH S HVV D G D DWWD V SR WKHP JD D R V WR DWWD R V WK R VK H G R H WH W R VHV D R HG H H W W SHV R HDSR V D H W WKH DV RPR G G H H W 3 H J HDSR V V K DV VSHD V V R H GR H GDPDJH 6KR WH VWD bing weapons do damage as if against a small-sized opponent. Blunt weapons do not harm ascomoids; slashes and cuts from edged weapons cause only 1 point of damage. An ascomoid saves against magical attacks, such as magic missiles, reballs, and lightning, with a +4 bonus to the saving throw; damage is only 50% of nor mal. (Cold-based attacks are at normal probabilities and damage.) As these fungi have no minds by ordinary standards, all spells af fecting the brain (F DUP ( 3 etc.), unless speci c to plants, are VH HVV DV 6SRUH At any distance greater than 10 feet, a gas spore is 90% likely to be mis taken for a beholder. Even at close ranges there is a 25% possibility that WKH HDW H V VHH DV D HKR GH R D JDV VSR H KDV D D VH H W D H H and rhizome growths atop it that strongly resemble the eye stalks of a HKR GH RPEDW If the spore is struck for even 1 point of damage it explodes. Ev ery creature within a 20-foot radius suffers 6d6 points of damage (3d6 if a VD J WK R V D GV V V HVV If a gas spore makes contact with exposed esh, the spore shoots tiny rhizomes into the living matter and grows through the victim’s system within one round. The gas spore dies immediately. The victim must have D F UH GLVHDVH VSH DVW R K P WK KR V R G H VS R W J G JDV VSR HV An alchemist expert in the ways of fungi can produce a variety of useful V VWD HV RP WKH D W R R D R V PDWH D V 9LROHW )XQJXV Violet fungus growths resemble shriekers, and are usually (75%) en countered with them. The latter are immune to the touch of violet fun gi, and the two types of creatures complement each other’s existence. RPEDW Violet fungi favor rotted animal matter to grow upon. Each fun gus has one to four branches with which it ails out if any animal comes within range (see following). The excretion from these branches rots esh R H R G HVV D V HVV VD J WK R V SR VR V R HG R D F UH GLVHDVH spell is used. The branch length of this fungi depends upon the fungi’s size. Violet fungi range from four to seven feet tall, the smallest having one-foot-long branches, the ve-foot-tall fungi having two-footlong branches, and so on. Any sized growth can have up to four branches. 6KULHNHU Shriekers are normally quiet, mindless fungi that are ambulatory. They D H GD JH R V WR G JHR H S R H V H D VH R WKH KH VK D HW WKH PD H RPEDW Light within 30 feet or movement within 10 feet causes a shrieker to emit a piercing shriek that lasts for 1-3 rounds. This noise has a 50% chance of attracting wandering monsters each round thereafter. DELWDW 6RFLHW They live in dark places beneath the ground, often in WKH RPSD R R HW J :KH WKH VK H H V DWW D W R V G JHR G H H V WKH VK H J WKH R HW J D H D H WR WKHP WK WKH D KHV HD J S H W R R JD PDWWH R WKHVH VDS RSK W H R PV WR HHG R (FRORJ Purple worms and shambling mounds greatly prize shriekers as food, and don’t seem to mind the noise while eating. 6K H H VSR HV D H D PSR WD W J HG H W SRW R V R S D W R W R 3K FRPLG The algae-like phycomids resemble brous blobs of decomposing, milk-colored matter with capped fungi growing out of them. They ex ude a highly alkaline substance (like lye) when attacking. RPEDW These fungoid monsters have sensory organs for heat, sound, D G DW R V R DWHG VH H D VWH V :KH SK RP GV DWWD WKH extrude a tube and discharge the alkaline uid in small globules that have D D JH R G HHW In addition to alkaline damage, the globs that these creatures discharge might also cause victims to serve as hosts for new phycomid growth. If D W P D V D VD J WK R V SR VR WKH G G D HJ V WR VS R W mushroom-like growths in the infected area. This occurs in 1d4 + 4 rounds and in icts 1d4 + 4 points of damage. The growths then spread through R W WKH KRVW RG J W G W V D G W J W WR D H phycomid. A F UH GLVHDVH VSH VWRS WKH VS HDG WK R JK WKH KRVW
122 Galeb Duhr The “music” of the galeb duhr often provides the rst evidence that WKHVH HDW HV D H HD D G V D WKH R H GH H DV WKH VR D H JD H G K D H WR SDVV WR WKH J R G KH WKH HH WKH DW R V R DSS RD K J V WR V Sitting together in groups, the galeb duhr harmonize their gravelly voices into eldritch tunes; some sages speculate that these melodies can cause or prevent earthquakes. Others argue that the low rumbling pro G HG WKHVH HDW HV V D R P R D J WR RWKH V WKH J R S W WKH H V R R V H H GH H H WKH D (FRORJ *D H G K KD H R DW D H HP HV RWKH WKD WKRVH KR D H WKH JHPV WKH R H W *D H G K HDW R S H H J J D WH WR RWKH types, and disdaining any sedimentary type. The rocks they eat become part of the huge creatures; such a meal need take place only once every W R R WK HH PR WKV HV GHV WKH JHPV WKDW WKH D WK WKHP JD H G K D H H WR R KH H PD RWKH JHPV D H DV H DV H V R S H R V PHWD V V K DV JR G V H D G S DW P WKR JK JD H G K VHHP WR KD H R terest in these minerals for themselves. A few powerful mages have been able to bargain with the galeb duhr for this information. This is a dif cult agreement to consummate, for the galeb duhr are valiant ghters, and usually have no dif culty in escaping from any harm if they are inclined to do so. Further, the galeb duhr are territorial, and would be irritated at D DWWHPSW WR PD H VH R WK V R HGJH WKH W In some strange way, galeb duhr feel responsible for the smaller rocks D G R GH V D R G WKHP P K WKH VDPH D WKDW D W HD W HH V H sponsible for trees in its neighborhood. A traveler who disturbs the area HD D JD H G K GRHV VR DW K V R SH /,0 7( 7( ,1 Any mountain ) (4 (1 9H D H 2 1,= 7,21 Family 7,9,7 /( D ,(7 6SH D ,17(//, (1 ( Very (11-12) 7 ( 6 ( Q (×3), X /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 + + 12 2) 77 .6 0 ( 77 . R 63( , / 77 .6 6HH H R 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( 20% 6,=( L (8’-12’ tall) 02 /( Fanatic (17) 3 9 / ( + + + The galeb duhr is a curious boulder-like creature with appendages that act as hands and feet. These intelligent beings are very large and slowmoving. They live in rocky or mountainous areas where they can feel the HD WK SR H D G R W R WKH R V D R G WKHP A typical galeb duhr is from 8 to 12 feet tall. When not moving it looks H SD W R WKH WH D W HV RPEDW *D H G K D H D VR WD HDW HV S H H J WR H WK D H R WKH R G D G R H R D RWKH G G J HD WK H HPH WD V :KH DSS RD KHG D JD H G K V D H WR D R G WKH H R ter by disappearing into the ground. If chased or otherwise irritated, however, a galeb duhr does not hesitate to ght the intruder. *D H G K D DVW WKH R R J VSH V DV WK H H PDJHV R H SH GD PR H HDUW VWR H V DSH SDVV DOO WUD VP WH URFN WR P G D G DOO RI VWR H They can cast VWR H V DSH DW They can animate 1-2 boulders within 60 yards of them (AC 0; MV 3; HD 9; Dam 4d6) as a treant controls trees. Galeb duhr suffer double damage RP R G DVHG DWWD V D G VD H WK D SH D W DJD VW WKHVH DWWD V They are not harmed by lightning or normal re, but suffer full damage from magical re (though they save with a +4 bonus against re attacks). DELWDW 6RFLHW *D H G K WKR JKW WR H DW H WR WKH H HPH WD S D H of Earth, are sometimes encountered in small family groups in mountain R V HJ R V R WKH 3 PH 0DWH D S D H It is not known how (or whether) galeb duhr reproduce, but “young” JD H G K KD H R DV R D HH HSR WHG WKRVH VSH PH V H R tered being a smaller size than normal. :K H JD H G K VHHP WR KD H R V H W H D R H J R G WKH are known to collect gems, which they nd through their passwall ability. They sometimes have small magical items in their possession, evidently WD H RP WKRVH KR DWWD HG WKHP WR WD H WKH JHPV
123 Gargantua by swirling waters or crashing waves. Additionally, its immense size makes it easy to spot from a distance. Furthermore, the squealing roars WKDW D RPSD WV H H D W R PD H W W D PSRVV H WR J R H The reptilian gargantua’s tough hide gives it an Armor Class of 2, form J D VW R J GH H VH DJD VW PRVW SK V D DWWD V :KH W GRHV V H GDPDJH WKH HDW H D HJH H DWH K W SR WV SH R G Fortunately, reptilian gargantua seldom bother humans. But their PHPR HV D H R J D G WKH DSSHW WH R H H JH V HD P W HVV + PD V KR DWWD HSW D JD JD W D G VW WKH D V R RWKH VH S R voke the creatures will nd themselves relentlessly pursued—even it means the gargantua must cross thousands of miles of ocean. This creature’s hunger for revenge is seldom satis ed until it has thoroughly ravaged its attackers’ villages. Sometimes, entire provinces will be laid to ruin. The surest way to provoke the wrath of a reptilian gargantua is to threaten its offspring. Adult gargantua have remarkable mental bonds WK WKH R J H D J WKHP WR R DWH WKH R J WK S SR W D D DW D P WHG D JH In spite of their reputation as mindless destroyers, reptilian gargan W D D W D SRVVHVV D V PS H HPSDWK WKDW H D HV WKHP WR VH VH WKH emotions and desires of others, albeit on a primitive level. They seem to VW W H R K K HDW HV HD WKHP D G G H W WKH DW WD V D R G J DELWDW 6RFLHW A few reptilian guargantua make their home on the oors of subtropical oceans. Most, however, live on remote tropical is lands, far from civilized lands. Such islands are scattered throughout the oceans of Kara-Tur, with most of them uncharted. The most notable ex ception is the Isle of Gargantua, one of the Outer Isles off the southwestern tip of Wa. This island is inhabited entirely by gargantua of various types. Explorers in the arctic regions of Kara-Tur once found a maturing rep tilian gargantua frozen in a block of ice. The explorers built a massive sled to haul their discovery back to civilization. The ice began to thaw en route, reviving the creature. The gargantua shattered the melting ice R VKHG K V DSWR V D G P H HG WR WKH PR WD V Any grotto or cave that provides shelter, privacy, and suf cient room to house a reptilian gargantua can serve as its lair. Fiercely territorial, a HSW D JD JD W D D G WV DP V D D P D D HD R VH H D V D H P HV DV WKH SH VR D S RSH W GH H G J W DJD VW D D G D W G H V 6 H WKH H HV D H VH V W H WR JKW JKW WKH HDW HV VSH G PRVW R WKH GD V HHS J WKH D V H RP J D W H DW JKW WR VHD K for food and patrol their territory. Their thunderous roars make their HSWLOLDQ DUJDQWXD XPDQRLG DUJDQWXD ,QVHFWRLG DUJDQWXD /,0 7( 7( ,1 Tropical and V W RS D V D GV Tropical and subtropical islands, jungles, and mountains Tropical, subtropical, and temperate PR WD V ) (4 (1 5D H 9H D H 5D H 2 1,= 7,21 6R WD R PDWHG SD 6R WD R PDWHG SD 6R WD R PDWHG SD 7,9( 7,0( Night Any Any ,(7 6SH D Omnivore Omnivore ,17(//, (1 ( Low (5-7) Low (5-7) Low (5-7) 7 ( 6 ( Nil Nil Nil /, 10(17 KDRW H W D KDRW H W D KDRW H W D 12 33( ,1 02 / 66 029(0(17 6 6, Fl 36 (E) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 6HH H R Trample 6HH H R 63( , / ()(16(6 5HJH H DW R 5HJH H DW R 5HJH H DW R 0 , (6,67 1 ( Nil Nil Nil 6,=( G (100’-200’ tall) G (80’-100’ tall) G (60’ long) 02 /( Elite (14) Elite (14) Elite (13) 3 9 / ( + + Gargantua are truly monstrous species, both in size and ferocity. Whether WKH D H WK R D V WR D RWKH DJH D H DW R V R DW D S R HVVHV R results of crazed magical experiments is unknown. *D JD W D DSSHD PD G H H W R PV W PRVW HVHP H J JD W humanoids, insects, and reptiles. Of these three types, the most common is D VR WKH D JHVW D G PRVW GD JH R V WKH HSW D JD JD W D The reptilian gargantua is so immense that it dwarfs virtually all of the world’s creatures. Some reptilian gargantua move on all fours. Most, KR H H D H SHGD V SSR WHG W R PDVV H HJV D J WKH GWK of the largest tree trunks. The creature’s body is thick and bulky. Rocky V D HV V D GD J HH WK D D H WV R H W RP KHDG WR WRH Its smooth belly is a lighter shade of green. Certain rare types have mot W HG V D HV VKDGHV R R J D D G H R Its hands are almost human, though each of its four, long ngers ends in a hooked claw. Its feet are at and broad, with webbed toes. The toes also end in hooked claws, but they’re shorter and thicker than those on its ngers. A bony ridge stretches from the base of its neck, down along its VS H D G H WH G J WKH H JWK R WV PPH VH WD The head of the reptilian gargantua is somewhat small in proportion to its body. It has two glaring eyes, usually gold or bright red. Its nostrils are ush with its head, and its ears are twin triangular projections resembling tiny wings. Its mouth is a wide slash that nearly bisects its entire head and V HG WK R V R R J D JV The reptilian gargantua cannot speak, but it emits deafening roars that sound like the trumpeting of a bull elephant ampli ed a thousandfold. It D HDWKH RWK D D G DWH RPEDW Although it has some degree of intelligence, the actions of the HSW D JD JD W D D R J WK WKH D W R V R PRVW JD JD W D D H WKRVH of mindless brutes bent on destruction for destruction’s sake. It attacks WK V HHS J D HV R WV R W D V D G J J WHV RP WV SR H ful jaws. If moving upright, it can trample victims for 10-100 (10d10) hit points of damage. It continually sweeps the ground with its massive tail, swinging 90 feet behind it and to each side. Any creature within range R WKH WD P VW PD H D V HVV VD J WK R V GHDWK R V H (8d10) hit points of damage. A rampaging reptilian gargantua is all but oblivious to its surroundings, crushing everything—and everyone—in its path. The ground trembles GH WV H JKW KH W D V 6 H D J HD WK D D V R HVKDGR V WV DSSHD D H W H H D V S VH WV S H :KH V PP J D HSW D JD JD W D V V P D KD G DSSHG DV WV DSSHD D H V D D V S H HGHG
124 Gargantua These monsters peacefully coexist with other creatures in their envi ronment, but humanoid gargantua compete ercely with rival gargantua, and violent con icts often result. Many such con icts continue until one R WKH JD JD W D V GHDG + PD R G JD JD W D HDW D W SHV R JDPH D G HJHWDW R S H H J GHH HD V KR VHV D G V P D JDPH ,QVHFWRLG DUJDQWXD Adult insectoid gargantua resemble immense moths. Their bodies are covered with ne fur, usually gray or black, and their wings bear colorful patterns in brilliant blue, red, yellow, and green. Their movements and RWKH D W R V D H D RPSD HG D S H J V HH K WKDW VR GV H D D J V H The insectoid gargantua begins life as a gigantic egg, which hatches to reveal a gigantic larva. This larval form has 20 HD. As a larva, the in VH WR G JD JD W D D VKRRW D VW D G R R RR V WR D D JH R HHW This silk is exceptionally strong and sticky, adhering to whatever it hits. With this silken strand, the larva can entangle and immobilize victims. A VW D G D H VH H HG WK HH D V WK SR WV R GDPDJH RP D edged weapon, a successful “bend bars/lift gates” roll, or by monsters of + R PR H The larval insectoid gargantua grows at a phenomenal rate, increasing 1 HD per week. Upon attaining 25 HD, the larva spins a cocoon and enters the pupal stage. It remains a pupa for 2-8 (2d4) weeks, nally emerging as an immense moth with 30 HD. In this form, the creature can no longer spin silk. However, by apping its wings, it can create a huge windstorm, 60 feet wide and extending 240 feet ahead. To remain safe, everyone and everything within the path of the storm must be solidly anchored (e.g., tied to a boulder). Unanchored victims must make a saving throw vs. death with a –4 penalty. Those who fail their saving throw are blown back 10 to 40 feet, suffering G K W SR WV R GDPDJH R H H HHW R Insectoid gargantua establish lairs in the valleys and caverns of warm, mountainous regions. They live for several hundred years. Females lay a single egg every decade, but there is only a 20% chance that any given HJJ V H W H These mothlike creatures eat all types of game and vegetation. They prefer mulberry trees, and in just a few hours, a hungry insectoid gargan W D D R V PH D H W H J R H R WKHP The silk of insectoid gargantua larvae can be woven into cloth from K K PDJ D R HV D H HDWHG S HVH H R WR D 5HSW D JD JD W D GR RW R H W W HDV H R D RWKH WHPV Reptilian gargantua live several hundred years. They choose mates WK D H HD V R HD K J PDW W D G HPD WK WKHP R WKH HVW of their lives. A female reptilian gargantua gives birth to a single offspring once per century. The birth of a reptilian gargantua is marked by shatter J WK GH VWR PV WKDW R WKH V HV R H WKH WH WR R WV SD H WV R GD V An immature reptilian gargantua stands about 20-40 feet tall. It also has 10 HD (THAC0 11) and a movement rate of 12 (Sw 9). A youngling’s claws in ict 1-10 hit points of damage each, and its bite in icts 2-24 (2d12) hit points of damage. Its tail—not nearly as formidable as an adult’s—sweeps the ground in an arch reaching 20 feet behind and to both sides, in icting 3-18 (3d6) points of damage to all victims who fail their save vs. death. (FRORJ The reptilian gargantua is an omnivore. It primarily eats plants, swallowing whole trees in a single gulp. But it also enjoys living prey of all varieties. It can even dine on minerals, gems, and other inorganic sub VWD HV W PHV R V D H HJHWDW R D G JDPH Reptilian gargantua shun the company of other creatures. They espe D G V H RWKH W SHV R JD JD W D K K VRPHW PHV RPSHWH WK WKH HSW D R V V R WKH VDPH WH WR 5HSW D JD JD W D KD H W R S RSH W HV VH WR K PD V • The petal of any ower that grows in the footprint of a reptilian gar JD W D D VH H DV D RPSR H W R D SRWLR RI UR W Such a ower must grow naturally in the footprint; it cannot have been planted there by a K PD R RWKH WH JH W H J • As noted above, thunderstorms occur when a reptilian gargantuan is born. If a dead creature of any kind is struck by a lightning bolt from such D VWR P WKH R W D WV DV D UHV UUHFWLR VSH XPDQRLG DUJDQWXD Humanoid gargantua are the least intelligent type. They resemble gigan W K PD V VRPH KDW D WK RSR G D D WK VWRRSHG VKR GH V R J arms, and jutting jaws. Long, greasy hair dangles about their shoulders, though a few humanoid gargantua are completely bald. They stand 80 to HHW WD D G D H VRPHW PHV R H HG WK D R R JR GH Their skin color ranges from pale pink to dull yellow to deep black. They KD H W RVHV K JH HD V D G JKW H HV K K D H V D R R HG 6 J H H HG K PD R G JD JD W D D VR D H PR HG WR H VW + PD R G JD JD W D KD H R D J DJH R WKH R W H D VH R WKH VW R J HPSDWK WK K PD V WKH D H D H WR RPS HKH G VKR W phrases of human languages 25% of the time. The movements and other D W R V R K PD R G JD JD W D D H W S D D RPSD HG WK GH R V H R J D G J W J The creature attacks with its two sts for 4-40 (3d10) hit points of dam age each. It seldom uses weapons or tools, since its blunt ngers manipu late these objects with dif culty. However, reports exist of humanoid gar gantua wielding trees like clubs. The creatures also can make trampling attacks on anyone (or anything) who comes underfoot, causing 10-100 (10d10) points of damage. Humanoid gargantua regenerate hit points at WKH DWH R SH R G Like reptilian gargantua, humanoid gargantua possess a simple empathy that enables them to sense the basic emotions and desires of others. Unless K J WKH WH G WR D R G HDW HV KR WH G WKHP R KD P K H D W H VHH J R W D G S V J WKRVH WK KRVW H WH W R V Humanoid gargantua live in valleys, in suitably sized caves in remote, jag ged mountains, or on their own islands, far from civilized regions. They col H W R W HDV H VSH G J PRVW R WKH W PH HDW J D G V HHS J They live for several centuries, and mate for life. Once every hundred HD V R VR D HPD H K PD R G JD JD W D J HV WK WR R VS J An immature humanoid gargantua is about 20-30 feet tall. It has 8 HD (THAC0 13) and a movement rate of 15. Its sts in ict 1-10 points of dam age each. It cannot make trampling attacks.
125 Gargoyle *D JR HV GR RW HHG WR HDW R G VR WKH D VWD G PRW R HVV R as long as they wish almost anywhere. The damage they do to other crea W HV V RW R V VWH D H W R R WKH G VWR WHG VH VH R S HDV H H D VH WKH D H D WH JH W D G H WKH VRPHW PHV VH H D evil master of some sort. In this case, the gargoyles usually act as guards or messengers; besides some gold or a few gems, their unsavory payment is the enjoyment they get from attacking unwanted visitors. The horn of the gargoyle is the more common active ingredient for a SRWLR RI L O HUDELOLW D G D D VR H VHG D potion of ying. .DSRDFLQWK This creature is a marine variety of gargoyle that uses its wings to swim as fast as the land-dwelling gargoyle ies. Kapoacinth conform in all respects to a normal gargoyle. They dwell in relatively shallow waters, lairing in GH VHD D HV Like gargoyles, kapoacinth are eager to cause pain to others, and mer men, sea elves, and human visitors are all equally quali ed candidates R WK V 0DUJR OH Margoyles are a more horrid form of gargoyle. They are found mainly in caves and caverns. Their skin is so like stone that they are only 20% likely to be seen when against it. They attack with two claws, a pair of horns, and a bite. They speak their own language and that of gargoyles. They are 20% H WR H R G WK WKH DWWH H WKH DV HDGH V R PDVWH V DUJR OH 0DUJR OH /,0 7( 7( ,1 —Any land, subterranean, ocean – ) (4 (1 Uncommon 5D H 2 1,= 7,21 Tribe Tribe 7,9,7 /( Any Any ,(7 D R H D R H ,17(//, (1 ( Low (5-7) Low (5-7) 7 ( 6 ( M (×10), C in lair Q; C in lair /, 10(17 KDRW H KDRW H 12 33( ,1 02 / 66 029(0(17 9, Fl 15 (C) 6, Fl 12 (C) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Nil 6HH H R 63( , / ()(16(6 R HWWH HDSR WR K W R HWWH HDSR WR K W 0 , (6,67 1 ( Nil Nil 6,=( M (6’ tall) M (6’ tall) 02 /( Steady (11) Elite (13) 3 9 / ( These monsters are ferocious predators of a magical nature, typically found amid ruins or dwelling in underground caverns. They have their R J WW D D J DJH RPEDW *D JR HV DWWD D WK J WKH GHWH W HJD G HVV R KHWKH W is good or evil, 90% of the time. They love best to torture prey to death KH W V KH S HVV These winged creatures are excellent ghters with four attacks per round. Their claw/claw/bite/horn combination can in ict up to 16 points of damage, while their naturally tough hide protects them from victim’s DWWD V *D JR HV D R W R W SHV R DWWD V S VH D G V RRS J R W J R WKH DSSHD D H DV V SW HV R VRPH VR W JD JR HV V W PRW R HVV around the rooftop of a building, waiting for prey to approach. Alterna W H D JD JR H PD SRVH D R WD R D SD R WKH KR G HDVWV V W R H WKH V GH R D GRR D :KH WKH W P V RVH H R JK WKH JD goyles suddenly strike out, attempting only to injure the victim rather than to kill it all at once. (To a gargoyle, in icting a slow, painful death V HVW When on the move, gargoyles sometimes use a “swoop” attack, drop S J GR V GGH RP WKH V WR PD H WKH DWWD V D DH D DP bush. In this case, they can make either two claw attacks or one horn at tack. To make all four of their attacks, they must land. DELWDW 6RFLHW *D JR HV H VPD J R SV WK RWKH V R WKH G interested in little more than nding other creatures to hurt. Smaller ani PD V D H V D H R WK WKH W R H WR WKHVH K GHR V PR VWH V KR S H H WR DWWD K PD V R RWKH WH JH W HDW HV Gargoyles often collect treasure from human victims. Individuals usu D KD H D KD G R JR G S H HV DPR J WKHP WK WKH R WKH W HD V H K GGH D H DW WKH D V D HG R GH D D JH VWR H (FRORJ Originally, gargoyles were carved roof spouts, representing grotesque human and animal gures. They were designed in such a way that water owing down gutters would be thrown away from the wall, so as to prevent stains and erosion. Later, some unknown mage used a powerful enchantment to bring these horrid sculptures to life. The race of gargoyles has ourished, spreading throughout the world. )32
126 Genie (like the djinni) suffer no damage from the buffeting winds. The whirl wind can carry the genie and up to six man-sized or three genie-sized RPSD R V Airborne creatures or attacks receive a –1 penalty to attack and dam age rolls against a djinni, who also receives a +4 bonus to saving throws DJD VW JDV DWWD V D G D DVHG VSH V Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to ight and uses its whirlwind WR HW WKRVH KR R R *H HV D H RSH R WHPSW R V R WKRVH H forms that need wings or arti cial means to y and use LOO VLR D G L LV LELOLW against such enemies. Thus, the capture and enslavement of djinn is better resolved by the DM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to addi W R D H R W D G K JKH SH R PD H K H D GHPD G J D G H PDVWH H R DJHV WKH RSSRV WH Djinn are able to carry up to 600 pounds, on foot or ying, without tir ing. They can carry double that for a short time: three turns if on foot, or one turn if ying. For each 100 pounds below the maximum, add one turn to the time a djinni may walk or y before tiring. A fatigued djinni must HVW R D KR H R H SH R P J D DGG W R D VW H R V D W W DELWDW 6RFLHW The djinn’s native land is the elemental plane of Air, where they live on oating islands of earth and rock, anywhere from 1,000 yards to several miles across. They are crammed with buildings, courtyards, gar dens, fountains, and sculptures made of elemental ames. In a typical djinn landhold there are 3d10 djinn of various ages and powers, as well as 1d10 jann and 1d10 elemental creatures of low intelligence. All are ruled by the local sheik, a djinn of maximum hit points. The social structure of Djinn society is based on rule by a caliph, served by various nobles and of cials (viziers, beys, emirs, sheiks, sheriffs, and maliks). A caliph rules all the djinn estates within two days’ travel, and is advised by six viziers who help maintain the balance of the landholdings. If a landhold is attacked by a large force, a messenger (usually the youngest djinni) is sent to the next landhold, which sends aid and dis patches two more messengers to warn the next landholds; in this fashion WKH H W H DW R V D HG Genies come from the elemental planes. There, among their own kind, WKH D H KD H WKH R VR HW HV *H HV D H VRPHW PHV H R WH HG R the Prime Material plane and are often summoned speci cally to perform some service for a powerful wizard or priest. All genies can travel to any of the elemental planes, as well as the Prime Material and Astral planes. *H HV VSHD WKH R WR J H D G WKDW R D WH JH W H JV WKH PHHW WK R JK D P WHG R P R WH HSDWK MLQQL The djinn are genies from the elemental plane of Air. It should be noted that “djinn” is the plural form of their name, while “djinni” is the singular. RPEDW The djinn’s magical nature enables them to do any of the follow J R H SH GD FUHDWH WULWLR V IRRG R G SH VR V D G FUHDWH DWHU R FUHDWH L H for 2d6 persons; FUHDWH VRIW RRGV (up to 16 cubic feet) or FUHDWH RRGH LWHPV (up to 9 cubic feet) of a permanent nature; FUHDWH PHWDO S WR 100 pounds weight with a short life span (the harder the metal the less time it lasts; gold has about a 24 hour existence while djinni steel lasts only one hour); FUHDWH LOO VLR as a 20th-level wizard with both visible and D G H RPSR H WV K K DVW WKR W R H W DW R W WR KHG R magically dispelled; use L LVLELOLW DVHR V IRUP R L G DON Once per day, the genie can create a whirlwind, which it can ride or even direct at will from a distance. The whirlwind is a cone-shaped spiral, PHDV J S WR HHW D RVV DW WV DVH HHW D RVV DW WKH WRS D G up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is 18, with maneuverability class A. The whirlwind’s base must touch water or a solid surface, or it will dissolve. It takes a full turn for the whirlwind to form or dissolve. During that time, the whirlwind in icts no damage and has no other effect. The whirlwind lasts as long as the djinni concentrates on it, moving at the creature’s whim. If the whirlwind strikes a non-aerial creature with fewer than 2 Hit H WKH HDW H P VW PD H D VD J WK R V HDWK HDSR R HD K R G R R WD W WK WKH K G R H V HSW R WV HHW DWWH HG D G HG +D G H H JV DV H DV DH D R D R H HDW HV WD H G SR WV R GDPDJH SH R G R R WD W WK WKH K G A djinni can ride its whirlwind and even take along passengers, who MLQQL DR (IUHHWL 0DULG -DQQ /,0 7( 7( ,1 Air Earth Fire :DWH Any land ) (4 (1 9H D H 5D H 9H D H 9H D H 9H D H 2 1,= 7,21 D SKDWH .KD DWH 6 WD DWH 3DG VKDWH Amirate 7,9,7 /( D D D D D ,(7 Omnivore Omnivore Omnivore Omnivore Omnivore ,17(//, (1 ( Average to high (8-14) Low to very (5-12) Very (11-12) + JK WR JH V (13-18) 9H WR exceptional (11-16) 7 ( 6 ( Nil Nil Nil Nil Nil /, 10(17 KDRW JRRG Neutral evil Neutral (lawful H KDRW H W D Neutral (good) 12 33( ,1 02 / 66 2 (5) 029(0(17 9, Fl 24 (A) 9, Fl 15 (B), Br 6 9, Fl 24 (B) 9, Fl 15 (B), Sw 24 12, Fl 30 (A) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 2-16 (2d8) 3-18 (3d6) 3-24 (3d8) 4-32 (4d8) 6W H JWK R V R HDSR 6W H JWK R V 63( , / 77 .6 6HH H R 6HH H R 6HH H R 6HH H R 6HH H R 63( , / ()(16(6 6HH H R 6HH H R 6HH H R 6HH H R 6HH H R 0 , (6,67 1 ( Nil Nil Nil 25% 20% 6,=( L (10½’ tall) L (8’-11’ tall) L (12’ tall) H (18’ tall) M (6’-7’ tall) 02 /( Elite (13-14) Champion (15-16) Champion (15-16) Champion (16) Champion (15) 3 9 / ( Noble: 11,000 3,000 (+1,000 SH DGGHG + W H
127 Genie DELWDW 6RFLHW The dao dwell in the Great Dismal Delve on their own S D H D G GHHS D HV D H V R VWV R WKH 3 PH 0DWH D S D H DR VHWW H SR HWV R H HPH WD PDWWH R WKH R S D H H G J WKRVH pockets to their will and desire. A dao mazework contains 4d10 dao, as well as 8d10 elemental and non-elemental slaves. Each mazework is ruled by an ataman or hetman who is advised by a seneschal. The loyalty of a mazework’s ataman to the Great Dismal Delve is always questionable, W WKH VH HV KD V D H KRVH WKH KD R WKH GDR D G WKH R D W V WR K P D R H The khan of the dao lives at the center of the great mazework called the Great Dismal Delve. The land within the delve is said to be larger than most Prime Material continents. The Great Dismal Delve is linked to all PD H R H HPH WD SR HWV VR WKH KD D D R WK KDWH H SR H V he needs. The population of dao in the delve is unknown, as is the number R V D HV WKDW R VWD W R WKH W H V D G HD D D GDPDJH D VHG WKH D HV K K H H W VKD H W DR G V H VH W GH DV P K DV H HHW D G D H H H PR H S R H WR malice and revenge than their ery counterparts. (FRORJ The dao manage a thriving business of trade, driven by a desire R PR H SR H D G D HVV WR S H R V JHPV + JK R WKH VW R KDW HGV are most other genies (except efreet, with whom they trade worked metals for minerals). They also have little use for other elemental creatures; the GDR D H WKHVH R WKH D H S R W WKHP VRPH DVK R (IUHHW The efreet (singular: efreeti) are genies from the elemental plane of Fire. They are enemies of the djinn and attack them whenever they are encoun tered. A properly summoned or captured efreeti can H R HG WR VH H R a maximum of 1,001 days, or it can be made to ful ll three LV HV Efreet D H RW J VH D WV D G VHH WR SH H W WKH WH W R WKH PDVWH V DGKH J WR WKH HWWH R WKH RPPD GV The efreet are said to be made of basalt, bronze, and solid ames. They D H PDVV H VR G HDW HV 1REOH MLQQ Some djinn (1%) are “noble” and are able to grant three LV HV WR WKH masters. Noble djinn perform no other services and, upon granting the WK G LV are freed of their servitude. Noble djinn are as strong as efreet, with 10 Hit Dice. They strike for 3d8 points of damage, and the whirl GV WKH HDWH D VH G K W SR WV R GDPDJH DR A dao is a genie from the elemental plane of Earth. While they are gener ally found on that plane (though even there they are uncommon), the dao R H WR RPH WR WKH 3 PH 0DWH D S D H WR R H DR VSHD D R WKH D J DJHV R WKH JH HV DV H DV RPPR D G WKH WR J H R HD WK H HPH WD V RPEDW The dao’s magical abilities enable them to use any of the follow J PDJ D SR H V R H DW D W PH R H HD K SH GD F D H VHOI GHWHFW RRG GHWHFW PD LF DVHR V IRUP L LVLELOLW PLVGLUHFWLR SDVV DOO VSHFWUDO IRUFH D G DOO RI VWR H They can also ful ll another’s OLPLWHG LV (in a per H VH D R H HD K GD DR D VH URFN WR P G WK HH W PHV SH GD D G GL V W PHV SH GD DR SH R P D PDJ DV WK H H VSH DVWH V A dao can carry up to 500 pounds without tiring. Double weight will D VH W J WK HH W V W R H H SR GV R H JKW GH the dao may add one turn to the duration of its carrying ability. After tiring, a dao must rest for one hour. Dao can move through earth (not worked stone) at a burrowing speed of 6. They cannot take living beings with them, but can safely carry inanimate objects. DR D H RW KD PHG HD WK H DWHG VSH V W KR DWH KDV W H WV R PD H H W SR WKHVH PR VWH V
128 Genie 0D GV V P HDWKH DWH D H DW KRPH DW D GHSWK D G KD H fravision. They are not harmed by water-based spells. Cold-based spells grant them a +2 bonus to saving throws and –2 to each die of damage. Fire in icts +1 per die of damage, with saving throws at a –1 penalty. Steam GRHV RW KD P WKHP DELWDW 6RFLHW 0D GV H D RRVH HPS H HG D SDG VKD Each marid lays some claim to royalty; they are all shahs, atabegs, beglerbegs, or mufti at the very least. There have often been several simultaneous “single true heirs” to the padisha’s throne through the HR V A marid household numbers 2d10 and is located around loosely grouped elemental pockets containing the necessities for marid life. Larg H J R SV R PD GV JDWKH R K WV D G WR DPH WV KH H G G D effort is heavily emphasized. 0D GV D H KDPS R WD H WH H V D WKR JK PRVW R WKH WD HV HPSKD size their own prowess, and belittle others. When communicating with D PD G R H P VW DWWHPSW WR HHS WKH R H VDW R JR J WKR W R W D G J HVV R R R H WD H R D RWKH K H RW R H G J WKH PD G 0D GV R V GH W D DS WD R H VH R D HVVH H J WR R H G D PD G Marids are both ercely independent and extremely egoistical. They are not easily forced to perform actions; even if convinced through at WH D G H WR R H WKH R WH VW D RP WKH WH GHG R VH WR VHH VRPH RWKH DG H W H WKDW S RP VHV J HDWH J R R WR VW W HVVH HDW HV R WKH J R HV R WKH PD GV 0RVW PDJHV V HG summoning and conjuration consider marids to be more trouble than WKH D H R WK K K D R WV R WKH J HDW D R WHPV R PD G control (as opposed to those affecting efreet and djinn). Marids can travel the Ethereal plane, in addition to those planes to K K D JH HV D W D H RPEDW An efreeti is able to do the following once per day: grant up to WK HH LV HV VH L LVLELOLW DVHR V IRUP GHWHFW PD LF H ODU H SRO PRUS VHOI D G wall of re; HDWH D LOO VLR WK RWK V D D G D G R RPSR H WV K K DVW WKR W R H W DW R W PDJ D G VSH HG R touched. An efreeti can also produce ame or use S URWHF LFV DW Efreet are immune to normal re-based attacks, and even an attack with magical re suffers a –1 penalty on all attack and damage rolls. Efreet can carry up to 750 pounds on foot or ying, without tiring. They D D VR D GR H H JKW R D P WHG W PH WK HH W V R RRW R R H turn aloft. For each 150 pounds of weight under 1,500, add one turn to either walking or ying time permitted. After tiring, the efreeti must rest R R H KR DELWDW 6RFLHW Efreet are infamous for their hatred of servitude, de sire for revenge, cruel nature, and ability to beguile and mislead. The efreet’s primary home is their great citadel, the fabled City of Brass, but there are many other efreet outposts throughout the plane of Fire. An efreet outpost is a haven for 4d10 efreet and is run as a military station to watch or harass others in the plane. These outposts are run by a malik or vali of maximum normal hit points. There is a 10% chance that the outpost is also providing a temporary home for 1d4 jann or 1d4 dao (the only other genies efreet tolerate). Outpost forces are usually directed against incursions from the elemental plane of Air, but they can be direct HG DJD VW D W D H H V GHHPHG V WD H R WK HDWV R H D G D VH Efreet are neutral, but tend toward organized evil. They are ruled by D J D G V WD KR PD HV K V KRPH WKH W R DVV +H V DG VHG D D HW R H V DP V D G PD V R H J D W R V WK WKH S D H D G V J HDW SDVKDV KR GHD WK H HHW V HVV R WKH 3 PH 0DWH D S D H The City of Brass is a huge citadel that is home to the majority of efreet. It hovers in the hot regions of the plane and is often bordered by seas of magma and lakes of glowing lava. The city sits upon a hemi sphere of golden, glowing brass some 40 miles across. From the upper towers rise the minarets of the great bastion of the Sultan’s Palace. Vast riches are said to be in the palace of the sultan. The city has an efreet SRS DW R WKDW D R W P H V WKH J HDW W HV R WKH 3 PH 0DWH D plane. The sultan wields the might of a Greater Power, while many of his advisors are akin to Lesser Powers and Demi-Powers. (FRORJ Fire elementals tend to avoid the efreet, whom they feel are op pressive and opportunistic. Djinn hate them, and there have been numer ous djinn-efreet clashes. Efreet view most other creatures either as ene P HV R VH D WV D H WKDW GRHV RW H GHD WKHP WR RWKH JH HV 0DULG The marids are said to be born of the ocean, having currents for muscles and pearls for teeth. These genies from the elemental plane of Water are the most powerful of all genies. They are also the most individualistic and KDRW R WKH H HPH WD D HV D G R D H GH J WR VH H RWKH V On their own plane they are rare; marids travel so seldom to the Prime 0DWH D S D H WKDW PD R V GH PD GV WR H HDW HV R HJH G R RPEDW 0D GV SH R P DV WK H H VSH DVWH V D G D VH D R WKH R R J PDJ D SR H V R H DW D W PH W H HD K SH GD GHWHFW H LO GHWHFW RRG GHWHFW L LVLELOLW GHWHFW PD LF L LVLELOLW OLT LG IRUP (similar to DVHR V IRUP SRO PRUS VHOI D G S ULI DWHU 0D GV D VH D R WKH R R J S WR VH H W PHV SH GD DVHR V IRUP OR HU DWHU SDUW DWHU DOO RI IR R DWHU EUHDW L (used on others, lasting up to one full day). Once per year a marid can use DOWHU UHDOLW 0D GV D D D V FUHDWH DWHU K K WKH PD G H W D SR H jet up to 60 yards long. Victims struck by the jet take 1d6 points of dam DJH D G P VW PD H D V HVV VD J WK R V HDWK HDSR R H GHG R G R GV 0D GV D VR KD H WKH DWH D W WR DWHU DON (as the ring). A marid can carry 1,000 pounds. Double weight causes tiring in three turns. For every 200 pounds under 2,000, add one turn to the time the marid can carry before tiring. A tired marid must rest for one hour.
129 Genie (FRORJ -D D H V VS R V R K PD V G V H GHP K PD V D G GHWHVW humanoids. Jann accept djinn, but shun dao, efreet, and marids. They VRPHW PHV H H G K PD V R R WK WKHP R D GHV HG H D G H SRWH W PDJ D WHPV One ethic the jann share with other nomads is the cultural demand for treating guests with honor and respect. Innocent visitors (including hu PD V D H W HDWHG KRVS WD G J WKH VWD W VRPH GD P JKW H H SH WHG WR HW WKH D R -DQQ /HDGHUV Jann leaders have 17-18 Intelligence, and 10% have 19 Strength. Sheiks have up to 8 Hit Dice, amirs up to 9. Viziers have 17-20 In WH JH H D G WKH R R J PDJ D SR H V HD K VD H WK HH W PHV SH GD DW WK H H VSH DVW J D W D U GHWHFW PD LF D G GL L DWLR (FRORJ Marids tolerate their genie relatives, putting up with jann and djinn like poor cousins, while they have an aversion to efreet and dao. Their attitude toward the rest of the world is similar; most creatures from other planes are considered lesser beings, not t to be bothered with un HVV R H D GV WKH HDVW KD DW D RSSR W H W PH -DQQL The jann are the weakest of the elemental humanoids known collectively DV JH HV -D D H R PHG R W R D R H HPH WV D G P VW WKH H R H spend most of their time on the Prime Material plane. In addition to speak ing Common and all the languages of genies, jann can speak with animals. RPEDW Jann often wear chain mail armor (60% chance), giving them an effective AC of 2. They typically use great scimitars which in ict 2d8 dam DJH WR VPD D G PHG P HDW HV D G G SR WV R GDPDJH WR D JH opponents. They also use composite long bows. Male jann have excep tional Strength scores; roll percentile dice for their Strengths. For female jann, roll percentile dice and subtract 50; anything above 0 indicates per H WDJH 6W H JWK H D WR WKDW P H K H D WK J H R G DWHV 6W H JWK -D D VH R H R WKH R R J PDJ D SR H V HD K R G H ODU H R UHG FH twice each per day; L LVLELOLW three times per day; FUHDWH IRRG D G DWHU once per day as a 7th-level priest; and HW HUHDO HVV (as the armor) R H SH GD R D PD P P R R H KR -D SH R P DW WK H H D W H HSW DV RWHG DELWDW 6RFLHW -D D R R R GHVH WV D G K GGH RDVHV KH H WKH KD H RWK S D D G VD HW -D VR HW V H RSH D G PD HV D G females are regarded as equals. A tribe is made up of ld20 + 10 individu als and is ruled by a sheik and one or two viziers. Exceptionally powerful VKH V D H J H WKH W W H R DP D G W PHV R HHG WKH JDWKH D G command large forces of jann (and sometimes allied humans). Many jann tribes are nomadic, traveling with ocks of camels, goats, or sheep from oasis to oasis. These itinerant jann appear human in every HVSH W D G D H R WH P VWD H R WKHP HVV WKH D H DWWD HG -D are strong and courageous, and they do not take kindly to insult or injury. The territory of a jann tribe can extend hundreds of miles in any direction. While traveling, male jann live in large, colorful tents with their wives D G PD HG PD H K G H D G WKH DP HV 0D HG GD JKWH V PR H D D WR H WK WKH H K V D GV :KH D DP H H W D J R V D JH H R JK WKDW W D R R JH HV GH RP R WD WKH WH W D H WH W V W D G D VR WD HV K V H D G DP WK K P WR WK V H dwelling. At permanent oases, the jann live not only in tents, but also in H HJD W VW HG VW W HV W RP PDWH D V R JKW RP D R WKH H HPH WD S D HV Jann are able to dwell in air, earth, re, or water environments for up to 48 hours. This includes the elemental planes, to which any janni can W D H H H WD J S WR V G G D V D R J WKRVH RWKH V KR G KD GV in a circle with the janni. Failure to return to the Prime Material plane within 48 hours in icts 1 point of damage per additional hour on the jann, until the jann dies or returns to the Prime Material plane. Travel to another H HPH WD S D H V SRVV H WKR W GDPDJH S R G J DW HDVW W R GD V D H VSH W R WKH 3 PH 0DWH D S D H PPHG DWH S R WR WKH W D H
130 Ghost /,0 7( 7( ,1 Any ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9( 7,0( Night ,(7 None ,17(//, (1 ( High (13-14) 7 ( 6 ( E, S /, 10(17 Lawful evil 12 33( ,1 02 / 66 0 or 8 (see below) 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . Age 10-40 years 63( , / 77 .6 6HH H R 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( Nil 6,=( M (5’-6’ tall) 02 /( 6SH D 3 9 / ( *KRVWV D H WKH VS WV R K PD V KR H H H WKH VR J HDW H H R KRVH GHDWKV H H VR V D HPRW R D WKH KD H HH VHG WK the gift of undead status. Thus, they roam about at night or in places of darkness. These spirits hate goodness and life, hungering to draw the liv J HVVH HV RP WKH J RPEDW As ghosts are non-corporeal (ethereal), they are usually encoun WH HG R HDW HV D H VWDWH D WKR JK WKH D H VHH R ethereal creatures. The supernatural power of a ghost is such, however, WKDW WKH PH H V JKW R R H D VHV D K PD R G H J WR DJH HD V and ee in panic for 2-12 (2d6) turns unless a saving throw versus spells V PDGH 3 HVWV D R H WK H H D H PP H WR WK V H H W D G D RWKH K PD R GV D R H WK H H PD DGG WR WKH VD J WK R V Any creature within 60 yards of a ghost is subject to attack by a PD LF MDU If the ghost fails to PD LF MDU WV KRVH W P W WKH VHP PDWH rialize in order to attack by touch (in which case the ghost is Armor Class 0). Semi-materialized ghosts can be struck only by silver (half damage) or magical weapons (full damage). If they strike an opponent it ages him 10-40 (1d4×10) years. Note that ghosts can be attacked with spells only by creatures who are in an ethereal state. Any human or demihuman killed D JKRVW V G D HG R WV H HVVH H D G V R H H GHDG If the ghost fails to become semi-material it can only be combatted by another in the Ethereal plane (in which case the ghost has an Armor Class R *KRVWV D H W HG H V D WH HD K J WK H H D G D H GDP DJHG KR DWH K H WKH VHP PDWH D R P DELWDW 6RFLHW In most cases, a ghost is con ned to a small physical area, which the ghost haunts. Those who have heard stories of a haunted area D WK V DWWHPSW WR D R G W R WKH R VD HW A ghost often has a speci c purpose in its haunting, sometimes trying to “get even” for something that happened during the ghost’s life. Thus a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple’s secret trysting place. Similarly, a PD KR D HG DW V HVV P JKW DSSHD HD K JKW DW K V VWR H R W R SH KDSV DW WKDW R D R PH RPSHW WR Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its HVH WPH W WR D G D H H RPHV D H HDW H WH W R GHVW W R D G V H J In rare circumstances, more than one ghost will haunt the same loca tion. The classic example of this is the haunted ship, a vessel lost at sea, now ethereal and crewed entirely by ghosts. These ships are most often encountered in the presence of St. Elmo’s re, an electrical discharge WKDW D VHV P VWH R V JKWV WR DSSHD WKH JJ J R D VK S In many cases, a ghost can be overcome by those who might be no PDW K R W RP DW V PS VHWW J JKW KDWH H H H WV HG WR the attainment of the ghost’s undead status. For example, a young RPD KR DV HW D HG D G P GH HG VRPHR H KR S HWH GHG WR R H KH P JKW H HHG RP KH VH WKH DG H H K P DWHG and ruined. In many cases, however, a ghost’s revenge will be far more GHPD G J R WH H G J WKH GHDWK R WKH R H GH (FRORJ The dreadful fear caused by the ghost, which ages a victim 10 HD V V RW H GH VWRRG WKH RPPR PD KR R WH DV HV it to the fact that a ghost is “dead.” If this were the case, then certainly skeletons and zombies would have the same effect, which they do not. RPPR R R H WKH R VHV WK V D W H DW J GHWD V R WKH ghost’s physical form: the classic example of which is the headless horse PD WKR JKW PD WR H SD W D JKWH J V PS H D VH KH had no head. Under this belief, one could face a ghost if only one had the R DJH WR VWD G S WR K P 6 K D P VWD H PS HVV R KDV RVW PD lives over the years. Actually, the fear is caused by the supernatural power R WKH JKRVW D G KDV RWK J KDWVRH H WR GR WK R DJH
131 Ghoul FDXVHV UHWFKLQJ DQG QDXVHD XQOHVV D VDYLQJ WKURZ YHUVXV SRLVRQ LV PDGH 7KRVH IDLOLQJ WR PDNH WKLV VDYH ZLOO DWWDFN DW D SHQDOW RI :RUVH WKH JKDVW VKDUHV WKH JKRXOLVK DELOLW RI SDUDO DWLRQ DQG WKHLU DWWDFN LV VR SRWHQW WKDW LW ZLOO HYHQ DIIHFW HOYHV 3DUDO VLV FDXVHG E D JKDVW ODVWV IRU G URXQGV RU XQWLO QHJDWHG E D SULHVW V UHPR H SDUDO L VSHOO *KDVWV OLNH JKRXOV DUH XQGHDG FODVV DQG WKXV OHHS DQG DUP VSHOOV GR QRW DIIHFW WKHP 7KRXJK WKH FDQ EH VWUXFN E DQ VRUW RI ZHDSRQ FROG iron in icts double normal damage. Clerics can turn them beginning at QG OHYHO 7KH FLUFOH RI SUR H LR URP H LO GRHV QRW NHHS WKHP DW ED XQOHVV LW LV XVHG LQ FRQMXQFWLRQ ZLWK FROG LURQ VXFK DV D FLUFOH RI SRZGHUHG LURQ RU DQ LURQ ULQJ KRXO /DFHGRQ KDVW /,0 ( ( ,1 Q ODQG Q ZDWHU Q ODQG ) ( (1 8QFRPPRQ 9HU UDUH 5DUH 2 1, ,21 3DFN 3DFN 3DFN , ( ,0( 1LJKW 1LJKW 1LJKW ,( Corpses Corpses Corpses ,1 (//, (1 ( /RZ /RZ 9HU ( ( % 7 % 7 % 4 5 6 7 /, 10(1 Chaotic evil Chaotic evil Chaotic evil 12 ( ,1 G G ZLWK JKRXO SDFNV 02 / 02 (0(1 6Z , , ( 12 2) . 0 ( . ( , / . 3DUDO DWLRQ 3DUDO DWLRQ 6HH EHORZ ( , / ()(1 ( 6HH EHORZ 6HH EHORZ 6HH EHORZ 0 , ( , 1 ( 1LO 1LO 1LO , ( 0 WDOO 0 WDOO 0 WDOO 02 /( 6WHDG 6WHDG (OLWH / ( Ghouls are undead creatures, once human, who now feed on the esh of FRUSVHV OWKRXJK WKH FKDQJH IURP KXPDQ WR JKRXO KDV GHUDQJHG DQG GHVWUR HG WKHLU PLQGV JKRXOV KDYH D WHUULEOH FXQQLQJ ZKLFK HQDEOHV WKHP WR KXQW WKHLU SUH PRVW HIIHFWLYHO *KRXOV DUH YDJXHO UHFRJQL DEOH DV RQFH KDYLQJ EHHQ KXPDQ EXW KDYH become horribly dis gured by their change to ghouls. The tongue be FRPHV ORQJ DQG WRXJK IRU OLFNLQJ PDUURZ IURP FUDFNHG ERQHV WKH WHHWK EHFRPH VKDUS DQG HORQJDWHG DQG WKH QDLOV JURZ VWURQJ DQG VKDUS OLNH FODZV RPEDW Ghouls attack by clawing with their lthy nails and biting with WKHLU IDQJV 7KHLU WRXFK FDXVHV KXPDQV LQFOXGLQJ GZDUYHV JQRPHV KDOI elves, and hal ings, but excluding elves) to become rigid unless a saving WKURZ YHUVXV SDUDO DWLRQ LV VXFFHVVIXO 7KLV SDUDO VLV ODVWV IRU G URXQGV RU XQWLO QHJDWHG E D SULHVW Any human or demihuman (except elves) killed by a ghoulish attack ZLOO EHFRPH D JKRXO XQOHVV EOHVVHG RU EOHVVHG DQG WKHQ UHVXUUHFWHG 2E YLRXVO WKLV LV DOVR DYRLGHG LI WKH YLFWLP LV GHYRXUHG E WKH JKRXOV *KRXO SDFNV DOZD V DWWDFN ZLWKRXW IHDU These creatures are subject to all attack forms except OHHS DQG DUP VSHOOV 7KH FDQ EH WXUQHG E SULHVWV RI DQ OHYHO 7KH PDJLF FLUFOH RI SUR H LR URP H LO DFWXDOO NHHSV JKRXOV FRPSOHWHO DW ED DELWDW RFLHW *KRXOV DQG JKDVWV DUH PRVW IUHTXHQWO HQFRXQWHUHG around graveyards, where they can nd plenty of corpses on which to IHHG (FRORJ *KRXOV DQG JKDVWV DV GHVFULEHG ODWHU GHOLJKW LQ UHYROWLQJ DQG ORDWKVRPH WKLQJV IURP ZKLFK ZH GUDZ RXU DGMHFWLYHV JKRXOLVK DQG JKDVWO /DFHGRQ 7KH ODFHGRQ LV D PDULQH IRUP RI WKH JKRXO /DFHGRQV DUH VRPHWLPHV IRXQG QHDU PDULQH JKRVWV SDUWLFXODUO JKRVW VKLSV /DFHGRQV DUH OHVV FRPPRQ WKDQ JKRXOV EHFDXVH RI WKH IHZHU FRUSVHV DYDLODEOH IRU WKHP WR IHHG RQ EXW WKH FDQ RIWHQ EH IRXQG VZDUPLQJ DURXQG UHFHQW VKLSZUHFNV LQ ULYHUV ODNHV DQG RFHDQV KDVW 7KHVH FUHDWXUHV DUH VR OLNH JKRXOV DV WR EH FRPSOHWHO LQGLVWLQJXLVKDEOH IURP WKHP DQG WKH DUH XVXDOO IRXQG RQO ZLWK D SDFN RI JKRXOV :KHQ D SDFN RI JKRXOV DQG JKDVWV DWWDFNV LW ZLOO TXLFNO EHFRPH HYLGHQW WKDW ghasts are present, for they exude a carrion stench in a 10’ radius which
132 Giant, Cloud JLDQWV ZLOO EH WKH HTXLYDOHQW RI D WK OHYHO SULHVW FORXG JLDQW FDQQRW KDYH ERWK SULHVW DQG ZL DUG DELOLWLHV ,I HQFRXQWHUHG LQ D ODLU KDOI ZLOO EH LPPDWXUH JLDQWV 7R GHWHUPLQH D JLDQW V PDWXULW UROO G UROO RI LQGLFDWHV DQ LQIDQW ZLWK QR FRPEDW DELOLW DQG KLW SRLQWV RI RJUH 5ROOV RI LQGLFDWH ROGHU SURJHQ ZLWK KLW dice, damage, and “to hit” rolls equal to that of a re giant. 7KH PDMRULW RI FORXG JLDQWV OLYH RQ FORXG FRYHUHG PRXQWDLQ SHDNV LQ WHPSHUDWH DQG VXEWURSLFDO DUHDV 7KHVH JLDQWV PDNH WKHLU ODLUV LQ FUXGH FDVWOHV 2QO RI JRRG FORXG JLDQWV OLYH LQ FDVWOHV RQ HQFKDQWHG FORXGV OO JLDQWV GZHOOLQJ WKHUH DUH DEOH WR OH L D H WKHLU RZQ ZHLJKW SOXV SRXQGV WKUHH WLPHV D GD FUHDWH D R OR G WKUHH WLPHV D GD DQG FUHDWH D ZDOO R R RQFH D GD 7KHVH DELOLWLHV DUH SHUIRUPHG DV D WK OHYHO ZL DUG 7KHUH LV D FKDQFH D FORXG JLDQW PRXQWDLQ ODLU ZLOO EH JXDUGHG E VSRWWHG OLRQV G RZO EHDUV RU G JULIIRQV Z YHUQV IRU HYLO FORXG JLDQWV ,Q DGGLWLRQ WKHUH LV D FKDQFH WKH ODLUV RI HYLO FORXG JLDQWV ZLOO FRQWDLQ KXPDQ DQG GHPLKXPDQ VODYHV 7KHUH LV DQ FKDQFH WKDW D FORXG LVODQG ODLU ZLOO EH JXDUGHG E G JULIIRQV G KLSSRJULIIV RU G JLDQW HDJOHV Cloud lairs are fantastic places with giant-sized gardens of fruit trees. FFRUGLQJ WR OHJHQG VRPH JLDQWV PLQH WKHLU FORXG LVODQGV IRU VPDOO FKXQNV RI WKH SXUHVW VLOYHU (FRORJ Cloud giants prefer food that is carefully prepared with spices and sauces, and they relish ne, aged wines. *RRG FORXG JLDQWV WUDGH ZLWK KXPDQ DQG GHPLKXPDQ FRPPXQLWLHV IRU IRRG ZLQH MHZHOU DQG FORWK 6RPH FORXG JLDQW FODQV ZLOO HVWDEOLVK JRRG UHODWLRQV ZLWK VXFK FRPPXQLWLHV DQG ZLOO FRPH WR WKH FRPPXQLWLHV DLG LI WKH DUH HQGDQJHUHG (YLO FORXG JLDQWV UDLG KXPDQ DQG GHPLKXPDQ FRP PXQLWLHV WR JHW ZKDW WKH ZDQW /,0 ( ( ,1 Q PRXQWDLQV RU PDJLFDO FORXG LVODQGV ) ( (1 9HU UDUH 2 1, ,21 7ULEDO , , /( Q ,( 6SHFLDO ,1 (//, (1 ( YHUDJH WR YHU ( ( ( 4 /, 10(1 1HXWUDO JRRG HYLO 12 ( ,1 02 / 02 (0(1 , , ( KLW SRLQWV 12 2) . 0 ( . RU E ZHDSRQ ( , / . +XUOLQJ URFNV IRU ( , / ()(1 ( 6XUSULVHG RQO RQ D 0 , ( , 1 ( 1LO , ( + WDOO 02 /( )DQDWLF / ( ,QIDQW 1LO -XYHQLOH -XYHQLOH -XYHQLOH 6SHOOFDVWHU VW 6SHOOFDVWHU QG 6SHOOFDVWHU UG 6SHOOFDVWHU WK Cloud giants consider themselves above all other giants, save storm gi ants, whom they consider equals. They are creative, appreciate ne things, DQG DUH PDVWHU VWUDWHJLVWV LQ EDWWOH Cloud giants have muscular human builds and handsome, well-de ned IHDWXUHV 7KH W SLFDO FORXG JLDQW LV IHHW WDOO DQG ZHLJKV SRXQGV )HPDOH FORXG JLDQWV FDQ EH WR IHHW VKRUWHU DQG WR SRXQGV lighter. Cloud giants’ skin ranges in color from a milky-white tinged with EOXH WR D OLJKW VN EOXH 7KHLU KDLU LV VLOYHU ZKLWH RU EUDVV DQG WKHLU H HV are an iridescent blue. Cloud giants can live to be 400 years old. A cloud giant’s natural Armor Class is 0. Although they will wear no DUPRU WKHVH JLDQWV SUL H PDJLFDO SURWHFWLRQ GHYLFHV DQG RQH LQ ZLOO have such a device. Cloud giants dress in clothing made of the nest ma WHULDOV DYDLODEOH DQG ZHDU MHZHOU 0DQ RI WKH JLDQWV FRQVLGHU WKHLU DS SHDUDQFH DQ LQGLFDWLRQ RI WKHLU VWDWLRQ WKH PRUH MHZHOU DQG WKH EHWWHU WKH clothes, the more important the giant. Cloud giants also appreciate music, DQG WKH PDMRULW RI JLDQWV DUH DEOH WR SOD RQH RU PRUH LQVWUXPHQWV WKHLU IDYRULWH LV WKH KDUS 8QOLNH PRVW RWKHU JLDQW UDFHV FORXG JLDQWV OHDYH WKHLU WUHDVXUH LQ WKHLU ODLUV FDUU LQJ ZLWK WKHP RQO IRRG WKURZLQJ URFNV G FRLQV DQG D PXVLFDO LQVWUXPHQW Cloud giants speak their own tongue and the language of all other gi DQWV ,Q DGGLWLRQ RI DOO FORXG JLDQWV VSHDN FRPPRQ RPEDW Cloud giants ght in well-organized units, using carefully de veloped battle plans. They prefer to ght from a position above their op SRQHQWV IDYRULWH WDFWLF LV WR FLUFOH WKH HQHP EDUUDJLQJ WKHP ZLWK URFNV while the giants with magical abilities assault them with spells. Cloud gi ants can hurl rocks to a maximum of 240 yards, causing 2-24 (2d12) points RI GDPDJH 7KHLU KXJH PRUQLQJVWDUV GR G SRLQWV RI GDPDJH WKUHH WLPHV QRUPDO PDQ VL HG GDPDJH SOXV WKHLU VWUHQJWK ERQXV 2QH LQ FORXG JLDQWV ZLOO KDYH D PDJLFDO ZHDSRQ DELWDW RFLHW Cloud giants live in small clans of no more than six gi DQWV +RZHYHU WKHVH FODQV NQRZ WKH ORFDWLRQ RI RWKHU FODQV DQG ZLOO EDQG WRJHWKHU ZLWK VRPH RI WKHVH FODQV IRU FHOHEUDWLRQV EDWWOHV RU WR WUDGH 7KHVH MRLQHG FODQV ZLOO UHFRJQL H RQH DPRQJ WKHP WR EH WKHLU OHDGHU WKLV LV XVXDOO DQ ROGHU FORXG JLDQW ZKR KDV PDJLFDO DELOLWLHV 2QH LQ FORXG JLDQWV ZLOO KDYH VSHOOV HTXLYDOHQW WR D WK OHYHO ZL DUG DQG RQH LQ FORXG
133 Giant, Cyclops F FORSVNLQ FDYH LV VHDOHG ZLWK ERXOGHUV DQG WKHUH LV EXW RQH HQWUDQFH ,QVLGH LI VL H SHUPLWV WKHUH ZLOO EH ZRRGHQ SHQV WR KRXVH ERWK DQLPDOV DQG VODYHV 7KH SHQV DOZD V KDYH URRIV RI HLWKHU ZRRGHQ EDUV RU WKH QDWX UDO FDYH FHLOLQJ W QLJKW D ODUJH ERXOGHU RU VWRXW ZRRGHQ JDWH LV SODFHG DW WKH HQWUDQFH RI WKH FDYH WR SURWHFW WKH F FORSVNLQ IURP SUHGDWRUV 7KHUH DUH QR LQWHULRU re pits, since cyclopskin use re infrequently, and then only outside their ODLUV Q F FORSVNLQ WUHDVXUH ZLOO EH NHSW LQ D VDFN LQ WKH FDYH (FRORJ Cyclopskin can survive on almost any animal or plant diet. They HQMR PHDW RI DOO VRUWV DQG SUL H LW DERYH YHJHWDEOH IRRGV :KLOH WKH OLYH RII WKH ODQG WKH GR QRW OLYH ZLWK LW 7KH KDYH DEVROXWHO QR VDQLWDU SUDFWLFHV DQG UDUHO HYHQ FRRN WKHLU PHDOV 7KH WDNH QR FDUH WR SUHVHUYH WKHLU HQYLURQPHQW ZKLOH KXQWLQJ DQG DUH FRQVLGHUHG WR EH RQH RI WKH HDVL HVW FUHDWXUHV RI WKHLU VL H WR WUDFN 7KH OLIH RI D F FORSVNLQ LV KD DUGRXV DQG KHQFH WKH KDYH D VKRUW OLIH expectancy. Besides human adventurers, there are many predators, such DV WLJHUV JLDQWV Z YHUQV DQG WUROOV WKDW DUH QRW DERYH DWWDFNLQJ D VPDOO JURXS RI WKHVH JLDQWV +RZHYHU PRXQWDLQ GZDUYHV DFWXDOO JR RXW RI WKHLU ZD WR KXQW F FORSVNLQ UHFHLYLQJ WKH GZDUYHQ ERQXV DJDLQVW JLDQWV FORSV 7KHVH ODUJHU YHUVLRQV RI WKHLU VOLJKWO PRUH FRPPRQ FRXVLQV DUH XVXDOO found in the extreme wilds or on isolated islands, where they scratch out a meager existence by shepherding their ocks of giant sheep. Cyclopes can hurl boulders up to 150 yards away, in icting 410 points of damage. FORSVNLQ FORSV /,0 ( ( ,1 7HPSHUDWH +LOOV DQG PRXQWDLQV ) ( (1 5DUH 9HU UDUH 2 1, ,21 Clan Clan , , /( Q Q ,( 2PQLYRUH 2PQLYRUH ,1 (//, (1 ( /RZ WR DYHUDJH /RZ ( ( C C /, 10(1 Chaotic (evil) Chaotic evil 12 ( ,1 02 / 02 (0(1 , , ( 12 2) . 0 ( . E ZHDSRQ 6WU ERQXV ( , / . 1LO +XUO ERXOGHUV ( , / ()(1 ( 1LO 1LO 0 , ( , 1 ( 1LO 1LO , ( / WDOO + WDOO 02 /( (OLWH Champion (16) / ( GLPLQXWLYH UHODWLYH RI WUXH JLDQWV F FORSVNLQ DUH VLQJOH H HG JLDQWV WKDW OLYH DORQH RU LQ VPDOO EDQGV 7KH W SLFDO F FORSVNLQ ZHLJKV DURXQG SRXQGV DQG VWDQGV IHHW WDOO VLQJOH ODUJH UHG H H GRPLQDWHV WKH FHQWHU RI LWV IRUHKHDG 6KDJJ EODFN RU GXOO GHHS EOXH KDLU IDOOV LQ D WDQJOHG PDVV DERXW LWV KHDG DQG VKRXOGHUV LWV VNLQ WRQH YDULHV IURP UXGG EURZQ WR PXGG HOORZ DQG its voice is rough and sharp. Cyclopskin commonly dress in ragged ani PDO KLGHV DQG VDQGDOV 7KH VPHOO RI HTXDO SDUWV GLUW DQG GXQJ RPEDW Cyclopskin are armed with either a club or a bardiche. Each will DOVR FDUU D KHDY KXUOLQJ VSHDU G GDPDJH DQG D VOLQJ RI JUHDW VL H G GDPDJH 7KH QHYHU ZHDU DUPRU RU XVH VKLHOGV IRU WKHLU WRXJK KLGH JLYHV WKHP DPSOH SURWHFWLRQ IURP PRVW DWWDFNV Cyclopskin do not bother with strategy or tactics in combat. If their op SRQHQWV DUH RXW RI UHDFK WKH XVH VOLQJV RU KXUO KHDY VSHDUV 7KH FDQ QRW WKURZ ERXOGHUV OLNH WKHLU ODUJHU FRXVLQV 6LQFH WKH VLQJOH H H RI WKH F FORSVNLQ JLYHV WKHP SRRU GHSWK SHUFHSWLRQ WKH VXIIHU D SHQDOW WR DOO PLVVLOH DWWDFN UROOV EXW QRW WR GDPDJH ,I WKH RSSRQHQWV DUH FORVH WKH cyclopskin rush in to ght with their clubs or bardiches. DELWDW RFLHW 7KH VLQJOH H HG KXPDQRLGV VK DZD IURP RUJDQL HG VHWWOHPHQWV ,I OHIW DORQH WKH WHQG WR OHDYH DUPHG JURXSV DORQH WKRXJK WKH DUH QRW DERYH DWWDFNLQJ D PXFK ZHDNHU IRUFH LI WKH VWXPEOH DFURVV one. Cyclopskin have no regard for any form of life other than them selves. Captives are either enslaved or eaten. This doesn’t happen very RIWHQ VLQFH WKH F FORSVNLQ WHQG WR OLYH LQ UHPRWH URFN SODFHV 7KH UDUH O ZDQGHU PRUH WKDQ PLOHV IURP WKHLU FDYHV %HLQJ SRRU KXQWHUV PRVW F FORSVNLQ FODQV NHHS VPDOO KHUGV RI JRDWV RU VKHHS 6RPH FODQV DUH QRPDGLF ZKLOH RWKHUV VWD SXW LQ WKHLU FDYHV Each spring, regional clans meet to exchange goods and slaves and WR VHOHFW PDWHV 2Q UDUH RFFDVLRQV D FKDULVPDWLF F FORSVNLQ ZLOO DULVH DQG EULQJ WRJHWKHU VHYHUDO FODQV WR IRUP D ZDQGHULQJ WULEH 7KH ODUJHVW known tribe numbered around 80 ghting cyclopskin. Such a band will DJJUHVVLYHO UDLG RXWO LQJ DUHDV ZLWK D EROGQHVV XQFRPPRQ LQ D VLQJOH FODQ OO JURXS GHFLVLRQV DUH PDGH E WKH VWURQJHVW DQG WRXJKHVW F FORSVNLQ LQ WKH JURXS XVXDOO WKURXJK LQWLPLGDWLRQ 7KLV LQ WXUQ OHDGV to brawls and st ghts. There are no rules in such ghts, and they can OHDG WR SHUPDQHQW LQMXU RU GHDWK IRU WKH ORVHU
134 Giant, Desert HVHUW JLDQWV VNLQ LV VR VLPLODU WR VDQG DQG URFN WKDW WKH FDQ FDPRX age themselves very effectively, if given one turn to prepare. This ability DOORZV WKHP WR DPEXVK IRHV DQG SUH DOLNH HVHUW JLDQWV ZKR ORVH WKHLU KHUGV RIWHQ XVH WKLV DELOLW WR EHFRPH HIIHFWLYH EDQGLWV DQG WKH QXPEHUV RI WKHVH JLJDQWLF EULJDQGV KDYH LQFUHDVHG DV WKH UDFH GZLQGOHV JLDQW so camou aged increases chances of a surprise attack to 1-4 on a d10 and GHFUHDVHV WKH FKDQFH RI EHLQJ VHHQ E VHDUFK SDUWLHV RU VROGLHUV WR LQ DELWDW RFLHW HVHUW JLDQWV DUH QRPDGLF KHUGVPHQ DQG DUH UDUHO IRXQG IDU IURP WKHLU KHUGV 7KRXJK WKH DUH UHVSRQVLEOH IRU VWULSSLQJ HQWLUH ULYHU YDOOH V EDUH LQ IHUWLOH DUHDV WKH GR QRW UHLPEXUVH IDUP HUV RU KHUGVPHQ RQ WKH HGJH RI WKRVH WHUULWRULHV IRU DQ GDPDJH WKH PLJKW GR 7KH VHH WKH ODQGV DV WKHLUV IRU WKH WDNLQJ DQG WKH PDNH QR DSRORJ IRU RYHUJUD LQJ RU HYHQ IRU JUD LQJ WKHLU KHUGV RQ FURSV )HZ VXOWDQDWHV DWWHPSW WR IRUFH WKHP RII FURSODQG PRVW DWWHPSW WR OXUH WKH GHVHUW JLDQWV DZD ZLWK SURPLVHV RI HPSOR PHQW DV PHUFHQDULHV 6RPH ZLOO SURPLVH ULFK JLIWV RI VDOW FORWK VSLFHV DQG PHWDO LI RQO WKH GHVHUW JLDQWV ZLOO UHWXUQ WR WKH HPSW TXDUWHUV RI WKH GHVHUW (FRORJ HVHUW JLDQWV ZDQGHU KXQGUHGV RI PLOHV IROORZLQJ WKH UDLQV ZLWK WKHLU KHUGV :KHQ WKH UDLQV IDLO WKH VFUXE ZLWKHUV DQG WKH KHUGV DQG WKHLU JLDQWV VWDUYH W WKHVH WLPHV RXQJ PDOHV DPRQJ WKH GHVHUW JLDQWV PD WDNH XS PHUFHQDU ZRUN DQG XVH WKH PRQH WKH REWDLQ WR VXSSRUW WKH HQ WLUH WULEH ,I D GURXJKW JRHV RQ IRU HDUV PRUH DQG PRUH JLDQWV DUH GULYHQ LQWR WKH FLWLHV WKRXJK WKHLU DEVROXWH QXPEHUV DUH VWLOO WLQ FRPSDUHG WR WKH QXPEHUV RI KXPDQV DQG RWKHU VPDOOHU UDFHV /,0 ( ( ,1 HVHUW ) ( (1 9HU UDUH 2 1, ,21 7ULEDO , , /( D ,( 2PQLYRUH ,1 (//, (1 ( YHUDJH ( ( % /, 10(1 1HXWUDO 12 ( ,1 02 / 02 (0(1 , , ( 12 2) . 0 ( . RU E ZHDSRQ ( , / . +XUOLQJ VSHDUV ( , / ()(1 ( Camou age 0 , ( , 1 ( 1LO , ( + WDOO 02 /( (OLWH / ( HVHUW JLDQWV ZHUH RQFH QXPHURXV LQ WKH VFUXE SODLQV DQG GHVHUWV RI WKH /DQG RI )DWH EXW WKH KDYH IDOOHQ YLFWLP WR D GLYLQH FXUVH ZKLFK WUDQV forms them slowly but inexorably into stone. They always wander the ODQG LQ WKH FRPSDQ RI WKHLU FDWWOH DQG WKHLU PRXQWV 7KHLU JUHDW FLYLOL D WLRQ KDV ORQJ VLQFH YDQLVKHG XQGHU WKH VDQGV 7KH ZHDWKHUHG DQG FUDJJ IDFHV RI WKH GHVHUW JLDQWV DUH VFRUHG ZLWK ZULQNOHV (YHQ WKH RXQJHVW RI GHVHUW JLDQWV DUH VRPHZKDW ZULQNOHG WKRXJK WKLV LV QRW YLVLEOH LQ WKH ZRPHQ DV WKH ZHDU WKH YHLO 7KH GDUN KDLU DQG VZDUWK VNLQ RI WKH GHVHUW JLDQWV PDNH WKHLU EOXH H HV DOO WKH PRUH UHPDUNDEOH +RZHYHU LW LV FRQVLGHUHG D FOHDU VLJQ RI LPSHQGLQJ IRV VLOL DWLRQ ZKHQ WKH H HV RI D GHVHUW JLDQW WXUQ IURP EOXH WR EURZQ 7KH W SLFDO GHVHUW JLDQW LV WDOO DQG ZHLJKV SRXQGV WKRXJK IRVVLOL LQJ JLDQWV PD ZHLJK WZLFH WKDW HVHUW JLDQWV PD OLYH WR EH HDUV ROG RPEDW Desert giants ght mounted when they can, though steeds of D VL H WR VXLW WKHP DUH UDUH %DWWOH PRXQWV LQFOXGH JLJDQWLF OL DUGV HQRU PRXV LQVHFWV KXJH XQGHDG KRUVHV RI VKLIWLQJ ERQH DQG HYHQ URFV ,Q WKH SDVW VRPH GHVHUW JLDQWV WRRN VHUYLFH DV ERG JXDUGV DQG PHUFHQDULHV ZLWK WKH PRVW SRZHUIXO RI VXOWDQV 7KH VLJKW RI D VTXDG RI GHVHUW JLDQWV ZKHHO LQJ DERXW LQ SUHSDUDWLRQ IRU D FKDUJH KDV FDXVHG PRUH WKDQ RQH GHVHUW OHJLRQ WR EUHDN DQG UXQ HVHUW JLDQWV GR QRW KXUO URFNV ,QGHHG WKH ZDQGHU PDQ DUHDV ZKHUH WKHUH LV RIWHQ QR UHDG VXSSO RI ERXOGHUV DQG FDUU LQJ VXFK KHDY REMHFWV ZRXOG WLUH HYHQ WKH VWURQJHVW QRPDGLF JLDQW +RZHYHU they do make large throwing spears from wood they nd when WKH SDVV QHDU MXQJOH ODQGV 7KHVH VSHDUV DUH NHSW DQG FKHULVKHG DV KHLUORRPV RYHU JHQHUDWLRQV 7KH VSHDUV KDYH D UDQJH RI DQG FDXVH SRLQWV RI GDPDJH HVHUW JLDQW FKLHIWDLQV VRPHWLPHV FDUU JUHDW VFLPLWDUV JLYHQ WR WKHLU DQFHVWRUV IRU RXWVWDQGLQJ PLOLWDU VHUYLFH 7KHVH ZHDSRQV FDXVH G ZKHQ ZLHOGHG E DQ RQH ZLWK D 6WUHQJWK RI RU EHWWHU 2Q RFFDVLRQ D GHVHUW JLDQW ZLOO DWWDFN with one of its huge sts, causing 1-10 points damage on a successful DWWDFN 6RPH GHVHUW JLDQWV DUH JLIWHG ZLWK WKH DELOLW WR FDOO EDFN WKHLU DQFHVWRUV IURP WKH VWRQHV WKH DUH FDOOHG VDQG VKLIWHUV EHFDXVH RI WKH ZD WKH VXP PRQHG JLDQWV WKURZ DVLGH WKH VDQGV ZKHQ WKH ULVH DJDLQ 6DQG VKLIWHUV DUH QRW SULHVWV RU PDJHV WKH KDYH QR RWKHU VSHFLDO VSHOO DELOLWLHV 2QH LQ HYHU GHVHUW JLDQWV FDQ EULQJ EDFN JLDQWV ZKR KDYH DVVXPHG WKH IRUP of stone and can command them to ght once more. Once per week, a GHVHUW JLDQW FDQ VXPPRQ JLDQWV IURP WKH URFNV IRU WXUQV WKH VXP PRQLQJ WDNHV RQH WXUQ 7KHVH JLDQWV FUXPEOH EDFN WR URFN DQG SRZGHU ZKHQ VODLQ HVHUW JLDQW FKLOGUHQ JLIWHG WKLV ZD FDQ VXPPRQ VWRQ PRXQWV IRU WKHLU HOGHUV WR ULGH LQWR EDWWOH GXOW VDQG VKLIWHUV FDQ VXP PRQ PRXQWV LQVWHDG RI JLDQWV LI WKH VR FKRRVH
135 Giant, Ettin DELWDW RFLHW (WWLQV OLNH WR HVWDEOLVK WKHLU ODLUV LQ UHPRWH URFN DU HDV 7KH GZHOO LQ GDUN XQGHUJURXQG FDYHV WKDW VWLQN RI GHFD LQJ IRRG DQG RIIDO (WWLQV DUH JHQHUDOO VROLWDU DQG PDWHG SDLUV RQO VWD WR JHWKHU IRU D IHZ PRQWKV DIWHU D RXQJ HWWLQ LV ERUQ WR WKHP RXQJ HW WLQV PDWXUH YHU TXLFNO DQG ZLWKLQ HLJKW WR WHQ PRQWKV DIWHU WKH DUH born, they are self-suf cient enough to go off on their own. 2Q UDUH RFFDVLRQV KRZHYHU D SDUWLFXODUO VWURQJ HWWLQ PD JDWKHU D VPDOO JURXS RI G HWWLQV WRJHWKHU 7KLV VPDOO EDQG RI HWWLQV VWD V WRJHWKHU RQO DV ORQJ DV WKH OHDGHU UHPDLQV DOLYH DQG XQGHIHDWHG LQ EDWWOH Q PDMRU GHIHDW VKDWWHUV WKH OHDGHU V KROG RYHU WKH EDQG DQG WKH HDFK JR WKHLU VHSDUDWH ZD V (WWLQV FROOHFW WUHDVXUH RQO EHFDXVH LW FDQ EX WKHP WKH VHUYLFHV RI JREOLQV RU RUFV 7KHVH FUHDWXUHV VRPHWLPHV VHUYH HWWLQV E EXLOGLQJ WUDSV around their lairs, or helping to ght off a powerful opponent. Ettins have DOVR EHHQ NQRZQ WR RFFDVLRQDOO NHHS FDYH EHDUV LQ WKH DUHD RI WKHLU ODLUV 7KH VORSS FDYHV RI HWWLQV DUH D KDYHQ IRU SDUDVLWHV DQG YHUPLQ DQG LW LVQ W XQXVXDO IRU WKH HWWLQV WKHPVHOYHV WR EH LQIHFWHG ZLWK YDULRXV SDUDVLWLF GLVHDVHV GYHQWXUHUV UXPPDJLQJ WKURXJK HWWLQ ODLUV IRU YDOXDEOHV ZLOO nd the task disgusting, if not dangerous. (FRORJ %HFDXVH HWWLQ VRFLHW LV VR SULPLWLYH WKH SURGXFH OLWWOH RI DQ YDOXH WR FLYLOL HG FUHDWXUHV (WWLQV WROHUDWH WKH SUHVHQFH RI RWKHU FUHDWXUHV OLNH RUFV LQ WKH DUHD RI WKHLU ODLU LI WKH FDQ EH XVHIXO LQ VRPH ZD 2WKHU ZLVH HWWLQV WHQG WR EH YLROHQWO LVRODWLRQLVW FUXVKLQJ WUHVSDVVHUV ZLWKRXW TXHVWLRQ /,0 ( ( ,1 6XEDUFWLF WR WHPSHUDWH +LOOV DQG PRXQWDLQV ) ( (1 9HU UDUH 2 1, ,21 6ROLWDU , , /( 1LJKW ,( Carnivore ,1 (//, (1 ( /RZ ( ( O; C, Y in lair /, 10(1 Chaotic evil 12 ( ,1 RU 02 / 02 (0(1 , , ( 12 2) . 0 ( . ZHDSRQ ( , / . 1LO ( , / ()(1 ( 6XUSULVHG RQO RQ D 0 , ( , 1 ( 1LO , ( + WDOO 02 /( (OLWH / ( (WWLQV RU WZR KHDGHG JLDQWV DV WKH DUH RIWHQ FDOOHG DUH YLFLRXV DQG XQ SUHGLFWDEOH KXQWHUV WKDW VWDON E QLJKW DQG HDW DQ PHDW WKH FDQ FDWFK An ettin at rst appears to be a stone or hill giant with two heads. 2Q FORVHU LQVSHFWLRQ KRZHYHU WKH FUHDWXUH V YDVW GLIIHUHQFHV IURP WKH UHODWLYHO FLYLOL HG JLDQW UDFHV EHFRPH UHDGLO DSSDUHQW Q HWWLQ KDV SLQN WR EURZQLVK VNLQ WKRXJK LW DSSHDUV WR EH FRYHUHG LQ D GDUN EURZQ KLGH 7KLV LV EHFDXVH DQ HWWLQ QHYHU EDWKHV LI LW FDQ KHOS LW DQG LV WKHUH IRUH XVXDOO HQFUXVWHG ZLWK D WKLFN OD HU RI GLUW DQG JULPH ,WV VNLQ is thick, giving the ettin its low Armor Class. An ettin’s hair is long, VWULQJ DQG XQNHPSW LWV WHHWK DUH ODUJH HOORZLQJ DQG RIWHQ URWWHQ 7KH HWWLQ V IDFLDO IHDWXUHV VWURQJO UHVHPEOH WKRVH RI DQ RUF ODUJH ZD WHU H HV WXUQHG XS SLJJLVK VQRXW DQG ODUJH PRXWK Q HWWLQ V ULJKW KHDG LV DOZD V WKH GRPLQDQW RQH DQG WKH ULJKW DUP DQG OHJ ZLOO OLNHO DSSHDU VOLJKWO PRUH PXVFXODU DQG ZHOO GHYHORSHG WKDQ WKH OHIW Q HWWLQ ZHDUV RQO URXJK XQWUHDWHG VNLQV ZKLFK DUH GLUW DQG XQZDVKHG 2EYLRXVO HWWLQV VPHOO YHU EDG GXH WR WKHLU FRPSOHWH ODFN RI JURRPLQJ KDELWV JRRG RU EDG (WWLQV GR QRW KDYH D WUXH ODQJXDJH RI WKHLU RZQ ,QVWHDG WKH VSHDN D PLVK PDVK RI RUF JREOLQ JLDQW GLDOHFWV DQG WKH DOLJQPHQW WRQJXH RI FKDRWLF HYLO FUHDWXUHV Q DGYHQWXUHU ZKR VSHDNV RUFLVK FDQ XQGHUVWDQG RI ZKDW DQ HWWLQ VD V RPEDW Having two heads is de nitely an advantage for the ettins, as RQH LV DOZD V DOHUW ZDWFKLQJ IRU GDQJHU DQG SRWHQWLDO IRRG 7KLV PHDQV WKDW DQ HWWLQ LV VXUSULVHG RQO RQ WKH UROO RI D RQ G Q HWWLQ DOVR KDV infravision up to 90 feet, which enables it to hunt and ght effectively in WKH GDUN Though ettins have a low intelligence, they are cunning ghters. They prefer to ambush their victims rather than charge into a straight ght, but once the battle has started, ettins usually ght furiously until all enemies DUH GHDG RU WKH EDWWOH WXUQV DJDLQVW WKHP (WWLQV GR QRW UHWUHDW HDVLO RQO GRLQJ VR LI YLFWRU LV LPSRVVLEOH ,Q FRPEDW DQ HWWLQ KDV WZR DWWDFNV %HFDXVH HDFK RI LWV WZR KHDGV FRQ WUROV DQ DUP DQ HWWLQ GRHV QRW VXIIHU DQ DWWDFN UROO SHQDOW IRU DWWDFNLQJ ZLWK ERWK DUPV Q HWWLQ DOZD V DWWDFNV ZLWK WZR ODUJH FOXEV RIWHQ FRY HUHG ZLWK VSLNHV 8VLQJ WKHVH ZHDSRQV WKH HWWLQ FDXVHV G SRLQWV RI GDP DJH ZLWK LWV OHIW DUP DQG G SRLQWV RI GDPDJH ZLWK LWV ULJKW ,I WKH HWWLQ is disarmed or unable to use a weapon, it attacks empty-handed, in icting 1d10 points of damage with its left st and 2d6 points with its right.
136 Giant, Firbolg DELWDW RFLHW )LUEROJV OLYH LQ UHPRWH IRUHVWV DQG KLOOV 7KHVH JLDQW NLQ GLVWUXVW PRVW RWKHU FLYLOL HG UDFHV DQG VWD ZHOO DZD IURP WKHP 7KH NHHS RQ HYHQ WHUPV ZLWK GUXLGV DQG WKH IDHULH FUHDWXUHV LQFOXGLQJ HOYHV QHLWKHU DVNLQJ QRU JLYLQJ PXFK EXW DYRLGLQJ LQVXOW RU LQMXU 6WUDQJHUV DUH PHW ZLWK FDXWLRQ IUHTXHQWO LQ LOOXVLRQDU GLVJXLVH DV RQH RI WKHLU RZQ UDFH 7KH GR QRW DWWDFN RU NLOO ZLWKRXW UHDVRQ EXW GR HQMR SUDQNV SDUWLFXODUO WKRVH WKDW UHOLHYH VWUDQJHUV RI WUHDVXUH )LUEROJ VRFLHW LV FORVH NQLW DQG FHQWHUHG DURXQG WKH IDPLO RU FODQ (DFK FODQ KDV G PHPEHUV DQG IUHTXHQWO D VKDPDQ 7KH OHYHO RI WKH VKDPDQ LV GHWHUPLQHG E UROOLQJ G LI WKH 0 GRHVQ W ZLVK WR FKRRVH it himself. The clans live apart from each other, existing as gatherers DQG VRPHWLPHV QRPDGV 7KHLU KRPHV DUH KXJH VLQJOH VWRUH ZRRGHQ houses with stout walls and a central replace opening in several direc WLRQV LQ WKH FRPPRQ URRP :KHQ JUHDW GHFLVLRQV DUH QHHGHG WKH FODQV LQYROYHG PHHW LQ DQ HQFODYH 7KLV KDSSHQV DW OHDVW RQFH D HDU DW WKH IDOO VROVWLFH MXVW WR FHOHEUDWH LI QRWKLQJ HOVH 7KH VKDPDQV SUHVLGH RYHU WKHVH HYHQWV DQG VHWWOH DQ GLVSXWHV EHWZHHQ FODQV (FRORJ )LUEROJV OLYH RII WKH ODQG DQG ZLWK LW 7KHLU KRPHV DUH EXLOW IURP trees cleared from around the house. The clan does keep a eld for har YHVW EXW RQO HQRXJK WR VXSSOHPHQW WKHLU GLHW 7KH WUDGH WDVNV LQYROYLQJ JUHDW VWUHQJWK IRU IRRG XVXDOO ZLWK RWKHU SHDFHIXO IRON LQ WKH IRUHVWV RU KLOOV 7KH UHVW RI WKHLU IRRG LV REWDLQHG E JDWKHULQJ DQG KXQWLQJ DQ DUHD XS WR PLOHV IURP WKHLU KRPHVWHDG 0HDW LV XVHG LQ VPDOO TXDQWLWLHV IRU PRVW PHDOV DOWKRXJK PDMRU FHOHEUDWLRQV DOZD V LQFOXGH D ODUJH URDVW RI VRPH VRUW Although many creatures are capable of killing a rbolg, none hunt them exclusively. They are stronger than most forest beasts, and intelli JHQW FUHDWXUHV NQRZ EHWWHU WKDQ WR PHVV ZLWK WKHP 7KH DYRLG WUXH JL ants, except storm giants, and aggressively repel other giant- kin from WKHLU ODQGV /,0 ( ( ,1 7HPSHUDWH +LOOV DQG IRUHVWV ) ( (1 9HU UDUH 2 1, ,21 Clan , , /( Q ,( 2PQLYRUH ,1 (//, (1 ( YHUDJH WR JHQLXV ( ( ( 0 4 LQ ODLU /, 10(1 1HXWUDO FKDRWLF JRRG 12 ( ,1 RU 02 / 02 (0(1 , , ( 12 2) . 0 ( . ZHDSRQ 6WU ERQXV ( , / . 6SHOOV ( , / ()(1 ( 6ZDW DZD PLVVLOHV 0 , ( , 1 ( , ( / WDOO 02 /( Champion (16) / ( 6KDPDQ Of all the giant-kin, the rbolg is the most powerful, due to natural intel OLJHQFH DQG FRQVLGHUDEOH PDJLFDO SRZHU Firbolgs appear to be normal humans, except that they are over 10 feet WDOO DQG ZHLJK RYHU SRXQGV 7KH ZHDU WKHLU KDLU ORQJ DQG NHHS JUHDW thick beards. Their skin is a normal eshy pink, with any shade of hair color, although blonde and red are most common. The esh and skin of rbolgs are unusually dense and tough. Their voices are a smooth, deep EDVV WKLFN ZLWK UROOLQJ FRQVRQDQWV RPEDW )LUEROJV FDQ XVH DQ ODUJH VL H ZHDSRQV WKH GLVGDLQ WKH XVH RI DUPRU RU VKLHOGV 2I PDQPDGH ZHDSRQV WKH SUHIHU WZR KDQGHG VZRUGV DQG KDOEHUGV ERWK RI ZKLFK WKH PD XVH LQ RQH KDQG ZLWK RXW SHQDOW :HDSRQV RI WKHLU RZQ PDNH DUH GRXEOH VL H HTXLYDOHQWV RI KXPDQ ZHDSRQV IRU ZKLFK WKH JHW D 6WUHQJWK ERQXV 6WUHQJWK GDPDJH +RZHYHU ZKHQ XVHG ZLWK ERWK KDQGV WKHVH KXJH ZHDSRQV in ict double their normal damage, plus the Strength bonus. If a rbolg has one hand free, it can bat away up to two missiles per URXQG /DUJH PLVVLOHV VXFK DV ERXOGHUV RU WKRVH ZLWK ORQJ VKDIWV VXFK DV MDYHOLQV DQG VSHDUV FDQ EH FDXJKW LI GHVLUHG FDWFK RU EDW LV VXFFHVVIXO RI WKH WLPH RU EHWWHU RQ G FDXJKW ZHDSRQ PD EH WKURZQ DW any opponent on the next round with a –2 penalty to the attack roll, for XVLQJ LWV RII KDQG All rbolgs have the following magical powers, usable once per day, on DQ URXQG WKH DUH QRW HQJDJHG LQ PHOHH FRPEDW GH H PD L GLPL LR DV GRXEOH WKH SRWLRQ RRO ROG RU H DQG DO HU HO 7KHUH LV D FXPX lative chance per member of a group that one of the rbolgs is a shaman RI VW WKURXJK WK OHYHO )LUEROJV DUH FDXWLRXV DQG FUDIW 7KH KDYH OHDUQHG WR GLVWUXVW DQG IHDU KXPDQV DQG GHPLKXPDQV ,I SRVVLEOH WKH DYRLG DQ HQFRXQWHU HLWKHU E hiding or with deception. If forced to ght, they do so with great strategy, XWLOL LQJ WKH WHUUDLQ DQG VLWXDWLRQ WR EHVW HIIHFW 7KH RSHUDWH DV D JURXS QRW D FROOHFWLRQ RI LQGLYLGXDOV 7HQ SHUFHQW RI DOO HQFRXQWHUV LV D ODUJH JURXS RI G PHPEHUV HQ URXWH WR DQ HQFODYH RI VRPH VRUW
137 Giant, Fire 7KHLU ODLUV DUH DOZD V SURWHFWHG E YLJLODQW ZDWFKPHQ DQG VRPHWLPHV E WUDSV )LUH JLDQWV IDYRU GHDGIDOOV WKDW FDQ FUXVK LQWUXGHUV IRU G points of damage, and large crossbow devices that re one, two, or three KXJH EROWV IRU G SRLQWV RI GDPDJH HDFK Particularly intelligent re giant leaders will command groups three or IRXU WLPHV QRUPDO VL H 2QH ZKR FRPPDQGV RU PRUH JLDQWV XVXDOO ZLOO FDOO KLPVHOI D NLQJ .LQJV DOZD V ZLOO KDYH EHWWHU WKDQ QRUPDO DUPRU DQG D PDJLFDO ZHDSRQ RI WR There is a 20% chance that any band of re giants will have a shaman RU ZLWFK GRFWRU ,I WKH JURXS LV OHDG E D NLQJ WKHUH LV DQ FKDQFH RI D VSHOO FDVWHU )LUH JLDQW VKDPDQV DUH SULHVWV RI XS WR WK OHYHO VKDPDQ FDQ FDVW QRUPDO RU UHYHUVHG VSHOOV IURP WKH (OHPHQWDO +HDOLQJ Charm, Protection, Divination, or Combat spheres. Fire giant witch doc WRUV DUH SULHVW ZL DUGV RI XS WR WK UG OHYHO WKH SUHIHU VSHOOV WKDW FDQ GHWHFW RU WKZDUW LQWUXGHUV )LUH JLDQWV RIWHQ FDSWXUH DQG WDPH RWKHU FUHDWXUHV DV JXDUGV 7KHUH LV a 50% chance that a re giant lair will contain 1-4 hell hounds. Larger WKDQ QRUPDO JURXSV FKHFN RQFH IRU HYHU JLDQWV %DQGV ZLWK RU PRUH JLDQWV KDYH D DGGLWLRQDO FKDQFH WR KDYH G WUROOV ODUJHU JURXSV FKHFN RQFH IRU HYHU JLDQWV NLQJ V JURXS KDV D FKDQFH WR KDYH UHG GUDJRQV RI DJH FDWHJRU G LQ DGGLWLRQ WR RWKHU JXDUGV )LUH JLDQWV IUHTXHQWO WDNH FDSWLYHV WR KROG IRU UDQVRP RU XVH DV VODYHV 7KHUH LV D FKDQFH WKDW D ODLU ZLOO FRQWDLQ FDSWLYHV ODUJHU EDQGV FKHFN RQFH SHU JLDQWV (FRORJ )LUH JLDQWV OLYH ZKHUHYHU WKHUH LV D ORW RI KHDW 7KH SUHIHU YRO FDQLF UHJLRQV RU DUHDV ZLWK KRW VSULQJV )UHTXHQWO WKH VKDUH WKHLU ODLUV with other re-dwelling creatures such as salamanders or re elementals. )LUH JLDQWV SUHIHU WR HDW PHDW DQG EUHDG WKH FDQ KXQW DQG NLOO WKHLU RZQ PHDW EXW UDLG KXPDQ DQG GHPLKXPDQ VHWWOHPHQWV IRU JUDLQ FDS WLYHV DQG WUHDVXUH /,0 ( ( ,1 Q WHPSHUDWH VXEWURSLFDO WURSLFDO ) ( (1 5DUH 2 1, ,21 7ULEDO , , /( Q ,( 2PQLYRURXV ,1 (//, (1 ( /RZ WR DYHUDJH ( ( ( /, 10(1 /DZIXO HYLO 12 ( ,1 02 / 02 (0(1 , , ( KLW SRLQWV 12 2) . 0 ( . RU E ZHDSRQ ( , / . +XUOLQJ URFNV IRU G ( , / ()(1 ( Resistant to re 0 , ( , 1 ( 1LO , ( + 02 /( Champion (15-16) / ( ,QIDQW 1LO -XYHQLOH -XYHQLOH -XYHQLOH 6KDPDQ :LWFK GRFWRU VW OHYHO VSHOOV 6KDPDQ :LWFK GRFWRU QG OHYHO VSHOOV 6KDPDQ :LWFK GRFWRU UG OHYHO VSHOOV 6KDPDQ :LWFK GRFWRU WK OHYHO VSHOOV )LUH JLDQWV DUH EUXWDO UXWKOHVV DQG PLOLWDULVWLF 7KH DUH WDOO EXW VTXDW UHVHPEOLQJ KXJH GZDUYHV Q DGXOW PDOH LV IHHW WDOO KDV D IRRW FKHVW DQG ZHLJKV DERXW SRXQGV )LUH JLDQWV have coal black skin, aming red or bright orange hair, and prognathous MDZV WKDW UHYHDO GLUW LYRU RU HOORZ WHHWK 7KH FDQ OLYH WR EH HDUV ROG A re giant’s natural Armor Class is 5. Warriors usually wear band ed mail and round metal helmets (AC -1). They carry their belongings in huge sacks. A typical re giant’s sack contains 2-5 (1d4 + 1) throwing rocks, the giant’s wealth, a tinderbox, and 3-12 (3d4) common items. Ev erything they own is battered, lthy, and smelly, making it dif cult to LGHQWLI YDOXDEOH LWHPV All re giants can speak the language of all giants and their own tongue. RPEDW Fire giants are immune to nonmagical re and heat, as well as red dragon breath. They are resistant to all types of magical re; such at tacks in ict -1 hit point per die of damage. Adult re giants can hurl rocks IRU G SRLQWV RI GDPDJH 7KHLU PLQLPXP UDQJH LV DUGV ZKLOH their maximum is 200 yards. They can catch similar large missiles 50% of the time. They usually ght in disciplined groups, throwing rocks until WKH UXQ RXW RI DPPXQLWLRQ RU WKH RSSRQHQW FORVHV )LUH JLDQWV RIWHQ ZDLW LQ DPEXVK DW ODYD SRROV RU KRW VSULQJV KXUOLQJ KHDWHG URFNV DW YLFWLPV IRU an extra 1-6 points of damage. Warriors favor huge two-handed swords. A re giant’s oversized ZHDSRQV GR GRXEOH QRUPDO PDQ VL HG GDPDJH WR DOO RSSRQHQWV SOXV the giant’s strength bonus. Thus, a re giant two-handed sword does 2-20 G SRLQWV RI GDPDJH DELWDW RFLHW )LUH JLDQWV OLYH LQ ZHOO RUJDQL HG PLOLWDU JURXSV RFFX S LQJ ODUJH FDVWOHV RU FDYHUQV :KHQ HQFRXQWHUHG LQ WKHLU ODLU WKHUH ZLOO EH G JLDQWV KDOI RI ZKRP ZLOO EH LPPDWXUH JLDQWV 7R GH WHUPLQH D JLDQW V PDWXULW UROO G UROO RI LQGLFDWHV DQ LQIDQW ZLWK QR FRPEDW DELOLW DQG WKH KLW SRLQWV RI DQ RJUH ZKLOH UROOV RI LQGLFDWH ROGHU SURJHQ ZLWK +LW LFH GDPDJH DQG DWWDFN UROOV UHGXFHG E RU UHVSHFWLYHO
138 Giant, Fog 7KH PHQ XVXDOO KXQW LQ JURXSV UDQJLQJ XS WR D GR HQ PLOHV IURP WKHLU KRPHV 7KH JURXSV JHQHUDOO DUH IRUPHG RI JLDQWV RI VLPLODU DOLJQPHQW % WUDGLWLRQ D RXQJ JLDQW PD QRW PDWH XQWLO KH KDV REWDLQHG DW OHDVW RQH ODUJH RUQDPHQW RI VLOYHU 8VXDOO WKH RXQJ JLDQW MRLQV ZLWK VHYHUDO others in a quest to nd one (or acquire enough treasure to buy one). Fog giants do not often mix well with other creatures or races, although WKH FDQ RIWHQ EH SHUVXDGHG WR SHUIRUP VHUYLFHV IRU D IHH RU EDUWHU JRRGV ZLWK JURXSV RI VLPLODU DOLJQPHQW )RJ JLDQWV ZLOO KDSSLO EDUWHU JRRGV and services for re ned silver. Territorial disputes sometimes are up between groups, especially in WLPHV RI EDG KXQWLQJ )ULHQGO GLVSXWHV FDQ VRPHWLPHV EH UHVROYHG E D game of copsi or an arm-wrestling match. Fog giants ghting amongst themselves will generally throw rocks and st- ght, rather than use VZRUGV )RJ JLDQWV DUH IRQG RI DOO VRUWV RI FRRNHG PHDWV SDUWLFXODUO KRRIHG FUHDWXUHV VXFK DV KRUVHV FRZV GHHU HON DQG FHQWDXU 7KH RIWHQ FRRN meat by building a large re, then impaling chunks of meat on their swords and holding them over the open ame. Fog giants prefer fruits DQG VZHHWV IRU GHVVHUW DQG ZLOO DOVR GRZQ ODUJH TXDQWLWLHV RI VSLULWV LI DYDLODEOH WR WKHP 7KH GR QRW GLVWLOO WKHLU RZQ VSLULWV RU OLTXRUV 7KH DOVR VRPHWLPHV VPRNH IUHVK PLONZHHG SRGV LQ ZRRGHQ SLSHV WKRXJK WKH WDVWH LV WRR ELWWHU IRU KXPDQV DQG GHPLKXPDQV WR HQMR (FRORJ %HFDXVH RI WKHLU VL H IRJ JLDQWV FRQVXPH D ODUJH TXDQWLW RI IRRG DQG UHTXLUH D FRQVLGHUDEOH WHUULWRU SHU KXQWLQJ JURXS WR VXSSRUW WKHPVHOYHV 7KH JLDQWV ZLOO RIWHQ SODFH WHUULWRULDO PDUNHUV RI ERXOGHUV and logs to de ne the boundaries between their hunting territories. They GR QRW ORRN NLQGO RQ DQ RQH ZKR WHDUV GRZQ RU PRYHV WKHVH PDUNHUV 7KHLU UHJXODU SDWKZD V DUH KDUG WR KLGH DQG DUH LQVWHDG WUDSSHG ZLWK GHDGIDOOV RI URFNV DQG ORJV WR GLVFRXUDJH WUHVSDVVHUV /,0 ( ( ,1 7HPSHUDWH 6ZDPSV PDUVKHV ERJJ IRUHVWV DQG FRDVWDO UHJLRQV ) ( (1 9HU UDUH 2 1, ,21 Clan, Hunting Group , , /( D ,( 2PQLYRUH ,1 (//, (1 ( YHUDJH WR KLJK ( ( ( 5 /, 10(1 1HXWUDO JRRG HYLO 12 ( ,1 UDUHO 02 / 02 (0(1 , , ( 12 2) . 0 ( . RU E ZHDSRQ ( , / . 5RFN KXUOLQJ ( , / ()(1 ( 6HH EHORZ 0 , ( , 1 ( 1LO , ( + WDOO 02 /( (OLWH / ( Cousins to the cloud giants, these large rock-hurlers are more intelligent DQG VWHDOWK WKDQ SRUWUD HG LQ VWRU RU VRQJ )RJ JLDQWV DUH KXJH DQG KXVN ZLWK WUHH WUXQN VL HG OHJV DQG RYHU developed arms muscled by constant throwing games and exercises. They KDYH PLON ZKLWH VNLQ ZKLFK DLGV WKHLU QDWXUDO DELOLW WR EOHQG LQWR IRJ FKDQFH DQG JLYHV WKHLU IRHV D SHQDOW WR WKHLU VXUSULVH UROOV ZKHQ attacking in fog or mist. Their hair is silvery white and owing, with am SOH KDLU RQ WKH DUPV OHJV DQG FKHVW 7KH JURZ QR IDFLDO KDLU ZKDWVRHYHU They prefer to wear no armor, counting on their high natural Armor Class. However, they occasionally wear leather armor (AC –2), and at least one EDQG ZHDUV DUPRU PDGH IURP ZKLWH GUDJRQ KLGHV VWXGGHG ZLWK VLOYHU 7KH ORYH PDVVLYH RUQDWH FOXEV PDGH IURP EOHDFKHG DQG SROLVKHG ZRRG or bone. Fog giants speak their own tongue and Cloud Giant, and 30% speak Common. RPEDW )RJ JLDQWV JHQHUDOO KXQW LQ JURXSV RI PDOHV DOWKRXJK WKH VRPHWLPHV MRLQ ZLWK D FORXG JLDQW RU WZR WR IRUP D KXQWLQJ SDUW RI 7KH SUHIHU WR DWWDFN IURP FRYHU IRJ LV PRVW SUHIHUUHG IWHU VRPH UDQJHG URFN KXUOLQJ WR VFDWWHU WKHLU RSSRQHQWV WKH ZLOO FKDUJH LQWR PHOHH with sts and swords ying. Adult fog giants can hurl rocks from 3-240 yards, in icting 2-20 points of damage to anyone struck. They also have a FKDQFH RI FDWFKLQJ KXUOHG ZHDSRQV RI VLPLODU VL H EXW FDQQRW FDWFK red weapons such as arrows, bolts, and sling-stones. In melee they gen erally ght with clubs and sts, though tales of sword-armed fog giants DUH FRPPRQ %HFDXVH RI WKHLU NHHQ KHDULQJ DQG KLJKO GHYHORSHG VHQVH RI VPHOO IRJ JLDQWV DUH VHOGRP VXUSULVHG RQ VXUSULVH UROOV FFHVV WR WKHLU FDYHV DQG UHJXODU KXQWLQJ FDPSV DUH RIWHQ SURWHFWHG E GHDGIDOOV RI URFNV RU logs, which can be released by a carefully thrown rock at the rst sign of DQ DWWDFN DJDLQVW WKHP DELWDW RFLHW Fog giants are proud of their strength and ghting skills, RIWHQ SOD LQJ JDPHV ZKHQ RQ KXQWLQJ IRUD V LQ DQ DWWHPSW WR EHVW RQH DQ RWKHU 7KHLU IDYRULWH VXFK JDPH LV FDOOHG FRSVL DQG FRQVLVWV RI WKH JLDQWV SDLULQJ RII WR WRVV ODUJHU DQG ODUJHU ERXOGHUV WR WKHLU SDUWQHUV XQWLO RQH RI WKH SDLUV PLVVHV LWV WKURZ 7KH IRJ JLDQW IDPLOLHV OLYH LQ FDYHV FDQ RQV RU WKLFNHWV LQ WKH PRVW LQDFFHVVLEOH DUHDV RI PDUVK VZDPS IRUHVW RU FRDVW
139 Giant, Fomorian 7KHLU VRFLHW LV UXOHG E GHSUDYLW DQG ZLFNHGQHVV 7KH VWURQJHVW DQG FUXGHVW JLDQW UXOHV RYHU DOO WKH RWKHUV ZLWKLQ UHDFK ZKLFK LV XVXDOO D VPDOO QXPEHU 7KH ZRPHQ DQG FKLOGUHQ DUH WUHDWHG DV VODYHV FWV RI YLR OHQFH DUH FRPPRQ DPRQJ IRPRULDQV VRPHWLPHV UHVXOWLQJ LQ SHUPDQHQW LQMXU RU GHDWK )RPRULDQ JLDQWV KDYH EHHQ NQRZQ WR ZRUN ZLWK RWKHU FUHDWXUHV IRU HYLO FDXVHV 8VXDOO WKH RWKHU FUHDWXUHV PXVW FRPSOHWHO GRPLQDWH WKH IRPRUL DQV RU EH FDSDEOH RI LW WR IRUP WKH DOOLDQFH 6XFK DQ DJUHHPHQW ODVWV RQO DV ORQJ DV WKH IRPRULDQV IHDU WKHLU FRKRUWV 2QFH WKHLU LQWHUHVWV QR ORQJHU FRLQFLGH RU WKH IRPRULDQV QR ORQJHU IHHO WKUHDWHQHG WKH GRXEOH FURVV WKHLU SDUWQHUV DV TXLFNO DV SRVVLEOH (FRORJ 7KHVH WZLVWHG JLDQWV FDQ OLYH IRU ZHHNV RQ OLWWOH RU QR IRRG 7KLV LV JRRG EHFDXVH WKHLU XQGHUJURXQG GZHOOLQJV GR QRW SURYLGH DQ DEXQGDQFH RI LW 7KH FDQ HDW DOPRVW DQ RUJDQLF PDWHULDO LQFOXGLQJ IXQJL OLFKHQV plants of all sorts, bats, mice and sh. They particularly savor the taste of ODUJH PDPPDOV HVSHFLDOO WKRVH WKDW EHJ QRW WR EH HDWHQ 3UHSDULQJ D PHDO XVXDOO LQYROYHV WRUWXUH UDWKHU WKDQ DQ HIIRUWV WR LPSURYH LWV WDVWH /,0 ( ( ,1 Q PRXQWDLQ DQG VXEWHUUDQHDQ ) ( (1 8QFRPPRQ 2 1, ,21 6ROLWDU , , /( Q ,( 2PQLYRUH ,1 (//, (1 ( YHUDJH ( ( 4 /, 10(1 1HXWUDO HYLO 12 ( ,1 02 / 02 (0(1 , , ( 12 2) . 0 ( . ZHDSRQ 6WU ERQXV ( , / . 6XUSULVH ( , / ()(1 ( 2QO VXUSULVHG RQ D 0 , ( , 1 ( 1LO , ( + WDOO 02 /( (OLWH / ( )RPRULDQV DUH WKH PRVW KLGHRXV GHIRUPHG DQG ZLFNHG RI DOO JLDQW NLQ 7KH IRPRULDQ JLDQWV DUH DOO JURVVO GHIRUPHG EHKHPRWKV (DFK KDV D GLIIHUHQW VHW RI GHIRUPLWLHV ZKLFK PXVW EH GHWHUPLQHG E WKH 0 SDUWLDO OLVW RI GHIRUPDWLRQV LQFOXGHV PLVSODFHG OLPE PLVVKDSHQ OLPE PLVSODFHG IDFLDO IHDWXUH KXQFKEDFNHG EXOJLQJ ERG SDUW GURRSLQJ esh, body part too big or too small, apping ears, huge snout, large IHHW RQ VKRUW OHJV 7KHLU WKLFN KDLU KLGHV FRPELQHG ZLWK WKH SHOWV DQG odd metal bits they wear for protection, give an effective AC of 3. They KDYH VFDWWHUHG SDWFKHV RI KDLU DV WRXJK DV ZLUH RQ WKHLU SDOH ZKLWH VNLQ /DUJH ZDUWV DQG RWKHU JURZWKV DUH VFDWWHUHG DFURVV WKHLU ERGLHV 7KHUH LV QR VLQJOH RGRU DVVRFLDWHG ZLWK IRPRULDQV VRPH VPHOO VWURQJO GXH WR RYHUDFWLYH VZHDW JODQGV RWKHUV KDYH QR VPHOO 7KHLU YRLFHV DUH DOVR HDFK GLIIHUHQW GXH WR WKHLU XQLTXH GHIRUPLWLHV RPEDW )RPRULDQV XVH DOO PDQQHU RI FOXEV DQG RWKHU EOXQW LQVWUXPHQWV Regardless of the weapon, it in icts double damage plus 8 points for Strength, while their sts alone in ict 2d4 + 8 points of damage. Their GHIRUPLWLHV SUHYHQW WKHP IURP KXUOLQJ ERXOGHUV DV WUXH JLDQWV 7KH ZRUN any bits of metal they can nd and scavenge into their clothing, to aid their Armor Class. The typical fomorian is AC 3, while a particularly wellarmored one, or one with a shield, might get an AC as good as 1, but no EHWWHU 7 SLFDO IRPRULDQ VWUDWHJ LV WR VQHDN XS RQ DQ RSSRQHQW DQG KLW KLP DV KDUG DV WKH FDQ ,W ZRUNV ZHOO IRU WKHP VLQFH WKHLU RSSRQHQWV VXIIHU D SHQDOW WR WKHLU VXUSULVH UROOV EHFDXVH WKH IRPRULDQV PRYH VORZO DQG FDUHIXOO 7KHVH JLDQW NLQ DUH RQO VXUSULVHG RQ D RQ WKH G VXUSULVH UROO EHFDXVH WKH WHQG WR KDYH H HV DQG HDUV LQ RGG SODFHV RQ WKHLU KHDGV ,I WKH IRPRULDQ ERWKHUV WR NHHS DQ RSSRQHQW DOLYH KH LV FUXGHO WRUWXUHG XQWLO GHDG DQG WKHQ HDWHQ DELWDW RFLHW )RPRULDQV OLYH LQ PRXQWDLQ FDYHV DEDQGRQHG PLQHV RU RWKHU VXEWHUUDQHDQ UHDOPV 7KH UDUHO PRGLI WKHLU KRPHV EXW DGDSW WR ZKDW LV DOUHDG WKHUH 7KHVH GHIRUPHG JLDQWV ZDQGHU WKURXJK out the underground complex, for almost any distance, stopped only E KD DUGV WKH GR QRW ZDQW WR FKDOOHQJH IRPRULDQ FODQ SLFNV D VPDOO WR WKHP GHIHQVLEOH DOFRYH IRU D ODLU 7KHLU WHUULWRULHV DUH VRPH WLPHV PDUNHG E WKH ERGLHV RI WKHLU HQHPLHV 7KHLU WUHDVXUH FRQVLVWV RQO RI VWROHQ LWHPV IURP HQHPLHV 3LHFHV RI DUPRU DUH DGGHG WR WKHLU RZQ SDWFKZRUN SURWHFWLRQ 6LQFH WKH GR QRW FDUH IRU LW WKLV DUPRU TXLFNO GHWHULRUDWHV DQG EHFRPHV ZRUWKOHVV
140 Giant, Frost 3DUWLFXODUO VWURQJ RU LQWHOOLJHQW IURVW JLDQW FKLHIWDLQV ZLOO FRPPDQG EDQGV WKUHH RU IRXU WLPHV QRUPDO VL H FKLHIWDLQ ZKR FRPPDQGV RU PRUH JLDQWV LV FDOOHG D MDUO -DUOV DOZD V ZLOO KDYH EHWWHU WKDQ QRUPDO DUPRU DQG D ZHDSRQ RI WR HQFKDQWPHQW 7KHUH LV D FKDQFH WKDW DQ EDQG RI IURVW JLDQWV ZLOO KDYH D VKD PDQ RU ZLWFK GRFWRU ,I WKH JURXS LV OHG E D MDUO WKHUH LV DQ FKDQFH IRU D VSHOO FDVWHU )URVW JLDQW VKDPDQV DUH SULHVWV RI XS WR WK OHYHO VKDPDQ FDQ FDVW QRUPDO RU UHYHUVHG VSHOOV IURP WKH HDOL DUP SUR H LR GL L D LR RU ZHD HU VSKHUHV )URVW JLDQW ZLWFK GRFWRUV DUH SULHVW ZL DUGV RI XS WR WK UG OHYHO WKH SUHIHU VSHOOV WKDW FDQ EH ZLOGHU DQG FRQIRXQG RWKHU JLDQWV )DYRULWH VSHOOV LQFOXGH HH HU D R NL UD S GH H PD L H ULORT L P GHHSSR NH ( 3 PLUURU LPD H DQG L L LELOL )URVW JLDQWV RIWHQ FDSWXUH DQG WDPH RWKHU FUHDWXUHV DV JXDUGV 7KHUH LV D FKDQFH WKDW D IURVW JLDQW ODLU ZLOO FRQWDLQ ZLQWHU ZROYHV /DUJHU WKDQ QRUPDO JURXSV FKHFN RQFH IRU HYHU HLJKW JLDQWV %DQGV ZLWK RU PRUH JLDQWV KDYH DQ DGGLWLRQDO FKDQFH WR KDYH HWL ODUJHU JURXSV FKHFN RQFH IRU HYHU JLDQWV MDUO V EDQG KDV D FKDQFH WR KDYH VXEGXHG ZKLWH GUDJRQV LQ DGGLWLRQ WR RWKHU JXDUGV 7KH GUDJRQV ZLOO EH DJH FDWHJRU G )URVW JLDQWV DOVR WDNH FDSWLYHV WR KROG IRU UDQVRP RU XVH DV VODYHV 7KHUH LV D FKDQFH WKDW D ODLU ZLOO FRQWDLQ captives; larger bands check once per eight giants. Captives can be of any UDFH (FRORJ )URVW JLDQWV OLYH LQ IULJLG DUFWLF ODQGV ZLWK JODFLHUV DQG KHDY VQRZIDOO )URVW JLDQWV HDW PRVWO PHDW ZKLFK WKH FDQ KXQW DQG NLOO WKHP VHOYHV 7KH UDLG KXPDQ DQG GHPLKXPDQ VHWWOHPHQWV IRU IRRGVWXIIV DQG RWKHU ERRW /,0 ( ( ,1 UFWLF ODQGV ) ( (1 9HU UDUH 2 1, ,21 7ULEDO , , /( Q ,( 2PQLYRURXV ,1 (//, (1 ( /RZ WR DYHUDJH ( ( ( /, 10(1 Chaotic evil 12 ( ,1 02 / 02 (0(1 , , ( KLW SRLQWV RU 12 2) . 0 ( . RU E ZHDSRQ ( , / . +XUOLQJ URFNV IRU G ( , / ()(1 ( ,PSHUYLRXV WR FROG 0 , ( , 1 ( 1LO , ( + 02 /( (OLWH / ( ,QIDQW 1LO -XYHQLOH -XYHQLOH -XYHQLOH 6KDPDQ :LWFK GRFWRU VW 6KDPDQ :LWFK GRFWRU QG 6KDPDQ :LWFK GRFWRU UG 6KDPDQ :LWFK GRFWRU WK /LNH DOO HYLO JLDQWV IURVW JLDQWV KDYH D UHSXWDWLRQ IRU FUXGHQHVV DQG VWX pidity. This reputation is deserved, but frost giants are crafty ghters. )URVW JLDQWV KDYH PXVFXODU URXJKO KXPDQ EXLOGV 7KH W SLFDO DGXOW PDOH LV WDOO DQG ZHLJKV DERXW SRXQGV )HPDOHV DUH VOLJKWO VKRUW HU DQG OLJKWHU EXW RWKHUZLVH LGHQWLFDO WR PDOHV )URVW JLDQWV KDYH VQRZ ZKLWH RU LYRU VNLQ 7KHLU KDLU LV OLJKW EOXH RU GLUW HOORZ ZLWK PDWFKLQJ H HV 7KH FDQ OLYH WR EH HDUV ROG A frost giant’s natural Armor Class is 5. Warriors usually wear chain mail and metal helmets decorated with horns or feathers (AC 0). They also ZHDU VNLQV DQG SHOWV DORQJ ZLWK DQ MHZHOU WKH RZQ )URVW JLDQWV FDUU WKHLU EHORQJLQJV LQ KXJH VDFNV W SLFDO IURVW JLDQW V VDFN FRQWDLQV G WKURZLQJ URFNV WKH JLDQW V ZHDOWK DQG G PXQGDQH LWHPV (YHU WKLQJ LQ D JLDQW V EDJ LV ROG ZRUQ GLUW DQG smelly, making the identi cation of any valuable items dif cult. )URVW JLDQWV VSHDN WKHLU RZQ ODQJXDJH DQG WKH ODQJXDJH FRPPRQ WR DOO JLDQWV RPEDW )URVW JLDQWV DUH LPPXQH WR FROG GXOW IURVW JLDQWV FDQ KXUO URFNV IRU G SRLQWV RI GDPDJH 7KHLU PLQLPXP UDQJH LV DUGV ZKLOH their maximum is 200 yards. They can catch similar large missiles 40% of WKH WLPH 7KH XVXDOO ZLOO VWDUW FRPEDW DW D GLVWDQFH WKURZLQJ URFNV XQWLO WKH UXQ RXW RI DPPXQLWLRQ RU WKH RSSRQHQW FORVHV 2QH RI WKHLU IDYRULWH VWUDWHJLHV LV WR DPEXVK YLFWLPV E KLGLQJ EXULHG LQ WKH VQRZ DW WKH WRS of an icy or snowy slope where opponents will have dif culty reaching WKHP Warriors favor huge battle axes. A frost giant’s oversized weapons GR GRXEOH QRUPDO PDQ VL HG GDPDJH WR DOO RSSRQHQWV SOXV WKH JLDQW V strength bonus. Thus, a frost giant battle axe does 2-16 (2d8) + 9 points of GDPDJH DELWDW RFLHW )URVW JLDQWV OLYH LQ VPDOO EDQGV FRQVLVWLQJ RI D FKLHI KLV KHQFKPHQ DQG WKHLU FDPS IROORZHUV EDQG XVXDOO ZLOO RFFXS D FUXGH FDVWOH RU IULJLG FDYHUQ :KHQ HQFRXQWHUHG LQ WKHLU ODLU WKHUH ZLOO EH G JLDQWV KDOI RI ZKRP ZLOO EH LPPDWXUH 7R GHWHUPLQH D JLDQW V PDWXULW UROO G UROO RI LQGLFDWHV DQ LQIDQW ZLWK QR FRPEDW DELOLW DQG KLW SRLQWV RI RJUH UROOV RI LQGLFDWH ROGHU SURJHQ ZLWK KLW GLFH GDPDJH DQG DWWDFN UROOV HTXDO WR WKDW RI D VWRQH JLDQW
141 Giant, Hill DELWDW RFLHW KLOO JLDQW ODLU ZLOO KDYH G JLDQWV XVXDOO DQ extended family. Sometimes these families will accept lone hill giants into their folds. If six or more giants are encountered in a lair, half of them will EH PDOH RQH TXDUWHU ZLOO EH IHPDOH DQG WKH UHPDLQGHU ZLOO EH LPPDWXUH JLDQWV 7R GHWHUPLQH D JLDQW V PDWXULW UROO G UROO RI LQGLFDWHV DQ LQIDQW ZLWK QR FRPEDW DELOLW DQG KLW SRLQWV RI JQROO UROOV RI LQGLFDWH ROGHU SURJHQ ZLWK KLW GLFH GDPDJH DQG DWWDFN UROOV HTXDO WR WKDW RI DQ RJUH 2FFDVLRQDOO D KLOO JLDQW ZLWK DQ DYHUDJH LQWHOOLJHQFH FDQ EH IRXQG 6XFK D JLDQW LV FDSDEOH RI UDOO LQJ EDQGV RI KLV SHHUV VR RU WLPHV WKH QXPEHU RI JLDQWV XVXDOO DSSHDULQJ FDQ EH HQFRXQWHUHG 7KHVH JLDQW NLQJV DV WKH FDOO WKHPVHOYHV VWDJH UDLGV RQ KXPDQ WRZQV RU DJDLQVW RWKHU UDFHV RI JLDQWV OWKRXJK KLOO JLDQWV SUHIHU WHPSHUDWH DUHDV WKH FDQ EH IRXQG LQ SUDF WLFDOO DQ FOLPDWH ZKHUH WKHUH LV DQ DEXQGDQFH RI KLOOV DQG PRXQWDLQV They lair in caves, excavated dens, or crude huts. Those who live in colder FOLPDWHV KDYH GHYHORSHG PRUH VNLOOV ZLWK SUHSDULQJ DQG XVLQJ VNLQV WR NHHS WKHPVHOYHV ZDUP DQG WR NHHS WKH KDUVK ZLQGV RXW RI WKHLU ODLUV 7KHUH LV D FKDQFH D EDQG RI KLOO JLDQWV ZLOO KDYH JXDUGV LQ WKHLU ODLUV DQG WKH JXDUGLQJ FUHDWXUHV ZLOO EH G GLUH ZROYHV JLDQW OL DUGV RU D JURXS RI G RJUHV 7KH PDMRULW RI KLOO JLDQWV DUH VXVSLFLRXV RI PDJLF DQG ZLOO VHHN WR GH VWUR PDJLF LWHPV WKH DFTXLUH DV WUHDVXUH 7KH FHUHPRQLDOO NLOO PDJHV (FRORJ +LOO JLDQWV PDLQ GLHW FRQVLVWV RI PHDW ZKLFK WKH REWDLQ E hunting. The esh of young green dragons is considered a delicacy, and IUHTXHQWO JLDQWV ZKR OLYH RQ KLOOV DQG PRXQWDLQV FRYHUHG ZLWK IRUHVWV ZLOO RUJDQL H KXQWLQJ SDUWLHV LQ VHDUFK RI JUHHQ GUDJRQ ODLUV ,Q WXUQ JUHHQ GUDJRQV KDYH EHHQ NQRZQ WR KXQW KLOO JLDQWV 6RPHWLPHV EDQGV RI KLOO JLDQWV ZLOO WUDGH ZLWK HDFK RWKHU RU ZLWK EDQGV RI RJUHV WR JHW IRRGVWXIIV DQG WULQNHWV /,0 ( ( ,1 Q KLOOV DQG PRXQWDLQV ) ( (1 5DUH 2 1, ,21 7ULEDO , , /( Q ,( 2PQLYRURXV ,1 (//, (1 ( /RZ ( ( /, 10(1 Chaotic evil 12 ( ,1 02 / 02 (0(1 , , ( KLW SRLQWV 12 2) . 0 ( . RU E ZHDSRQ ( , / . +XUOLQJ URFNV IRU G ( , / ()(1 ( 1LO 0 , ( , 1 ( 1LO , ( + WDOO 02 /( (OLWH / ( ,QIDQW 1LO -XYHQLOH -XYHQLOH -XYHQLOH Hill giants are sel sh, cunning brutes who survive through hunting and E WHUURUL LQJ DQG UDLGLQJ QHDUE FRPPXQLWLHV HVSLWH WKHLU ORZ LQWHO ligence, they are capable ghters. +LOO JLDQWV DUH RGGO VLPLDQ DQG EDUEDULF LQ DSSHDUDQFH ZLWK RYHUO ORQJ DUPV VWRRSHG VKRXOGHUV DQG ORZ IRUHKHDGV (YHQ WKRXJK WKH DUH WKH VPDOOHVW RI WKH JLDQWV WKHLU OLPEV DUH PRUH PXVFXODU DQG PDVVLYH WKDQ WKRVH RI WKH RWKHU JLDQW UDFHV 7KH DYHUDJH KLOO JLDQW LV IHHW WDOO DQG ZHLJKV DERXW SRXQGV )HPDOHV KDYH WKH VDPH EXLOGV DV PDOHV 7KHLU VNLQ FRORU UDQJHV IURP D OLJKW WDQ WR D GHHS UXGG EURZQ 7KHLU KDLU LV EURZQ RU EODFN DQG WKHLU H HV DUH EODFN +LOO JLDQWV FDQ OLYH WR EH HDUV ROG Hill giants’ natural Armor Class is 5. This is reduced to an Armor Class RI ZKHQ WKH ZHDU FUXGHO VHZQ DQLPDO KLGHV ZKLFK DUH WKH HTXLYD OHQW RI OHDWKHU DUPRU 1HDUO DOO KLOO JLDQWV ZHDU WKHVH KLGHV ZKLFK DUH D V PERO RI HVWHHP LQ VRPH KLOO JLDQW FRPPXQLWLHV WKH PRUH KLGHV D JLDQW KDV WKH PRUH ODUJH NLOOV WR KLV FUHGLW 2QO D IHZ RI WKH JLDQWV IDVK LRQ PHWDO DUPRU IURP WKH DUPRU RI PHQ WKH KDYH GHIHDWHG 7KHVH JLDQWV have an Armor Class of 0. Like other races of giants, hill giants carry their EHORQJLQJV ZLWK WKHP LQ KXJH KLGH VDFNV W SLFDO KLOO JLDQW V EDJ ZLOO FRQWDLQ G WKURZLQJ URFNV WKH JLDQW V ZHDOWK DQG DGGLWLRQDO FRPPRQ LWHPV +LOO JLDQWV VSHDN WKHLU RZQ ODQJXDJH DQG D WRQJXH FRPPRQ WR DOO JL DQWV ,Q DGGLWLRQ DOVR VSHDN RJUH RPEDW Hill giants prefer to ght their opponents from high rocky out FURSSLQJV ZKHUH WKH FDQ SHOW WKHLU WDUJHWV ZLWK URFNV DQG ERXOGHUV ZKLOH OLPLWLQJ WKH ULVNV SRVHG WR WKHPVHOYHV +LOO JLDQWV IDYRULWH ZHDSRQV DUH RYHUVL HG FOXEV ZKLFK GR SRLQWV RI GDPDJH GRXEOH WKH GDPDJH RI D PDQ VL HG FOXE SOXV WKHLU VWUHQJWK ERQXV 7KH KXUO URFNV IRU G SRLQWV RI GDPDJH 7KHLU WDUJHWV IRU VXFK DWWDFNV PXVW EH EHWZHHQ DQG DUGV DZD IURP WKH JLDQW 7KH FDQ FDWFK URFNV RU RWKHU VLPLODU PLVVLOHV RI WKH WLPH
142 Giant, Jungle DELWDW RFLHW -XQJOH JLDQWV DUH IULHQGOLHU WKDQ PRVW RWKHU UDFHV RI JL DQWV DQG WKH ZLOO RIWHQ FRRSHUDWH ZLWK KXPDQ MXQJOH WULEHV RQ KXQWV 7KH JLDQWV SURYLGH VWUHQJWK DQG UDZ SRZHU DQG WKH KXPDQV SURYLGH WKH QXPEHUV DQG VNLOO WR GULYH DQLPDOV LQWR DPEXVKHV -XQJOH JLDQWV KDYH DEVROXWHO QR FRPSXQFWLRQV DERXW HDWLQJ DQ IRUP RI PHDW PDPPDO UHSWLOH DPSKLELDQ RU DYLDQ 7KH NQRZ KRZ WR VWDON NLOO DQG SUHSDUH HYHU WKLQJ IURP HJJV WR IXOO JURZQ DQLPDOV and from scavengers to predators. Their villages re ect this carnivo URXV WHQGHQF WKH KXWV DUH PDGH IURP ZRRGHQ SRVWV ZLWK URRIV RI JUHDVHG DQLPDO KLGHV VWLWFKHG WRJHWKHU ZLWK LQWHVWLQHV 7KH VPHOO RI VPRNLQJ PHDWV DQG EXWFKHU KDQJ LQ WKH DLU DQG KXJH TXDQWLWLHV RI dragon ies and other insects swarm around the villages. A jungle giant village is 50% likely to shelter 1-6 giant dragon ies. (FRORJ -XQJOH JLDQWV WKLQN RI PRVW FUHDWXUHV DV SUH EXW WKRVH WKH DFFHSW DV IHOORZ KXQWHUV WKH UHVSHFW DV HTXDOV UHJDUGOHVV RI WKHLU VL H OWKRXJK WKH PXFK SUHIHU WKH MXQJOH WHUUDLQ WKH NQRZ VR ZHOO WKH DUH RIWHQ IRUFHG WR OHDYH WKH WUHHV IRU WKH VDYDQQD ZKHQ WKHLU QXPEHUV EHFRPH WRR JUHDW WR VXUYLYH LQ WKH MXQJOH 7KH WKLQN QRWKLQJ RI HDWLQJ HY HU VQDNH DQWHORSH FDW ZDUWKRJ RVWULFK DQG HOHSKDQW WKH FRPH DFURVV -XQJOH JLDQWV RQ WKH VDYDQQD RIWHQ UHWXUQ WR WKH IRUHVW EHFDXVH WKHLU JUHDW height makes stealthy hunting dif cult for them on open ground. /,0 ( ( ,1 7URSLFDO MXQJOH ) ( (1 8QFRPPRQ 2 1, ,21 7ULEDO FRRSHUDWLYH , , /( D ,( Carnivore ,1 (//, (1 ( YHUDJH WR +LJK ( ( 4 LQ ODLU /, 10(1 1HXWUDO 12 ( ,1 RU 02 / 02 (0(1 15, Cl 6 , , ( 12 2) . RU 0 ( . RU ( , / . 6XUSULVH DUURZV ( , / ()(1 ( 6HH EHORZ 0 , ( , 1 ( 1LO , ( + WDOO 02 /( Champion (16) / ( 3RZHUIXO ODQN DQG VWULFWO FDUQLYRURXV MXQJOH JLDQWV DUH D WHUURU WR DOO WKH DQLPDOV RI WKH WURSLFDO IRUHVWV 7KH DUH JUHDW KXQWHUV DQG VWDON HUV DEOH WR FOHDU D KXJH WUDFW RI IRUHVW RI DOO JDPH DQG WKHQ PRYH RQ W SLFDO MXQJOH JLDQW VWDQGV WDOO HW ZHLJKV RQO SRXQGV YHU WKLQ IRU D JLDQW )HPDOHV DUH JHQHUDOO WDOOHU WKDQ PDOHV 7KH FDQ OLYH WR EH HDUV ROG -XQJOH JLDQWV DOZD V FDUU HYHU WKLQJ WKH QHHG ZLWK WKHP WRROV IRU making and maintaining their weapons, re-starters, tinder, and spare ELWV RI OHDWKHU DQG VLQHZ XVHG WR UHSDLU FORWKLQJ 7KH DOVR FDUU WKHLU YDOXDEOHV DQG HYHU DGXOW MXQJOH JLDQW FDUULHV D TXLYHU RI DUURZV -XQJOH JLDQWV VSHDN WKHLU RZQ ODQJXDJH DQG WKH ODQJXDJHV RI WULEHV RI QHDUE KXPDQV DQG KXPDQRLGV 7KLQ DQG YHU WDOO MXQJOH JLDQWV HDVLO EOHQG LQWR WKH YHUWLFDO ODQG VFDSH RI WKH WURSLFDO IRUHVW 7KHLU ZDY KDLU LV SDOH JUHHQ DQG WKHLU VNLQ is a rich muddy yellow, like sunlight on the forest oor. They rarely wear PRUH FORWKLQJ WKDQ VWULFWO QHFHVVDU DV WKH SUHIHU FRPSOHWH IUHHGRP RI PRYHPHQW ZKHQ KXQWLQJ 0DQ JURXSV RI MXQJOH JLDQWV XVH ULWXDO WDW tooing, colorful feather headdresses, and even led teeth to show their erceness. They sometimes decorate themselves with mud, sticks, and OHDYHV ZKHQ VWDONLQJ HVSHFLDOO ODUJH RU ZDU JDPH RPEDW -XQJOH JLDQWV XVH ORQJ ERZV FUDIWHG WR WDNH DGYDQWDJH RI WKHLU WUHPHQGRXV VL H DQG VWUHQJWK 7KHVH JLDQWV DUH YHU TXLFN ZLWK WKHLU huge bows and can re two arrows each round. They will use poisoned DUURZV WR EULQJ GRZQ WKHLU SUH PRUH TXLFNO ,I WKHVH DUURZV DUH XVHG LQ FRPEDW RSSRQHQWV PXVW VDYH YV SDUDO DWLRQ DW RU EH UHQGHUHG LP PRELOH IRU WXUQV (YHQ KXPDQRLG FUHDWXUHV ZLWK WKH VWUHQJWK WR SXOO D MXQJOH JLDQW ERZ FDQQRW XVH LW EHFDXVH WKH DUURZV DUH RYHU ORQJ G GDPDJH -XQJOH JLDQWV ZLOO RFFDVLRQDOO XVH WKH WUXQN RI D GHDG WUHH DV D FOXE GRLQJ G SRLQWV GDPDJH Jungle giants prefer to take their prey from ambushes, ring their bows IURP WKH WUHHWRSV DQG WKHQ VZLQJLQJ GRZQ VWXUG EUDQFKHV RU WKLFN URSHV to nish off their prey. Camou aged giants cause a –1 penalty on oppo nents’ surprise rolls. When setting up a blind, they can camou age them VHOYHV LQ MXQJOH WHUUDLQ ZLWK D FKDQFH RI VXFFHVV 6HWWLQJ XS D EOLQG RU decorating themselves with jungle camou age takes three turns.
143 Giant, Mountain FKDQFH RI D IHPDOH DQG D FKDQFH RI D FKLOG 5ROO G WR GHWHUPLQH WKH DJH RI WKH FKLOG ,I LW LV D LW LV D KHOSOHVV LQIDQW RU VPDOO FKLOG UROO RI LQGLFDWHV ROGHU FKLOGUHQ RU WHHQV WKDW KDYH WKH +LW LFH GDPDJH DQG DWWDFN UROOV RI KLOO JLDQWV 7KHUH LV D FKDQFH WKDW RQH RI WKH JLDQWV LQ D IDPLO LV D VKDPDQ 5ROO G WR GHWHUPLQH WKH OHYHO RI VSHOO XVH PHDQLQJ VW OHYHO LQ GLFDWLQJ QG OHYHO 7KLV VKDPDQ FDQ FDVW IURP WKH VSKHUHV RI OO QLPDO Charm, Combat, Elemental, and Healing. He has an innate ability to nd FDYHV DQG FDYHUQ HQWUDQFHV ZLWKLQ KDOI D PLOH XQOHVV WKHVH DUH PDJLFDOO KLGGHQ :KLOH RQO RQH IDPLO LV IRXQG LQ D JLYHQ ODLU VHYHUDO IDPLOLHV PDNH XS D ORRVH WULEH VFDWWHUHG RYHU D PRXQWDLQ RU UDQJH (DFK WULEH KDV D UG OHYHO shaman as its leader. He presides over the extremely rare gatherings of WKH WULEH DQG FRXQVHOV WKRVH ZLOOLQJ WR WUDYHO WR WDON WR KLP 7KH VKDPDQ DOZD V OLYHV ZLWK D JURXS RI VXPPRQHG PRQVWHUV EXW QHYHU ZLWK RWKHU PRXQWDLQ JLDQWV (FRORJ 0RXQWDLQ JLDQWV DUH IRUDJHUV DQG KXQWHUV 7KHLU IDYRULWH IRRG LV PRXQWDLQ VKHHS 7KH DOVR HDW QXWV WXEHUV DQG RWKHU HGLEOH PRXQ WDLQ SODQWV 1RWKLQJ KXQWV PRXQWDLQ JLDQWV EXW VRPHWLPHV WKH SLFN WKH ZURQJ FDYH LQ ZKLFK WR VHW XS KRXVHNHHSLQJ 6LQFH WKH WHQG QRW WR IXOO explore all the back tunnels, nasty things from underground have been NQRZQ WR DWWDFN DQG GHYRXU VOHHSLQJ JLDQWV 6LQFH WKHVH JLDQWV DUH QHLWKHU JRRG QRU HYLO LW LV SRVVLEOH WR VHW XS SHDFH IXO UHODWLRQV ZLWK WKHP +RZHYHU WKH DUH VXVSLFLRXV RI DQG UHOXFWDQW WR GHDO ZLWK RXWVLGHUV /,0 ( ( ,1 Q 0RXQWDLQV ) ( (1 9HU UDUH 2 1, ,21 )DPLO , , /( Q ,( 2PQLYRUH ,1 (//, (1 ( YHUDJH ( ( ( /, 10(1 Chaotic neutral 12 ( ,1 02 / 02 (0(1 , , ( 12 2) . 0 ( . RU E ZHDSRQ G ( , / . +XUOLQJ URFNV IRU ( , / ()(1 ( 1LO 0 , ( , 1 ( 1LO , ( + WDOO 02 /( Champion (15-16) / ( 1RUPDO ,QIDQW 1LO -XYHQLOH 6KDPDQ 6KDPDQ UG 0RXQWDLQ JLDQWV DUH KXJH KXPDQRLGV WKDW OLYH LQ UHPRWH PRXQWDLQ FDYHUQV 6WDQGLQJ IHHW WDOO DQG ZHLJKLQJ SRXQGV PRXQWDLQ JLDQWV DUH LPSUHVVLYH IRHV 7KH JUHDWO UHVHPEOH KLOO JLDQWV 7KHLU VNLQ FRORU LV D OLJKW WDQ WR UHGGLVK EURZQ ZLWK VWUDLJKW EODFN KDLU 7KH PDOHV KDYH KHDY EHDUGV EXW QR PXVWDFKHV DQG WKH KDYH ODUJH SRW EHOOLHV 7KH DUH W SL FDOO FORWKHG LQ URXJK KLGHV RU VNLQV DQG FDUU KXJH FOXEV DV ZHDSRQV 7KH VWDOH UHHN RI D PRXQWDLQ JLDQW FDQ EH GHWHFWHG VHYHUDO KXQGUHG IHHW GRZQZLQG RPEDW 0RXQWDLQ JLDQWV DOZD V DWWDFN LQ D VWUDLJKWIRUZDUG PDQQHU QRW E DPEXVK RU GHFHLW 7KH ORYH WR JHW LQWR D KLJK XQDVVDLODEOH VSRW ZLWK ORWV RI ERXOGHUV :KHQ LQ VXFK D SRVLWLRQ PRXQWDLQ JLDQWV UDUHO WDNH cover, but stand in the open to ing their missiles. They can hurl boulders GRZQ RQ WKHLU RSSRQHQWV IRU G SRLQWV RI GDPDJH HDFK 7KH FDQ FDWFK VLPLODU PLVVLOHV RI WKH WLPH ,Q PHOHH WKH XVH KXJH FOXEV WKDW FDXVH G SRLQWV RI GDPDJH LQ FOXGLQJ WKHLU 6WUHQJWK ERQXV 7KHVH FOXEV DUH XVXDOO MXVW ODUJH WUHH OLPEV RU ORJV 7KH XVXDOO NHHS VHYHUDO VXFK ZHDSRQV DURXQG 0RXQWDLQ JLDQWV are as strong as re giants (22). PRXQWDLQ JLDQW FDQ VXPPRQ DQG FRQWURO RWKHU PRQVWHUV 7KLV VXPPRQLQJ WDNHV D IXOO WXUQ WR SHUIRUP DQG G KRXUV SDVV EHIRUH WKH FUHDWXUHV DSSHDU VXPPRQLQJ UHVXOWV LQ HLWKHU G RJUHV G WUROOV RU G KLOO JLDQWV DOWKRXJK WKH JLDQW KDV QR LGHD LQ DGYDQFH RI ZKDW KH ZLOO JHW 7KH FRQWURO LV YHU ORRVH QRW DEVR lute domination. The mountain giant can give a broadly de ned com mand and the monsters obey as they see t. The summoned monsters stay with and ght for the mountain giant, but they value their own OLYHV RYHU WKDW RI WKH JLDQW 7KH VXPPRQHG FUHDWXUHV VWD ZLWK WKH JLDQW XQWLO NLOOHG VHQW DZD RU DQRWKHU VXPPRQLQJ LV PDGH DELWDW RFLHW 7KH KRPH RI D IDPLO RI PRXQWDLQ JLDQWV LV RIWHQ LQ D large rock cavern in a mountain. Frequently there are unexplored pas VDJHV OHDGLQJ RXW RI WKH JLDQWV KRPH 7KH UDUHO KDYH DQ LQWHUHVW LQ DQ WKLQJ EH RQG WKHLU FDYHUQ 7KHUH LV D FKDQFH RI VXPPRQHG FUHD WXUHV DFWLQJ DV JXDUGV DQG XQGHUOLQJV LQ WKH FDYHUQ 7KH IHPDOHV DQG RXQJ DUH UDUHO VHHQ VLQFH WKH VWLFN FORVH WR WKH FDY HUQ 0RXQWDLQ JLDQWV DUH SRO JDPRXV XVXDOO RQH IHPDOH OLYLQJ ZLWK VHY HUDO PDOHV 7KUHH TXDUWHUV RI WKH RXQJ DUH PDOH ZKLFK DFFRXQWV IRU WKHLU ORZ SRSXODWLRQ ,I WZR RU PRUH PRXQWDLQ JLDQWV DUH LQ D ODLU WKHUH LV D
144 Giant, Reef ZKRP VHHNV WR ERWK SURYH KLPVHOI WR WKH QHZ PLVWUHVV RI WKH PDQVLRQ and undo his competitors by any means available. Diving, sur ng, and shing competitions are common in reef giant courtship. (FRORJ Reef giants are scavengers who sh and forage coral reefs for a hundred different sources of food. They can net entire schools of sh, and DV DFFRPSOLVKHG GLYHUV WKH FDQ UHWULHYH KRDUGV RI SHDUOV VSRQJHV DQG FRUDO 7KHLU HQRUPRXV VWUHQJWK DOORZV WKHP WR VZLP IRU KRXUV DW D WLPH ZLWKRXW WLULQJ ,Q WKLV ZD UHHI JLDQWV FDQ DPDVV KXJH DPRXQWV RI JRRGV WR WUDGH IRU RWKHU LWHPV Some reef giants keep ocks of goats or sheep on their island homes, EXW WKHVH JLDQWV DUH JHQHUDOO HOGHUO DQG QRW DV FDSDEOH RI IRUDJLQJ VXFFHVVIXOO 5HHI JLDQWV IUHTXHQWO HQWHU LQWR FRQWUDFWV RU WUDGH DJUHHPHQWV ZLWK humans and other mercantile races. In exchange for pearls and other valu DEOHV IURP WKH VHD WKH DUH JLYHQ FORWK VZHHWV DQG PHWDO JRRGV 7KH UHHI JLDQWV ZLOOLQJQHVV WR SOXQGHU WKH VHD KDV PDGH WKHP WKH HQ HPLHV RI PHUIRON WULWRQV DQG RWKHU RFHDQ GZHOOLQJ UDFHV /,0 ( ( ,1 7URSLFDO RU VXEWURSLFDO RFHDQ UHHI ) ( (1 9HU UDUH 2 1, ,21 6ROLWDU , , /( D ,( 2PQLYRUH ,1 (//, (1 ( 9HU ( ( = LQ ODLU /, 10(1 1HXWUDO JRRG 12 ( ,1 RU 02 / RU 02 (0(1 6Z , , ( 12 2) . 0 ( . RU E ZHDSRQ W SLFDOO ( , / . %RXOGHUV ZKLUOSRRO ( , / ()(1 ( ,PPXQH WR ZDWHU EDVHG DWWDFNV 0 , ( , 1 ( 1LO , ( + WDOO 02 /( )DQDWLF / ( 5HHI JLDQWV DUH WKH ORQHUV RI JLDQW NLQG DOWKRXJK WKH RIWHQ OLYH LQ UH PDUNDEO ZHOO DSSRLQWHG PDQVLRQV WKDW VHHP WR EH QR PRUH WKDQ KXWV IURP WKH RXWVLGH 7KH VRPHWLPHV EHFRPH VDLORUV EXW WKHLU KXJH PDVV OLPLWV WKHP WR WKH ODUJHVW RI YHVVHOV 5HHI JLDQWV DUH W SLFDOO WDOO DQG ZHLJK SRXQGV 5HHI JLDQWV FDQ OLYH WR EH HDUV ROG 5HHI JLDQWV VSHDN WKHLU RZQ ODQJXDJH DV ZHOO DV WKH JLDQWLVK WUDGH WRQJXH DQG WKH ODQJXDJHV RI VWRUP DQG FORXG JLDQWV ,Q DGGLWLRQ RI WKH JLDQWV DOVR VSHDN WKH FRPPRQ WRQJXH 5HHI JLDQWV KDYH EXUQLVKHG FRSSHU VNLQ DQG SDOH ZKLWH KDLU 7KH DUH barrel-chested and powerfully-muscled from the exertion of forcing their KXJH ERGLHV WKURXJK ZDWHU 5HHI JLDQWV KDYH D 6WUHQJWK RI 5HHI JL DQWV ZHDU VNLQV RU JDUPHQWV PDGH RI EUDLGHG KDLU ZKHQ DVKRUH EXW VZLP ZHDULQJ QR PRUH WKDQ D EHOW IRU NQLYHV DQG SRXFKHV RPEDW Reef giants prefer to ght in or under water, and they are erce ghters when angered. They suffer no penalties when ghting in or under ZDWHU 7KH FDQQRW EH KDUPHG E ZDWHU RU LFH EDVHG DWWDFN IRUPV 7KH W SLFDOO DWWDFN ZLWK JLDQW WULGHQWV IRU SRLQWV RI GDPDJH EXW have been known to lash out with a huge st (1d10 points damage) now DQG DJDLQ 2QFH SHU GD D UHHI JLDQW FDQ IRUP D ZKLUOSRRO 8QOHVV D VXFFHVVIXO 6WUHQJWK DELOLW FKHFN LV PDGH FUHDWXUHV ZLWKLQ DUGV RI WKH JLDQW DUH VXFNHG LQWR WKH ZKLUOSRRO DQG VXIIHU SRLQWV RI EDWWHULQJ GDPDJH SOXV SRLQWV GURZQLQJ DQG FKRNLQJ GDPDJH XQOHVV WKH FUHDWXUHV DUH DEOH WR EUHDWKH ZDWHU LQ ZKLFK FDVH RQO WKH EDWWHULQJ GDPDJH DSSOLHV 7KH ZKLUOSRRO LV QRW SRZHUIXO HQRXJK WR GUDZ LQ VKLSV 5HHI JLDQWV FDQ WKURZ ERXOGHUV XS WR DUGV IRU G SRLQWV RI GDPDJH 7KH SUHIHU WR XVH WKURZQ ERXOGHUV WR VLQN XQZHOFRPH VKLSV %RXOGHUV DUH QRW XVHG DJDLQVW LQGLYLGXDO RSSRQHQWV DELWDW RFLHW 5HHI JLDQWV DUH RIWHQ VROLWDU IRU ORQJ SHULRGV RI WLPH DOWKRXJK WKH PDWH IRU OLIH :KHQ WKHLU FKLOGUHQ UHDFK SXEHUW WKH DUH VHQW RXW RQ WKHLU RZQ WR VHHN DQ LVODQG RU UHHI KDELWDW WR PDNH WKHLU KRPH 7KH PDQVLRQV RI UHHI JLDQWV DUH VRPHWLPHV EXLOW LQWR WKH KLOOV DQG JRUJHV RI WKH LVODQGV DQG WKH DUH DOZD V VWRFNHG ZLWK IXUQLWXUH DQG GHFRUDWLRQV FROOHFWHG RYHU JHQHUDWLRQV 7KHVH PDQVLRQV DUH SDVVHG RQ IURP RQH JLDQW WR DQRWKHU WKH HOGHVW GDXJKWHU LV JHQHUDOO UHDUHG WR SURYLGH IRU KHU SDUHQWV DV WKH JURZ ROG DQG LV XVXDOO JLYHQ WKH PDQ VLRQ DQG DOO LWV JRRGV XSRQ WKHLU GHDWK 7KHVH ZHOO GRZULHG GDXJKWHUV DUH WKH REMHFWV RI PXFK FRPSHWLWLRQ EHWZHHQ UHHI JLDQW VXLWRUV HDFK RI
145 Giant, Stone 6WRQH JLDQWV DUH FUXGH DUWLVWV SDLQWLQJ VFHQHV RI WKHLU OLYHV RQ WKH ZDOOV RI WKHLU ODLUV DQG RQ WDQQHG KLGH VFUROOV 6RPH JLDQWV DUH IRQG RI PXVLF and play stone utes and drums. Others make simple jewelry, fashioning SDLQWHG VWRQH EHDGV LQWR QHFNODFHV ,I HLJKW RU PRUH JLDQWV DUH HQFRXQWHUHG LQ D FODQ V ODLU RQH TXDUWHU ZLOO EH IHPDOH RQH TXDUWHU PDOH DQG WKH UHPDLQGHU RIIVSULQJ 7R GHWHUPLQH D JLDQW V PDWXULW UROO G UROO RI LQGLFDWHV DQ LQIDQW ZLWK QR FRPEDW DELOLW DQG KLW SRLQWV RI DQ RJUH UROOV RI LQGLFDWH ROGHU SURJHQ ZLWK KLW GLFH GDPDJH DQG DWWDFN UROOV HTXDO WR WKRVH RI D KLOO JLDQW 2QH LQ VWRQH JLDQWV GHYHORS VSHFLDO DELOLWLHV UHODWHG WR WKHLU HQYLURQ PHQW 7KHVH JLDQW HOGHUV DUH DEOH WR R H DSH R H HOO DQG UD P H UR N R P G RU PXG WR URFN RQFH SHU GD DV LI WKH ZHUH WK OHYHO PDJHV One in 10 of these exceptional giants can also cast spells as if he were a 3rd level wizard. Their spells can be determined randomly or chosen to t a speci c encounter as desired. Frequently these giants are able to rise to SRVLWLRQV RI SRZHU DQG DUH FRQVLGHUHG WKH OHDGHUV RI VHYHUDO FODQV 6WRQH JLDQWV DUH XVXDOO IRXQG LQ PRXQWDLQ UDQJHV LQ WHPSHUDWH DQG VXEWURSLFDO DUHDV 6WRQH JLDQWV DUH IRQG RI FDYH EHDUV DQG RI WKHLU ODLUV ZLOO KDYH RI WKHP DV JXDUGV 7KH IHZ VWRQH JLDQWV OLYLQJ LQ FROG DUHDV XVH SRODU EHDUV DV JXDUGV 6WRQH JLDQWV DUH SOD IXO HVSHFLDOO DW QLJKW 7KH DUH IRQG RI URFN WKURZLQJ FRQWHVWV DQG RWKHU JDPHV WKDW WHVW WKHLU PLJKW 7ULEHV RI JLDQWV ZLOO RIWHQ JDWKHU WR WRVV URFNV DW HDFK RWKHU WKH ORVLQJ VLGH EHLQJ WKH JLDQWV ZKR DUH KLW PRUH RIWHQ (FRORJ 6WRQH JLDQWV DUH RPQLYRURXV EXW WKH ZLOO HDW RQO IUHVK IRRG 7KH FRRN DQG HDW WKHLU PHDW TXLFNO DIWHU LW KDV EHHQ NLOOHG 7KH XVH WKH VNLQV RI WKH DQLPDOV IRU EODQNHWV DQG WUDGH ZKDW WKH GR QRW QHHG ZLWK nearby human communities in exchange for bolts of cloth or herd animals ZKLFK WKH XVH IRU IRRG 0DQ VWRQH JLDQW EDQGV NHHS JLDQW JRDWV LQ DQG QHDU WKHLU ODLUV VR WKH ZLOO KDYH D FRQWLQXRXV VXSSO RI PLON FKHHVH DQG EXWWHU /,0 ( ( ,1 6XEWURSLFDO DQG WHPSHUDWH PRXQWDLQV ) ( (1 5DUH 2 1, ,21 7ULEDO , , /( Q ,( 2PQLYRURXV ,1 (//, (1 ( YHUDJH ( ( /, 10(1 1HXWUDO 12 ( ,1 02 / 02 (0(1 , , ( KLW SRLQWV 12 2) . 0 ( . RU E ZHDSRQ ( , / . +XUOLQJ URFNV IRU G ( , / ()(1 ( 6HH EHORZ 0 , ( , 1 ( 1LO , ( + WDOO 02 /( / ( ,QIDQW 1LO -XYHQLOH -XYHQLOH -XYHQLOH (OGHU 6SHOOFDVWHU Stone giants are lean, but muscular. Their hard, hairless esh is smooth DQG JUD PDNLQJ LW HDV IRU WKHP WR EOHQG LQ ZLWK WKHLU PRXQWDLQRXV VXU URXQGLQJV 7KHLU JDXQW IDFLDO IHDWXUHV DQG GHHS VXQNHQ EODFN H HV PDNH WKHP VHHP SHUSHWXDOO JULP 7KH W SLFDO VWRQH JLDQW LV WDOO DQG ZHLJKV SRXQGV EHFDXVH RI its dense esh. Females are a little shorter and lighter. The giants’ natural Armor Class is 0. They do not wear armor to augment that, preferring to ZHDU VWRQH FRORUHG JDUPHQWV 6WRQH JLDQWV FDQ OLYH WR EH HDUV ROG 6WRQH JLDQWV OLNH VHYHUDO RWKHU JLDQW UDFHV FDUU VRPH RI WKHLU EHORQJLQJV ZLWK WKHP 7KH OHDYH WKHLU PRUH YDOXDEOH LWHPV LQ WKHLU ODLUV KRZHYHU W SLFDO VWRQH JLDQW V EDJ ZLOO FRQWDLQ G WKURZLQJ URFNV D SRUWLRQ RI WKH JLDQW V ZHDOWK DQG DGGLWLRQDO FRPPRQ LWHPV 6WRQH JLDQWV VSHDN WKHLU RZQ ODQJXDJH DV ZHOO DV WKRVH RI KLOO JLDQWV FORXG JLDQWV DQG VWRUP JLDQWV ,Q DGGLWLRQ RI WKH JLDQWV DOVR VSHDN WKH FRPPRQ ODQJXDJH RI PDQ RPEDW When possible, stone giants ght from a distance. They are able to hurl rocks a minimum distance of 3 yards to a maximum distance of 300 DUGV GRLQJ G SRLQWV RI GDPDJH ZLWK HDFK URFN 7KHVH JLDQWV DUH DEOH WR FDWFK VWRQHV DQG VLPLODU PLVVLOHV RI WKH WLPH IDYRULWH WDFWLF RI VWRQH JLDQWV LV WR VWDQG QHDUO PRWLRQOHVV DJDLQVW URFNV EOHQGLQJ LQ ZLWK WKH EDFNJURXQG WKHQ PRYLQJ IRUZDUG WR WKURZ URFNV VXUSULVLQJ WKHLU IRHV 0DQ JLDQWV VHW XS SLOHV RI URFNV QHDU WKHLU ODLU ZKLFK FDQ EH WULJJHUHG OLNH DQ DYDODQFKH ZKHQ LQWUXGHUV JHW WRR FORVH :KHQ VWRQH JLDQWV DUH IRUFHG LQWR PHOHH FRPEDW WKH XVH ODUJH FOXEV FKLVHOHG RXW RI VWRQH ZKLFK GR G SRLQWV RI GDPDJH GRXEOH QRU PDO PDQ VL HG FOXE GDPDJH SOXV WKH JLDQW V VWUHQJWK ERQXV DELWDW RFLHW 6WRQH JLDQWV SUHIHU WR GZHOO LQ GHHS FDYHV KLJK RQ URFN VWRUP VZHSW PRXQWDLQV 7KH QRUPDOO OLYH LQ WKH FRPSDQ RI WKHLU UHOD tives, though such clans usually include no more than 10 giants. Clans of JLDQWV GR ORFDWH WKHLU ODLUV QHDU HDFK RWKHU KRZHYHU IRU D VHQVH RI FRP PXQLW DQG SURWHFWLRQ PRXQWDLQ UDQJH FRPPRQO KDV FODQV ODLULQJ WKHUH
146 Giant, Storm A storm giant’s natural Armor Class is 0. In battle, storm giants usually wear elaborate bronze plate mail (AC –6). DELWDW RFLHW 6WRUP JLDQWV DUH UHWLULQJ DQG VROLWDU EXW QRW VK 7KH OLYH LQ FDVWOHV EXLOW RQ FORXG LVODQGV PRXQWDLQ SHDNV RU underwater (10%). They live quiet, re ective lives and spend their time PXVLQJ DERXW WKH ZRUOG FRPSRVLQJ DQG SOD LQJ PXVLF DQG WLOOLQJ WKHLU ODQG RU JDWKHULQJ IRRG /DQG DQG DLU GZHOOLQJ VWRUP JLDQWV XVXDOO DUH RQ JRRG WHUPV ZLWK QHLJKERULQJ VLOYHU GUDJRQV DQG JRRG FORXG JLDQWV DQG FRRSHUDWH ZLWK WKHP IRU PXWXDO GHIHQVH TXDWLF VWRUP JLDQWV KDYH VLPLODU UHODWLRQVKLSV ZLWK PHUPHQ DQG EURQ H GUDJRQV :KHQ WZR RU PRUH VWRUP JLDQWV DUH HQFRXQWHUHG LQ ODLU WKH ZLOO EH D PDWHG FRXSOH DQG WKHLU FKLOGUHQ 7R GHWHUPLQH HDFK RXQJ JLDQW V PDWX ULW UROO G UROO RI LQGLFDWHV DQ LQIDQW ZLWK QR FRPEDW DELOLW DQG KLW SRLQWV RI RJUH UROOV RI LQGLFDWH ROGHU SURJHQ ZLWK KLW GLFH GDPDJH DQG DWWDFN UROOV HTXDO WR WKDW RI D FORXG JLDQW 7KHUH LV D FKDQFH WKDW DQ DGXOW VWRUP JLDQW LV DOVR D SULHVW RU SULHVW ZL DUG 6WRUP JLDQWV FDQ DWWDLQ WK OHYHO DV SULHVWV DQG WK OHYHO DV ZL DUGV 6WRUP JLDQW SULHVWV FDQ FDVW UHJXODU VSHOOV IURP WKH Animal, Charm, Combat, Creation, Guardian, Healing, Plant, Weather, DQG 6XQ VSKHUHV 6WRUP JLDQW ZL DUGV DUH JHQHUDOLVWV DQG W SLFDOO NQRZ spells from the Alteration, Invocation/Evocation, Conjuration/Summon LQJ DQG EMXUDWLRQ VFKRROV 6WRUP JLDQW ODLUV DUH DOZD V SURWHFWHG E JXDUGV /DQG RU DHULDO ODLUV KDYH URFV ZKLFK DOVR VHUYH DV PRXQWV RU JULIIRQV 8QGHUZDWHU ODLUV KDYH G VHD OLRQV (FRORJ 6WRUP JLDQWV OLYH RII WKH ODQG LQ WKH LPPHGLDWH YLFLQLW RI WKHLU ODLUV ,I WKH QDWXUDO KDUYHVW LV QRW HQRXJK WR VXVWDLQ WKHP WKH FUHDWH DQG carefully till large areas of gardens, elds, and vineyards. They do not NHHS DQLPDOV IRU IRRG SUHIHUULQJ WR KXQW /,0 ( ( ,1 6SHFLDO VHH EHORZ ) ( (1 9HU UDUH 2 1, ,21 6ROLWDU RU 7ULEDO , , /( Q ,( 2PQLYRURXV ,1 (//, (1 ( Exceptional (15-16) ( ( ( 4 6 /, 10(1 Chaotic good 12 ( ,1 02 / 02 (0(1 6Z , , ( KLW SRLQWV 12 2) . 0 ( . RU E ZHDSRQ ( , / . 6HH EHORZ ( , / ()(1 ( ,PSHUYLRXV WR HOHFWULFLW 0 , ( , 1 ( 1LO , ( * WDOO 02 /( )DQDWLF / ( ,QIDQW 1LO -XYHQLOH -XYHQLOH -XYHQLOH 6SHOO FDVWHU VW 6SHOO FDVWHU QG 6SHOO FDVWHU UG 6SHOO FDVWHU WK 6WRUP JLDQWV DUH JHQWOH DQG UHFOXVLYH 7KH DUH XVXDOO WROHUDQW RI RWKHUV EXW FDQ EH YHU GDQJHURXV ZKHQ DQJU 6WRUP JLDQWV UHVHPEOH ZHOO IRUPHG KXPDQV RI JDUJDQWXDQ SURSRU WLRQV GXOW PDOHV DQG IHPDOHV DUH DERXW WDOO DQG ZHLJK DERXW SRXQGV 6WRUP JLDQWV KDYH SDOH OLJKW JUHHQ RU UDUHO YLROHW VNLQ *UHHQ VNLQQHG VWRUP JLDQWV KDYH GDUN JUHHQ KDLU DQG JOLWWHULQJ HPHUDOG H HV 9LROHW VNLQQHG VWRUP JLDQWV KDYH GHHS YLROHW RU EOXH EODFN KDLU ZLWK VLO YHU JUD RU SXUSOH H HV 6WRUP JLDQWV FDQ OLYH WR EH HDUV ROG VWRUP JLDQW V JDUE XVXDOO LV D VKRUW ORRVH WXQLF EHOWHG DW WKH ZDLVW VDQGDOV RU EDUH IHHW DQG D KHDGEDQG 7KH ZHDU D IHZ SLHFHV RI VLPSOH but nely crafted jewelry: anklets (favored by bare-footed giants), rings, or FLUFOHWV EHLQJ PRVW FRPPRQ 6WRUP JLDQWV XVXDOO FDUU SRXFKHV DWWDFKHG WR WKHLU EHOWV 7KHVH KROG RQO D IHZ WRROV QHFHVVLWLHV DQG D VLPSOH PXVLFDO LQVWUXPHQW XVXDOO D SDQSLSH RU KDUS 2WKHU WKDQ WKH MHZHOU WKH ZHDU WKH SUHIHU WR OHDYH WKHLU ZHDOWK LQ WKHLU ODLUV 7KH VSHDN WKHLU RZQ ODQJXDJH DV ZHOO DV FORXG JLDQW WKH WRQJXH FRP PRQ WR DOO JLDQWV DQG WKH FRPPRQ WRQJXH RI KXPDQNLQG RPEDW OO VWRUP JLDQWV DUH LPPXQH WR HOHFWULFLW DQG OLJKWQLQJ 7KH XVH ZHDSRQV DQG VSHFLDO DELOLWLHV LQVWHDG RI KXUOLQJ URFNV EXW FDQ FDWFK ODUJH PLVVLOHV RI WKH WLPH 6WRUP JLDQWV DUH ERUQ ZLWK ZD HU EUHD L DELOLW DQG FDQ PRYH DW WDFN DQG XVH PDJLF XQGHU ZDWHU DV LI WKH ZHUH RQ ODQG -XYHQLOH DQG DGXOW VWRUP JLDQWV FDQ FDVW R URO ZHD HU DQG OH L D H VSHOOV OLIWLQJ WKHLU RZQ ZHLJKW DQG DV PXFK DV DGGLWLRQDO SRXQGV WZLFH D GD GXOW VWRUP JLDQWV DOVR FDQ DOO OL L EROWV RI VLGHG GLFH HDFK OL L ERO EROW RI VLGHG GLFH R URO ZL G DQG XVH ZHD HU PPR L RQFH D GD VWRUP JLDQW XVHV LWV PDJLFDO DELOLWLHV DW WK OHYHO Q DQJU VWRUP JLDQW XVXDOO ZLOO PPR D VWRUP DQG DOO OL L 7KH HPSOR JLJDQWLF WZR KDQGHG VZRUGV LQ EDWWOH VWRUP JLDQW V RYHUVL HG ZHDSRQV GR WULSOH QRUPDO PDQ VL HG GDPDJH WR DOO RSSRQHQWV SOXV WKH JLDQW V VWUHQJWK ERQXV 7KXV D VWRUP JLDQW V WZR KDQGHG VZRUG GRHV G SRLQWV RI GDPDJH 7KH DOVR XVH PDVVLYH FRPSRVLWH ERZV ZKLFK KDYH D DUG UDQJH DQG GR G SRLQWV RI GDPDJH 7KHUH LV D FKDQFH WKDW DQ VWRUP JLDQW ZLOO KDYH HQFKDQWHG ZHDSRQV
147 Giant, Verbeeg ZROYHV RU SRODU EHDUV WKH UHVW RI WKH WLPH RI WKHP DUH HQFRXQ WHUHG ZLWK D QRUPDO VL HG JURXS RI ZDQGHULQJ PRQVWHUV IRXQG LQ WKDW DUHD 0 PXVW XVH UHDVRQDEOH MXGJPHQW LQ WKLV FDVH YHUEHHJ ODLU LV XVXDOO DQ XQGHUJURXQG SODFH VXFK DV D FDYH RU LQVLGH ROG UXLQV 7KHUH G RI WKHP FDQ EH IRXQG DQ HTXDO QXPEHU RI IHPDOHV (equal to males in combat), and 2d6 young. Half the young ght as bug bears, the other half ght as goblins. A lair usually includes 2d4 wolves FKDQFH RU G ZRUJV FKDQFH ,Q DUFWLF FOLPHV VXEVWLWXWH SRODU EHDUV IRU ZROYHV DQG ZLQWHU ZROYHV IRU ZRUJV 7KHUH LV D FXPXODWLYH FKDQFH SHU JLDQW RI D VKDPDQ ZLWK WKH WULEH 7KH YHUEHHJ DUH MRLQWO UXOHG E WKH VKDPDQ LI WKHUH LV RQH DQG D ZDU ULRU FKLHIWDLQ 7KH VKDPDQ FDQ EH XS WR WK OHYHO 7KH ZDUULRU FKLHIWDLQ DOZD V KDV 6WUHQJWK DQG QR IHZHU WKDQ KLW SRLQWV 7KH FKLHIWDLQ LV UHVSRQVLEOH IRU DOO DFWLYLWLHV LQYROYLQJ KXQWLQJ ZDU DQG QHJRWLDWLRQV ZLWK VWUDQJHUV 7KH VKDPDQ LV UHVSRQVLEOH IRU DOO DFWLYLWLHV LQVLGH WKH WULEH GLVSHQVLQJ MXGJPHQWV FRQFHUQLQJ ODZ DQG DOO PDJLF Q PDJLFDO LWHPV LQ WKH WULEH EHORQJ WR WKH VKDPDQ KH KDV D FKDQFH RI NQRZLQJ KRZ WR XVH WKHVH 0RVW PDJLFDO LWHPV WKDW KH GRHV QRW XQGHUVWDQG DUH WKURZQ LQWR WKH WULEDO UHIXVH KHDS EHIRUH WRR ORQJ (FRORJ Verbeeg eat almost anything, but they love esh of all sorts. They maintain a mutually bene cial relationship with the giants and RJUHV WKDW VKDUH WKHLU ODLU 7KH YHUEHHJ SURYLGH WKH LQWHOOLJHQFH DQG GLUHFWLRQ WKDW WKHVH JLDQW W SHV ODFN DQG WKH JLDQWV SURYLGH SURWHFWLRQ by their greater ghting prowess. To watch a group in action can be KLODULRXV VR ORQJ DV RX DUH QRW WKHLU LQWHQGHG YLFWLP +LOO JLDQWV DQG RJUHV DUH WRR VWXSLG WR WKLQN PXFK RQ WKHLU RZQ 7KH WHQG WR IROORZ GLUHFWLRQV WRR OLWHUDOO 7KLV XVXDOO LQIXULDWHV WKH YHUEHHJ 7KH KRS EDFN DQG IRUWK IURP IRRW WR IRRW VFUHDPLQJ LQVXOWV DW WKH EHIXGGOHG JLDQWV WKDW WRZHU RYHU WKHP LQ KHLJKW DQG VL H DV HYHQ WKH VLPSOHVW LQVWUXFWLRQV DUH PLVLQWHUSUHWHG E WKHVH GHQVHU KXPDQRLGV /,0 ( ( ,1 7HPSHUDWH DQG DUFWLF +LOOV ) ( (1 8QFRPPRQ 2 1, ,21 7ULEH , , /( Q ,( 2PQLYRUH ,1 (//, (1 ( YHUDJH WR YHU ( ( % . / 0 LQ ODLU /, 10(1 1HXWUDO HYLO 12 ( ,1 RU 02 / RU EHWWHU 02 (0(1 , , ( 12 2) . 0 ( . ZHDSRQ WR 6WU ERQXV ( , / . 1LO ( , / ()(1 ( 1LO 0 , ( , 1 ( 1LO , ( / WR WDOO 02 /( (OLWH / ( .QRZQ DV KXPDQ EHKHPRWKV WKHVH KXPDQ JLDQWV LQKDELW DUHDV LQIHVWHG ZLWK KLOO JLDQWV DQG RJUHV 9HUEHHJ YDU LQ KHLJKW IURP WR IHHW WDOO DQG ZHLJK EHWZHHQ DQG SRXQGV 7KH DUH XQXVXDOO WKLQ IRU WKHLU KHLJKW DOWKRXJK WKLV does not inhibit their ghting ability. Some have minor deformities, such DV FOXE IRRW XQHYHQ H HV KDUHOLSV HWF ,Q DOO RWKHU UHVSHFWV WKH DSSHDU KXPDQ LQFOXGLQJ VNLQ KDLU DQG H H FRORU 7KH ZHDU DV PXFK SURWHFWLYH FORWKLQJ DQG DUPRU DV WKH FDQ REWDLQ ZKLFK LVQ W PXFK 8VXDOO WKH ZHDU IXUV DQG KLGHV ZLWK SLHFHV RI PHWDO DUPRU VWLWFKHG LQWR VWUDWHJLF SODFHV 7KH DOPRVW DOZD V FDUU VKLHOGV DQG KDYH WKH EHVW ZHDSRQV WKH FDQ VWHDO 7 SLFDOO WKLV PHDQV FOXEV DQG VSHDUV RPEDW 9HUEHHJ DUH VPDUW HQRXJK WR OHW RWKHUV VRIWHQ XS WKH HQHP rst. This does not mean that they are cowards, only sel sh and practi cal. Since they are commonly found with hill giants and ogres, in the rst IHZ URXQGV RI FRPEDW YHUEHHJ GULYH WKHLU OHVV LQWHOOLJHQW FRPSDQLRQV EHIRUH WKHP LQWR EDWWOH 7KLV LV DFFRPSDQLHG E PDQ FXUVHV RDWKV DQG KLJKO GHVFULSWLYH DFFRXQWV RI WKH JLDQWV DQG RJUHV SDUHQWDJH 2QFH WKH EDWWOH KDV EHJXQ WKH YHUEHHJ WDNH RQ WKH VWUDJJOHUV DQG XVH WKHLU PLVVLOH ZHDSRQV XVXDOO VSHDUV 7KH 6WUHQJWK RI WKH JLDQW GHWHU PLQHV KRZ PXFK IXUWKHU WKDQ QRUPDO WKH ZHDSRQV FDQ EH KXUOHG :KDW HYHU WKHLU ZHDSRQU WKH YHUEHHJ JHW D 6WUHQJWK ERQXV IRU GDPDJH (DFK JLDQW PXVW KDYH KLV 6WUHQJWK GHWHUPLQHG LQGLYLGXDOO RU RQFH IRU WKH ZKROH JURXS DW WKH 0 V RSWLRQ E UROOLQJ G DQG FRQVXOWLQJ WKH IRO lowing table. Armor is always at least the equivalent of AC 4, and some times better, although never better than AC 1. SHFLDO RQXV :LWK SHDUV ROO WUHQJWK DPDJH RQXV GG WR SHDU DQJH DUGV DUGV DUGV DUGV DELWDW RFLHW 9HUEHHJ DUH IRXQG LQ WKH VDPH FOLPDWHV DV RJUHV DQG KLOO JLDQWV 7KHVH KXPDQ EHKHPRWKV DUH QHYHU IRXQG ZDQGHULQJ DORQH 7KLUW percent of wandering verbeeg encounters nd 1d6 of these giant-kin with G KLOO JLDQWV RU RJUHV HTXDO FKDQFH ZKLFK DOVR VKDUH WKHLU ODLU RI WKH WLPH G YHUEHHJ DUH ZLWK G ZROYHV RU ZRUJV LQ SRODU FOLPHV ZLQWHU
148 Giant, Wood (Voadkyn) :RRG JLDQWV FDQ PRYH VLOHQWO LQ D IRUHVW GHVSLWH WKHLU JUHDW KHLJKW WKXV LPSRVLQJ D SHQDOW WR RSSRQHQWV VXUSULVH UROOV 7KH FDQ EOHQG LQWR IRUHVW YHJHWDWLRQ EHFRPLQJ HIIHFWLYHO LQYLVLEOH 2QO FUHDWXUHV DEOH WR GHWHFW LQYLVLEOH REMHFWV FDQ VHH WKHP OWKRXJK WKH DUH QRW invisible while attacking, they are extremely quick (Dexterity 16) and FDQ PRYH RXW RI KLGLQJ ODXQFK DQ DUURZ DQG PRYH EDFN LQWR KLGLQJ LQ WKH VDPH URXQG 7KHVH DUURZV VHHP WR FRPH IURP QRZKHUH XQOHVV WKH WDUJHW LV ORRNLQJ DW WKH ZRRG JLDQWV KLGLQJ VSRW DELWDW RFLHW :RRG JLDQWV LQKDELW WKH VDPH IRUHVWV DV ZRRG HOYHV 7KH KDYH QR ODLUV FKRRVLQJ WR OLYH XQGHU WKH VWDUV RU ZLWK WKH ZRRG HOYHV IRU D WLPH :RRG JLDQWV HQFRXQWHUHG LQ WKH IRUHVW DUH PRVWO PDOH )HPDOH ZRRG JLDQWV XVXDOO UHPDLQ DW D PDNHVKLIW FDPS RU ZLWK WKH ZRRG HOYHV DW WKHLU ODLU 2IIVSULQJ DUH UDUH DV HDFK IHPDOH JLYHV ELUWK WR RQO G FKLOGUHQ LQ KHU OLIHWLPH 7KH RXQJ DUH ERUQ DQG UDLVHG GHHS LQ WKH ZRRGV DPRQJ WKH ZRRG HOYHV DZD IURP SU LQJ H HV 7KH VWURQJ ERQG EHWZHHQ ZRRG HOYHV DQG ZRRG JLDQWV JRHV EDFN IXU WKHU WKDQ HLWKHU UDFH FDQ UHPHPEHU 7KLV PD DFFRXQW IRU WKH HOYHQ DELOL ties of the giants. They do not mix or treat with any other intelligent crea WXUHV DOWKRXJK WKH WROHUDWH DQ JRRG HOI /LNH WKH HOYHV ZRRG JLDQWV DUH fond of nely cut gems and well-crafted magical items. +XPDQV ZKR KDYH KDG FRQWDFW ZLWK ZRRG JLDQWV GHVFULEH WKHP DV friendly enough, but ighty and frivolous, and never in a great hurry to GR DQ WKLQJ RWKHU WKDQ HDW DQG GULQN ODUJH DPRXQWV RI ZLQH 7UHDQWV ZLWK ZKRP WKH RFFDVLRQDOO FRQYHUVH FRQVLGHU WKHP LUUDWLRQDO IRROLVK DQG occasionally obnoxious, but enjoyable company. (FRORJ 7KH MDZ RI WKH YRDGN Q LV ODUJH EHFDXVH RI WKH RYHUVL HG JULQG LQJ WHHWK LQ LW 7KHVH WHHWK DUH FRPSOHWHO XQVXLWHG IRU HDWLQJ PHDW EXW WKH DUH SHUIHFW IRU YHJHWDEOHV DQG RWKHU SODQWV :RRG JLDQWV FDQ HDW WKH OHDYHV DQG URRWV RI PDQ SODQWV WKDW DUH LQHGLEOH WR KXPDQV 7KH HVSH FLDOO HQMR QXWV DQG VHHGV /,0 ( ( ,1 7HPSHUDWH DQG VXEWURSLFDO )RUHVWV ) ( (1 9HU UDUH 2 1, ,21 Clan , , /( D ,( +HUELYRUH ,1 (//, (1 ( High to exceptional (13-16) ( ( ( /, 10(1 Chaotic good 12 ( ,1 02 / LQ DUPRU 02 (0(1 , , ( 12 2) . 0 ( . ZHDSRQ WR 6WUHQJWK ERQXV ( , / . SHQDOW WR RSSRQHQWV VXUSULVH UROOV ( , / ()(1 ( 5HVLVWDQW WR VRPH VSHOOV 0 , ( , 1 ( 1LO , ( / WDOO 02 /( 6WHDG / ( :RRG JLDQWV DOVR NQRZQ DV YRDGN Q DUH RQH RI WKH VPDOOHVW RI WKH PLQRU UDFHV RI JLDQWV ORRNLQJ VRPHZKDW OLNH JLDQW VL HG ZRRG HOYHV 7KH DUH ighty, frivolous, and good friends with wood elves. 6WDQGLQJ IHHW WDOO ZRRG JLDQWV ZHLJK DURXQG SRXQGV 7KH KDYH WKH SK VLFDO SURSRUWLRQV RI KXPDQV ZKLFK PDNHV WKHP WKLQ DQG OLJKW IRU JLDQWV 7KH DUH FRPSOHWHO GHYRLG RI IDFLDO DQG ERG KDLU LQFOXGLQJ H H EURZV 7KHLU KHDGV VHHP RYHUO ODUJH IRU WKHLU ERGLHV HVSHFLDOO WKH MDZV FKLQ DQG PRXWK 7KHLU HDUV DUH SODFHG KLJKHU WKDQ RQ D KXPDQ DOPRVW FRPSOHWHO DERYH WKH OLQH RI WKH H HV Wood giants can be almost any shade of brown, mixed with yellow RU JUHHQ 7KH DUH IRQG RI OHDWKHU DUPRU DQG ULQJ PDLO ZRRG JLDQW FDUULHV WZR ZHDSRQV D WZR KDQGHG VZRUG DQG D JLDQW VL HG ORQJ ERZ ZLWK TXLYHU VSHFLDO VKHDWK IRU WKH VZRUG LV VWHHO WLSSHG HQDEOLQJ LW WR EH XVHG DV D ZDONLQJ VWLFN 7KLV GRHV QRW LQ DQ ZD GLVJXLVH WKH VZRUG 7KH ZUDS WKHLU DQNOHV LQ OHDWKHU VWULSV DOPRVW XS WR WKH NQHH DOWKRXJK WKH IRRW LWVHOI LV PRVWO EDUH 7KH RQO JDUPHQWV WKH ZHDU DUH ORRVH WURX VHUV RU D VKRUW NLOW ZRRG JLDQW DOZD V ZHDUV D OHDWKHU IRUHDUP VKHDWK WR SURWHFW KLV DUP IURP WKH ERZVWULQJ OO RI WKHVH LWHPV DUH IUHTXHQWO VWDLQHG LQ IRUHVW FRORUV RI JUHHQ DQG EURZQ RPEDW Voadkyn do not ght unless forced to defend themselves or al OLHV 7KHLU IDYRULWH ZHDSRQ LV WKHLU KXJH QRQ PDJLFDO ORQJ ERZ 7KH JHW D ERQXV WR DWWDFN UROOV DQG EHWWHU UDQJH EHFDXVH RI LWV XQXVXDO VL H 7KH PDWFKLQJ DUURZV DUH RYHU IRXU IHHW ORQJ DQG FDXVH G SRLQWV RI GDP DJH :RRG JLDQWV GR QRW KXUO URFNV RU ERXOGHUV ,I SUHVVHG LQWR PHOHH WKH ZLHOG WKHLU WZR KDQGHG VZRUGV ZLWK RQH KDQG :KHQ HQFRXQWHUHG WKH 6WUHQJWK RI WKH YRDGN Q PXVW EH GHWHUPLQHG E UROOLQJ SHUFHQWLOH GLFH 7KH UHVXOWLQJ QXPEHU LV WKH UROO YDOXH IRU WKHLU VWUHQJWK 7KLV JLYHV WKHP D WR GDPDJH ERQXV 7KH GR QRW UH FHLYH DQ DWWDFN UROO ERQXV IRU 6WUHQJWK 7KHVH JLDQW NLQ DUH XVXDOO LQ WKH FRPSDQ RI G ZRRG HOYHV G GLUH ZROYHV RU ERWK :RRG JLDQWV DUH UHVLVWDQW WR OHHS DQG DUP VSHOOV WKH KDYH LQ IUDYLVLRQ XS WR IHHW 7KH RQO PDJLFDO VNLOO YRDGN Q KDYH LV WKH DELOLW WR SRO PRUSK LQWR DQ humanoid gure, from 3 to 15 feet in height. They cannot become a speci c LQGLYLGXDO RQO D W SLFDO VSHFLPHQ RI WKDW UDFH 7KH KDYH EHHQ NQRZQ WR XVH WKLV DELOLW WR MRLQ D SDUW DQG WULFN LW RXW RI WUHDVXUH
149 Gibberling *LEEHUOLQJV WUDYHOLQJ DERYH JURXQG LQYDULDEO EXUURZ LQWR WKH JURXQG WR KLGH GXULQJ WKH GD WLPH DQG LW LV DW VXFK WLPH WKDW WKH DUH PRVW YXOQHUDEOH 7KH FDQ HDVLO EH WUDFNHG E WKH SDWK RI FKDRV DQG GHVWUXFWLRQ WKH OHDYH DQG FDQ EH TXLFNO GLVSDWFKHG ZKLOH WKH OLH GRUPDQW MXVW EHQHDWK WKH VXUIDFH RI WKH JURXQG ,I XQFRYHUHG WKH DZDNH EXW JHQHUDOO FRZHU LQ IHDU DW WKH EULJKW OLJKW VXUURXQGLQJ WKHP DQG VR DUH HDV SUH 6XEWHUUDQHDQ JLEEHUOLQJV PD EXUURZ LQWR WKH JURXQG RU PD VLPSO OLH GRZQ LQ D FXUOHG IHWDO SRVWXUH DW WLPHV RI UHVW 7KH DZDNH VXGGHQO DV D JURXS DQG EXUVW LQ XQLVRQ RXW RI WKH JURXQG KRZOLQJ DQG JLEEHULQJ LQ D PRVW IULJKWIXO ZD ,I FDSWXUHG WKHVH VWUDQJH FUHDWXUHV VSHDN RQO WKHLU RZQ LQFRPSUHKHQ VLEOH JLEEHULVK DQG VKRZ QHLWKHU WKH SDWLHQFH QRU WKH LQFOLQDWLRQ WR OHDUQ RWKHU ODQJXDJHV RU FRPPXQLFDWH ZKDWVRHYHU ZLWK WKHLU FDSWRUV ,QVWHDG they beat against their cages and ing themselves at barred windows and GRRUZD V LQ SLWLIXO DWWHPSWV WR HVFDSH WKHLU FDSWLYLW ,W LV XQFOHDU KRZ RU ZKHQ RU HYHQ LI JLEEHUOLQJV SURFUHDWH (FRORJ Attempts to nd the gibberlings’ lairs have inevitably led back WR VXEWHUUDQHDQ SDVVDJHV ZKHUH WKH WUDLO LV HYHQWXDOO ORVW LQ WKH GHHSHVW rock- oored recesses of the caverns. *LEEHUOLQJV UHTXLUH D SURGLJLRXV DPRXQW RI IRRG WR VXSSRUW WKHLU manic nocturnal existence, stripping to the bone anyone or anything that VKRXOG IDOO LQ WKHLU SDWK 7KHLU IXU LV FRPPRQO LQIHVWHG ZLWK OLFH DQG RWKHU SHVWV SLFNHG XS GXULQJ WKHLU EXUURZHG VOXPEHU 7KHLU KLGHV DUH YLOH DQG ZRUWKOHVV *LEEHUOLQJV FDUU QR WUHDVXUH RU RWKHU XVHIXO LWHPV 7KHLU VZRUGV DUH RI WKH FRPPRQHVW YDULHW ZLWK QR PDUNLQJV RU GHFRUD WLRQ DQG DUH RIWHQ SLWWHG DQG GXOO ,Q VKRUW JLEEHUOLQJV VHUYH QR SXUSRVH DQG QR NQRZQ PDVWHU VDYH UDQGRP GHDWK LQ WKH QLJKW /,0 ( ( ,1 7HPSHUDWH )RUHVW VXEWHUUDQHDQ ) ( (1 8QFRPPRQ 2 1, ,21 +HUG , , /( 1LJKW EXW VHH EHORZ ,( Carnivore ,1 (//, (1 ( /RZ ( ( 1LO /, 10(1 Chaotic neutral 12 ( ,1 02 / 02 (0(1 , , ( 12 2) . 0 ( . ZHDSRQ ( , / . 0DVV DVVDXOW ( , / ()(1 ( 1LO 0 , ( , 1 ( 1LO , ( 6 0 WDOO 02 /( ,UUHJXODU / ( 7KH FRPH VFUHDPLQJ MDEEHULQJ DQG KRZOLQJ RXW RI WKH QLJKW R HQV PD EH KXQGUHGV RI KXQFKEDFNHG QDNHG KXPDQRLGV VZDUP XQFHDVLQJ O IRUZDUG EUDQGLVKLQJ VKRUW VZRUGV 7KH KDYH QR WKRXJKW RI VDIHW VXEWOHW RU VWUDWHJ OHDYLQJ RWKHUV ZLWK QR KRSH RI VWRSSLQJ WKHLU PDVV DVVDXOW QG WKHQ KDYLQJ FRPH DQG NLOOHG WKH JLEEHUOLQJV PRYH RQ UDQ GRPO EDFN LQWR WKH QLJKW The rst impression of gibberlings is of a writhing mass of fur and esh LQ WKH GLVWDQW PRRQOLW GDUNQHVV 7KH SDQGHPRQLXP LV DFWXDOO D PDVV RI SDOH KXQFKEDFNHG KXPDQRLGV ZLWK SRLQWHG FDQLQH HDUV EODFN PDQHV VXUURXQGLQJ WKHLU KLGHRXV JULQQLQJ IDFHV 7KHLU H HV DUH EODFN DQG VKLQH ZLWK D PDQLDFDO JOHDP 7KH FDUU VKRUW VZRUGV LQ WKHLU RYHUO ORQJ DUPV DV WKH ORSH HYHU IDVWHU IRUZDUG RPEDW *LEEHUOLQJV DWWDFN LQ JUHDW QXPEHUV XWWHULQJ JKDVWO KRZOV FOLFNV VKULHNV DQG LQVDQH FKDWWHULQJ QRLVHV ZKLFK FDXVH HYHQ WKH EROGHVW hirelings to check morale each round. PCs need only make a morale check LI LW LV DSSURSULDWH WR WKHLU FKDUDFWHU 7KH VFUHDPLQJ PRE LV FRPSOHWHO GLVRUJDQL HG LQ IRUP DQG UDQGRP LQ GLUHFWLRQ 7KH JLEEHUOLQJV DWWDFN ZLWK FRPPRQ VZRUGV EXW VXFK LV WKHLU VNLOO DQG SUDFWLFH LQ XVLQJ WKHVH ZHDSRQV WKDW WKH DUH WR KLW 7KHLU IRUZDUG PR WLRQ VORZV RQO ORQJ HQRXJK WR NLOO DQ WKLQJ PRYLQJ WKHQ FRQWLQXHV IRU ward, their bloodlust apparently unabated. They always ght to the death. OO IRRG LQ WKHLU SDWK LV GHYRXUHG LQFOXGLQJ WKH IDOOHQ DPRQJ WKHLU RZQ number, and any unforti ed building or objects are generally wrecked. 7KH RQO WUXH KRSH RI VXUYLYDO VKRXOG D KHUG RI JLEEHUOLQJV EH HQ FRXQWHUHG LV WR WDNH VWUDWHJLF DGYDQWDJH RI WKHLU IHDU DQG GHWHVWDWLRQ RI EULJKW OLJKW 7KH JLEEHUOLQJV JHQHUDOO IUHTXHQW RQO GHQVH IRUHVWV DQG VXEWHUUDQHDQ SDVVDJHV ORDWKLQJ EULJKW OLJKW RI DOO NLQGV DQG DUH particularly afraid of re. Although their mass attacks would quickly overwhelm someone wielding a torch, a bright bon re or magical light of suf cient intensity will hold them at bay or de ect their path. DELWDW RFLHW It is dif cult to imagine a gibberling social structure. It FDQ EH URXJKO FRPSDUHG WR WKH VRFLDO VWUXFWXUH RI OHPPLQJV WKURZLQJ WKHPVHOYHV LQWR WKH VHD RU RI D VFKRRO RI SLUDQKD LQ D IHHGLQJ IUHQ 7KHUH LV QR VHQVH QR RUJDQL DWLRQ DQG QR LQGLYLGXDOLW 7KRXJK WKH FOHDUO KDYH D SULPLWLYH PHDQV RI FRPPXQLFDWLQJ DPRQJ WKHPVHOYHV WKH KDYH QR GLVFHUQDEOH ODQJXDJH
150 Gi DELWDW RFLHW Giff of both sexes serve in their platoons, and both ght HTXDOO ZHOO *LII RXQJ DUH UDLVHG WHQGHUO XQWLO WKH DUH ROG HQRXJK WR survive an exploding arquebus, then are inducted fully into the platoon. Every giff—male, female, and gif ing—has a rank within society, which FDQ EH FKDQJHG RQO E VRPHRQH RI D KLJKHU UDQN :LWKLQ WKHVH UDQNV DUH VXE UDQNV DQG ZLWKLQ WKRVH VXE UDQNV DUH FRORU PDUNLQJV DQG EDGJHV 7KH KLJKHVW UDQNLQJ JLII JLYHV WKH RUGHUV WKH RWKHUV REH ,W GRHV QRW PDWWHU LI WKH RUGHUV DUH IRROLVK RU HYHQ VXLFLGDO IROORZLQJ WKHP LV WKH SXUSRVH RI WKH JLII LQ WKH XQLYHUVH TXDVL P VWLFDO IDLWK DPRQJ WKH JLII PHUFHQDULHV con rms that all things have their place, and the giff’s is to follow orders. *LII PHUFHQDULHV DUH XVXDOO SDLG LQ VPRNH SRZGHU WKRXJK WKH RIWHQ ZLOO DFFHSW RWKHU ZHDSRQV DQG DUPRU ,W LV SXUHO D EDUWHU V VWHP EXW WR KLUH RQH JLII IRU RQH VWDQGDUG ZHHN UHTXLUHV VHYHQ FKDUJHV RI VPRNH SRZGHU RQH SHU GD Giff are erce ghters, despite their somewhat comical appearance and mania for weapons. They will not, however, willingly ght other giff. If forced into such a situation on a battle eld, both groups retire for at least D GD RI GULQNLQJ DQG VRUWLQJ RXW UDQNV 7KHUH LV D FKDQFH WKDW RQH SODWRRQ ZLOO MRLQ DQRWKHU LQ WKLV FDVH EXW LW LV PRUH OLNHO WKDW ERWK ZLOO TXLW WKHLU FXUUHQW KLULQJ DQG ORRN IRU ZRUN HOVHZKHUH (FRORJ *LII OLYH DERXW HDUV EXW GR QRW DJH JUDFHIXOO V D JLII JURZV ROGHU DQG EHJLQV WR VORZ GRZQ KH LV SRVVHVVHG ZLWK WKH LGHD RI SURYLQJ KLPVHOI VWLOO RXQJ DQG YLWDO XVXDOO LQ EDWWOH V D UHVXOW WKHUH DUH YHU YHU IHZ ROG JLII /,0 ( ( ,1 Q ) ( (1 5DUH 2 1, ,21 3ODWRRQ , , /( D ,( 2PQLYRUH ,1 (//, (1 ( /RZ ( ( 1LO /, 10(1 /DZIXO QHXWUDO 12 ( ,1 02 / 02 (0(1 , , ( 12 2) . RU O 0 ( . RU E ZHDSRQ ( , / . +HDG EXWW ( , / ()(1 ( Can call on other giff 0 , ( , 1 ( , ( / WDOO 02 /( (OLWH / ( 7KH JLII DUH D UDFH RI SRZHUIXOO PXVFOHG PHUFHQDULHV 7KH DUH FLYLOL HG WKRXJK WKH ODFN PDJHV DPRQJ WKHLU RZQ UDFH *LII KLUH RQ ZLWK YDULRXV JURXSV WKURXJKRXW WKH XQLYHUVH DV PHUFHQDULHV ERG JXDUGV HQIRUFHUV DQG JHQHUDO OHJEUHDNHUV The giff is humanoid, with stocky, at, cylindrical legs and a human oid torso, arms, and ngers. Its chest is broad and supports a hippopota mus head with a natural helmet of exible, chitinous plates. Giff come in FRORUV UDQJLQJ IURP EODFN WR JUD WR D ULFK JROG DQG PDQ KDYH FRORUIXO WDWWRRV WKDW OHDYH WKHLU ERGLHV D SDWFKZRUN UHFRUG RI SDVW YLFWRULHV *LII speak their own language and the Common tongue. RPEDW 7KH JLII DUH PLOLWDU PLQGHG DQG RUJDQL H WKHPVHOYHV LQWR VTXDGV SODWRRQV FRPSDQLHV FRUSV DQG ODUJHU JURXSV 7KH QXPEHU RI JLII LQ D SODWRRQ YDULHV DFFRUGLQJ WR WKH VHDVRQ VLWXDWLRQ DQG OHYHO RI GDQ JHU LQYROYHG JLII SODWRRQ KLUHG WR SURWHFW D JDPEOLQJ RSHUDWLRQ PD QXPEHU WZR ZKLOH D SODWRRQ KLUHG WR LQYDGH DQ LOOLWKLG VWURQJKROG PD QXPEHU ZHOO RYHU D KXQGUHG 7KH JLII SULGH WKHPVHOYHV RQ WKHLU ZHDSRQ VNLOOV DQG DQ JLII FDUULHV D QXPEHU RI VZRUGV GDJJHUV PDFHV DQG VLPLODU WRROV RQ KDQG WR GHDO ZLWK WURXEOHPDNHUV JLII V WUXH ORYH LQ ZHDSRQU LV WKH JXQ Q JLII KDV D FKDQFH RI having an arquebus and suf cient smoke powder for 2d4 shots. A mis r ing weapon matters little to the giff (occasional fatalities are expected), the ash, noise, and damage is what most impresses them. (YHQ XQDUPHG WKH JLII DUH SRZHUIXO RSSRQHQWV 7KH DUH DV VWURQJ DV D KLOO JLDQW GDPDJH DGMXVWPHQW IRU 6WUHQJWK 7KH ZLOO ZDGH LQWR D EUDZO MXVW IRU WKH SXUH IXQ RI LW WRVVLQJ YDULRXV FRPEDWDQWV RQ ERWK VLGHV DURXQG WR SURYH WKHPVHOYHV WKH YLFWRUV 2QFH D ZHDSRQ LV EDUHG WKH JLII FRQVLGHU DOO UHVWULFWLRQV RII WKH FKDOOHQJH LV WR WKH GHDWK 7KH WRS RI WKH JLII V KHDG DQG VQRXW DUH SODWHG ZLWK WKLFN FKLWLQRXV plates, exible enough to permit motion, but giving the creature a natu ral helmet. The giff can charge using a head butt, in icting 2d6 points of GDPDJH 7KH JLII SUL H WKHPVHOYHV DV PHUFHQDULHV DQG WR WKDW HQG KDYH PDGH elaborate suits of armor (AC 2). These include full helms with other mon VWHUV RQ WKH FUHVWV LQODLG ZLWK LYRU DQG ERQH DORQJ WKH ODUJH SODWHV U PRU UHSDLU LV D PDMRU KREE DPRQJ WKH JLII )LQDOO JLII DUH VRPHZKDW PDJLF UHVLVWDQW 7KH DUH GHHSO VXVSLFLRXV RI PDJLF PDJLFLDQV DQG PDJLFDO GHYLFHV