Realms Bestiary v2
Realms Bestiary v2
Volume 2
by Thomas M. Costa and Eric L. Boyd
Art by Noëlle Triaureau
Editorial assistance from Joe “Warlockco” Weber
A NOTE FROM THE AUTHORS
Welcome to volume two of the Bestiary of the Realms. As this is our second volume, you’ll find several score new or converted
monsters, as well as a few different interpretations of monsters that have already been converted.
A word of caution, just as many official 3E and 3.5E monsters did not slavishly follow earlier write-ups of those monsters,
neither do the monsters herein. Instead, we did our best to consider all sources, hopefully make full and creative use of the 3.5E
rules (including non-core WotC books), and in many cases add a little bit here and there to many of the monsters, even if it was
in only adding or updating their Realms lore. A few have even been renamed. One last note, we’ve done our best to include
source references for all things where appropriate, except those found in the three core rulebooks or Expanded Psionics Handbook.
Until then, Sword High!
Eric L. Boyd is a software designer and freelance game designer. He is the author of numerous Polyhedron, Dungeon, and Dragon
Magazine articles, articles on the Wizards of the Coast website, as well as author or co-author of Faiths and Avatars, Powers and
Pantheons, Demihuman Deities, Volo’s Guide to All Things Magical, Drizzt Do’Urden’s Guide to the Underdark, Cloak & Dagger, Faiths and
Pantheons, Races of Faerûn, Serpent Kingdoms, City of Splendors: Waterdeep, Champions of Ruin, Champions of Valor, Powers of Faerûn, and
Dragons of Faerûn. His website is http://www.ericlboyd.com/dnd, and he can be reached at eric@ericlboyd.com.
Noelle Triaureau is a visual development artist at Sony Pictures Animation and a freelance illustrator. Her website is
http://www.noelletriaureau.com/, and she can be reached at ntriaureau@yahoo.com.
Joe “Warlockco” Weber has been playing D&D for 22 years, and DMing for 14 of those years. He is a frequent contributor to
the Candlekeep message boards. He can be reached at warlockco@msn.com.
Ant swarm 1/2 Atrocity bone swarm 6 Jabbering yellow mold (Sentient 13
Moray rat (Animal) 1/2 Dzalmaus, juvenile (Dragon) 6 Slime)
Faerie dragon (Dragon) 6
Cattle (Animal) 1 Fog terror 6 Black ash devil (Fiend) 14
Cave badger (Animal) 1 Hordling, Large (Fiend) 6 Dzalmaus, mature adult (Dragon) 14
Flying spider (Spider) 1 Hori no oni, Large (Fiend, 6
Morin 1 Hordling) Black beast of bedlam (Fiend) 16
Night Parade creature, Small 1 Kholiathra (Celestial) 6 Dzalmaus, old (Dragon) 16
(Fiend, Hordling) Shatjan 6 Render, the 16
Ogrillon 1 Viper tree (Fiend) 6
Wood wose mystic 6 Woodman treant 17
Carrion dead hyena 2
Hordling, Small (Fiend) 2 Alias vessel wizard/aristocrat 7 Dzalmaus, very old (Dragon) 18
Hori no oni, Small (Fiend, 2 Ka’ursa 7
Hordling) Starwood shambler shambling 7 Dzalmaus, ancient (Dragon) 19
Ice viper (Snake) 2 mound
Memnine (Planetouched Canine) 2 Unholy hand of Bane 7 Arcanist skull (Skulls of Skullport) 20
Sind 2 Dzalmaus, wyrm (Dragon) 20
Wood wose 2 Aspect of the shadevari 8
Yethay (Planetouched Canine) 2 Flareater (Sentient Slime) 8 Ascendant shadow lich wizard 21
Jabbering gray ooze (Sentient 8 (Ghost)
Dzalmaus, wyrmling (Dragon) 3 Slime) Shadowstaff wizard/loremaster 21
Night Parade creature, Medium 3 Manggus 8
(Fiend, Hordling) Marl 8 Dzalmaus, great wyrm (Dragon) 22
Opilionid (Spider) 3 Mustard jelly (Sentient Slime) 8
Ustilagor 3 Pasocada ghost ranger (Ghost) 8 TEMPLATES
Viper swarm (Fiend, Vahgazu) 3 Skeletal colossus *
Viper tree larva (Fiend) 3 Barrowe hill giant 9 Dung crawler +0
Zu-teren 3 Dzalmaus, young adult (Dragon) 9 Kyuss bloodworm (Symbiont) +0
Reverend one (Celestial) 9 Alias vessel +1
Arraccat 4 Serpent vine 9 Carrion dead +1
Awry dog 4 Subterranean dense pudding 9 Starwood shambler +1
Death fey grig 4 (Sentient Slime) Dark plant +1*
Draken 4 Subterranean gray pudding 9 Seelie sprite +1*
Dzalmaus, very young (Dragon) 4 (Sentient Slime) Sentient slime +1*
Feelenstial (Celestial) 4 Unseelie sprite +1*
Fyrefly swarm 4 Cairn stone giant 10 Barrowe +2
Hordling, Medium (Fiend) 4 Dark plant treant 10 Cairn +2
Hori no oni, Medium (Fiend, 4 Hordling, Huge (Fiend) 10 Haunt (Ghost) +2
Hordling) Hori no oni, Huge (Fiend, 10 Pasocada ghost (Ghost) +2
Magebane 4 Hordling) Phant (Ghost) +2
Vassal skull (Skulls of Skullport) 10 Shadow lich (Ghost) +2
Dzalmaus, young (Dragon) 5 Sorrow +2
Elder Sea Hag (Hag) 5 Alias vessel fighter 11 Ascendant shadow lich (Ghost) +3
Night Parade creature, Large 5 Death devil (Fiend) 11 Death fey +3
(Fiend, Hordling) Dzalmaus, adult (Dragon) 11 Shadowstaff +4
Ogrima 5 Lichling swarm 11 Woodman +5
Quickling 5 Spellfire horror 11
Ring-worm 5 Umbral gloom (Fiend) 11
Russet owlmonster 5
CATTLE
Like bison, these herd animals can be aggressive when protecting young and during the mating season, but they generally prefer
flight to fighting.
Cattle come in a variety of colors and sizes.
COMBAT
Most cattle will bull rush or slam opponents if defending themselves. Many male (bull) and a few female (cow) varieties of cattle
have horns with which they may gore opponents; the statistics for the bison in the Monster Manual are a better representation for
larger varieties of male cattle. Frightened herds of cattle may stampede.
Stampede (Ex): A frightened herd of cattle flees as a group in a random direction (but always away from the perceived
source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d10 points of damage
for each five cattle in the herd (Reflex DC 13 half). The save DC is Strength-based.
CAVE BADGER
Cave badgers are vicious and stupid, attacking heedless of danger or odds. These plump, gray-and-black furred beasts are larger
than common badgers, about three-feet long, with long, curving claws, fearsomely sharp teeth in a long, wide snout, and a white
stripe down their backs. They exude a considerable stench and make for a greasy and unpalatable meat dish. Nevertheless, an
intact cave badger’s hide can fetch as much as 30 gp.
Treat cave badgers as 2-HD badgers (see page 268 of the Monster Manual) with a burrow speed of 15 ft. and a Strength 10,
necessitating the following changes.
Cave Badger: CR 1; HD 2d8+4; hp 13; Spd 30 ft.; burrow 15 ft.; Base Atk +1; Grp -3; Atk claw +5 melee (1d2); Full Atk 2
claws +5 melee (1d2) and bite +0 melee (1d3); SV Fort +5, Ref +6; Str 10.
Skills and Feats: Balance +5, Escape Artist +10, Listen +3, Spot +3; Agile, TrackB, Weapon FinesseB.
PIG
Pigs are herd animals that are often ornery and sometimes pushy, but rarely aggressive. They prefer flight to fighting.
Pigs come in a variety of colors and sizes, with most ranging from 3-6-ft. long and weighing from 100-800 lbs.
MORAY RAT
Moray rats are about the size of a dire rat, but have sharp, inwardly pointing teeth which allow them to hold on to victims. They
delight in living in dark holes in caves, sewers, dungeons, and crypts, and grabbing those who poke their nose or hand into their
lairs.
Treat moray rats as dire rats (see page 64 of the Monster Manual) with the attach special attack (see below) and a Challenge
Rating of 1/2.
Attach (Ex): If a moray rat hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and
automatically deals bite damage each round it remains attached. An attached moray rat loses its Dexterity bonus to Armor Class
and has an AC of 12.
An attached moray rat can be struck with a weapon or grappled itself. To remove an attached moray rat through grappling,
the opponent must achieve a pin against the creature.
ANIMALS IN FAERÛN
Cattle and pigs are ubiquitous wherever humanoids raise farm animals. Cave badgers and moray rats, on the other hand, are far
less common. These animals can be found where their typical kin might, though for reasons not yet understood, are more likely
to be found in caves, dungeons, and the upper reaches of the Underdark. In particular, the latter two species are known to be
found below the Dalelands.
CREDIT
Author Thomas M. Costa. The cattle and pig are informed by material in the Monstrous Manual (1993) and v.3.5 Monster Manual
(2003), and the cave badger and moray rat are based on original material by Jeff Grubb, Don Bingle, and Ed Greenwood. The
cave badger and moray rat originally appeared in the 2E Forgotten Realms Campaign Setting: Shadowdale booklet (1993).
ANIMAL CREATION
Animals
Hp: Cattle and Cave Badger (2 x 4.5 HD) + (2 x +2 Con) = 13; Pig 4.5 +2 Con +3 Toughness = 9
Base Attack/Grapple: Cattle and Cave Badger +1; Pig +0 as cleric/Cattle +1 BAB +4 size +2 Str = +7; Cave Badger +1 BAB -4 size +0 Str = -3; Pig +0
BAB +1 Str = +1
Full Attack: Cattle +1 BAB -1 size +2 Str = +2; Cave Badger +1 BAB +1 size +3 Dex = +5 (+0 for secondary); Pig +0 BAB +1 Str -5 domestic = -4 (for
tusked +0 BAB +1 Str = +1)
Saves: Cattle F +3 good +2 Con = +5, R +3 good +0 Dex =+3, W +0 poor +0 Wis = +0; Cave Badger F +3 good +2 Con = +5, R +3 good +3 Dex = +6;
Pig F +2 good +2 Con =+4, R +2 good +0 Dex = +2, W +0 poor +1 Wis = +1
Skill Points: (2 + Int modifier) x (HD +3) = Cattle and Cave Badger 1 x 5 = 5; Pig 1 x 4 = 4; class skill max ranks = HD +3 = Cattle and Cave Badger 5; Pig 4
Skills: Cattle Listen 3 +0 Wis +2 Alertness = +5, Spot 2 +0 Wis +2 Alertness = +4; Cave Badger Balance 0 +3 Dex +2 Gaile = +5, Escape Artist +1 +3 Dex
+4 race +2 Agile = +10, Listen +2 +1 Wis = +3, Spot +2 +1 Wis = +3; Pig Listen 3 +1 Wis = +4, Spot 1 +1 Wis = +2
Feats: 1 + (1 per 3 HD) = Cattle 1; Cave Badger 1 +2 bonus = 3; Pig 1
Challenge Rating: Compare to existing animals, cow to a camel or a riding dog and pig to a pony.
Stampede DCs: 10 + 1/2 HD + Str mod = Cattle 10 +1 +2 = 13; Pig 10 +0 +1 = 11
Note: Cave badger statistics include official badger errata.
Row upon row of ants carpet the ground before you as they march on your position.
COMBAT
An ant swarm marches toward any living prey it encounters and devours it.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 10 (DC 11 for 2-
3 HD ant swarms, DC 12 for 4 HD ant swarms) Fortitude save or be nauseated for 1 round. The save DC is Constitution-
based.
Poison (Ex): Injury, Fortitude DC 10 (DC 11 for 2-3 HD ant swarms, DC 12 for 4 HD ant swarms), initial and secondary
damage 1d2 Str (1d4 Str for 3-4 HD ant swarms). The save DC is Constitution-based.
Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or
flanking. Ant swarms are immune to all weapon damage.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not
degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also they cannot
be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
An ant swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such
as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash
weapons and many evocation spells.
Ant swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects
of wind on an ant swarm, treat the swarm as a creature of Fine size. Wind effects deal 1d6 points of nonlethal damage to the
swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental’s whirlwind). A swarm
rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit
points exceed its nonlethal damage.
For full information about the swarm subtype, see pages 315-316 of the Monster Manual.
Skills: Ant swarms have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb
checks. An ant swarm uses its Dexterity modifier instead of its Strength modifier for Climb checks. An ant swarm can always
choose to take 10 on Climb checks, even if rushed or threatened.
CREDIT
Author Thomas M. Costa, based on original material by Wizards of the Coast. The ant swarm originally appeared in the
Monstrous Manual (1993).
Eight wickedly clawed, almost arachnid, limbs sprout from a torso that most closely resembles that of a large hunting cat except for the chitinous plates
that are visible through its tufts of black fur. The creature’s maw matches its body, but for the small mandibles about the sides of its jaws and above its
muzzle, eight multi-faceted eyes spread across the creature’s face and forehead.
These aberrations appear to be the unholy crossbreed of a monstrous tarantula and a big jungle cat.
Unlike most arachnids or cats, they are social creatures that tend to travel in groups called “traps.” They always seem hungry
and readily attack most creatures that cross their paths. They see the “blinking” of other creatures such as blink dogs or certain
spellcasters as a challenge and will focus their attacks on such creatures first.
Arraccats are nearly 5-feet long and weigh almost 250 lbs. They usually hunt at night.
COMBAT
These aggressive creatures like to swarm their prey, blinking about randomly and surrounding their prey before pouncing on
them.
Blink (Su): An arraccat can use blink as the spell (caster level 6th), and can evoke or end the effect as a free action.
Improved Grab (Ex): To use this ability, an arraccat must hit with its bite attack. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Poison (Ex): Injury (bite), Fortitude DC 14, initial and secondary damage 1d4 Str. The save DC is Constitution-based.
Pounce (Ex): If an arraccat charges a foe, it can make a full attack including six rake attacks.
Rake (Ex): Attack bonus +7 melee, damage 1d3+1.
Skills: Arraccats have a +4 racial bonus on Hide and Move Silently checks, +6 racial bonus on Spot checks, and a +8 racial
bonus on Balance, Climb, and Jump checks. An arraccat can always choose to take 10 on a Climb check, even if rushed or
threatened.
ARRACCATS IN FAERÛN
Arraccats are known to wander some of the ruins of Myth Drannor and more recently the wilds of Cormanthor. The origin of
these foul creatures remains a mystery, but may be tied to one of the outcast Maerimydra drow houses (Freth or Kilsek) that
had taken up residence (prior the recent destruction of their own city in 1372 DR) in the City of Song prior to the arrival of the
fey’ri and Seiveril’s Crusade in 1374 DR or be the effect of wild magic resulting from the city’s decaying mythal. The fey’ri tried
to train many of these creatures, but found they had little time to do so before the elven army of Evermeet defeated them and
drove the remaining arraccats out of the city and into the forest of Cormanthor where they now prey on the elves and
Dalesmen alike.
ARRACCAT CREATION
Medium Aberration
Hp: (4 x 4.5 HD) + (4 x +2 Con) = 18 +8 = 26
Base Attack/Grapple: +3 as clr/+3 BAB +4 Str = +7
Full Attack: +3 BAB +4 Str (-2 for Multiattack) = +7, +5 for claws
Saves: F +1 poor +2 Con = +3, R +1 poor +4 Dex = +5, W +4 good +1 Wis = +5
Skill Points: (2 + Int modifier) x (HD +3) =; class skill max ranks = HD +3 =
Skills: Balance 0 +8 race +4 Dex = +12, Climb 0 +4 Str +8 race = +12, Hide 1 +4 race +4 Dex = +9, Jump 0 +8 race +4 Str +4 speed = +16, Listen 3 +1
Wis +2 Alertness = +6, Move Silently 1 +4 race +4 Dex = +9, Spot 2 +6 race +1 Wis +2 Alertness = +11
Feats: 1 + (1 per 3 HD) = 2
Challenge Rating: Old Method Base: 5 for hp, +1 for speed/skills, AC, full attack, improved grab/pounce/rake, darkvision/low-light
vision/scent/tremorsense +2 for poison, blink = 14/3 = 4. Compare to a leopard with the arachnoid creature template, which would be 3, but gain +2 Str
(which frees up a feat), +1 HD, blink, darkvision, and tremorsense and lose a good save and don’t gain duplicative template benefits and ability modifiers, so
probably about right.
Level Adjustment: See Savage Species, p. 19-24
Poison DC: 10 +1/2 HD +2 Con = 14
Notes: This creature is essentially an advanced leopard with a modified version of the arachnoid creature template from Underdark plus the blink ability of a
blink dog. The arachnoid creature template was written by James Wyatt and appeared in City of the Spider Queen (2002) and Underdark (2003)
The fearsome humanoid figure before you is covered with iron-gray reptilian scales. It has a ghastly, misshapen face with two black tusks curving like
scimitars from its maw and shallow depressions where its eyes should be. A single, serrated, onyx horn crowns its forehead, its long-limbed hands and
feat end in four blackened talons, and wicked barbs sprout from its chest, shoulders, arms, and the crest atop its head.
The shadevari are cruel creatures from the long-lost past said to serve the mythical Shadowking. It is rumored that their history
is recounted in the Book of Shadows, but as the book is well-warded and only 13 of these beasts are known to have existed, they
are likely to remain a mystery for some time to come.
Native to the Plane of Shadow, they have rarely found their way to the Prime Material Plane, but almost all knowledge of
them comes from their few encounters with the mortals of the Prime.
Shadevari appear to be bipedal humanoids. The beasts have retractable talons on their hands and feat. Shadevari speak
Common, Malaugrym, and Netherese.
Like other aspects (see Miniatures Handbook), the aspects of the shadevari are weaker avatars of the true shadevari. Unlike
other aspects, aspects of the shadevari are more than mortal versions of one aspect of a divinity, but exhibit many of the abilities
of the near divine shadevari.
COMBAT
Aspects of the shadevari are very quick in combat, ripping into foes with their wicked claws and teeth. An aspect of the
shadevari’s natural weapons are treated as evil-aligned and epic for the purpose of overcoming damage reduction. Its damage
reduction is supernatural.
Barbed Defense (Ex): Any creature striking an aspect of the shadevari with handheld weapons or natural weapons takes
1d4+5 points of piercing and slashing damage from the aspect’s barbs. Note that weapons with reach, such as longspears, do
not endanger their users in this way.
Control Light (Su): Aspects of the shadevari can decrease the level of natural light within a 70-ft. radius of themselves by
any percentage up to 70%. This decreases the overall effective range of vision for characters and creatures dependent on light by
the same percentage. For example, a human can normally see 20 feet by the light of a torch. If an aspect of the shadevari were
to diminish the light by 50%, the human could see only 10 feet. Creatures within the affected are gain a +1 bonus to Hide
checks for each 25% decrease in light
Deflect Missiles (Ex): Aspects of the shadevari may deflect incoming missiles as the feat Deflect Arrows (see page 93 of
the Player’s Handbook), except they may deflect one missile as a free action and additional missiles each as a move action.
CREDIT
Author Thomas M. Costa based on original material by Eric L. Boyd and Dale Donovan. The shadevari originally appeared in
Polyhedron #93 (1994) and Villains’ Lorebook (1998).
Nothing so much as a pile of bone; fingers, bits of spine, many still connected seemingly by connective tissue, as well as larger bones. The pieces
nevertheless have the capacity to move of their own volition and kill anything living that crosses their path, adding bones to their swarm.
Atrocity bones are found in mass grave or battlefield areas where the bones of multiple creatures have mingled, these pieces of
bone, and even bone shards, often remain connected by small amounts of the negative energy that animates them and drives
them to kill the living. They otherwise appear as bits of regular bones, most no more than one foot in length, though a rare few
reach larger sizes.
An atrocity bone swarm may be created with a create undead spell cast by a 15th or higher level caster.
COMBAT
Atrocity bone swarms lie, seemingly harmless enough, sometimes in piles, sometimes scattered about, waiting for a living
creature to cross their path. They attack swiftly, relying on their infection to add to their swarm.
Disease (Ex): Melting Fury – claw or swarm attack, Fortitude DC 14, incubation 1d6 days, damage 1d4 Str, 1d4 Dex, and
1d4 Con. The save DC is Constitution-based.
Caught by characters that handle undead flesh or attacked by atrocity bones, this disease is as horrific to watch as it is to
contract. The victim’s flesh slowly liquefies and “melts” off his body until he is dead. The bones of victims that die near atrocity
bones, often become atrocity bones as well.
Distraction (Ex): Any living creature that begins its turn with an atrocity bone swarm in its square must succeed on a DC
14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Sightless (Ex): Atrocity bones are blind and lack the darkvision of most undead. They are immune to gaze attacks, visual
effects, illusions, and other attack forms that rely on sight. They cannot make Spot checks.
Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or
flanking. An atrocity bone swarm is immune to all weapon damage.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not
degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also they cannot
be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
An atrocity bone swarm is immune to any spell or effect that targets a specific number of creatures (including single-target
spells such as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as
splash weapons and many evocation spells.
Atrocity bone swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining
the effects of wind on an atrocity bone swarm, treat the swarm as a creature of Diminutive size. Wind effects deal 1d6 points of
nonlethal damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air
CREDIT
Author Thomas M. Costa.
These big hounds of indistinct breed are handsome animals with intelligent eyes and often with certain peculiarities, such as a second set of ears behind
the first, blue fur, or silver eyes.
The origin of these dogs is a mystery to all but the most learned wizards. They are descended from a mix of wayward
humanoids polymorphed into canines, canine animal companions, canine familiars, canine paladin mounts, awakened canines, and
other magically empowered canines that somehow found each other amongst the ravages of war and conflict that form the
history of certain regions.
Awry dogs are intelligent, wily, and social creatures that also enjoy the company of humanoids and others. They speak the
language of all canines and understand Common. While generally big and attractive animals, the awry dogs are mutts that come
in the most striking mix of breeds often with minor abnormal features, such as odd fur coloration.
COMBAT
Awry dogs are pack hunters, who use many of the same tactics as wolves in a fight. They will use hit and run tactics to exhaust
their quarry, and when engaging their target, a few individuals will attack the foe’s front, while the rest of the pack circles and
attacks from the flanks or rear, each attempting to trip up the quarry.
Evasion (Ex): An awry dog can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex
saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a
fireball), it instead takes no damage. A helpless awry dog (such as one who is unconscious or paralyzed) does not gain the
benefit of evasion.
Trip (Ex): An awry dog that hits with a bit attack can attempt to trip the opponent (+4 check modifier) as a free action
without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the
awry dog.
Woodsman Skills (Ex): Awry dogs gain skill points as rangers and use the class skill list of rangers. Though most develop
skills normally used by mundane animals, occasionally, one will gain surprising skills.
Skills: An awry dog has a +2 racial bonus on Listen, Move Silently, and Spot checks and a +4 racial bonus on Hide and
Jump checks.
An awry dog has a +4 racial bonus on Survival checks when tracking by scent.
BARROWES IN FAERÛN
The undead leader of Cairnheim, a realm of cairns (see below) beneath the Western Heartlands, seeks to expand his realm. The
“King of Death” has embarked on his campaign by transforming the hill giants of the Giant’s Run Mountains into barrowes
and bringing several tribes of orcs and hobgoblins under his thrall. These barrowes, true to their nature are not particularly
useful thralls, but serve as the first line of defense against trespasser’s entering the Giant’s Run Mountains and the Dodkong’s
destructive desires.
SAMPLE BARROWE
This naked giant has a pronounced simian appearance, with overlong arms, stooped shoulders, low forehead, pronounced jaw, thick, powerful limbs,
and a coat of dense, matted, and filthy hair. Its eyes are hard to make out, but glow malevolently as you approach.
CREATING A BARROWE
“Barrowe” is an acquired template that can be added to any giant with no air, extraplanar, incorporeal, fire, shapechanger, or
water subtypes; no supernatural or spell-like abilities; and no natural immunity to any energy types (referred to hereafter as the
base creature). A barrowe has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill pints. Size is
unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s. Barrowes are particularly tough to destroy and gain +3 bonus hit
points for each Hit Die they have.
Armor Class: A barrowe adds +6 to its natural armor bonus.
Special Attacks: A barrowe retains all the base creature’s special attacks and gains those described below.
Create Spawn (Su): A giant with no subtype and no natural immunity to an energy type slain by a barrowe’s energy drain rises
as a barrowe within 1d2 days. The new barrowe is not under the command of the barrowe that created it, and is likely to wander
off on its own.
Energy Drain (Su): Living creatures hit by a barrowe’s slam attack (or any other natural weapon the barrowe might possess)
gain one negative level. A barrowe can use its energy drain ability once per round. The save DC is 10 + 1/2 barrowe’s HD +
barrowe’s Cha modifier. For each negative level bestowed, the barrowe gains 5 temporary hit points.
Plant Withering (Su): Barrowes generate negative energy that causes 1 point of damage/hour to all plants within 100 feet.
Over a period of months, this usually leads to the death of all plant life within a quarter-mile radius of the barrowe’s lair.
Special Qualities: A barrowe retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Su): A barrowe’s undead body is tough, giving the creature damage reduction 10/silver.
Immunity to Cold (Ex): Barrowes have immunity to cold spells and effects.
Abilities: Increase from the base creature as follows: Str +4, Cha +8. Being undead, a barrowe has no Constitution score.
Skills: Barrowes have a +4 racial bonus to Spot checks.
Feats: Barrowes gain Improved Critical (slam) and Improved Natural Attack (slam) as bonus feats, assuming the base
creature meets the prerequisites and doesn’t already have these feats.
Organization: Solitary or gang (2-4).
Challenge Rating: Same as the base creature +2.
Alignment: Any evil.
Level Adjustment: Same as the base creature +4.
CREDIT
Author Thomas M. Costa, based on original material by Gregory W. Detwiler. The barrowe originally appeared in Dragon
Magazine 254 (December 1998).
BARROWE CREATION
Large Undead
Hp: (12 x 6.5 HD) + (12 x 3 bonus) = 78 + 36 = 114
Base Attack/Grapple: +9 as cleric/+9 BAB + 4 size +9 Str = +22
Full Attack: +9 BAB +9 Str -1 size +1 Weapon Focus =+18 melee, +9 BAB -1 size -1 Dex +1 racial = +8 ranged
Saves: F +8 good +0 Con = +8, R +4 poor -1 Dex = +3, W +4 poor +0 Wis = +4
Skill Points: (2 + Int modifier) x (HD +3) = 1 x 15 = 15; class skill max ranks = HD +3 = 15
Skills: Climb 3 +9 Str = +12, Jump 3 +9 Str +4 speed = +16, Listen 3 +0 Wis = +3, Spot 6 +0 Wis +4 race = +10
Feats: 1 + (1 per 3 HD) = 5 plus 2 bonus = 7
Challenge Rating: Old Method Base: +1 for AC bonus, damage reduction, immunity/undead traits, abilities/skills/feats, +2 create spawn/energy drain = 6/3
= 2, and comparable to a lich, so +2
Level Adjustment: Because high HD, +1 for AC bonus, create spawn/energy drain, damage reduction/immunity, abilities/skills/feats = +4, which seems
about right compared to a lich.
Possessions: CR 9 gets 4500 gp of treasure and up to 4 minor magic items, so 600 for potions +2500 for bag +1400 gp = 4500 gp
This creature is appears as a plump worm with a pair of segmented forelegs and a tubular mouth it uses to suck down slime and mold. Its enormous
eyes glisten like pools of oil.
Burburs are highly prized six-inch- to one-foot-long, worm-like creatures that consume many varieties of slimes, mosses, and
molds that might otherwise cause considerable harm to other creatures. Most animals avoid the potentially poisonous burbur.
Burburs are ivory or yellow in color and have soft, moist skin. They have large, glistening black eyes and a sucking tube for a
mouth, much like that of a mosquito. Just behind the creature’s head is a pair of tiny forelegs of considerable deftness. With its
forelegs, a burbur can climb, grip, and manipulate objects. They have a somewhat spicy body odor that has been described as
smelling like cinnamon. A burbur that has just fed will be very bloated and somewhat sluggish.
Burburs often build small, out-of-the-way lairs, often near dangerous food sources such as among the coils of a yellow musk
creeper, which they visit from time to time to rest and recover from injuries. They otherwise spend all their time wandering in
search of food. Once each year, usually in spring, a burbur will begin to swell in size. At this point it develops a bulge at the end
of its tail, which forms into a second head. As the second head forms, a pair of forelegs begins to grow out from the body.
Shortly thereafter, the burbur splits in half to form two separate creatures.
COMBAT
Burburs are gentle and harmless creatures as far as non-plant creatures are concerned. They feed only on slimes, molds, or
mosses. Because they can only damage and eat plants, a burbur will not attack non-plants.
Attach (Ex): If a burbur hits with a bite attack, it uses its powerful siphon to latch onto the opponent’s body and
automatically deals bite damage each round it remains attached. An attached burbur has an AC of 14.
Immunities (Ex): A burbur is immune to nonlethal cold damage and any plant’s extraordinary acid, disease, poison, gas
(including spores), paralysis, or ability damage attacks.
Plant Carrier (Ex): Any creature consuming a burbur that has fed within the last 4 hours is affected as if it were attacked
by the extraordinary acid, disease, poison, gas (including spores), paralysis, or ability damage attack of the plant just eaten.
Plant Siphon (Ex): When a burbur makes a successful bite attack, it extends a feeding tube and begins to siphon up the
plant. Each round, it feeds, the burbur deals 2d4 points of damage. The burbur can only harm plants, and prefers slimes, molds,
and mosses over all other meals. It finds other plants inedible. A burbur ceases feeding after it has drained its victim of hit
points equal to six-times its own initial value. For example, a burbur with 2 hit points will be sated after it has dealt 12 points of
damage to its victim.
Tremorsense (Ex): Burburs automatically sense the location of anything within 30 feet that is in contact with the ground.
Skills: Burburs have a +8 racial bonus on Climb checks. A burbur can always choose to take 10 on Climb checks, even if
rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
CREDIT
Author Thomas M. Costa, based on original material by Ed Greenwood. The burbur originally appeared in Dragon Magazine
#101 (1985), Monstrous Compendium Volume Three: Forgotten Realms Appendix One (1989) and Monstrous Compendium Annual 3 (1996)
BURBUR CREATION
Diminutive Vermin
Hp: 1/2 x 4.5 = 2
Base Attack/Grapple: +0 as cleric/+0 -12 size -5 St = -17
Full Attack: +0 BAB +4 size +1 Dex = +5
Saves: F +2 good +0 Con =+2, R +0 poor +1 Dex = +1, W =+0 poor +0 Wis = +0
Skill Points and Feats: Mindless so no skill points or feats
Skills: Climb 0 +8 race +1 Dex = +9
Challenge Rating: Hard to say, but compare to monstrous centipedes, scorpions, and spiders
CAIRNS IN FAERÛN
According to dwarven legend, the Giant’s Run Mountains get their name from a battle won by the armies of High Shanatar
under the leadership of Karlyn of House Kuldelver circa -5350 DR. More than five thousand giants fell to dwarven axes, and
the remnants of the giants’ armies where driven into the peaks to the east. Among the small group of giants who survived were
a handful of stone giants. Instead of remaining on the surface, they traveled into the upper Underdark via the lava tubes of a
dormant volcano and made their home underground.
The descendants of the surviving Nedeheim stone giants dwelt in small clans in the upper Underdark, holding their own
against the illithids of Oryndoll, the dwarves of Torglor and Korolnor, and countless other threats.
In the Year of the Stone Giant (-160 DR), a cairn came forward who was called the Dodkong, or “King of Death.” The
Dodkong, whose personal name is unknown even to his subjects, is believed to have been a stone giant chieftain who arose as
an undead creature after the dwarves withdrew from the battle. After wandering the western Realms for centuries the Dodkong
discovered a giant artifact known as the Crown of Obadai. With the crown of the first Faerûnian stone giant on his brow, the
Dodkong was able to unite the stone giant clans beneath the Giant’s Run Mountains into the kingdom of Cairnheim.
Founded in the shadow of death, Cairnheim’s culture has long been tainted by the unloving nature of its monarch and the
council of Dodforerir, of “Death Chiefs,” who serve him. Each Dodforer served as a clan chieftain in life, and was transformed
after death into a cairn by the Dodkong’s dark magic.
Those who trespass in Cairnheim – particularly the Stout Folk – risk the wrath of cruel behemoths led by their undead kin.
Those who neighbor the realm fear the day the Dodkong seeks to expand. Some claim the “King of Death” has embarked on
just such a campaign, noting an increasing number of barrowes (see above) – a form of undead found most commonly among
hill giant populations – amid the peaks of the Giant’s Run Mountains. When the time is right, the Dodkong may also call upon
several large tribes of orcs and hobgoblins.
Note: More information about Cairnheim and the Dodkong can be found in Underdark. If using cairns in your campaign, the
Dodkong should be a NE male cairn stone giant elder sorcerer 10 (CR 16; Str 34, Dex 14, Con –, Int 15, Wis 18, Cha 24),
instead of a lich.
SAMPLE CAIRN
This giant resembles a lean, hardened human made of the rock and stone. Its hairless flesh is gray and as smooth as polished stones. It has gaunt and
sunken features that make it appear wizened. Its heavy eyelids mask eyes that glow with the heat of flowing lava.
COMBAT
A cairn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. The Will save against
this cairn’s detect thoughts ability has a DC of 14.
Rock Throwing (Ex): A cairn stone giant can hurl rocks weighing 40 to 50 pounds each (small objects) up to five range
increments. The range increment is 200 feet for a cairn stone giant’s thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A cairn stone giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once
per round, a cairn stone giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is
15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projective provides a magical bonus on attack rolls,
the DC increases by that amount.) The cairn stone giant must be ready for and aware of the attack in order to make a rock
catching attempt. Cairn stone giants gain a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
Possessions: 2 potions of cause serious wounds, +1 ring of protection, hide armor, Large greatclub, 5 gems (10 gp obsidian, 70 gp
bloodstone, 100 gp red spinel, 120 gp jet, 500 gp deep blue spinel), 1,500 gp.
CREATING A CAIRN
“Cairn” is an acquired template that can be added to any giant with the Earth subtype (referred to hereafter as the base
creature). A cairn has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead, but it retains any subtypes. Do not recalculate base attack bonus,
saves, or skill pints. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s. Cairns are particularly tough to destroy and gain +3 bonus hit
points for each Hit Die they have.
Speed: The joints of cairns become calcified. A cairn subtracts 10 ft. from its base speed.
Armor Class: A cairn adds +8 to its natural armor bonus.
Special Attacks: A cairn retains all the base creature’s special attacks and gains those described below.
Improved Rock Throwing (Ex): Cairn’s with the rock throwing extraordinary special attack add +20 ft. to their range increment
with thrown rocks.
Plant Withering (Su): Cairns generate negative energy that causes 1 point of damage/hour to all plants within 100 feet. Over a
period of months, this usually leads to the death of all plant life within a quarter-mile radius of the cairn’s lair.
Special Qualities: A cairn retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Ex and Su): A cairn’s undead body is tough, giving the creature damage reduction 10/adamantine and
magic. Its natural weapons are treated as adamantine magic weapons for the purpose of overcoming damage reduction. Its
adamantine damage reduction is extraordinary and its magic damage reduction is supernatural.
Detect Thoughts (Sp): A cairn can detect thoughts as though by the spell at will. The save DC is Charisma-based.
Immunities (Ex): Cairns have immunity to acid, cold, and spells with the acid, cold, or earth descriptors, except stone to flesh
and transmute rock to mud. Both stone to flesh and transmute rock to mud weaken the cairn’s damage reduction to 10/magic.
Abilities: Increase from the base creature as follows: Str +8, Dex –4, Cha +4. Being undead, a cairn has no Constitution
score.
Skills: Cairns have a +4 racial bonus to Intimidate, Listen, Search, Sense Motive, and Spot checks and a +8 racial bonus to
Move Silently checks. A cairn gains a +12 racial bonus on Hide checks in rocky terrain.
Feats: Cairns gain Improved Critical (slam), Improved Natural Attack (slam), and Improved Sunder as bonus feats,
assuming the base creature meets the prerequisites and doesn’t already have these feats.
Challenge Rating: Same as the base creature +2.
Alignment: Any evil.
Level Adjustment: Same as the base creature +5.
CAIRN CREATION
Large Undead
Hp: (14 x 6.5 HD) + (14 x 3 bonus) = 91 + 42 = 133
Base Attack/Grapple: +10 as cleric/+10 BAB + 4 size +12 Str = +26
Full Attack: +10 BAB +12 Str -1 size =+21 melee, +10 BAB -1 size +0 Dex +1 racial = +10 ranged
Saves: F +9 good +0 Con = +9, R +4 poor +0 Dex = +4, W +4 poor +1 Wis + 2 Iron Will = +7
Skill Points: (2 + Int modifier) x (HD +3) = 2 x 17 = 34; class skill max ranks = HD +3 = 17
Skills: Climb 6 +12 Str -3 armor = +15, Hide 11 -4 size -3 size (+12 race in rocky terrain) = +4 (+16), Intimidate 0 +2 Cha +4 race = +6, Jump 6 +12 Str -3
armor -6 speed in armor = +9, Listen 0 +1 Wis +4 race = +5, Move Silently 0 +0 Dex +8 race -3 armor = +5, Search 0 +0 Int +4 race = +4, Sense Motive 0
+1 Wis =4 race = +5, Spot 11 +1 Wis +4 race = +16
Feats: 1 + (1 per 3 HD) = 5 plus 3 bonus = 8
Challenge Rating: Old Method Base: +1 for AC bonus, damage reduction, detect thoughts, immunities, undead traits, abilities, skills, feats = 8/3 = 2, and
comparable to a lich, so +2
Level Adjustment: Because high HD, +1 for AC bonus, damage reduction, immunities, abilities, skills, feats = +6, which seems a bit high, again comparable to
a lich, so lower it to +5.
Detect Thoughts DC: 10 +2 spell level +2 Cha modifier = 14
Possessions: CR 10 gets 5,800 gp of treasure, so 1,500 gp + 800 gp gems +2,000 gp ring + 1500 gp potions = 5,800 gp
Dodkong Math: CR 9 stone giant elder +2 cairn +5 non-associated class levels; base Str 10 +16 race +8 cairn, Dex 14 +4 race -4 Cairn, Con 8 +8 race +
nulled undead, Int 12 +0 race +3 age, Wis 13 +2 race +3 age, Cha 15 +2 level +4 Cairn +3 age.
This centipede, aside from its monstrous two-foot length, appears to be almost swimming in blood at first. A closer look reveals that blood is oozing
from each segment of its carapace, leaving a trail of drying blood in its wake.
These examples use a hyena and a Tiny monstrous centipede as the base creatures.
COMBAT
The DC for the carrion dead hyena’s disease is 13. The DC for the carrion dead monstrous centipede’s disease is 10.
Poison (Ex): A carrion dead monstrous centipede has a poisonous bite: Injury, Fortitude DC 10, initial and secondary
damage 1 Dex. The save DC is Charisma-based.
Size Damage
Fine 1
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A carrion dead retains all the special attacks of the base creature and gains those described below. Saves
have a DC of 10 + 1/2 carrion dead’s HD + carrion dead’s Cha modifier unless otherwise noted. In addition, the save DC for
any Constitution-based extraordinary ability the base creature had, such as poison, becomes Charisma-based.
Bloodied Seepage (Ex): Blood seeps from the carrion dead, out of their mouths, from their nails, and the joints of their
carapaces (should they have one), among other places. Contact with this blood can infect the victim with carrion fever (see
below).
Disease (Ex): Carrion fever – bite and/or claw and contact (see above), Fortitude saving throw, incubation period 1 day;
damage 1d3 Dex and 1d3 Con.
An afflicted animal or vermin who dies of carrion fever from a creature of the same type – an animal can infect another
animal and a vermin can infect another vermin, but an animal cannot infect a vermin or vice versa – arises as a carrion dead at
the next midnight. An animal or vermin who becomes a carrion dead in this way retains none of the abilities it possessed in life.
It is not under the control of any other carrion dead, but it hungers for the flesh of the living and behaves like a normal carrion
dead in all respects.
Carrion fever can kill other creatures, including plants, and over time, the bloodied seepage (see below) of the carrion dead
can lay waste to the plant life across large swathes of land.
Eye spittle (Ex): Carrion dead can shoot blood from their blood-clouded eyes at a single target as a standard action up to 10
ft. The target must make a successful Reflex saving throw or be blinded for 2d6 minutes and also save versus carrion fever (see
above). A helmet (included in medium and heavy armors) or other face protection, such as a mask, grants the target a +2
circumstance bonus on its Reflex save., which can temporarily blind and infect victims with carrion fever.
Special Qualities: A carrion dead retains all the special qualities of the base creature and gains those described below.
Easily Tracked (Ex): Due to their constant oozing of blood, carrion dead are much easier to follow and apply a -5 modifier to
the Survival DC to track them.
Scent (Ex): Carrion dead can smell the living and gain the scent ability, if they do not already have it.
CREDIT
Author Thomas M. Costa.
This creature resembles a beautiful, indigo-furred, house cat with the brightly-colored feathered wings of an eagle. Golden eyes and teeth shine upon its
particularly aquiline and intelligent face, and its golden claws are almost talon-like. It radiates a playful joy that is both captivating and clearly holy.
Creatures of pure joy and energy, feelenstials are free-flying angels of Brightwater, a plane of joy, love, pleasure, good fortune,
and wealth. They are commonly found across the plane, especially amongst its parks where they flit among the trees and even
swim in the water. They are almost constantly at play with an almost childlike exuberance and daring that belies their wisdom;
their goals are usually as simple as getting others to join their fun.
A feelenstial’s feathers betray which deity it serves: Lliira’s feelenstials have an unequal mix of orange, yellow, and red
plumage, Sharess’ have amber yellow and ruby red, Sune’s have deep crimson, and Tymora’s have blue and silver. Very few
feelenstials serve Waukeen; those that do often stray closer to neutral alignments, whether it be neutral good or chaotic neutral,
and have white and gold plumage. All feelenstials have teeth, nails, and bones of gold; a feelenstial’s bones are worth 250 gp, but
can usually command at least five times that value with evil necromancers and collectors.
Feelenstials speak Celestial, Common, and Sylvan. Feelenstials can be summoned with a summon monster V spell.
COMBAT
Feelenstials prefer to avoid combat when possible and will use their divination powers and impressive defensive qualities to do
so. When they must, they will sneak up on their prey and use their spell-like abilities. If forced into physical combat however,
they will usually enlarge themselves, heat their metallic nails and teeth, and either strafe their opponents or pounce from above.
A feelenstials natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the
purpose of overcoming damage reduction. Its damage reduction is supernatural.
Blink (Su): A feelenstial can use blink as the spell (caster level 6th), and can evoke or end the effect as a free action.
Captivate (Su): The beauty and grace of a feelenstial is so awesome they can captivate the attention of other creatures with
their simple presence and joyous acrobatics. This works as the spell enthrall (Will DC 18), except the ability does not require the
feelenstial to speak or sing and is not language dependent or sonic.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a
feelenstial takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Molten Touch (Su): The heat of life is so strong in feelenstials, they can cause their golden nails, teeth, and bones to
radiate heat 2/day. The ability lasts for 4 rounds and adds 1d4 points of fire damage to each bite and claw attack. (At times, bits
of their nails will melt off and solidify into flecks of gold worth 1-4 gp. These flecks are considered holy to the faithful of the
five goddesses of Brightwater.)
FEELENSTIALS IN FAERÛN
Feelenstials are rarely found in Faerûn, preferring the joyous realm of Brightwater to the mundane Prime Material Plane. They
simply do not understand why some celestials prefer the realm of mortals. Nevertheless, they do answer the call of service when
summoned or sent, and occasionally enter the service of a cleric loyal to one of Brightwater’s goddesses.
This spell creates a magical trap when cast upon a normal object such as a length of vine, a stick, a pole, a rope, or a similar
object that can lie upon the floor and catch a creature’s feet. The spell causes the object to rise slightly off the ground or floor it
is resting on to trip Large or smaller creatures crossing it, if they fail their Reflex save. The DC for the Reflex save is 4 higher
than normal unless the character makes a successful Spot check (DC 20, DC 24 if running; reduce the Spot DC by 8 if the
character has already seen someone else successfully tripped by the ensorcelled object). Creatures that are running suffer 1d6
points of nonlethal damage if tripped upon a hard surface. A tripped character is prone (see Table 8-5: Attack Roll Modifiers on
page 151 of the Player’s Handbook). Standing up from prone is a move-equivalent action. Targets with more than two legs get a
+4 stability bonus to their Reflex save. Note, only as many creatures can be tripped as are actually stepping across the
ensorcelled object, i.e., no more than 20 Fine, 10 Diminutive, 4 Tiny, 2 Small or Medium, or 1 Large creature each round.
CREDIT
Author Thomas M. Costa. Trip is based on original material by Gary Gygax and originally appeared in the 1E Player’s Handbook
(1978), 2E Player’s Handbook (1989), and Priest’s Spell Compendium, Volume Three (2000).
FEELENSTIAL CREATION
Tiny Outsider
Hp: (4.5 x 2) + (2 x 2) = 9 +4 = 13
Base Attack/Grapple: +2/ +2 BAB -8 size -2 Str = -8
Full Attack: +2 BAB +2 size +6 Dex = +10
Saves: F +3 good +2 Con = +5, R +3 good +6 Dex = +9, W +3 good +6 Wis = +9
Skill Points: (8 + 1 Int) x (2 HD +3) = 45; class skill max ranks = HD +3 = 5 (maxed out in 9 skills)
Skills: Name ranks + ability modifier + race + size + synergy + feat –armor = Balance 0 +8 racial +6 Dex = +14, Climb 0 +4 racial +6 Dex = +10,
Diplomacy 5 +7 Cha +2 Sense Motive synergy = +14, Hide 5 +8 racial +8 size +6 Dex (+4 more race )= +27 (+31 in tall grass), Jump 0 +8 racial +6 Dex =
+14, Listen 5 +4 racial +6 Wis = +15, Move Silently 5 +8 racial +6 Dex = +19, Search 5 +1 Int = +6, Sense Motive 5 +6 Wis = +11, Spot 5 +8 racial +6 Wis
= +19, Survival 5 +4 racial +6 Wis = +15 (+17 when following tracks), Swim 5 +6 Dex = +11
Feats: 1 + (1 per 3 HD) = 1 + 1 bonus
Challenge Rating: Old Method Base: 2 for hp, +1 for speed, captivate, damage reduction, molten touch, pounce, blink, immunities/resistance, improved
evasion/saves, darkvision/low-light/scent, abilities/skills/wild empathy, +2 for AC, spell-like abilities, fast healing/nine lives, SR = 20/3 = 6, but such low hp
and mostly defensive, so 4. Compare to a hound archon, blink dog, and quasit and probably about right.
This small glowing oblong ball of light at first looks like a will-o’-wisp or lantern archon. However, upon closer inspection a faint and alien face with
runes coming from its mouth seems visible within its radiance. The writings stream outward constantly, fading as they reach the periphery of the
celestial’s light. The creature’s voice is that of dozens of creatures speaking in perfect unison.
A harmonious choir of the words is a living embodiment of the Words of Creation, the words used to create all things at the
beginning of everything. It is in fact made up of many words, which like a sentence or a paragraph come together into a single
structure. They are most often found among the enormous libraries and public courtyards of the House of Knowledge.
Harmonious choirs are extremely voluble and often friendly. They love nothing so much as a deeply intellectual
conversation. They care little if the conversation is among peers or more of a tutorial; the wrestling of ideas, the enjoyment of
learning, and the beauty of language are their own rewards. They sing frequently, compose poetry, and seek out new knowledge,
not matter how trivial. Harmonious choirs gladly share their knowledge, though it can be difficult to keep them on topic
(requiring a successful Bluff or Diplomacy check, DC 15, to get a complete answer).
Most harmonious choirs serve Deneir, the god of the written word, and the Milil, the god of song and poetry, but a number
of harmonious choirs are true neutral alignment and serve Oghma or more rarely Gond.
A harmonious choir speaks the languages of all intelligent creatures, but prefers Celestial.
COMBAT
Harmonious choirs are creatures of language and song and prefer to avoid combat. However, if pushed, they will not shy from
defending themselves or those under their protection. A harmonious choir will usually begin combat by targeting spellcasters
with its own spell-like abilities and spells and then using its light ray. If fighting with others, it may opt to use its abilities to
incapacitate the largest number of enemies before singling out spellcasters.
A harmonious choir’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of
overcoming damage reduction. Its damage reduction is supernatural.
Harmonious choirs often take levels in the bard class. They stack their bard levels with their bardic lore, bardic music, and
spellcasting abilities.
Bardic Lore (Ex): This ability works like a 10th-level bard’s bardic lore class feature (+15).
Bardic Music: This power works like a 10th-level bard’s bardic music class feature. The harmonious choir can use the
following effects up to a total of ten times per day: countersong, fascinate, inspire courage, inspire competence, suggestion, and
inspire greatness.
Dispel Silence (Su): A harmonious choir may dispel magical silence effects, such as a silence spell, at will.
CREDIT
Author Thomas M. Costa.
This androgynous, yet strikingly beautiful, creature appears as a wispy, transparent elf with a glassy outline. If moves easily through the air, flying
effortlessly.
Kholiathra are celestial creatures from Arvandor, where they serve Sehanine and the other deities of the Seldarine. They are
positively inclined toward elves. Some even claim, rightly, kholiathra are the spirits of departed elves returned to serve their
communities. Kholiathra enjoy living near elven groups or bands and using their powers to bring luck to chosen individuals.
Seldarine gods often send kholiathra to provide luck at births and during battles.
Kholiathra tend to be found in small groups, often in meadows or in association with elven communities. During the
daylight, kholiathra are playful and carefree, cavorting and flying about. The sight of these beautiful creatures floating gracefully
through the air, dancing and pirouetting, is a sight not easily forgotten.
Kholiathra speak Celestial, Elvish, and Common. Kholiathra can be summoned with a summon monster VI spell, but only by
elven casters.
COMBAT
Kholiathra generally do not fight, preferring to turn invisible and flee. If forced to fight, these creatures will use their buffet
power to defend themselves.
A kholiathra’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the
purpose of overcoming damage reduction. Its damage reduction is supernatural.
Buffet (Su): Kholiathras can buffet an enemy with invisible masses of force. The force deals 1d6 hit points of damage to
the target out to a range of 120 ft. If the target is a creature, this attack initiates a bull rush. (The force is considered a Large
creature with Strength 25 for this purpose.) If the target is a movable object such as a door, the kholiathra can make a Strength
check (using the Strength of the buffeting force) to attempt to open the door.
Fast Healing (Ex): Kholiathra gain sustenance from sunlight. In the presence of daylight, a kholiathra gains fast healing 3.
Luck (Sp): As a standard action and at will a kholiathra can bestow either good or bad luck upon any creatures within a 30-
foot-radius. The targets receive a Will save (DC 13) to negate the effects. Each target that fails adds or subtracts (at the
kholiathra’s discretion) a +4 luck bonus to any one attack roll, save, or check, including initiative, grapple, ability and skill checks
(at the kholiathra’s discretion). The save DC is Charisma-based.
Natural Invisibility (Su): In their natural state, kholiathra are transparent elves, with wispy, glassy outlines, though they
can become invisible as a free action at will. This ability allows a kholiathra to remain invisible even when attacking.
Spirit of Calm (Ex): Kholiathras are the epitome of calm determination. They gain immunity to magic sleep effects and a +2
racial saving throw bonus against mind-affecting effects.
KHOLIATHRA IN FAERÛN
In addition to the goddess Sehanine’s cunningly-crafted illusions, Evermeet is also under the protection of the kholiathra. These
sly celestials, usually unseen, are a constant presence on and around Evermeet. They keep watch on the elves, ward off vessels
that stray too close, and avert minor accidents. Most of the elves are unaware of the kholiathra’s existence, but these creatures
are largely responsible for the good luck and happy lives of the people of Evermeet.
CREDIT
Author Thomas M. Costa, based on original material by Anthony Pryor. Kholiathra originally appeared in Elves of Evermeet
(1994) and Monstrous Compendium Annual Volume Two (1995).
KHOLIATHRA CREATION
Medium Outsider
Hp: (3 x 4.5 HD) + (3 x 1 Con) = 13 +3 = 16
Base Attack/Grapple: +32 as fighter/+3 BAB +1 Str = +4
Full Attack: +3 BAB +7 Dex = +10
Saves: F +3 good +1 Con = +4, R +3 good +7 Dex = +10, W +3 good +1 Wis = +4
Skill Points: (8 + Int modifier) x (HD +3) = 8 x 6 = 48; class skill max ranks = HD +3 = 6
Skills: Balance 0 +7 Dex +2 synergy = +9, Bluff 6 +2 Cha = +8, Escape Artist 6 +7 Dex = +13, Hide 0 +8 race +7 Dex = +15, Diplomacy 6 +2 Cha +2
synergy = +10, Intimidate 0 +2 Cha +2 synergy = +4, Jump 0 +1 Str +2 synergy = +3, Listen 6 +4 race +1 Wis = +11, Move Silently 6 +7 Dex = +13,
Perform (dance) 6 +2 Cha = +8, Search 0 +4 race +0 Int = +4, Spot 6 +4 race +1 Wis = +11, Tumble 6 +7 Dex = +13
Feats: 1 + (1 per 3 HD) = 2
Challenge Rating: Old Method Base: 3 for hp, +1 for outsider traits, buffet, luck, DR, fast healing, abilities/skills +2 for speed, AC,
immunities/resistances/spirit of calm, spell resistance = 17/3 = 5
Level Adjustment: +1 for outsider traits, AC, buffet, luck, DR, fast healing, immunities, resistances, abilities, skills, +2 for speed, spell resistance = 14, which is
high so +8
The beauty of this otherworldly woman exceeds mere words; she is captivating and free. She has long beautiful hair of red, gold, or silver, flawless skin,
large eyes of the most dazzling color, and a shapely figure that defies description.
Lady sensates are creatures of beauty, joy, passion, and good fortune. They are constant revelers, finding the spice of life in all
things. They are capable professionals, often gamblers. They serve the five goddesses of Brightwater: Lliira, goddess of joy and
dance; Sharess, goddess of hedonism; Sune, goddess of love and beauty; Tymora, goddess of adventure and luck; and Waukeen,
goddess of trade and wealth. While Waukeen, has fewer lady sensates in her service – she prefers her faithful and the hired
services of others – the occasional lady sensate does serve the Merchants’ Friend. These Waukeenar ladies often have a
somewhat different approach to life and are of neutral good, neutral, or chaotic neutral alignment. All other lady sensates are
always chaotic good.
Lady sensates commonly speak Celestial, Common, Elven, and Sylvan.
COMBAT
Lady sensates prefer to avoid combat and will use their powers to avoid, calm, and charm foes. They will not hesitate to hide or
flee and enlist defenders.
A lady sensate’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the
purpose of overcoming damage reduction. Its damage reduction is supernatural. They usually carry a masterwork dagger.
Bardic Music: This power works as a 9th-level bard’s bardic music class feature. The lady sensate can use the following
effects up to a total of nine times per day: countersong, fascinate, inspire courage, inspire competence, suggestion, and inspire
greatness.
Caress of Pleasure (Su): A lady sensate has the ability to stun a corporeal creature she touches with an unarmed caress
(melee touch attack [+15 bonus] that requires a free hand) by overloading its perceptions of pleasure. She does not provoke
attacks of opportunity from armed opponents when she uses this ability. The lady sensate can use this ability at will. A foe
touched by the lady sensate is forced to make a Fortitude save (DC 22). If the saving throw fails, the opponent is stunned for 1
round. The saving throw is Charisma-based.
Corona of Calm (Su): Lady sensates may create a corona of sparkling, warm light that springs from their bodies in a 30-
foot-radius aura that lasts for 9 minutes. Any creature caught in the corona’s light is calmed unless they make a Will save (DC
22). The corona suppresses mind-affecting spells that create negative emotions (such as confusion, certain emotion effects, and fear),
negates a barbarian’s rage, and stops fighting creatures from doing anything except protect themselves. In addition, effected
CREDIT
Author Thomas M. Costa.
A tall, slender elf with pale, almost luminous, skin and brilliant violet eyes stands before you both regal and stern. The warrior is clad in a ribbed plate
cuirass atop a leaf-shaped jazeraint coat and wears a highly-shaped, open-faced helmet. In his hands, he wields a blade a little over five feet in length
with an overall recurved shape resembling that of an elongated “S.” The handle takes up half the weapon length and is etched with gold-inlayed
patterns of elven origin.
Reverend ones usually appear on the battlefield when enemies threaten elven nations and form the elite vanguard of Arvandor’s
armies. Sometimes they carry out solo missions on Faerûn to aid mortals in their confrontations with evil. And when they take
to battle, these celestials are impressive creatures that are a potent and terrifying force. They are stern, serious, and unyielding,
devoted to the constant pursuit of right. They always vanish as soon as their task is completed.
There is much debate among elven scholars as to exactly what the reverend ones are. Some claim they are spirits of ancient
elven warriors who have chosen to fight for their people even beyond the barrier of death. Others say they are warrior-beings
created by the Seldarine specifically to defend elven communities. The truth, as in most things, is somewhere in between.
Reverend ones are in fact the spirits of elves-become-petitioners elevated to full celestial status.
Reverend fight afoot, but some legends tell of mounted reverend ones riding into battle on barded warhorses.
Reverend ones understand Celestial, Common, and Elvish, but never speak, preferring to let their actions speak for them.
Reverend ones can be summoned with a summon monster VIII spell, but only by elven casters.
COMBAT
Reverend ones use their ethereal jaunt power to appear at crucial moments and locations, striking enemies from behind, or
bolstering beleaguered elven units.
A reverend one’s natural weapons, as well as any weapons it wields are treated as chaotic-aligned, good-aligned, and silver
weapons for the purpose of overcoming damage reduction. Its damage reduction is supernatural.
Celestial Reverence (Su): A reverend one can surround itself in a 10-foot-radius aura of holy power as a free action. The
aura creates awe in those nearby. Allies in the radius are affected as though by a good hope spell and enemies as though by a
crushing despair spell unless they succeed on a DC 19 Will save (caster level 8th).
Ravage (Su): A ravage functions in a manner similar to poison, but deals damage only to evil creatures. Revered
lightsblood; Injury, Fortitude DC 18, initial damage 1d4+4 Dex (see below), secondary damage 1d4+4 Con (see below). The
save DC is Charisma-based. An evil cleric of an evil deity takes an extra 1 point of damage to each kind of damage and an evil
outsider or evil undead takes an extra 2 points of damage to each kind of damage. Revered lightsblood is an ethereal-seeming
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type
Increment
Two-Handed Melee Weapons
Elven handle sword 60 gp 1d8 1d10 19-20/x2 – 6 lb. Slashing
These beings resemble beautiful human women composed of moonlight and flame, the illumination of which shines visibly in their eyes, their hair, and
even from the tips of their fingers.
Slivers, a group of shining female servitors said to have been created from equal parts fire and moonlight, serve the goddess of
the moon, Selûne. The goddess often sends these celestials to aid mortals or to show her favor or presence. They can grow
feathered wings or banish them as they desire and have long, flowing blue hair and pearly-white skin.
Slivers have an unpredictable temperament. They try to be friendly and accommodating, yet they are quick to anger and
easily offended, their moods changing with the phases of the moon. Anything pertaining to Selûne, her realm, the moon, or the
slivers themselves might enrage these celestials if phrased as anything but a compliment. If angered, they may attack for a round
or two or they might just leave. If treated well, however, slivers may provide guidance and assistance.
Slivers roam the Gates of the Moon, especially the city Mahogany. Mahogany is a swampy river delta of bayous and hidden
inlets. The city’s buildings are all on stilts, and the slow decay of the place makes it seem less cozy than it is. The town is best
known for its beautiful masks and new-moon carnivals. Slivers also serve as guards and guides along the Infinite Staircase at the
behest of Selûne.
Some have confused the slivers with the shards (the seven mighty planetars the goddess of the moon keeps in her service as
well), but they lack both the power and stature of those awesome beings. The slivers and the lillendi, who also serve the goddess
of the moon, tolerate each other, but are not allies. The slivers do not find the lillendi emotive or fervent enough, and the
lillendi find the slivers erratic and impractical. Consequently, the slivers avoid those areas under the jurisdiction of the lillendi,
and vice versa.
Slivers speak Celestial and Common. Slivers can be summoned with a summon monster V spell.
COMBAT
Chaotic, fickle, and easily angered, slivers will attack those that provoke them or evil creatures wildly, striking out with their
spell-like abilities and spells, or if need be or more advantageous, their starfire hands.
A sliver’s natural weapons, including her starfire hands, are treated as good-aligned, chaotic-aligned, and silver weapons for
the purpose of overcoming damage reduction. Its damage reduction is supernatural.
Starfire Hand (Su): A sliver’s hands are surrounded by winking motes of light that resemble a cluster of twinkling stars.
Slivers deal 1d8+3 points of damage with a melee touch attack against living creatures and 2d8+3 points of damage against
undead. In addition, a successful strike with a starfire hand temporarily scrambles magic. On the target’s next turn after a hit
from a starfire hand, the creature must make a Concentration check to use any spell or spell-like ability. The DC is 10 + points
SLIVERS IN FAERÛN
Slivers are frequent visitors to the Realms, as well as other planes of existence, using the Infinite Staircase to take up their own
explorations. They are quick to defend the helpless when traveling Faerûn, and often seek out the clergy of their goddess to help
them take the battle to her enemies, notably the followers of Shar and Malar. In particular at least two of these celestial beings
are said to be advising Feena of Archwood (CG female afflicted werewolf Chondathan human ranger 1/cleric 9/new moon
hunter 3; new moon hunters are detailed in Appendix II), leader of the risen New Moon Pack, in Faerûn heartlands of Cormyr,
Sembia, and the Dalelands.
CREDIT
Author Thomas M. Costa, based on original material by Monte Cook. Slivers originally appeared as shards in Tales from the
Infinite Staircase (1998).
SLIVER CREATION
Medium Outsider
Hp: (3 x 4.5 HD) + (3 x 1 Con) = 13 +3 = 16
Base Attack/Grapple: +3 as fighter/+3 BAB +1 Str = +4
Full Attack: +3 BAB +1 Str = +4
Saves: F +3 good +1 Con +3 moonglow = +7, R +3 good +4 Dex +3 moonglow= +10, W +3 good +1 Wis +3 moonglow = +7
Skill Points: (8 + Int modifier) x (HD +3) = 8 x 6 = 48; class skill max ranks = HD +3 = 6
Skills: Concentration 6 +1 Con = +7, Diplomacy 6 +2 Cha +2 synergy = +10, Knowledge (religion) 6 +0 Int = +6, Knowledge (the planes) 6 +0 Int = +6,
Listen 6 +1 Wis +2 Alertness = +9, Sense Motive 6 +1 Wis = +7, Spellcraft 6 +0 Int = +6, Spot 6 +1 Wis +2 Alertness = +9, Survival 0 +1 Wis (+2 synergy)
= +1 (+3 on the planes)
Feats: 1 + (1 per 3 HD) = 2
Challenge Rating: Old Method Base: 3 for hp, +1 for flight, smite evil, moon magic/spells, starfire hand, immunities, moonglow, moonshield/saves, pure
sight, resistances, abilities/skills and +2 for damage reduction, spell resistance, spell-like abilities = 19/3 = 6, which seems maybe a bit high since most of the
powers are defensive, so 5. You could also think of them as being equal to 3rd level cleric with a +1 for their various moon powers and +1 for their defensive
powers.
Level Adjustment: +1 for flight, spell-like abilities, starfire hand, damage reduction, immunities, moonglow, moonshield/saves, pure sight, resistances,
abilities/skills and +2 for spell resistance = +12, but seems very high, so compare to bralani eladrin and only somewhat better, but lower HD, so +9.
Notes: Inspired by the version of shards that originally appeared in Tales from the Infinite Staircase (1998) as fairly weak and nondescript creatures. Shards are also
discussed in Faiths and Avatars (1996), Planes of Chaos (1994), and the Player’s Guide to Faerûn (2004), and pages 275-276 of the novel Mistress of the Night (2004) by
Don Bassingthwaite and Dave Gross, however most of these sources refer to the shards as planetars, which are far more powerful that those presented in the
Planescape Tales from the Infinite Staircase. These creatures have been renamed slivers to avoid confusion. The information on Mahogany is from the Planescape
setting, but still works in the new cosmology.
Starfire hands is inspired by the spell in Player’s Guide to Faerûn.
COMBAT
The save DC for the dark plant treant’s blight aura is 18.
Animate Trees (Sp): A dark plant treant can animate trees within 180 feet at will, controlling up to two trees at a time. It
takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all
respects. Animated trees lose their ability to move if the dark plant treant that animated them is incapacitated or moves out of
range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant
does.
Double Damage against Objects (Ex): A dark plant treant or animated tree that makes a full attack against an object or
structure deals double damage.
Special Attacks: A dark plant retains all the special attacks of the base creature and gains those described below.
Blight Aura (Su): Dark plants constantly generate an aura that causes plant life to wither and die about them. Any plant or
plant creature within a 10-foot radius takes 1 point of damage each round it is within the aura. A Fortitude saving throw equal
to 10 + 1/2 dark plant’s HD + dark plant’s Cha modifier negates the damage for that round. A plant creature that dies in this
way turns into a dark plant after 1d4 weeks of rotting.
Blood Drain (Ex): A dark plant can suck blood and water from living victims through its natural attacks. In addition to its
normal damage, any natural melee attack the dark plant successfully makes also drains blood, dealing +1d4 points of
Constitution drain. On each such successful drain attack, the dark plant gains 5 temporary hit points.
Spell-like Abilities: A dark plant with a Charisma score of 11 or higher has spell-like abilities depending on its Hit Dice, as
indicated on the table below. The abilities are cumulative; for example, a dark plant treant (7 HD) can use sleep, summon swarm,
deep slumber, and giant vermin. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and
the save DCs are Charisma-based.
HD Abilities
1-2 Sleep 2/day
3-4 Summon swarm
5-6 Deep slumber
7-8 Giant vermin
9-10 Insect plague
11-12 Waves of fatigue
13-14 Creeping doom
15-16 Waves of exhaustion
17-18 Shambler
19-20 Soul bind (except the dark plant binds the soul within its bark)
Swallow Whole (Ex): Dark plants develop a maw, if they do not already have one, capable of engulfing foes. A dark plant can
try to swallow grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes a number of points of bludgeoning damage based on the dark plant’s size (see table below)
plus a number of points of negative energy damage equal to their Charisma modifier (if positive) per round from the dark
A dark plant’s innards can hold up to 1 creature two sizes smaller, 4 creatures three sizes smaller, 16 creatures four sizes
smaller, and 64 creatures five or more sizes smaller.
Special Qualities: A dark plant retains all the special qualities of the base creature and gains those described below.
Resistance (Ex): Dark plants are coated in sap and slime, protecting them from many environmental hazards and granting
them resistance to cold, electricity, and fire 5.
Turn Immunity (Ex): A dark plant is immune to turning attempts.
Abilities: Increase from the base creature as follows: Str +2, Wis +2, Cha +8. As an undead creature, a dark plant has no
Constitution score.
Feats: Dark plants gain one bonus Toughness feat for each Hit Die. For example, a 7-HD treant would gain seven
Toughness feats (+21 hit points).
Challenge Rating: HD 4 or less, as base creature +1; HD 5 or more, as base creature +2.
Alignment: Always evil (any).
Level Adjustment: +4.
CREDIT
Author Thomas M. Costa.
COMBAT
This death fey will not hesitate to use its flasks of acid in traps or as weapons to hurl at foes.
The death fey may use his keening powers a total of 9/day. The DC is 14 for the Will save against the death fey’s maddening
and Fortitude save against this death fey’s withering ability. Its damage reduction is supernatural.
Fiddle (Su): One death fey grig in each band carries a tiny, grig-sized fiddle. When the fiddle plays, any nonsprite (including
undead) within 30 feet of the instrument must succeed on a DC 14 Will save or be affected as though by Otto’s irresistible dance
for as long as the playing continues. The save DC is Charisma-based.
Spell-Like Abilities: At will – cause fear (DC 15), dancing lights, disguise self, fog cloud, ghost sound (DC 14), pass without trace (DC
15), touch of fatigue (DC 14), undetectable alignment (DC 16); 3/day – entangle (DC 15), invisibility (self only), pyrotechnics (DC 16),
ventriloquism (DC 15). Caster level 9th. The save DCs are Charisma-based.
Size Damage
Fine 1
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A death fey retains all the special attacks of the base creature and gains those described below.
Create Spawn (Su): A fey who dies after being hit from the withering attack of death fey rises as a death fey at the next
midnight. A fey that becomes a death fey in this way is not under the control of any other death fey, but it behaves like a normal
death fey in all respects.
Keening: Death fey may use bardic music as bards of a level equal to either their Hit Dice or if they have spell-like abilities,
their caster level, whichever is higher. Death fey determine which music affects they have access to by comparing their effective
bard level and double the number of Perform ranks they have to the requirements in the Player’s Handbook. Death fey may only
use their bardic music abilities, including mind-affecting bardic music abilities, to effect undead. If the base creature has the
ability to create magical music, via actual levels of bard or a grig’s fiddle, they may also use those affects to effect undead.
Maddening (Su): Death fey can target one creature within 10 feet to drive mad. The target may negate the effect with a Will
save (DC = 10 + 1/2 HD + Cha bonus). The effect lasts for as long as the death fey remains within 10 feet of the target.
Characters affected by this madness, become psychotic: illogical, emotionally detached, suffering delusions of persecution, and
subject to bursts of destructive and homicidal behavior. Maddened characters do not necessarily rampage wildly; despite their
psychosis, they retain whatever wits and guile they had prior becoming affected. In addition, each day the target remains
affected by the madness, his or her alignment moves one step closer to chaotic evil, becoming increasingly more selfish, cruel,
and capricious. The character may make a new save each day, usually after each night of rest, to throw off the effects of the
psychosis. However, if the character fails their save after becoming chaotic evil, they remain permanently insane and chaotic
evil. The maddening may be cured by a break enchantment, greater restoration, heal, limited wish, miracle, remove curse, restoration, or wish
spell.
Spell-like Abilities: A death fey with a Charisma score of 11 or higher has several spell-like abilities it can use at will, including
cause fear, dancing lights, disguise self, fog cloud, ghost sound, pass without trace, touch of fatigue, and undetectable alignment. Caster level equals 3,
the creature’s HD, or if the base creature has spell-like abilities, the caster level for those abilities, whichever is greater, and the
save DCs are Charisma-based.
CREDIT
Author Thomas M. Costa.
Dragon
Environment: Temperate plains (the Hordelands)
Organization: Wyrmling, very young, young, and juvenile: solitary or clutch (2-5); young adult: solitary; adult, mature adult, old,
very old, ancient, wyrm, or great wyrm: solitary or family (1 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 6; young adult 9; adult 11; mature adult 14; old 16; very old 18;
ancient 19; wyrm 20; great wyrm 22
Treasure: None
Alignment: Always chaotic evil
While clearly a dragon, the tremendous creature before you is quite different from what you expected of such magnificent creatures. The creature seems
somewhat flattened, with no back ridges and a tail that resembles nothing so much as an enormous tape worm. Its coloration is a drab sand-brown,
probably to better blend into the tall grasses of the steppe. Its wings at first resemble the membranes of animals capable only of gliding, stretching
between the dragon’s back four legs, for the monster has six limbs, four enormously powerful three-clawed legs like most dragons and two somewhat
smaller, five-taloned arms just to the front of its forelegs. However what is most unique are its three broad heads, with eyes sitting high on its skulls and
frilled ears. Whiskers create the appearance of beards upon each of its three faces.
The dzalmaus, like all dragons, is a dreaded monster. And while the creature is a terror at any age, upon reaching adulthood, the
dzalmaus becomes more frightening as many of its special abilities mature at once. Unlike other dragons, however, it is not the
least bit sociable, not even to others of its species. They make no known lair and do not collect treasure. As a consequence they
roam the dusty grasslands of the steppe following the movements of their nomadic prey. Dzalmauses live on a diet of meat,
with horseflesh most common, followed by humans. In times of famine, they will eat whatever is available.
Dzalmauses only mate as necessary. The female raises the young on her own. At this time, the mother makes a concealed
nest, usually in the tall grass or a small stand of trees. Bold humans often search for these nests, hoping to steal the infants away
while the mother is out hunting. Such thefts invariably cause the mother to go on a rampage, at which point the thief had best
be far away. The young can be sold as exotic rarities for thousands of gold pieces.
Dzalmauses lack the shapechanging powers of many other true dragons. Moreover, sages speculate the dzalmaus’
connection to the Negative Material Plane might also make cross fertilization difficult. Consequently, there are no known half-
dragons, creatures with the draconic template, or dragon disciples with dzalmaus ancestry.
Dzalmauses speak Draconic and Tuigan. Many, especially adults, also speak Common, Shou, and other tongues.
COMBAT
The dzalmaus is a constant predator, preferring to conceal its body in the tall grasses of the steppe before attacking its prey or
swooping down from the air. It then strikes with its three heads, quickly rending the victim apart. Adult dragon’s will usually
soften up targets with their breath weapon first.
Breath Weapon (Su): Dzalmauses of young adult age or greater possess a breath weapon attack. Each of the dzalmaus’
three heads can breathe a cone of negative energy that appears as heat waves. Once a head breathes, that particular head can’t
breathe again until 1d4 rounds later. The breath weapon has an energy drain effect (see page 308 of the Monster Manual), except
negative levels always go away after 24 hours have passed or they are removed with a spell, such as restoration. Creatures within
the cone gain the number of negative levels indicated under the Breath Weapon column in the tables above. A successful Reflex
save (given on the tables above) reduces the number of negative levels by half (round down). The save DCs are Constitution-
based. The dzalmaus gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points
last for a maximum of 1 hour.
Extra Attacks (Ex): Dzalmauses gain 3 bite attacks, one for each of its three heads. They can attack with each head as a
standard action; additional attacks require a full round action. They have shorter necks than most dragons and do not gain a
farther reach with their bite attacks as they get older. Dzalmauses also gain 4 claw attacks, 2 at the normal damage value and two
as if they were one size smaller (Tiny dragons deal 1d2 points of damage with these smaller claws.)
Immunities (Ex): In addition to a dragon’s immunity to magic sleep and paralysis effects, dzalmauses are immune to mind-
affecting effects and to negative energy effects, including energy drain attacks and inflict spells.
True Dragon Traits: Dzalmauses are true dragons and have the extraordinary space, reach, natural weapons and attacks,
frightful presence, immunities, spell resistance, blindsense, keen senses, skills, and feats and supernatural damage reduction of
true dragons (see pages 68-70 of the Monster Manual).
Skills: Hide, Move Silently, and Survival are considered class skills for dzalmauses. Use Magic Device is not a class skill for
dzalmauses. Dzalmauses have a +4 racial bonus on Listen, Search, and Spot checks thanks to their multiple heads.
Feats: A dzalmaus gains Combat Reflexes as a bonus feat, and the feat allows it to use all its heads for attacks of
opportunity.
DZALMAUSES IN FAERÛN
Dzalmauses roam the Hordelands, terrorizing the Tuigan nomads there, but are better known for stalking caravans from
Semphar and Murghôm. Brave nomads have been known to steal their eggs and sell them in the markets of Semphar, which has
led to more than one dzalmaus rampage in the towns of that mercantile land.
This young adult dzalmaus, Eladmorickharmok, known as “Harm,” is a cruel terror that has recently begun pillaging
caravans traveling along the Golden Way and Spice Road. One of his more recent takes despoiled a gift of magical silk from the
Emperor of Shou Lung for the Steel Regent Alusair of Cormyr. The Emperor was only recently made aware of the death of her
great father, whom he had respected for his successful Crusade against the Tuigan. The Emperor has made it known that
whoever catches the monster responsible for destroying his gift will be well rewarded.
Harm is believed to have an underground lair somewhere near the southern base of the Glittering Spines, southeast of the
Winterkeep on the Great Ice Sea of Yal Tengri.
Harm is not a totally unreasonable creature, but having just reached young adulthood, he is exulting in his newfound powers
and ability to dominate lesser beings. Nevertheless, he is amenable to bribery involving a great deal of horse flesh and much
groveling. During the recent Rage of Dragons, Harm was at first distressed by his loss of control, but eventually found it not so
discomfiting, as he slaughtered an entire clan of nomads and feasted for weeks on them and their livestock.
CREDIT
Author Thomas M. Costa, based on original material by David “Zeb” Cook. The dzalmaus originally appeared in Dragon
Magazine #163 (November 1990).
DZALMAUS CREATION
Young Adult Dzalmaus
Large Dragon
Hp: (16 x 6.5 HD) + (16 x 3 Con) = 104 +48 = 152
Base Attack/Grapple: +16 as ftr/+16 BAB +4 size +4 Str = +24
Full Attack: +16 BAB -1 size +4 Str = +19 +1 Weapon Focus or -2 Multiattack = +20 or +17
Saves: F +10 good +3 Con = +13, R +10 good +0 Dex = +10, W +10 good +2 Wis = +12
Skill Points: (6 + Int modifier) x (HD +3) = 8 x 19 = 152; class skill max ranks = HD +3 = 19
Skills: Diplomacy 0 +2 Cha +2 sense motive synergy = +4, Escape Artist 9 +0 Dex = +9, Hide 19 -4 size +0 Dex = +15, Gather Information 0 +2 Cha +2
knowledge local synergy = +4, Intimidate 9 +2 Cha = +11, Knowledge (geography) 10 +2 Int = +12, Knowledge (Hordelands local) 10 +2 Int = +12, Listen
19 +2 Wis = +21, Move Silently 19 +0 Dex = +19, Search 10 +2 Int = +12, Sense Motive 9 +2 Wis = +11, Spot 19 +2 Wis = +21, Survival 10 +2 Wis (+2 to
keep from getting lost or avoid hazards or following tracks) = +12 (+14 to keep from getting lost or avoid hazards or following tracks), Swim 9 +4 Str = +13,
Use Rope 0 +0 Dex (+2 involving bindings) = +0 (+2 involving bindings);
Feats: 1 + (1 per 3 HD) = 1 +5 +1 bonus = 7
Challenge Rating: Challenge rating is done completely in comparison to other dragons. The dzalmaus has the extra attacks and eventually extra breath
weapons (though it is a relatively weak breath weapon), which probably balances out to some degree against the more potent breath weapons, spell-like abilities,
spellcasting, and treasure of other true dragons. Nevertheless, true dragon CRs are quite tough to figure out – they should be much higher in general than they
are.
Level Adjustment: See Savage Species, p. 19-24; Level adjustment is also done in comparison to other dragons, however unlike other dragons, the dzalmaus does
not gain a breath weapon and spellcasting abilities prior to becoming a young adult, so the level adjustment is slightly less than that of most dragons.
DCs: Breath weapon 10 +1/2 HD +3 Con = 21; frightful presence 10 +1/2 HD +2 Cha = 20
This creature resembles a miniature dragon about the size of a housecat, with a thin body, long, prehensile tail, gossamer, butterfly wings, two
backward curving horns, and a huge, toothy grin. Its smooth scales are orange with some more red or yellow of hue, and its large jovial, eyes are blue-
green. It easily hovers in mid-air, wings fluttering and body bobbing, and then flits quickly to and fro.
These chaotic and boastful dragonets thrive on high jinks, tomfoolery, and practical jokes, and take advantage of every
opportunity to wreak mischief on passers-by, frequently using forest creatures to help them in their pranks. Though many of
these pranks are spontaneous, spur-of-the-moment affairs, months of preparation can go into a single, spectacular practical
joke. A tell-tale giggle, which sounds like the tinkling of tiny silver bells, often alerts potential victims to the presence of invisible
faerie dragons.
Faerie dragons live in peaceful, tangled forests, where they make their lairs in the hollows of high trees, preferably near a
pond or stream, because they are fond of swimming and diving. They often live in the company of sprites or other fey, such as
nymphs or dryads.
Faerie dragons are believed to be distant cousins of pseudodragons. The color of the dragon’s scales ranges through the
spectrum, changing as it ages, from the predominantly red of the wyrmling (1-HD Diminutive faerie dragons), the orange of the
young (presented in the statistics noted above), yellow of the adult, green of the old, blue of the ancient, and the violet of the
wyrm. The hides and horns of females have a golden tinge that sparkles in the sunlight, while males have a silver tinge that
gleams in the moonlight. Their eyes usually range in color between a deep green to bright blue. Their tails constantly flick and
twitch with happiness and excitement.
Faerie dragons eat fruit, vegetables, nuts, roots, honey, and grains. They are especially fond of fruit pastries and have been
known to go to great lengths to get fresh apple pie. They also love magic and glittering gems, and usually hide such treasures in
their hollows.
Faerie dragons speak Draconic, Elven, and Sylvan. They can easily converse with animals. Most also know Common,
Gnome, or Treant. Amongst themselves, they often communicate telepathically, especially when preparing a joke.
Unlike most dragons and due to their impressive spellcasting development and spell resistance, faerie dragons add +1 to
their Challenge Rating for each additional Hit Die. For example, a 6-HD advanced faerie dragon would have a CR of 10.
COMBAT
Faerie dragons avoid combat and never intentionally inflict damage unless cornered or defending their lairs or young. If
attacked, however, they engage in spirited defense, ably supported by friendly sprites and fey, until the opponents are driven
CREDIT
Author Thomas M. Costa, based on original material by Brian Jaeger and others. The faerie dragon originally appeared in Dragon
Magazine #62 (1982), the first edition Monster Manual II (1983), Monstrous Compendium Volume Three (1989), and Monstrous Manual
(1993). Unofficial 3E conversions appeared in Necromancer Games’ The Tome of Horrors (2002) and Bastion Press’ Faeries (2003)
and a quite different official 3.5E version in the 3.5E Draconomicon (2003).
This miniature dark blue-hued dragon, about the size of a larger dog, appears much like its larger blue cousin, with frilled ears and a horn emerging
from each of its three snouts, for unlike its much larger kin, it has three heads. The faint smell of ozone wafts forth from the creature.
These extremely rare dragons spend a most of the day in their burrows sleeping, coming out in the cool desert night to hunt.
They do not hoard treasure like their larger kin, though incidental items are occasionally found in their lairs. They are finicky
and quick tempered. Drakens rarely speak any language other than Draconic.
A draken resembles a four-foot long, three-headed blue dragon in appearance, except that its coloration is much darker
(nearly Prussian blue) and its wings and eyes are tinged cyan. Drakens lack the size of their larger kin, growing to adulthood
within a year’s time after being hatched (given sufficient food). The draken appears to be distantly related to blue dragons in the
same way that firedrakes and ice lizards are to red and white dragons.
COMBAT
A drakens primary attack form is its breath weapon. The draken may use any combination of bites and breath weapons from its
three heads in a round (a breath need not be at the same target as bite attacks). Drakens do not use their claws in combat.
Breath Weapons (Su): Line of lightning 5-feet high, 5-feet wide, and 60-feet long, every 1d4 rounds per head; damage 2d8,
Reflex half DC 14. The save DC is Constitution-based.
Shocking Bites (Su): If two bite attacks successfully strike the same target, the draken generates an electrical charge that
courses through the victim, dealing an additional 2d4+4 points of electrical damage. If all three bites attacks successfully strike
the same target, the charge deals 3d4+6 points of electrical damage.
Water Susceptibility (Ex): If a draken is sprayed with at least a 1/2 gallon of water, it cannot generate its breath weapon
for an additional 1d4+1 rounds.
Skills: Drakens receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads.
Feats: A draken’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round.
DRAKENS IN FAERÛN
Drakens inhabit the vast Calim Desert of Calimshan, where they are renowned for their irascibility. Some Calishite sages have
speculated that drakens may be one of Tiamat’s original experiments with spawn (see page 128 of Monster Manual 4).
CREDIT
Author Thomas M. Costa, based on original material by Malcolm Bowers. The draken originally appeared in Dragon Magazine
#146 (1989).
At first resembling an enormous centaur, upon closer inspection this creature’s torso is that of a four massively-armed ogre armored in a blackened-steel
breastplate and its lower body that of a massive bull. Its bald head is dominated by an enormous pair of forward-curved horns, wicked yellow eyes, and
full, golden, ringleted beard.
Named after the place of their first sighting and apparent birth, the Black Ash Plain of Unther, these mighty fiends may be the
result of Gilgeam’s death, springing from his carcass, as they suggest, or perhaps they were once native to Zigguraxus, the home
of the Untheric pantheon.
Black ash devils enjoy nothing so much as physical pleasures, especially contests of battle. Amid their homes amid the Black
Ash Plain they enjoy the challenge of wrestling, and often destroying, the ash giants (black-skinned stone giants) of the region.
Neither are they reluctant to battle the brown dragons of the plain. They despise the worshipers of Tiamat and Mulhorandi
above all others and will stop at nothing to slay them. They are cruel, exceedingly proud, and covetous of wealth, though they
have little use for it.
Black ash devils stand nearly 12 feet tall and weigh almost 11,000 pounds. Black ash devils speak Infernal and Untheric;
smarter examples of these fiends often speak Common or Mulhorandi as well.
COMBAT
These enormous fiends prefer to attack physically, charging and trampling over those that get in their way. They are fearsome
warriors, whose might is not to be underestimated. They use their spell-like abilities to empower themselves or manipulate
weaker creatures when time allows or need requires.
A Black ash devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the
purpose of overcoming damage reduction. Its damage reduction is supernatural.
Fear Aura (Su): Black ash devils are shrouded in a constant aura of terror and evil. Creatures within a 30-foot radius must
succeed at a Will save (DC 13) or become shaken. Shaken creatures suffer a -2 penalty on attack rolls, saving throws, skill
checks, and ability checks. Subjects that make their saving throw against this ability are immune to that black ash devils aura for
one day. The save DC is Charisma-based.
Fighter Feats (Ex): Black ash devils gain bonus feats as if they were fighters of an equal level to their Hit Dice.
Freedom of Movement (Su): Black ash devils retain a measure of their god’s power and cannot be impeded. They gain the
benefit of continuous freedom of movement, as the spell cast by an 11th-level spellcaster.
CREDIT
Author Thomas M. Costa.
Foul and horrifying, the creature before you has no set form. It constantly melts and reforms, apparently drawing each shape from every nightmare that
has ever plagued humankind. It maddeningly shifts through dozens of monstrous forms before shaping itself into a slithering, ebon blob covered with
spines and tentacled claws, eyes swimming in viscous sacs. Darting above the monstrosity, a floating human skull cackles and screeches out the praises
of the Prince of Lies.
Created by Cyric at the same time he created the Supreme Throne from the pandemonium of the planes. Black beasts of bedlam
are the result of Cyric’s young divinity and madness, and little more than the mangled result of his amalgamating a chaos beast
and phasm with less discernable creatures. They are now an expression of his will, creatures of betrayal, cunning, deceit, discord,
mayhem, paranoia, slaughter, and treachery, wandering the Supreme Throne with impunity.
Black beasts speak Abyssal, Common, and Slaadi. They also have an uncanny ability to mimic voices and throw their voices.
One of the black beast’s favorite tricks is to “replay” the voices of its victims. Black beasts can also manipulate their shadow to
appear as any creature they’ve devoured at will.
Black beasts of bedlam are able to qualify for the strifeleader prestige class (see Faiths and Avatars) without having the
Weapon Focus feat; Cyric considers their natural abilities ample enough.
COMBAT
Black beasts of bedlam pride themselves on being unpredictable. They are as likely to strike out with their spell-like abilities as
charge into melee. They are not, however, stupid, and will not disadvantage themselves by allowing their love of chaos guide
them to unwise tactics. Ultimately, their aim is to cause the most fear and mayhem as possible.
A black beast of bedlam’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned
for the purpose of overcoming damage reduction. Its damage reduction is supernatural.
Breath Weapon (Su): A black beast of bedlam can breathe out a poisonous cloud of gas equal to a cloudkill spell (DC 21;
caster level 15th) as a standard action. Once a black beast breathes, it can’t breathe again until 1d4 rounds later. The save DC is
Constitution-based.
Corporeal Instability (Su): A blow from a black beast of bedlam against a living creature can cause a terrible
transformation. The creature must succeed on a DC 21 Fortitude save or become a spongy amorphous mass. Unless the victim
manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.
This spell temporarily turns the skull of a dead humanoid into a floating undead skull with glowing black eye sockets and
elongated fangs, which shouts out the praises of Cyric, the One True Faith. The skull acts much like a wizard’s familiar, speaks
whatever languages you understand, and follows your spoken commands. The shrieking skull remains under your control for
the duration of the spell and can follow any orders you give it with one caveat; the skull will not violate the dogma of Cyric and
will attack the caster if ordered to carry out any action that would do so. It remains animated until the spell ends or it is
destroyed. (A destroyed shrieking skull can’t be animated again.) You can’t create or control more than one shrieking skull at a
time.
The skull has the following base statistics (see also familiar basics below):
Shrieking Skull: CR –; Diminutive undead (chaotic, evil); HD 1d12; hp 1/2 caster’s; Init +8; Spd fly 30 ft. (good); AC 20,
touch 18, flat-footed 16; Base Atk +0; Grp -13; Atk +8 melee (1d6-1 bite); Full Atk +8 melee (1d6-1 bite); Space/Reach 0 ft./–;
SA shrieking; SQ damage reduction 5/bludgeoning, darkvision 60 ft., deliver touch spells, familiar basics, immunity to cold,
improved evasion, share spells, undead traits; AL CE; SV Fort +0, Ref +4, Will +5; Str 9, Dex 19, Con –, Int 10, Wis 16, Cha
12.
Skills and Feats: Intimidate +5, Knowledge (religion) +4, Listen +7, Spot +7; Improved InitiativeB, Weapon Finesse.
Deliver Touch Spells (Su): A shrieking skull can deliver touch spells for its caster. If the caster and the shrieking skull are in
contact at the time the caster casts a touch spell, the caster can designate the skull as the “toucher.” The shrieking skull can then
deliver the touch spell just as the caster could. As usual, if the caster casts another spell before the touch is delivered, the touch
spell dissipates.
Familiar Basics (Ex): Use the basic statistics for the shrieking skull above, but make the changes to Hit Dice, hit points,
attacks, saving throws, and skills as noted in the Familiars sidebar on page 52 of the Player’s Handbook.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a shrieking
skull takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells (Ex): At the caster’s option, he may have any spell (but not spell-like ability) he casts on himself also affect his
shrieking skull. The skull must be within 5 feet at the time of the casting to receive the benefits. If the spell or effect has a
duration other than instantaneous, it stops affecting the skull if it moves farther than 5 feet away and will not affect the skull
again even if the it returns to the caster before the duration expires. Additionally, the caster may cast a spell with a target of
“You” on his shrieking skull (as a touch range spell) instead of on himself. A caster and his skull can share spells even if the
spells normally do not affect creatures of the familiar’s type (undead).
Shrieking (Sp): A shrieking skull can let out a piercing scream that can cause madness. This power can be used 2/day and
functions as a different spell, depending on the caster’s level, except all spells add the sonic descriptor, have a range of 30 ft.,
and have an area of cone-shaped burst. If the caster level is 5-10, the shrieking equals a lesser confusion (DC 14) spell; if the caster
level is 11-15 the shrieking equals a confusion (DC 17) spell; and if the caster level is 16-20, the shrieking equals an insanity (DC
20) spell. The save DC is Wisdom-based.
CREDIT
Author Thomas M. Costa.
This enormous skeletal creature is clad in a billowing, black-cowled robe. Upon closer inspection, its alien head is that of an emaciated vulture with
mantis-like mandibles. Its four sunken eyes gleam with a cold and evil yellow light. Its gray-skinned body is almost scaly with knobby lesions. Four
bony arms covered with withered sinews, ending in elongated, claw-like hands, sprout from its torso, and four skeletal wings covered in wasted flesh
extend from its back. The creature carries an enormous scythe and a wicked whip.
Death devils are more often known as the Tormentors of the Faithless and False or as jerul in the Infernal tongue. Some claim
these devils are the result of a bet by Jergal and/or Myrkul with one of the more powerful devil royalty, others that they are a
type of devil that have evolved from eons of life on the Fugue Plane. Whatever their origins, they are the most common devils
found on the Fugue Plane, and with the leave of Kelemvor (and Cyric, Myrkul, and Jergal before him), they are allowed to
extract punishment from the spirits of the Faithless and False.
Death devils stand about 10 feet tall and weigh about 550 pounds. Death devils speak Abyssal, Celestial, Common, and
Infernal.
COMBAT
Death devil’s are greater torturers and prefer to attack physically, teleporting up close to their foes and using the full attack
action. Powerful foes are usually softened up with spell-like abilities.
A death devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the
purpose of overcoming damage reduction. Its bludgeoning damage reduction is extraordinary, and its silver damage reduction is
supernatural.
Detection as Undead (Ex): Death devils register as undead creatures for the purposes of spells and effects that detect
undead (such as detect undead). A death devil counts as half its HD for the purposes of aura strength.
Exhausting (Su): A death devil’s natural weapons, as well as any weapons it wields, cause those struck to become
exhausted unless they make a Fortitude save (DC 17) each time they are struck. Exhausted characters move at half speed and
take a -6 penalty to Strength and Dexterity. The save DC is Constitution-based.
Ghost Strike (Su): A death devil’s natural weapons, as well as any weapons it wields, deal damage normally against
incorporeal creatures, regardless of their bonus. In addition, they can deliver sneak attacks or critical hits to an undead creature
as if it were not undead.
CREDIT
Author Thomas M. Costa.
Each of these fiendish creatures is completely different from the rest, some with animal-like features, others humanoid, some slithering about the ground,
while others float above, some with hoofed feet, others with lobster-like limbs. The only constant is a palpable aura of malignance.
Hordlings are found in abundance on all fiendish planes. They roam these dark planes, preying on those weaker than
themselves, including other hordlings. Hordlings are petty, hateful, vile, and hideous fiends, most likely one step removed from
fiendish larva. They sometimes serve under strong leaders, such as night hags, but few leaders maintain hordlings for long, for
they are unruly, quarrelsome, and untrustworthy.
Hordlings vary wildly in size and appearance. These creatures have no set racial form or standard powers, but all are clearly
not mere humanoids – for that matter many are not even vaguely humanoid – and all have at least some small amount of power.
The exact appearance of a given hordling creature can be determined randomly (see tables below). Hordlings understand
Abyssal and Infernal, however, most are illiterate and some are incapable of speech.
*The challenge rating and level adjustment for hordlings are averages. Some allowable variations may generate rare
combinations that add plus or minus 1 to the creature’s challenge rating or level adjustment. Moreover, because hordlings
sometimes have powers that can enhance their fellow party or cell members, the encounter level of groups of these creatures,
particularly with advance planning, can sometimes be higher than the expected encounter level.
For ease of use, DMs should feel free to mix certain other creatures, especially aberrations such as the choker, chuul,
ettercap, and grick, or even the athach, destrachan, ethereal filcher, skum, and umber hulk, in with hordling parties and cells and
treat them as hordlings. Simply tweak their descriptions and reclassify these creatures as Outsiders with the Evil and Extraplanar
subtypes and add immunity to cold and fire and resistance to acid 10 and electricity 10. These changes add +1 to the challenge
rating and +1 to the level adjustment of the base aberration.
COMBAT
Given the extreme variety of options that each hordling may have available in combat, they have no set form of attack, but will
use whatever powers they have to best press their advantage and achieve their cruel ends.
Powers of the Wicked: The wicked nature of hordlings grants each hordling 3-6 special powers chosen from the list below.
For the purpose of balance, powers denoted with a dagger (†) count as two powers. Powers denoted with a double dagger (‡)
can be taken twice and their effects stack as noted. You may determine what powers each creature has randomly with a
percentile roll (reroll duplicative powers that you can’t take twice), choose yourself, or use a mix of both methods. Powers will
often help determine, in part, the appearance of the creature. For example, a hordling with an additional +8 bonus to its natural
armor, might have a lobster-like shell; a hordling with a flight speed might have wings; and a hordling with a longer reach and
the constrict special attack might have long, tentacled arms. Dungeon Masters should feel free to consider other powers or
crafting even more bizarre variations of these creatures using the rules for creating new monsters in the Monster Manual.
1-2 = Improved natural armor‡: The creature gains a +4 bonus to its natural armor. This power can be chosen twice, stacking
the bonuses.
3-4 = Natural flyer (Ex): The creature gains a natural flight speed equal to its standard speed with average maneuverability.
The creature may have wings or not.
5-6 = Natural burrower (Ex): The creature gains a natural burrow speed equal to half its standard speed.
7-8 = Natural climber (Ex): The creature gains a natural climb speed equal to its standard speed. The creature has a +8 racial
bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. It may use
its Strength or Dexterity modifier for Climb checks.
9-10 = Natural swimmer (Ex): The creature gains a natural swim speed equal to its standard speed. The creature gains the
Aquatic subtype and has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It
can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
11-12 = Fast movement‡ (Ex): The creature doubles the speed of one type of movement. This power can be chosen twice,
either applying it to different types of movement or tripling the speed of one type of movement.
13-14 = Additional natural attack‡ (Ex): The creature gains an additional natural attack such as a bite, sting, gore, or tail slap, or
even an additional claw attack. The attack does 1d4 points of damage if Small, 1d6 if Medium, 1d8 if Large, and 2d6
if Huge. This power may be chosen twice, each time granting a new additional natural attack.
15-16 = Extra Reach‡: The creature adds +5 ft. to its Reach. This power may be chosen twice to add +10 ft. to Reach.
17-18 = All-Around Vision (Ex): The creature has extra eyes granting them a +4 racial bonus to Search and Spot checks. In
addition, the creature cannot be flanked.
19-20 = Blindsight‡ (Ex): The creature gains the blindsight out to 60 ft. This power may be chosen twice to double the range.
Some hordlings lack some of the average abilities of their kind, gaining detriments. They gain an additional power for each
detriment the creature has. A detriment cannot be taken more than once.
89-90 = Ability score penalty: The creature gains a -6 penalty to an ability score. Ability scores cannot be lowered below 1.
91-92 = Less Tough (Ex): The creature has no natural armor and gains a -2 penalty to either its Strength or Constitution score.
Ability scores cannot be lowered below 1.
93-94 = Sightless (Ex): The creature is blind and lacks darkvision. It is immune to gaze attacks, visual effects, illusions, and
other attack forms that rely on sight. It cannot make Spot checks unless it has blindsight and cannot gain darkvision
or low-light vision.
95-96 = Slow (Ex): The creature’s base speed is halved (use the original base speed to determine flight, burrow, climb, and
swim speeds if applicable) and gains a -2 penalty to its Dexterity score. Ability scores cannot be lowered below 1.
97-98 = Unthreatening (Ex): The creature has no claw attacks and only one slam attack that deals a base 1d2 points of
nonlethal damage if Small, 1d3 if Medium, 1d4 if Large, and 1d6 if Huge.
99-00 = Vulnerability to Energy (Ex): The creature takes half again as much (+50%) damage as normal from a specified energy
type, regardless of whether a saving throw is allowed, or if the save is successful. Vulnerability to energy negates any
resistance or immunity to that energy type.
HORDLING APPEARANCE
One of the essential allures of using hordlings is the mystery surrounding each member’s appearance, powers, and detriments.
The following charts are presented to create unique looking members. DMs may roll on as many of the random tables as they
HORDLINGS IN EBERRON
Hordlings are found in numbers amidst Shavarath, the Battleground. There they are scavengers, picking over battlefield corpses
of celestials and fiends. At times, they are pressed into service by devils or demons, whereupon they serve as fodder for the
puissance of the archons, softening the celestial host for the might of the fiends. However, Mabar, the Endless Night, is
believed to be the home plane of these noisome creatures, who dream of little more than slaughtering the mortals of Eberron at
the behest of their yugoloth masters. (As the night hags of Eberron are neither extraplanar nor evil, these fiends are rarely found
in their service.)
HORDLINGS IN FAERÛN
These creatures are native to the Barrens of Doom and Despair and the Bloodrift, where their numbers are seemingly endless.
Nevertheless, they sometimes escape into the Realms themselves through planar rifts or other summonings, where they revel in
little more than mayhem until destroyed.
The Realms are also home to the Night Parade….
Night Parade: Frightening in monstrous variety and ambition, the self-named Night Parade consists of bizarre,
otherworldly creatures that have established small colonies in cities across the Realms. The Night Parade sought to colonize the
Realms to escape their own world, and having done so, wish to live in safety and security while ruling the humanoids among
whom they dwell. The only other clear agenda of the Night Parade is to abduct humanoid infants to magically alter them into
their own. The Night Parade creatures adopt and care for their newborns much like a normal family, and the transformed
children lose any emotional or physical ties to their birth parents. The Night Parade has adopted the mark of a purple eye of
swirling energy with a black pupil, symbolic of entropic creatures of nightmare by which they were born.
In the Year of the Serpent (1359 DR), Lord of Arabel and Harper Myrmeen Lhal exposed the Night Parade’s existence in
Calimport, shocking even the most jaded pashas into alert fear of what lay in their midst. At that time, the Night Parade
numbered 6,000 strong amidst the squalor of the City of Sultans’ alleys and sewers, only exiting their lairs by night and thus
earning their name. Through various adventures while searching for her daughter, long ago lost to the Night Parade, Lhal slew
many of the monsters, and in the process she destroyed a Night Parader whose hypnotic powers kept most folk from noticing
the existence of theses strange creatures among them. In the resulting panicked riots, nearly every Night Parader within
Calimport was destroyed. Myrmeen Lhal returned to Arabel and alerted other leaders in the Realms so none would be unaware
of the dangers among them.
Still, given the immeasurable depths and labyrinths of Dark Calimport, the Muzhahajaarnadah, a number of the monsters
managed to survive the “Nightcleansing,” as many Calishites called that bloody night, long ago. With their numbers sorely
depleted, the Night Parade went into hiding, or they traveled beyond Calimport, to places that did not suspect their presence.
A year after the Nightcleansing, in the Year of the Turret (1360 DR), a squad of Night Parade creatures infiltrated Arabel
and attempted to open a portal through which hundreds of their kind could enter and overthrow the city’s appointed lord.
Although unsuccessful, their efforts demonstrated that the Night Parade was a threat to cities across the Realms, confirming the
warnings of the King’s Lord of Arabel.
Among the Harpers of Arabel, Lorya Songheart has developed an intriguing theory about the Night Parade. After
investigating all available lore about the creatures and conducting personal interviews with Lord Lhal, Lorya posed a new idea
that fits in with her other studies of magic-using nonnative beings across the Realms: The Night Parade might not be
otherworldly, after all, but merely a magically transformed enclave of wizards and beings from Netheril. In fact, Lorya is correct.
In -681 DR, the Year of Nightmares, Netherese arcanists emigrated to the Demiplane of Nightmares, and the magical energies
of that nightmarish realm transformed their descendents into the assortment of horribly twisted creatures now known as the
Night Parade.
Over the ensuing years since the Nightcleansing, the Night Parade has managed to rebuild itself. To avoid another
disastrous blow, they no longer rely on charms and hypnosis to avoid detection but stealth and cunning. Since each cell is rarely
larger than a dozen members, the discovery of one cell does not betray the existence of all. Within Calimport, the Night Parade
numbers no less than 75 creatures. The Night Parade is also known to infest many other cities, including Athkatla (217
members), Iriaebor (27 members), Keltar (40 members), Myratma (102 members), Nimpeth (45 members), Sheirtalar (1,485
members), Teshburl (18 members), and Urmlaspyr (9 members). The Parade had infiltrated Westgate, but was destroyed by the
Night Masks, who were unwilling to brook any interference with their plans for the city. In addition, Those Who Harp have
actively sought to expose the Night Parade across the Realms (almost destroying the Iriaebor cell, among others), continuing the
ongoing war between the two groups. Faced with mounting losses, the Night Parade has been forced to seek out Netherese
Small Night Parade Creature: CR 1; Level Adj +6; Small aberration; Base Atk +0; Grp -6; Atk -1 melee (1d4-2, claw); Full
Atk -1/-1 melee (1d4-2, 2 claws); SA powers of the wicked; SQ darkvision 60 ft., powers of the wicked; AL NE; SV Fort +0,
Ref +2, Will +1; Str 7, Int 10 Wis 9.
Skills and Feats: Bluff +4, Hide +8, Listen +1, Move Silently +4, Spot +1, Survival +3; Improved Initiative.
Medium Night Parade Creature: CR 3; Level Adj +6; Medium aberration; Base Atk +3; Grp +3; Atk +3 melee (1d6,
claw); Full Atk +3/+3 melee (1d6, 2 claws); SA powers of the wicked; SQ darkvision 60 ft., powers of the wicked; AL NE; SV
Fort +2, Ref +4, Will +3; Str 11, Int 10, Wis 9.
Skills and Feats: Bluff +4, Hide +5, Listen +2, Move Silently +5, Spot +2, Survival +3; Improved Initiative, Lightning
Reflexes.
Large Night Parade Creature: CR 5; Level Adj +6; Large aberration; Base Atk +5; Grp +13; Atk +8 melee (1d8+4, claw);
Full Atk +8/+8 melee (1d8+4, 2 claws); SA powers of the wicked; SQ darkvision 60 ft., powers of the wicked; AL NE; SV Fort
+5, Ref +4, Will +4; Str 19, Int 10, Wis 9.
Skills and Feats: Bluff +4, Hide +2, Listen +3, Move Silently +5, Spot +3, Survival +4; Improved Initiative, Lightning
Reflexes, Power Attack.
HORDLINGS IN OERTH
Rumors persist of a great artifact lost among the planes of the World of Greyhawk, called the Bringer of Doom, which is capable
of summoning forth an army of these revolting creatures from a wicked plane known as the Gray Wastes of Hades. Such a
device, should it ever make its way back to the Prime Material Plane could lead to unimaginable devastation.
Bringer of Doom: The Age of Doom is so long in the past that it cannot even be conceived of by mortals. It was a time of
great lamenting, for the society of that age was destroyed in the twinkling of an eye. Their own powerful magics and exalted
sciences became too great for them, and their passions overcame their senses. In a great wave of power, the race destroyed
itself, leaving but one remnant. It would have been better had they left nothing behind, but the major artifact known as the
Bringer of Doom somehow survived that great holocaust.
The Bringer of Doom is a small box with a strange, circular red gem set upon its top. If the gem is touched and depressed, the
box itself explodes in a blinding flash of power and destruction. So great is the force of the blast that everything within 100 feet
of the item (including the user and the box) is utterly destroyed. The explosion also opens a temporary, one-way portal to the
HORDLINGS IN ROKUGAN
Shadowlands oni of the Oriental world of the Five Rings come in innumerable permutations. Amongst the Shadowlands,
hordlings are known as the hori no oni and serve side-by-side with the bakemonos of the Shadowlands armies. In truth, some
suspect they are the offspring of the bakemono and more powerful oni or other Shadowlands creatures.
Hori no oni are treated as hordlings with the following modifications: no Extraplanar subtype, add Native and Shadowlands
subtypes, no immunity to cold and fire, no resistance to electricity 10, add immunity to poison, retain resistance to acid 10, add
resistance to cold 10 and fire 10, add fear aura (see below), add telepathy, and add a taint score of 7. Hori no oni only receive 2-
5 powers of the wicked. The Shadowlands are their native environment. Hori no oni creatures are always chaotic evil in
alignment. Most hori no oni speak Shadowlands and Rokugani (Common).
Fear Aura (Su): Oni are shrouded in a constant aura of terror and evil. Creatures within a 30-foot radius must succeed at a
Will save (DC 10 + 1/2 the oni’s Hit Dice + the oni’s Charisma modifier) or become shaken. Shaken creatures suffer a -2
penalty on attack rolls, saving throws, skill checks, and ability checks. Subjects that make their saving throw against this ability
are immune to that oni’s aura for one day.
CREDIT
Author Thomas M. Costa, based on original material by Dale Donovan, Steven Schend, Gary Gygax, and others. The Night
Parade originally appeared in Villains’ Lorebook (1997), Empires of the Shining Sea (1998), and Cloak and Dagger (2000). They are also
mentioned in Lost Empires of Faerûn (2005). The hordling originally appeared in Monster Manual II (1983) and Planescape Monstrous
Compendium Appendix (1994). The bringer of doom originally appeared in the Outer Planes MC Appendix (1991) and Encyclopedia
Magica, Volume 1 (1994). A different 3.5E version of the hordling by Robert J. Kuntz appeared in Dungeon Magazine #124 (July
2005). This version was written prior to that publication, and I think, offers more options than that fine version without
increasing the difficulty of creating hordlings.
HORDLING CREATION
Small-Huge Outsider
Small: 1 x 4.5 HD = 4 hp; Base Atk +1 as fighter; Grp +1 BAB -4 size +0 Str = -3; Full Atk +1 BAB +1 size +0 Str = +2; SV Fort +2 good +0 Con = +2,
Ref +2 good +2 Dex = +4, Will +2 good -2 Wis = +0;
Skl (8 -2 Int) x (1 +3) = 24; Climb 4 +0 Str = +4, Intimidate 4 +0 Cha = +4, Jump 4 +0 Str -6 speed = -2, Listen 4 -2 Wis = +2, Spot 4 -2 Wis = +2,
Survival 4 -2 Wis = +2; Fts 1 + (1 per 3 HD) = 1.
Medium: (4 x 4.5 HD) + (4 x 1 Con) = 18 +4 = 22 hp; Base Atk +4 as fighter; Grp +4 BAB +2 Str = +6; Full Atk +4 BAB +2 Str = +6; SV Fort +4 good
+1 Con = +5, Ref +4 good +1 Dex = +5, Will +4 good -2 Wis +2 Iron Will = +4;
Skl (8 -2 Int) x (4 +3) = 42; Climb 7 +2 Str = +9, Intimidate 7 +0 Cha = +7, Jump 7 +2 Str = +9, Listen 7 -2 Wis = +5, Spot 7 -2 Wis = +5, Survival 7 -2
Wis = +5; Fts 1 + (1 per 3 HD) = 2.
Large: (7 x 4.5 HD) + (7 x 3 Con) = 31 +21 = 52 hp; Base Atk +7 as fighter; Grp +7 BAB +4 size +6 Str = +17; Full Atk +7 BAB -1 size +6 Str = +12; SV
Fort +5 good +3 Con = +8, Ref +5 good +0 Dex = +5, Will +5 good -2 Wis +2 Iron Will = +5;
Skl (8 -2 Int) x (7 +3) = 60; Climb 10 +6 Str = +16, Intimidate 10 +0 Cha = +10, Jump 10 +6 Str +4 speed = +20, Listen 10 -2 Wis = +8, Spot 10 -2 Wis
= +8, Survival 10 -2 Wis = +8; Fts 1 + (1 per 3 HD) = 3.
Huge: (13 x 4.5 HD) + (13 x 5 Con) = 58 +65 = 123 hp; Base Atk +13 as fighter; Grp +13 BAB +8 size +10 Str = +31; Full Atk +13 BAB -2 size +10 Str =
+21; SV Fort +8 good +5 Con = +13, Ref +8 good -1 Dex = +7, Will +8 good -2 Wis +2 Iron Will = +8;
Skl (8 -2 Int) x (13 +3) = 96; Climb 16 +10 Str = +26, Intimidate 16 +0 Cha = +16, Jump 16 +10 Str +4 speed = +30, Listen 16 -2 Wis = +14, Spot 16 -2
Wis = +14, Survival 16 -2 Wis = +14; Fts 1 + (1 per 3 HD) = 5.
CR: Old Method Base: 1 for hp, +1 for AC, immunities, resistances, outsider traits/abilities, +4 for powers of the wicked = 9/3 = 3 and 4 for hp, +1 for AC,
immunities, resistances, outsider traits/abilities, +4 for powers of the wicked = 12/3 = 4 and 11 for hp, +1 for AC, immunities, resistances, outsider
traits/abilities, +4 for powers of the wicked = 19/3 = 6 and 27 for hp, +1 for AC, immunities, resistances, outsider traits/abilities, +4 for powers of the wicked
= 35/3 = 11, but the Small creatures seem a bit weak with their very low hit points, so lower them to 2 and Huge creatures slightly weak so lower to 10 (which
is what you get from using the standard advancement rules in the 3.5E MM)..
Level Adj: +1 for AC, immunities, resistances, and +5 for powers of the wicked (assuming 4-5 powers on average, one of which may be worth +2) = +8
Night Parade Math: hp and feats are the same math
Base Attack/Grapple: +0 as cleric/+0 BAB -4 size -2 Str = -6 and +3 as cleric/+3 BAB and +5 as cleric/+5 BAB +4 size +4 Str = +13
Full Attack: +0 BAB +1 size -2 Str = -1 and +3 BAB = +3 and +5 BAB -1 size +4 Str = +8
Saves: F +0 poor +0 Con = +0, R +0 poor +2 Dex = +2, W +2 good -1 Wis = +1 and F +1 poor +1 Con = +2, R +1 poor +1 Dex +2 Lightning
Reflexes = +4, W +4 good -1 Wis = +3 and F +2 poor +3 Con = +5, R +2 poor +0 Dex +2 Lightning Reflexes = +4, W +5 good -1 Wis = +4
Skill Points: (2 + Int modifier) x (HD +3) = 2 x 4 = 8 and 2 x 7 = 14 and 2 x 10 = 20; class skill max ranks = HD +3 = 4 and 7 and 10 (+2 race Bluff,
Hide, Move Silently, Survival)
Skills: Small: Bluff 2 +2 race +0 Cha = +4, Hide 0 +2 race +4 size +2 Dex = +8, Listen 2 -1 Wis = +1, Move Silently 0 +2 race +2 Dex = +4, Spot 2 -1
Wis = +1, Survival 2 +2 race -1 Wis = +3
Medium: Bluff 2 +2 race +0 Cha = +4, Hide 2 +2 race +1 Dex = +5, Listen 3 -1 Wis = +2, Move Silently 2 +2 race +1 Dex = +5, Spot 3 -1 Wis = +2,
Survival 2 +2 race -1 Wis = +3
Large: Bluff 2 +2 race +0 Cha = +4, Hide 4 +2 race -4 size = +2, Listen 4 -1 Wis = +3, Move Silently 3 +2 Dex = +5, Spot 4 -1 Wis = +3, Survival 3 +2
race -1 Wis = +4
This mass of rubbery, glistening black tentacles is studded with many small purple eyes. The nightmare creature is lost within an umbral miasma that
seeps from its slimy flesh.
Umbral glooms are among the most valued servitors of the goddess of darkness, Shar, reminding all those they touch of the
power of loss. Shar will often send them to punish her hopeful clergy, and they are frequently summoned by powerful members
of her clergy, arcane or divine. Mask, Lord of Shadows, has subverted many of these fiends to his own will – and for now, Shar
tolerates his theft.
Umbral glooms prefer to wander the darkness of Shadow, passing into Faerûn to bring fear and inflict pain on the meek
mortals of that weak plane.
Umbral glooms speak Common and Loross, the language of fallen High Netheril now spoken only in Thultanthar (Shade)
and the Gates of the Moon’s Selûnarra (Opus). Umbral glooms can be summoned with a summon monster IX spell.
COMBAT
Umbral glooms always begin combat by removing most light sources and then sneaking up on their foes to engulf them in
despair. One of their greatest pleasures, however, is using their power to inflict nightmares on the innocent and helpless.
An umbral glooms natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of
overcoming damage reduction. Its damage reduction is supernatural.
All-Around Vision (Ex): Umbral glooms are exceptionally alert and savvy. Their many eyes give them a +8 racial bonus on
Spot and Search checks, and they can’t be flanked.
Control Light (Sp): Umbral glooms can decrease the level of natural light within a 120-ft. radius of themselves by any
percentage up to 100%. For example, a human can normally see 20 feet by the light of a torch. If an umbral gloom were to
diminish the light by 50%, the human could see only 10 feet. Creatures within the affected are gain a +1 bonus to Hide checks
for each 25% decrease in light.
Crushing Despair (Su): A creature hit by an umbral gloom’s slam attack or engulfed by it succumbs to great sadness (Will
DC 17 negates). Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon
damage rolls. This effect counters and dispels good hope. The save DC is Charisma-based.
Deeper Darkness (Su): An umbral gloom can radiate shadowy illumination out to a 60-foot radius at will. All creatures
within the area gain concealment (20% miss chance). Even creature that can normally see in such conditions (such as with
darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles,
lanterns, and so forth) are incapable of brightening the area, as are light spells of 3rd or lower level (such as dancing lights, daylight,
CREDIT
Author Thomas M. Costa.
These beautiful humanoids appear as devil-spawned elves: lithe, noble features, almond shaped eyes, long and pointed ears, but also a monkey-like tail
ending in a wicked barb, bat-like wings sprouting from its back, pronounced fangs, and shining yellow eyes. Aside from their head hair, which flows
long past their shoulders, their entire bodies are covered in short, soft, indigo fur, almost like felt. Five long fingers extend from each hand, as well as a
thumb placed opposite the fingers, much closer to the wrist. The creature’s voice is soft and low.
It’s been said that Gargauth secured his divinity by consuming the power of fiends across the mortal realm. Godhood now
secured, however, the Outcast has begun to create fiendish servants of corruption, the vahgazu. These he sends about the
Realms to serve and corrupt those in power. There are only a few of these fiends currently in the Realms, but Gargauth appears
bent on creating more and exerting his influence and sway more broadly and deeply than ever before.
These almost seven-foot tall devils are the result of many tortured magical rituals. Crafted by the arch devil to, in part,
appease (or corrupt depending on one’s point of view) mortals, these baatezu are the very image of a devil.
Vahgazu speak Common, Infernal, and one other language of their choice.
COMBAT
Vahgazu prefer to attack with surprise, suddenly turning their breath or gaze on an unsuspecting victim or slipping their kukris
into a foe’s back. That said, they prefer to use their skills and powers to manipulate and corrupt, rather than in melee combat.
A vahgazu’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose
of overcoming damage reduction. Its damage reduction is supernatural.
Animal Companion (Ex): All vahgazu are accompanied by a fiendish medium viper with the bonuses and special abilities
of a 9th-level druid’s animal companion. These companions usually serve as either spies or surprise battle companions.
Fiendish Medium Viper Companion: Medium magical beast; HD 8d8; hp 36; Init +7; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 24,
touch 15, flat-footed 19; Base Atk +6; Grp +0; Atk +11/+6 melee (1d6 plus poison, bite); Full Atk +11/+6 melee (1d6 plus
poison, bite); Space/Reach 5 ft./5 ft.; SA multiattack, poison, smite good; SQ bonus tricks, damage reduction 5/magic,
darkvision 60 ft., devotion, evasion, link, resistance to cold 10 and fire 10, scent, share spells, spell resistance 13; AL LE; SV
Fort +6 Ref +11, Will +3; Str 11, Dex 20, Con 11, Int 3, Wis 12, Cha 2.
VAHGAZU IN FAERÛN
Little is known about the machinations of the vahgazu on Faerûn, but one is said to assist Ghauntz the Cloaked (LE male
Tethyrian human Clr 15 of Gargauth; see page 153 of Lords of Darkness), the Second Lord of the Knights of the Shield, as both
advisor and protector. And at least four are said to have risen from the Dark Pit of Maleficence in the ruins of Peleveran. These
four are rumored to be active in the Vilhon Reach and Lake of Steam regions, quietly working to manipulate and corrupt many
of the already less-than-noble leaders of those regions and in the wake of the Rage, subvert or undermine the leadership of the
growing Cult of the Dragon cells in those same areas.
CREDIT
Author Thomas M. Costa.
VAHGAZU CREATION
Medium Outsider
Hp: (9 x 4.5 HD) + (9 x 3 Con) = 40 +27 = 67
Base Attack/Grapple: +9/+9 BAB +3 Str = +12
Full Attack: +9 BAB +7 Dex, -2 Multiweapon Fighting and all light weapons = +16 or +14 – note I’m not sure if I figured out the Multiattack and
Multiweapon Fighting properly – first, some of the weapons are natural and second, all of the weapons are light, so I took it that all attacks suffered a –2 to
attack rolls.
Saves: F +6 good +3 Con = +9, R +6 good +7 Dex = +13, W +6 good +2 Wis = +8
Skill Points: (8 + Int modifier) x (HD +3) = 10 x 12 = 120; class skill max ranks = HD +3 = 12
Skills: Bluff 12 +3 Cha = +15, Climb 0 +8 race +3 Str = +11, Diplomacy 12 +3 Cha +2 bluff synergy +2 sense motive synergy = +19, Disguise 0 +3 Cha +2
bluff synergy = +3 (+5 to act in character), Forgery 12 +2 Int = +14, Gather Information 12 +3 Cha = +15, Hide 12 +8 race +7 Dex = +27, Intimidate 12 +3
Cha +2 bluff synergy = +17, Listen 12 +2 Wis = +14, Move Silently 12 +4 race +7 Dex = +23, Sense Motive 12 +2 Wis = +14, Spot 12 +2 Wis = +14,
Survival 0 +2 Wis +2 search synergy = +2 (+4 when following tracks)
Feats: 1 + (1 per 3 HD) = 4 +2 bonus
Challenge Rating: Old Method -- 14 for hp +1 initiative, speed, attacks/kukris, breath weapon, confusing gaze, infernal wound, sneak attack, sulfurous
miasma, animal companion, damage reduction, immunities/resistances, darkvision/see in darkness/telepathy, saves/abilities, skills/feats, +2 AC, morality
undone/spell-like abilities/summon baatezu, fast healing, spell resistance = 36/3 = 12; Compare to a leonal and probably about right, because while the leonal
would win in a straight up fight, if the vahgazu is given a little opportunity to choose the circumstances of battle, he has fair chance of winning.
Level Adjustment: See Savage Species, p. 19-24, too high
DCs: Constitution and Charisma-based = 10 +4 HD +3 mod = +17, spell-like = 10 +3 Cha + spell level.
Notes: Morality undone (see page 99 of the Book of Vile Darkness) is tweaked from its original spell write-up.
Crippling: This ability is derived from and updated from the kukri of crippling in the Arms and Equipment Guide.
Viper Swarm is updated from the Fiend Folio. I dropped hive mind (since no animal or vermin swarms have this) and low-light vision (since 3.5E snakes
don’t have this) and added feats (which were missing for some reason), note see also the 3.5E update of the Fiend Folio.
From a distance, the tree appears to be a white beech or similar tree swaying in the breeze. Viewed up close, however, the white, scaly bark is a
reptilian hide and the tree’s branches are living snakes’ heads.
A legend exists among the tanar’ri that the lords of Baator once amused themselves by forming viper trees from manes and
other creatures they captured in the Blood War. Others say the Abyssal lords made examples of a thousand least demons who
refused to march against a position that a million of their fellows had already failed to take. In either case, they were once
tanar’ri, and is most likely why they usually side with the tanar’ri against the baatezu. The demons still tell the tale to prevent
desertions, but it may hold a kernel of truth to it; some tanar’ri lords are believed to know the secret to the transformation.
Viper trees are a strange hybrid of tanar’ri, reptile, and plant – a sort of fiendish, egg-laying plant. They lay eggs once a
month, and each egg lies protected at the base of its parent. Once it hatches, the newly hatched viper tree larva is pushed on its
own by its parent. In their larval form, viper trees resemble fully mobile, two- to four-headed snakes. Larval viper trees are
insatiably hungry, constantly devouring manes, cranium rats, and other small prey and searching for a suitable place to put down
roots. When larval trees kill suitably large prey, they lodge their tails through the kill and into the earth and begin the plant phase
of their growth.
Viper trees speak Infernal. Groves of viper trees hiss and whisper to each other unnervingly during the night, speaking of
their kills, their hungers, and their treasures. They usually sway in the breeze as other trees – but they also move even in the
COMBAT
Single viper trees rarely attack creatures of their own size or bigger. Viper tree groves are notably more aggressive, however,
willing to attack small groups and creatures of their own size. If attacked with missile weapons, viper trees will send forth their
viper spawn, though they are reluctant to lose them.
A viper tree’s natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage
reduction.
All-Around Vision (Ex): Adult viper trees (size Large or larger) are exceptionally alert and circumspect. They can’t be
flanked.
Bevy of Bites (Ex): A viper tree has as many heads as it has Hit Dice, but it can only command half of them at a time.
When a branch is slain, one of the tree’s “sleeping” branches wakes, for the brain of a viper tree is actually deep in the tree’s
heartwood.
Damage Reduction (Ex and Su): Medium viper trees and all viper spawn (see below) have damage reduction 5/slashing
and cold iron or slashing and good; Large and Huge viper trees have damage reduction 10/slashing and cold iron or slashing
and good; and Gargantuan viper trees have damage reduction 15/slashing and cold iron or slashing and good. Its slashing
damage reduction is extraordinary, and its cold iron and good damage reduction are supernatural.
Plant-like Traits (Ex): Like a true tree, adult viper trees (size Large or larger) have no clear front or back and little
discernable anatomy. Adult viper trees are immune to poison, sleep effects, paralysis, polymorph, and stunning. They are not
subject to critical hits.
Poison (Ex): Viper trees have poisonous bites. The details vary by the viper tree’s size, as shown on the table below. The
save DCs are Constitution-based. The indicated damage is both initial and secondary.
Rooted (Ex): An adult viper tree (size Large or bigger) lays down roots and cannot move of its own volition from that
location. Consequently, it suffers a -2 dodge penalty to AC and -2 penalty to Reflex saves. In addition, many Dexterity-based
skills are usually impossible, useless, or non-applicable, including Balance, Escape Artist, Move Silently, Ride, and Tumble.
Spell Resistance (Ex): A viper tree has spell resistance equal to 12 + 1/2 its HD.
Swarm of Sibilance (Ex): *Because of their multiple heads, a viper trees gain a bonus equal to 1/2 their Hit Dice to saving
throws against any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate).
Viper Spawn (Ex): Adult viper trees (size Large or larger) can break off their own branches to crawl toward their attackers.
These branches ooze sap from their broken end and die within an hour. They can send a number of spawn equal to half their
Hit Die. Treat these spawn as viper snakes (see pages 279-281 of the Monster Manual) of one size category smaller than the viper
tree with the following modifications: viper spawn are outsiders with the chaotic, extraplanar, evil, and tanar’ri subtypes; have
the poison special attack of a viper tree; and have the damage reduction 5/slashing and cold iron or slashing and good,
darkvision 60 ft., immunity to acid, cold, and poison, scent, spell resistance, telepathy 100 ft., and vulnerability to fire special
qualities of a viper tree.
Skills: Viper trees have a +4 racial bonus on Listen, Search, and Spot checks thanks to their multiple heads.
Viper tree larvae (size Medium) have a +4 racial bonus on Hide checks and +8 racial bonus on Balance and Climb checks.
Viper tree larva can always choose to take 10 on a Climb check, even if rushed or threatened. Viper tree larvae use either their
Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A viper tree larva has a +8 racial bonus on any
Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats: A viper tree’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.
CREDIT
Author Thomas M. Costa, based on original material by Lester Smith, Wolfgang Bauer, and Dale Donovan. The viper tree
originally appeared in the Planescape Campaign Setting (1994) and For Duty and Deity (1998). A different version of the viper tree
has since appeared in Fiendish Codex I: Hordes of the Abyss (2006) as an abyssal hazard and terrain feature.
Through the fog, there appears to be a misty, vaguely humanoid shape, somewhat darker than the surrounding fog. As it approaches, an alien head
that bears a resemblance to a mantis without mandibles tops a lanky almost wraith-like frame with long, four-fingered claws. Small motes of electricity
dance across its body.
Fog terrors are solitary creatures that feed on strong emotions, especially the fear it creates in victims. They prefer intelligent
prey, though they can survive on the fear of animals. They favor naturally cold and fog-enshrouded environments where they
can prowl relentlessly for other creatures to terrorize.
Fog terrors are a type of para- or quasi-elemental creature, composed of fog, ice, and electricity. If destroyed, they evaporate
completely leaving not a trace. Though they are capable of telepathic communication, most fog terrors choose not to
communicate, believing it enhances the fear of their prey and taste of their meal.
Fog terrors understand Aquan, Auran, and Common. Fog terrors can be summoned with a summon nature’s ally VI spell.
COMBAT
A fog terror does not willingly engage in battle, preferring to panic opponents in an enclosed space and feed off their fear. In
fact, it usually does not attack at all unless it is attacked. If forced to fight, it will hide amid the fog, cast out lightning bolts, and
then use its animate corpse ability while it recharges.
A fog terror’s natural weapons are treated as magic for the purpose of overcoming damage reduction. Its damage reduction
is supernatural.
Fog terrors are often sorcerers (their preferred class) and can choose spells known from the sorcerer list and from the Air,
Cold (see page 85 of the Player’s Guide to Faerûn or page 271 of the Spell Compendium), Evil, and Storm (see page 91 of the Player’s
Guide to Faerûn or page 280 of the Spell Compendium) domains. The domain spells are considered arcane spells for a fog terror,
meaning the creature does not need a divine focus to cast them.
Animate Corpses (Su): The electrical aura of a fog terror allows it to temporarily animate mostly intact corpses into false
zombies at will. This ability works as the spell animate dead (see pages 198-199 of the Player’s Handbook) cast by a cleric, except a
fog terror can animate one or more corpses within 15 feet and the animation lasts only so long as the corpse is within 15 feet of
a fog terror. The animated corpses are treated as zombies (for typical zombies see pages 265-267 of the Monster Manual and
pages 170-172 of Libris Mortis) except they are constructs and not undead. They have construct traits (see page 307 of the
Monster Manual), except they gain no bonus hit points, instead of undead traits (the mathematical statistics for animated corpses
are the same as for undead zombies). A fog terror may animate up to twice its Hit Dice of zombies in a round and control up to
four times its Hit Dice of zombies. A fog terror increases the radius in which it can animate corpses by 5 ft. for each additional
Hit Die.
CREDIT
Author Thomas M. Costa, based on original material by Jeff Crook. The fog terror originally appeared as the fogwarden in
Dungeon Magazine #54 (1995) and Monstrous Compendium Annual 4 (1998).
Ahead you notice something rolling across the landscape and zigzagging through the sky like uncontrollable fireballs. As it approaches, you notice the
ball appears to be made of innumerable flaming flies flitting about in a frenzied swarm.
Fyreflies generally flit about, gorging themselves on pollen by day and lighting up the night. On clear summer evenings,
however, fyreflies mistake the stars in the firmament as rival flies and try to drive off the stars with fiery displays and threatening
motions. When these efforts invariably fail, they gather in frenzied swarms, rolling across the landscape and zigzagging through
the sky like uncontrollable fireballs. The swarms scorch everything in their paths, leaving behind broad swaths of smoking grass,
blackened trees, and incinerated animals. Fyrefly swarms cause more fires than lightning, careless travelers do, or any other
forest creatures do; burning down their own habitats. The random devastation continues until the swarm dissipates from sheer
exhaustion, or they scatter in the rays of the rising sun.
COMBAT
Fyrefly swarms attack randomly until the sun rises, they’re defeated in combat, or 2d4 hours pass, whichever occurs first.
Darkness Dispersal (Ex): Fyrefly swarms only form on starry nights. Any spell or magical effect that completely or
partially obscures the swarm’s view of the stars, such as a darkness spell centered on the swarm, causes the swarm to become
disorganized and disperse. The swarm may reform the next night if too is a starry night.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 12 Fortitude save
or be nauseated for 1 round. The save DC is Constitution-based.
Fiery Touch (Su): The fyreflies of a swarm actually ignite, dealing 4d4 points of additional fire damage with each swarm
attack unless the target saves for half damage (Reflex DC 12 half). The swarm sets afire all flammable substances it touches. The
save DC is Constitution-based.
Heat Aura (Su): Anyone within 10 feet of the fyrefly swarm must succeed on a DC 12 Fortitude save or take 2d4 points of
nonlethal fire damage per round from the heat. The save DC is Constitution-based.
Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or
flanking. Fyrefly swarms are immune to all weapon damage.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not
degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also they cannot
be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A fyrefly swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells
such as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash
weapons and many evocation spells.
CREDIT
Author Thomas M. Costa, based on original material by Rick Swan and others. The fyrefly swarm originally appeared in
Elminster’s Ecologies: Cormanthor (1994) and appeared as individual monsters in the Monstrous Manual (1993).
GHOSTS IN FAERÛN
The Realms are home to a wide variety of ghosts.
Haunt: A haunt is the restless spirit of a person who died leaving some vital task unfinished. Its sole purpose is to take over
a living body and use it to complete the task, thus gaining a final release from the mortal world. Its motives are always powerful
– revenge, greed, love, hate, etc. Often great distances need to be traveled before a task can be completed. For this purpose,
haunts will try to possess the first humanoid that enters its domain. They drive their hosts mercilessly to complete their
unfinished task, ignoring the need for food or sleep. One in ten haunts retain some instinctual feelings from their former lives
other than their inexorable drive. Those that can sense these feelings, often feel the haunt’s remorse at having to prey upon the
living. Haunts usually appear as typical ghosts, but can also appear as a hovering luminescent ball of light (similar to a will-o’-
wisp).
Haunts are identical to standard ghosts in the Monster Manual, except as noted. They possess the Dexterity draining touch, a
modified version of malevolence (see below), and manifestation special attacks and the domain bound, rejuvenation, and turn
resistance special qualities. A haunt can only use its malevolence attack against creatures that are immobile (usually resulting
from the haunt’s draining touch), however possessed creatures automatically regain all the Dexterity points the haunt drained.
Haunts are mindless and have no Intelligence score, feats, or skill points.
Pasocada Ghost: In the Pasocada Basin, especially Esh Alakar, and in similar areas of the True World of Maztica, those
who die but are not buried properly often return by night as ghosts who haunt the places of their deaths. They are cursed to
haunt an area until someone inters their corpse correctly, performs a proper burial service, or otherwise satisfies the ghost. They
are usually invisible, but they become visible in order to attack those who enter the areas of their haunt. They appear with much
the same form as they had when alive, though they are translucent and always carry bows and arrows.
Pasocada ghosts are identical to standard ghosts in the Monster Manual, except as noted. They possess the contagion arrows
(described below) and manifestation special attacks. While battlefields and the like may be home to many of Pasocada ghosts,
these creatures are solitary and care little for others of their kind, making them unlikely to be organized into gangs or mobs.
These ghosts are always lawful evil.
Phant: Phants are the spirits of strong-willed individuals who retain some memory of their earthly existence. These include
both heroic figures such as warriors, wizards, and well-known and strong-willed kings, war leaders, guild masters, and others.
These individuals can be of any alignment, but in life all were leaders of men (or other intelligent creatures), who showed
concern about the well-being of their charges. If in life the phant was evil and conniving, so, too, will be its phant. If the original
mortal was good and kindly, so it will be with the phant.
A phant normally dwells in the Outer Plane where its spirit would normally reside, but will return to the lands of its mortal
form if some sufficient need exists. Such needs may include desecration of their remains or danger to family homelands or heirs,
but there is no telling what threats may bring back a phant. Phants usually appear as a warning or to serve as advisors, although
the duration of their visits is not often long. Phants are no more or less wise than their original forms, and either cannot or will
not use information gained from beyond the grave in their extraplanar homes.
Phants have appeared on occasion in all major cities, as the large collection of dead and graves in such communities
establish strong ties with the hereafter. The story of one phant, Myrrth of Waterdeep, a once-pudgy, blond-haired jester of some
renown, is detailed in the entry for the colossal skeleton below.
Phants are identical to standard ghosts in the Monster Manual, except as noted. Phants have the deathless type instead of the
undead type. (See pages 275-276 of the Eberron Campaign Setting or pages 157-158 of the Book of Exalted Deeds. If these sources
are not available, replace with undead that have turn immunity). Phants lack the ability to cast spells or employ spell-like
abilities, even if they had them in life. Upon returning to the mortal realm, phants lose any knowledge gained in the afterlife
until once again returning to the Outer Planes. A phant has only the corrupting touch and manifestation special attacks and the
greater invisibility (see below), rejuvenation, and turn resistance special qualities.
Shadow Lich: As evil men and women grow older and see their deaths before them, many decide to take their chances with
becoming a lich. Most fail and die. The unlucky few who survive the process but fail to achieve lichdom become ghosts known
as shadow liches or less commonly arch-shadows or demi-shades.
During the process of achieving lichdom, the spellcaster creates a special phylactery in which to store his or her life force. If
this item ruptures during the process – more often than not due to faulty construction or a slight error in the incantation that
causes the delicate process to break down – there is a 5% chance the spellcaster becomes a shadow lich instead of being utterly
destroyed. Once the lich process has failed and the creature has become a shadow lich, however, survival is not guaranteed. The
shadow lich must make a DC 15 Fortitude save to maintain its unlife on the edge of both the Ethereal and Negative Energy
Planes or be sucked into the Negative Energy Plane where it is destroyed. If the shadow lich survives, it must install its life force
into a powerful magic item (see the shadow lich receptacle ability below) that has never felt the touch of the shadow lich. The
SAMPLE GHOSTS
This ghost appears to be a translucent hunter of Maztica, armed with a bow and arrow and garbed in leather pants. His face has some form of war
paint that appears faded in his ethereal state and his straight black hair whips about in a phantom breeze.
This example Pasocada ghost uses a male Maztican human ranger 6 as the base creature.
This example ascendant shadow lich uses a female Damaran human wizard 18 as the base creature.
Hopro of the Azuposi, Pasocada Ghost Gothyl, Ascendant Shadow Lich Wizard 18
Ranger 6
Medium Undead (Augmented Humanoid. Medium Undead (Augmented Humanoid,
Incorporeal) Incorporeal)
Hit Dice: 6d12 (39 hp) 18d12 (117 hp)
Initiative: +3 +6
Speed: Fly 30 ft. (perfect) (6 squares) Fly 30 ft. (perfect) (6 squares)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 17 (+2 Dex, +5 deflection), touch 17, flat-footed
12, or 15 (+3 Dex, +3 +1 leather), touch 13, flat- 15, or (+2 Dex, +5 natural), touch 17, flat-
footed 12 footed 15
Base Attack/Grapple: +6/+8 +9/+9
Attack: Masterwork spear +9 melee (1d8+3/x3) or +1 Incorporeal touch +11 melee or +9 against
shortbow +10 ranged (1d6/x3) ethereal foes (1d6 plus energy drain)
Full Attack: Masterwork spear +9/+4 melee (1d8+3/x3) or Incorporeal touch +11 melee or +9 against
+1 shortbow +10/+5 ranged (1d6/x3) or +1 ethereal foes (1d6 plus energy drain)
shortbow with Rapid Shot +8/+8/+3 ranged
(1d6/x3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Animal companion, contagion arrows, favored Corrupting touch, enhanced energy drain,
enemies, manifestation, spells manifestation, spells
Special Qualities: Rejuvenation, turn resistance +4, undead traits, Corporeality, shadow lich receptacle, turn
wild empathy resistance +4, undead traits
Saves: Fort +5, Ref +8, Will +3 Fort +6, Ref +8, Will +13
Abilities: Str 14, Dex 16, Con –, Int 12, Wis 13, Cha 14 Str 10, Dex 14, Con –, Int 23, Wis 15, Cha 20
Skills: Hide +20, Knowledge (geography) +10, Concentration +26, Decipher Script +27, Hide
Knowledge (nature) +12, Listen +18, Move +10, Knowledge (arcana) +27, Knowledge
Silently +12, Search +18, Spot +18, Survival (religion) +26, Listen +16, Move Silently +10,
+10 (+12 aboveground, to avoid hazards, and Search +20, Spellcraft +29, Spot +16, Survival
when tracking) +2 (+4 when following tracks)
Feats: Dodge, Endurance, Manyshot, Mobility, Point Combat Casting, Craft Wand, Craft Wondrous
Blank Shot, Rapid Shot, Shot on the Run, Track Item, Eschew Materials, Greater Spell
Penetration, Improved Initiative, Improved
Supernatural Attack (corrupting touch)B, Scribe
Scroll, Silent Spell, Spell Focus (Conjuration),
Spell Focus (Enchantment), Spell Focus
(Evocation), Spell Penetration
Environment: Warm plains (Pasocada Basin of Maztica) Temperate forest (Spiderhaunt Wood)
Organization: Solitary Solitary
Challenge Rating: 8 21
Treasure: None None
Alignment: Lawful evil Chaotic evil
Advancement: By character class By character class
Level Adjustment: +5 +6
Combat
Ghostly equipment (such as Hopro’s masterwork spear) works normally on the Ethereal Plane, but passes harmlessly through
material objects or creatures. A weapon of +1 or better magical enhancement (such as Hopro’s +1 shortbow) has a 50% chance
of harming material creatures. The Fortitude save DC is 15 against this Pasocada ghost’s contagion arrows.
Animal Companion (Ex): Hopro lost his animal companion upon becoming a Pasocada ghost.
Hopro in Faerûn
Hopro is a lonely spirit who was slain over a century ago in an intertribal war. His memories are mostly lost to time, and all he
has left is a rage at his undead state. He wishes nothing more than the sweet release of a proper death, but is too proud and
angry to seek assistance.
Gothyl
Combat
Gothyl prefers to strike from hiding and then exploit her spells to the best of her ability. The Fortitude save for Gothyl’s
enhanced energy drain is 24.
Spells: Gothyl casts spells as wizard.
Typical Spells Prepared (4/6/6/5/5/5/5/3/3/2; save DC 16 + spell level, DC 17 + spell level for conjurations, enchantments,
and evocations): 0 – detect magic, mage hand, open/close, read magic; 1 – burning hands, color spray, magic missile, obscuring mist, shield, true
strike, unseen servant; 2 – darkness, Melf’s acid arrow, mirror image, misdirection, scare, web; 3 – arcane sight, deep slumber, hold person, lightning
bolt, nondetection; 4 – Evard’s black tentacles, fire shield, ice storm, lesser globe of invulnerability, stoneskin; 5 – Bigby’s interposing hand, cloudkill,
cone of cold, magic jar, wall of force; 6 – analyze dweomer, eyebite, flesh to stone, greater dispel magic, symbol of persuasion; 7 – finger of death, greater
teleport, power word blind; 8 – Bigby’s clenched fist, power word stun, symbol of insanity; 9 – mass hold monster, time stop. Gothyl knows most
of the wizard spells in the Player’s Handbook, as well as several rare spells such as dreamglobe (see below).
Possessions: Sword of the Dales (Gothyl’s receptacle).
Gothyl in Faerûn
Gothyl’s tale is detailed in the Sword of the Dales sidebar below.
This spell traps its target inside a sphere of magical force that causes the victim to enter a dream-like trance.
With a successful melee touch attack, the target is engulfed in a shimmering field of force and immobilized until released,
either at your command or after 24 hours have elapsed, or the field is destroyed. The field has a hardness of 10 and 50 hit
points. Damage done in excess of the 50 hit points damages the target. The field can also be destroyed by a rod of cancellation, a
rod of negation, a disintegrate spell, or a targeted dispel magic spell without harm to the target. A target released or freed from a
dreamglobe is dazed for 1 round. Nothing can pass through the field, inside or out, though the subject can breathe normally.
While trapped in the field, the target does not sleep or regain spells. It is kept in a dream-like trance unaware of its surroundings
except for your questions.
While the target is trapped, you may ask one question per hour of the target. Asking questions requires your full
concentration. The target is entitled to a Will saving throw to resist each question. Effects that offer the target protection from
divination spells of 5th-level or higher, such as mind blank or nondetection spell, function normally against this questioning aspect
of the dreamglobe.
CREDIT
Author Thomas M. Costa, based on original material by Gary Gygax (haunt), John Nephew and Jonathan Tweet (Pasocada
ghost), Jeff Grubb (phant), Jim Butler (shadow lich, dreamglobe, Sword of the Dales), and Walt Baas and Kira Glass (sorrow). The
haunt originally appeared in the 1E Monster Manual II (1983) and 2E Monstrous Manual (1993); the phant originally appeared in
DC Comics Inc.’s Advanced Dungeons and Dragons comic #5 (April 1989); the Pasocada ghost originally appeared in City of Gold
(1992); the shadow lich originally appeared as the arch-shadow and demi-shade along with Gothyl, dreamglobe, and the Sword of the
Dales in The Sword of the Dales (1995), The Secret of Spiderhaunt (1995), and The Return of Randal Morn (1995); and the sorrow in
Nightwatch in the Living City (1991).
This creature looks life an elderly mermaid, her skin wrinkled and yellowed and her tail spotted and flaking with age. Her hair smells of salt and lays
about her like wilted seaweed, but her eyes glow with a wicked glee that belies her withered form.
One of the most dreaded denizens of the deep, elder sea hags are fortunately rare. They are jealous and suspicious of all other
life. They see danger and strong foes as challenges and serve as the ultimate predator of equal-size or smaller opponents.
Much of their time is spent grinding salt through the use of magical rock-crushing devices; elder sea hags derive essential
sustenance from sea salt. When not grinding salt or hunting prey, elder sea hags seek to enrich their treasure hoards, often with
the help of charmed helpers or evil aquatic creatures. They take pride in knowing their undersea surroundings well and can
often spot concealed or magically disguised intruders or newly –arrived items by the change in familiar seafloor topography. On
the other hand, elder sea hags won’t hesitate to boldly strike forth into new territories, making long forays into strange seas.
Elder sea hags usually lair in undersea caves filled with the spoils they have salvaged from sunken vessels; sometimes they
claim captain’s cabins of those ships if the chambers are lavish enough. In general, they favor regions having interesting sea
bottoms, such as reefs, underwater crags and rifts, and ship graveyards adorned with lots of wrecks. While they sometimes dwell
with their lesser kin, they never seem to take part in coveys.
They appear as wrinkled, withered, old crones with seaweed-green hair that covers their green-scaled bodies, iron-like claws,
and fiery red eyes. But for their merfolk-like tails, some can’t be distinguished from lesser sea hags, but others are noticeably
larger and more charismatic.
Elder sea hags speak Common, Giant, and Serusan. While most elder sea hags are mighty sorceresses wielding fell magic, a
rare few elder sea hags have developed unpredictable psionic powers.
COMBAT
Unlike their lesser cousins, elder sea hags can be quite subtle and circumspect. They are smarter and craftier with more devious
powers. They will often use their change shape power to appear as a beautiful mermaid and deceive seafarers into following a
dangerous course – onto rocks, reefs, or other hazards. Nevertheless, they do not shy away from the physical challenge of
melee, relishing the to and fro.
Change Shape (Su): An elder sea hag can assume the shape of any Small to Large humanoid or monstrous humanoid. An
elder sea hag can remain in its new form until it chooses to assume a new one. A change in form cannot be dispelled, but an
elder sea hag reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Charmed Eye (Su): Three times per day, an elder sea hag can cast its disarming gaze upon any single creature within 30
feet. The target must succeed on a DC 14 Will save or be charmed as though by a charm monster spell. The charmed creature remains
so charmed until the hag is killed or the charm is magically dispelled. The charm bestowed by this power cannot be dispelled with
CREDIT
Author Thomas M. Costa, based on original material by Vince Garcia. The elder sea hag (as the greater sea hag) in Polyhedron
#44 (1988) and The City of Ravens Bluff (1998).
Rearing before you is what at first appears to be the largest grizzly you’ve ever seen, but for its two enormous, forward-curving horns, pronounced
canines, and tangled beard. Its claws are nearly the length of your forearm. It is covered in short reddish-brown – almost copper – fur with white spots
similar to those of a large jungle cat and has a bushy tail similar to that of a fox.
One of the most powerful natural predators to stalk the taiga forests and alpine tundra, the ka’ursa is a force to be feared. It is
territorial, ornery, and hard to predict. Ka’ursas mate for life, though the two beasts often do not dwell in the same den unless
there are young to care for, over whom they watch for several years. The only good thing about this predator is its relatively
slow reproductive cycle. Otherwise, this carnivore would easily displace the other predators of the frostfell.
A ka’ursa prefers to walk and run on all fours, though it is capable of rearing up and walking on two feet like a bear, if
somewhat awkwardly.
For the purposes of animal companions and summon spells, a ka’ursa can be used instead of a dire bear.
COMBAT
Ka’ursas are fearsome opponents. Even fires do not keep them at bay when they smell meat. After stalking their prey, they
quickly charge into battle, goring, before grabbing and tearing into their prey with claws and teeth. Injured ka’ursa are even
more dangerous.
Ferocity (Ex): A ka’ursa is such a tenacious combatant that it continues to fight without penalty even while disabled or
dying.
Improved Grab (Ex): To use this ability, a ka’ursa must hit with a claw attack. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity. A grappled opponent cannot be gored.
Powerful Charge (Ex): A ka’ursa typically begins a battle by charging at an opponent, lowering its head to bring its mighty
horns into play. In addition to the normal benefits and hazards of a charge, this allows the animal to make a single gore attack
with a +18 attack bonus that deals 4d6+15 points of damage.
Rage (Ex): A ka’ursa that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until
either it or its opponent is dead. It gains a +4 Strength, +4 Constitution, and -2 to Armor Class. The creature cannot end its
rage voluntarily.
Skills: Ka’ursa have a +4 racial bonus on Hide and Move Silently checks. In forested areas, the Hide bonus improves to +8.
Ka’ursa have a +4 racial bonus on Survival checks when tracking by scent.
Thomas M. Costa and Eric L. Boyd 100 Bestiary of the Realms, Volume 2
KA’URSAS IN FAERÛN
The ka’ursa is found throughout the north central portion of the Realms, from the Tortured Lands, across the Great Glacier,
and into Sossal. It often dens near areas rich with copper and iron, eagerly lapping up the metal-heavy red water of nearby
streams.
CREDIT
Author Thomas M. Costa.
KA’URSA CREATION
Large Animal
Hp: (12 x 4.5 HD) + (12 x 5 Con) = 54 +60 = 114
Base Attack/Grapple: +9 as clr/+9 BAB +10 Str +4 size = +23
Full Attack: +9 BAB +10 Str – 1 size = +18
Saves: F +8 good +5 Con = +13, R +8 good +2 Dex = +10, W +4 poor +2 Wis = +6
Skill Points: (2 + Int modifier) x (HD +3) = 1 x 15 = 15; class skill max ranks = HD +3 = 15
Skills: Hide 2 -4 size +4 (+8) race +2 Dex = +4 (+8 in forested areas), Listen 6 +2 Wis = +8, Move Silently 2 +4 race +2 Dex = +8, Spot 5 +2 Wis = +7,
Survival 0 (+4) race +2 Wis = +2 (+6 when tracking by scent)
Feats: 1 + (1 per 3 HD) = 1 +4 = 5 +1 bonus
Challenge Rating: Old Method Base: 25 for hp +1 for AC, ferocity, improved grab, powerful charge, rage, scent/Track = 31 = 10, but high for an animal.
Compare to a polar bear and +4 HD and +3 special attacks + other minor improvements across the board so 7, also compare to a dire bear, and slightly less
damage, but some other special attacks, so probably about equal, so 7.
Level Adjustment: N/A as an animal
Thomas M. Costa and Eric L. Boyd 101 Bestiary of the Realms, Volume 2
LICHLING SWARM
Fine Undead (Swarm)
Hit Dice: 14d12 (91 hp)
Initiative: +5
Speed: 10 ft. (2 squares), climb 10 ft., fly 50 ft. (good)
Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +7/−
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Distraction, iron mandibles, lingering lichlings, stench
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunity to cold, electricity, and weapon damage, swarm
traits, tremorsense 60 ft., undead traits
Saves: Fort +4, Ref +9, Will +11
Abilities: Str 1, Dex 20, Con –, Int –, Wis 14, Cha 14
Skills: Climb +17, Hide +29, Move Silently +13
Feats: Weapon FinesseB
Environment: Any
Organization: Solitary, brain cloud (2-4 swarms), or brain plague (5-8 swarms)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: −
Before you flies a swarm of what at first look like big, coal-black cockroaches. As they near, you notice these oval, flat-bodied bugs have heads shaped
almost like a miniature humanoid skulls, each with two flexible antenna and serrated insect-like mandibles. Two pairs of ragged, gauzy wings and six
legs, which look more like skeletal arms, sprout from their chitinous thoraxes. Black ichor oozes from the joints of their thorax and abdomen, and the
swarm gives off the faint odor of rotting meat.
Lichlings are vicious, insect-like terrors spawned from the brains of the undead. Using arcane and complex necromantic rituals
(that involve a corporeal undead caster using a create greater undead spell on themselves among other unknown steps), certain
undead, especially liches and demiliches, are able to transform their skulls into incubation chambers, causing their brains to turn
into a horrific form of undead larvae. Over several decades the larvae grow into a swarm of cockroach-like undead, each only
inches long. These lichlings, as they are known, are cold to the touch and feel like greasy glass.
Lichlings feed off of emotional trauma and fear (even that caused by other sources). Consequently, lichling swarms will
often linger near battlefields to take in the emotional turmoil of combatants. They also appear drawn to the life supporting
potential of seed grains such as wheat and like locusts destroy grain fields.
Lichlings are under the complete control of the host undead that spawned them, but can be controlled by the magic of
others, such as mighty necromancers, if their host is destroyed.
Some tales have told of innocents finding a dormant lichling in their bread, the lichling having lost consciousness gorging
itself on grain and then mistakenly cooked into the bread. In the innocent’s surprise and fright the lichling revives and kills
them. Other tales maintain that lichlings continue to grow and that over centuries can reach a length of 80 feet. These terrors
are said to be able to spew sharp bone fragments from their massive maws. While interesting tales, neither set of stories has yet
proven true.
COMBAT
Lichling swarms attack any living creatures they see, soaring in a straight line toward the most vulnerable areas of their victims,
such as the neck and other exposed flesh.
A lichling swarm’s natural weapons are treated as magic for the purposes of overcoming damage reduction. Its damage
reduction is supernatural.
Distraction (Ex): Any living creature that begins its turn with a lichling swarm in its space must succeed on a DC 17
Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Iron Mandibles (Ex): A lichlings mandibles are as strong as iron and so powerful they ignore hardness of 10 or less when
sundering weapons or attacking objects.
Lingering Lichlings (Ex): If a lichling swarm has successfully damaged a creature, many of the lichlings from the swarm
will remain attached even after the creature has left the swarm behind. These lichlings will continue to inflict 1d6 points of
Thomas M. Costa and Eric L. Boyd 102 Bestiary of the Realms, Volume 2
damage each round for 1d6 rounds after the creature leaves the swarm. The lingering lichlings can be attacked as a lichling
swarm, and die after taking 6 or more points of damage (though this damage does not count against the hit points of the lichling
swarm from which they came). However, even in death lichlings remain attached to their victims. Removing the lichlings causes
an additional 1d6 points of damage unless a successful Heal check (DC 17) is made. The check DC is Constitution-based.
Stench (Su): Lichlings secrete an oily ichor that nearly every form of life finds offensive. Every creature within 30 feet of
the lichling swarm must make a DC 19 Fortitude save or be nauseated for 1d4 rounds. Whether or not the save is successful,
the creature cannot be affected again by any lichling swarm’s stench for 1 hour. The save DC is Charisma-based.
Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or
flanking. A lichling swarm is immune to all weapon damage.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not
degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also they cannot
be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A lichling swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells
such as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash
weapons and many evocation spells.
Lichling swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the
effects of wind on a lichling swarm, treat the swarm as a creature of Fine size.
For full information about the swarm subtype, see pages 315-316 of the Monster Manual.
Undead swarms are more vulnerable to turning than normal undead. For all purposes related to a turning check or turning
damage, treat the undead swarm as having only one-half its normal HD. Add any turn resistance only after halving the swarm’s
HD.
Tremorsense (Ex): A lichling swarm can automatically sense the location of any creature or object within 60 feet that is in
contact with the ground.
Skills: A lichling swarm has a +12 racial bonus on Climb checks, +8 racial bonus on Hide checks, and +8 racial bonus on
Move Silently checks. Lichling swarms use either their Strength modifier or Dexterity for Climb checks, whichever is higher. A
lichling swarm can always choose to take 10 on Climb checks even if rushed or threatened.
LICHLINGS IN FAERÛN
Lichlings were introduced into Faerûn following the destruction of Wolover’s Keep located in the Veilstone Peaks of the Sunset
Mountains northwest of Cormyr, about 50 miles west of the Farsea Marshes. A demilich named Icelia was using the keep as a
spawning ground for thousands of lichlings, which she planned to use toward her own wicked ends. Fortunately, her plans were
thwarted over a decade ago by a band of adventurers. (The band also claims to have fought an animated lichling of about 80-
foot length on a demiplane, but given the nature of the undead and the power of demiliches, it is more likely it was an illusion or
the result of some other power of Icelia). In the wake of her destruction, the keep exploded and lichlings were scattered to the
surrounding hills and valleys and from there into the Western Heartlands and Cormyr. For years, lichling swarms menaced the
eastern foothills of the Storm Horns, the Gnoll Pass, and even the outskirts of Eveningstar and Arabel. However, in the wake
of Cormyr’s recent troubles, lichling swarms have made it deeper into Cormyr, yet one more challenge facing the Princess-
Regent.
CREDIT
Author Thomas M. Costa, based on original material by Rick Swan. The lichling originally appeared in Nightmare Keep (1991) and
Elminster’s Ecologies: The Settled Lands (1994).
Thomas M. Costa and Eric L. Boyd 103 Bestiary of the Realms, Volume 2
MAGEBANE
Tiny Aberration (Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 30 ft. (good)
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-10
Attack: Claws +5 melee (1d4-3/x3)
Full Attack: Claws +5 melee (1d4-3/x3 plus 1d4+1 force)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Death throes, force tail slash (1d4-3/19-20/x3), honed talons
Special Qualities: Amorphous, arcane host, arcane sight, darkvision 60 ft., immunity to psionics, invisibility, spell absorption,
spell resistance 14
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 5, Dex 15, Con 14, Int 7, Wis 14, Cha 16
Skills: Hide +14, Listen +7, Move Silently +8, Spot +8
Feats: Flyby Attack, Weapon FinesseB
Environment: The Supreme Throne or underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: +12 (cohort)
A creature that at first resembles a large, black bat with a needle-like barbed tail and cold, blue eyes flutters by your head, staring at you patiently or
perhaps wickedly. The monster has many long, spidery black claws on its underside – there are at least eight, but they’re could be more – it’s hard to
tell. Its torso seems to shift like a waterskin as the creature flutters about.
These rare and mysterious creatures inhabit tombs, ruins, subterranean places and caverns on Faerûn, the Supreme Throne, and
perhaps other planes as well.
Magebanes feed on magic, spending most of their time accompanying or searching for hosts, powerful arcane spellcasters.
They then attach themselves to the host – to whom they soon prove an almighty nuisance and danger. Magebanes go to great
lengths to remain silent and not reveal themselves to their host, so their presence may be unknown to the host and any
companions for some time. (Arcane spellcasters who detect a magebane accompanying someone who seeks tutoring will be very
reluctant to train them, whatever payment is offered.) It is not at all clear whether or not magebanes understand Common or
speak their own alien tongue.
Magebanes seem to absorb and require only moisture, light and heat, and magical energy. They reproduce only seldom,
when they encounter another magebane, whereupon both magebanes abandon their arcane hosts to undertake mating. Mating is
a month-long process that results in each hermaphroditic parent giving live birth 4 months later to 1-3 baby magebanes.
Predators that eat bats will also prey upon magebanes if they can detect or catch them. Alchemists and wizards have found
many uses for magebane flesh as a power component and will pay 400 gp or more for a largely intact carcass.
COMBAT
A magebane will never attack its arcane host. On the contrary, it takes an interest in its arcane host’s safety. It will swoop down
invisibly to rake anyone visibly menacing or attacking its arcane host with its claws and tail slash, becoming invisible, before
again turning invisible. If attacked by its arcane host, the magebane will simply try to avoid battle with its arcane host, but will
not flee. A magebane seems unable to anticipate even obvious spell effects, read the intentions of a spellcaster, or recognize any
spell by its casting process.
Amorphous (Ex): Despite having an apparent form, the body of a magebane is amorphous. A magebane has immunity to
poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to extra damage from critical hits and cannot be
flanked.
Arcane Host (Ex): A magebane will follow beings that cast arcane spells and choose the individual who is capable of
casting the most powerful spells as its arcane host. Once its host is chosen, the magebane attaches itself somehow to the Weave
that surrounds the host. This has two effects. A magebane’s host can always see ‘through’ the magebane’s invisibility (forcing the
magebane to use its Hide skill to avoid revealing itself to its host). On the other hand, the magebane gains a +4 bonus to its
Thomas M. Costa and Eric L. Boyd 104 Bestiary of the Realms, Volume 2
spell resistance against all spells cast by its host. The magebane will attempt to remain within 30 feet of its host at all times,
usually flitting about behind the host, unless it is sure to be spotted.
A magebane may reselect its arcane host if it encounters a more powerful alternative to its present host. Otherwise, it must
be slain for a host to be free of it. A magebane seldom moves from one member of an adventuring band to another, even if the
ranks of a party include a far more powerful arcane spellcaster than the one to which it is presently attached. Magebanes shun
the presence of former hosts.
Arcane Sight (Ex): Magebanes can see as if under the effects of a permanent arcane sight spell (see page 201 of the Player’s
Handbook). They cannot detect psionic powers of any sort, however.
Death Throes (Ex): When killed, a magebane explodes in a burst of magical force, doing 2d4+2 points of force damage to
all within 10 ft. and causing all arcane spellcasters within 30 ft. to make a Will save (DC 14) or be confused for 1 round as by a
lesser confusion spell (see page 212 of the Player’s Handbook).
Force Tail Slash (Ex): When in flight, the magebane gains an additional attack (even when using the Flyby Attack feat)
with a +5 attack bonus with its razor-sharp, needle-like, barbed, and whip-like tail that deals 1d4-3 points of damage and has an
increased critical threat range and damage of 19-20/x3. In addition, the tail also delivers a jolt of force energy that causes an
additional 1d4+1 points of force damage.
Honed Talons (Ex): A magebanes attacks with all of its spidery black claws at once as a single attack that deals 1d4-3
points of damage. Its claws do triple damage on a critical hit.
Immunity to Psionics (Ex): Magebanes are immune to all psionic attacks and effects. In addition, they are ‘invisible’ to
psionics and cannot be detected by clairsentience or other psionic abilities.
Invisibility (Sp): Magebanes may become invisible at will as the spell invisibility cast by a 6th-level sorcerer. They will remain
invisible constantly if they can, becoming invisible again as quickly as possible after they attack or if the effect is dispelled.
Spell Absorption (Su): If a magebane readies its action (see page 160 of the Player’s Handbook) and is within 5 feet of its
host, it will absorb whatever arcane spell its host casts. The magebane must then make a special level check (1d20+4) at least
equal to the spell’s DC (spells without save DCs should be treated as if they did for this purpose). If it succeeds, it completely
absorbs the spell, nullifying it. If the magebane fails, it still manages to absorb a portion of the spell’s energy causing all variable,
numeric effects of the spell (including range, area, number of targets, duration, and damage) to be cut in half (variables cannot
be reduced below 1) and decreasing the save DC by 4.
Skills: Magebanes have a +4 racial bonus to Hide, Listen, Move Silently, and Spot checks.
MAGEBANES IN FAERÛN
These creatures are found most often at sites of great magic such as the ruins of Myth Drannor, and of late, have been plaguing
the wizards of Evereska in large numbers.
CREDIT
Author Thomas M. Costa, based on original material by Ed Greenwood. The magebane originally appeared in Dragon Magazine
#140 (December 1988), Ruins of Myth Drannor (1993), and Monstrous Compendium Annual Volume One (1994).
MAGEBANE CREATION
Tiny Aberration
Hp: (2 x 4.5 HD) + (2 x 2 Con) = 9 + 4 = 13
Base Attack/Grapple: +1 BAB as clr/+1 BAB -8 size -3 Str = -10
Full Attack: +1 BAB +2 size +2 Dex = +5
Saves: F 0 poor +2 Con = +2, R 0 poor +2 Dex = +2, W +3 good +2 Wis = +5
Skill Points: (2 + Int modifier) x (HD +3) = 1 x 5 = 5; class skill max ranks = HD +3 = 5
Skills: Hide 0 +8 size +4 race +2 Dex = +14, Listen 1 +4 race +2 Wis = +7, Move Silently 2 +4 race +2 Dex = +8, Spot 2 +24 race +2 Wis = +8
Feats: 1 + (1 per 3 HD) = 1 plus 1 bonus
Challenge Rating: Old Method Base: 2 for hp, +1 for speed, AC, death throes, force tail slash/honed talons/Weapon Finesse, amorphous, arcane
sight/darkvision/skills, immunity to psionics, invisibility, +2 for spell absorption, spell resistance = 14 /3 = 4. Compare to a janni and a pixie and probably
about right, especially when you consider them almost as a living trap of sorts as well.
Level Adjustment: See Savage Species, p. 19-24. +1 for speed, AC, death throes, force tail, amorphous, arcane sight, immunity to psionics, skills, +2 for
invisibility, spell absorption, spell resistance, abilities -2 for HD = 14, which seems high, so +12.
DCs: Death Throes = 10 +1/2 HD +3 Cha = 14. For spell absorption, the +4 bonus to the check and -4 penalty to the saving throw DC are both derived
from 1/2 HD + Cha mod.
Notes: I re-added a few abilities that were dropped in the transition from 1E to 2E.
Thomas M. Costa and Eric L. Boyd 105 Bestiary of the Realms, Volume 2
MANGGUS
Large Monstrous Humanoid (Shapechanger, Spirit)
Hit Dice: 8d8+32 (68 hp)
Initiative: +1
Speed: 30 ft. in armor (6 squares); base speed 40 ft.
Armor Class: 21 (-1 size, +1 Dex, +8 natural, +3 masterwork hide, shield), touch 10, flat-footed 20
Base Attack/Grapple: +8/+18
Attack: Large maul +13/+8 melee (2d8+9/x3) or bite +13 melee (2d6+6)
Full Attack: Large maul +13/+8 melee (2d8+9/x3) and bite +11 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/jade or silver, darkvision 60 ft., immunity to cold, enchantment effects, and fear,
scent, vulnerability to fire
Saves: Fort +6, Ref +7, Will +8
Abilities: Str 23, Dex 12, Con 18, Int 12, Wis 15, Cha 15
Skills: Bluff +11*, Concentration +9, Diplomacy +6, Disguise +9* (+11* acting), Intimidate +9, Listen +7, Sense Motive +7,
Spot +7
Feats: Cleave, Multiattack, Power Attack
Environment: Temperate plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +7
Two enormous fangs extend from both jaws of this monstrous and evil looking creature. Blood tears from its eyes. Nearly twice the size of a man, its
skin hangs in wrinkled folds all about its muscled frame.
The manggus is a powerful evil spirit that lives in the lands of men. There it uses its powers to terrorize and exact sacrifices
from the population.
In its natural form, the manggus is a fearsome-looking creature. It stands about the size of an ogre. Skin hangs loose on its
body in wrinkled folds. Its eyes are bloodshot, and when they water, drops of blood flow like tears. It has four long fangs, two
extending upward almost to its eyes, and two extending down, well below its chin. Its true form is seldom seen, however, since
the creature most often travels in different shapes.
The manggus tends to be a solitary creature, living alone or in devoted mated pairs, avoiding the competition over it favored
human prey others of its kind would create. The manggus are intelligent and prefer to use trickery and deceit to trap its meals.
Its favorite method is to use its powers and rule over a village or small town in human form. There it uses other forms to
terrorize the populace into making offerings and sacrifices. However, as often, the manggus prey on lonely travelers or isolated
farmhouses.
The manggus speak Common, Shou, and Tuigan.
COMBAT
In the rare instances when encountered in its natural form, the manggus fights with an enormous weapon, usually a maul, and
fangs. It fights with great ferocity in the initial rounds and will continue to do so as long as the fight goes its way. However, if
outmatched, outnumbered, or unlucky, it will flee at the first opportunity. If it cannot flee it will try to surrender. If these
options fail, it continues to fight to the best of its ability.
A manggus’ damage reduction is supernatural.
Spell-like Abilities: The manggus has a number of innate spell-like abilities that it may use at will and focus several times a
day. At will – alter self (into humanoids only), cause fear (DC13), comprehend languages, detect thoughts (DC 14), touch of fatigue (DC 12);
3/day – contagion (DC 16), fear (DC 16), polymorph (personal only and up to 12 HD), Rary’s telepathic bond, tongues (personal only).
Caster level 12th. The save DCs are Charisma-based.
Skills: A manggus has a +4 racial bonus on Bluff and Disguise checks. *When using alter self or polymorph, a manggus gets an
additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind with detect thoughts, it gets a further +4
circumstance bonus on Bluff and Disguise checks.
Thomas M. Costa and Eric L. Boyd 106 Bestiary of the Realms, Volume 2
MANGGUS IN FAERÛN
Manggus wander the steppes of the Hordelands, avoiding large towns and cities where the risk of discovery is too great. Some
suggest they are related to ogre mages or even the tsuno of another world.
CREDIT
Author Thomas M. Costa, based on original material by David “Zeb” Cook. The manggus originally appeared in The Horde
(1990).
MANGGUS CREATION
Large Monstrous Humanoid
Hp: (8 x 4.5 HD) + (8 x 4 Con) = 36 +32 = 68
Base Attack/Grapple: +8 as fighter/+8 BAB +4 size +6 Str = +18
Full Attack: +8 BAB -1 size +6 Str, -5 secondary attack, -2 bite = +13/+8 and +11
Saves: F +2 poor +4 Con = +6, R +6 good +1 Dex = +7, W +6 good +2 Wis = +8
Skill Points: (2 + Int modifier) x (HD +3) = 3 x 11 = 33; class skill max ranks = HD +3 =11
Skills: Bluff 5 +4* race +2 Cha =+11, Concentration 5 +4 Con = +9, Diplomacy 0 +2 Cha +2 Bluff synergy +2 Sense Motive synergy = +6, Disguise 3 +4*
+2 Cha = +9 (+11 in character), Intimidate 5 +2 Cha +2 Bluff synergy = +9, Listen 5 +2 Wis = +7, Sense Motive 5 +2 Wis = +7, Spot 5 +2 Wis = +7
Feats: 1 + (1 per 3 HD) = 3
Challenge Rating: Old Method Base: 15 for hp, +1 for full attack, spell-like abilities, darkvision/scent, immunities, abilities, skills, +2 for AC, damage
reduction= 25/3 = 8; compare to ogre mage – no flight or regeneration, but higher hp, attack bonus, attacks, and damage reduction, and comparable spell-like
and abilities, so about right.
Level Adjustment: +1 for spell-like abilities, damage reduction, immunities, scent, skills, +2 for abilities = +7; compare to ogre mage, and again about right.
Spell-like DCs: 10 +Cha mod + spell level so 12+ spell level.
Thomas M. Costa and Eric L. Boyd 107 Bestiary of the Realms, Volume 2
MARL
Huge Monstrous Humanoid (Aquatic)
Hit Dice: 10d8+30 (75 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft., swim 40 ft.
Armor Class: 17 (-2 size, +4 Dex, +5 natural), touch 12, flat-footed 13
Base Attack/Grapple: +10/+26
Attack: Primary Huge club +17 melee (2d6+8); or slam +17 melee (1d6+8)
Full Attack: Primary Huge club +17/+12 melee (2d6+8) and 3-7 Huge clubs +17 melee (2d6+4); or 4-8 slams +17 melee
(1d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict 1d8+12, improved grab
Special Qualities: Amphibious, darkvision 60 ft., immunity to mind-affecting spells and effects and psionic powers and effects,
scent
Saves: Fort +6, Ref +11, Will +9
Abilities: Str 27, Dex 19, Con 17, Int 12, Wis 14, Cha 14
Skills: Balance +12, Climb +16, Escape Artist +12, Hide +13 (+21 in marshes), Listen +19, Spot +19, Swim +16
Feats: Combat Expertise, Combat Reflexes, Multiweapon Fighting, Weapon Focus (club)
Environment: Warm marshes
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-16 HD (Huge); 17-30 HD (Gargantuan)
Level Adjustment: +7
This gigantic snake-like creature has the hood and head of a cobra and six giant, scaled arms sprouting from its serpentine body. Its scales are brown
with green splotches, its underbelly white.
Marls, or slime devils, are enormous aquatic snake-like creatures with hoods like those of cobras and several humanoid arms.
They are most often found in the wild, in swamps or along rivers. They are often willing to serve as guardians or mercenaries,
especially for dragons and fellow serpentfolk, such as nagas, ophidians, sarrukh, and yuan-ti.
Marls are the creation of the sarrukh (though some mistakenly credit the yuan-ti), but were considered less than successful,
because despite their enormity and power, they have such short life spans – up to 20 or so years. In addition, the creatures have
littler commerce with one another in general. Consequently, marls have no real culture of their own. They do not build, nor do
they engage in art or crafts. Marls live to hunt – primarily avians and mammals, including most humanoids, of Medium size or
smaller – and lie in the warmth of the sun. Nevertheless, they adapt readily to other societies and learn rapidly. Some “civilized”
marls even develop a strong talent for artistic endeavors such as painting.
Marls mate in the late winter, producing eggs about three months later. The eggs hatch after another five months, producing
cobra-like snakes about two-feet long. Over the next two years, these young grow rapidly; their arms begin to grow after about a
year.
Marls speak Draconic, Common, and Yuan-ti.
COMBAT
Marls do not shy away from the fray of melee. A marl can attack several opponents at the same time, if they are ranged along
the creature’s length; the marl’s body is supple enough that it can quickly whip around to bring more arms to bear against
several opponents clustered at its head. This grants the creature a greater reach than most creatures of its size.
Marls never attack with their bite unless they are desperate in the extreme. Their bite attack is a secondary attack with a +12
attack bonus that deals 1d8+4 points of damage.
Constrict (Ex): On a successful grapple check, a marl deals 1d8+12 points of damage.
Improved Grab (Ex): To use this ability, a marl must hit a creature with at least one slam. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it establishes a hold and
can constrict.
Skills: A marl has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus to Balance, Climb, and Escape
Artist checks. In marsh areas or in the water, the Hide bonus improves to +12.
A marl can always choose to take 10 on a Climb check, even if rushed or threatened. It can use either their Strength
modifier or Dexterity modifier for Climb checks, whichever is higher.
Thomas M. Costa and Eric L. Boyd 108 Bestiary of the Realms, Volume 2
A marl has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to
take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a
straight line.
Feats: In combination with its natural abilities, a marl’s Multiweapon Fighting feat allows it to attack with all its arms at no
penalty.
MARLS IN FAERÛN
Marl’s are most common in the southwestern realms, especially along the Chultan peninsula where they work for the yuan-ti of
Serpentes, though they have stretched as far north as Najara, the Kingdom of Snakes in the Marsh of Chelimber where they
serve the ruling naga. At least one has made its way to the Moonshae Isles…
The bronze dragon Nymmurh, the Wyrm Who Watches, lairs among the high peaks of Alaron, an island of the Korinn
Archipelago in the northern Moonshaes. The side-passages and caverns of the Pit, as the dragon calls his home, are too small
for a full-grown bronze dragon. One of these tangled networks leads some miles away to the surface: a small cave-entrance
under the waters of a cold, swiftly-flowing mountain river. This cave is inhabited, and guarded for Nymmurh in return for gifts
of food, by Annaclathaer, a marl. Their long-standing agreement has become a firm friendship, and if the marl breaks a magical
glass “signal chime” Nymmurh gave him, and the bronze dragon is at home to hear it, the great wyrm speeds to Annaclathaer’s
aid, ready to fight any foe.
CREDIT
Author Thomas M. Costa, based on original material by Jon Pickens and others. The marl originally appeared in Monstrous
Compendium Volume Two (1995). The information on Nymmurh first appeared in Dragon Magazine #250 (August 1998) and was
updated online at http://www.wizards.com/default.asp?x=dnd/wn/20041201a.
MARL CREATION
Huge Monstrous Humanoid
Hp: (10 x 4.5 HD) + (10 x 3 Con) = 45 +30 = 75
Base Attack/Grapple: +10 as ftr/+10 BAB +8 size +8 Str = +26
Full Attack: +10 BAB -2 size +8 Str +1 Weapon Focus = +17
Saves: Fort +3 poor +3 Con = +6, Ref +7 good +4 Dex = +11, Will +7 good +2 Wis = +9
Skill Points: (2 + Int modifier) x (HD +3) = 3 x 13 = 39; class skill max ranks = HD +3 = 13
Skills: Balance 0 +8 race +4 Dex = +12, Climb 0 +8 race +8 Str = +16, Escape Artist 0 +8 race +4 Dex = +12, Hide 13 -8 size +4 race +4 Dex (+8 more
race) = +13 (+21 in marshes), Listen 13 +4 race +2 Wis = +19, Spot 13 +4 race +2 Wis = +19, Swim 0 +8 Str +8 race = +16
Feats: 1 + (1 per 3 HD) = 4
Challenge Rating: Old Method Base: 16 for hp, +1 for speed/amphibious/skills, AC, reach, constrict/improved grab, darkvision/scent, immunities, abilities,
+2 for full attack/feats = 25/3 = 8
Level Adjustment: See Savage Species, p. 19-24; +1 for speed/amphibious, AC, constrict/improved grab, immunities, scent, +2 for full attack, skills, +6 for
abilities – 8 for CR = +7
Thomas M. Costa and Eric L. Boyd 109 Bestiary of the Realms, Volume 2
MORIN
Tiny Magical Beast
Hit Dice: 1/2d10 (7 hp)
Initiative: +2
Speed: 40 ft. (8 squares), burrow 40 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Claw +2 melee (1d3-2)
Full Attack: 2 claws +2 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach, pounce, rake 1d3-2, swarmfighting
Special Qualities: Low-light vision, mob mentality, stability, tremorsense 60 ft., weak vision
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 6, Dex 14, Con 15, Int 2, Wis 11, Cha 7
Skills: Climb +4, Hide +14, Jump +10, Listen +6, Spot -2
Feats: Toughness, Weapon FinesseB
Environment: Temperate plains
Organization: Pair, pack (3-12), or pod (2-8 packs)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny); 2 HD (Small)
Level Adjustment: –
These tiny beasts are oblate in shape. Their heads and rears are difficult to distinguish, except for their beak-like mouths. The creatures’ eyes are small.
They have six short legs that end in three, thick claws good for burrowing and slashing. The almost-hairless creatures are dirty mauve, pale and sickly
in appearance.
Morin are dangerous, but rarely seen, burrowing pack creatures of the steppes. However, when they do appear, their ferocity,
speed, and numerous attacks make them dangerous. Morin are predators and scavengers most active at dusk. While they prefer
to make their own kills, the pack will also scavenge carrion on the steppe. They normally hunt small mammals and antelope and
only attack humans or larger targets when they are swarming. They are a plague on shepherds, since sheep are a favorite prey.
Morin are exceptionally fast diggers, using this ability to hunt, lying in wait just below the surface. And once their prey is slain
morin immediately begin burrowing, taking their prey with them.
Morin live in colonies known as pods. During most of the day they live in large underground nests, sealed off from the
surface. These are collections of tunnels, bolt holes, storage chambers, and dens. (They breed quickly, producing litters of two
to five young every year.) On the surface, a morin colony looks very much like a prairie dog town – mounds built up around
holes. One or two morin are always listening for danger, although they have few predators to fear.
Morin drink little, getting most of their moisture from their kills. During times of drought, when game is scarce, morin
hibernate. All the members of the pod hibernate in a single chamber. When the rains return, the morin surge forth and
immediately swarm in search of food. The chance to encounter morin increases after a thunderstorm, making such times
dangerous on the steppe.
Perhaps once in a score of years, morin gather into a great swarm of 100 or more creatures. Such swarms are the stuff of
terrifying tales, and when this happens, there is little for normal folk to do but leave the area. Such swarms eventually
disintegrate through attrition and natural events.
COMBAT
The morin are pack animals and never encountered singly. Individually, they are not fearsome creatures, although their
numerous attacks do pose a threat. What makes the morin truly fearsome, however, is the swarm. A swarm will easily attack any
Large or smaller creature. When attacking, the morin spring at their target, becoming a whirlwind of claws. They often rely on
their speed to run down their prey.
The sheer number of attacks a pack of morin are able to make may slow down the game. Consequently, the DM can give a
pack of morin a swarm attack that deals a base 2d6 points of damage as if they were a swarm (see page 316 of the Monster
Manual). A swarm attack would replace the benefits of the morins’ attach, pounce, rake, and swarmfighting special attacks.
Attach (Ex): If a morin hits with its two claw attacks, it uses all of its claws to latch onto the opponent’s body and
automatically deals damage from both its claw attacks and its four rake attacks each round it remains attached. An attached
morin loses its Dexterity bonus to Armor Class and has an AC of 14.
Thomas M. Costa and Eric L. Boyd 110 Bestiary of the Realms, Volume 2
A morin will retain its hold until someone – it or the victim – dies. An attached morin can be struck with a weapon or
grappled itself. To remove an attached morin through grappling, the opponent must achieve a pin against the creature.
Mob Mentality (Ex): Each morin gains a morale bonus to all saving throws against fear and morale effects equal to the
total number of morin within a 40-ft. radius of them including themselves.
Pounce (Ex): When attacking, a morin prefers to spring at its target: If a morin charges a foe, it can make a full attack
including a rake attack.
Rake (Ex): A morin that pounces can rake with its four other claws. This allows the beast to make four rake attacks with a
+2 attack bonus that deal 1d3-2 points of damage each.
Stability (Ex): With their six legs and squat frame, morin are exceptionally stable on their fee. Morin have a +12 bonus
(including the standard bonus for having more than two legs) on ability checks made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Swarmfighting (Ex): Morin swarm over and around each other with ease. Up to twelve morin can occupy the same square.
When they engaging a Small or larger creature in melee, they gain a +1 morale bonus on the attack roll for each morin that
threatens the same target up to a maximum bonus of +6.
Weak Vision (Ex): Morin have small, weak eyes. They lack the darkvision typical of magical beasts and have a -2 racial
penalty to Spot checks.
Skills: Morin have a +4 racial bonus to Hide and Listen checks and +6 racial bonus to Climb and Jump checks.
MORIN IN FAERÛN
Morn are found across the Hordelands of the Endless Waste and Plain of Horses. The Tuigan and other nomadic tribes know
to avoid the morin, though they will trap them in times of famine.
CREDIT
Author Thomas M. Costa, based on original material by David “Zeb” Cook. The morin originally appeared in Dragon Magazine
#163 (November 1990) and Monstrous Compendium Forgotten Realms II Appendix (1991).
MORIN CREATION
Tiny Magical Beast
Hp: 2.5 HD +2 Con +3 Toughness = 7 hp
Base Attack/Grapple: +0 as 1/2 ftr/+0 BAB -8 size – 2 Str = -10
Full Attack: 0 BAB +2 Dex = +2
Saves: F +2 good +2 Con = +4, R +2 good +2 Dex = +4, W +0 poor +0 Wis = +0
Skill Points: (2 + Int modifier) x (HD +3) = 1 x 4 as minimum; class skill max ranks = HD +3 = 4
Skills: Climb 0 -2 Str +6 race = +4, Hide 0 +8 size +2 Dex +4 race = +14, Jump 2 -2 Str +6 race +4 speed = +10, Listen 2 +0 Wis +4 race = +6, Spot 0 +0
Wis -2 race = -2
Feats: 1 + (1 per 3 HD) = 1 +0 +1 bonus = 2
Challenge Rating: Old Method Base: 1 for hp, +1 for speed/skills, AC, attach/pounce/rake/Weapon Finesse, swarmfighting, low-light
vision/tremorsense/skills, mob mentality/stability = 7/3 = 2, which seems high, so 1
Level Adjustment: See Savage Species, p. 19-24; n/a for creatures w/ Int 2
Notes: I seriously considered converting the morin into an 8 HD swarm with characteristics as detailed below, but felt it didn’t quite capture them and frankly,
detracted a great deal from what made the morin interesting as a not quite swarm…. They would lose attach, pounce, rake, stability, and swarmfighting, but
retain weak vision and skills as noted above.
Feats: Endurance, Improved Natural Attack (swarm), Improved Toughness (see Monster Manual 3)
Distraction (Ex): Any living creature that begins its turn with a morin swarm in its square must succeed on a DC 15 Fortitude save or be nauseated for 1
round. The save DC is Constitution-based.
Mob Mentality (Ex): A morin swarm is immune to fear and morale effects.
Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A morin swarm takes half
damage from slashing and piercing weapons.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist
attack. Swarms are never staggered or reduced to a dying state by damage. Also they cannot be tripped, grappled, or bull rushed, and they cannot grapple an
opponent.
A morin swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A swarm takes
half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its
nonlethal damage.
For full information about the swarm subtype, see pages 315-316 of the Monster Manual.
Thomas M. Costa and Eric L. Boyd 111 Bestiary of the Realms, Volume 2
NATURE ELEMENTAL
Huge Elemental (Air, Earth, Extraplanar, Spirit, Water)
Hit Dice: 18d8+108 (189 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 27 (-2 size, -1 Dex, +20 natural), touch 7, flat-footed 27
Base Attack/Grapple: +13/+31
Attack: Slam +21 melee (2d10+10/19-20)
Full Attack: 2 slams +21 melee (2d10+10/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Destructive slams, trample 2d10+15
Special Qualities: Damage reduction 10/−, darkvision 60 ft., earth glide, elemental traits, low-light vision, natural creature, one
with nature, plant-like traits, regeneration 10, return to nature, woodsense 60 ft.
Saves: Fort +17, Ref +5, Will +8
Abilities: Str 31, Dex 8, Con 23, Int 8, Wis 15, Cha 11
Skills: Hide -9 (+7 in natural environments), Listen +12, Spot +13
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack
Environment: House of Nature
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 19-35 HD (Huge); 36-54 HD (Gargantuan)
Level Adjustment: −
The gigantic elemental creature before you stands stories tall. It looks like a walking earthen humanoid composed of the biosystem surrounding it. It is
covered in sod and shrubs, small rivulets run over its body in defiance of gravity, and small animals move over its body.
The origins of these elementals are a mystery. They are believed to originate on the House of Nature. Some theorize nature
elementals are actually the avatars of nature deities (most believe of Chauntea herself). Others have speculated that nature
elementals are composed of earth, fire, water, and air, as well as the force that some sages call the fifth element, wood, or plant
life. In truth, the nature elemental is a servitor of the gods of nature and is made up of just that, nature, a mix of plant life, earth,
water, and air, but not fire. Nevertheless, the nature elemental is one of the most powerful of elemental beings.
Nature elementals do not speak, though they instinctively understand Aquan, Auran, Druidic, Sylvan, Terran, and Treant.
Language is unimportant to them, as they perform one task only; to return a certain area to an uncultivated state. Things such as
villages, buildings, and even humanoid creatures are destroyed by the elemental in the process of performing its duty. Even the
smallest grass hut is not above the notice of the creature. The nature elemental actually restructures the immediate environment.
New plants grow to a mature state in its wake almost immediately, animals are attracted overnight to the location, water sources
are purified, and signs of destruction, cultivation, and civilized habitation or influence disappear.
COMBAT
Fighting a nature elemental is extremely difficult. Most creatures would prefer to avoid one rather than confront it. The
elemental attacks by simply striking with its massive fists. Once threats are dispatched, the nature elemental will begin sundering
all crafted items or objects it finds, including magic items. Those items that cannot be destroyed or destroyed completely are
buried deep in the ground in the hope that time can achieve what the elemental could not.
Destructive Slams (Ex): Nature elementals are summoned to destroy the handiwork of intelligent species. A nature
elemental that makes a full attack against an object or structure deals double damage.
Earth Glide (Ex): A nature elemental can glide through any sort of dirt or soil capable of supporting animal or plant life,
which usually includes all types of earth except huge stone or metal deposits, as easily as a fish swims through water. Its
burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on
an area containing a burrowing nature elemental flings the elemental back 30 feet.
Natural Creature (Ex): Nature elementals are made up of whatever native, natural environment into which they are
conjured (note they are not summoned creatures). They are not treated as extraplanar creatures by effects intended to hold at
bay extraplanar creatures, such as protection from evil and similar spells. They are treated as extraplanar creatures for other
purposes, including returning them to their home plane (through such spells as banishment, dismiss nature’s ally [see below], and
dismissal) and their inability to be raised, reincarnated, or resurrected short of a limited wish, wish, miracle, or true resurrection (see
Elemental Type on page 308 of the Monster Manual).
Thomas M. Costa and Eric L. Boyd 112 Bestiary of the Realms, Volume 2
One with Nature (Su): Nature elementals can calm animals (DC 19) and commune with nature as the spells at will. The save
DC is Charisma-based.
Plant-like Traits (Ex): In addition to their elemental traits, nature elementals share many plant-like traits, granting them
additional immunities to mind-affecting effects and polymorph effects.
Regeneration (Ex): Cold iron weapons (that overcome its damage reduction), electricity, and fire deal normal damage to a
nature elemental. If a nature elemental loses a limb or body part, the lost portion regrows in 1 round. In addition, it only
regenerates so long as it is in contact with its surrounding environment (including air or water); should the elemental end up in a
vacuum, in Wildspace, or on another plane, for example, it would not be able to regenerate.
Return to Nature (Su): A nature elemental actually restructures the immediate environment. In its wake, indications of its
fury are cleared and the ground returned to nature – that is, the destroyed signs of cultivation and civilized habitation or
influence disappear. The earth turns, burying the obvious destruction to compost; water sources are purified; and new plants
grow rapidly to a mature state. (Animals and vermin are quickly attracted to the location, as well, although not by magic so
much as by the richness of the environment left behind.) These effects are similar to those of the spells move earth, plant growth,
and purify food and water, except each automatically begins to effect the space the nature elemental just occupied, providing all
evidence of cultivation and civilized habitation has been destroyed, and the effect occurs gradually over an hour-long period. An
antimagic field or similar magic automatically prevents the effects from beginning if it is in place prior to the nature elementals
destruction or reaching completion if put in place following the nature elementals destruction.
Trample (Ex): Reflex DC 29 half. The save DC is Strength-based.
Wood Sense (Ex): A nature elemental can automatically sense the location of anything within 60 feet that is in contact with
vegetation, even if the nature elemental is not in contact with the same vegetation.
Skills: Nature elementals have a +16 racial bonus to Hide checks in natural environments.
This spell functions like lesser planar ally (see page 261 of the Player’s Handbook), except that you may call a single nature elemental
of 18 HD.
Faithful are taught to only cast this spell after great consideration upon the damage it will inflict when used, because the only
task the nature elemental knows is returning an area to an uncultivated state. It will destroy all creatures – except the caster,
animals, elementals, fey, oozes, plants, and vermin – and obliterate all signs of civilization within a one-mile radius of where it is
conjured. The caster may designate up to ten living creatures (including the crafted goods on their bodies, but not other goods
such as housing) per caster level to be spared the nature elemental’s fury.
The nature elemental will remain until its task is completed or 24 hours elapses whichever occurs first, whereupon it
disperses back into the ground from whence it came leaving no sign of its presence or departure. If the area it is summoned into
is free of signs of civilization, the elemental disperses. The only payment the elemental requires is at least 9,000 gp of crafted
goods (including structures) within the one-mile radius that it can destroy. However, the nature elemental makes no distinction
between its payment and other crafted goods – if it’s within the one-mile radius, the elemental will try to destroy it.
(Note that as conjured and not summoned creatures, a protection from evil and similar spells, do not prevent bodily contact by
the nature elemental.)
Material Components: A breath of air, a handful of soil, a glass of water, and a plant seed, nut, fruit, or flower.
XP Cost: 500 XP.
Thomas M. Costa and Eric L. Boyd 113 Bestiary of the Realms, Volume 2
Effect: One or more elementals, creatures native to the Inner Planes, or fey, no two of which can be more than 30 ft. apart
This spell functions like banishment (see page 203 of the Player’s Handbook) except it only enables the you to force elementals and
creatures native to the Inner Planes of Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Positive Energy, and
Negative Energy, and extraplanar fey out of your home plane. In addition, it also allows you to force fey native to the Material
Plane to Faerie, the extraplanar home of the fey (evil fey are affected, but do not seem to end up in Faerie; where they end up
remains a mystery), despite the fact that fey are not extraplanar creatures. (Most fey are able to make their way back in 6-36
hours using the many portals on Faerie.)
CREDIT
Author Thomas M. Costa, based on original material by Kevin Melka and John Terra. The nature elemental originally appeared
in Ruins of Zhentil Keep (1995) and Monstrous Compendium Annual Two (1995). The spell conjure nature elemental originally appeared in
Ruins of Zhentil Keep (1995) and the Priest’s Spell Compendium Volume One (1999).
Thomas M. Costa and Eric L. Boyd 114 Bestiary of the Realms, Volume 2
OGRILLON
Medium Humanoid (Orc)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. in armor (4 squares); base speed 30 ft.
Armor Class: 16 (+3 natural, +3 hide armor), touch 10, flat-footed 16
Base Attack/Grapple: +1/+5
Attack: Slam +5 melee (1d6+4) or Large javelin +1 ranged (1d8+4)
Full Attack: 2 slam +5 melee (1d4+4) or Large javelin +1 ranged (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., giant/orc blood, powerful build
Saves: Fort +4, Ref +0, Will -1
Abilities: Str 18, Dex 10, Con 13, Int 8, Wis 9, Cha 7
Skills: Climb +2, Listen +1, Spot +1
Feats: Bony Fists
Environment: Temperate hills
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1
Clearly a mix of ogre and orc parentage, this hulking creature looks like a primitive human with thick, gray skin, light red eyes, and long, coarse hair.
It has a stooped posture, low forehead, large almost-lupine ears, and a pronounced jaw with prominent lower canines that resemble a boar’s tusks. Its
knuckles are covered with bone spurs that have breached its skin. It wears cured skins.
Ogrillons are the fierce offspring of ogres and orcs. They generally display the brutish tendencies of their larger sires, but are
more cunning, violent, and prone to mutation. Ogrillons are almost obsessed in their single-minded drive for combat. An
ogrillon out of combat is restless and troubled, but is often seen chuckling wickedly to itself during particularly brutal fights.
Ogrillons often serve their orc kin as valued mercenaries, as often for the love of combat and destruction, as for the gold.
Library-bound sages once speculated that ogrillons and orogs were both the result of mixed ogre-orc parentage, believing
ogrillons (particularly those with the Bony Fists feat) were the issue of female orcs and male ogres, while orogs were the issue of
male orcs and female ogres. This absurd notion has since been dispelled by more adventurous loremasters. Nevertheless,
ogrillons are still sometimes known as orogs or as half-ogres (which while accurate is usually reserved for the unfortunate
pairing of a human and ogre). Also contrary to speculation, these half-breeds are fully capable of siring offspring just as half-
orcs may.
Ogrillons usually favor the coloration of their orc sires with light red eyes, grayish skin, and black hair, though a small
percentage have one or more characteristics of ogres, whether purple eyes with white pupils, black teeth, yellowed skin, and/or
dull, dark green hair. Most ogrillons sport at least a few visible bony protrusions or spurs on their bodies, usually around their
joints including their shoulders, elbows, knuckles, hips, knees, and toes. If you wish to determine an ogrillon’s height and weight
randomly, refer to Table 1-13: Random Height and Weight on page 32 of the Player’s Guide to Faerûn, using the half-orc
modifiers with a base height of 6’4” (male) or 6’0” (female) and base weight of 240 lb. (male) or 200 lb. (female). Ogrillons
speak Giant and Orc.
COMBAT
Ogrillons love mayhem. In combat they often disdain weapons and plunge in with both fists, especially those with the Bony
Fists feat. It is a point of pride to pummel one’s enemies. Those that use weapons often prefer to exploit their size and use
oversized greataxes, greatclubs, greatswords, javelins, longspears, and spears.
Giant/Orc Blood (Ex): For all effects related to race, an ogrillon is considered a giant and an orc. Ogrillons, for example,
are just as vulnerable to special effects that affect giants as their ogre ancestors are, and they can use magic items that are only
usable by giants.
Powerful Build (Ex): The physical stature of an ogrillon lets him function in many ways as if he were one size category
larger. Whenever an ogrillon is subject to a size modifier or special size modifier for an opposed check (such as during grapple
checks, bull rush attempts, and trip attempts), the ogrillon is treated as one size category larger if doing so is advantageous to
him. An ogrillon is also considered to be one size larger when determining whether a creature’s special attacks based on size
Thomas M. Costa and Eric L. Boyd 115 Bestiary of the Realms, Volume 2
(such as improved grab or swallow whole) can affect him. An ogrillon’s unarmed strikes deal damage as if he were one size
category larger, and he can use weapons designed for a creature one size category larger without penalty. However, his space
and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities,
and spells that change the subject’s size category.
OGRILLONS AS CHARACTERS
Most ogrillons are barbarians or fighters. Many ogrillon barbarians take up the primal rager prestige class (see Dragon Magazine
#295 [May 2002]). Ogrillon monks are almost unheard of, but those few who have found the discipline to pursue that path have
often achieved fame for the power of their blows. Ogrillon clerics usually worship Bahgtru, the Leg Breaker, orc god of brute
strength, or the ogre god, Vaprak the Destroyer. An ogrillon cleric of Bahgtru has access to two of the following domains –
Chaos, Evil, Orc (see page 89 of the Player’s Guide to Faerûn or page 278 of the Spell Compendium), and Strength – while an
ogrillon cleric of Vaprak has access to two of the following domains – Chaos, Destruction, Evil, and War – although most
ogrillon spellcasters are adepts. The favored weapon of Bahgtru is the spiked gauntlet and of Vaprak, the greatclub.
OGRILLONS IN FAERÛN
Ogrillons are found anywhere orcs and ogres are found together – which includes most of the northern half of the Realms.
They are perhaps most common within the Ice Mountains, Desertmouth Mountains, the Great Grey Land of Thar, and Vaasa,
but are also surprisingly common among Small Teeth range of Amn, the Giant’s Plain, and southern Erlkarzar.
Thomas M. Costa and Eric L. Boyd 116 Bestiary of the Realms, Volume 2
Mountains Common, Brute, or (B) Breastplate*
(Anauroch) Draconic, Gnoll, Ogrebrud with armor spikes
Goblin, Midani
Thar (The Ogrillon Giant, Orc Chondathan, Orc pantheon, Bony (A) Large greataxe*
Moonsea) Common, Vaprak Fists, or Large greatclub*,
Damaran, Brute, or (B) Breastplate*
Draconic, Ogrebrud with armor spikes
Dwarven
Vaasa Ogrillon Giant, Orc Common, Orc pantheon, Bony (A) Large greataxe*
Damaran, Vaprak Fists, or Large greatclub*,
Dwarven, Goblin, Brute, or (B) Breastplate*
Undercommon Ogrebrud with armor spikes
Brute [Regional]
You fear no one and thrill at exerting your might over others.
Prerequisites: Giant or half-giant (including half-ogre and ogrillon).
Benefit: You cannot become shaken, and you ignore the effects of the shaken condition. You can still be frightened or
panicked, however, you may use your Strength modifier instead of your Wisdom modifier to make Will saves against fear
effects. You can also use your Strength modifier instead of your Charisma modifier to make Intimidate checks.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
Ogrebrud [Regional]
You are closer to your giant kin than your orc kin.
Prerequisites: Ogrillon.
Benefit: You are a giant, not a humanoid. You are not subject to spells or effects that affect humanoids only, such as charm
person or dominate person. You also have low-light vision. Furthermore, you gain a +2 bonus on all Climb checks and ignore
hampered movement penalties for steep slopes (see Movement in Chapter 9 of the Player’s Handbook).
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
CREDIT
Author Thomas M. Costa, based on original material by R.K.R. Chilman and others. This version of the ogrillon is a conversion
of both the 1E and 2E ogrillon and 2E orog. The ogrillon originally appeared in the first edition Fiend Folio (1981) and Monstrous
Manual (1993). The orog originally appeared in the 2E Monstrous Compendium (1989) and Monstrous Manual (1993). Unofficial 3E
versions of the ogrillon and orog appeared in Necromancer Games’ The Tome of Horrors (2002). Finally, a 3E version of the
ogrillon appeared in Dungeon #83 (2000), but this version appeared to ignore much of the flavor of the original.
OGRILLON CREATION
Medium Humanoid
Hp: (2 x 4.5 HD) + (2 x 1 Con) = 9 +2 = 11
Base Attack/Grapple: +1 as clr/+1 BAB + 4 Str = +5
Full Attack: +1 BAB +4 Str = +5
Saves: F +3 good +1 Con = +4, R +0 poor +0 Dex = +0, W +0 poor -1 Wis = -1
Skill Points: (2 + Int modifier) x (HD +3) = 1 x 5 = 5; class skill max ranks = HD +3 = 5
Skills: Climb 1 +4 Str -3 armor = +2, Listen 2 -1 Wis = +1, Spot 2 -1 Wis = +1
Feats: 1 + (1 per 3 HD) = 1
Challenge Rating: Old Method Base: 2 for hp, +1 for AC, powerful build = 4/3 = 1 and compare to orc and ogre and probably about right.
Thomas M. Costa and Eric L. Boyd 117 Bestiary of the Realms, Volume 2
Level Adjustment: See Savage Species, pl. 9-24; +1 for natural AC, powerful build, abilities, but -2 for HD = +1. Compare to ogre and goliath from Races of Stone
and probably about right.
Notes: I tried to combine the 1E and 2E ogrillon and orog into one creature with inspiration from the half-ogre, so I compared every version of all three
creatures I could find. Originally I was going to have Large sized greater ogrillon, but decided to use the powerful build of the goliath and half-giant instead. I
decided to come up with some regional feats for them, deciding that if orogs didn’t have bony fists, maybe it was just a common mutation.
Dungeon #83 3E Version: CR1; Medium-size Humanoid; HD 2d8+4; hp 13 each; Init +0, Spd 20 ft.; AC 17 (+2 natural, +3 hide armor, +2 shield); Atk +6
(1d10+4, greatclub) or +1 ranged (1d8+4/crit x3, longspear); SQ darkvision 60 ft.; AL CE; SV Fort +5, Ref +0; Will -1; Str 18; Dex 10; Con 14, Int 7, Wis 9,
Cha 8. Skills: Climb +5, Listen +1, Spot +1. Feat: Weapon Focus (greatclub). Possessions: Hide armor, large wooden shield, greatclub, longspear, sack
containing 200 gp.
Bony Fists: This feat covers the original ogrillon’s bony fists natural attack from earlier editions. This feat essentially treats the ogrillons natural attacks as
almost any other monster and combines the Improved Unarmed Strike Feat with certain aspects of the Two-Weapon Fighting feat. Given that weapons are
almost always a better choice over fists, this feat should not be too powerful, even for the possible ogrillon monk (which is a poor class choice for the ogrillon
in any case).
Brute: This feat covers the 2E orogs role as a troop leader by way of force.
Ogrebrud: This feat makes the ogrillon a bit more ogre than orc and is modeled on Otherworldly.
Thomas M. Costa and Eric L. Boyd 118 Bestiary of the Realms, Volume 2
OGRIMA
Large Giant
Hit Dice: 4d8+12 (30 hp)
Initiative: +3
Speed: 30 ft. in armor (6 squares); base speed 40 ft.
Armor Class: 17 (-1 size, -1 Dex, +5 natural, +4 reinforced hide armor), touch 8, flat-footed 17
Base Attack/Grapple: +3/+12
Attack: Large greatsword +8 melee (3d6+7/19-20) or Large longbow +1 ranged (2d6/x3)
Full Attack: Large greatsword +8 melee (3d6+7/19-20) or Large longbow +1 ranged (2d6/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, regeneration 3, spell resistance 11
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 21, Dex 9, Con 16, Int 11, Wis 12, Cha 12
Skills: Concentration +7, Listen +6, Spot +6
Feats: Improved Initiative, Weapon Focus (greatsword)
Environment: Temperate hills
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +5
This hulking creature looks like a big demonic humanoid of over nine feet. It has sickly, bluish-green hide, thick, greasy hair, a single nascent horn
protruding from its forehead, and dark red eyes. Its fingers end in cracked and thick black nails and its mouth is filled with jutting and broken black
canine. The giant wears skins.
Found only in lands where both ogres and ogre mages dwell, the ogrima is a half-breed resulting from the intermingling of
blood between to the two races. Ogrimas are raiders, hunters, and scavengers, favoring the same terrain as their cousins the
ogres and usually found alone or in gangs made up of siblings. Both ogres and ogre mages usually consider the ogrima to be
social outcasts and treat them accordingly. This has hardly done anything to improve the evil temper the ogrimas have inherited
from their parents. Consequently, ogrimas are foul and irritable, quick to anger and attack, yet easily cowed by displays of might
and magic.
Adult ogrimas stand close to ten feet tall and weigh 650 pounds. Their skin color ranges from a sickly bluish-green to yellow
and their eyes range from bright blue to dark red. Like their ogre mage parent, they tend to favor bright-colored, loose-fitting,
comfortable clothing, but don bone-reinforced hide armor when planning a raid.
Ogrima speak Giant and Common.
COMBAT
Although far from being the brilliant tacticians the ogre mages are, ogrimas are quite cunning and to be underestimated. They
favor overwhelming odds, sneak attacks, and ambushes and will use their bows to soften up their foes (focusing on spellcasters
first) before closing, much like their ogre forbearers. However, they also use their spell-like abilities to deadly effect, using their
levitate, for example to keep them out of the reach of their targets, while they either fire, strike, or use their other spell-like
abilities from above. They are not above charming an animal into fighting (and usually dying) for them. They usually leave at
least one use of their blur ability in reserve in case they are forced to flee.
Spell-like Abilities: 5/day – levitate; 3/day – blur (DC 13; except, like invisibility, the effect ends if the subject attacks any
creature), darkness; 1/day – alter self, charm animal (DC 12), freezing hands (DC 12; as burning hands, except causes cold damage and
cannot burn materials), lullaby (DC 11). Caster level 5th. The save DCs are Charisma-based.
Regeneration (Ex): Fire and acid deal normal damage to an ogrima.
OGRIMAS AS CHARACTERS
Ogrima leaders tend to be fighters. Ogrima clerics worship Vaprak. An ogrima cleric has access to two of the following
domains: Chaos, Destruction, Evil, and War. Most ogrima spellcasters are sorcerers.
Ogrima characters possess the following racial traits.
• +10 Strength, -2 Dexterity, +6 Constitution, +2 Wisdom, +2 Charisma
Thomas M. Costa and Eric L. Boyd 119 Bestiary of the Realms, Volume 2
• Large size: -1 penalty to Armor class, -1 penalty to attack rolls, -4 penalty to Hide checks, +4 bonus on grapple checks,
lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/10 feet.
• An ogrima’s base land speed is 40 feet.
• Darkvision out to 60 ft and low-light vision
• Racial Hit Dice: An ogrima begins with 4 levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base
saving throw bonuses of Fort +4, Ref +1, and Will +1.
• Racial Skills: An ogrima’s giant levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Concentration,
Listen, and Spot.
• Racial Feats: An ogrima’s giant levels give it two feats.
• Weapon Proficiency: A ogrima is proficient with simple weapons, martial weapons, light armor, medium armor, and
shields.
• +5 natural armor bonus.
• Special Attacks (see above): Spell-like abilities.
• Special Qualities (see above): regeneration 3, spell resistance 11
• Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Midani, Orc, Terran.
• Favored Class: Fighter.
• Level Adjustment: +5.
OGRIMAS IN FAERÛN
In most of Faerûn, an ogrima is a rarity that appears from time to time, usually resulting from the mating of a dominant ogre
mage with one of its ogre minions.
In Zakhara far to Faerûn’s southeast, ogrima have bred true and qualify as a separate race. Indeed, reverse discrimination is
practiced; ogres and ogre mages who mate into an ogrima tribes are treated with great contempt.
Zakharan ogrimas are basically social, more so than their ogre forbearers. The typical ogrima tribe is made up of 3-12
different extended families of 3-18 ogrimas each of different ages and genders. The young are minded by those too elderly to go
out, while the adults (men and women) hunt and raid. The extremely aged, crippled, and deformed are ruthlessly left out in the
wilderness to die.
The tribe centers around the chieftain’s compound, though families may be spread over a broad range of land, and tribes
may move frequently once an area has been over hunted. Chieftains almost always come from one of the family lines.
Each family builds its own compound, independent of the other families. Ogrimas are greatly skilled with tools and crafts,
which allows them to prepare dwellings more like the fortified compounds of the ogre mages, typically wooden stockades or
caves with entrances fortified by rocks and wooden walls. Several exits are sure to exist, and a guard is always on watch. Each
compound is the work and property of an extended ogrima family, and careful preparations are always made to defend the
home against attackers.
Ogrimas must always be watchful against raids by their own cousins, the ogres and ogre mages. Ogres seek to destroy the
more skilled, but inferior-ranked ogrima, thus removing their threat. Ogre mages prefer the ogrima to the ogres as followers, but
are always wary of their potential. The ogrima are more difficult to control, but have greater understanding and resources the
ogre mages favor. In desperate times, ogrima tribes have been known to submit themselves to the rule of an ogre mage
chieftain.
Zakharan ogrimas are also found in bands of 5-8 and more often wear lamellar armor (see page 15 of the Arms and
Equipment Guide or 76 of Oriental Adventures) and wield Large great falchions (see pages 96-97 of Sandstorm) and Large composite
shortbows.
Thomas M. Costa and Eric L. Boyd 120 Bestiary of the Realms, Volume 2
Reinforced Hide: This armor usually consists of a helmet made of bone (usually an animal skull) and a full set of hide armor
studded with bits of bone, including a hide jerkin usually reinforced with the bones of an animal’s ribcage. It includes leather
gloves. Other versions of this armor are reinforced with wood, metal, or a mix of materials.
CREDIT
Author Thomas M. Costa, based on original material by David “Zeb” Cook. The ogrima originally appeared in Golden Voyages
(1992).
OGRIMA CREATION
Large Giant
Hp: (4 x 4.5 HD) + 4 x 3 Con) = 18 +12 = 30
Base Attack/Grapple: +3 as Clr/+3 BAB +4 size +5 Str = +12
Full Attack: +3 BAB -1 size +5 Str +1 Weapon Focus = +8 melee or +3 BAB -1 size -1 Dex = +1 ranged
Saves: F +3 good +3 Con = +6, R +1 poor -1 Dex = +0, W +1 poor +1 Wis = +2
Skill Points: (2 + Int modifier) x (HD +3) = 2 x 7 = 14; class skill max ranks = HD +3 = 7
Skills: Concentration 4+3 Con = +7, Listen 5 +1 Wis = +6, Spot 5 +1 Wis = +6
Feats: 1 + (1 per 3 HD) = 2
Challenge Rating: Old Method Base: 6 for hp +1 AC, speed/damage, reach, spell-like abilities, abilities, +2 for regeneration, spell resistance = 15/3 = 5,
which is midway between the ogre mage and ogre, so probably about right
Level Adjustment: See Savage Species, p. 19-24; +1 for AC, Reach, spell-like abilities, spell resistance, +2 for regeneration, +3 for abilities -4 for HD = +5,
which is midway between the ogre mage and ogre, so probably about right
DCs: 10 + 1 Cha + spell level = 11 + spell level
Notes: Most of the stats were done by directly averaging the ogre and ogre mage, sometimes rounding up and sometimes rounding down. In 2E the ogrima
regeneration was 1 and ogre mage was 3. In 3.5E the ogre mage has 5, so I upped the ogrima to 3. The ogre mage’s spell resistance is 11 + CR, so gave the
ogrima 6 + CR. I also tweaked the spells of the 2E ogrima to better match up with ogre mage. The ogre mage spell-like abilities were changed as follows: flight
at will and gaseous form 1/day became levitate 5/day, darkness at will became darkness 3/day, invisibility at will became modified blur 3/day, charm person 1/day became
charm animal 1/day, cone of cold became modified burning hands 1/day, polymorph 1/day became alter self 1/day, and sleep 1/day became lullaby 1/day.
Thomas M. Costa and Eric L. Boyd 121 Bestiary of the Realms, Volume 2
PLANETOUCHED CANINE, MEMNINE
Medium Outsider (Fire, Native)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fiery bite
Special Qualities: Darkvision 60 ft., low-light vision, scent, resistance to fire 5
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +9, Intimidate +3, Jump +15, Listen +8, Move Silently +9, Spot +8, Swim +3, Survival +6*
Feats: Alertness, TrackB
Environment: Warm plains
Organization: Solitary or pack (5-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: –
This large hound has a short, coal-black pelt, reddish-orange eyes, a short tail, and short, floppy ears.
Descended from the union of canines and hell hounds, memnines are hounds that retain a small measure of their infernal
heritage.
Carrying Capacity: A light load for a memnine is up to 100 pounds, a medium load, 101-200 pounds, and a heavy load,
201-300 pounds. A memnine can drag 1,500 pounds.
COMBAT
Memnines generally hunt in packs, chasing and exhausting prey until they can hunt it down.
Fiery Bite (Su): A memnine deals an extra 1 point of fire damage every time it bites an opponent, as if its bite were a
flaming weapon.
Trip (Ex): A memnine that hits with its bite attack can attempt to trip an opponent (+2 check modifier) as a free action
without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the
memnine.
Skills: Memnines have a +4 racial bonus on Jump checks and a +2 racial bonus on Hide and Move Silently checks.
*Memnines have a +4 racial bonus on Survival checks when tracking by scent.
MEMNINES IN FAERÛN
Memnines are a popular canine variant in Calimshan and Tethyr, favored by the elites of Memnon and Myratma. Wild packs of
Memnines are not uncommon in the western Marching Mountains. Popular legend holds that memnines trace their ancestry
back to the days of efreeti-ruled Memnonnar.
CREDIT
Author Eric L. Boyd.
MEMNINE CREATION
Medium Outsider
Hp: (2 x 4.5 HD) + (2 x 2 Con) = 9 +4 = 13
Base Attack/Grapple: +2 as Ftr/+2 BAB +0 size +2 Str = +4
Full Attack: +2 BAB +0 size +2 Str = +4 melee
Saves: F +3 good +3 Con = +6, R +1 poor -1 Dex = +0, W +3 good +1 Wis = +4
Skill Points: (8 + Int modifier) x (HD +3) = 8 x 5 = 40; class skill max ranks = HD +3 = 5
Skills: Hide 5+2 Dex +2 racial = +9, Intimidate 5 -2 Cha = +3, Jump 5 +2 Str +4 racial +4 speed = +15, Listen 5 +1 Wis +2 Alertness = +8, Move Silently
5+2 Dex +2 racial = +9, Spot 5 +1 Wis +2 Alertness = +8, Swim 5 +2 Str = +7, Survival 5 +1 Wis = +6.
Feats: 1 + (1 per 3 HD) = 2
Thomas M. Costa and Eric L. Boyd 122 Bestiary of the Realms, Volume 2
Challenge Rating: Old Method Base: 2 (nearly 3) for hp + 1 for AC/speed +1 for fiery breath/fire resistance +1 for senses/Track +1 for outsider traits/skills
= 6/3 = 2. Compare to a riding dog and should be right
Level Adjustment: N/A
DCs: N/A
Notes: Memnines are basically derived by comparing riding dogs/wolves to hell hounds and by comparing planetouched humanoids with humans.
Thomas M. Costa and Eric L. Boyd 123 Bestiary of the Realms, Volume 2
PLANETOUCHED CANINE, YETHAY
Medium Outsider (Native)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Intimidating howl
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +9, Intimidate +8, Jump +15, Listen +6, Move Silently +7, Spot +6, Swim +3, Survival +6*
Feats: Skill Focus (Intimidate), TrackB
Environment: Warm plains
Organization: Solitary or pack (5-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: –
This gaunt hound has a short, blue-black pelt, an emaciated build, sinister red eyes, a patchy tail, and short, upward-pointing ears.
Descended from the union of hounds, yeth hounds, and shadow mastiffs, yethays are fierce jackal-like hounds that retain a
small measure of their dark heritage.
Carrying Capacity: A light load for a yethay is up to 100 pounds, a medium load, 101-200 pounds, and a heavy load, 201-
300 pounds. A yethay can drag 1,500 pounds.
COMBAT
Yethays generally hunt in packs, chasing and exhausting prey until they can hunt it down. Unlike most canines, yethays are
generally nocturnal.
Intimidating Howl (Su): As a swift action, a yethay can howl once per round, giving it an additional +4 circumstance
bonus on Intimidate checks. In addition, a yethay can aid another yethay on Intimidate checks in combat, even if they do not
directly threaten the opponent threatened by the yethay they are aiding and even if the opponent cannot see them.
Trip (Ex): A yethay that hits with its bite attack can attempt to trip an opponent (+2 check modifier) as a free action
without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the
yethay.
Skills: Yethays have a +4 racial bonus on Jump checks and a +2 racial bonus on Hide and Intimidate checks. *Yethays have
a +4 racial bonus on Survival checks when tracking by scent.
YETHAYS IN FAERÛN
Yethays are a popular canine variant in Thay, favored by the Red Wizards. Wild packs of yethays are not uncommon in
unsettled areas across the Plateau of Thay. Yethays are a relatively young breed, descended from deliberate pairings of
summoned yeth hounds and shadow mastiffs with native canine species in the early years of Red Wizard rule in Thay who have
since bred true. Most yethays are trained as guard dogs and used to keep Thay’s large slave population in check.
CREDIT
Author Eric L. Boyd.
YETHAY CREATION
Medium Outsider
Hp: (2 x 4.5 HD) + (2 x 2 Con) = 9 +4 = 13
Base Attack/Grapple: +2 as Ftr/+2 BAB +0 size +2 Str = +4
Full Attack: +2 BAB +0 size +2 Str = +4 melee
Saves: F +3 good +3 Con = +6, R +1 poor -1 Dex = +0, W +3 +1 Wis = +4
Thomas M. Costa and Eric L. Boyd 124 Bestiary of the Realms, Volume 2
Skill Points: (8 + Int modifier) x (HD +3) = 8 x 5 = 40; class skill max ranks = HD +3 = 5
Skills: Hide 5+2 Dex +2 racial = +9, Intimidate 5 -2 Cha +2 racial +3 Skill Focus = +8, Jump 5 +2 Str +4 racial +4 speed = +15, Listen 5 +1 Wis = +6,
Move Silently 5+2 Dex = +7, Spot 5 +1 Wis +2 = +6, Swim 5 +2 Str = +7, Survival 5 +1 Wis = +6.
Feats: 1 + (1 per 3 HD) = 2
Challenge Rating: Old Method Base: 2 (nearly 3) for hp + 1 for AC/speed +1 for howl +1 for senses/Track +1 for outsider traits/skills = 6/3 = 2. Compare
to a riding dog and should be right.
Level Adjustment: N/A
DCs: N/A
Notes: Memnines are basically derived by comparing riding dogs/wolves to hell hounds and by comparing planetouched humanoids with humans.
Thomas M. Costa and Eric L. Boyd 125 Bestiary of the Realms, Volume 2
QUICKLING
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +11
Speed: 240 ft. (48 squares)
Armor Class: 22 (+1 size, +11 Dex), touch 22, flat-footed 22
Base Attack/Grapple: +0/-6
Attack: Small rapier +12 melee (1d4-2/18-20 plus poison)
Full Attack: Small rapier +12/+12 melee (1d4-2/18-20 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hasted action, poison, spell-like abilities
Special Qualities: Blurred, damage reduction 5/cold iron, fast healing 1, improved evasion, low-light vision, slow fall, speed
climb, speedy feats, uncanny dodge
Saves: Fort +0, Ref +13, Will +3
Abilities: Str 7, Dex 32, Con 11, Int 14, Wis 13, Cha 14
Skills: Bluff +6, Climb +19, Escape Artist +15, Hide +19, Jump +86, Listen +5, Move Silently +15, Spot +5, Survival +5
Feats: Combat ReflexesB, DodgeB, MobilityB, Quick DrawB, Spring AttackB, Weapon Finesse
Environment: Temperate forests
Organization: Solitary, gang (3-6 plus one advanced quickling), or clan (7-12 plus 1-3 advanced quicklings)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 2-3 HD (Small) or by character class
Level Adjustment: +9
The small, slender being before you appears much like a miniature elf with pale blue skin and silver hair. It can’t seem to stand still, and its form
seems to constantly shift and shimmer, blurring what you’re able to see as it darts about at amazing speed. Still, its features are extremely aquiline and
almost feral looking. Its ears are unusually large and rise to points above its head. Its eyes are cold and cruel with a tiny spark of yellow light. It wears
fine clothes of silver and black, accented with bright colors.
COMBAT
Quicklings are far more dangerous than their size would lead opponents to believe. In combat, they make full use of their speed
and feats to place themselves where they can maximize their attacks of opportunity and escape retributive strikes. They will
often recoat their weapons in the midst of combat by escaping out of range and hiding for the round before returning in a series
of blinding strikes. They use their spell-like abilities as they feel the need. (Quicklings never wear armor or clothing that might
hinder their speed.)
A quickling’s damage reduction is supernatural.
Thomas M. Costa and Eric L. Boyd 126 Bestiary of the Realms, Volume 2
Blurred (Su): Quicklings are in continuous magical motion. Their entire body is blurred, granting them concealment (20%
miss chance). This ability is constant, but the quickling can suppress or resume it as a free action. The quickling can use
concealment to make a Hide check even without cover. A see invisibility spell does not counteract the blurred effect, but a true
seeing spell does. Opponents that cannot see the quickling ignore the ability effect (though fighting an unseen opponent usually
carries penalties of its own).
Hasted Action (Ex): Quicklings act more quickly than normal. When making a full attack action, a quickling may make
one extra attack with any weapon it is holding (included above). The attack is made using the quickling’s full base attack bonus,
plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a
haste spell or a weapon of speed, nor does it actually grant an extra action, so the quickling can’t use it to cast a second spell or
otherwise take an extra action in the round.)
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a
quickling takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Poison (Ex): Quicklings use a poison similar to that used by drow. An opponent hit by a quickling’s poisoned weapon
must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13
Fortitude save or remain unconscious for 2d4 hours. A typical quickling carries 1d3-1 doses of quickling knock-out poison.
Quicklings typically coat their rapier with this poison, but it can also be applied to ranged weapons such as arrows.
Note that quicklings have no special ability to apply poison without risking being poisoned themselves.
Slow Fall (Ex): A quickling within arm’s reach of a wall can use it to slow its descent and fall any distance without harm.
Speed Climb (Ex): A quickling can run and scamper up or down walls and slopes with great speed. It can climb at its
speed as a move action with no penalty; however, it must begin and end the round on a horizontal surface (such as the ground
or a rooftop). If it does not end its movement on a horizontal surface, it falls.
Speedy Feats (Ex): A quickling’s hands and feet are so fast, it gains Combat Reflexes, Dodge, Mobility, Quick Draw, and
Spring Attack as bonus feats regardless of whether or not it meets the prerequisites for those feats.
Spell-like Abilities: 1/day – forget (DC 14; see below), 2nd-level Heightened hypnotism (DC 14), soften earth and stone, shatter
(DC 14), and ventriloquism (DC 13). Caster level 4th. The save DCs are Charisma-based.
Uncanny Dodge (Ex): A quickling can react to danger before its senses would normally allow it to do so. It retains its
Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its
Dexterity bonus to AC if immobilized.
Skills: Quicklings have a +8 racial bonus on Climb checks. Quicklings use their Dexterity modifier for Climb checks.
QUICKLINGS IN FAERÛN
Quicklings are believed to have originated in the south perhaps in the Forest of Amtar or the Lluirwood and some suspect the
then-elf goddess Araushnee (now the drow goddess Lolth) as the source of their corruption.
Today, quicklings are found across the Realms from the Neverwinter Wood to the Wood of Sharp Teeth to the Forest of
Tethir to Cormanthor (where they had become increasingly common in light of the rise of the drow and arrival of the
daemonfey, both of whom they actually respected until their defeat at the hands of Seiveril’s Crusade) to the Chondalwood to
the Forest of Lethyr to the Lluirwood, often living in roving camps similar to the gypsy-like Gurs.
This spell functions like modify memory, except that it only enables you to eliminate up to 3 minutes of memories.
CREDIT
Author Thomas M. Costa, based on original material by Gary Gygax. The quickling originally appeared in Monster Manual II
(1983) and Monstrous Compendium Annual Volume Two (1995). A different unofficial 3E version of the quickling appeared in
Necromancer Games’ The Tome of Horrors (2002).
QUICKLING CREATION
Small Fey
Hp: 1 x 3.5 HD = 3
Base Attack/Grapple: +0 as wiz/+0 BAB -4 size -2 Str = -6
Full Attack: +0 BAB +1 size +11 Dex + hasted action = +12/+12
Saves: F +0 poor +0 Con = +0, R +2 good +11 Dex = +13, W +2 good +1 Wis= +3
Skill Points: (8 + Int modifier) x (HD +3) = 32; class skill max ranks = HD +3 = 4
Skills: Bluff 4 +2 Cha = +6, Climb 0 +8 race +11 Dex = +19, Escape Artist 4 +11 Dex = +15, Hide 4 +4 size +11 Dex = +19, Jump 4 -2 Str +84 speed =
+86, Listen 4 +1 Wis = +5, Move Silently 4 +11 Dex = +15, Spot 4 +1 Wis = +5, Survival 4 +1 Wis = +5
Thomas M. Costa and Eric L. Boyd 127 Bestiary of the Realms, Volume 2
Feats: 1 + (1 per 3 HD) = 1 + 4 bonus feats = 5
Challenge Rating: Old Method Base: +1 speed/slow fall/speed climb/skills, hasted action, poison, blurred, damage reduction, fast healing, improved evasion,
uncanny dodge +2 for AC, spell-like abilities, ability scores, feats = 16/3 = 5, compare to pixie and more threatening in combat, so probably about right
Level Adjustment: See Savage Species, p. 19-24; +1 for hasted action, blurred, damage reduction, fast healing, improved evasion, speedy feats, uncanny dodge +2
for speed/slow fall/speed climb/skills, spell-like abilities, +3 for abilities = +14, but that seems way too high, so +9
DCs: spell-like abilities 10 + spell level + 2 Cha = 12 + spell level
Notes: I tweaked many of the quickling’s abilities. Their very good AC was converted easily, particularly with the addition of the Dodge feat and uncanny
dodge ability, which seemed appropriate. Their not quite full invisibility in 2E was changed to a blur effect because it was only 90% when running, because their
Hide skill is very high and concealment allows them to Hide without cover, and because they seem less interesting to me if the character’s can’t tell how fast the
quickling is moving because its invisible (some similar thinking was behind changing the levitate ability as well). Their 2E ability to make 3 attacks was changed
to the hasted action ability and Combat Reflexes feat. I simplified the haste ability to hasted action because I essentially incorporated the other benefits directly
into their high Dexterity. Their ability to dart around was changed into the speedy feats. Their ability to save as high-level clerics was covered by their high
Dexterity and improved evasion ability. Their daggers became Small rapiers. Their poison seemed similar to drow poison and it seemed fitting to intimate some
connection with the drow, so I made it mechanically equivalent. I replaced levitate with slow fall, speed climb, and their high Jump score because those seemed
cooler to me and more in keeping with the super speedster-type comic characters. Forget was converted to 3.5E. Dig (which was more or less replaced by move
earth in 3.5E) was replaced with soften earth and stone and fire charm (which doesn’t have a 3.5E equivalent) with hypnotism, which seemed to have a similar
fascinating effect. I wanted to keep the spells to level 2 (which coincidentally the blur spell is as well) to keep them from getting too powerful. Their physical
ability scores were loosely based off of a level 10 elf rogue that had a permanent cat’s grace, size reduction, with the benefits of haste and taking various feats
(such as Improved Initiative, Lightning Reflexes, Agile, Stealthy) and trap sense folded into their Dexterity. I added the fast healing ability to make them a little
tougher given their low hp and because it seemed appropriate. I added the damage reduction because all fey have it now and because it played off the bonus hit
points they had in 2E. It arguably should be raised to 10/cold iron for balance reasons, but combined with their high speed, high AC and various defensive
special qualities, it’s probably not necessary.
Thomas M. Costa and Eric L. Boyd 128 Bestiary of the Realms, Volume 2
THE RENDER
Large Outsider (Chaotic, Evil, Native)
Hit Dice: 15d8+135 (202 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 29 (-1 size, +3 Dex, +17 natural),
touch 12, flat-footed 26
Base Attack/Grapple: +15/+27
Attack: Bite +22 melee (2d6+8)
Full Attack: Bite +22 melee (2d6+8) and 2 claws
+20 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Brutality, frightful gaze,
improved grab, rage, rend 2d6+12
Special Qualities: Damage reduction 15/cold
iron and magic, darkvision 60 ft., immunity to
mind-affecting effects and poison, low-light vision,
regeneration 10, resistance to acid 10, scent, spell
resistance 26
Saves: Fort +18, Ref +12, Will +12
Abilities: Str 27, Dex 17, Con 29, Int 14, Wis 16,
Cha 18
Skills: Climb +26, Escape Artist +21, Hide +17,
Intimidate +22, Jump +34, Listen +29, Move
Silently +21, Search +20, Spot +29, Survival +21
(+23 following tracks), Use Rope +3 (+5 with
bindings)
Feats: Blind FightB, Cleave, Great Cleave,
Improved InitiativeB, Improved Overrun,
Multiattack, Power Attack, Track
Environment: Temperate hills (Far Hills)
Organization: Solitary (unique)
Challenge Rating: 16
Treasure: None
Alignment: Chaotic evil
Advancement: N/A
Level Adjustment: –
This fearsome humanoid monstrosity is an imposing nine feet of muscle, sinew, claws, and teeth. It has deep black, short fur that covers its entire body
and is matted down with a slimy, sweat-like secretion. The creature’s hulking frame is somewhat stooped with a pronounced spinal column, its
shoulders broad, and its arms long. Its sloped head is dominated by a wide and powerful mouth filled with black teeth between five- and nine-inches
long, and razor sharp. The beast’s claws are equally as long, and appear caked with the remains of hapless victims. However, the most unnerving thing
about the creature is its two glowing amber eyes, which promise little but death.
The render, sometimes known as the black render or demon render, is without a doubt, one of the most savage creatures to
ever walk. It was created deep within an experimental lab by an accident that joined together a tanar’ri (some suspect a hezrou)
and a gray render, though many misleading and false rumors surround its creation. Fortunately, efforts to duplicate the
experiment that brought life to the beast have since met with failure. However, many fear the render will prove as fertile as its
asexual sire and soon produce offspring on its own.
The render has no memory of its former lives. As far as it is concerned, its existence began in a dungeon lab. The render is
in constant pain from its unholy union and has a deep hatred of all life. The only way the creature knows to temporarily relieve
its pain is to kill and consume prey, which it does constantly and without mercy or remorse. The beast’s stomach can digest
anything organic, and it care nothing about the freshness of its meal.
The render is thought to be composed of impossibly dense muscle and bone, which grant it the strength and stamina of a
demon. It can walk both upright and on all fours, but always fights standing up. It stands nine-feet tall in spite of its hunched
posture and is four-feet wide. It weighs almost 4,500 pounds.
Thomas M. Costa and Eric L. Boyd 129 Bestiary of the Realms, Volume 2
The render understands and speaks Abyssal, Common, Chondathan, and Vaasan, though it rarely chooses to speak,
preferring instead to make its intentions known through bestial grunts and growls.
COMBAT
The render is one of the most barbarous, feral, and deranged creatures in existence. It is extremely cunning and prefers to
surprise its prey. The render then makes use of its incredible quickness to wade into its foes, terrifying those it can (with both its
frightful gaze and Intimidation skill) and using its reach, full attack, and combat feats to eagerly dispatch as many foes each
round as it can, while simultaneously using its foes as shields against spellcasters. Though the render has no fear, neither is it
stupid: if any enemy wields electricity, the render will use its speed and the Improved Overrun feat to reach that foe and brutally
rend them to pieces.
The render’s natural weapons are treated as magic for the purpose of overcoming damage reduction. Its damage reduction is
supernatural.
Brutality (Ex): So brutal are the attacks of the render that it can perform a coup de grace attack against a helpless defender
as a standard action, rather than a full-round action.
Frightful Gaze (Su): The gaze of the render’s glowing eyes is shocking and unnerving. Causes subject to be dazed 1 round
and then shaken for 2d6 additional rounds; 30 ft.; Will save DC 21 negates. Subjects that make their saving throw against this
ability are immune to the render’s frightful gaze for one day. The save DC is Charisma-based.
Improved Grab (Ex): The render’s massive jaws allow it to easily maul and thrash its prey. To use this ability the render
must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rage (Ex): When the render takes 60 or more points of damage in combat, it flies into a berserk rage on its next turn,
clawing and biting madly until it or its opponents are dead. It gains +6 to Strength, +6 to Constitution, +3 morale bonus to Will
saves, and -2 to Armor Class. The creature cannot end its rage voluntarily. While the render rages, the following changes to the
above statistics are in effect:
hp +45 to current total; AC 27, touch 10, flat-footed 24; Grp +30; Atk bite +25 melee (2d6+11); Full Atk
bite +25 melee (2d6+11) and 2 claws +23 melee (1d6+5); SA rend 2d6+16; SV Fort +21, Will +15; Str 33,
Con 35; Climb +29, Jump +37.
Regeneration (Ex): One of the render’s most potent qualities, its ability to regenerate, makes the creature almost
impossible to defeat or kill. Electricity deals normal damage to the render. If the render loses a limb or body part, the lost
portion regrows in 2d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Rend (Ex): When the render wins a grapple check after a successful bite attack establishes a hold, it latches onto the
opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage (or 2d6+16 points of
damage while raging).
Skills: The render’s keen senses give it a +8 racial bonus on Listen and Spot checks.
CREDIT
Author Thomas M. Costa, based on original material by Kevin Melka and John Terra. The render originally appeared in Ruins of
Zhentil Keep (1995) and Monstrous Compendium Annual 3 (1996).
RENDER CREATION
Large Outsider
Hp: (15 x 4.5 HD) + (15 x 9 Con) = 67.5 +135 = 202 [Rage + 15 x 3 = +45]
Base Attack/Grapple: +15 as fighter/+15 BAB +4 size +8 Str = +27 [Rage +3 = +30]
Full Attack: +15 BAB -1 size +8 Str, -2 Multiattack = +22, +20 [Rage +3 = +25, +23]
Saves: F +9 good +9 Con [Rage +3] = +18 [Rage +21], R +9 good +3 Dex = +12, W +9 good +3 Wis [Rage +3] = +12 [Rage +15]
Skill Points: (8 + Int modifier) x (HD +3) = 10 x 18 = 180; class skill max ranks = HD +3 = 18
Thomas M. Costa and Eric L. Boyd 130 Bestiary of the Realms, Volume 2
Skills: Climb 18 +8 Str = +26 [Rage: +29], Escape Artist 18 +3 Dex = +21, Hide 18 -4 size +3 Dex = +17, Intimidate 18 +4 Cha = +22, Jump 18 +8 Str +8
speed = +34 [Rage: +37], Listen 18 +3 Wis +8 race = +29, Move Silently 18 +3 Dex = +21, Search 18 +2 Int = +20, Spot 18 +3 Wis +8 race = +29, Survival
18 +3 Wis +2 search synergy following tracks = +21 (+23 following tracks), Use Rope 0 +3 Dex +2 escape artist synergy with bindings = +3 (+5 with
bindings)
Feats: 1 + (1 per 3 HD) = 1 +5 = 6 +1 bonus = 7
Challenge Rating: Old Method Base: 44 for hp +1 for full attack/reach/brutality, frightful gaze, improved grab/rend, rage, darkvision/low-light
vision/scent/Blind Fight, immunities/resistance/saves, abilities/skills/Improved Initiative, +2 for AC, damage reduction, regeneration, spell resistance = 59/3
= 19, but seems too high and more on par with a planetar or horned devil and less powerful than a marilith or frost giant jarl, so 16.
Level Adjustment: See Savage Species, p. 19-24: Too high.
Frightful Gaze DC: 10 + 1/2 HD + Cha mod = 10 +7 +4 = 21
Notes: The creation of the gray render for 3E seems to have taken a great deal of inspiration from the “the” render of 2E. Consequently, I used a gray render
as my starting point, changed it into an outsider, increased its Hit Dice to 15 (because the 13 with max hit points it had in 2E seemed low and gray renders max
out Large size with 15 HD and because many outsiders had their HD bumped up from 2E to 3.5E), applied several tanar’ri traits (since it is a mishap brought
about by combining a tanar’ri and a mortal), and of course converted various abilities of the 2E render as appropriate. I made its speed equal to a giant
barbarian, its incredible quickness became a high Dex and bonus Improved Initiative, regeneration became 10 because a troll went from 3 to 5 and the render
averaged a regeneration of 6 in 2E, some vulnerability to silver was dropped in favor of their tanar’ri heritage in 3E, its rage was made equal to that of a 15th-
level barbarian and set off at 60 points because that equals the massive damage amount for Large creatures, and its ability to cause death through massive
damage was tweaked into the brutality ability and feat selection since the 3E rules for death by massive damage are quite different.
Thomas M. Costa and Eric L. Boyd 131 Bestiary of the Realms, Volume 2
RING-WORM
Fine Vermin
Hit Dice: 1/4d8 (1 hp)
Initiative: +0
Speed: 1 ft., climb 1 ft.
Armor Class: 22 (+8 size, +4 natural), touch 18, flat-footed 22
Base Attack/Grapple: +0/-21
Attack: −
Full Attack: −
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Magic absorption
Special Qualities: Arcane sensitivity 30 ft., damage reduction 15/magic, detect magic 30 ft., magic aura, natural disguise,
resistance to acid 5, cold 5, electricity 5, and sonics 5, sightless, tremorsense 30 ft., vermin traits, vulnerability to fire
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 1, Dex 10, Con 10, Int –, Wis 10, Cha 1
Skills: Climb +8
Feats: −
Environment: Temperate plains (usually cities and metropolises)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: −
Level Adjustment: −
These 1-2 inch worms have the appearance and feel of gold and shape themselves into corkscrew-like rings when sensing
potential hosts.
Ring-worms find homes where there is a food supply. For this reason, they prefer to live in cities where they might find
many arcane spellcasters in a relatively small area. Ring-worms are also found in areas where adventurers frequently can be
found, such as dungeons and taverns. Usually these worms find their new homes when their previous “host” discovers the
worm’s true nature.
A breeding pair of ring-worms can lay 10-50 eggs. When the eggs hatch, the worms scatter and live solitary lives. It is
extremely unlikely that anyone would ever find more than one ring-worm at a time.
Because of the ring-worm’s need for and attraction to arcane magic, they are easily lured into traps. It has been rumored that
some people have captured the worms for use against magical foes.
COMBAT
Ring worms don’t fight. They simple seek to feed. They are unintelligent, but will instinctively try to target the most powerful
arcane spellcaster it can find. If the ring-worm feels excessive heat, it detaches itself and tries to escape.
A ring worm’s damage reduction is supernatural.
Arcane Sensitivity (Su): Ring-worms can instantly determine if any creature within a 30-ft. radius can cast arcane spells and
the maximum spell level it can cast.
Detect Magic (Su): Ring-worms constantly detect magic as the spell in a 30-ft. radius.
Magic Absorption (Su): When worn, the ring-worm feeds on arcane magic used by the wearer. If an arcane caster wears a
ring-worm, he loses one spell level per day that he wears the ring. For example, he loses one spell level the first day, two spell
levels the second day, three spell levels the third day, and so on. 0-level spells count as 1/2-level spells for this purpose. The lost
spells per day slots are randomly determined by the Dungeon Master. In addition, lost spell levels can be broken down; that is, if
the wearer loses two spell levels, the ring could feed on four 0-level spells, two 1st-level spells, one 2nd-level spell, or even two
0-level spells and one 1st-level spell. Spontaneous casters, such as bards and sorcerers, not only lose the spells per day slot or
slots, but also suffer a cumulative 5% chance per day of having their ability to call up any single spell they know suppressed. A
suppressed spell cannot be recalled and cast. Once a spell is suppressed, it remains so until the ring is removed. In the case of
casters that prepare their spells, such as wizards, the caster simply forgets these spells immediately after memorizing them,
losing the spells per day slots.
If the ring-worm is worn by a non-arcane spellcaster or has consumed all of the caster’s spells, it then steals magic from
arcane-crafted magic item, except artifacts, the person is carrying. Any item with an arcane spell among its crafting prerequisites
Thomas M. Costa and Eric L. Boyd 132 Bestiary of the Realms, Volume 2
is considered arcane for this purpose. If the item’s arcane or divine origins are unknown, it should be treated as an arcane item.
The worm will absorb spell trigger items (such as staves and wands) first, then spell completion items (such as scrolls) second,
and then other items. If the wearer carries multiple items of a certain type, the item is chosen at random. Single use items are
simply absorbed after one-day, becoming useless. Charged items lose 1 charge per day. Other items, suffer a cumulative 10%
chance per day of having their magic suppressed. Suppressed magic items exhibit no magical abilities and are treated as
nonmagical as long as they are suppressed. Once an item’s magic is absorbed or suppressed, the worm moves on to a new magic
item.
If the wearer attempts to remove the ring, he finds the ring has bonded with his skin. Only a successful dispel check from a
dispel magic or similar spell allows the ring-worm to be removed. The DC for the dispel check equals 15 plus 1 for every two
continuous days in a row the worm has fed. (Ring-worms are also vulnerable to fire. They will detach themselves if they feel
excessive heat.)
Once the ring-worm is removed arcane spellcasters may recall spells normally and suppressed items have a cumulative 10%
chance per day of recovering their magic.
Magic Aura (Su): Ring-worms surround themselves in a false magical aura similar to a Nystul’s magic aura spell. They radiate
faint abjuration magic and identify as rings of protection +1 to divination spells of 3rd level or lower, including identify. An analyze
dweomer spell, however, will see through the worm’s magic aura. As the worm feeds, its aura grows in strength, becoming a
moderate aura after 1 day of feeding, strong after 2 more days of feeding, and overwhelming after 8 more days of feeding.
Natural Disguise (Ex): When sensing the presence of others (usually through use of its detect magic or tremorsense
abilities), ring-worms will stop moving and curl into a corkscrew-like shape that resembles a plain gold ring. Seeing through the
worm’s ring-like disguise requires a successful Spot check (DC 25).
Sightless (Ex): Ring-worms are blind and lack the darkvision of most vermin. They are immune to gaze attacks, visual
effects, illusions, and other attack forms that rely on sight. They cannot make Spot checks.
Skills: Ring-worms have a +8 racial bonus on Climb checks. They use their Dexterity modifier for Climb checks. Ring-
worms can take 10 on Climb checks, even if threatened or distracted.
RING-WORMS IN FAERÛN
As Red Wizard Enclaves have spread rapidly across the Realms, so has the prevalence of ring-worms. The worms have as often
been picked up by the Wizards as by potential customers – who will most likely not be customers again once they discover the
worms. The Wizards believe the worms are an act of terrorism, but have not been able to pin the blame on any group in
particular yet, though they suspect the Zhentarim, the Harpers, and the Moonstars. In the meantime, the Wizards have sent out
warnings to their Enclaves, but to only middling affect; many of the Red Wizards ignore these warnings, confident in their own
power to protect them.
CREDIT
Author Thomas M. Costa, based on original material by Wizards of the Coast. The ring-worm originally appeared in Monstrous
Compendium Forgotten Realms Appendix “2” (1991).
RING-WORM CREATION
Fine Vermin
Hp: .25 x 4.5 HD = 1
Base Attack/Grapple: +0 as clr/+0 BAB -16 size -5 size = -21
Full Attack: N/A
Saves: F +2 good +0 Con = +2, R +0 poor +0 Dex = +0, W +0 poor +0 Wis = +0
Skill Points: Mindless
Skills: Climb 0 +0 Dex +8 race = +8.
Feats: Mindless
Challenge Rating: Old Method Base: 0 for hp, +1 for arcane sensitivity/detect magic/tremorsense, magic aura/natural disguise, resistances, sightless/vermin
traits, +2 for AC, magic absorption, damage reduction = 10/3 = 3, but this is not an accurate measurement of their battle prowess. Ring-worms are really more
like traps, though they cause no damage. The traps rules don’t really work for setting the ring-worms CR. However, to have a fair chance to identify the
creature, you need an observant druid, monk, ranger, or rogue of about 6th level; to have a fair chance to remove them you need a 5th-or 6th-level caster to use
dispel magic; and to have a fair chance to hit them with a weapon, you need a 6th- or 7th-level warrior type with a very high damage roll, but they are still very
easy to kill – the easiest way would be for the wearer to put their hand in a fire for 1 round, so I’m going to set their CR at 5.
Level Adjustment: See Savage Species, p. 19-24; N/A
DCs: The dispel check DC and Spot check DC were both set somewhat arbitrarily to work with a CR 5.
Notes: I considered using the mechanic of negative levels for arcane-related abilities and requiring use of restoration, rather than 10% chance to recover per day,
but decided that might be too powerful and to stick to the more unique mechanic.
Thomas M. Costa and Eric L. Boyd 133 Bestiary of the Realms, Volume 2
RUSSET OWLMONSTER
Large Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d6+5)
Full Attack: 2 claws +10 melee (1d6+5), bite +5 melee (1d8+2), and antenna touch +5 melee (rust)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, rust
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 21, Dex 13, Con 21, Int 2, Wis 14, Cha 10
Skills: Listen +8, Spot +9
Feats: Alertness, Power Attack, Track
Environment: Underground
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-8 HD (Large); 9-18 HD (Huge)
Level Adjustment: −
From afar, this creature superficially resembles a bear. Up close its thick, lumpy, armored hide is covered in most places by a coat of feathers and fur. It
has an avian head with big, round reddened eyes and a hooked beak, and two long moth-like antennae above each eye. A vestigial armor-plated tail
that ends in a bony projection that looks like a double-ended paddle grows from its backside.
The russet owlmonster is a highly aggressive predator if given the chance, attacking without provocation. Fortunately, most of
these magically-bred creatures have been trained, with some difficulty, as guardians. Nevertheless, they remain dangerous to
intruders as well as their owners and trainers.
A russet owlmonster’s coat is generally a red-brown color lightening toward its front; its beak is more of a ferrous brown. A
full-grown male owlmonster can stand as tall as 8 feet and weigh up to 1,750 pounds.
COMBAT
Russet owlmonsters, like their owlbear progenitors, attack prey on sight, relentlessly fighting to the death. They slash with claws
and beak and destroy the weapons of enemies with their antennae, all the while trying to grab their prey and rip it apart. The
creature will use its antennae to first rust attacking objects like weapons and then the armor shells that protect its prey.
A russet owlmonster can scent a metal object from up to 90 feet away. Fortunately, the creatures can eat just about anything,
and will not charge after metal objects unless hungry.
Improved Grab (Ex): To use this ability the russet owlmonster must hit with a claw attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity.
Rust (Ex): A russet owlmonster that makes a successful touch attack with its antennae causes the target metal to corrode,
falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor
and weapons, and other magic items made of metal, must succeed on a DC 20 Reflex save or be dissolved. The save DC is
Constitution-based and includes a +2 racial bonus.
A metal weapon that deals damage to a russet owlmonster corrodes immediately. Wooden, stone, and other nonmetallic
weapons are unaffected.
Thomas M. Costa and Eric L. Boyd 134 Bestiary of the Realms, Volume 2
CREDIT
Author Thomas M. Costa, based on original material by Joseph C. Wolf. The russet owlmonster originally appeared in Skullport
(1999).
Thomas M. Costa and Eric L. Boyd 135 Bestiary of the Realms, Volume 2
SEELIE/UNSEELIE SPRITE TEMPLATE
Seelie and unseelie sprites are some of the smallest fey and of widely varied appearance. They live hidden along the mystical
byways behind the world. Both are mischievous, though where the seelie are usually annoying, the unseelie are vicious. The two
races are locked in a centuries-long war, a war that neither seems capable of winning. Hatred is strong and they attack one
another on sight.
Seelie Sprites: Seelie sprites are furtive and shy, reluctant to make contact with the outside world and often puckish and
exasperating when they do. They have little stomach for direct combat. Their days are dedicated to feasting and reveling, and
they never seem to work. The only thing the seelie seem to take seriously is the threat represented by their cruel cousins, the
unseelie.
Seelie society is divided into commoners, nobility, and royalty. They live in fanciful palaces built upon the mystical
crossroads that crisscross the face of Faerûn, invisible to normal eyes.
Seelie sprites vary greatly in appearance. Most resemble diminutive humans of great beauty and grace. Though some are
distorted or imp-like, they still possess an otherworldly aura. Some have animal heads, tails, or limbs, while still others are
entirely alien in appearance, though still strangely beautiful. Most of the seelie can fly, though some have translucent,
membranous wings. The seelie sometimes ride large insects such as dragonflies, bumblebees, and hornets.
Unseelie Sprites: Twisted and evil cousins of the seelie sprites, the unseelie fight an endless war against the seelie. While
the seelie are merely rascally, the unseelie are sadistic and murderous. While the seelie merely taunt and annoy those who
blunder into their realms, the unseelie take delight in causing pain and killing those found in unseelie territory after nightfall.
Captives find themselves bound and tormented by dozens of wicked unseelie sprites, who derive great amusement from
inflicting hurt and suffering before finally murdering victims. Even those who escape have problems -- they often do so under
the effects of a baleful polymorph or worse….
The unseelie live under a malevolent anarchy, each individual doing as he or she pleases, usually at the behest of or under
the control of the individual with the more powerful magical abilities. These individuals often style themselves king, queen, or
emperor, but they are just as often deposed. Unseelie communities are found along dark and twisted mystical crossroads, in
gnarled trees, grim swamps, or dreary, weed-infested meadows where they live in ugly, black structures bristling with spikes,
carved skulls, and images of horrifying monsters.
The nocturnal unseelie are ugly, dark-skinned creatures. They usually have tattered insect wings, long thin arms, and broad,
large-nosed faces. Like the seelie, the unseelie vary greatly in appearance, often with the faces or limbs of beasts with claws,
fangs, or oversized, monstrous eyes. The unseelie sometimes ride common bats or stirges.
This example uses a pixie as its base creature to create a common unseelie sprite.
Thomas M. Costa and Eric L. Boyd 136 Bestiary of the Realms, Volume 2
Special Attacks: Innate spells, otherworldly aura, spell-like abilities, special arrows
Special Qualities: Crossroads mastery, damage reduction 15/cold iron, greater invisibility, low-light vision, spell resistance 17
Saves: Fort +0, Ref +9, Will +4
Abilities: Str 1, Dex 24, Con 11, Int 16, Wis 15, Cha 18
Skills: Bluff +8, Concentration +4, Escape Artist +11, Hide +19, Listen +10, Move Silently +11, Ride +11, Search +9, Sense
Motive +6, Spot +10
Feats: Alertness, DodgeB, Weapon FinesseB
Environment: Temperate forests
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 5 (6 with Otto’s irresistible dance)
Treasure: No coins, 50% goods, 50% items
Alignment: Usually chaotic evil
Advancement: 2-3 HD (Tiny)
Level Adjustment: +7 (+9 with Otto’s irresistible dance)
COMBAT
The DC is 14 for this unseelie sprite pixie’s otherworldly aura of horror. Its damage reduction is supernatural.
Greater Invisibility (Su): An unseelie sprite pixie remains invisible even when it attacks. This ability is constant, but the
pixie can suppress or resume it as a free action.
Innate Spell (Sp): 1/day – scorching ray (+11 ranged touch). Caster level 6th.
Spell-like Abilities: 1/day – lesser confusion (DC 15), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC
16), dispel magic, entangle (DC 15), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th.
The save DCs are Charisma-based.
Special Arrows (Ex): Unseelie sprite pixies sometimes employ arrows that deal no damage but can erase memory or put a
creature to sleep.
Memory Loss: Any opponent struck by this arrow must succeed on a DC 16 Will save or lose all memory. The save DC is
Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities, but forgets everything
else until he or she receives a heal spell or memory restoration with limited wish, miracle, or wish.
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 16 Fortitude save or be affected as
though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.
Possessions: Tiny short sword, Tiny masterwork longbow, 300 gp piece of amber (with two fully-preserved, mantis-like
insects grappling each other within).
Note: A common seelie sprite pixie is identical to the common unseelie sprite pixie, except she looks like a beautiful
miniature pixie, her innate spell is Tasha’s hideous laughter (DC 16), her otherworldly aura is one of forgetfulness (DC 14), her
alignment is chaotic neutral, and her piece of amber has some sort of butterfly stuck within.
Size: Seelie and unseelie sprites reduce their size by two categories (minimum Fine), and apply all the appropriate changes
from the size reduction, including modifiers to Strength (minimum 1), Dexterity, Constitution (minimum 1), natural armor,
armor class, attacks, grapple checks, damage, and Hide checks.
Seelie and unseelie sprites are able to control their size within their size category at will, though this has no game effect. For
example, a diminutive seelie sprite can change its size anywhere from six to twelve inches. Fine sprites can shrink to a minimum
of one inch.
Speed: Seelie and unseelie sprites reduce their land speed by 10 ft. (minimum 5 ft.) because of their shrunken size. Non-
aquatic seelie and unseelie sprites have wings and can fly at a speed of 50 ft. (good maneuverability). If the base creature has a
fly speed, use whichever speed and maneuverability class is better.
Special Attacks: A seelie or unseelie sprite retains all of the base creature’s special attacks and also gains those special
attacks listed below.
Thomas M. Costa and Eric L. Boyd 137 Bestiary of the Realms, Volume 2
Innate Spells (Sp): Seelie and unseelie sprites can cast a number of spells depending on their caste. Common sprites can cast
one spell per day and know one spell of 0-3rd level chosen from the bard or sorcerer spell lists. Noble sprites can cast two spells
per day and know two spells, one of 0-3rd level and one of 2nd-5th level. Royal sprites can cast three spells per day and know
three spells, one of 0-3rd level, one of 2nd-5th level, and one of 4th-9th level. Spells can be determined randomly by rolling on
Table 7-22: Scroll Spell Levels – using the Minor column for 0-3rd level spells, Medium column for 2nd-5th level spells, and
Major column for 4th-9th level spells – and Table 7-23: Arcane Spell Scrolls on pages 238-241 of the Dungeon Master’s Guide or
chosen by the dungeon master. Common sprites cast their spells as if they were 6th-level sorcerers, nobles as if they were 12th-
level sorcerers, and royals as if they were 18th-level sorcerers.
Seelie and unseelie sprites are quite proud of their innate spells and enjoy using them. Seelie sprites usually prefer spells that
are nonlethal but annoying, such as dancing lights, deep slumber, fog cloud, major image, obscuring mist, slow, stinking cloud, and the like.
Spells such as baleful polymorph, Otto's irresistible dance, and Tasha's hideous laughter are popular also because of their hilarious results.
On the other hand, unseelie sprites usually prefer spells that are damaging and painful such as baleful polymorph, cloudkill, lightning
bolt, and magic missile, or that summon servitors to fight on their behalf such as the summon monster spells. Dungeon masters
should feel to reroll or choose appropriate spells if they are not satisfied with their random results.
Otherworldly Aura (Su): Seelie and unseelie sprites have a presence that is almost palpable.
Seelie sprites have an aura of forgetfulness that causes all memory of interaction with and events involving the seelie sprite
within the last five minutes to gradually fade. The effect is continuous so long as the affected subject remains in the aura radius.
Faded memories are not noticed by the affected subject unless another individual or events force the affected subject to try to
recollect their experiences during the affected time period.
Unseelie sprites have an aura of horror that causes creatures to fear them. The unseelie’s aura causes creatures that spot
them to become shaken (suffering a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws) so long as they
remain in the aura radius.
Both auras are mind-affecting effects that only effect non-fey, have a radius of 30 feet, and may be ignored with a successful
Will save (DC = 10 + 1/2 the sprite’s HD + the sprite’s Charisma modifier). Depending on the results of the saving throw, the
individual will automatically resist (if they made their save) or succumb to (if they failed their save) the otherworldly aura of that
specific sprite should they enter that sprite’s aura radius again until 24 hours has elapsed or the affected subject has rested,
whichever comes first (at which point a new save will have to be made).
Special Qualities: A seelie or unseelie sprite retains all of the base creature’s special qualities and also gains those special
qualities listed below.
Crossroads Mastery (Sp): Seelie and unseelie sprites are the masters of crossroads and backroads and responsible for the
creation of many of them. Most of these fey actually live in palaces built alongside the mystical crossroads behind the world.
They detect crossroads as the spell at will. In addition, royal sprites can create crossroads and backroad as the spell 1/tenday. Common
sprites are treated as 6th-level sorcerers, nobles as 12th-level sorcerers, and royals as 18th-level sorcerers. See pages 44-47, 86,
88-89, and 183-184 of Magic of Faerûn for more information on crossroads and backroads. (If you do not own Magic of Faerûn,
you may ignore this power.)
Damage Reduction (Su): Due to their extremely magical nature, seelie and unseelie sprites gain +5 to their damage reduction.
For example, a seelie sprite grig’s damage reduction would increase from 5/cold iron to 10/cold iron.
Spell Resistance (Ex): Also due to their magical nature, seelie and unseelie sprites gain +2 (common seelie or unseelie sprites),
+4 (noble seelie or unseelie sprites), or +6 (royal seelie or unseelie sprites) spell resistance or as a bonus to their existing spell
resistance.
Abilities: In addition to any changes to due to size change, adjust from base creature as follows: Dex +2, Cha +2 (common
seelie or unseelie sprites), +4 (noble seelie or unseelie sprites), or +6 (royal seelie or unseelie sprites).
Feats: Seelie and unseelie sprites gain Weapon Finesse as bonus feat, regardless of whether they meet the prerequisites or
not.
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: Same as the base creature +1 (common seelie or unseelie sprites), +2 (noble sprites), or +3 (royal
sprites)
Alignment: Always chaotic. Seelie sprites are usually chaotic neutral (but sometimes chaotic good). Unseelie sprites are
usually chaotic evil (but sometimes chaotic neutral).
Level Adjustment: Same as the base creature +3 (common seelie or unseelie sprite), +4 (noble sprites), or +5 (royal
sprites).
CREDIT
Author Thomas M. Costa, based on original material by Anthony Pryor. The seelie and unseelie sprites originally appeared in
Spellbound (1995) and Monstrous Compendium Annual Volume Two (1995).
Thomas M. Costa and Eric L. Boyd 138 Bestiary of the Realms, Volume 2
Hp: 1 x 3.5 HD = 3
Base Attack/Grapple: +0 as wiz/+0 BAB -12 size -5 Str = -17
Full Attack: +0 BAB +4 size +7 Dex (+1 mw bow) = +11 for melee or ranged touch, +12 with bow
Saves: F +0 poor +0 Con = +0, R +2 good +7 Dex = +9, W +2 good +2 Wis = +4
Skill Points: (6 + Int modifier) x (HD +3) = 9 x 4 = 36; class skill max ranks = HD +3 = 4
Skills: Bluff 4 +4 Cha = +8, Concentration 4 +0 Con = +4, Escape Artist 4 +7 Dex = +11, Hide 0 +12 size +7 Dex = +19, Listen 4 +2 race +2 Wis +2
Alertness = +10, Move Silently 4 +7 Dex = +11, Ride 4 +7 Dex = +11, Search 4 +2 race +3 Int = +9, Sense Motive 4 +2 Wis = +6, Spot 4 +2 race +2 Wis
+2 Alertness = +10
Feats: 1 + (1 per 3 HD) = 1 +2 bonus = 3
Challenge Rating: Old Method Base: +1 for size/feat, speed, innate spells/crossroads mastery, otherworldly aura, DR/SR/abilities = 5 /3 = 1, which is
probably about right for commoners, especially when you consider that most small or smaller fey are not gaining a fly speed, much in the way of spell-like
abilities, and the bonus feat is already a bonus feat for most of them. Then add +1 more for each of the advances to noble and royal.
Level Adjustment: +1 for speed/innate spells/crossroads mastery, otherworldly aura, DR/SR/abilities = +3 and add +1 for each of the advances to noble
and royal.
DCs: All but spell-like abilities 10 +1/2 HD +4 Cha (+2 race for arrows) = 14 (16 for arrows); spell-like abilities = 10 +4 Cha + spell level = 14 + spell level
Possessions: 50% goods and items gives a CR 5 creature 1 gem and 1 mundane item, which should have a total value somewhere below 800 gp, so 10 gp (short
sword) +375 gp (mw longbow) +300 gp (gem) = 685 gp.
Notes: Based on their description as being wildly different looking, I thought it more interesting to write the seelie up as a template for many kinds of fey rather
than as their own distinct type of fey. I gave the seelie their own otherworldly aura, which seemed appropriate and balanced them with the unseelie. The
addition of the crossroads and backroads seemed like a neat idea that cleared up the idea of them living in demiplanes and made use of the little-used
crossroads, which I like. It also helped explain lots of little aspects of their description fairly well I felt.
Thomas M. Costa and Eric L. Boyd 139 Bestiary of the Realms, Volume 2
SENTIENT SLIME (TEMPLATE)
The Realms Below are home to all manner of oozes and slimes. Normally mindless, some oozes have received the gift of
sentience from the god of oozes, slimes, and jellies, while others are the successful, or more often unsuccessful, result of magical
experimentation. These creatures usually have a developed and wicked alien mind that mixes cold logic and madness.
Flareater
Thomas M. Costa and Eric L. Boyd 140 Bestiary of the Realms, Volume 2
What at first appeared to be a large patch of some harmless, dark dungeon slime, suddenly moves with impressive speed becoming a deep emerald green
as it attacks your light.
This example uses a 6-HD Medium patch of green slime as the base hazard.
This example uses an advanced 7-HD gray ooze as the base ooze.
Combat
Acid (Ex): A jabbering gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone.
Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it
succeeds on a DC 20 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it
succeeds on a DC 20 Reflex save. The save DCs are Constitution-based.
The ooze’s acidic touch deals 20 points of damage per round to wooden or metal objects, but the ooze must remain in
contract with the object for 1 full round to deal this damage.
Dissolution (Ex): A flareater deals 1d6 points of Constitution damage with each slam. Against wood or metal, the strike
deals 2d6 points of damage, ignoring metal’s hardness, but not that of wood. It does not harm stone.
Psi-like Abilities: A jabbering gray ooze has the following psi-like abilities: At will – aura sight, detect psionics; 3/day – psionic
daze (DC 13), id insinuation (DC 14); 1/day – cloud mind (DC 14), mental disruption (DC 14), mindwipe (DC 16). Manifester level 7th.
The save DCs are Intelligence-based.
Thomas M. Costa and Eric L. Boyd 141 Bestiary of the Realms, Volume 2
Transparent (Ex): A jabbering gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check
to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and
acid damage.
This example uses a Gargantuan patch of yellow mold as the base hazard.
Mustard Jelly
Giant pseudo pods rise out of large, transparent amoeboid shape that rapidly fills with a mustard coloration as if it were angry.
Combat
Lethargic Vapor (Ex): The save DC for the mustard jelly’s lethargic vapor is 19.
Psi-like Abilities: A jabbering yellow mold has the following psi-like abilities: At will – aura sight, detect psionics, psionic true
seeing; 3/day –id insinuation (DC 16), insanity (DC 21), psionic daze (DC 15), psychic crush (DC 19); 1/day – catapsi (DC 19), cloud mind
Thomas M. Costa and Eric L. Boyd 142 Bestiary of the Realms, Volume 2
(DC 16), mass cloud mind (DC 20), mental disruption (DC 16), mindwipe (DC 18). Manifester level 16th. The save DCs are
Intelligence-based.
Spores (Ex): When it attacks or is disturbed, a jabbering yellow mold burst forth with a cloud of poisonous spores. All
within 10 feet of the mold must make a DC 27 Fortitude save or take 1d6 points of Constitution damage. Another DC 27
Fortitude save is required a minute later – even by those who succeeded on the first save – to avoid taking 2d6 points of
Constitution damage. The save DC is Constitution-based.
Sunlight Dormancy (Ex): Sunlight renders a jabbering yellow mold completely dormant, making it helpless.
Slithering Hoard
The treasure undulates for a moment, before being dragged and raised by some sort of transparent blob. The treasure grinds together like gnashing teeth
as the blob moves toward you.
Stone Pudding
This creature resembles nothing so much as a blob of indigo goop.
Combat
Acid (Ex): A slithering hoard’s acid does not harm metal or stone.
Adhesive (Ex): The save DC for the slithering hoard’s adhesive is 20.
Thomas M. Costa and Eric L. Boyd 143 Bestiary of the Realms, Volume 2
Engulf (Ex): Although it moves slowly, a slithering hoard can simply mow down Large or smaller creatures as a standard
action. It cannot make a slam attack during a round in which it engulfs. The slithering hoard merely has to move over the
opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the hoard, but if they do so
they are not entitled to saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or
be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the hoard moves forward. Engulfed creatures
are subject to the slithering hoard’s paralysis and acid, and are considered grappled and trapped within its body. The save DC is
Strength-based and includes a +1 racial bonus.
Paralysis (Ex): A slithering hoard secretes an anesthetizing slime. A target hit by a hoard’s melee or engulf attack must
succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The hoard can automatically engulf a paralyzed opponent.
The save DC is Constitution-based.
Thomas M. Costa and Eric L. Boyd 144 Bestiary of the Realms, Volume 2
Combat
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone.
Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless
immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves
immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in
contact with the object for 1 full round to deal this damage.
Enhanced Acid (Ex): A dense pudding’s enhanced acid includes the disease slimy doom. The save DC for the slimy doom
is 21.
Immunity to Energy (Ex): A sentient slime hazard is immune to all energy types (acid, cold, electricity, fire, and sonic), except
for those to which the base hazard is noted as being vulnerable.
Slime base hazards (but not molds, lichens, or fungi) also gain the constrict, immunity to piercing and slashing weapons, and
improved grab special attacks and qualities.
Thomas M. Costa and Eric L. Boyd 145 Bestiary of the Realms, Volume 2
Constrict (Ex): A sentient slime whose base hazard is a slime deals automatic slam damage and automatically delivers special
attacks dependent on touch, such as acid, with a successful grapple check. The opponent’s clothing and armor take a -4 penalty
on Reflex saves against any special attacks dependent on touch the slime has.
Immunity to Piercing and Slashing Weapons (Ex): Slimes are immune to damage from piercing and slashing weapons.
Improved Grab (Ex): To use this ability the sentient slime whose base hazard is a slime must hit with its slam attack. It can
then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can constrict.
Challenge Rating: +1.
In addition, a sentient slime often develops one of the following suites of special attacks and qualities.
Flareater Suite: This suite is applied to green slime hazards, usually of at least 6-HD. Note slime base hazards, also gain the
constrict, immunity to piercing and slashing weapons, and improved grab special attacks and qualities noted above.
Flareater (Ex): Flareaters absorb light, which causes them to advance in Hit Dice. Every light-based effect or spell with the
light descriptor the flareater comes into contact with or is attacked by is dispelled and adds its spell level or half its damage dice,
whichever is less, in Hit Dice to the flareater. For example, a 3rd-level continual light spell would add 3 Hit Dice to the flareater.
The flareater’s size and other statistics change along with its Hit Dice. 0-level spells and light sources other than natural daylight
or moonlight, such as torches and lanterns, are dispelled or snuffed out and add 1d10 temporary hit points, which last for 1
hour.
Once the creature reaches twice its normal starting Hit Dice, it splits in two, creating two creatures of its normal starting Hit
Die. The division process takes 4 full rounds; once the process begins, it cannot be halted. If the original flareater is damaged
during this time, simply divide its total hit points between its two offspring.
Fluidity (Ex): Flareaters add +30 ft. to their base land speed and, if they have one, climb speed.
Immunities and Vulnerabilities (Ex): Flareater sentient slimes gain immunity to fire and light-based spells and effects and
vulnerability to cold. This replaces any natural immunity, resistance, or vulnerability to fire or cold the base ooze or hazard had.
Abilities: Flareaters gain whichever is higher of a Dexterity 30 or their base ooze or base hazard’s Dexterity.
Challenge Rating: +2.
Jabbering Suite: This suite must be applied to a Small or larger creature and is usually applied to a mindless ooze, especially
gray ooze, or patch of mold, especially yellow mold. Note slime base hazards, also gain the constrict, immunity to piercing and
slashing weapons, and improved grab special attacks and qualities noted above.
A jabbering sentient slime gains the psionic subtype and can take psionic feats if it meets the prerequisites for such feats.
Jabbering (Su): Jabbering sentient slimes can communicate telepathically with any creature within 60 feet that has a language.
However, their communication consists solely of an unintelligible gibbering, bestial language once spoken in the god of oozes’
great court of mingled mud and gelatin pools. Any creature that has a language receives a –4 circumstance penalty to Will saves
while “hearing” this jabbering. Oozemasters (see Masters of Wild), slime lords (see the Player’s Guide to Faerûn), thralls of Juiblex
(see the Book of Vile Darkness), and characters with the cleric’s ooze (see Fiendish Codex 1: Hordes of the Abyss) or slime (see the
Player’s Guide to Faerûn or Spell Compendium) domain are immune to this effect and can telepathically understand and respond to
jabbering sentient slimes.
Naturally Psionic (Ex): A jabbering sentient slime gains 2 bonus power points. (If you are not using psionic rules in your
game, ignore this ability.)
Power Resistance (Ex): Jabbering sentient slimes have power resistance equal to its HD +5 (maximum 25). (If you are not
using psionic rules in your game, replace this ability with spell resistance.)
Psi-like Abilities: Jabbering sentient slimes possess the psi-like abilities indicated on table SS-1: Jabbering Psi-like Abilities
below depending on its size. The abilities are cumulative. Manifester level is equal to the creature’s HD. The save DCs for the
jabbering sentient slimes’ psi-like abilities are Intelligence-based. See the Expanded Psionics Handbook for details.
Thomas M. Costa and Eric L. Boyd 146 Bestiary of the Realms, Volume 2
(If you are not using psionic rules in your game, replace these abilities with the abilities indicated on table SS-2: Jabbering
Psionic Abilities. Caster level is equal to the creature’s HD. The save DCs for the jabbering sentient slimes’ psionics are
Intelligence-based.)
Abilities: Jabbering sentient slimes gain an additional +1 to their Intelligence score per 2 HD.
Challenge Rating: Small to Medium size, same as base creature +1; Large to Huge size, same as base creature +2; Gargantuan
to Colossal size, same as base creature +3.
Thomas M. Costa and Eric L. Boyd 147 Bestiary of the Realms, Volume 2
creature’s armor bonus is +6 or less and 2 steps if the creature’s armor bonus is higher than +7 or higher, as if the creature’s
size had increased by two categories.
Torpor (Ex): Magical cold effects cause slithering hoards to become exhausted.
Treasure Disguise (Ex): A slithering hoard has a +12 racial bonus to Disguise checks to disguise itself as a pile of treasure or
debris.
Challenge Rating: +1.
Stone Pudding Suite: This suite is applied to smaller-than-usual Medium black puddings.
Immunities (Ex): Stone puddings are immune to piercing and slashing weapons.
Reduced (Ex): Stone puddings are much smaller than black puddings. They are usually Medium size and have a base 5 HD.
Their size modifiers to Armor Class, grapples, attacks, slam and acid damage, space, reach, and constrict damage are modified
for their new size (see pages 291 and 314 of the Monster Manual). Their Strength is reduced by 8 and their Constitution by 4, but
their Dexterity remains the same. Unlike most sentient slimes, stone puddings only gain 2d6 points of Intelligence and Wisdom.
Spell Resistance (Ex): A subterranean pudding has spell resistance equal to its HD +10 (maximum 25).
Split (Ex): Electricity and fire deal no damage to a stone pudding. Instead the creature splits into two identical puddings,
each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and
dies if reduced to 0 hit points. The creature retains its immunity to slashing and piercing weapons.
Weak Acid (Ex): Stone pudding acid does not eat through metal, wood, or leather.
Challenge Rating: -3.
Subterranean Pudding Suite: This suite is usually applied to black pudding. It is known to come in two further sub-
varieties depending on the effects of its acid, dense pudding and gray pudding.
Enhanced Acid (Ex): This ability works as the black pudding’s special attack, except either it is tainted with the disease slimy
doom found on page 292 of the Dungeon Master’s Guide (and is known as dense pudding) or deals an additional +2d6 of acid
damage (and is known as a gray pudding). The save DC for the slimy doom is equal to 10 + 1/2 the creature’s HD + the
creature’s Constitution modifier.
Immunities (Ex): Subterranean puddings are immune to acid and cold and piercing and slashing weapons.
Shadow Blend (Ex): Subterranean puddings have a +8 racial bonus to Hide checks in dark or shadowy areas.
Spell Resistance (Ex): A subterranean pudding has spell resistance equal to its HD +5 (maximum 25).
Split (Ex): Electricity and fire deal no damage to a stone pudding. Instead the creature splits into two identical puddings,
each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and
dies if reduced to 0 hit points. The creature retains its immunity to slashing and piercing weapons.
Challenge Rating: +1
Thomas M. Costa and Eric L. Boyd 148 Bestiary of the Realms, Volume 2
Alignment: Usually neutral evil. Sentient slimes are usually the amoral result of evil arcane experimentation (or mistakes) or
servitors of evil gods. They are almost never good and rarely lawful.
Advancement: If an ooze, same as base creature or by character class (usually psion).
If a hazard, a sentient slime can advance by size as using the above noted modifiers or by character class (usually psion).
Level Adjustment: Sentient slimes make poor choices for character races or cohorts. They are not given a level adjustment.
CREDIT
Author Thomas M. Costa (jabbering sentient slime Thomas M. Costa and Eric L. Boyd), based on original material by Gary
Gygax, Eric L. Boyd, Steven E. Schend, Thomas M. Reid, Jean Rabe, Norm Ritchie, Donald Bingle, and others. The flareater,
stone pudding, and subterranean puddings originally appeared in Ruins of Undermountain II (1994) and Monstrous Compendium
Annual Two (1995). Psionic gray ooze and psionic yellow mold originally appeared in the 1E Monster Manual (1977), The Complete
Psionics Handbook (1991), and 2E Monstrous Manual (1993). The mustard jelly originally appeared in the 1E Monster Manual II
(1983) and 2E Monstrous Manual (1993). The slithering hoard originally appeared in Wyrmskull Throne (1999).
Thomas M. Costa and Eric L. Boyd 149 Bestiary of the Realms, Volume 2
Slithering Hoard: F +1 poor +8 Con = +9, R 1 poor -5 Dex = -4, W +1 poor +1 Wis +2 IW = +4
Stone Pudding: F +1 poor +4 Con = +5, R +1 poor -5 Dex = -4, W +1 poor -1 Wis +2 IW = +2
Subterranean Pudding: F +3 poor +6 con = +9, R +3 poor -5 Dex = -2, W +3 poor +1 Wis +2 IW = +6
Skill Points: (2 + Int modifier) x (HD +3); class skill max ranks = HD +3
Flareater: 2 x (6+3) = 18; 18
Jabbering Gray Ooze: (2 +2) x (7 + 3) = 40; 10
Jabbering Yellow Mold: (2 +4) x (16 +3) = 114; 19
Mustard Jelly: 2 x (6 +3) = 18; 9
Slithering Hoard: 2 x (4 +3) = 14; 7
Stone Pudding: (2 -2; min 1) x (5 +3) = 8; 8
Subterranean Pudding: 2 x (10 +3) = 26; 13
Skills: Name ranks + ability modifier + race + size + synergy + feat –armor =
Flareater: Climb 0 +8 race +1 Str = +9, Hide 6 cc +10 Dex +2 Stealthy = +15, Knowledge (dungeoneering) 6 +0 Int = +6, Move Silently 6 cc +10 Dex +2
Stealthy = +15, Survival +0 (+2 when underground)
Jabbering Gray Ooze: Concentration 10 +7 Con = +17, Knowledge (dungeoneering) 10 +2 Int = +12, Knowledge (psionics) 10 +2 Int = +12, Psicraft 10 +2
Int +2 knowledge synergy = +14, Survival 0 (+2 when underground)
Jabbering Yellow Mold: Climb 0 +8 race +7 Str = +15, ConcentrationEPSI 19 +8 Con = +27, Knowledge (arcana) 19 +4 Int = +23, Knowledge
(dungeoneering) 19 +4 Int = +23, Knowledge (psionics) 19 +4 Int = +23, Knowledge (religion) 19 +4 Int = +23, PsicraftEPSI 19 +4 Int +2 synergy = +25,
Survival +0 (+2 when underground)
Mustard Jelly: Knowledge (arcana) 9 +0 Int = +9, Knowledge (nature) 9 +0 Int = +9, Survival 0 +0 Wis (+2 knowledge synergy) = +0 (+2 in aboveground
natural environments)
Slithering Hoard: Disguise 0 -1 Cha (+12) = -1 (+11 as treasure or debris), Knowledge (dungeoneering) 7 +0 Int = +7, Knowledge (nature) 7 +0 Int = +7,
Survival 0 +1 Wis (+2 synergies) = +1 (+3 in aboveground natural environments and underground), Swim 0 +0 Str +8 race = +8
Stone Pudding: Climb 0 -1 Str +8 race = +7, Knowledge (dungeoneering) 8 -2 Int = +6, Survival 0 -1 Wis (+2 synergy) = -1 (+1 when underground)
Subterranean Pudding: 26; Climb 1 +3 Str +8 race = +12, Hide 0 -5 Dex +3 SF +2 Stealthy (+8 race) = +0 (+8 in darkness or shadows), Knowledge
(dungeoneering) 13 +0 Int = +13, Move Silently 0 -5 Dex +2 Stealthy = -3, Survival 12 cc +1 Wis (+2 synergy) = +7 (+9 when underground)
Feats: 1 + (1 per 3 HD)
Flareater: 1 + 6/3 = 3
Jabbering Gray Ooze: 1 +7/3 = 3
Jabbering Yellow Mold: 1 +16/3 = 6
Mustard Jelly: 1 + 6/3 = 3
Slithering Hoard: 1 +4/3 = 2
Stone Pudding: 1 +5/3 = 2
Subterranean Pudding: 1 +10/3 = 4
Challenge Rating: I tried to compare the base hazard CR to that of standard oozes and extrapolate from there. The various suites used the old method of
adding +1 CR for every 3 powers or so to establish a baseline. I then compared them again to existing oozes.
Level Adjustment: See Savage Species, pl. 9-24; Sentient slimes make poor choices for characters or cohorts, and thus have no level adjustment.
DCs:
Flareater: NA
Jabbering Gray Ooze: acid 10 +3 HD +7 Con = 20, psionics 10 + power level +2 Int = 12 + power level
Jabbering Yellow Mold: psi-like 10 + power level + 4 Int = 14 + power level; spores 10 +8 HD + 9 Con = 27
Mustard Jelly: vapor 10 +3 HD + 6 Con = 19
Slithering Hoard: adhesive and paralysis 10 +2 HD +8 Con = 20
Stone Pudding: NA
Subterranean Pudding: acid and enhanced acid 10 +5 HD +6 Con = 21
Notes: I decided to work most of these oozes up as ‘suites’ so that DMs could apply them to other types of oozes even if listed for specific types of oozes – I
felt the examples were helpful in their variety. Even those suites that note specific base creatures, can usually be applied to other types of oozes with no or a
little tweaking. Note in 3.5E (unlike 3E) oozes can have Intelligence, albeit rarely.
Jabbering sentient slimes are inspired by the description of Ghaunadaur in Faiths & Pantheons and Demihuman Deities and the fact that in 1E and 2E, larger
gray oozes and patches of yellow mold sometimes manifested psionics, an ability until now untranslated in 3E.
Base hazard statistics were derived from comparing the statistics of existing oozes and the size advancement tables.
Thomas M. Costa and Eric L. Boyd 150 Bestiary of the Realms, Volume 2
SERPENT VINE
Huge Plant
Hit Dice: 13d8+26 (84 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
Armor Class: 19 (-2 size, +3 Dex, +8 natural), touch 11, flat-footed 16
Base Attack/Grapple: +9/+26
Attack: Bite +16 melee (1d8+13)
Full Attack: Bite +16 melee (1d8+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d8+13, improved grab, spell-like abilities
Special Qualities: Damage reduction 5/slashing, low-light vision, plant traits, scent, vulnerability to fire
Saves: Fort +10, Ref +9, Will +6
Abilities: Str 28, Dex 17, Con 15, Int 10, Wis 14, Cha 15
Skills: Balance +11, Climb +17, Hide +10 (+18 in forests), Listen +16, Spot +16, Survival +10, Swim +17
Feats: Alertness, Dodge, Endurance, Lightning Reflexes, Skill Focus (Hide)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral evil
Advancement: 13-18 HD (Huge); 19-34 HD (Gargantuan), 35-39 (Colossal)
Level Adjustment: +4 (cohort)
Before you hangs a sizeable, mottled-green vine covered with heart-shaped green leaves and smaller vines that curve around its entire length. As you
approach, a serpentine head sways forward, green eyes staring at you.
Serpent vines are a cross between a giant constrictor snake and a plant. These monsters looks like vines, and are difficult to
distinguish as threats. The leaves that cover their bodies actually aid their movement, acting like small feet that help propel the
vines quickly through the underbrush. The vines’ green skin color changes shades to match that of the trees they hang from or
foliage in which they lie.
Serpent vines are solitary creatures which do not even associate with others of their kind except to mate. They are very rarely
encountered on bare ground; the vines prefer to cling to the green foliage of the trees for protection. Vines live high in the trees,
laying their eggs in hollowed sections of thick branches or trunks. Each vine (as all vines are hermaphroditic) will lay 1-6 eggs
every four months, and will warm the eggs with its body until they hatch (usually three to four weeks). The vines are less active
during this time, attacking prey only to eat and not for enjoyment. The baby serpent vines are roughly one-foot long upon
hatching, and are quickly sent down the tree to survive on their own or to fall prey to other carnivores. Serpent vines speak their
own sibilant tongue.
Serpent vines often kill more they can eat. They will go out of their way to attack humanoids, especially gnomes and
halflings, which they consider sweet flesh, but prey upon all warm-blooded creatures within their forests. Consequently, the
vines are often hunted by rangers and druids who do not consider the creatures as natural parts of the environment and view
them as a serious threat.
COMBAT
A serpent vine prefers to surprise victims while hanging amid normal vines on tall trees, where they are hidden and have the
best vantage point to use their spell-like abilities or drop upon unsuspecting prey. A vine is cunning and will often use major
image to add luscious-looking, ripe fruit to its body – especially around its mouth. It uses its other spell-like abilities to hint that
affected humanoids should relax, come closer, and touch the vine. Once a victim is charmed or dominated and allows itself to be
hugged, the vine eases its body from the tree, wraps itself about the target, covering its mouth, and attacks, biting and
constricting the victim until its dead. If there are many creatures, the vine will order dominated creatures to not move.
If a party of adventurers encounters a serpent vine, and the vine’s spells do not effect any of its intended targets, the vine
will hide in the undergrowth and slink away. A vine is not foolish enough to attack when the odds are against it. Further, a vine
will rarely attack groups of drow, which have proven resistant to its spell-like abilities. However, the vines have been known to
attack up to 3 individuals unaffected by their magic.
Constrict (Ex): On a successful grapple check, a serpent vine deals 1d8+13 points of damage.
Improved Grab (Ex): To use this ability, a serpent vine must hit with its bite attack. It can then attempt to start a grapple
as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Thomas M. Costa and Eric L. Boyd 151 Bestiary of the Realms, Volume 2
Spell-like Abilities (Sp): 3/day – dominate person (DC 17), major image (DC 15); 1/day – mass charm person (as mass charm
monster but it’s treated as a level 5 sorcerer spell and only affects humanoids; DC 17). Caster level 13th. The save DCs are
Charisma-based.
Skills: A serpent vines has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb
checks. In forested areas, the Hide bonus improves to +12
A serpent vine can always choose to take 10 on a Climb check, even if rushed or threatened. It can use either their Strength
modifier or Dexterity modifier for Climb checks, whichever is higher.
A serpent vine has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it
swims in a straight line.
CREDIT
Author Thomas M. Costa, based on original material by Jena Rabe and Norm Ritchie. The serpent vine originally appeared in
Ruins of Undermountain II: The Deep Levels (1994) and Monstrous Compendium Annual Volume Two (1995).
Thomas M. Costa and Eric L. Boyd 152 Bestiary of the Realms, Volume 2
SHADOWHOUND
Medium Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 50 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple: +3/−
Attack: Incorporeal bite +6 melee touch (1d8+3 negative energy)
Full Attack: Incorporeal bite +6 melee touch (1d8+3 negative energy)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, negative energy bite
Special Qualities: Darkvision 60 ft., immunity mind-affecting effects and poison, improved tracking, incorporeal, resistance to
acid 5, cold 5, electricity 10, and fire 5, spell resistance 10
Saves: Fort +5, Ref +6, Will +5
Abilities: Str −, Dex 16, Con 15, Int 5, Wis 14, Cha 16
Skills: Bluff +9, Hide +13 (+17 in shadowy areas, +9 in bright light), Jump +17, Listen +10, Spot +10
Feats: Improved Feint, Run, TrackB
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: +9 (cohort)
Before you stands the murky silhouette of a large, black dog, similar perhaps to a shepherd or husky, with a long, whipping tail. Its razor-sharp teeth
are bared in a silent growl, which is perhaps more unnerving, and it appears ready to strike.
Shadowhounds are fierce canines from the Infinite Layers of the Abyss. They like to roam cold, subterranean passageways
looking for easy prey. These horrible canines seem to glide over terrain without making the slightest noise. In fact, even when
agitated or injured, they remain silent. They feed off the fear of their victims by chilling them with their shadowy bite.
Many tanar’ri lords keep huge kennels of shadowhounds in their palaces, where they serve to quickly remove trespassers
from undesirable areas (such as the approach to a place). Because of their ferocious nature, relative loyalty (for chaotic
creatures), and ability to easily surprise intruders, they make excellent watch dogs. Shadowhounds tend to naturally latch on to
chaotic evil masters from whom they will gladly accept any reasonable order. They will serve until they die, their master dies, or
they come across a more powerful or more evil patron to serve (at which point, they switch alliances without a thought).
Shadowhounds are dispatched frequently to the Prime Material Plane to serve the mortal thralls of the demon princes.
Shadowhounds can be summoned with a summon monster V spell. Shadowhounds understand Abyssal.
COMBAT
Shadowhounds are clever hunters that like to operate in packs. They are afraid of nothing and rely on their incorporeality and
many special qualities to keep them safe. They always attack in complete silence. The hounds prefer to frighten targets into
fleeing and then run them down. In battle, they feint constantly, which in combination with their touch attack, denies targets
most bonuses to AC.
Fear Aura (Su): Shadowhounds are shrouded in a constant aura of terror and evil. All creatures except evil outsiders within
a 30-foot radius must succeed at a Will save (DC 14) or become frightened. A frightened creature flees from the source of its
fear as best as it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on attack rolls, saving throws, skill
checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use
such means if they are the only way to escape. Subjects that make their saving throw against this ability are immune to that
shadowhound’s aura for one day.
Improved Tracking (Ex): Shadowhounds are consummate trackers and make Spot checks instead of the usual Survival
checks to trace a creature’s passage and use the Track feat.
Negative Energy Bite (Ex): Shadowhounds have a touch attack that uses negative energy to deal 1d8 + their Charisma
modifier points of damage to living creatures; a Will save (DC 14) halves the damage.
Skills: Shadowhounds have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Hide checks. In areas of
shadowy illumination, the Hide bonus improves to +8. In areas of bright light, the Hide bonus drops to +0. Shadowhounds use
their Dexterity modifier for Jump checks.
Thomas M. Costa and Eric L. Boyd 153 Bestiary of the Realms, Volume 2
SHADOWHOUNDS IN FAERÛN
Baphomet is said to have many kennels of shadowhounds and has often sent large packs of a shadowhounds to the ogres of the
Ice Spires (see Bestiary of the Realms, Volume One at http://www.ericlboyd.com/dnd/monsters.html). On the Abyss, Graz’zt is
known to keep a kennel of them in his palace for hunts in Zrintor, the Viper Forest.
CREDIT
Author Thomas M. Costa, based on original material by Ray Winninger. The shadowhound originally appeared in Giantcraft
(1995).
SHADOWHOUND CREATION
Medium Outsider
Hp: (3 x 4.5 HD) + (3 x 2 Con) = 13 +6 = 19
Base Attack/Grapple: +3 as ftr/N/A incorporeal
Full Attack: +3 BAB +3 Dex (incorporeal) = +6
Saves: F +3 good +2 Con = +5, R +3 good +3 Dex = +6, W +3 good +2 Wis = +5
Skill Points: (8 + Int modifier) x (HD +3) = 5 x 6 = 30; class skill max ranks = HD +3 = 6
Skills: Bluff 6 +3 Cha = +9, Hide 6 +4 race +3 Dex (+4/-4 more race) = +13 (+17 in shadowy areas, +9 in bright light), Jump 6 +3 Dex +8 speed = +17,
Listen 6 +2 race +2 Wis = +10, Spot 6 +2 race +2 Wis = +10
Feats: 1 + (1 per 3 HD) = 2 + 1 bonus
Challenge Rating: Old Method Base: 4 for hp +1 for speed/darkvision/improved tracking/bonus feat, AC, fear aura, immunities/resistances, spell resistance,
abilities/skills, outsider traits, +2 for attack/negative energy bite, incorporeal = 15/3 = 5, which is probably about right if you compare it to a hell hound and
shadow mastiff.
Level Adjustment: See Savage Species, p. 19-24; +1 for outsider, speed/ improved tracking/Track, fear aura, negative energy bite, immunities, resistances, spell
resistance, skills, +2 for incorporeal, abilities = +12, but a little high so lower to +9.
DCs: fear aura 10 +1 for HD +3 for Cha = 14
Thomas M. Costa and Eric L. Boyd 154 Bestiary of the Realms, Volume 2
SHADOWSTAFF (TEMPLATE)
Shadowstaves are once mortals made deathless by the gods of magic, but only if the being is willing to enter such service and
judged fitting for such an existence. They resemble ghosts or wraiths and delight in observing the work and doings of intelligent
creatures. Nevertheless, unless direct contact or confrontation with particular mortal beings is ordered, the deities who create
shadowstaves usually prefer mortals remain unaware they are under scrutiny and of the nature of shadowstaves.
Shadowstaves advise the few mortal spellcasters who are aware of and call on them or pray to the gods for their guidance.
They serve as unseen guardians of many temples and holy places sacred to the gods of magic. The gods of magic also use them
as unseen watchers over magic. Remaining hidden, they manipulate the affairs of individual mortal spellcasters to teach them
the responsibility that wielding magic carries; ensure spellcasters know the consequence of their spellcraft; and drop hints and
clues to goad spellcasters ever on to greater magical creativity. Even the most knowledgeable spellcasters are unaware of how
extensive, numerous, and tireless are the tasks set for shadowstaves by the gods.
Being servitors of allied gods, shadowstaves never willingly fight each other (though they may disagree in a lively manner
over what should be done, and how best it can be accomplished), and with rare exceptions, work together loyally and smoothly
in the service of those gods.
Shadowstaves are doomed to slowly, over millennia, fade away as their souls become utterly exhausted. Some come to love
particular mortals they see or are commanded to watch over. In either case, some shadowstaves request their existence end – to
either become petitioners in service of the gods or in a new form (perhaps restored to mortality to woo or consort with their
beloved). The gods have shown great compassion in granting such requests, but often alter the memories of former
shadowstaves, so as to keep divine secrets.
SHADOWSTAVES IN FAERÛN
Shadowstaves are created by Mystra, Azuth, and now Savras from the souls of deeply loyal worshipers or a former Magister. (In
fact, many of these former Magisters keep the Magisterial duels of potential new Magisters free from interference.)
Shadowstaves defend Aglarond and Rashemen against Thay. Their efforts force the Red Wizards to strive ever harder to
develop spells to defeat the foes that defy them, instead of turning on each other and destroying magical knowledge in a struggle
that blasts Thay into a wasteland. In fact, it is quite likely that shadowstaves played a role in inspiring the Thayan Enclaves that
now sell magic across the Realms. Like those of the Unapproachable East, lurking shadowstaves in the Heartlands repeatedly
thwart Zhentarim mages who attack various Dales, so the mages of the Black Network work to craft ever more powerful spells.
During the Time of Troubles, Midnight, the new Mystra, grew greatly in maturity and knowledge upon making mental
contact with her shadowstaves. The sheer load of human grief, suffering, and experience carried in those memories, however,
nearly drove her insane; much of her love for Elminster is due to his swift and gentle work to shield and support her sanity at
that time.
Mystra, Azuth, and Savras can contact and “see through the eyes of” their shadowstaves at any time. Nevertheless, it would
be a mistake to assume the gods monitor all of their shadowstaves all the time. Furthermore, the powers cannot manifest or
speak directly through a shadowstaff without destroying it.
SAMPLE SHADOWSTAFF
Like a wraith or a ghost, a translucent, shadowy figure rises before you. The figure’s body fades into nothingness below its torso and its features are lost
within the cowl of its tattered, black cloak
This example uses the former Magister, Imrul Athelzedar, a male Turami human wizard 7/loremaster 10 as the base character.
Imrul Athelzedar
Shadowstaff Wizard 7/Loremaster 10
Medium Deathless (Augmented Humanoid, Incorporeal)
Hit Dice: 17d12 (110 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 60 ft. (perfect)
Armor Class: 20 (+4 Dex, +1 dodge [loremaster secret], +5 deflection), touch 20, flat-footed 15
Base Attack/Grapple: +8/+8
Attack: +1/+1 ghost touch, greater dispelling, speed, striking, sure striking, imbued quarterstaff +9 melee (1d6+1)
Full Attack: +1/+1 ghost touch, greater dispelling, speed, striking, sure striking, imbued quarterstaff +9/+9/+4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Magic missiles, paralyzing touch, shadowstaff, spells
Thomas M. Costa and Eric L. Boyd 155 Bestiary of the Realms, Volume 2
Special Qualities: Azuth’s blessing, Azuth’s understanding, Azuth’s vision, deathless traits, familiar (imbued staff), greater lore,
incorporeal, lore +17, loremaster secrets, Mystra’s glow, Mystra’s shield, Mystra’s touch, resistance to acid 10 and fire 10, spell
resistance 27, true lore, turn resistance +4, vulnerability to fire
Saves: Fort +5, Ref +11, Will +16
Abilities: Str 10, Dex 18, Con −, Int 26, Wis 19, Cha 20
Skills: Concentration +25, Gather Information +15, Hide +12, Knowledge (arcana) +36, Heal +9, Knowledge (history) +28,
Knowledge (religion) +28, Knowledge (the planes) +18, Listen +12, Search +16, Sense Motive +12, Spellcraft 1+38 (+40 to
decipher spells on scrolls), Spot +12, Use Magic Device +31 (+33 with scrolls), Survival +4 (+6 to Survival checks on other
planes)
Feats: Eschew Materials, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Imbued Defense (see Dragon Magazine #338),
Recharge Staff (see Dragon Magazine #338), Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 21
Treasure: Double goods (see below)
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: +8
Imrul speaks Chondathan, Common, Draconic, Elven, Halruaan, Loross, and Roushoum, though Azuth’s understanding
generally supersedes his own linguistic abilities.
Combat
The save DC for Imrul’s paralyzing touch is 23. In melee combat, Imrul freely uses the charges in his staff to deal the maximum
damage he can.
Familiar: Imrul has foregone a normal familiar in order to imbue his staff with that portion of his power. (See pages 54-61
of Dragon Magazine #338 [December 2005].) Imrul’s staff is a +1/+1 ghost touch, greater dispelling (see page 119 of the Player’s Guide
to Faerûn), speed, striking (see sidebar), sure striking (see page 120 of the Player’s Guide to Faerûn) imbued quarterstaff with the imbued
powers of a 7th-level wizard’s staff, including: 3/day – light, 1/day – message, deliver touch spells, and remote viewing. The staff
has a hardness of 10 and 20 hit points. Imrul keeps it fully charged with his Recharge Staff feat.
Greater Lore (Ex): Imrul understands magic items as if he were using the identify spell.
Lore: Imrul has the ability to know legends or information regarding various topics, just as a bard can with bardic
knowledge (see page 28 of the Player’s Handbook). He adds +20 to his lore checks.
Loremaster Secrets: Imrul knows five loremaster secrets, including the secret knowledge of avoidance (+2 bonus on
Reflex saves), dodge trick (+1 dodge bonus to AC), applicable knowledge (Eschew Materials feat), newfound arcana (1 bonus
1st-level spell), and more newfound arcana (1 bonus 2nd-level spell).
Spells: Imrul casts spells as a wizard.
Typical Wizard Spells Prepared (4/7/7/6/5/5/5/4/2/1; caster level 17th; save DC 18 + spell level): 0 – ghost sound, mage hand,
mending, message; 1 – erase, mage armor, ray of enfeeblement, shield, silent image, sleep, Tenser’s floating disk; 2 – detect thoughts, fog cloud, fox’s
cunning, gust of wind, lightning bolt, misdirection, summon swarm, touch of idiocy; 3 – clairaudience/clairvoyance, dispel magic (x2), haste, stinking
cloud, suggestion; 4 – charm monster, dimension door, dimensional anchor, fire shield, polymorph; 5 – break enchantment, dismissal, feeblemind, magic
jar, summon monster V; 6 – chain lightning, disintegrate, eyebite, greater dispel magic, mass suggestion; 7 – banishment, Bigby’s grasping hand, spell
turning, summon monster VII; 8 – discern location, horrid wilting; 9 – time stop. Note Imrul had extensive spellbooks that included
almost every spell in the Player’s Handbook and many other rarer spells. These spellbooks are secreted in hidden caches across
Faerûn.
True Lore (Ex): Once per day, Imrul can use his knowledge to gain the effect of a legend lore or analyze dweomer spell.
Possessions: Imbued staff (see above). Athelzedar also has at least 20 hidden caches of fully-charged wands of various 1st-
level spells across Faerûn.
Thomas M. Costa and Eric L. Boyd 156 Bestiary of the Realms, Volume 2
His research and diligent prayers to Azuth and Mystra led him to learn of Maxiladanarr Torstren’s Incipient Clans. Torstren
had been Magister from 1322-1328 DR and had manipulated the marriages of several families to promote flourishing sorcerous
families known as the Incipient Clans (the Belvrost of Reddansyr; the Chaserperi originally of Amn; the Dauntrael of Tethyr;
the Klaeverdar of the uplands near Secomber, Elturel, and Amnwater; and the Phaerdinzer of Amn). Upon discovering the
Torstren’s breeding program, Imrul also worked to guard and nurture the Clans insofar as he could do so without ever being
detected. His efforts to bring together suitable young lasses of magical skill with various ardent young males of the Incipient
Clans are masterpieces of subtlety.
In the Year of the Bright Blade, 1347 DR, Imrul grew weary of being Magister. Over the next several years and as with all
things, he chose his successor, Nouméa Drathchuld, a shy and gentle librarian, with care and subtlety. He apprenticed her,
guarded, and tested her, eventually becoming a shadowstaff to bring about a transfer of office to Drathchuld, the best candidate
he could find – who, like himself, was of more character and diligence than magical might. (Drathchuld herself would reign
from 1354-1370 DR before becoming a Chosen of Mystra and passing on the mantle of Magister to Talatha Vaerovree of
Innarlith.)
Today, Athelzedar continues his wanderings across the Realms, serving where Azuth requests. He still enjoys Drathchuld’s
company, and shares it when opportunities arise. He still keeps several caches of wands scattered about his homeland, Erlkazar,
east of Amn and Tethyr.
CREATING A SHADOWSTAFF
“Shadowstaff” is an acquired template that can be added to any humanoid creature (referred to hereafter as the “base creature”),
providing the creature has an arcane caster level of at least 9 and no Shadow Weave feats. Nearly all shadowstaves meet the
arcane caster level requirement with levels in wizard, though some have or also have levels in other spellcasting classes.
A shadowstaff has all the base creature’s statistics and special abilities except as noted here.
Type: The creature’s type changes to deathless. (See pages 275-276 of the Eberron Campaign Setting or pages 157-158 of the
Book of Exalted Deeds. If these sources are not available, replace with undead that have turn immunity.) Do not recalculate base
attack bonus, saves, or skill points. It gains the incorporeal subtype.
Hit Dice: All current and future Hit Dice become d12s.
Speed: Shadowstaves gain a supernatural fly speed of 60 feet, unless the base creature has a higher fly speed, with perfect
maneuverability, in both corporeal and incorporeal form.
Armor Class: Natural armor is the same as the base creature’s when corporeal. An incorporeal shadowstaff gains a
deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attack and Full Attack: A shadowstaff retains all the attacks of the base creature, but cannot deliver attacks that rely on
physical contact when incorporeal.
Special Attacks: A shadowstaff retains all the special attacks of the base creature.
Magic Missiles (Sp): A corporeal shadowstaff can cast Empowered, Quickened magic missile spells at will, allowing it to cast two
such spells each round. Unlike normal magic missiles, the shadowstaff can choose whether each missile deals lethal or nonlethal
force damage. The shadowstaff’s caster level is equal to its HD.
Paralyzing Touch (Su): A corporeal shadowstaff that hits with a melee touch attack can paralyze its target as a hold monster spell
for 1 round/shadowstaff’s HD unless the target makes a Will save. Each round on its turn, the target may attempt a new saving
throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) The save DC is equal to 10 +
1/2 the shadowstaff’s HD + the shadowstaff’s Cha modifier. A shadowstaff that uses its paralyzing touch cannot use its magic
missiles spell-like ability or become incorporeal again for 1d4 rounds.
Shadowstaff (Su): A shadowstaff can drain charges from charged magic devices and items, including wands, scepters (see Lost
Empires of Faerûn), staffs, and certain other magic items, to achieve two different effects. In neither case does the magic item get
a saving throw to resist the drain.
First, a corporeal or incorporeal shadowstaff in contact with a charged magic item can drain one charge per round in order
to replace the material and focus components of a spell they are casting, regardless of the cost or rarity of the components.
Second, an incorporeal shadowstaff can enter a charged magic item, vanishing into it, and drain one charge per round in
order to heal itself 1d12 points per drained charge. The shadowstaff can only heal itself and cannot gain hit points above its
normal maximum. If the charged item is destroyed while the shadowstaff is within it, the shadowstaff also is destroyed. Once
the shadowstaff leaves the magic item, it cannot become corporeal again for 10 minutes.
Spellcasting (Sp): A shadowstaff can cast any spell it could cast while alive. A shadowstaff still needs material and focus
components to cast its spells, preventing it from casting most of its spells while incorporeal. (The shadowstaff special attack [see
above] and/or the Eschew Materials feat lessen this need).
Special Qualities: A shadowstaff has all the special qualities of the base creature and gains deathless traits (see pages 275-
276 of the Eberron Campaign Setting or pages 157-158 of the Book of Exalted Deeds), as well as those described below. The
shadowstaff’s effective caster level is equal to its HD for all supernatural abilities that mimic spells.
Thomas M. Costa and Eric L. Boyd 157 Bestiary of the Realms, Volume 2
Azuth’s Blessing (Ex): Shadowstaves that prepared spells as mortals can prepare all their spells without referring to a
spellbook, though they still need to have learned the spells they prepare. In addition, they only need 10 minutes to prepare spells
instead of an hour.
Azuth’s Understanding (Su): A shadowstaff functions as if under permanent comprehend languages, read languages, and tongues spells.
Azuth’s Vision (Su): A shadowstaff sees as if under permanent analyze dweomer, arcane sight, darkvision, and true seeing spells, all
out to 120 ft. The analyze dweomer effect does not allow a saving throw under any circumstances.
Incorporeal (Su): Shadowstaves are naturally incorporeal (see pages 310-311 of the Monster Manual), but can become corporeal
at will. Shadowstaves usually become corporeal when attacking or otherwise interacting with others. Items a shadowstaff holds
when corporeal do not become incorporeal when the shadowstaff returns to its natural state. Shadowstaves are unaffected by
holy water, but are affected by unholy water just as most incorporeal creatures are affected by holy water.
Mystra’s Glow (Su): Shadowstaves can cause all items within 120 feet that have a magical aura to glow with a cold white
radiance as a faerie fire spell for 1 min./shadowstaff’s HD at will. The shadowstaff need not be aware of which items are magical
to make this power work on such items.
Mystra’s Shield (Ex): A shadowstaff is constantly protected by a Heightened (10th-level) mind blank, that also protects against
all psionics and all forms of possession, including a magic jar spell, a ghost’s malevolence special attack, and a fiend of
possession’s possess creature class feature.
Mystra’s Touch (Su): Any object a shadowstaff grasps and releases levitates as the spell. This effect ends as normal, but also
ends if it the object is grasped by another creature or hit by a gust of wind spell or equally strong magical wind. The shadowstaff
has no control over this ability, preventing the creature from wielding most missile weapons including bows. (Crossbows may
be wielded if the shadowstaff has some one else load the crossbow or waits for its levitation effect to end on the bolt.)
Shadowstaves sometimes grab items away from creatures and then fly high up to release them, floating out of reach or
hanging menacingly above foes.
Resistances (Ex): Shadowstaves have resistance to cold 10 and electricity 10.
Spell Resistance (Ex): A shadowstaff gains spell resistance equal to the base creature’s HD +10 (maximum 35).
Turn Resistance (Ex): A shadowstaff has +4 turn resistance.
Vulnerability to Fire (Ex): Shadowstaves are vulnerable to fire and take half again as much (+50%) damage as normal from the
effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. Moreover, fire attacks ignore a
shadowstaff’s incorporeal defenses against corporeal attacks.
Abilities: Increase from the base creature as follows: Dex +4, Int +4, Wis +4, Cha +4. Being a deathless, a shadowstaff has
no Constitution score.
Skills: Shadowstaves have a +8 racial bonus on Hide, Knowledge (arcana), Listen, Search, Sense Motive, Spellcraft, and
Spot checks and a +16 racial bonus on Use Magic Device checks, all of which they can use untrained. Otherwise same as the
base creature.
Environment: Any, often as base creature.
Organization: Solitary, cowl (2-4), or cloak (5-8).
Challenge Rating: Same as the base creature +4.
Treasure: Usually none. Most treasure is simply too difficult to carry as it requires the shadowstaff to remain corporeal.
Some shadowstaves do have double goods or more rarely double coins. Shadowstaves in or near their lair, sometimes have
ghost touch weapons and/or charged magic items, especially wands, scepters, or preferably staves, often of their own making.
They may also have coins and gems, if preparing to purchase materials to craft a staff or other magical item. Shadowstaves with
the capacity to do so prefer to craft their staves to be +1 ghost touch weapons on one end in addition to their standard abilities;
this allows them to carry the staff with them at all times and adds +12,600 gp to the value of the staff.
Alignment: Usually lawful neutral.
Advancement: By character class.
Level Adjustment: Same as the base creature +8.
Thomas M. Costa and Eric L. Boyd 158 Bestiary of the Realms, Volume 2
Moderate evocation; CL 7th; Craft Magic Arms and Armor and Craft Scepter, Staff, or Wand, thunderlance (see page 75 of the
Forgotten Realms Campaign Setting); Price +14,000 gp.
CREDIT
Author Thomas M. Costa, based on original material by Ed Greenwood. The shadowstaff and Imrul Athelzedar originally
appeared in Secrets of the Magister (2000).
SHADOWSTAFF CREATION
Medium deathless
Hp: 6.5 x 17 = 110
Base Attack/Grapple: +3 wiz +5 LM = +8/+8 BAB +0 Str = +8
Full Attack: +8 BAB +1 weapon = +9, note full attack includes speed weapon
Saves: F +2 Wiz +3 LM +0 Con = +5, R +2 Wiz +3 LM +4 Dex +2 LM secret = +11, W +5 Wiz +7 LM + 4 Wis = +16
Skill Points: [(2 +3 Int at time) x (7 wiz +3)] + [(4 +4.5 Int at time) x (10 LM)] = 50 wiz + 85 LM = 135; class skill max ranks = HD +3 = 20
Skills: Concentration 10 wiz +10 LM +5 Cha = +25, Gather Information 10 LM +5 Cha = +15, Hide 0 +4 Dex +8 race = +12, Knowledge (arcana) 10 wiz
+10 LM +8 Int +8 race = +36, Heal 5 LM +4 Wis = +9, Knowledge (history) 10 wiz +10 LM +8 Int = +28, Knowledge (religion) 10 wiz +10 LM +8 Int =
+28, Knowledge (the planes) 10 LM +8 Int = +18, Listen 0 +4 Wis +8 race = +12, Search 0 +8 Int +8 race = +16, Sense Motive 0 +4 Wis +8 race = +12,
Spellcraft 10 wiz +10 LM +8 Int +8 race +2 know synergy (+2 UMD synergy) = +38 (+40 to decipher spells on scrolls), Spot 0 +4 Wis +8 race = +12, Use
Magic Device 10 LM +5 Cha +16 race (+2 synergy) = +31 (+33 with scrolls), Survival 0 +4 Wis (+2 know synergy) = +4 (+6 to Survival checks on other
planes)… Lore 10 LM +8 Int +2 know synergy = +20
Feats: 1 +17/3 +1 human +2 wizard +1 loremaster secret = 9
Challenge Rating: Old Method Base: +1 for magic missiles, paralyzing touch, shadowstaff, Azuth’s blessing/understanding/ vision, Mystra’s
glow/shield/touch, resistances/turn resistance, abilities/skills, +2 for deathless traits, speed, incorporeal, spell resistance = 15/3 = 5, but seems a little high
compared to other templates, so +4.
Level Adjustment: See Savage Species, p. 9-24; +2 for deathless traits, speed, magic missiles, paralyzing touch, Azuth’s blessing/understanding/vision,
incorporeal, Mystra’s glow/shield/touch, resistances/turn resistance, spell resistance, abilities/skills = +20, which seems way high, so lower to +8
DCs: Paralyzing touch 10 +8 HD +5 Cha = 23; Spells = 18 + spell level
Notes: Abilities are standard wizard 17 plus +3 for age to Int, Wis, and Cha + deathless. Wizard spells prepared include modifiers for high Intelligence and
loremaster secrets.
Possessions: As a 17th-level NPC = 100, 000 gp. Staff = +14,000 gp for striking +79,200 greater dispelling +50,000 gp for ghost touch (+1), speed (+3), sure
striking (+1) weapon) x 1.2 for imbued staff (though +1 enhancement and staff are not counted toward cost) = 171,840 gp x .5 since he crafted it himself =
85,920 gp, plus various wands, should be about right.
Striking Weapon Ability: This is a conversion of the 1E and 2E staff of striking, but is modeled more closely on the 3.5E staff of power smiting language because a
direct conversion would be kind of weak. I chose thunderlance because I like it being an arcane, evocation, and force effect and aside from the divine inflict spells,
could not find many other spell choices I liked. Its price is based off the standard charged spell item formula with a twist; 4 spell level x 7 minimum caster level
x 1000 for charged item (2000 x .5 for continuous use spell effect) x .5 arbitrarily because do not get benefits of higher Strength, cannot dispel force effects, and
triple damage costs 2 charges = 14,000 gp, which probably works out okay. It compares favorably to many of the +2 bonus weapon special abilities that are
worth roughly 16,000 gp in a +1 weapon, so since charged probably okay.
Thomas M. Costa and Eric L. Boyd 159 Bestiary of the Realms, Volume 2
SHATJAN
Medium Fey (Cold)
Hit Dice: 8d6+24 (52 hp)
Initiative: +2
Speed: 30 ft. in armor (6 squares); base speed 40 ft.
Armor Class: 20 (+2 Dex, +5 natural, +3 masterwork hide),
touch 12, flat-footed 18
Base Attack/Grapple: +4/+7
Attack: Harpoon +7 melee (1d10+4/x3; see page 76 of
Frostburn) or harpoon +6 ranged (1d10+3/x3; see page 76 of
Frostburn) or composite short bow +6 ranged (1d6+3/x3) or
gore +7 melee (1d4+4)
Full Attack: Harpoon +7 melee (1d10+4/x3; see page 76 of
Frostburn) or harpoon +6 ranged (1d10+3/x3; see page 76 of
Frostburn) or composite short bow +6 ranged (1d6+3/x3) or
gore +7 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, immunity
to cold, low-light vision, scent, snowsight, vulnerability to fire
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 17, Dex 14, Con 17, Int 11, Wis 14, Cha 14
Skills: Balance +0 (+8 on ice and snow), Hide +11,
Knowledge (nature) +11, Listen +13, Move Silently +11, Spot
+13, Survival +15 (+17 in aboveground natural
environments)
Feats: Endurance, Great Fortitude, Power Attack, TrackB
Environment: Cold forest
Organization: Solitary, pair, or family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 9-12 HD (Medium); 13-16 (Large); or by
character class
Level Adjustment: +5
Strong and stocky, this humanoid has the body of a hirsute man and the head of a reindeer with two large antler racks. Its head, neck, shoulders, and
forearms are covered with a thick gray to dark-brown coat. Garbed in furs, the creature is clearly clothed functionally and not to protect itself from the
cold.
The shatjan is a powerful protector of the icy far north. There it lives in solitude, watching over the flocks of reindeer that roam
the tundra, moving with their annual migrations. This guardianship does not mean they defend against all predators. The shatjan
become involved only if the predators become too damaging in their attacks. In addition, they act to minimize the damage from
natural disasters, such as fires or famine, by guiding the herds to safe grounds.
During the summer, shatjan live in a small family group at the edge of the forest and tundra. There they build temporary
camps, little wickiups of fir branches and birch bark. During the winter they follow the reindeer back into the forests and live in
ice caves or leather tents. Since shatjan do not need to protect themselves against the cold, they build these shelters for
convenience and comfort. A typical camp has only one male and one female, who mate for life, and a number of young.
The shatjan has the body of a human, but the head of a reindeer. Males sport large antler racks, while females have antlers
that are somewhat smaller. They are 5-7 feet tall and weigh from 200-300 pounds. Shatjan clothing is made from skins and bark,
often decorated with fey patterns and symbols. They eat much the same foods as reindeer.
Shatjan have are indifferent to humans and most humanoids, viewing them as yet another force with which to contend. In
addition, they sometimes trade with them for vegetable delicacies they cannot get in the north. They speak Common (though
some know Tuigan or Shou instead) and Sylvan.
Thomas M. Costa and Eric L. Boyd 160 Bestiary of the Realms, Volume 2
COMBAT
The shatjan is not by nature a warrior, and seldom seeks out battle. However, in its role as protector the herds, the shatjan is
often forced to fight against predators of all types. It uses its environment to its advantage trying to lure its opponents to a
position that places them at a disadvantage – a deep drift or a slippery patch of ice. In addition to harpoons and composite
bows, they sometimes wield greatclubs.
A shatjan’s damage reduction is supernatural.
Breath Weapon (Su): 5 ft. line of cold, 1/round, damage 4d6 cold, Reflex DC 17 half. The DC is Constitution-based.
Snowsight (Ex): Shatjan can see to the normal limits of their vision even in whiteout conditions, and ignore all penalties
due to snow glare and snow blindness.
Spell-like Abilities: At will – commune with nature, control temperature (cold only; see page 92 of Frostburn), mass charm monster
(deer and other cervidae only; DC 20), speak with animals. Caster Level: 16th. The save DCs are Charisma-based.
Skills: A shatjan has a +2 racial bonus on Survival checks. Shatjan gain a +8 racial bonus to Balance checks on ice and
snow.
SHATJAN IN FAERÛN
The people of Sossal and the nomadic human tribes of the northern portions of the Hordelands of the Endless Waste and Plain
of Horses consider the shatjan to be powerful totem spirits. The creatures figure strongly in local folklore, since the reindeer
herds are vital to the survival of the tribes. No wise hunter begins a hunt without first making an offering to the shatjan. When
the creatures are encountered, tribesmen treat them with great respect and consider the meeting to be a good omen.
CREDIT
Author Thomas M. Costa, based on original material by David “Zeb” Cook. The shatjan originally appeared in The Horde (1990).
SHATJAN CREATION
Medium Fey
Hp: (8 x 3.5 HD) + (8 x 3 Con) = 28 +24 = 52
Base Attack/Grapple: +4 as wiz/+4 BAB +3 Str = +7
Full Attack: +4 BAB +3 Str = +7 melee or +4 BAB +2 Dex = +6 ranged
Saves: Fort +2 +3 Con +2 GF = +7, Ref +6 +2 Dex = +8, Will +6 +2 Wis = +8
Skill Points: (2 + Int modifier) x (HD +3) = (6) x (8 HD +3) = 66; class skill max ranks = HD +3 = 11
Skills: Balance +2 -2 armor (+8 race) = +0 (+8 on ice), Hide 11 +2 Dex -2 armor = +11, Knowledge (nature) 11 +0 Int = +11, Listen 11 +2 = +13, Move
Silently 11 +2 Dex -2 armor = +11, Spot 11 +2 Wis = +13, Survival 11 +2 Wis (+2 Knowledge synergy) = +13 (+15 in aboveground natural environments)
Feats: 1 + (1 per 3 HD) = 3
Challenge Rating: Old Method Base: 12 for hp +1 AC, breath weapon, spell-like abilities, immunities, low-light vision/scent/snowsight/skills/Track, abilities,
+2 for DR = 20/3 = 6
Level Adjustment: See Savage Species, p. 19-24; +1 for AC, breath weapon, immunity, scent/Track, low-light vision/snowsight/skills, +2 for damage reduction,
spell-like abilities, +4 for = +13, but a high so abilities -8 for HD = +5
DCs: breath weapon 10 + 1/2 HD +3 Con = 17, mass charm monster 10 +8 level +2 Cha = 20
Thomas M. Costa and Eric L. Boyd 161 Bestiary of the Realms, Volume 2
SIND
Medium Humanoid (Aquatic, Psionic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 45 ft.
Armor Class: 16 (+2 natural, +4 inertial armor), touch 10, flat-footed 16
Base Attack/Grapple: +2/+2
Attack: Masterwork quarterstaff +4 melee (1d6) or dagger +2 melee or +4 ranged (1d4) or claw +2 melee (1d3)
Full Attack: Masterwork quarterstaff +4 melee (1d6) or dagger +2 melee or +4 ranged (1d4) or 2 claws +2 melee (1d3) and
bite -3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics
Special Qualities: Amphibious, damage reduction 2/bludgeoning, immunity to enchantment spells and effects, inertial armor,
poison resistance, scent, water walk
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 11, Dex 14, Con 13, Int 11, Wis 12, Cha 10
Skills: Concentration +4, Hide +7, Profession (fisher) +4, Survival +4, Swim +8
Feats: Weapon Focus (quarterstaff)
Environment: Temperate marshes
Organization: Solitary, family (2-4), or colony (10-100)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +3
This creature is a very tall, but slight, humanoid with a grim, sunken-cheeked, and sharp-nosed face reminiscent of a githzerai. It has tough, horny
skin of greenish-brown hue and greenish-gray, reed-like head hair, but no facial hair. Its long limbs are webbed like those of a frog. And it wears loose,
earth-colored clothes with a hat that keeps the hot sun from drying its skin.
Sind, or “marshwiggles,” are an uncommon humanoid race related to the githzerai, who dwell in marshlands in peaceful
colonies. They tend to be dour, cynical pessimists, but they are also stubborn, pragmatic, good-natured, and sensitive. If one is
befriended, he will trust, and can be trusted, absolutely. Sind have a dry, slow sense of humor.
Sind speak Common and a variation of Gith, the language of the githyanki and githzerai. Those that know a third language,
usually learn Draconic, the language of lizardfolk. Sind and lizardfolk are sometimes allies against common enemies;
nevertheless, they are more often neighbors who coexist peacefully, largely ignoring one another. There is seldom strife between
the two races.
COMBAT
Sind will fight to defend themselves or their fellows, or for a cause or being they support, but are not aggressive. They prefer to
remain inconspicuous and hidden. They usually have a quarterstaff and dagger when encountered, though those with a more
martial bent, often wield swords, bows, tridents, or spears. Their skin is not easily harmed by sharp weaponry and surroundings,
and they can handle prickly or sharp objects, or scratching and biting animals, without harm. Though they find it distasteful,
sind will strike out with their natural weapons if forced to do so.
Inertial Armor (Sp): Sind can use psionic force to block an enemy’s blows. This ability gives them a +4 armor bonus to AC
as long as they remain conscious. This is the equivalent of a 1st-level spell.
Poison Resistance (Ex): Sind are hardy and resistant to toxins; they gain a +3 racial bonus on saving throws against
poison, excluding alcohol, against which they suffer a -3 racial penalty on saving throws.
Psionics (Sp): 3/day – daze (DC 10). A sind of 11th level or higher can use plane shift (DC 17) 1/day. A sind of 15th level or
higher can use sequester (DC 17) 1/day. Effective caster level equals the sind’s total Hit Dice. The save DCs are Charisma-based.
Water Walk (Su): A sind has the psionic power to water walk as the spell at will.
Skills: A sind has a +2 racial bonus on Hide checks.
A sind also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A sind can always
choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it
swims in a straight line.
Thomas M. Costa and Eric L. Boyd 162 Bestiary of the Realms, Volume 2
SIND SOCIETY
Sind prefer privacy, each dwelling alone in a dry, warm straw-lined wigwam built of sticks arranged in a conical shape and sealed
with a thick layer of mud. Such wigwams are always located within a marsh, where the sind fish for small eels, crayfish, frogs,
and small fish. Because of their size, sind seldom capture a meal by swimming after it, but prefer to fish with a hook and line, a
net, or even by snatching prey from the water with their long, webbed fingers. Sind often fish during the night, using lanterns to
light their way (the source of many bobbing lights seen deep in marshes).
When at leisure, sind enjoy a good smoke (employing pipes and a tobacco mixed with marsh mud, which produces a thick,
black smoke heavier than air). They avoid intoxicating drinks except for special occasions, for they are easily made tipsy.
Sind will work and trade with other beings, but are not avaricious; they value treasure for its bargaining power in obtaining
goods (such as clothes and weapons, which they seldom make) and services (such as leaving the sind alone), and will collect any
they find in the marsh (from hoards, burials, or unfortunate intruders).
Sind generally mate for life and produce children (“wiggles”) once every three to four summers, having one or two at a time.
Such children are miniature, one-foot tall, replicas of their parents and are able to fend for themselves immediately. Normally
they remain with their parents for two to six years, until full grown. Sind colonies are loosely ruled by a council of elders, but
their word is by no means absolute.
Sind worship Sindar, an alias of Shaundakul and also called “Marshwinter” or “The Tall One.” Sindar is a wandering,
immortal, sind of nearly 20 feet, who aids his people in their need. He has been known to appear, unannounced, to lead
colonies of threatened sind into battle. Sindar is known on sight by all sind, any of whom will obey him absolutely. However,
Sindar has no symbol and no organized worship among the sind; each sind makes his or her own private devotions, consisting
of prayers, promises, and confessions.
SIND AS CHARACTERS
Sind leaders tend to be experts. Sind clerics worship Sindar, an alias of Shaundakul. A sind cleric has access to two of the
following domains: Air, Chaos, Portal (see the Player’s Guide to Faerûn or Spell Compendium), Protection, Trade (see the Player’s
Guide to Faerûn or Spell Compendium), Travel. Most sind clerics favor the Protection and Trade domains, though wandering sind
clerics often choose the Portal and/or Travel domains instead.
Sind characters possess the following racial traits.
• +4 Dexterity, +2 Constitution, +2 Wisdom.
• Medium size.
• A sind’s base land speed is 30 feet. The sind also has a base swim speed of 45 feet.
• Racial Hit Dice: A sind begins with 3 levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base
saving throw bonuses of Fort +3, Ref +1, and Will +1.
• Racial Skills: A sind’s humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are
Concentration, Hide, Profession, Survival, and Swim.
• Racial Feats: A sind’s humanoid levels give it two feats.
• Weapon Proficiency: A sind is proficient with all simple weapons.
• +2 natural armor bonus.
• Natural Weapons: 2 claws (1d3) and bite (1d4).
• Special Attacks (see above): Psionics.
• Special Qualities (see above): Damage reduction 2/bludgeoning, immunity to enchantment spells and effects, inertial armor,
poison resistance, scent, water walk
• +2 racial bonus on Hide checks. +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A
sind can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
• Automatic Languages: Common, Gith. Bonus Languages: Abyssal, Celestial, Chondathan, Damaran, Draconic, Elven,
Gnome, Orc.
• Favored Class: Expert.
• Level Adjustment: +3.
SIND IN FAERÛN
Generations ago, a tribe of githzerai was attacked on the Warrior’s Rest by invading githyanki. The githyanki were led by the
consort of their then-living queen. During the battle, the tribe’s leader, Sind, used his unique power to sequester the githyanki
leader’s very being. Nevertheless, outnumbered, the githzerai fled with the comatose githyanki leader using their plane shift
powers, and in their panic, the tribe ended up on the rocky island of the Gates of the Moon. Sadly, Sind died shortly after
delivering his people, leaving them with their comatose prisoner. The remaining tribesmen knew the githyanki would not rest
Thomas M. Costa and Eric L. Boyd 163 Bestiary of the Realms, Volume 2
until they had recovered their leader. So they devised a means of hiding the githyanki consort, forever comatose, below the
Gates of the Moon.
The tribe settled in along the ocean shore and paid their respects to the lillendi and shards of that realm. Over the ensuing
generations, the constant use of psychometabolic powers to survive the plane became permanent. The tribe, now known after
their leader as the sind, had adapted to their new coastal environment.
Often the tribe was visited by a giant of great wisdom, who was seen as the reincarnation of Sind himself and named “Sind
who has risen” or simply Sindar. Sindar helped the sind negotiate with the celestial beings that lived among the moonlight.
However, after a time, the sind were found by the githyanki. They begged Sindar to lead them once again to deliverance. Sindar
could not refuse and led his people to Eastern Heartlands of the Realms. There he settled them among the wetlands of the
region sometime before the fall of Myth Drannor.
Today sind are most prevalent in the Eastern Heartlands, particularly in the Marsh of Chelimber and the Marsh of Tun,
though many also live among the various marshes of the Nelanther (on various small, nameless isles). A few survivors hang on
in the Vast Swamp in Cormyr and small colonies still live in coastal marshes along the Sword Coast (the places young sind go to
‘have adventures’). When Sindar first brought them to the Realms, some sind made their way to the marshes in eastern
Aglarond. These sind are long since slain by the undead armies of Thayan aggression.
Combat
A psionic sind does not possess the sequester, immunity to enchantment spells and effects, inertial armor, or water walk abilities of
a standard sind. Instead, it has psi-like abilities.
Psi-like Abilities: 3/day – body equilibrium, inertial armor, psionic daze (DC 11), thought shield. Sind of 11th level or higher gain
psionic plane shift 1/day. Sind of 15th level or higher gain psionic sequester (DC 17) 1/day. Manifester level is equal to 1/2 the sind’s
Hit Dice (minimum 1). The save DCs are Charisma-based.
Sind as Characters
Psionic sind characters are naturally psionic, have different special attacks and qualities, and have a different favored class than
standard sind characters.
• Naturally Psionic (Ex): Psionic sind gain 2 bonus power points at 1st level.
• Special Attacks (see above): Psi-like abilities.
• Special Qualities (see above): Damage reduction 2/bludgeoning, poison resistance, scent
• Favored Class: Psion
CREDIT
Author Thomas M. Costa with supplementary material by Ed Greenwood, based on original material by Ed Greenwood, which
in turn, was originally inspired by C.S. Lewis’ Narnia Chronicles. The sind originally appeared in Dragon Magazine #89 (September
1984).
SIND CREATION
Medium Humanoid
Hp: (3 x 4.5 HD) + (3 x 1 Con) = 13.5 +3 = 16
Base Attack/Grapple: +2 as cleric/+2 BAB +0 Str = +2
Full Attack: +2 BAB = +2 for all, +1 Weapon Focus +1 masterwork = +4 masterwork quarterstaff, +2 Dex = +4 ranged dagger, -5 multiattack = -3 for bite
Saves: F +3 good +1 Con = +4, R +1 poor +2 Dex = +3, W +1 poor +1 Wis = +2
Skill Points: (2 + Int modifier) x (HD +3) = 2 x 6 = 12; class skill max ranks = HD +3 = 6
Skills: Concentration 3 +1 Con = +4, Hide 3 +2 race +2 Dex = +7, Profession (fisher) 3 +1 Wis = +4, Survival 3 +1 Wis = +4, Swim 0 +0 Str +8 race = +8
Feats: 1 + (1 per 3 HD) = 1 +1 = 2
Challenge Rating: Old Method Base: 3 for hp, +1 for AC, psionics/water walk, damage reduction, immunity/resistance, scent = 8/3 = 2
Level Adjustment: +1 for swim, natural armor/natural attacks, psionics, damage reduction, immunity/resistance, scent = +6, but that seems high, so +3
Notes: Query from Thomas M. Costa: “Ed, I was thinking of potentially affiliating the sind with Shaundakul (with Sindar being an alias -- it seems to fit with
Shaundakul’s wandering nature, giant-size, time on the Realms, and temporary demigod status) and/or maybe with a forgotten offshoot of the gith (the picture
made them look a bit gith-like). Any thoughts/comments on either?” Answer from Ed Greenwood: “Ah, yes, the Sind (the Realms version of the Narnian
marshwiggle, changed enough to be legally okay, though due to some editorial glitch the acknowledgement of their derivation went missing on the in-print
version). I’m FINE with Sindar being Shaundakul (fits like a glove, doesn’t it? Suspicious, that. Almost as if someone designed it that way. :}) The gith link idea
is intriguing, and I like it, because it does move them farther away from C.S. Lewis.”
Thomas M. Costa and Eric L. Boyd 164 Bestiary of the Realms, Volume 2
SKELETAL COLOSSUS
Skeletal colossuses are enlarged and empowered skeletons created through a form of ritual magic. Like skeletons there very
nature is one of evil, despite their lack of intellect. They are seldom garbed in more than the rotting remnants of their burial
clothes.
This examples uses Myrrth Anteos, a male Tethyrian human bard 10/jester 10 (see Dragon Magazine #330) of Waterdeep, as the
base creature.
Gargantuan Undead
Hit Dice: 16d12+80 (184 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 18 (-4 size, +1 Dex, +11 natural), touch 7, flat-footed 17
Base Attack/Grapple: +8/+32
Attack: Claw +16 melee (2d6+12)
Full Attack: 2 claws +16 melee (2d6+12)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath weapons, withering gaze
Special Qualities: Damage reduction 10/bludgeoning, darkvision 60 ft., immunity to cold, fire, and magic, undead traits,
unholy toughness
Saves: Fort +5, Ref +6, Will +11
Abilities: Str 34, Dex 12, Con –, Int –, Wis 12, Cha 20
Skills: −
Feats: Improved InitiativeB
Environment: Any (Waterdeep)
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral evil
Advancement: 17-20 HD (Gargantuan)
Level Adjustment: −
COMBAT
The Reflex save DCs for Myrrth’s breath weapons and Fortitude save DC for Myrrth’s withering gaze are 23. His breath
weapons cause 8d6 points of damage.
Thomas M. Costa and Eric L. Boyd 165 Bestiary of the Realms, Volume 2
CREATING A SKELETAL COLOSSUS
“Skeletal colossus” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal
system (referred to hereafter as the “base creature”). A skeletal colossus uses all the base creature’s statistics and special abilities
except as noted here.
Size and Type: The creature’s size increases by 3 steps and its type changes to undead. Modify the creature’s Strength and
Dexterity as appropriate for its size increase. It retains any subtype except for alignment subtypes (such as evil) and subtypes
that indicate kind (such as goblinoid or reptilian). It does not gain the augmented subtype.
Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1), multiply that number by 16 to take into
consideration its increase in size and power, and raise the remaining Hit Dice to d12s. If the creature would have more than 20
Hit Dice, it can’t be made into a skeleton colossus.
Speed: Increase base speed by +20 ft. Winged skeletal colossuses can’t use their wings to fly. If the base creature flew
magically, so can the skeleton.
Armor Class: Natural armor bonus changes to a number based on the skeleton’s size:
Small +2
Medium +3
Large +5
Huge +8
Gargantuan +11
Colossal +15
Attacks: A skeletal colossus retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the
base creature, except for attacks that can’t work without flesh (such as a mind flayer’s tentacle attacks). A creature with hands
gains one claw attack per hand; the skeletal colossus can strike with each of its claw attacks at its full attack bonus. A skeletal
colossus’ base attack bonus is equal to 1/2 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the
skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better).
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A skeletal colossus retains none of the base creature’s special attacks, but gets those listed below. The save
DCs for the skeletal colossus’ special attacks are Charisma-based.
Breath Weapons (Su): A skeletal colossus has two breath weapons, a 60-foot cone of ice and 120-foot line of flame. Both
breath weapons deal a number of d6 in cold or fire damage, respectively, equal to 1/2 the skeletal colossus’ HD. Using either
breath weapon is a standard action and once each is used, each breath weapon cannot be used again until 1d4 rounds later.
Creatures caught in the breath weapon’s area of effect can attempt a Reflex save to take half damage. The save DCs are
Charisma-based and equal 10 + 1/2 HD + Cha modifier.
Withering Gaze (Su): A skeletal colossus has a withering gaze that causes 1d4 points of Strength damage and 1d4 points of
Constitution damage and has a range of 60 feet. Using the gaze is a standard action and once used, cannot be used again until
1d4 rounds later. A Fortitude save negates the ability damage. The save DC is Charisma-based and equals 10 + 1/2 HD + Cha
modifier.
Special Qualities: A skeletal colossus loses most special qualities of the base creature. It retains any extraordinary special
quality that improves its melee or ranged attacks. A skeletal colossus gains the following special qualities.
Damage Reduction (Ex): Skeletal colossuses lack flesh or internal organs. They gain damage reduction 10/bludgeoning.
Immunity to Cold and Fire (Ex): Skeletal colossuses are not affected by cold or fire.
Immunity to Magic (Ex): A skeletal colossus is immune to any spell or spell-like ability that allows spell resistance.
Unholy Toughness (Ex): A skeletal colossus gains a bonus to its hit points equal to its Charisma modifier (if positive) x its Hit
Dice.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD +2.
Abilities: A skeletal colossus’ Strength increases as a result of its size increase, Dexterity decreases as a result of its size
increase and then increases by +2, and it has no Constitution or Intelligence scores.
Skills: A skeletal colossus has no skills.
Thomas M. Costa and Eric L. Boyd 166 Bestiary of the Realms, Volume 2
Feats: A skeletal colossus loses all feats of the base creature and gains Improved Initiative as a bonus feat.
Environment: Any, usually same as the base creature.
Organization: Any, usually solitary.
Challenge Rating: Depends on Hit Dice, as follows:
4-5 HD 6
6-7 HD 7
8-9 HD 8
10-11 HD 9
12-13 HD 10
14-15 HD 11
16-17 HD 12
18-20 HD 13
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature up to 20 HD (or – if the base creature advances by character class).
Level Adjustment: –.
This spell functions like animate dead except you can only create one skeletal colossus and it is not under your control. The
colossus will simply rampage and destroy objects before it.
Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead
body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket
of the corpse. The magic of the spell turns these gems into worthless shells.
You revert up to three times your caster level of mindless undead back into mundane corpses they were before being turned
into undead.
CREDIT
Author Thomas M. Costa, based on original material by Jeff Grubb and Dan Mishkin. The skeletal colossus originally appeared
in DC Comics Inc.’s The Advanced Dungeons & Dragons Comic #7 (1989), though it and Myrrth’s story was told through issues #5-
8.
Thomas M. Costa and Eric L. Boyd 167 Bestiary of the Realms, Volume 2
Feats: Mindless, 1 bonus
Challenge Rating: Old Method Base: Say you have a 5 HD colossus with a 12 Cha, 8 for hp and unholy toughness, +1 for size/speed/reach, breath weapons,
withering gaze, +2 for undead type, AC, damage reduction, immunities = 19/3 = 6, which is about right if you compare it to a gauth, and if you compare a 16
HD human skeletal colossus to a stone and iron golem, it is probably somewhere in the middle, so 12 for the 16 HD version should work, which should make
the other CRs fall into place.
Level Adjustment: See Savage Species, p. 19-24; NA as mindless undead
DCs: 10 + 1/2 HD +5 Cha = 23
Notes: The comic’s game notes noted the colossus is 35 ft. tall, but the artist clearly portrayed it as much larger – probably closer to double that size;
nevertheless 35 ft. is at the bottom end of Gargantuan, so it worked. I lowered the creatures HD from 20 to 16 because I took a base 1 HD humanoid
multiplied it by 2 three times for size increase and one more time for good measure to get 16 (this was also the size of standard Gargantuan 3E skeleton), but
decided to add unholy toughness to compensate, plus I think it makes them more interesting. This also worked well with their variable breath weapon damage,
which was 9d6 and 2d6, so making them both 8d6, 1/2 their HD, seemed fair.
Compare create skeletal colossus to animate dead and create greater undead. Return to the grave seems relatively balanced and was created because the colossus was
eventually defeated by reversing the spell, which seemed an awkward conversion.
Thomas M. Costa and Eric L. Boyd 168 Bestiary of the Realms, Volume 2
SKULL OF SKULLPORT
Vassal Skull Arcanist Skull
Diminutive Undead Diminutive Undead
Hit Dice: 10d12 (65 hp) 20d12 (130 hp)
Initiative: +8 +11
Speed: Fly 60 ft. (average) (12 squares) Fly 90 ft. (good) (18 squares)
Armor Class: 22 (+4 size, +4 Dex, +4 natural), touch 18, 28 (+4 size, +7 Dex, +7 natural), touch 21,
flat-footed 18 flat-footed 21
Base Attack/Grapple: +5/-7 +10/-1
Attack: Slam +9 melee (1d2) Slam +15 melee (1d2+1)
Full Attack: Slam +9 melee (1d2) Slam +15 melee (1d2+1)
Space/Reach: 1 ft./0 ft. 1 ft./0 ft.
Special Attacks: Summon wizshades Create vassal, spells, summon wizshades
Special Qualities: Collective consciousness, damage reduction Collective consciousness, damage reduction
10/bludgeoning and magic, darkvision 60 ft., 15/bludgeoning and magic, darkvision 60 ft.,
hide in plain sight, immunity to cold, hide in plain sight, immunity to cold,
inviolate form, mantle bound, spell resistance inviolate form, mantle bound, reformation,
20, undead traits, unlife spell resistance 30, undead traits, unlife
Saves: Fort +3, Ref +7, Will +10 Fort +6, Ref +13, Will +17
Abilities: Str 10, Dex 18, Con –, Int 18, Wis 16, Cha Str 12, Dex 24, Con –, Int 24, Wis 20, Cha
18 24
Skills: Appraise +14, Craft (any) +14, Decipher Appraise +17, Concentration +30 (+34
Script +14, Diplomacy +6, Disable Device casting on the defensive), Craft (any) +17,
+14, Forgery +14, Hide +29, Knowledge Decipher Script +17, Diplomacy +9, Disable
(arcana) +27, Knowledge (any other) +14, Device +17, Forgery +17, Gather
Listen +16, Move Silently +17, Search +27, Information +30, Hide +42, Intimidate +30,
Sense Motive +16, Spellcraft +29, Spot +16, Knowledge (arcana) +40, Knowledge (any
Survival +3 (+5 when tracking) other) +17, Listen +28, Move Silently +30,
Search +40, Sense Motive +28, Spellcraft
+42, Spot +28, Survival +5 (+7 when
tracking)
Feats: Flyby Attack, Hover, Improved Initiative, Combat Casting, Epic SpellcastingB, Eschew
Wingover Materials, Flyby Attack, Hover, Improved
Initiative, Spell Penetration, Wingover
Environment: Underground (Skullport) Underground (Skullport)
Organization: Solitary, skull count (2-5 vassal skulls and 1 arcanist skull), gathering of skulls (6-12 vassal
skulls and 2-5 arcanist skulls), or conclave of skulls (12-26 vassal skulls, 6-13 arcanist skulls,
and 6-13 wizshades)
Challenge Rating: 10 20
Treasure: None
Alignment: Always chaotic neutral
Advancement: 11-20 (Diminutive) 21-40 (Diminutive)
Level Adjustment: – –
This creature appears like nothing more than a flying humanoid skull with a gleeful glow within its otherwise empty eye sockets.
The skulls are floating, mysterious, and disembodied skulls and the tyrant rulers of Skullport, the Port of Shadows. They are
possessed of a strange, alien intellect and are known to speak cryptic phrases and ancient tongues long since vanished from the
Realms. The skulls often make bizarre demands of those who cross their paths or otherwise attract their attention, and their
reaction to events is unpredictable. The only indisputable truth regarding the skulls known to all citizens of the port is that the
skulls are intricately linked to the Port of Shadow in ways not wholly understood.
The skulls spend most of their time apparently ignoring what goes on and then suddenly focus their attention on events, for
good or ill. Disturbances attract the notice of the skulls, though no one can predict what they will do. They may give someone
who annoys them or just attracts their interest an odd task to perform, or they may use spells or summon their wizshade
servants to incinerate the disturbance where it stands. The one thing everyone knows the skulls do not like is restraint of trade.
And they take a very liberal definition of restraint of trade that is laid out in the only hard and fast rule they have ever given out
Thomas M. Costa and Eric L. Boyd 169 Bestiary of the Realms, Volume 2
about the port: “This be safe haven to all traders and customers; keep your weapons and your uncivil tongue sheathed lest you
find the grinning skull of Death smiling in your face.”
The skulls also seem to have a compunction to make bizarre demands of those who cross their path. The nature of those
demands varies, ranging from mundane and annoying to the impossible with lethal consequences, including such things as ‘go
help a goblin harvest his mushrooms,’ ‘climb to the highest point in the port and leap to the ground,’ or ‘sell your every
possession to a passerby for 1 silver piece.’ Those of particularly arrogant or self-righteous demeanors are most likely to garner
such attention.
Thanks to their hive mind, the skulls are known to speak almost every language known to intelligent creatures in the last
2500 years, but have often been heard speaking to themselves or each other in what a few have deciphered as the dead tongues
of Aragrakh, Loross, Seldruin, and Thorass.
COMBAT
Both types of skulls rely primarily on their reputations to compel obedience. If forced into combat, they will summon wizshades
to fight on their behalf. Arcanist skulls will then use their spells to ravage virtually any foe. Both types of skulls will not hesitate
to call their brethren for assistance if they feel it necessary. However, if forced into melee, the skulls will rely on their near
invulnerability as they slam into their opponents from above.
The skull’s natural weapons, as well as any weapons they wield, are treated as magic for the purpose of overcoming damage
reduction.
Collective Consciousness (Ex): The skulls share a collective consciousness, akin to a swarm’s hive mind, which allows
them to share their knowledge through a telepathic bond with any other skull within 2 miles. The skulls have the ability to use
all Intelligence-based skills untrained and receive a +10 racial bonus to all Intelligence-based skills. The skulls also have
knowledge of almost every known language, granting them an extraordinary ability equivalent to constant comprehend languages
and tongues spells. Lastly, this power puts no limits on the spells known and grants all arcanist skulls access to all spells in the
Players Handbook (and other sources at the DM’s discretion) as if they were drawing on a shared spell pool.
Create Vassal (Su): Any humanoid arcane spellcaster slain by an arcanist skull becomes a vassal skull in 1d4 days. Vassal
skulls are under the command of the arcanist skull that created them and remain enslaved so long as the arcanist skull is not
dead or is capable of reformation. Arcanist skulls can control up to 5 skulls at any given time. Vassal skulls do not possess any
of the abilities they had in life.
Hide in Plain Sight (Ex): The skulls are adept at finding niches and shadow in which to secret themselves. While in any
urban or underground environment, the skulls can use the Hide skill even while being observed.
Inviolate Form (Ex): The skulls are immune to spells and effects that would significantly change their bodily forms or
composition, including polymorph, petrification, gaseous form, and transformative attacks such as the touch of an aboleth’s
tentacle or a chaos beast. They are incapable of lowering their immunity to these effects, even to their own spells.
Mantle Bound (Su): Each skull is mystically bound to the magical mantle that surrounds Skullport, though the effects of
this binding have varied somewhat in recent years. At present, none of the arcanist skulls can leave the boundaries of Skullport’s
mythal. However, vassal skulls are able to explore the halls of Undermountain for upt to three hours per day each.
Reformation (Su): The magic mantle that surrounds Skullport functions much like a lich’s phylactery, immediately
reforming any arcanist skull that is defeated, even if it is disintegrated. Destroyed skulls always reform from the skull of an
unlucky victim, chosen at random from the currently resident human population of Skullport, unless the victim makes a
Fortitude save (DC 27). Any remnants of the skull’s prior form immediately dissolve as the new form emerges from the new
host, usually in a spectacularly bloody fashion. If the victim saves, the skull finds a new victim. The save DC is Charisma-based.
Spells (Sp): Arcanist skulls collectively share and can draw on the spellcasting of a single 40th-level sorcerer. As noted
above, the arcanist skulls do not have a limited list of spells known; each of the arcanist skulls effectively knows all sorcerer
spells in the Player’s Handbook. In addition, they gain the Epic Spellcasting feat (see page 55 of the Epic Level Handbook) as a
bonus feat and the ability to cast 2 bonus epic level spells per day (for a total of 4). This grants the arcanist skulls a caster level
of 40 and the ability to cast collectively 6/8/8/8/7/7/7/7/6/6 spells per day plus 4 epic spells per day. For applicable spells,
the arcanist skulls have a melee touch attack of +15 and the ranged touch attack of +21. The save DC for an arcanist skull’s
spells is 17 + spell level. The save DCs are Charisma-based.
Summon Wizshades (Sp): This ability allows a vassal skull to summon 1 wizshade every round and an arcanist skull to
summon 1-3 wizshades every round, subject to the restriction that collectively all 13 skulls and their vassal skulls can summon at
most 13 wizshades at any given time. This ability otherwise functions as a summon monster VIII spell. Wizshades are detailed in
Bestiary of the Realms, Volume 1, and updated to 3.5E rules below.
Unlife (Ex): The skulls are not treated as undead for the purpose of determining the effects of extraordinary, spell-like, and
supernatural abilities. The skulls are unaffected by such spells as command undead, consecrate, control undead, desecrate, disrupt undead,
hallow, halt undead, and unhallow, as well as cure and inflict spells. Spells that have lesser or greater than normal effect against undead
creatures – including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire – do not have theses enhanced effects
Thomas M. Costa and Eric L. Boyd 170 Bestiary of the Realms, Volume 2
against the skulls. The skulls take only 1d6 points of damage from searing light. They are immune to turning and unaffected by
disrupting weapons and holy water.
CREDIT
Author Thomas M. Costa, based on original material by Joseph C. Wolf. The skulls of Skullport originally appeared in Skullport
(1999). In City of Splendors: Waterdeep (2005), the skulls have been converted into modified flameskulls. While that official version
works, space prevented a full detailing of Skullport, and it is the opinion of this author that this version of the skulls is more
reflective of their original write up.
Thomas M. Costa and Eric L. Boyd 171 Bestiary of the Realms, Volume 2
Saves: F +3 poor +0 Con = +3, R +3 poor +4 Dex = +7, W +7 good +3 Wis = +10 and F +6 +0 Con = +6, R +6 poor +7 Dex = +13, W +12 good +5
Wis = +17
Skill Points: (4 + Int modifier) x (HD +3) = 8 x 13 = 104 and 11 x 23 = 253; class skill max ranks = HD +3 = 13 and 23
Skills: Vassal Skull: Diplomacy 0 +4 Cha +2 synergy = +6, Hide 13 +12 size +4 Dex = +29, Knowledge (arcana) 13 +10 race +4 Int = +27, Listen 13 +3 Wis
= +16, Move Silently 13 +4 Dex = +17, Search 13 +10 race +4 Int = +27, Sense Motive 13 +3 Wis = +16, Spellcraft 13 +10 race +4 Int +2 synergy = +29,
Spot 13 +3 Wis = +16, Survival 0 +3 Wis (+2 synergy) = +3 (+5 when tracking)… Appraise 0 +10 race +4 Int = +14, Craft (any) 0 +10 race +4 Int = +14,
Decipher Script 0 +10 race +4 Int = +14, Disable Device 0 +10 race +4 Int = +14, Forgery +14, Knowledge (any other) 0 +10 race +4 Int = +14
Arcanist Skulls: Concentration 23 +7 Cha (+4 Combat Casting) = +30 (+34), Diplomacy 0 +7 Cha +2 synergy = +9, Gather Information 23 +7 Cha =
+30, Hide 23 +12 size +7 Dex = +42, Intimidate 23 +7 Cha = +30, Knowledge (arcana) 23 +10 race +7 Int = +40, Listen 23 +5 Wis = +28, Move Silently 23
+7 Dex = +30, Search 23 +10 race +7 Int = +40, Sense Motive 23 +5 Wis = +28, Spellcraft 23 +10 race +7 Int +2 synergy = +42, Spot 23 +5 Wis = +28,
Survival 0 +5 Wis (+2 synergy) = +5 (+7 when tracking)… Appraise +17, Craft (any) +17, Decipher Script +17, Disable Device +17, Forgery +17, Knowledge
(any other) +17
Feats: 1 + (1 per 3 HD) = 4 and 7
Challenge Rating: Vassal Skulls: Old Method Base: 14 for hp, +1 for collective consciousness, hide in plain sight, ability scores, +2 for flight/feats, AC,
summon wizshade, damage reduction, immunities/inviolate form/unlife, spell resistance, undead traits = 31/3 = 10, which is probably about right. Without the
summon wizshade probably closer to CR 8 or perhaps less, but two CR 8 creatures equal CR 10, which is probably about right.
Arcanist Skulls: 28 for hp, +1 for hide in plain sight, +2 for flight/feats, AC, create vassal, summon wizshade, collective consciousness, damage reduction,
immunities/inviolate form/unlife, reformation, spell resistance, undead traits, ability scores +3 for spells = 54/3 = 18, but spellcasting equals a level 20+
sorcerer (even though this power is shared among all 13 arcanist skulls) and powers probably comparable to a level 20 sorcerer’s full equipment and familiar so
20.
Level Adjustment: The skulls make poor character choices.
Reformation DC: 10 + 1/2 HD + Cha modifier = 10 +10 +7 = 27
Spellcasting DC: 10 + Cha modifier + spell level = 17 + spell level
Wizshade Update: hp (10 x 4.5 HD) + (10 x 1 Con) = 45 +10 = 55; Base Atk as cleric +7; Grp incorporeal so none; SQ spell resistance = 11 +CR = 19; SV F
+3 +1 Con = +4, R +3 +1 Dex +2 Lightning Reflexes = +6, W +7 +1 Wis = +8; Level Adj is over +10.
Skills and Feats: (2 + Int modifier) x (HD +3) = 7 x 13 = 91; Concentration 13 +1 Con +4 race = +18, Knowledge (arcana) 13 +5 Int = +18, Knowledge
(the planes) 13 + 5 Int = +18, Listen 13 + 1 Wis = +14, Search 13 + 5 Int = +18, Spellcraft 13 +5 Int +4 race +2 synergy = +24, Spot 13 +1 Wis = +14,
Survival 0 +1 Wis (+2 synergy bonuses) = +1 (+3); Feats are 1 + HD/3 = 1 +3 = 4.
Notes: Because they were likely epic level Netherese arcanists (see the Players Guide to Faerûn), I opted to give them some epic level spellcasting. I also bumped
up their hit die a bit because I felt it appropriate to the possible levels given the Epic Level Handbook. I dropped the skull’s inability to use illusionary guises on
themselves, as vassal skulls were able to use invisibility and it didn’t follow logically to me. That said, I also replaced a vassal skull’s invisibility 5/day with their
hide in plain sight ability, high Hide skill, speed, and the corresponding ease with which they can find cover.
Thomas M. Costa and Eric L. Boyd 172 Bestiary of the Realms, Volume 2
SNAKES
SNAKE, BLACKSNAKE
This dangerous–looking tomb snake is relatively harmless to most humanoids and prefers to avoid anything larger than mice.
Blacksnakes, which can grow to a length of seven feet, prefer roomy stone lairs, and so are often found in tombs, ruins, and
cellars. They don’t mind sharing these with other creatures – but their appearance and presence have given them a fearsome
reputation among common folk in the Realms.
Use the statistics for a Small viper (detailed on pages 279-281 of the Monster Manual) for these snakes, except the snake has
no swim speed (nor any Swim skill ranks or racial bonuses on Swim skill checks) and no poison. The challenge rating for this
snake is 1/8.
Blacksnakes in Faerûn
Blacksnakes are found throughout the Western Heartlands and northward to Neverwinter and the High Forest. They are
particularly prevalent in the basements of Waterdeep and Undermountain.
Ice vipers appear to be a species of dusty, purple-gray, and nondescript snake. In the right light, their scales can adopt almost
any hue. The slender ice viper gains its name from its ability to remain active in mild sub-zero temperatures and very hot sun,
unlike most reptiles. During the day, ice vipers lie atop the snow or sand, basking in the sunlight. At dawn and at dusk they hunt
by “swimming” through newly fallen snow and unpacked sand.
COMBAT
The ice viper relies on its venomous bite to kill prey and defend itself.
Poison (Ex): Injury, Fortitude save (DC 12); initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Skills: Ice vipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus to Balance and Climb
checks.
An ice viper can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength
modifier or Dexterity modifier for Climb checks, whichever is higher.
An ice viper has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it
swims in a straight line.
Thomas M. Costa and Eric L. Boyd 173 Bestiary of the Realms, Volume 2
ICE VIPERS IN FAERÛN
Ice vipers are indigenous to the northern reaches of Anauroch, particularly the western edge of the High Ice. They have also
been introduced to the depths of Undermountain by Halaster the Mad Mage.
CREDIT
Authors Thomas M. Costa and Eric L. Boyd, based on original material by Ed Greenwood. The blacksnake and ice viper
originally appeared in Ruins of Undermountain (1991).
Thomas M. Costa and Eric L. Boyd 174 Bestiary of the Realms, Volume 2
SPELLFIRE HORROR
Medium Aberration
Hit Dice: 10d8+50 (95 hp)
Initiative: +9
Speed: 50 ft. (10 squares)
Armor Class: 25 (+5 Dex, +10 deflection), touch 25, flat-footed 20
Base Attack/Grapple: +7/+9
Attack: Slam +9 melee (1d4+2)
Full Attack: 2 slams +9 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spellfire, wild magic flare
Special Qualities: Arcane sight, darkvision 60 ft., immunity to magic, magic absorption, vulnerability to arcane manipulators,
vulnerability to dead magic zones
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 15, Dex 20, Con 20, Int 5, Wis 9, Cha 20
Skills: Listen +7, Spot +8
Feats: Ability Focus (magic absorption), Ability Focus (spellfire), Alertness, Improved Initiative
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 11-30 HD (Medium)
Level Adjustment: −
This monster has the shape of a man, but is made up of nothing more than an iridescent and silvery azure energy, lacking the features and details of
mortal creature.
Spellfire horrors, sometimes mistakenly referred to as magic golems, are the wicked union of a humanoid arcane spellcaster and
wild magic. They are composed of pure magic, often times known as spellfire or silver fire. These aberrations seek little more
than the opportunity to absorb magic and please arcane spellcasters. Unfortunately, they are easily manipulated by evil wizards.
Like the constructs they have sometimes been confused for, spellfire horrors do not eat, breathe, or sleep, though they do
seem to enjoy absorbing magic. Spellfire horrors not under the manipulative thumb of a master, wander aimlessly in search of a
source of magic to absorb.
Spellfire horrors understand Common, but lack mouths with which to speak.
COMBAT
Spellfire horrors are simple combatants. They attack foes mercilessly with their spellfire each round. They will only attack with
their fists if forced to do so.
Arcane Sight (Su): Spellfire horrors can see magic as if under the permanent effects of an arcane sight spell.
Immunity to Magic (Ex): A spellfire horror is immune to any spell or spell-like ability that allows spell resistance. Spellfire
horrors also ignore the magical properties of magic items directed at them or their area, including enhancement bonuses to
damage (though enhancement bonuses – while they last – still apply to attack rolls). A limited wish can negate the spellfire
horror’s immunity to magic and magic absorption for one round per caster level and a miracle or wish spell can negate both
powers for one hour.
Magic Absorption (Ex): A spellfire horror acts as a magic magnet, similar to a rod of absorption, drawing all spells and
spell-like abilities within a 20-ft. radius into itself and nullifying the spell’s effect. Spells affecting an area that would be both
inside and outside the spellfire horror’s magic absorption radius are completely nullified as soon as the spell comes into contact
with the area of the spellfire horror’s magic absorption.
There are a few notable exceptions to this instant nullification. Spells and spell-like abilities that create an anti-magic area
take 5 rounds to be absorbed. Spells and spell-like abilities that create layered effects that have a duration longer than
instantaneous, such as a prismatic sphere and prismatic wall, take one round to dispel per layer (so a prismatic sphere or prismatic wall
takes 7 rounds to absorb). A limited wish can negate the spellfire horror’s immunity to magic and magic absorption for one round
per caster level and a miracle or wish spell can negate both powers for one hour.
The magic of magic items (including minor artifacts) is similarly absorbed. Charged items lose 1d10 charges each round they
are within the magic absorption radius. Magic arms and armor first lose the power with the highest market price modifier and
then each individual plus of the item each round they are within the magic absorption radius. A magic item without charges or
Thomas M. Costa and Eric L. Boyd 175 Bestiary of the Realms, Volume 2
pluses loses one power or function, beginning with the most powerful, of the item each round it is within the magic absorption
radius. The drain is permanent.
Intelligent items lose their intelligence and all the powers that come with that intelligence first, unless the item makes a Will
save (DC 22) each round. (Intelligent items have a Will save bonus equal to 2 + one-half its caster level + its Wisdom modifier.)
Major artifacts do not operate while within the magic absorption radius and for 1 round thereafter, but are not permanently
absorbed. Like intelligent items, magical constructs, including living constructs, are allowed a Will save (DC 22) each round to
avoid absorption. If they fail, they gain one negative level each round as if they had been hit by an energy drain attack., except
without the benefit of some sort of restorative spell that effects constructs, the drain is permanent and does not heal, and at the
end of the encounter, the creature loses one Hit Die for each negative level. If the construct drops 0 HD, it is destroyed, having
become an inert statue.
Wild magic zones are also absorbed by spellfire horrors. The horror absorbs a 5-ft. by 5-ft. square area of wild magic in 10
minutes, returning that area to an area of normal magic. The horror gains 5 temporary hit points for each square of wild magic it
absorbs. For each 15 temporary hit points, the spellfire horror permanently gains 1 HD up to a maximum of 30 HD. The
horror will remain in the wild magic zone until the zone is totally absorbed unless swayed to do otherwise (though this is almost
as difficult as convincing the creature to sacrifice its life). As a side effect of absorbing the wild magic, the spellfire horror
becomes uncontrollable and takes on a hostile attitude, lashing out at all who possess or wield magic – including its creator or
master, for a number of days equal to half its HD. After its hostility ends, it becomes indifferent attitude to others.
Absorption requires no action the part of the spellfire horror. The save DCs are Charisma-based.
Spellfire (Su): A spellfire horror can attack each round by blasting opponents with some sort of spellfire or silver fire that
appears to shoot forth from its forehead. Each blast is a line with a range of 180 feet. The blast deals 4d12 points of damage.
(Reflex save half, DC 22). Spellfire damage is half fire damage and half raw magical power. Creatures with extraordinary
immunity, resistance, or protection against fire effects apply these to half of the damage, but not the other half. The save DC is
Charisma-based.
The spellfire blast automatically overcomes spell resistance and magical barriers, except an anti-magic area or layered
protective effect such as a prismatic sphere or prismatic wall. The blast also sets fire to combustibles and damages objects in its path.
It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at
the barrier just as any other spell effect does.
Unlike most supernatural abilities, spellfire is affected by spells and magic items that affect spell-like abilities, such as a rod of
absorption or rod of negation (if pointed at the manifestation rather than the wielder), provided the magic item is not within the
spellfire horror’s magic absorption radius. It can be thwarted or counterspelled by dispel magic or another’s spellfire. However,
as a supernatural ability, spellfire does not provoke an attack of opportunity when used.
Vulnerability to Arcane Manipulators (Ex): Spellfire horrors are easily controlled through force of will. Moreover, they
somehow sense the power of arcane casters, who add their arcane caster level to all Charisma checks and Charisma-based skill
checks involving a spellfire horror.
Vulnerability to Dead Magic Zones (Ex): If a spellfire horror comes into contact with a dead magic zone, the horror and
zone cancel each other out, instantly destroying the spellfire horror and returning the dead magic zone to a zone of normal
magic function.
Wild Magic Flare (Su): Spellfire horrors are constantly generating wild magic, which builds up in their bodies, and must be
released once each day as a wild magic flare. The horror has no control over when the build up occurs, but such build ups seem
to be sped by the use of the creature’s spellfire. The creature has a 5% chance each round of experiencing its daily build-up.
This chance increases by 10% with each blast of the creature’s spellfire, up to a maximum of a 75%. In the round the build up
occurs, the spellfire horror must release the wild magic as a free action, though it may direct the wild magic effect at an
opponent. The wild magic flare has the same effect as a rod of wonder (see page 237 of the Dungeon Master’s Guide). The spellfire
horror’s magic absorption prevents effects that affect the “wielder” and have no noticeable effect. Effects that would fall within
the horror’s magic absorption radius are instead pushed 10 ft. outside of its radius.
Thomas M. Costa and Eric L. Boyd 176 Bestiary of the Realms, Volume 2
SPELLFIRE HORRORS IN FAERÛN
After the Time of Troubles, Zhentarim wizards began to catalog all of the areas of wild magic in an effort to study these areas
more closely. During an expedition to a remote wild magic area in the Hordelands, an unfortunate sequence of spells cast by
one Zhentarim wizard accidentally turned another wizard into a spellfire horror. Since that time, the Zhents have unraveled the
accident and created three more of these creatures, all of them under the control of the Black Network. The Zhents have only
speculated on their vulnerability to dead magic zones – none have been willing to test the theory.
CREDIT
Author Thomas M. Costa, based on original material by Kevin Melka and John Terra. The spellfire horror originally appeared as
a magic golem in Ruins of Zhentil Keep (1995) and Monstrous Compendium Annual Volume Three (1996).
Thomas M. Costa and Eric L. Boyd 177 Bestiary of the Realms, Volume 2
SPIDER
Flying Spider Opilionid
Small Magical Beast Large Vermin
Hit Dice: 1d10+1 (6 hp) 3d8+3 (16 hp)
Initiative: +4 +4
Speed: 40 ft. (8 squares), climb 20 ft., fly 60 ft. (average) 40 ft. (8 squares), climb 20 ft.
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat- 14 (-1 size, +4 Dex, +1 natural), touch 13, flat-
footed 12 footed 10
Base Attack/Grapple: +1/-4 +2/+7
Attack: Bite +6 melee (1d4-1 plus poison) Bite +5 melee (1d8+1)
Full Attack: Bite +6 melee (1d4-1 plus poison) Bite +5 melee (1d8+1)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Poison, web Spit acid
Special Qualities: Darkvision 60 ft., immunity to mind-affecting Darkvision 60 ft., immunity to acid and paralysis,
effects, leaping, low-light vision, scent, nonsticky, scent, tremorsense 60 ft., vermin traits
tremorsense 60 ft., true seeing
Saves: Fort +3, Ref +6, Will +2 Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 19, Con 12, Int 7, Wis 15, Cha 12 Str 13, Dex 19, Con 12, Int –, Wis 12, Cha 6
Skills: Climb +12, Hide +10, Jump +18, Move Silently Climb +12, Hide +8, Jump +17, Spot +9
+10, Spot +10
Feats: Endurance, Weapon FinesseB Weapon FinesseB
Environment: Underground Underground
Organization: Solitary Solitary, colony (2-8) or swarm (9-20)
Challenge Rating: 1 2
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 2-3 HD (Medium), 4-6 HD (Large) 4-9 HD (Large)
Level Adjustment: +3 (cohort) –
FLYING SPIDER
This monstrous and hairless spider has a shiny black body, translucent gossamer wings that allow it to flit back and forth, and impossibly sharp fangs
dripping with ichor.
These beasts are most likely the result of some magical experimentation by the drow. They make excellent sentinels and can be
trained as a guardian. If fed regularly, they need not use their poison to hunt prey, and can remain in one place –patient, alert
and attentive guards capable of recognizing a master (and other approved persons) by smell, voice, and gestures – and remain
loyal.
This creature is a rare species of magical monstrous spider that has translucent gossamer wings. Large (advanced) flying
spiders are often known as hunting spiders or “chasm spiders” in the Underdark due to the usual location of their lairs.
Flying spiders can be acquired with the Improved Familiar feat by an arcane spellcaster of at least 7th level and any
alignment.
Combat
These spiders rely on their senses to avoid surprise and allow them to gain the same on their quarry. They will then drop down
on their target, biting them and counting on their poison to sufficiently weaken their prey.
Leaping (Ex): Flying spiders can use their wings to aid and steer in prodigious leaps, allowing the creatures to double the
distance of any Jump check result and fall any distance without harm upon landing (so long as their wings are intact and have
room to beat).
Poison (Ex): Injury, Fortitude DC 11, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-
based.
True Seeing (Su): The eight magical eyes of a flying spider can see things as they actually are. This ability is the equivalent
of a constant true seeing spell.
Web (Ex): Flying spiders can spin webs to use in their lairs, creating 5-foot square sheets of sticky webbing. Approaching
creatures must succeed on a DC 20 Spot check to notice the web; otherwise they stumble into it and become entangled. An
entangled creature can escape with a successful Escape Artist check (DC 11) or burst it with a Strength check (DC 15).
Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling
Thomas M. Costa and Eric L. Boyd 178 Bestiary of the Realms, Volume 2
free. Each 5-foot section has the 6 hit points, and sheet webs have damage reduction 5/–. The check DCs are Constitution-
based, and the Strength check DC includes a +4 racial bonus.
A flying spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its
web.
Skills: Flying spiders have a +4 racial bonus to Hide and Move Silently checks, a +8 racial bonus to Climb and Spot checks,
and a +16 racial bonus to Jump checks.
A flying spider can always choose to take 10 on Climb checks, even if rushed or threatened. Flying spiders use either their
Strength or Dexterity modifier for Climb checks, whichever is higher.
OPILIONID
This enormous mottled, lichen-like gray-green spider has impossibly-thin, long legs and a relatively small egg-shaped central body studded with many
eyes. Barbed mandibles and a wicked, many-toothed mouth clack furiously. A rotting smell surrounds the monster.
Found only in caves, large stone ruins, or subterranean areas, opilionids, or “cave harvestmen,” are eight-legged spider-like
creatures. Most such species are small, of hand-size or less, and meek, but this uncommon and monstrous variety is always
hungry, hunting, and aggressive.
Opilionids do not spin webs, but wander ceaselessly in search of food, attacking together if they detect strong prey or an
easy meal. Cave harvestmen, as their nickname suggests, eat living or decayed plant matter, but they are omnivores and eat
carrion or anything they can catch. Their favored food is carrion-crawler flesh; they are also fond of dwarf. They never fight
among themselves, though they will eat dead or dying fellows. Cave harvestmen wave their long, sharply jointed legs continually
as they move, signaling to their fellows about danger or the presence of a foe or potential prey, and wafting air to their scent
glands.
Harvestmen appear as giant “daddy longlegs.” Unlike most spiders, their bite is not poisonous. However, the chemical
creation of this acid causes an unpleasant, sulfur smell, which is quite noticeable when groups of these creatures gather, and it is
exuded continuously.
Cave harvestmen travel far in their lives, mating often. Within 10-40 days after mating, a female lays a cocoon-wrapped
cluster of eggs in a relatively inaccessible area of a cavern, such as the ceiling, and leaves them, with some prey for the infant
opilionids to eat, to hatch and grow on their own. Infant opilionids hatch 1-6 weeks after the eggs are laid, and grow to maturity
in six months. (Infants are Small size [with all the modifiers normally applied for size increases in the Monster Manual applied in
reverse] and have 1HD. Infant opilionids always hunt in swarms [as noted in the Organization entry above] for mutual
protection.)
Combat
Opilionids pounce on prey and use their powerful bite to kill. They customarily leap up to 40 ft., and in combat, dance about
continually like acrobatic fencers. A cave harvestman usually jets its acid when physically attacked (but not when attacked by
missile fire or unseen opponents).
Nonsticky (Ex): Opilionid are immune to the effects of webs (magical or monstrous), which do not stick to them –
although other effects that cause entanglement, such as a rope of entanglement, has a normal chance of entrapping them.
Spit Acid (Ex): 30-ft. line, once every 6 hours; damage 2d4 acid plus splash, Reflex DC 12 half. The acid spit splashes upon
impact; every creature within 5 feet of the point of where the acid hits takes 1-2 points of acid damage from the splash. One
such attack depletes the opilionids acid supply for 6 hours. It cannot spit acid during this time. The save DC is Constitution-
based.
Skills: Opilionids have a +4 racial bonus to Hide checks, a +8 racial bonus to Climb and Spot checks, and a +12 racial
bonus to Jump checks.
An opilionids can always choose to take 10 on Climb checks, even if rushed or threatened. Opilionids use either their
Strength or Dexterity modifier for Climb checks, whichever is higher
Opilionids in Faerûn
Opilionids are most common in the Deep Wastes below the Dalelands and are seen frequently in the caverns about
Sschindylryn.
Thomas M. Costa and Eric L. Boyd 179 Bestiary of the Realms, Volume 2
CREDIT
Author Thomas M. Costa, based on original material by Ed Greenwood (flying spider/hunting spider and opilionid). The flying
spider (and hunting spider) originally appeared in Drow of the Underdark (1991), Ruins of Undermountain (1991) and Monstrous
Manual (1993), and opilionid in Dragon Magazine #118 (February 1987)
SPIDER CREATION
Small Magical Beast and Large Vermin
Hp: 5.5 HD +1 Con = 6 and (3 x 4.5 HD) + (3 x 1 con) = 13 +3 = 16
Base Attack/Grapple: +1 as fighter/+1 BAB -1 Str -4 size = -4 and +2 as cleric/+2 BAB +1 Str +4 size = +7
Full Attack: +1 BAB +4 Dex +1 size = +6 and +2 BAB +4 Dex -1 size = +5
Saves: F +2 good +1 Con = +3, R +2 good +4 Dex = +6, W 0 poor +2 Wis = +2 and F +3 good +1 Con = +4, R +1 poor +4 Dex = +5, W +1 poor +1
Wis = +2
Skill Points: (2 + Int modifier) x (HD +3) = 1 x 4 = 4 and mindless; class skill max ranks = HD +3 = 4 and mindless
Skills: Climb 0 +4 Dex +8 race =+12, Hide 2 +4 Dex +4 race = +10, Jump 0 -2 Str +16 race +4 speed = +18, Move Silently 2 +4 Dex +4 race = +10, Spot 0
+2 Wis +8 race = +10 and Climb 0 +8 race +4 Dex = +12, Hide 0 +4 race +4 Dex = +8, Jump 0 +12 race +1 Str +4 race = +17, Spot 0 +8 race +1 Wis =
+9
Feats: 1 + (1 per 3 HD) = 1 +1 bonus = 2 and mindless +1 bonus = 1
Challenge Rating: Old Method Base: flying spider 1 for hp, +1 for fly/leaping, poison, web, immunity, skills/feats, +2 for darkvision/low-light
vision/scent/tremorsense/true seeing = 8/3 = 2, but compare to a pseudodragon and comparable so 1 and 3 for hp +1 spit acid, immunities/nonsticky,
scent/tremorsense, vermin traits = 7/3 = 2 and compare to monstrous spider and about right
Level Adjustment: +1 for fly/leaping, poison, immunity, skills and +2 for darkvision/low-light vision/scent/tremorsense/true seeing = +6, but compare to
pseudodragon and comparable so +3 and not applicable
Poison DC: 10 + 1/2 HD + Con modifier = 11
Web DC: 10 + 1/2 HD + Con modifier, +4 for burst = 11 and 15
Spit Acid DC: 10 + 1/2 HD + Con modifier = 10 +1 +1 = 12
Thomas M. Costa and Eric L. Boyd 180 Bestiary of the Realms, Volume 2
STARWOOD SHAMBLER (TEMPLATE)
Starwood shamblers are shambling mounds that have been mutated by eating berries infected with a supernatural disease. They
are social creatures, at least amongst themselves, but extremely protective of their berries.
Their bodies have become elongated like those of giant constrictor snakes, but the mutation has done nothing to weaken the
creature’s overall might, but instead has enhanced their speed and deftness.
At this time, it remains unknown how the berries might affect other plant creatures….
This example uses an advanced 11-HD shambling mound as the base creature.
Starwood Shambler
Large Plant
Hit Dice: 11d8+44 (93 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 23 (-1 size, +3 Dex, +11 natural), touch 12, flat-footed 20
Base Attack/Grapple: +8/+17
Attack: Slam +13 melee (2d6+5)
Full Attack: 2 slams +13 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, constrict 2d6+7
Special Qualities: Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 10
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 21, Dex 16, Con 19, Int 7, Wis 10, Cha 11
Skills: Balance +11, Climb +13, Hide +14 (+22 in forests and swamps), Listen +9, Move Silently +12
Feats: Iron Will, Power Attack, Skill Focus (Hide), Weapon Focus (slam)
Environment: Temperate forests (starwood of eastern Cormanthor)
Organization: Solitary, pair, or congregation (3-12)
Thomas M. Costa and Eric L. Boyd 181 Bestiary of the Realms, Volume 2
Challenge Rating: 7
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually chaotic neutral
Advancement: 12 HD (Large); 13-24 HD (Huge)
Level Adjustment: +7
Combat
Constrict (Ex): A starwood shambler deals 2d6+7 points of damage with a successful grapple check.
Immunity to Electricity (Ex): Starwood shamblers take no damage from electricity. Instead, any electricity attack (such as
shocking grasp or lightning bolt) used against a starwood shambler temporarily grants it 1d4 points of Constitution. The starwood
shambler loses these points at the rate of 1 per hour.
Improved Grab (Ex): To use this ability, a starwood shambler must hit with one of its slam attacks. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and
can constrict.
Skills: Starwood shamblers have a +4 racial bonus on Listen and Move Silently checks and a +8 racial bonus on Balance,
Climb, and Hide checks. They racial bonus on Hide checks in forested or swampy areas improves to +16.
CREDIT
Author Thomas M. Costa, based on original material by Rick Swan. The starwood shambler originally appeared as the
serpentine shambling mound in Elminster’s Ecologies (1994).
Thomas M. Costa and Eric L. Boyd 182 Bestiary of the Realms, Volume 2
SYMBIONT, KYUSS BLOODWORM
Symbionts are complete creatures, generally capable of surviving apart from a host creature for at least some length of time.
They are generally Tiny or smaller, and physically very weak on their own. They survive by joining with a host creature, usually
granting the host certain benefits in exchange for the protection afforded by a larger body. This symbiotic relationship usually
benefits both parties (though in some cases they symbiont might better be described as a parasite).
A symbiont occupies part of the host creature’s body – sometimes, but not always, limiting the number of magic items the
host can use in the same way as a magic item does. Like intelligent magic items, symbionts have Ego scores, which reflect their
strength of will and drive for power. Symbionts with high Ego scores, like such magic items, can sometimes take control of their
host creatures.
The Ego score of a symbiont is determined in the same way as that of an intelligent magic item, and listed with each
symbiont’s entry. Add the symbiont’s Intelligence, Wisdom, and Charisma bonuses (if any) to determine its base Ego score. Add
1 for each special quality and 2 for each special attack. Add 4 if the symbiont is an outsider.
If the host creature does not share the symbiont’s alignment and goals, a conflict results between the symbiont and the host
creature. Similarly, a symbiont with an Ego score of 20 or higher always considers itself superior to its host, and a personality
conflict results if the host does not always agree with the symbiont.
When a personality conflict occurs, the host must make a Will saving throw (DC = symbiont’s Ego). If the host creature
succeeds, it is dominant. If the host fails, the symbiont is dominant. Dominance lasts for one day or until a critical situation
occurs (such as a major battle, a serious threat to either the symbiont or the host, and so on – DM’s discretion). Should a
symbiont gain dominance, it directly controls the host creature’s actions until the host regains dominance.
Kyuss Bloodworm
Fine Vermin (Symbiont)
Hit Dice: 1/4 d8 (1 hp)
Initiative: +0
Speed: 1 ft., swim 5 ft.
Armor Class: 18 (+8 size), touch 10, flat-footed 18
Base Attack/Grapple: +0/-21
Attack: Bite +3 melee (infest)
Full Attack: Bite +3 melee (infest)
Space/Reach: 0 ft./0 ft.
Special Attacks: Infest
Special Qualities: Darkvision 60 ft., fast healing 5, share spells, silver vulnerability, symbiont traits, touch of the grave, vermin
traits, vile animus
Saves: Fort +2, Ref -3, Will +0
Abilities: Str 1, Dex 4, Con 10, Int –, Wis 11, Cha 15, Ego 12
Skills: –
Feats: –
Environment: Temperate marsh
Organization: Solitary (symbiont)
Challenge Rating: 1/8 or host +0
Treasure: None
Alignment: Always chaotic evil
Advancement: –
Level Adjustment: –
This writhing worm of putrescent green hue is about 2 inches long. It has a lamprey-like orifice at one end, lined with a thicket of sharp teeth. Its
tongue is also covered with teeth, which can be used to rasp a hole in flesh.
A Kyuss bloodworm is a symbiotic variant of the writhing green worms that infest a spawn of Kyuss. Once it acquires a host, a
Kyuss bloodworm swims through the blood vessels of the creature carrying it. Some sages believe that Kyuss bloodworms are
the original species from which Kyuss created his spawn.
Combat
A Kyuss bloodworm is almost totally helpless when not infesting a host. It hides in wet areas and attacks creatures that pass
through its space, using surprise to avoid attacks of opportunity.
Thomas M. Costa and Eric L. Boyd 183 Bestiary of the Realms, Volume 2
Fast Healing (Ex): A Kyuss bloodworm enables its host to regain lost hit points at the rate of 5 per round. Fast healing
does not restore hit points lost from starvation, thirst, or suffocation, and nor does it allow the host to regrow or reattach lost
body parts.
Infest (Ex): If a Kyuss bloodworm hits a living creature with its bite attack, it burrows into the target’s flesh and makes its
way into the bloodstream. Since the bite deals not damage and the bloodworm secretes an anesthetic, the host is often unaware
it has been bitten. Its bite attack is ineffective against creatures with a natural armor bonus of +5 or more. A Kyuss bloodworm
can also enter the bloodstream by being ingested and then burrowing out of the stomach or through an open wound. (This
form of infestation is effective against all living creatures.) An open wound is one caused by a piercing or slashing attack in a
creature that has not yet been healed through magic, time, or a Heal check.
While a Kyuss bloodworm is inside a host, a remove curse or remove disease effect destroys it, and a successful Heal check (DC
20) extracts the bloodworm and kills it.
Kyuss bloodworms reproduce by laying eggs in the host’s blood that hatch upon the death of the host and eat their way out.
Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host
may cast a spell with a target of “You” on the symbiont instead of on itself. Likewise, a symbiont can choose to have any spell
or spell-like ability it uses on itself also affect the host creature, and may cast a spell with a target of “You” on its host instead of
on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host or symbiont’s
type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
Silver Vulnerability (Ex): A Kyuss bloodworm is killed instantly by the touch of silver. A Kyuss bloodworm passes a form
of this vulnerability to its host; if the host has damage resistance, the bypass conditions have “or silver” added to them. For
example, if the host had damage reduction 5/magic, it would become damage reduction 5/magic or silver after infestation.
Symbiont Traits: When joined with a host, a symbiont gains a number of benefits. It acts on its host’s turn each round,
regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
If it a symbiont is grafted onto a visible part of the host creature’s body, opponents can attack the symbiont itself instead of
its host creature. This works the same way as attacking an object. The symbiont gains the benefit of the host’s Dexterity
modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural
armor bonus, if any apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.
A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected
by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the “items” that can be
affected by the spell (see page 166 of the Player’s Handbook). A symbiont uses its host’s base saving throw bonuses if they are
better than its own.
Touch of the Grave: Although it is not undead, a Kyuss bloodworm is immune to mind-affecting effects, poison, magic
sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on
objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain,
energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing.
A Kyuss bloodworm conveys these immunities to its host. In addition, although the host is not undead, it is susceptible to
turning or command attempts, as if it were.
Vile Animus (Su): A Kyuss bloodworm receives a +4 bonus to its Ego score due to its supernatural ties with Kyuss. If a
Kyuss bloodworm achieves dominance over its host, the host becomes temporarily chaotic evil, attacking any living creature it
encounters.
CREDIT
Author Eric L. Boyd.
Thomas M. Costa and Eric L. Boyd 184 Bestiary of the Realms, Volume 2
UNHOLY HAND OF BANE
Large Construct (Evil, Lawful)
Hit Dice: 9d10+20 (69 hp)
Initiative: +2
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Base Attack/Grapple: +5/+21
Attack: +16 melee (1d6+12, slam)
Full Attack: +16 melee (1d6+12, slam)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Constrict 2d6+12, improved grab
Special Qualities: Absorption, construct traits, damage reduction 5/adamantine or good, detect magic, immunity to electricity
and fire, immunity to magic
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 35, Dex 14, Con –, Int–, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always lawful evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Level Adjustment: –
This enormous hand crafted from obsidian and twice the size of a man floats and motions with a threatening false life.
The Church of Bane constructs animate, obsidian incarnations of the symbol of its dread god. Known as unholy hands of Bane,
such constructs resemble immense, obsidian human right hands that float upright over altars of the Lord of Darkness.
COMBAT
An unholy hand of Bane floats motionless above the altar it is directed to guard. It attacks any good-aligned creature
approaching within 60 ft. of the altar. It will pursue intruders throughout the temple it guards if activated by their intrusion into
its guarded area.
An unholy hand of Bane’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned
for the purpose of overcoming damage reduction.
Absorption (Su): An unholy hand of Bane acts a magnet, drawing spells or spell-like abilities into itself. The magic
absorbed must be a single-target spell or ray directed at the unholy hand of Bane. The hand then nullifies the spell’s effect as a
free action and stories its potential. A running total of absorbed spell levels should be kept. These spell levels are consumed at a
rate of one level per day, dissipating harmlessly. If more than forty spell levels are absorbed, each additional spell level heals the
hand 1 point of damage.
Detect Good (Sp): A holy hand can detect the presence of any good-aligned creature as the spell detect good. Range is
unlimited, but confined to the temple of Bane in which it lurks.
Immunity to Magic (Ex): An unholy hand of Bane is immune to any spell or spell-like ability that allows spell resistance.
In addition, certain spells and effects function differently against the creature, as noted below.
A dispel magic, greater dispel magic, or Mordenkainen’s disjunction directed against an unholy hand of Bane is absorbed without
damaging the hand or lessening its flight abilities, but does act as a slow spell with a 1-round duration.
Thomas M. Costa and Eric L. Boyd 185 Bestiary of the Realms, Volume 2
UNHOLY HANDS OF BANE IN FAERÛN
Only a few of these constructs exist, guarding the innermost altars of evil temples dedicated to the god Bane. Known examples
guards the altars of Bane’s temples in Mulmaster, Zhentil Keep, and the tiny isle of Amarune off the coast of eastern Gnarhelm
in the Moonshae Isles.
CREDIT
Author Eric L. Boyd, based on original material by Ed Greenwood. The holy hand of Bane originally appeared in FA1 – Halls of
the High King (1990).
Thomas M. Costa and Eric L. Boyd 186 Bestiary of the Realms, Volume 2
USTILAGOR
Tiny Aberration (Evil, Psionic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-
footed 12
Base Attack/Grapple: +2/-8
Attack: Tendril +9 melee touch (1d4 acid)
Full Attack: Tendril +9 melee touch (1d4 acid)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Acid, psi-like abilities
Special Qualities: Blindsight 60 ft., fungal
coating, power resistance 15, resistance to acid 10,
fire 10 and electricity 5, vulnerability to protection
from evil
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 7, Dex 21, Con 13, Int 8, Wis 8, Cha
12
Skills: Concentration +7, Hide +13, Listen +7, Move Silently +13
Feats: Combat Manifestation, Up the Walls, Weapon FinesseB, Wild TalentB
Environment: Underground
Organization: Solitary or nest (2-12)
Challenge Rating: 3
Treasure: Double goods (gems only)
Alignment: Always chaotic evil
Advancement: 4-5 HD (Tiny)
Level Adjustment: +6 (cohort)
A disembodied brain scuttles and darts toward you on four spindly, almost tentacle-like, limbs. Its body is covered in a gray film, perhaps a fungus of
some sort, which in places where it thickens, such as about its limbs, appears like coral. And a three-foot, tubular tendril rises from the center of the
creature’s frontal lobe, swaying like a charmed snake as it nears.
Ustilagors are the larval form of intellect devourers (see pages 202-203 of the Expanded Psionics Handbook). Like their parents,
they look like brains with four legs (though their leg bones are made mostly of cartilage, having not fully developed), however,
they are much smaller, their bodies are soft and moist, and they have a tendril sprouting from their brain. Some ustilagor have
two tendrils (allowing them to make a full attack with two tendrils and increasing their level adjustment by +1).
Ustilagors appear to feed off of emotions generated by the use of its psi-like abilities; however, it is believed the ustilagor
becomes an adult by consuming the brains of psionic creatures. This nourishment eventually causes the ustilagor’s cartilage to
ossify, its legs to thicken, its tendril to fall away, and alkaline waste to seep from its brain, destroying its fungal coating and
hardening into a clear membrane.
Mind flayers raise intellect devourers (though how they reproduce remains a mystery to others), viewing the ustilagors’ soft,
moist bodies as culinary delights, and using the adults as watch dogs.
It is likely that ustilagors have a remedial understanding of Undercommon like the adult intellect devourers, but being so
focused on feeding and unable to talk, the answer to this uncertainty remains another mystery that surrounds these aberrations.
Perhaps due to their psionic potential, ustilagors collect crystals and other gems, but little else. They will attack beings that
carry crystals and gems before attacking others. The creature’s body is said to be a power component for several mind-affecting
spells and in the creation of psionic items.
COMBAT
The ustilagor prefers to stalk its prey and then use its aversion or id insuation attacks before attacking physically by flicking out its
flexible tendril.
Acid (Ex): An ustilagor’s tendril secretes a powerful alkaline substance which causes 1d4 points of acid damage on a
successful melee touch attack and unless the target makes a successful Reflex save (DC 12), an additional 1d4 points of acid
damage on the following round. The alkaline substance is the ustilagor’s waste product, but is also used to break down the
brains of victims so the ustilagor can suck them up through its tendril. The save DC is Constitution-based.
Thomas M. Costa and Eric L. Boyd 187 Bestiary of the Realms, Volume 2
Fungal Coating (Ex): A unique symbiotic fungi grow upon the ustilagor, feeding off the residual thought emanations of
the creature’s victims. The fungi prevent the ustilagor from naturally drying out, but also provide several additional defenses.
The fungi grant the ustilagor immunity to mind-affecting effects and any plant’s extraordinary acid, disease (including cerebral
parasites), poison, gas (including spores), paralysis, or ability damage attacks. In addition, the fungi masks the ustilagor’s aura,
making it immune to any powers or effects that read or effect auras and appear as a mindless plant to any powers or effects that
detect, scry, or reveal a creature’s Intelligence or type.
Ustilagors remain susceptible to the mind blast power of mind flayers and their kin, including brain golems (see Lords of
Madness and Fiend Folio).
Psi-like Abilities: At will – detect psionics; 5/day – aversion (DC 13) or id insinuation (DC 13). Manifester level 3rd. The save
DCs are Charisma-based. See the Expanded Psionics Handbook.
Vulnerability to Protection from Evil (Ex): An ustilagor is treated as a summoned creature for the purpose of
determining how it is affected by a protection from evil spell.
Skills: Ustilagors have a +8 racial bonus on Listen and Move Silently checks.
USTILAGORS IN FAERÛN
Ustilagors are found wherever intellect devourers are, but are most commonly found in mind flayer cities such as Ch’chitl, the
Kingdom Below, of the lower Northdark, and especially Oryndoll, the City of Loretakers, of the lower Darklands, where
visitors to the Thrall Market often pay high prices for raw, pickled, or fungus-seasoned cuts.
CREDIT
Author Thomas M. Costa, based on original material by Gary Gygax and Steve Winter. The ustilagor originally appeared in the
1E Monster Manual II (1983), The Complete Psionics Handbook (1991), and Monstrous Manual (1993). A 3.5E version was published in
Dragon Magazine #337 (November 2005) after I had finished my version.
USTILAGOR CREATION
Tiny Aberration
Hp: (3 x 4.5 HD) + (3 x 1 Con) = 13 +3 = +16
Base Attack/Grapple: +2 as clr/+2 BAB -8 size -2 Str = -8
Full Attack: +2 BAB +2 size +5 Dex = +9
Saves: F +1 poor +1 Con = +2, R +1 poor +5 Dex = +6, W +3 good -1 Wis = +2
Skill Points: (2 + Int modifier) x (HD +3) = (2-1 Int) x (3 +3 HD) = 6; class skill max ranks = HD +3 = 6
Skills:, Concentration 6 +1 Con = +7, Hide +8 size +5 Dex = +13, Jump 0 +5 Dex +4 race = +9, Listen +8 race -1 Wis = +7, Move Silently +8 race +5 Dex
= +13
Feats: 1 + (1 per 3 HD) = 2 +2 bonus
Challenge Rating: Old Method Base: 3 for hp, +1 for AC, tendril/acid/Weapon Finesse, psi-like abilities/Wild Talent, blindsight, fungal coating, power
resistance, resistances, abilities/skills = 11/3 = 3, which compared to the intellect devourer works out about right
Level Adjustment: See Savage Species, p. 19-24; +1 for acid, psi-like abilities, blindsight, resistances, skills, feats +2 for fungal coating, power resistance, abilities
= 12- 3 for HD = +9, but seems high compared to intellect devourer so lower to +6
DCs: Acid 10 + 1/2 HD +1 Con = 12, aversion and id insinuation 10 +2 power level +1 Cha = 13
Notes: The transition from 1E to 2E caused a big shift in the concept of the ustilagor, turning it from some sort of plant creature into a larval intellect
devourer. I’ve tried to explain some of what I viewed as inconsistencies that arose by tweaking the original write-ups a bit (as well as taking into consideration
the creature’s appearance and numbers in its lone 2E illustration), turning the acid attack back into an extraordinary attack, explaining its ambiguous
mindlessness, and making the creature mesh better with the 3.5E intellect devourer. Though the creature had the telempathic projection power in 2E, explanatory
notes in the Complete Psionics Handbook made this power more like the 3.5E aversion than the 3.5E telempathic projection.
I’ve given them remedial understanding of Undercommon, which I think intellect devourers should understand as well, instead of Common.
Thomas M. Costa and Eric L. Boyd 188 Bestiary of the Realms, Volume 2
VERMIN
DUNG CRAWLER (TEMPLATE)
Dung crawlers are a variety of monstrous centipede that has adapted to wet conditions. They have soft, retractile pads on the
ends of their feet. They are dun- to yellow-white, unpleasant-looking creatures that spend their lives scuttling in the muck of
middens, dung-heaps, and swamps. They typically inhabit small wall-edges and holes, in which they can take shelter from larger
predators. They will race to attack possible prey of all sizes, especially if such creatures are hampered by treacherous footing
(such as quicksand) or other foes.
Dung crawler is a simple inherited template that can be added to any Tiny or Small monstrous centipede. The dung crawler
gains a swim speed of 15 ft., immunity to disease and poison, and the extraordinary ability to walk upon watery surfaces, such as
a bog or quicksand, as if they were solid surfaces. A dung crawler’s poison deals 1d2 points of initial and secondary Dexterity
damage. A dung crawler has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided
it swims in a straight line. Temperate marshes are the most common environment for a dung crawler.
CREDIT
Author Thomas M. Costa, based on original material by Ed Greenwood. The dung crawler originally appeared in Ruins of
Undermountain (1991).
Thomas M. Costa and Eric L. Boyd 189 Bestiary of the Realms, Volume 2
WOOD MAN (TEMPLATE)
A wood man is created when the living land senses a threat to its biosystem, including the animals and humanoids that live and
reside within it by choice. The land will then possess a treant (usually an advanced treant of at least Gargantuan size)
transforming the creature into a wood man. Exactly how this occurs is not known. Some claim they are summoned; still others
believe they are the servants of the gods.
A wood man (usually there is only one, though legend hold that several can appear if the need is great enough), usually
towers well over 30 feet in height and resembles a vast, oversized humanoid made of living wood, with great root-bound feet
and gnarled club-like hands, all sprouting branches, leaves, and needles.
Wood Man
Gargantuan Plant
Hit Dice: 25d8+225 (337 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 30 (-4 size, +1 Dex, +23 natural), touch 7, flat-footed 29
Base Attack/Grapple: +18/+48
Attack: Slam +33 melee (4d6+18) or hurled foe +16 ranged (varies +18)
Full Attack: 2 slams +33 melee (4d6+18) or hurled foe +16 ranged (varies +18)
Space/Reach: 20 ft./20 ft.
Special Attacks: Animate trees, double damage against objects, hurl foe, improved grapple, trample 4d6+27
Special Qualities: Damage reduction 10/slashing and magic, immunity to electricity and fire, low-light vision, plant traits,
regeneration 10, spell resistance 26, stalwart defender (+4), wood sense 120 ft.
Saves: Fort +23*, Ref +11*, Will +16*
Abilities: Str 46, Dex 13, Con 29, Int 18, Wis 22, Cha 18
Skills: Diplomacy +6, Hide -11 (+5 in forested areas), Intimidate +32, Knowledge (nature) +34, Listen +34, Sense Motive +34,
Spot +34, Survival +34 (+36 in aboveground natural environments)
Feats: Cleave, Great Cleave, Improved Natural Attack (slam), Improved Natural Attack (trample), Improved Sunder, Iron Will,
Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: Any cold land (Rashemen)
Organization: Solitary
Challenge Rating: 17
Thomas M. Costa and Eric L. Boyd 190 Bestiary of the Realms, Volume 2
Treasure: Standard
Alignment: Neutral good
Advancement: −
Level Adjustment: +13
COMBAT
A wood man’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction.
The range increment for the wood man’s hurl foe special attack is 160 ft. *The wood man gets a +4 morale bonus to all
saves against Red Wizards and their allies from his stalwart defender special quality (not included above).
Animate Trees (Sp): A wood man can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1
full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant (see page 245 of the
Monster Manual) in all respects. Animated trees lose their ability to move if the wood man that animated them is incapacitated or
moves out of range. The ability is otherwise similar to liveoak (caster level 12th; see page 248 of the Player’s Handbook). Animated
trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex): A wood man or animated tree that makes a full attack against an object or
structure deals double damage.
Trample (Ex): Reflex DC 40 half. The save DC is Strength-based.
Thomas M. Costa and Eric L. Boyd 191 Bestiary of the Realms, Volume 2
Environment: Any cold land.
Organization: Solitary
Challenge Rating: Same as the base creature +5.
Alignment: Always neutral good.
Level Adjustment: +8
CREDIT
Author Thomas M. Costa, based on original material by Anthony Pryor. The wood man originally appeared in Spellbound (1995)
and Monstrous Compendium Annual Volume Three (1996).
Thomas M. Costa and Eric L. Boyd 192 Bestiary of the Realms, Volume 2
WOOD WOSE
Wood Wose Wood Wose Mystic, 5th-level Druid
Small Fey Small Fey
Hit Dice: 2d6+4 (11 hp) 2d6+5d8+21 (50 hp)
Initiative: +1 +3
Speed: 20 ft. (4 squares) 20 ft. (4 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat- 19 (+1 size, +3 Dex, +2 natural, +2 masterwork
footed 13 bark armor, +1 deflection), touch 15, flat-footed
16
Base Attack/Grapple: +1/-3 +4/-1
Attack: Small shortspear +2 melee (1d4 plus poison) or +1 Small shortspear +6 melee (1d4 plus poison) or
Small shortspear +3 ranged (1d4 plus poison) +1 Small shortspear +10 ranged (1d4 plus poison)
Full Attack: Small shortspear +2 melee (1d4 plus poison) or +1 Small shortspear +6 melee (1d4 plus poison) or
Small shortspear +3 ranged (1d4 plus poison) +1 Small shortspear +10 ranged (1d4 plus poison)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Create spawn, poison, poison skin, spell-like Create spawn, poison, poison skin, spell-like
abilities abilities, spells, summon shambler
Special Qualities: Cold torpor, damage reduction 5/cold iron, Animal companion, cold torpor, damage
immunity to plant poisons and wood, light reduction 5/cold iron, immunity to wood, light
sensitivity, low-light vision, vulnerability to fire sensitivity, link with companion, low-light vision,
nature sense, resist nature’s lure, share spells,
trackless step, vulnerability to fire, wild empathy,
wild shape (1/day), woodland stride
Saves: Fort +4, Ref +4, Will +4 Fort +7, Ref +7, Will +11
Abilities: Str 10, Dex 13, Con 15, Int 10, Wis 13, Cha 10 Str 8, Dex 16, Con 17, Int 12, Wis 18, Cha 10
Skills: Hide +10 (+14 in forests), Knowledge (nature) Concentration +8 (+12 casting on defensive),
+7, Listen +6, Move Silently +6, Spot +6, Handle Animal +5, Hide +11 (+15 in forests),
Survival +6 (+8 in aboveground natural Knowledge (nature) +14, Intimidate +8, Listen
environments) +9, Move Silently +7, Ride +5, Spot +9,
Survival +16 (+18 in aboveground natural
environments)
Feats: Great Fortitude Brew Potion, Combat Casting, Track
Environment: Temperate forest Temperate forest
Organization: Solitary, pair, thorn (3-4), briar (5-8 plus 1 wood Solitary, briar (5-8 plus 1 wood wose mystic), or
wose mystic), or tribe (5-30 plus 1-4 wood wose tribe (5-30 plus 1-4 wood wose mystic)
mystic)
Challenge Rating: 2 6
Treasure: No coins, no goods, double items No coins, no goods, double items plus standard
NPC gear
Alignment: Usually neutral evil Usually neutral evil
Advancement: By character class By character class
Level Adjustment: +5 +5
Stocky, but supple, the short figure before you superficially resembles a powerfully-built gnome, its skin is of burnished wood. The figure’s long hair and
thick beard of thorny vines and leaves appear to have never been cut and are bound about its body like clothes. The creature carries a wooden, but
sturdy, spear with a head of bone.
Wood woses, sometimes known as nightshades, are the wicked and uncaring spirits of poisonous plants like belladonna,
foxglove, hemlock, and mistletoe, and which dwell in dark, unhallowed forests. They are elusive, nighttime hunters that eat the
blood and bones of living creatures.
Wood woses dwell in small foraging groups and are semi-nomadic, leaving their lairs when the forest is silent. They shape
their outpost dwellings into gloomy, echoing groves filled with hollow logs – to which they often retreat to avoid the sun – and
ringed with poisonous plants, twist trees, and mistletoe. They will capture trespassers for use in sacrificial rites. Wood woses are
only active during the growing season. During the fall, they become sluggish, finally crawling into dark lairs where they
hibernate all winter, reawakening in the spring.
Thomas M. Costa and Eric L. Boyd 193 Bestiary of the Realms, Volume 2
Wood woses mate for life, though most mated pairs produce no more than two offspring. However, their numbers rarely
increase naturally; more often they are spawned from victims of their poison. Some have suggested evil druids dabbling venoms
and unnatural growth can create wood woses in dark rituals.
Wood woses’ only enemies are treants and most druids and rangers, who try to root them out like weeds. No natural
predator will eat a wood wose after the first bite (except hook horrors). Wood woses are on good terms with korred,
needlemen, and evil myconids. They trade poisons to the quicklings in exchange for weapons of beaten copper and bronze.
Coins and gems mean little to wood woses, but they do prize weapons, poisons, alchemical substances, and potions. Wood
woses speak Sylvan.
A wood wose’s toughened features are much like a gnome’s or perhaps a dwarf’s, though its flesh is like bark, and its hair is
like leafy vines studded with thorns. Wood woses stand 3-1/2-feet tall and weigh over 100 pounds.
COMBAT
If outnumbered, wood woses will entangle most of their foes, attacking those that escape with spears coated with their sap-like,
poison blood.
Cold Torpor (Ex): Wood woses become sluggish during the fall and hibernate in the winter. Wood woses suffer a -4
penalty to Fortitude saving throws made to avoid nonlethal damage from cold environments (see page 302 of the Dungeon
Master’s Guide) and take double the normal amount of nonlethal damage for failing those saving throws. Once a wood wose has
been knocked unconscious from the cold damage, it lapses into hibernation and will sleep until it heals sufficiently to regain
consciousness and is either awoken by an outside event or the temperature staying above 40 degrees Fahrenheit for at least a
tenday.
Create Spawn (Su): Any humanoid whose Dexterity is reduced to 0 as a result of the wood wose’s poison cannot move,
does not heal, and appears dead (and may actually die depending upon the circumstances), but upon the night of the next full
moon transforms into living wood wose. The spawn is free-willed. It does not possess any of the abilities it had in life. Healing
the creature through restoration spells or a heal spell prior to its transformation will not prevent the transformation. Only spells
that can remove curses, such as a break enchantment, greater dispel magic, limited wish, miracle, remove curse, or wish, can stop the
transformation into a wood wose, and only a miracle or wish can reverse the transformation.
Immunities to Plant Poisons and Wood (Ex): Wood woses are immune to poisons from plants and ignore damage from
objects and weapons made of wood, such as clubs and quarterstaffs, and including magical wooden weapons.
Light Sensitivity (Ex): Wood woses are dazzled in bright sunlight or within the radius of a daylight spell.
Poison (Ex): Contact and injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. In addition, any humanoid
whose Dexterity is reduced to 0 as a result of the wood wose’s poison cannot move, does not heal, and appears dead, but upon
the night of the next full moon transforms into living wood wose (see create spawn above). The save DC is Constitution-based.
A wood wose can poison its weapons as a standard action.
Poison Skin (Ex): Those that come into contact with the wood wose, whether by touch or strike with a natural attack, such
as bite, claw, or slam, are affected by the wood wose’s poison.
Spell-like Abilities: At will – pass without a trace, speak with plants; 1/day – entangle (DC 12), tree stride (also may treat poisonous
plants of any type as oaks). Caster level 6th. The save DCs are Wisdom-based.
Summon Shambler (Sp): A wood wose mystic with at least five other wood woses can perform a ritualistic casting similar
to a summon nature’s ally V spell, except components are V, S, DF, and M, where the material component is the drinking of
blood; casting time is 1 hour; effect is only 1 summoned shambling mound (see pages 222-223 of the Monster Manual); and
duration is 12 hours or 1 night, whichever is less. The mystic may lead such a casting up to once per month.
Skills: In forests, wood wose have a +4 racial bonus to Hide checks.
Diplomacy is not and Intimidate is a class skill for wood wose druids.
Combat
Wood wose mystics make full use of their spellcasting and other druid class features. They are famed among their own kind for
their brewing of potions.
The save DC for the wood wose mystic’s poison (DC 14) is adjusted for its higher Constitution score and the save DC for
the wood wose mystic’s entangle spell-like ability (DC 15) is adjusted for its higher Wisdom score.
Animal Companion (Ex): This wood wose mystic has an owl as an animal companion. This creature is a loyal companion
that accompanies the mystic on adventures as appropriate for its kind. It abilities and characteristics are summarized below.
Thomas M. Costa and Eric L. Boyd 194 Bestiary of the Realms, Volume 2
Owl Animal Companion: CR –; Tiny animal, HD 3d8; hp 13; Init +8; Spd 10 ft., fly 40 ft. (average); AC 19, touch 15, flat-
footed 16; Base Atk +2; Grp -9; Atk +7 melee (1d4-3, talon); Full Atk +7 melee (1d4-3, talon); Space/Reach 2-1/2 ft./0 ft.; SQ
2 bonus tricks, evasion, link, low-light vision, share spells; AL N; SV Fort +3, Ref +7, Will +3; Str 5, Dex 18, Con 10, Int 2, Wis
14, Cha 4.
Skills and Feats: Listen +17, Move Silently +17, Spot +9 (+17 in areas of shadowy illumination); Alertness, Improved
Initiative, Weapon FinesseB.
Bonus Tricks: This animal companion is capable of learning two tricks in addition to any that the mystic might choose to
teach it (see the Handle Animal skill, page 74 of the Player’s Handbook). These bonus tricks don’t require any training time or
Handle Animal checks, and they do not count against the normal limit of tricks known by the creature. The mystic selects these
bonus tricks, and once selected, they cannot be changed.
Evasion (Ex): If the owl animal companion is subjected to an attack that normally allows a Reflex saving throw for half
damage, it takes no damage if it makes a successful saving throw.
Link with Companion (Ex): The mystic can handle its animal companion as a free action, or push it as a move action,
with a +4 bonus on wild empathy and Handle Animal checks made while dealing with that animal.
Nature Sense (Ex): This mystic gains a +2 bonus on Knowledge (nature) and Survival checks (these bonuses are included
in the statistics given above).
Resist Nature’s Lure (Ex): This mystic gains a +4 bonus on saving throws against the spell-like abilities of fey.
Share Spells (Ex): The mystic may have any spell it casts on itself also affect its animal companion if the latter is within 5
feet at the time. The mystic may also cast a spell with a target of “You” on its animal companion.
Trackless Step (Ex): This mystic leaves no trail in natural surroundings and cannot be tracked.
Wild Empathy (Ex): This mystic can improve the attitude of an animal in the same was as Diplomacy check for sentient
beings. The mystic rolls a d20+7, or d20+3 if attempting to influence magical beasts with an Intelligence score of 1 or 2.
Wild Shape (Su): This mystic can change into a Small or Medium animal and back again once per day, as per the polymorph
spell.
Woodland Stride (Ex): This mystic may move through natural thorns, briars, overgrown areas, and similar terrain at its
normal speed and without damage or other impairment. However, thorns, briars, and overgrown areas that are magically
manipulated impede motion still affect the mystic.
Spells: Wood wose mystics cast spells as druids.
Typical Druid Spells Prepared (5/4/3/2; spontaneous casting of summon nature’s ally spells; save DC 14 + spell level): 0 – cure
minor wounds (x2), detect magic, flare (x2); 1 – detect snares and pits, faerie fire, obscuring mist, speak with animals; 2 – resist energy, summon
swarm, wood shape; 3 – quench, spike growth.
Possessions: Masterwork Small bark armor (see pages 14-15 of the Arms and Equipment Guide), ring of protection +1, +1 Small
shortspear, contagion (spell level 3, CL 5) potion, 4 cure moderate wounds (spell level 3, CL 5) potions.
CREDIT
Author Thomas M. Costa, based on original material by Wolfgang Bauer. The wood wose originally appeared as the nightshade
in Doom of Daggerdale (1993) and Monstrous Compendium Annual One (1994).
Thomas M. Costa and Eric L. Boyd 195 Bestiary of the Realms, Volume 2
Level Adjustment: See Savage Species, p. 19-24; +1 for create spawn/poison/poison skin, spell-like, damage reduction, immunities, abilities/skills, -2 for cold
torpor/light sensitivity/vulnerability = +5, which seems about right
DCs: Poison 10 +1/2 HD + Con = 10 +1 +2 Con = 13 (+3 Con for mystic = 14). Entangle DC = 10 +1 spell level + Wis = 12 (+4 Wis for mystic = 15).
Wood Wose Mystic Possessions: 4,300 gp of NPC gear + 2,000 gp of double items = 150 gp (mw armor) +2000 gp (+1 ring) +2,300 gp (+1 spear) +1875 gp
(5 x 375 gp/potion since self brewed)
Thomas M. Costa and Eric L. Boyd 196 Bestiary of the Realms, Volume 2
ZU-TEREN
Medium Humanoid (Earth, Extraplanar, Shapechanger)
Hit Dice: 3d8+6 (19 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Heavy mace +5 melee (1d8+3) or gore +5 melee (1d6+3)
Full Attack: Heavy mace +5 melee (1d8+3) and gore +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth magic
Special Qualities: Darkvision 60 ft., earth resistance, spell resistance 13, spell-like abilities, stability
Saves: Fort +4, Ref +0, Will +3
Abilities: Str 16, Dex 9, Con 13, Int 14, Wis 11, Cha 14
Skills: Bluff +7, Disguise +7, Intimidate +7, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +3, Spellcraft +7,
Spot +3
Feats: Iron Will, Node SensitiveB (see Underdark), Node SpellcastingB (see Underdark), Toughness
Environment: Underground
Organization: Solitary, pair, gang (2-4), band (11-20 plus 150% noncombatants plus 2 3rd-level sergeants and 1 5th-8th-level
leader)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4
These big humanoids are broad-shouldered and muscled with wicked looking features and six curved horns curving forward from above their brows,
their ears, and the corners of their mouths. Their scaly skin is grey-green in hue.
The zu-teren are an evil race of extraplanar humanoids from a mysterious home dimension. Whether this dimension was an
alternate Prime Material Plane, one of the Lower Planes, the Elemental Plane of Earth, or a small demi-plane is as yet unknown.
At seven-and-a-half feet tall, the zu-teren are powerful humanoids with grey-green, scaled skin. They have six curved horns,
all pointing forward, two above the brow, two just above the ear, and two at the corners of their mouth, which itself juts
forward like a lizard. They are extremely strong, broad, and hardy with innate ability to manipulate magic. They speak Common,
Abyssal, and Terran.
COMBAT
Most zu-teren take levels of sorcerer and disdain physical combat in favor of their obvious magical powers and subterfuge. They
will usually flee, rather than engage in melee. However, if forced into physical combat, zu can be formidable opponents wielding
a weapon and their vicious gore attack.
Earth Magic (Ex): Zu-teren gain several benefits from their connection with the Elemental Plane of Earth. All zu-teren
arcane spellcasters add all Earth domain spells to their spells known or spellbooks automatically as bonus arcane spells; these
spells do not take up a regular spells known slot, nor do they give the zu the ability to cast spells of higher level than he can
normally cast. Zu cast spells with the acid or earth descriptor or from the Earth domain at +1 caster level and with a +1 racial
bonus to the Difficulty Class for all saving throws against such spells. Lastly, zu gain Node Sensitive and Node Spellcasting as
bonus feats; see Underdark for more details on node magic and these feats. (If you don’t own Underdark, simply ignore these two
bonus feats.)
Earth Resistance (Ex): Zu-teren gain a +1 bonus on all saving throws against acid and earth spells and effects. This bonus
increases by +1 for every three class levels the zu attains.
Spell-like Abilities: Over the generations, the zu-teren have learned to manipulate their rock-hard flesh as well as the earth
itself. At will – alter self; 1/day – soften earth and stone. Caster level equals the zu’s Hit Die plus class levels.
Stability (Ex): Zu-teren gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the
ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Skills: A zu-teren has a +2 racial bonus on Bluff, Disguise, Intimidate, and Spellcraft checks.
Thomas M. Costa and Eric L. Boyd 197 Bestiary of the Realms, Volume 2
ZU-TEREN SOCIETY
Zu-teren have been driven underground by the light Selûne’s grace and the promise of Shar’s embrace, where they live in small
well-hidden bands amassing power. The most powerful sorcerer of each band serves as absolute leader and despot. A tribe has
half as many young as it has adults. Children do not join the adults in raids or adventures, but they will fight to protect
themselves or their lairs.
The zu-teren have only one goal in life: power. Every encounter, every adventure is seen as a way to obtain power. In
particular, these creatures seek out artifacts of great power to use towards their own ends and never miss an opportunity to
increase their magical treasures through raids.
Zu-teren easily ally themselves with other lesser creatures of like mind, such as demons, drow, or yuan-ti, using them as
cohorts, advisors, guards, mercenaries, and servitors. The zu have a particular hatred of the rhek (see The Book of Exalted Deeds),
fellow migrants of the planes. Some have suggested the rhek and zu once inhabited the same world and their battles left both
races refugees. Most zu have adopted the worship of Shar, who offers them power and seclusion in the gloom of the
Underdark.
Zu-teren means “us of the earth womb” and all zu-teren use “zu,” their race name for “us” as their last name. For example,
their leader Imgig was named Imgig Zu. All others are uz-zu, “not us,” to the zu.
ZU-TEREN AS CHARACTERS
Most zu-teren are sorcerers. Zu clerics worship Shar. A zu cleric has access to two of the following domains: Cavern, Darkness,
Evil, and Knowledge.
Zu-teren characters possess the following racial traits.
• +6 Strength, -2 Dexterity, +2 Constitution, +4 Intelligence, +4 Charisma
• A zu’s base land speed is 30 feet.
• Darkvision out to 60 ft.
• Racial Hit Dice: A zu begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and
base saving throw bonuses of Fort +3, Ref +0, and Will +0.
• Racial Skills: A zu’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Bluff, Disguise,
Intimidate, Knowledge (arcana), Knowledge (the planes), Listen, Spellcraft, and Spot.
• Racial Feats: A zu’s humanoid levels give it two feats.
• Weapon Proficiency: A zu is proficient with all simple weapons.
• +5 natural armor bonus.
• Natural Weapons: Gore (1d6).
• Special Attacks (see above): Earth magic.
• Special Qualities (see above): Earth resistance, spell resistance equal to 13 + class levels, spell-like abilities, stability.
• +2 racial bonus on Bluff, Disguise, Intimidate, and Spellcraft checks.
• Automatic Languages: Common, Terran. Bonus Languages: Abyssal, Draconic, Dwarf, Giant, Undercommon.
• Favored Class: Sorcerer.
• Level adjustment: +4.
ZU-TEREN IN FAERÛN
Legend says the zu-teren were freed accidentally by the goddess Selûne. Selûne traveled to their lands and the zu leader, Imgig
(CE male zu sorcerer 14), appeared to her as a handsome young lord. The goddess, young as such beings go, fell in love with
Imgig and brought him and his people into the Realms to settle. It was then that Imgig revealed his true form and nature, and
the intent of his people not merely to settle, but to conquer the Realms.
So great was Imgig’s power, he could have slain Selûne’s avatar, but she was rescued at last by a mortal wizard, noble in his
bearing and actions. He distracted Imgig so that Selûne could trap him and his people in a pocket dimension, using the basic
energies of her being to bind them tightly into a gem.
The story, called the Song of Selûne, has a number of endings, depending on where the tale is told and what point the teller
is trying to make. In some versions, Selûne learns her lesson and returns to her godly plane, taking the mortal wizard with her.
In others, she perishes, only to be reborn with the next full moon. In still others, she lives, but rejects the love of the mortal
wizard because the energies she had lost aged or disfigured her fair form.
Such was the tale. Its factual base is proven by the existence of Imgig, who had apparently escaped the trap that caught his
fellow creatures. He plotted to free them from their prison for a time, searching for the key that would allow him to let loose
the zu-teren on the Realms. In the end, Imgig’s plot was foiled by several heroes of renown, including Priam Agrivar the
paladin, Kyriani the elf maid, Timoth Eyesbright the centaur, Onyx the dwarf, Vajra Valmeyjar the former gladiator, and
perhaps yet another aspect of Selûne named Luna, whose combined might imprisoned Imgig amongst his people in Selûne’s Eye.
Thomas M. Costa and Eric L. Boyd 198 Bestiary of the Realms, Volume 2
However, the rest of the story was untold. A few short months later, the Time of Troubles wreaked havoc on the Realms,
and the zu-teren, with the help of Shar, were released from Selûne’s Eye, whereupon they used their earth magic to help Shar
destroy Ibrandul. Now, weakened by centuries of imprisonment, the zu have taken up residence somewhere in the Underdark
of southern Old Shanatar.
CREDIT
Author Thomas M. Costa, based on original material by Jeff Grubb. Imgig Zu, the leader of his people, originally appeared in
the Advanced Dungeons & Dragons comic #1-4 (1988-1989).
ZU-TEREN CREATION
Medium Humanoid
Hp: (3 x 4.5 HD) + (3 x +1 Con) +3 Toughness = 13 +6 = 19
Base Attack/Grapple: +2 as cleric/+2 BAB +3 Str = +5
Full Attack: +2 BAB +3 Str, -5 secondary = +5, +0
Saves: F +3 good +1 Con = +4, R +1 poor -1 Dex = +0, W +1 poor +0 Wis +2 Iron Will = +3
Skill Points: (2 + Int modifier) x (HD +3) = 4 x 6 = 24; class skill max ranks = HD +3 = 6
Skills: Bluff 3 +2 race +2 Cha = +7, Disguise +2 race +2 Cha = +7, Intimidate +2 race +2 Cha = +7, Knowledge (arcana) 3 +2 Int = +5, Knowledge (the
planes) 3 +2 Int = +5, Listen 3 +0 Wis = +3, Spellcraft 3 +2 race +2 Int = +7, Spot 3 +0 Wis = +3
Feats: 1 + (1 per 3 HD) = 1 +1 = 2
Challenge Rating: Old Method Base: 4 for hp, +1 for AC, earth magic, earth resistance/stability, spell-like abilities, abilities/skills, +2 for spell resistance =
11/3 = 3, which is about right. Compare to a CR 2 bugbear and without class levels, the zu is only superior in its overall defensive powers.
Level Adjustment: AC bonus, natural attack/spell-like abilities (both arguably worth +1, arguably not, so combined +1), abilities, and spell resistance are each
worth an additional +1 for a +4 level adjustment. Compare to the drow, rhek, svirfneblin and powers probably a bit more powerful than all three so +4 seems
appropriate.
Notes: In 2E, Imgig Zu was detailed as a unique creature with a reduced stat block and the zu were unnamed and undefined. I extrapolated and derived the zu
from Imgig’s stats. Imgig’s people remained unnamed, so I decided to call them the zu-teren.
Thomas M. Costa and Eric L. Boyd 199 Bestiary of the Realms, Volume 2
APPENDIX I: ALIAS VESSEL (TEMPLATE) UPDATE
Alias vessels are magical creations that display a high level of human characteristics in an individual fashion, and are in fact
human for all intents and purpose despite their construct-like origins. The exact spells involved in their origin remain unknown,
save they required the combined power of an elder god’s cult, a guild of thieves and assassins, two powerful wizards (one living
and one undead), and a unique demon of great power.
Thomas M. Costa and Eric L. Boyd 200 Bestiary of the Realms, Volume 2
Rope +6 Silently +5, Perform (any) +8, Sense Motive +8,
Spellcraft +15, Spot +8
Feats: Blind-Fight, Blooded (see page 35 of the Player’s Alertness, Combat Casting, Discipline (see page
Guide to Faerûn), Combat Reflexes, Dodge, 38 of the Player’s Guide to Faerûn), Scribe Scroll,
Endurance, Hold the Line (see page 100 of the Spell Penetration, Still Spell, Strong SoulB
Complete Warrior), Mobility, Quick Draw, Run,
Strong SoulB, Weapon Focus (longsword),
Weapon Specialization (longsword)
Environment: Any land (eastern Heartlands) Any land (Cormyr)
Organization: Solitary Solitary
Challenge Rating: 11 7
Treasure: Standard Standard
Alignment: Neutral good Neutral good
Advancement: By character class By character class
Level Adjustment: +3 +3
ALIAS
Alias speaks Chondathan, Common, Damaran, Elven, and Thieves’ Sign, a unique hand-based sign language used by criminals
along the Dragon Coast and that Alias originally used to communicate with Dragonbait. Now, Alias has the power of a
permanent tongues spell.
Combat
Tongues (Sp): Alias had a permanent tongues spell cast on her, which allows her to communicate with saurials, among
others, freely.
Possessions: +2 light fortification chain shirt, masterwork heavy steel shield, ring of protection +2, +3 longsword, masterwork
dagger.
Alias in Faerûn
Alias is the original Alias vessel. She is frequently found in the company of Dragonbait (LG male finhead saurial paladin 10)
and/or the wizard Mintassan, a famed planewalker (NG male Chondathan human transmuter 10/planeshifter 10; see page 30 of
the Manual of the Planes for details of the planeshifter prestige class). Alias continues to adventure in the eastern Heartlands,
particularly the Dragon Coast, Cormyr, the Dalelands, and the Lost Vale. She has also taken to visiting other planes in the
company of Mintassan. Despite Finder’s apotheosis, Alias still distrusts priests and gods.
CAT WYVERNSPUR
Cat speaks Chondathan, Common, Damaran, Elven, and Turmic.
Combat
Spells: Cat casts spells as a wizard.
Typical Wizard Spells Prepared (4/4/4/3; base DC 14 + spell level; caster level 6th): 0 – detect magic, light, prestidigitation, read
magic; 1 – alarm, magic missile, shield, Tenser’s floating disk; 2 – darkvision, detect thoughts, scare, whispering wind; 3 – dispel magic, fly, hold
person.
Spellbook: 0 – arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending,
open/close, prestidigitation, ray of frost, read magic, resistance; 1 – alarm, charm person, feather fall, identify, magic missile, shield, sleep, Tenser’s
floating disk; 2 – bull’s strength, cat’s grace, darkvision, detect thoughts, eagle’s splendor, pyrotechnics, scare, whispering wind; 3 – dispel magic, fly,
halt undead, hold person.
Possessions: Ring of protection +2, wand of Otiluke’s resilient sphere (10 charges), wand of magic missiles (9th; 20 charges), brooch of
shielding, masterwork silver dagger.
Thomas M. Costa and Eric L. Boyd 201 Bestiary of the Realms, Volume 2
CREATING AN ALIAS VESSEL
“Alias vessel” is an inherited template that can be added to any female Chondathan human (referred to hereafter as the “base
character”).
An Alias vessel uses all the base character’s statistics and special abilities except as noted here.
All Alias vessels appear to be clones of Cassana, a beautiful, athletic and tall Chondathan women (5 ft. 10 in. and 140 lb.)
with reddish-blonde hair, high cheek bones, and striking green eyes. All known Alias vessels have appeared with at least five
class levels, although that is not a requirement.
Special Qualities: An Alias vessel retains all the special qualities of the base character and also gains the following special
qualities.
Bardic Knowledge (Ex): The character, like certain constructs, has been preprogrammed with a great deal of stray knowledge.
Consequently, the character has the bardic knowledge ability of the bard class with a +5 racial bonus to the check. This ability
does not automatically improve as the character gains levels. However, this ability does stack with a bard’s bardic knowledge and
similar abilities such as a Harper agent’s Harper knowledge or a loremaster’s lore abilities.
Misdirection (Sp): The character has a constant misdirection affect on herself, which also affects all those within a 30-ft. radius of
her, as if the affect were a 9th-level Heightened spell cast by an 18th-level sorcerer with a 20 Charisma (DC 24). A successful
dispel magic or similar effect can temporarily suppress the misdirection as if it were a magic item, but cannot end the effect. The
character cannot lower the spell affect or control how the information is misdirected; the Dungeon Master should determine the
exact nature of the misdirection effect.
Regional Diversity (Ex): The character begins with four human character regions – Cormyr, the Dalelands, the Dragon Coast,
and Sembia – instead of one of the player’s choice (see pages 6-46 of the Player’s Guide to Faerûn). The character may choose
their regional feat and bonus equipment from any of those four regions.
Abilities: An Alias vessels’ ability scores all begin at a base 17; she does not roll, use a point buy, or use a point array to
assign her ability scores.
Skills: An Alias vessel is born with inborn knowledge, preprogrammed by her creators.
The character may use all Knowledge skills untrained.
The character has a +5 racial bonus to all her Perform skill checks.
The character’s automatic languages are Chondathan and Common. The character may choose any languages as her bonus
languages, regardless of homeland Character Regions or class.
Feats: Thanks to the power of Dragonbait’s soul, an Alias vessel gains Strong Soul (see page 44 of the Player’s Guide to
Faerûn) as a bonus feat; Strong Soul does not count as a regional feat for the character. As noted above, the character meets the
regional requirement for all the regional feats in her four homeland Character Regions (see pages 6-46 of the Player’s Guide to
Faerûn), but may still have only one regional feat (aside from Strong Soul).
Environment: Any land, usually same as the base character.
Organization: Solitary.
Challenge Rating: +1.
Treasure: Standard.
Alignment: Always good.
Advancement: By character class.
Level Adjustment: Same as the base character +3.
CREDIT
Author Thomas M. Costa. Alias originally appeared in Curse of the Azure Bonds (1998), Hall of Heroes (1989) and the Heroes’
Lorebook (1996). Cat originally appeared in the Heroes’ Lorebook (1989) and Dragon Magazine Annual #5 (2000). Both characters
figured prominently in the Finders Stone series of novels by Jeff Grubb and Kate Novak: Azure Bonds (1988), The Wyvern’s Spur
(1990), Song of the Saurials (1991), and Masquerades (1995). Cat also played a role in the Cormyr Saga by Troy Denning, Ed
Greenwood, and Jeff Grubb, Cormyr: A Novel (1996), Beyond the High Road (1999), and Death of the Dragon (2000).
Thomas M. Costa and Eric L. Boyd 202 Bestiary of the Realms, Volume 2
Skill Points: Alias (2 +3 Int mod +1 human) x (10 levels +3) = 6 x 13 = 78; Cat (2 +3 Int mod +1 human) x (3 levels +3) + (2+4 Int mod +1 human) x 3
levels + (4 + 4 Int mod +1 human) x 1 level = 6 x 6 + 7 x 3 + 9 x 1 = 36 +21 +9 = 57 +9 = 66; class skill max ranks = HD +3 = 13 for Alias, 10 for Cat
Skills: Alias Bardic Knowledge 0 +3 Int +5 race = +8, Balance 0 +4 Dex +2 synergy –2 armor = +4, Climb 6 +4 Str –2 armor = +8, Gather Information 2 (4
cc) + 3 Cha = +5, Handle Animal 6 +3 Cha = +9, Heal 2 (4 cc) + 3 Wis = +5, Intimidate 6 +3 Cha = +9, Jump 6 +4 Str +2 synergy –2 armor = +10,
Knowledge (any) 0 +3 Int = +3, Listen 2 (4 cc) +3 Wis = +5, Perform 2 (4 cc) +3 Cha +5 race = +10, Ride 6 +4 Dex +2 synergy = +12, Search 2 (4 cc) +3
Int = +5, Spot 2 (4 cc) +3 Wis +2 Blooded = +7, Survival 2 (4 cc) + 3 Wis = +5, Swim 6 +4 Str –4 armor = +6, Tumble 5 (10 cc) +4 Dex +2 synergy –2
armor = +9, Use Rope 2 (4 cc) +4 Dex = +6
Cat Bardic Knowledge 0 +4 Int +5 race = +9, Bluff 2 (4 cc) Wiz +1 Ari +3 Cha = +6, Concentration 9 Wiz +0 Ari +3 Con +2 Discipline (+4 Combat
Casting) = +14 (+18 casting on defensive), Diplomacy 0 Wiz +1 Ari +3 Cha +2 sense motive synergy = +6, Gather Information 2 (4 cc) Wiz +1 Ari +3 Cha =
+6, Hide 2 (4 cc) Wiz +0 Ari +3 Dex = +5, Knowledge (arcana) 9 Wiz +0 Ari +4 Int = +13, Knowledge (nobility and royalty) 0 Wiz +2 Ari +4 Int = +6,
Knowledge (any other) 0 +4 Int = +4, Listen 2 (4 cc) Wiz +1 Ari +3 Wis +2 Alertness = +8, Move Silently 2 (4 cc) Wiz +3 Dex = +5, Perform 0 Wiz +0 Ari
+3 Cha +5 race = +8, Sense Motive 3 (6 cc) +2 Ari +3 Wis = +8, Spellcraft 9 Wiz +0 Ari +4 Int +2 knowledge synergy = +15, Spot 2 (4 cc) Wiz +1 Ari +3
Wis +2 Alertness = +8
Feats: Alias 4 character level +6 fighter level +1 human +1 bonus = 12; Cat 3 character level +2 wizard +1 human +1 bonus = 7
Challenge Rating: +1 for bardic knowledge/skills/feats, misdirection, +1 for abilities = 3/3 = +1; Alias Ftr 10 +1 template = 11; Cat Wiz 6 +0 Ari +1
template = 7
Level Adjustment: The template ability scores are a total of 30 points over the standard character array, but not focused into any one set of abilities to allow
for specialization, so +3, the misdirection even if uncontrollable is worth +1, and the various aspect of her preprogrammed knowledge – bardic knowledge,
regional diversity, skills – and the bonus feat are worth +1 for a total of +5, but clearly less powerful than a ghost or vampire and arguably less powerful than a
half-celestial or half-fiend, and maybe even a half-dragon, and with the exception of the high abilities and the bonus feat, most of the abilities are of limited use,
so lower to +3.
Misdirection DC: 10 + Cha mod + spell level = 10 +5 +9 = 24
Cat Spellcasting DC: 10 + Int mod + spell level = 10 +4 + spell level = 14 + spell level
Possessions: Alias level 13 NPC = 35,000 gp; 9,250 gp (chain shirt) +170 gp (shield) +8,000 gp (ring) +18,315 gp (sword) +302 gp (dagger) = 36,037 gp; Cat
level 10 NPC = 16,000 gp; 8,000 gp (ring) +4,200 gp (wand) +2,700 (wand) + 1,500 gp (brooch) +322 gp (dagger) = 16,722 gp
Thomas M. Costa and Eric L. Boyd 203 Bestiary of the Realms, Volume 2
APPENDIX II: NEW MOON HUNTER PRESTIGE CLASS
Let the blessed silver light of the Moonmaiden drive the wicked back into the darkness. We are her warriors and by tooth and claw, we will bring
battle to the Silver Lady’s enemies.
The New Moon Pack is a small order of warrior-priest lycanthropes (and a few therianthropes – animals that can transform
themselves into humans – such as the jackalwere on page 107 of the Fiend Folio) in Selûne’s service throughout the North and
Heartlands of Faerûn. Charged to watch and defend against the darkest shadows, they aggressively take the fight to the servants
to Selûne’s enemies, especially Shar and Malar, such as the various Black Blood cultists and hunters of the Cults of the Moon
(see pages 44-49 and 75-78 of Champions of Ruin and 177-178 of the Player’s Guide to Faerûn). They are defenders and avengers,
often working in secret and darkness.
The order is ancient, seemingly dating back millennia. In the mid-700s DR, the order was accused of heresy – the Dark
Moon Heresy (see page 47 of Power of Faerûn), a belief that Shar was not Selûne’s sister, but the Moonmaiden herself, and that
Shar was only a name given to Selûne’s dark face. The order’s lands and goods were made forfeit to the church proper, their
membership hunted, and virtually all mention of their existence wiped from Selûnite records. The charges were false, however,
and the pact was cleared of the heresy when the organization was reformed in 1373 DR. Nevertheless, the pack is viewed as
rivals by many of Selûne’s silverstars, who are often uncomfortable with the pack’s embracing of their bestial side. The order is
organized much like a wolf pack with a single alpha leader and very loose hierarchy below that leader. They are currently led by
Feena of Archwood (CG afflicted werewolf human female ranger 1/cleric 9/new moon hunter 3), former High Moonmistress
of Yhaunn and active throughout the Dalelands and Sembia.
Every member of the New Moon Pack must perform the sacred rite of the New Moon Pact. Under a moonlit sky, they
must enter waters blessed by Selûne and recite the words spoken by those who first made pact with the Moonmaiden (see pages
281-283 of the novel Mistress of the Night): “Selûne, Moonmaiden, Silver Lady of the Night, hear me. I have roamed the darkness.
Shadows hold no fear for me. Under your light I have run the moon’s road. I have known your bright faces: joy, strength, and
wisdom. For your sake, I have held death itself at bay, but the Ancient Knight is swift and I must be swifter. By blood spilled,
by my faith, give me your blessing and I shall be yours. I will strike down your enemies. I will be your claws and your teeth.
Where darkness lies, I will be the unseen shield that defends the children of both sun and moon. Where they have fallen, I will
make silent vengeance that no more shall follow. Where shadow gathers, I will be the secret light that turns it aside. Selûne make
pact with me for I have seen your hidden face. Between light and light, the new moon guards the night. Selûne make pact with
me.”
Thomas M. Costa and Eric L. Boyd 204 Bestiary of the Realms, Volume 2
damage reduction
(+5/silver)
7th +5 +5 +2 +5 Animal aspect 3/day
8th +6 +6 +2 +6 Quick change +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Animal aspect 4/day
10th +7 +7 +3 +7 Claws of magic, improved +1 level of existing divine spellcasting class
damage reduction (magic
and silver)
Class Skills (4 + Int modifier per level): Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha),
Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense
Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
CLASS FEATURES
As they advance in level, new moon hunters improve the power and control over their lycanthropy, as well as their spellcasting.
All the following are class features of the new moon hunter prestige class.
Weapon and Armor Proficiency: New moon hunters gain no new proficiency with weapons, armor, or shields.
Spellcasting: At each even new moon hunter level, you gain new spells per day and an increase in caster level (and spells
known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the
prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more
than one divine spellcasting class before becoming a new moon hunter, you must decide to which class to add each level for the
purpose of determining spells per day, caster, level, and spells known.
Animal Speech (Ex): Beginning at 1st level, a new moon hunter can speak in animal or hybrid form. In addition, she can
cast spells normally in her animal or hybrid form, as though she were a druid in wild shape using the Natural Spell feat.
Control Curse (Ex): This class feature works differently for new moon hunters that are natural and afflicted lycanthropes.
(Therianthropes gain no benefit from this class feature.)
Natural lycanthropes can control the transmission of the curse of lycanthropy. The new moon hunter can decide which bite
attacks will also deliver the curse of lycanthropy.
Afflicted lycanthropes gain complete control over their change as if they were natural lycanthropes. They never need to
make use of the Control Shape skill again. In addition, their alignment does not shift (if it did) when they enter animal or hybrid
form. They do not, however, gain the curse of lycanthropy special attack or the better damage reduction of a natural
lycanthrope.
Moon Domain (Ex): A new moon hunter adds spells from the Moon domain (see page 88 of the Player’s Guide to Faerûn) to
her divine spell lists. In addition, her new moon hunter class levels stack with her cleric levels for determining her caster level
when casting spells from the Moon domain and her Moon domain granted power to turn or destroy lycanthropes.
Wild Items (Ex): A new moon hunter can use armor with the wild special ability, a wilding clasp, or any similar item designed
for a druid to use while in wild shape. For the purpose of using such items, all the new moon hunter’s lycanthropic forms count
as wild shapes.
Faster Change (Ex): Beginning at 2nd level, a new moon hunter can change to or from animal or hybrid form as a move
action rather than a standard action.
Animal Aspect (Su): Starting at 3rd level, a new moon hunter gains the ability to take on limited characteristics of her
animal form while remaining in her humanoid form. Once per day, she can gain the Strength, Dexterity, or Constitution of her
animal form without actually adopting that shape. All these changes last for 1 minute per new moon hunter level. The new
moon hunter can use this ability twice per day at 5th level, three times per day at 7th level, and four times per day at 9th level.
Improved Hybrid Form (Ex): At 4th level, a new moon hunter gains the ability to use her animal form’s special attacks
while in hybrid form.
Claws of Silver (Su): Starting at 6th level, a new moon hunter treats her natural weapons in animal or hybrid form as silver
weapons for the purpose of overcoming damage reduction.
Improved Damage Reduction (Su): When the new moon hunter reaches 6th level, her lycanthropic (or therianthropic)
damage reduction improves by 5 points – from 5/silver to 10/silver if she is an afflicted lycanthrope or from 10/silver to
15/silver if she is a natural lycanthrope (or from 5/cold iron to 10/cold iron if a therianthrope)for example. When she reaches
10th level, her damage reduction can be bypassed only by magic silver weapons if a lycanthrope (or magic cold iron weapons if a
therianthrope).
Quick Change (Ex): At 8th level or higher, new moon hunters can change to or from animal or hybrid form as a free
action.
Claws of Magic (Su): Starting at 10th level, a new moon hunter treats her natural weapons in animal or hybrid form as
magic and silver weapons for the purpose of overcoming damage reduction.
Thomas M. Costa and Eric L. Boyd 205 Bestiary of the Realms, Volume 2
Ex-New Moon Hunters: Like clerics, a new moon hunter who grossly violates the code of conduct required by Selûne
loses all spells and class features. She cannot thereafter gain levels as a new moon hunter until she atones (see the atonement spell
description on page 201 of the Player’s Handbook).
CREDIT
Author Thomas M. Costa, inspired by original material by Don Bassingthwaite and Dave Gross. The New Moon Pact originally
appeared in novel Mistress of the Night (2004).
DESIGN NOTES
New Moon Hunters are inspired by the novel Mistress of the Night. Key passages in Mistress of the Night are found on pages 167-172, 224-232, 275-277, 281-283,
288-292, and 303. A fair amount of the introductory language is paraphrased from the novel. Don Bassingthwaite also answered several questions in this thread
on the Candlekeep Forum, http://www.candlekeep.com/forum/topic.asp?TOPIC_ID=1898&whichpage=2. In particular, he noted the new moon hunters
acquired “some feats related to shapeshifting: character becomes a natural lycanthrope if they aren't already… a rapid shifting feat, the feat allowing casting of
spells in animal and hybrid forms (proper name escapes me at the moment), and the ability to speak normally in hybrid form, [and that they were] rivals to the
Silverstars”
Feena’s level was determined in part by the spells she apparently casts in the course of the novel, the most powerful of which appears to be a break
enchantment spell on Julith. She also casts several cure spells on herself, and possibly a death ward, all of which would make 9th-level cleric seem most appropriate.
She also displays several ranger-like skills and we know she was taken into the church of Selûne after having lived a while, so 1 level of ranger seemed
appropriate, not enough for a combat style or animal companion, which she didn’t exhibit, but enough to have a favored enemy (church of Malar) and several
skill points in ranger skills. As the leader of the New Moon Pact, it is likely Selûne gave her the boon of several levels of advancement at once and following her
performance of the sacred rite, she exhibits the powers I’ve assigned to levels 1-3 of the new moon hunter in the book.
The easiest way to qualify as a new moon hunter is as a ranger 3/cleric of Selûne 3, however, given the variety of lycanthrope types and whether or not the
character is an afflicted or natural lycanthrope, the possibilities are fairly broad, though the character must have at least 3 levels of cleric and consequently at
least 7 hit dice (since a cleric 3 has a BAB of +2 and the 1st level of animal from lycanthrope doesn’t grant a BAB bonus.) The BAB requirement is necessary to
take Sanctify Natural Attack. The Iron Will requirement is essentially moot since all lycanthropes get it (therianthropes don’t however), but I felt was worth
mentioning since their oath mentions they fear no darkness, which could translate into a high Will save.
While working up this prestige class, I noticed that many of the abilities I was looking for were worked up for the vile black blood hunters of Malar in the
Player’s Guide to Faerûn. Upon a closer look, I believe the black blood hunters should have a fighter’s BAB to be worth taking. With that in mind, I tried to
balance new moon hunters against black blood hunters. Lycanthropic speech, wild items, faster change, animal aspect, improved hybrid form, improved damage
reduction, and quick change language are all modeled on the black blood hunter. Claws of silver and magic language was modeled on exorcist of the Silver
Flame from the Eberron Campaign Setting.
Thomas M. Costa and Eric L. Boyd 206 Bestiary of the Realms, Volume 2
APPENDIX III: LICENSES
The following is a copy of the OGL version 1.0a. Section 15 details the copyright information regarding the original source of
the monster, the original monster, and the converted version of the monster.
All original sources and original monsters are the property of Wizards of the Coast, Inc. Use of these copyrights on this website
should not be inferred as a challenge to their copyrights. d20 System conversions of all monsters are ©2006 Thomas M. Costa
and Eric L. Boyd.
Material names added here at the request of Wizards of the Coast for reference purposes. Their presence here in now way
indicates they are Open Game sources.
--------------------------------------------------------------------------------
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY
WIZARDS OF THE COAST!
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other
form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease,
sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and
is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including
trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and
special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner
of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names,
mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed
to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in
terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use.
No terms may be added to or subtracted from this License except as described by the License itself. No other terms or
conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent
that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this
License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text
of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the
Thomas M. Costa and Eric L. Boyd 207 Bestiary of the Realms, Volume 2
title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content
you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not
to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title
and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any
version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
d20™ System Conversions of cave badger, moray rat, aspect of the Shadevari, barrowe, burbur, cairn, kholiathra, reverend one,
sliver, dzalmaus, faerie dragon, draken, hordling, Night Parade Creature, viper tree, fog terror, fyrefly swarm, haunt, Pasocada
ghost, phant, shadow lich, sorrow, elder sea hag, lichling swarm, magebane, manggus, marl, morn, ogrillon, ogrima, quickling,
the render, ring-worm, russet owlmonster, seelie sprite, unseelie sprite, flareater, jabbering gray ooze, jabbering yellow mold,
mustard jelly, slithering hoard, stone pudding, subterranean dense pudding, subterranean gray pudding, serpent vine,
shadowhound, shadowstaff, shatjan, sind, skeletal colossus, skulls of Skullport, blacksnake, ice snake, spellfire horror, flying
spider, opilionid, Starwood shambler, unholy hand of Bane, ustilagor, dung crawler, wood man, wood wose, zu-teren, alias
vessel, and new moon hunter ©2006 Thomas M. Costa and Eric L. Boyd.
Thomas M. Costa and Eric L. Boyd 208 Bestiary of the Realms, Volume 2