Chapter Nine: Creatures
Cerilia is plagued by dangerous natural predators, bandits and pirates, tribes
of humanoid marauders, and the dark forces of the awnsheghlien. Naturally, these
perils are only a distant threat to people residing in the Anuirean heartland
or in a Khinasi city-state, but wild mountains and deep forests - and their
dangerous denizens - are no more than a week's ride from even the most civilized
parts of Cerilia.
Cerilia is plagued by a well-organized culture of humanoids who, if they were
willing to put aside their differences, might have a chance to grow powerful.
While there are hundreds of different species of dangerous creatures present
in Cerilia, not all are common enough or malevolent enough to pose a threat
to the human lands. However, other monsters can and do destroy human settlements
whenever they can. Only 40 years ago, the Brechtür city of Adlersburg in
Wierech was stormed by an army of goblinoids and ogres out of the Gorgon's Crown
and was left a smoking ruin. Similar incidents on a smaller scale have occurred
even more frequently in recent years, as the former states of the Anuirean Empire
have fallen to civil war and the strength of arms along the northern frontiers
has diminished.
Historic origins
The creatures that can be encountered throughout Cerilia come from a diverse
series of origins and include a fairly large group of creatures. The oldest
creatures native to Cerilia are the dragons and giants, then the Elves - who
held dominion over the continent long ago. Other native creatures include the
dwarves, goblins and orogs. Later arrivals include gnolls, ogres, fomorians,
trolls, and kobolds. Humans are relative newcomers to Cerilia, but this has
not kept them from displacing most of Cerilia's ancient peoples and claiming
the bulk of Cerilia as their own.
Dragons
Dragons are legendary creatures in Cerilia. Fewer than two dozen have ever been
known to exist in living memory, and only six are alive today. The dragons of
Cerilia don't fall into the chromatic or metallic species of other game worlds;
instead, each is a unique and highly intelligent creature. The dragons are neutral
in Cerilia's wars, preferring to be left alone in their high retreats in the
Drachenaurs. Legends tell of dragon lore and sorcery unknown to men, and the
brave and the foolhardy who seek out a dragon's lair in search of knowledge
or power rarely return.
Giants
The giants of Cerilia are elemental creatures, closely tied to the earth. They
tend to be solitary, reclusive creatures who aren't terribly interested in human
affairs. Stone, hill, forest, and mountain giants all fall into this category.
They are unlikely to attack humans unless the humans are trespassing in their
territory or building settlements where they shouldn't be. Unfortunately the
ice giants of the distant north and the evil fhoimorien are much more dangerous,
because they are fond of launching raids into the surrounding lands.
The humanoids
Goblins, gnolls, orgos, and other such creatures have lived in Cerilia for thousands
of years.
Goblins
The most dominant race of these is the goblins, who control vast stretches of
land in Anuire, Rjurik, and Vosgaard. The goblin race consists of several species,
including goblins, hobgoblins, and bugbears. These species breed interchangeably
and are considered to be members of the same race. They're well organized and
cruel, and they conduct raids with terrifying regularity. Though they're cowardly
when confronted individually, the goblins present a serious threat when they
band together. They are fairly intelligent, and even maintain treaties unless
it pleases them to violate the terms. They tend to emulate the cultures nearest
them in a twisted interpretation, so Anuirean goblins are known to have some
honor (or at least understand the concept of honor), while Vos goblins are far
more savage than their kin.
Tribes or clans loosely organize goblins society. For example, the kingdom of
Kal Kalathor consists of no less than 37 distinct tribes. Most goblinoid kings
are weak figures, unable to control their contentious supporters, but from time
to time a particularly powerful, intelligent, and dangerous individual can forge
an army from his squabbling subjects. Their kingdoms are strong and stable enough
to stand as nations, and some have simple laws, broadly defined borders, and
courts. They engage in trade with the lands around them, hire themselves out
as mercenaries, and occasionally strike deals with bordering lands. However,
goblinoids are known to be short-tempered, avaricious, and violent so it is
not a good idea to trust one too far.
Goblins aren't considered monsters or pests; they are an intelligent and savage
people not to be taken lightly. Goblinoids live by herding livestock, mining,
selling their services as mercenaries, and raiding. They are slave-holders,
and the weak among them do most of the labor.
Gnolls
Wandering marauders and brigands, gnoll tribes have troubled the peoples of
Cerilia since before the coming of humankind. Gnolls are nomads and plunderers,
moving constantly and existing from day to day with little thought of what tomorrow
holds. They generally travel in nomadic tribes of several hundred members, but
a few regions exist that are claimed by stable populations of gnolls. Unlike
goblins, lone gnolls present certain danger. They are fierce fighters who rarely
listen to reason. While a goblin might be interested in trade, gnoll are not.
This is reflective of their lifestyle, which is barely above the animal level.
They can be sometimes be bribed with trinkets and food, but they won't stay
bought for long. Gnolls are canny woodsmen and are often difficult to track
or detect until they have struck. Although it's a rare event, even the Anuirean
heartland can be harassed by gnollish marauders.
Orogs
The orogs are a dangerous and cunning race of warriors who live in caverns and
fortresses beneath Cerilia's mountains. They consider all other races of Cerilia
to be their enemies, but have a specific hatred of dwarves. Orogs are well-equipped,
fierce fighters led by powerful shamans and spellcasters and could be a significant
threat to humans save for the fact that they are almost helpless in sunlight.
There are always rumors that the Orogs under the mountains are mustering for
war again, but since the dwarves fiercely guard most entrances to and from the
mountain tunnels which lead to the warrens of the Orogs, the truth of such tales
are difficult to verify. In recent years, rumors tell of orogs using subterranean
passageways to mount raids into lands far from their strongholds beneath the
mountains. Orog activity has increased drastically, imperiling several Brechtur
trade routes and making the mountains unsafe for travel. Some people suspect
that a new leader is coordinating orog armies throughout Cerilia - a frightening
thought indeed.
The Fey
Just as Aebrynis has its native peoples, so does the Shadow World. These creatures
have inhabited Cerilia since before recorded history, yet they are not entirely
native, as for long years, they led a dual life, existing principally in the
Fairie World and only occasionally visiting Aebrynis. Fey creatures include
such creatures as dryads, sirines, nymphs, pixies, treants, unicorns, and halflings.
The path between the Fairie world and the Aebrynis has never been easy, but
some Fey creatures have always crossed the borders between the two worlds, just
as some inhabitants of Aebrynis desire to spend time in the Shadow World. As
the power of the Cold Rider grows, more Fey creatures are finding paths into
Aebrynis and attempting to make new homes. It is rumored that the Halflings
were one of the first Fey races to come en masse to Aebrynis and become permanent
residents. If so, other fey newcomers may share their fate, for the halfling
race is rumored to have lost most (if not all) of the fey magic it possessed
before embracing life in the world of mortals.
After the cataclysm of Deismaar the nature of the Faire world began to change.
Whether the death of the gods wounded the world or (as some believe) a portion
of Azrai's essence has leached into the very fabric of the Faire World itself,
the Faire world has largely changed into a cold, dark, and desolate place. The
sun no longer rises in much of the land now known as the Shadow World, and the
Fey creatures which once inhabited the areas coexistent with Cerilia have been
largely displaced by the living dead. On occasion, particularly on a dark or
stormy night or in the dead of winter, such horrors are able to leave the shadow
world and seek out flesh to rend and warmth to crush. Many varieties of horror
have been reported, ranging from the commonly occurring zombies, ghouls, and
wights to thankfully rare shadows, wraiths, and specters.
Celestials, fiends, and other outsiders
The Shadow World is believed to lead to the realms of the Gods; not only the
Gods which are known to the humans, but also to more ancient and primal powers,
long forgotten by the current races of Cerilia. The beings which abide in these
places can sometimes be contacted and bargained with for power or knowledge.
These beings may be the servants of long forgotten gods or perhaps even gods
themselves. Although undoubtedly powerful, dealing in the affairs of such beings
and their masters is always dangerous; the wise leave such beings undisturbed.
Recent immigrants
Some creatures have come to Cerilia from other continents; most prominent are
the humans, but other, stranger creatures, have also come over time. The present
is no exception. The continents of Aduria and Djapar, and others, still farther
away, hold many strange creatures indeed. These creatures sometimes find their
ways to Cerilia's shores by chance; sometimes they are brought for a specific
purpose. In either event, encountering such creatures is rare, but not unheard
of.
The spawn of Azrai
The touch of Azrai's spite is felt strongly to this day. Since his rising in
Aduria, his touch has brought corruption and power. Throughout his long history,
Azrai turned many of his servants (and enemies) into monstrous horrors. The
most powerful of these creatures are his ancient servants of old - unique, immensely
powerful individuals. Thankfully, these creatures are incredibly rare; most
are though long dead and buried.
Other races were seemly created to breed and die as his footsoldiers. The beastmen
of Aduria are commonly believed to have been created by Azrai's touch. Many
believe that the curse of lycanthropy is also one of Azrai's legacies to mankind;
a dark gift intended to strengthen the ranks of his followers.
The Awnsheghlien
Even after his fall, Azrai's corrupting touch birthed new horrors throughout
Cerilia. Countless scions have arisen to claim power across Cerilia. Among the
most fearsome of the scions are the awnsheghlien - scions tainted by Azrai's
bloodline and cursed to transform into warped but powerful monsters. Awnsheghlien
are unique monsters, as each scion is shaped by their own personalities, passions,
and desires into a form that best suits their darkest nature.
The awnsheghlien (aun-SHAY-lin) are the monstrous inheritors of evil bloodlines,
just as the player characters and most of their neighbors are heroic scions
of good bloodlines. Some of the existing awnsheghlien were physically present
at the battle of Mount Deismaar more than 1,500 years ago. These are epic foes
worthy of the most powerful player characters. Others came into their power
much later and are suitable foes for scions of any level. Like other blooded
beings, they can gain strength by controlling domains and through bloodtheft.
They are, therefore, among the most dangerous of antagonists, for they are continually
feeding off hapless scions and foolish kings.
Most awnsheghlien were once human, but some awnsheghlien were once normal beasts
that somehow gained the taint of Azrai's blood. To some degree, the power seems
to create an outward shape or form that matches the awnshegh's blighted spirit.
The Gorgon, once a renowned warrior with a heart of stone, has a body that is
a nearly perfect weapon and a hide which has become as hard as his heart. This
dark power is as much a curse as it is a reward; many awnsheghlien are tortured
creatures, mourning their lost humanity and despising themselves as much as
they do others.
An awnshegh doesn't always conform to the standard version of the monster. The
Gorgon isn't the bull-like creature described in the MONSTER MANUAL; he is a
stone-skinned humanoid with horns, hooves, and giant-like strength. Since he
was once a great human warrior, he's skilled in the use of most weapons and
specialized in his favorites. To some degree, the physical transformations of
the awnsheghlien are enhancements of their blood abilities. The manifestations
of divine heritage are different for monsters than they are for heroes, though
an awnshegh might possess blood abilities commonly associated with heroic lines.
Some of the awnsheghlien were monsters that served in Azrai's armies. The Kraken,
the Manticore, and the Chimaera fall into this category. In the years since,
they have become even more monstrous. Other awnshegh, such as the Hydra and
the Minotaur, came into their dark power through misfortune or accident. Sometimes,
new awnsheghlien are created when bloodlines tainted by Azrai's derivation happen
to breed true. The Boar of Thuringode is one of these monstrosities.
Many of the awnsheghlien have spawned lesser creatures in their image - some
are their children, bred with beast or man; others that are twisted mockeries
shaped by the forces of magic or the power of their blood. The Hydra, for example,
has spawned multitudes of multi-headed creatures, while the Manticore allows
its smaller children to run rampant through the Land of Darkness. Those who
would fight the awnsheghlien should be aware that killing a manticore is a trivial
task compared to facing the Manticore.
Standard creatures
Many of the creatures found in any published d20 compendium of creatures can
be seamlessly inserted into a BIRTHRIGHT game. Some creatures, however, are
more common (and these require less "backstory") than others. The
following lists present recommended creatures from commercially available products.
In many cases, the creature can be made even more appropriate by regionalizing
its name. Rather than facing a swarm of stirges, for example, PCs in the wilds
of Anuire might disturb a nest of leech-bats. Above all else, never forget that
Cerilia has more unknowns than knowns. Most scions will never have faced a troll,
and may not have any idea on how to best combat one. Feel free to make modifications
to standard creatures to reflect an unusual derivation or history to the species;
perhaps a species of troll was warped by Azrai such that they are highly resistant
to fire. Above all else, characters in a BIRTHRIGHT campaign should never feel
that the world is small or that they are fully aware of all dangers. As characters
get more powerful, increase the scope of their activities so that they can continually
face new and unknown dangers as well as dealing with well-known nemesis's.
From the MONSTER MANUAL
Allip, Ankheg, Assassin Vine, Behir, Bugbear, Carrion crawler, Centaur, Cloaker,
Dire Animals, Displacer Beast, Doppelganger, Dryad, Ettercap, Ettin, Frost Worm,
Gargoyle, Ghast, Ghoul, Giant (Hill, Stone, Storm), Gnoll, Goblin, Griffon,
Hag, Harpy, Hell Hound, Hippogriff, Merfolk, Nightmare, Nymph, Ogre, Ooze (all),
Otyugh, Owlbear, Pegasus, Remorhaz, Sahuagin, Sea Lion, Shadow, Skeleton, Spectre,
Sprite, Stirge, Treant, Troll, Unicorn, Wight, Will O' Wisp, Winter Wolf, Wolf,
Worg, Wraith, Wyvern, and Zombie.
In addition, all types of animals and vermin can be found throughout Cerilia,
in their normal climates. Creatures with the celestial, fiendish, ghost, lich,
and lycanthrope templates can also be found under the right circumstances. Celestials,
Demons, Devils, and Elementals are exceptionally rare; normally they will only
be encountered if they have been summoned by a spellcasting character. Other
monsters might be found in unique circumstances, remote geographic areas, or
with unusual backgrounds.
From the MONSTER MANUAL II
Banshee, Crimson Death, Dire Animals, Firbolg, Fomorian, Giant (Mountain), Morkoth,
Spirit of the Land, and Twig Blight.
From the MONSTERS OF FAERÛN
Leucrotta, Peryton.
Blood Hound
Small Beast
Hit Dice: 2d8+4 (19 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 15 (+1 size, +3 Dex, +1 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Scent, Track Scions
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Feats: Track
Climate/Terrain: Any land
Organization: Solitary or pack (6-11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small)
Blood hounds are descended from canines that were present at Deismaar. While
they no longer possess any measurable individual bloodlines, they nevertheless
are able to detect the presence of scions far better than most animals. Blood
hounds are sometimes bred and trained with the express purpose of hunting scions;
more commonly, their scion detection capabilities go unnoticed, and they are
instead trained simply as superior hunting dogs. Blood hounds appear similar
to regular hunting dogs, though slightly larger than most, and with a reddish-black
tint to their fur.
Combat
Blood hounds generally operate in packs, and use pack tactics - they will attack
weaker creatures first, attempting to bring them down and then devour them.
Trip (Ex): A blood hound that hits with a bite attack can attempt to trip the
opponent 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
blood hound.
Track Scion (Su): A blood hound gets a +10 bonus on wilderness lore checks when
tracking a scion, by scent or otherwise. A blood hound will always recognize
a scion for what he is by scent.
Skills: A blood hound receives a +8 racial bonus when tracking by scent. A blood
hound receives a +2 racial bonus on listen and spot, and a +3 racial bonus on
swim. These bonuses are accounted for in the above statistics.
Caracdír
Medium-Size Humanoid (Aquatic, Reptilian)
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (Dex)
Speed: 20 ft., swim 30 ft.
AC: 16 (+1 Dex, +5 natural)
Attacks: 2 claws +4 melee, 1 bite +2 melee
Damage: Claw 1d4+1, Bite 1d4+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Bloodline, Scent
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 14, Dex 13, Con 15, Int 7, Wis 11, Cha 8
Skills: Balance +3, Jump +4, Wilderness Lore +2
Feats: Multiattack
Climate/Terrain: Temperate and warm marsh
Organization: Gang (2-3), band (6-10, plus 5 HD leader), or tribe (10-100, plus
one 8 HD leader and one 5 HD lieutenant for every 10 regulars)
Challenge Rating: 2
Treasure: No coins, 50% goods, 50% items
Alignment: Usually neutral
Advancement: 4-6 HD (Medium-Size), 7-9 HD (Large)
Caracdír are the degenerate lizardmen offspring of the awnshegh known
as the Hydra, having bred true within the foul swamp in which the Hydra lairs.
They live in the Harrowmarsh, where they have slowly formed a primitive society
of sorts. Here, they resist most intrusions by outsiders, maintaining the purity,
as it were, of the Hydra's realm.
Combat
None too bright, caracdír will usually pile on the largest attacker and
rip him apart. Caracdír have, however, been known to exercise great deviousness
when hunting, and any expedition into their territory should take a very cautious
approach.
Poison (Ex): A caracdír that successfully bites a creature delivers its
poison, which has an initial and secondary damage of 1d6 Con, and a Fort save
DC of 12.
Bloodline: As the descendants of an awnshegh, all caracdír carry some
of Azrai's tainted blood. Most caracdírs have a bloodline score of 6
and no abilities. Leaders of at least 8 HD tend to have bloodline scores of
12 and either the Alertness or the Animal Affinity blood ability.
Dragon
Climate/Terrain: Mountains
Organization: Solitary
Challenge Ratings: Old 18, Very Old 20, Ancient 22, Wyrm 24, Great Wyrm 26
Treasure: Double standard
Alignment: Often neutral
Advancement: Old 28-29 HD (Huge); very old 31-32 HD (Huge); ancient 34-35 HD
(Gargantuan);
wyrm 37-38 HD (Gargantuan); great wyrm 40+
HD (Gargantuan)
Cerilian dragons are among the most ancient inhabitants of the continent, predating
even elves and dwarves. Perhaps once there were many, but over the years, in-fighting
and fighting the younger races have taken their toll. There are only a half
dozen dragons known to be left, and only the names of three are known (Tarazin,
Vstaive Freak, and Raizhadik). All living dragons are of the Old age or higher.
Dragons are extremely intelligent and knowledgeable, conserving much lore that
has been lost to the younger races. They speak their own language; some also
speak Elven or Dwarven.
All dragons of Cerilia are members of a single species, appearing as long, serpentine
creatures with great leathery wings and short legs. Their backs are protected
by iron-hard scales, their bellies by layers of thick, leathery skin. Their
color ranges from reddish rust-brown to iron gray, with their bellies usually
of a paler tone than their scales.
Combat
Cerilian dragons are cunning in the extreme, and they are all among the most
dangerous creatures of the world. Most, however, don't care much for physical
combat, preferring to rely on their ability to intimidate or spellbind lesser
creatures, rather than engaging in melee. If mortally threatened, most dragons
will not hesitate to flee.
Breath Weapon (Su): Cerilian dragons have one type of breath weapon - a cone
of burning venom. Half the damage inflicted by their breath is considered acid,
the other half fire.
Gaze (Su): Any creature within 30 feet of a dragon must succeed at a will save
each round, or be held, as per the spell, using the dragon's HD as caster level.
Saving against this gaze uses the same DC as the dragon's frightful presence.
Spells: All Cerilian dragons are accomplished spellcasters. They cast spells
as sorcerers, and they have a preference for spells from the schools of abjuration,
conjuration, divination and transmutation. They can also access spells from
the clerical domains of healing, knowledge, and protection.
Spell-like abilities: At will - suggestion; 3/day - feeblemind, geas/quest;
1/day - dominate monster.
Skills: Cerilian dragons receive any two knowledge skills for free at one rank
per Hit Die.
Elven Horse
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 80 ft.
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 hooves +5 melee, bite +0 melee
Damage: Hoof 1d4+2, bite 1d3+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Scent, Swiftness, Tread on Air, Elven Qualities
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 14, Dex 17, Con 13, Int 4, Wis 13, Cha 10
Skills: Jump +14, Listen +8, Search -1, Spot +8
Feats: Alertness, Run
Climate/Terrain: Any cold land
Organization: Solitary or flock (5-10)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 5-8 HD (Large)
Elven horses are the steeds of the Sidhelien. They appear similar to normal
horses at first glance, yet the elven horses are different from regular horses
in many of the ways elves differ from men. Elven horses are slimmer and more
graceful than other horses, their colors are usually more pronounced or pure,
generally tending towards white fur and a silvery gray mane, and they are more
intelligent than regular horses. Exceptional elven horses are able to speak
Sidhelien.
Combat
Elven horses are the preferred warsteeds of the Sidhelien, and they serve faithfully
as such. Elven horses without a master prefer to run away rather than face hostile
creatures. Given their speed, they will usually succeed at escaping.
Swiftness (Ex): Elven horses are unusually swift. Their height does not limit
the distance they can jump. Elven horses gain Run as a bonus feat.
Tread on Air (Su): For a total of three rounds each day, Elven horses can tread
on air as if it were solid land. The duration of this ability need not be continuous,
but can be split up any way that is appropriate.
Elven Qualities: Elven horses gain a +2 racial bonus on all Listen, Search and
Spot checks (accounted for in the stat block), immunity to magical sleep effects,
aging and normal disease, a +2 racial bonus on saves against enchantment effects,
low-light vision, and they do not suffer any terrain movement penalties. Similar
to elves, elven horses do not require sleep, and they need only about four hours
of quiet rest on any given day.
Skills: Elven horses gain a +8 racial bonus on Jump checks (accounted for in
the stat block).
Giant, forest
Huge Giant
Hit Dice: 16d8+112 (184 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 20 (-2 size, -1 Dex, +13 natural)
Attacks: Slam +21 melee
Damage: Slam 1d6+11
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Spell-like abilities
Special Qualities: Fire vulnerability
Saves: Fort +17, Ref +4, Will +9
Abilities: Str 33, Dex 9, Con 24, Int 11, Wis 14, Cha 10
Skills: Climb +15, Hide -5, Intuit Direction +6, Knowledge (nature) +4, Wilderness
Lore +6
Feats: Cleave, Iron Will, Power Attack, Track
Climate/Terrain: Cold and temperate forests
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral good
Advancement: By character class
Forest giants are the guardians of Cerilia's woodlands, protecting it from incursions
of evil, and destructive logging or clearing. They are found in the deepest
forests, far from human settlements. Forest giants appear as great, gnarly humanoids,
with wood-like skin, dark leafy hair, and long, root-like fingers and feet.
They stand roughly 14 feet tall, weighing close to 7,000 pounds.
Combat
Forest giants generally shy away from combat, except when to protect their precious
forests. In that situation, they wade into combat with murderous fury, making
full use of their many spell-like abilities.
Spell-like abilities: At will - entangle, speak with animals, speak with plants;
1/day - hold monster, summon nature's ally V, wall of thorns. These abilities
are as the spells, cast by a 16th-level druid (save DC 10 + spell level).
Fire vulnerability (Ex): On a failed save, forest giants take double damage
from fire.
Skills: Forest giants receive a +8 racial bonus on hide checks in forest terrain.
Giant, ice
Huge Giant (Cold)
Hit Dice: 15d8+120 (187 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
AC: 22 (-2 size, -1 Dex, +15 natural)
Attacks: Gargantuan greatclub +19/14/9 melee or frozen rock +9/4/-1 ranged
Damage: Gargantuan greatclub 2d8+15 or frozen rock 2d10+10+1d10 cold
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Spell-like abilities, frozen rock
Special Qualities: Rock catching, cold subtype,
rime sheath
Saves: Fort +17, Ref +4, Will +6
Abilities: Str 31, Dex 9, Con 26, Int 12, Wis 13,
Cha 11
Skills: Climb +16, Jump +16, Spot +7
Feats: Cleave, Great Cleave, Power Attack,
Weapon Focus (frozen rock)
Climate/Terrain: Any cold land
Organization: Solitary or family (2-4 plus 50% noncombatants)
Challenge Rating: 12
Treasure: Standard
Alignment: Often lawful evil
Advancement: By character class
Ice giants are cruel and spiteful creatures that survive in the frozen north
of Cerilia. They appear as huge, human-like creature, with pale white skin and
white or bluish hair, all covered in frost, rime, and shards of ice. Ice giants
stand about 16 feet tall, weighing about 4,000 pounds.
Combat
Ice giants prefer to open combat by hurling their frozen rocks, then employ
their spell-like abilities before closing for melee.
Frozen rock (Ex): Any rock the ice giant throws is frozen and fragile. If it
hits, it will inflict 1d10 cold damage to the victim it hits and anyone within
5 feet of him. Those standing next to the target gets a reflex save (DC 16)
for half damage; the person hit does not. Any person hit by a frozen rock that
suffers the cold damage must also make a fortitude save (DC 16), or take 1 point
of temporary strength damage. Ice giant thrown rocks have a range increment
of 120 feet.
Rime sheath (Ex): Any creature that comes within 5 feet of an ice giant must
make a fortitude save at DC 16 each round, or take 1d10 points of cold damage
and 1 point of temporary strength damage from the intense cold. Anyone that
actually comes into physical contact with the giant (through grappling, attacking
unarmed, etc) must make an extra save for this circumstance.
Spell-like abilities: At will - fog cloud; 1/day - cone of cold, ice storm,
wall of ice and summon monster VI (to summon a large [frozen] water or ice elemental
only). These abilities are as the spells, cast by a 15th-level sorcerer, with
a save DC of 10 + spell level where applicable.
Rock catching (Ex): An ice giant can catch small, medium-size or large rocks
(or similar projectiles) thrown at it once per round as a free action, by making
a reflex save, against a DC of 15 for small objects, 20 for medium-size objects
and 25 for large objects, modified by any magical attack bonuses the projectile
has. The giant must be ready for and awaiting the attack.
Cold subtype: Ice giants are immune to cold damage and effects; they take double
damage from fire except on a successful save.
Goblin, Cerilian
All goblinoids are viewed by Cerilians as part of one species - thus, goblinkind
is divided into small goblins (goblins), medium goblins (hobgoblins) and large
goblins (bugbear). They generally live in intermixed tribes, with common/small
goblins accounting for about 50% of the population, medium goblins for about
30% and large goblins for about 20%. The favored class for all types of goblins
in Cerilia is barbarian. Cerilian goblins are as likely to have character levels
as humans; many are fierce warriors that are equal to all but the mightiest
of heroes. Cerilian goblins may learn the wolfrider feat. Common and elite goblins
are +0 ECL races; huge goblins are a +3 ECL race.
Wolfrider [Racial]
You are trained at riding wolves.
Regions: Goblin
Benefits: You gain a +2 bonus on all handle animal and ride checks related to
wolves. You can use animal empathy untrained with regards to wolves.
Meharmaine
Large Construct
Hit Dice: 18d10 (99 hp)
Initiative: -2 (Dex)
Speed: 20 ft. (can't run)
AC: 20 (-1 size, -2 Dex, +13 natural)
Attacks: 2 slams +21 melee
Damage: Slam 1d8+9
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Blinding gaze
Special Qualities: Construct, damage reduction 25/+2, vulnerable joints
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 28, Dex 6, Con -, Int -, Wis 11, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: N/A
The meharmaine are the creations of el-Sirad, the usurper ruler of Mour el-Sirad
within Khourane. They are brass metallic constructs of humanoid shape, standing
about nine feet tall and weighing in at 2,000 pounds. The meharmaine act as
el-Sirad's enforcers in his provinces, bringing his rule to all who live within.
Combat
Being mindless, the meharmaine make no plans of their own, and will not engage
in combat unless ordered to do so by their master. El-Sirad has, however, made
sets of very complex instructions for all his meharmaine, enabling them to react
with near-intelligence in situations he has foreseen. As a rule, a meharmaine
will attack anyone that threatens any of el-Sirad's property or servants.
Blinding gaze (Ex): Meharmaine have a special facial mask, polished to perfection,
which they can bring forth in combat. If the combat takes place in sunlight,
or similar lighting conditions, any enemy within 30 feet must make a Reflex
save (DC 17) each round, or be blinded (losing any Dex bonus to AC, unable to
make Spot checks, suffers a -4 penalty to most dexterity- and strength-based
skills, all enemies are considered fully concealed, yielding a 50% miss chance,
and all enemies have a +2 bonus to hit the character) for the next round.
Vulnerable Joints (Ex): If the meharmaine takes at least 15 points of damage
from cold, acid or electricity, or if any significant quantity of dirt, sand
or similar materials are introduced at its joints, the construct will only be
able to take partial actions until it is repaired by el-Sirad.
Construct: Immune to mind-influencing effects, poison, disease, and similar
effects. Not subject to critical hits, subdual damage, ability damage, energy
drain, or death from massive damage.
Orog
Medium-Size Humanoid (Orog)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 20 ft. (banded mail), base 30 ft.
AC: 18 (+6 banded mail, +2 large shield)
Attacks: Battleaxe +5 melee or light crossbow +2 ranged
Damage: Battleaxe 1d8+3 or light crossbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., Light sensitivity
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 17, Dex 10, Con 12, Int 11, Wis 10, Cha 8
Skills: Listen +3, Spot +3, Ride +2, Warcraft +3
Feat: Power Attack
Climate/Terrain: Any mountains and underground
Organization: Gang (2-5), band (5-50 plus one 3rd-level sergeant per 20 adults
and one 5th-level leader), or tribe (20-200 plus one 3rd-level sergeant per
20 adults, one 5th-level lieutenant per 50 adults and one chieftain of 7th-9th
level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Orogs are a subterranean race of miners and warriors that inhabit Cerilia's
mountain ranges. They consider all other races to be their foes, and constantly
wage war upon them. Orogs are slightly taller than humans, and more powerfully
built, with a somewhat apish face and long arms. They have hairless skin, ranging
in color from leathery gray to black. Orogs speak their own language; most also
speak dwarven, and many learn other tongues as well.
Combat
Orogs are excellent planners and strategists, and strive to maximize advantages
and minimize weaknesses in combat, in a fairly rational manner. Orogs sometimes
ride large, subterranean lizards into combat, equal to 5 HD giant lizards.
Light sensitivity: Orogs receive are nauseated by sunlight and even other light
sources, suffering a -1 circumstance penalty to all attack rolls while in sunlight
or within the radius of a daylight spell.
Skills: Orogs receive a +2 racial bonus on warcraft checks.
Orog characters
The favored class for orogs is fighter. Like humans, most Orogs have a PC or
NPC character class. Orog leaders are usually fighters, assisted by adepts and
clerics. Orog clerics worship Torazan, and can access any two of the domains
noted for that god. Orogs are a +3 ECL race.
Riders of the Magian
Medium-Size Undead
Hit Dice: 15d12 (97 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (full plate); base 30 ft.; mounted 40 ft.
AC: 30 (+1 Dex, +5 natural, +8 full plate, +2 large shield, +4 enhancement)
Attacks: +2 Longsword +24/19/14
Damage: +2 Longsword 1d8+10 (17-20)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Abyssal blast, fear aura 15 ft., smite good 1/day, command
undead 5/day, spells, sneak attack +2d6, touch attack
Special Qualities: Aura of despair, dark blessing, detect good, poison use,
damage reduction 15/+1, SR 25, summon mount, immunities, turn immunity, undead
traits, darkvision 60 ft.
Saves: Fort +13, Ref +7, Will +7
Abilities: Str 22, Dex 12, Con -, Int 14, Wis 12, Cha 15
Skills: Knowledge (arcana) +4, Knowledge (religion) +4, Hide +6, Listen +8,
Move Silently +6, Ride +17, Spot +8, Warcraft +20
Feats: Cleave, Improved Critical (longsword), Mounted Combat, Power Attack,
Ride-by attack, Sunder, Spirit Charge, Trample, Weapon Focus (longsword), Weapon
Specialization (longsword)
Climate/Terrain: Any land and underground
Organization: Solitary or band (1-12)
Challenge Rating: 16
Treasure: Standard
Alignment: Always lawful evil
Advancement: -
The Riders of the Magian are powerful evil creatures devoted to their master,
a sinister awnshegh of great power and ambition. They were once great warriors,
now turned into foul and powerful undead creatures by their master. They wield
terrible power, and are responsible for leading the Magian's armies; as warlords,
they have few equals. There are twelve riders known to exist; they remain unnamed
and mysterious to perhaps all but their master.
Combat
The riders are extremely cunning and experienced combatants, taking maximum
advantage of all their special abilities in any fight. They prefer to start
fighting powerful foes at a distance, using their abyssal blasts and spells,
then use their mounted combat prowess to its fullest utility.
Fiery Blast (Su): Once per day, a rider can unleash a fiery blast at a range
up to 1000 feet, dealing 15d6 damage in a 20-foot radius spread, half of which
is fire and half of which is infernal in nature (fire resistance won't protect
from this type of damage); any victim struck can make a Reflex save for half
damage against a DC of 19.
Fear Aura (Su): Creatures of less than 5 HD that come within 15 feet of a rider
must make a will save (DC 19) or be affected as if by a fear spell cast by a
15th-level sorcerer.
Smite Good (Su): Once per day, a rider can strike any given good-aligned creature
for +8 damage.
Command Undead (Su): Riders command undead as 6th-level clerics.
Detect Good (Sp): A rider can cast detect good at will.
Immunities: Riders are immune to cold and electricity damage and polymorph effects.
Turn Immunity: Riders are immune to being turned; however, holy word and similar
spells will banish them to the Magian's dark palace.
Spells: Riders can cast spells as 8th-level blackguards, giving them 3/1/1/1
spells per day (wisdom bonus included); the save DC against any spells they
cast is 11 + spell level. Commonly prepared spells are doom (x3), bull's strength,
protection from elements, and poison.
Touch Attack (Su): A rider can make touch attacks in place of weapon attacks,
if necessary or desired, dealing 1d8+2 negative damage and 1 point of constitution
damage. A successful Will save against a DC of 19 will negate the constitution
damage and halve the hit point damage.
Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.
Mount: Each rider has, as its mount, a 10 HD nightmare. These nightmares have
+3 additional natural armor, a +2 bonus on their strength, and they share any
spells the rider casts on himself while mounted, as well as an empathic link
with a range of one mile. They have improved evasion, and use the rider's saving
throws, if they are better.
Possessions: Each rider has equipment which, in their hands, acts as a suit
+2 full plate armor, +2 large metal shield, and a +2 longsword. These items
are powered by the rider's essence and fade into mist if separated from the
rider. The rider can replace these items as a full-round action. Occasionally,
some riders also carry other powerful items that the Magian equips them with
for specific missions.
Skuhlzecki
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +2 (Dex)
Speed: 10 ft., burrow 20 ft.
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks: 1 bite +5 melee
Damage: Bite 1d6-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ice trap, improved grab
Special Qualities: Snow cover, superheated blood, tremorsense
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 9, Dex 15, Con 12, Int 1, Wis 11, Cha 6
Skills: Hide +3, Move Silently +3, Listen +1
Feats: Weapon finesse (bite)
Climate/Terrain: Cold hills, plains and mountains
Organization: Solitary or pack (5-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)
Skuhlzecki, also known as hot-headed ice borers, are dangerous creatures that
dwell beneath the frozen ice of certain regions of Vosgaard. They appear as
roughly 2 feet long segmented worms with a bony, flat plate on its head, a large
round, tooth-filled mouth, and no visible sensory organs.
Combat
Skuhlzecki usually hunt in defined territories, where creatures will have to
cross to get from one area to another; thus, they often lair at the narrowmost
points of glaciers and the like. In these areas, they prepare elaborate traps
to catch their victims, using their own body heat to bore out tunnel systems
beneath the ice.
Ice trap (Ex): Skuhlzecki bore intricate tunnels in the ice that are generally
the equivalent of 20 ft. pit traps, sometimes spiked, and sometimes deeper,
in particularly large glaciers. Any victim can avoid the trap on a DC 20 reflex
save; failure yields 2d6 damage from the fall.
Improved Grab (Ex): To use this ability, the skuhlzecki must hit with its bite
attack. If it gets a hold, it automatically deals bite damage each round.
Snow cover (Ex): As long as they are fighting in snow or ice, skuhlzecki are
considered to have nine-tenths concealment, yielding a 40% miss chance.
Superheated blood (Su): Skuhlzecki have superheated blood. As a result, upon
its death, any character within 5 feet must make a reflex save (DC 11) or suffer
1d6 points of fire damage.
Tremorsense (Ex): Skuhlzecki automatically sense anything that is in contact
with the ground within a 60 ft. radius of itself.
Skills: Skuhlzecki receive a +8 racial bonus to hide and move silently checks
in frozen terrain.
Varsk
Large Beast
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 50 ft.
AC: 14 (-1 size, +5 natural)
Attacks: 2 claws +6 melee, bite +1 melee
Damage: Claws 1d4+3, bite 1d6+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Cold Resistance 10
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 17, Dex 10, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +5, Spot +4
Climate/Terrain: Any cold land
Organization: Solitary or flock (5-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Varsks are the battle-steeds of the Vos, powerful creatures that thrive in the
frozen wastelands of the north. A varsk appears similar to a great, white-furred
lizard.
Combat
Varsks are most commonly encountered in combat along with their Vos masters.
They are aggressive, and do not fear combat, though wild varsks fear fire.
Unique creatures
The following unique creatures are presented to aid in scoping the creation
of unique creatures. Additional creature statistics will be released by regional
area in the d20 Atlas of Cerilia.
The Dread
Large Undead (Incorporeal)
Hit Dice: 32d12 (384 hp)
Initiative: +10 (+6 Dex, +4 improved initiative)
Speed: 30 ft., fly 40 ft. (perfect)
AC: 22 (-1 size, +6 Dex, +7 deflection)
Attacks: Incorporeal touch +21/16/11/6 melee
Damage: Incorporeal touch 2d10 and energy drain
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Chill Aura, Energy drain, Envelopment, Spells, Spell-like Abilities
Special Qualities: Damage Reduction 35/+4, Spell Resistance 32, Fire Resistance
20, Immunities, Undead qualities, Command Undead, Binding vulnerability
Saves: Fort +10, Ref +18, Will +25
Abilities: Str -, Dex 22, Con -, Int 20, Wis 20,
Cha 24
Skills: Bluff +17, Knowledge (arcana) +15, Knowledge (history) +15, Hide +16,
Listen +17, Scry +15, Search +15, Spellcraft +15, Spot +17
Feats: Alertness, Combat Reflexes, Improved Critical (incorporeal touch), Improved
Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Spell Focus (necromancy),
Spell Penetration
Climate/Terrain: Any land and underground
Organization: Solitary (Unique)
Challenge Rating: 23
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: -
The Dread was once one of Azrai's lieutenants, perhaps the strongest of them
all. A long, long time ago, he was a mortal servant of Azrai, who served loyally
and well, and was rewarded by being warped by Azrai's foul power, twisted into
a being of shadow and darkness. The Dread fell across the land as his master's
shadow. Eventually, he grew bold, and attempted to seize mastery himself. He
was inevitably defeated in the conflict that followed, and cast down and imprisoned
by Azrai. The Dread appears similar to one of the lesser incorporeal undead
- a mere shadow of a being, though his presence is felt far more tangibly than
the presence of any of the lesser undead. The Dread stands approximately nine
feet tall, appearing as a gaunt, shadowy man. Most of its form is dark, but
its face is light gray, a twisted skull-like countenance, starkly contrasting
the remainder of its form.
Combat
The Dread is a cunning combatant, drawing upon its experience of ages past.
It prefers not to engage in close combat until it is forced to do so, relying
instead upon its incorporeality while using its formidable spells and spell-like
abilities to wear down its foes.
Chill Aura (Su): Any creature that comes within 320 feet of the Dread must make
a Fort save (DC 33) each minute, or take one point of negative energy damage.
Any creature within this radius that actually sees the Dread must make a Will
save (DC 33) or be shaken (-2 morale penalty on attack rolls, weapon damage
rolls and saving throws) for the duration of the encounter.
Energy drain (Su): Any creature hit by the Dread suffers two negative levels.
The Fort save DC to remove a negative level is 33. For each negative level the
Dread inflicts, it gains 10 hit points. If these are above its normal maximum,
they are temporary additional hit points instead.
Envelopment (Ex): Any foes of medium-size or smaller the Dread hits are subject
to envelopment. This is treated the same as a grapple, except that it uses Dexterity
instead of Strength. The Dread is not subject to an attack of opportunity when
it attempts to envelop a foe. Using this ability is a free action for the Dread,
usable with each successful attack. An enveloped enemy is automatically subject
to the Dread's energy drain once per round for as long as it remains so. The
Dread may envelop only one creature at once.
Spells: The Dread was twisted by Azrai into a potent sorcerer. It casts spells
as a 15th-level sorcerer would. It knows the following spells: Daze, detect
magic, disrupt undead, mage hand, open/close, prestidigitation, ray of frost,
read magic, resistance; charm person, chill touch, mage armor, minor image,
ray of enfeeblement; darkness, detect thoughts, mirror image, scare, spectral
hand; dispel magic, halt undead, major image, vampiric touch; bestow curse,
contagion, enervation, fear; cone of cold, hold monster, magic jar, nightmare;
circle of death, contingency, mislead; finger of death, insanity. The save DCs
against all spells is 17 + spell level, except necromancy spells, which are
saved against at 19 + spell level. The dread casts 6/8/8/8/7/7/7/5 spells per
day.
Spell-like abilities: At will - Animate dead, cause moderate wounds, desecrate,
hold person; 3/day - Create undead, shades, shadow walk; 1/day - Create greater
undead. These are as the spells cast by a 16th-level sorcerer. The save DC,
where applicable, is 17 + spell level.
Immunities: The Dread is immune to polymorph and petrifaction effects, as well
as cold and sonic damage.
Command Undead (Su): The Dread commands undead as a 32nd-level cleric would,
except that its Hit Dice limit on undead commanded at once is 96. The Dread
is usually attended by large numbers of undead minions, either commanded, or
created through its own power.
Binding vulnerability (Su): The Dread is susceptible to the binding spell despite
being undead. It gains no SR against such a spell, and suffers a -10 morale
penalty to all saves against it.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better
weapons, or magic, with a 50% chance of ignoring any damage from a corporeal
source. Can pass through solid objects at will, and own attacks pass through
armor. Always moves silently.
Undead qualities: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.
The Ghoul
Medium-Size Humanoid (Awnshegh)
Hit Dice: 2d8+8d6+10 (47 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 18 (+4 Dex, +1 padded armor, +3 natural)
Attacks: +1 dagger +11 melee or 2 claws +8 melee
Damage: +1 dagger 1d4+3 (19-20), Claw 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Sneak Attack +5d6, Death Attack, Carrion Aura
Special Qualities: Evasion, Uncanny Dodge, Poison Use, +1 on all saves against
Poison, Spells, Bloodline, Fast Healing 1, Fleshfeeding, Light Sensitivity,
Low-light vision
Saves: Fort +3, Ref +11, Will +3
Abilities: Str 14, Dex 19, Con 12, Int 17, Wis 7, Cha 9, Bld 16
Skills: Bluff +10, Climb +13, Disguise +10, Hide +15, Jump +13, Listen +9, Move
Silently +17, Open Lock +12, Search +11, Spot +9, Tumble +12, Use Magic Device
+7
Feats: Improved Initiative, Run, Skill Focus (Move Silently), Weapon Finesse
(Dagger)
Climate/Terrain: Any land and underground
Organization: Solitary (Unique)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: -
The Ghoul was once the son of a minor Khinasi noble, a pampered child with an
insignificant bloodline. His entire family was brutally slain by another noble,
due to some palace intrigue. The boy barely escaped with his life intact by
hiding underneath the corpse of his father. He then had to make his living as
a beggar upon the streets for many years - until the day the nobleman that had
slain his father was parading through the city, now appointed the lieutenant
of the regent, in charge of the army. The beggar, now a young adult, recognized
the slayer of his father from many years back. He quietly took up pursuit, then,
when night fell, slipped into the palace of his father's murderer and had his
vengeance. When dawn fell upon him, he found the light of the sun hideously
unbearable, and slipped into the old sewers beneath the city, his transformation
to awnshegh having begun already, at unusual speed. After this deed was done,
the Ghoul worked as an assassin with the Society of the Serpent for a time before
succumbing completely to the curse of his dark blood. The Ghoul now wanders
the land at night, a lethal killer and plotter with an insatiable lust for human
flesh.
The Ghoul, today, appears human from a distance - his body has not changed much
in form, though his skin has grown leathery, taking on a sickly gray hue, his
hair has mostly fallen out, his teeth have grown long and sharp, and his nails
have hardened and blackened into iron-sharp talons. The Ghoul generally dresses
in rags, disguising a thicker layer of padded armor underneath, as well as several
vials of poison sewn into his clothes.
Combat
The Ghoul generally shies away from melee combat; he will almost always flee
from any confrontation he did not himself initiate; even in those situations,
he will often try to escape if his target does not quickly fall. If possible,
the Ghoul will combine one of his poisons with his Death Attack, then use his
Carrion Aura in fast sequence to carry on the assault.
Death Attack (Ex): If given at least three rounds to study his opponent, the
Ghoul may then, in any of the next three rounds, use a special death attack.
The victim is either killed outright, or paralyzed, and completely helpless,
for 1d6+3 rounds. The Ghoul selects either ability upon attacking; the Fortitude
save DC to avoid either effect is 16.
Evasion (Ex): The Ghoul takes no damage on a successful save against any effect
that allows a Reflex save for half damage.
Poison Use (Ex): The Ghoul can use poison with no risk of poisoning himself.
Uncanny Dodge (Ex): The Ghoul has the Uncanny Dodge ability of an 8th-level
rogue. He retains his Dexterity bonus against invisible opponents and when caught
flat-footed, and he can only be flanked by rogues of at least 12th level.
Carrion Aura (Su): The Ghoul does not reek of death; in fact, from a distance,
he does not exude any smell at all, leaving him impossible to detect by scent
alone. However, if the Ghoul so wills it, he may, as a free action, create a
nauseating stench of death about himself. This affects any creature within 10
feet of the Ghoul, who must make a Fortitude save against a DC of 15 or be nauseated,
unable to take any action at all, except for a single move each round. If a
nauseated creature leaves the Ghoul's aura, the effect wears off after 1d4+1
rounds.
Fleshfeeding (Su): The Ghoul feasts upon the recently dead. If he has fed upon
a corpse within the last hour, the Ghoul has a +2 enhancement bonus on Str,
Dex, and Con, and a +2 morale bonus on all saves. For every round the Ghoul
is able to feed upon flesh, he regains 5 hit points, if he has taken any damage.
Stats, where different from above: 57 hp, AC 19, claws +8, dmg 1d4+4 (+1 dagger)
1d4+3 (claw), fort +6, ref +14, will +5.
Light Sensitivity: The Ghoul suffers a -1 morale penalty to any attack rolls,
saving throws and checks while in bright sunlight, or in the radius of a daylight
spell or similar effect.
Bloodline: The Ghoul's Major Azrai bloodline of 16 grants him the following
abilities: Minor - alter appearance; Major - bloodform. These blood abilities
are cast as by an 8th-level sorcerer; the save DC, where appropriate, is 15
for minor abilities and 18 for major abilities.
Spells: The Ghoul casts spells as a 3rd-level assassin. The save DC, where applicable,
is 13 + spell level. The Ghoul commonly prepares these spells: Obscuring mist,
spider climb; pass without trace.
Possessions: The Ghoul wields a +1 dagger, and he has an amulet of natural armor
+3. He also carries within his rags vials with several types of poisons, including
several doses of black adder venom, large scorpion venom, bloodroot, green-blood
oil and medium-size spider venom, and a single dose of deathblade.
The Gorgon
Large Monstrous Humanoid (Awnshegh)
Hit Dice: 30d10+16d4+552 (916 hp)
Initiative: +5 (Dex, improved initiative)
Speed: 20 ft. (full plate; base speed 30 ft.)
AC: 48 (-1 size, +1 Dex, +15 natural, +10 armor, +10 enhancement, +3 deflection)
Attacks: Lifender +59/54/49/44 melee, kick +53 melee
Damage: Lifender 2d6+23 (15-20/x2) +2d6 unholy damage, kick 2d6+24 (19-20/x3)
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Gaze, Kick, Weapon Mastery, Spells
Special Qualities: Bloodline, Damage Reduction 35/+4, SR 32, Fire Resistance
20, Immunities
Saves: Fort +42, Ref +29, Will +32
Abilities: Str 43, Dex 13, Con 34, Int 19, Wis 18, Cha 17, Bld 60
Skills: Concentration +24, Craft (armorsmithing) +16, Craft (weaponsmithing)
+15, Diplomacy +23, Intimidate +17, Jump +26, Knowledge (history) +18, Knowledge
(nobility and royalty) +14, Listen +22, Ride +14, Scry +20, Sense Motive +23,
Spellcraft +20, Spot +22, Warcraft +29
Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Craft
Magic Arms and Armor, Craft Wondrous Item, Dodge, Endurance, Expertise, Great
Cleave, Great Fortitude, Improved Disarm, Improved Bull Rush, Improved Critical
(greatsword), Improved Critical (kick), Improved Initiative, Improved Trip,
Improved Unarmed Strike, Iron Will, Leadership, Lightning Reflexes, Mounted
Combat, Quick Draw, Power Attack, Scribe Scroll, Skill Focus (warcraft), Spell
Focus (evocation), Still Spell, Sunder, Trample
Climate/Terrain: Any land (Gorgon's Crown)
Organization: Solitary (Unique)
Challenge Rating: 28
Treasure: Double standard
Alignment: Always lawful evil
Advancement: -
The Gorgon began life as Raesene, the oldest child of his father, the Lord of
the First House of the Andu. From an early age, it seemed clear that he would
help to shape the future of Cerilia. However, as a bastard child, the glory
and attention went to his two legitimate half-brothers, Haelyn and Roele. Though
his outward demeanor never betrayed him, Raesene envied them this attention
and coveted it.
Nonetheless, he taught them what he knew of swordplay and horsemanship, and
his tutoring gave them an excellent grasp of the fundamentals of warfare - fundamentals
that would prepare them well and earn them praise. Raesene did not remain their
teacher for long; as a man several years Roele's senior, he hungered to see
the world. On his sixteenth birthday he left home to explore Cerilia.
When he returned, battle-hardened and scarred, his father gave him the title
"the Black Prince" to reflect the bleakness inside Raesene. Still,
Raesene served his father nobly, as well as his brother Roele when the Lord
Andu passed away. But none could see what lay in his heart.
Then Azrai came to Cerilia. He studied Raesene and saw the kind of heart that
his lieutenant would need, so the two made a pact. While Haelyn and Roele gathered
the armies of the Andu, Raesene began his betrayal, drawing aside conspirators
to aid him in his plan. As the Andu retreated to Deismaar, Raesene sprang his
betrayal. His loyal followers slaughtered thousands of the Andu and their allies
then joined the forces of Azrai. The rest, as they say, is history.
Raesene was in the height of the battle with Roele when the gods destroyed themselves
atop Deismaar. Raesene absorbed much of Azrai's essence - nearly as much as
the Vos Kriesha and Belinik did. Raesene was the first to discover bloodtheft,
and later the first of the awnshegh to discover that abominations could grow
more powerful through the rule of land.
Not long after Deismaar, he established his kingdom north of Anuire and began
his generational harvest of the new bloodlines. He had spent many of the years
since Deismaar cultivating and then destroying bloodlines, as well as raising
an army to sweep across Anuire. No one could know Raesene's mind, and those
who have tried to learn have been destroyed, as are those who try to challenge
him.
Though it has been said that the Gorgon (as he came to be called) stole the
bloodline of Roele when he slew Michael Roele, this is not known as a fact.
Some regents of Anuire have whispered that Michael somehow managed to ward his
bloodline from the Gorgon, and perhaps even weakened the Gorgon's bloodline,
thus preventing the Gorgon from dominating Anuire.
The Gorgon is most recently known to appear as a stony skinned humanoid with
horns atop his massive head. Hooves and goat-like legs adorn his lower half,
and giantish strength allows him to carry his heavy frame. Little trace of humanity
is revealed in his features; he has become almost entirely a creature of evil.
Combat
The Gorgon is a formidable combatant, one that knows practically no equals in
the world. He has bested countless creatures and heroes, and he stands as lord
and master of the most powerful kingdom in Cerilia. The Gorgon prefers melee
to all other forms of combat, as he practically cannot be defeated at it. If
opponents try to assault him from afar, the Gorgon will rely on spells such
as wind wall, gust of wind, and wall of iron to prevent such attacks from reaching
him or to bring his opponents down. He may also retaliate with fireballs or
use teleport to take the battle to his opponents. If prepared for battle, the
Gorgon will likely have haste, blur, endurance, and see invisibility already
cast. If opponents prove to be formidable magic-users or heavily boosted with
magic, the Gorgon may cast antimagic field or greater dispelling to turn the
battle into one that favors him - a brutal melee. The Gorgon is not above sundering
the weapons of powerful fighters; if he can destroy any weapons they have capable
of harming him, so much the better. If an opponent proves particularly irksome,
the Gorgon will cast maze, and find a way to deal with that opponent when the
spell ends, possibly by using multiple spells or resources, or even his limited
wish. The Gorgon is almost always accompanied by his most faithful lieutenant
and cohort, the Hand of Azrai. She will often have prepared spells to aid her
master, including several applications of heal. If the Gorgon goes to war, he
may ride a steed equivalent to a huge 18 HD nightmare.
Gaze (Su): Any opponent that comes within 30 ft. of the Gorgon and is within
his line of sight must make a Fortitude save (DC 58) or die. The Gorgon may
disable this gaze attack as a free action or he may use it as a standard action,
targeted at any one creature (forcing two saves in a round) to either kill or
petrify opponents, at his choice.
Kick (Ex): As a free action, usable only on opponents that flank him or attempt
to do so, the Gorgon can use his Kick, causing considerable damage. This is
treated as an attack of opportunity when such an opponent moves into position,
and the Gorgon may further attack any one flanking opponent on his action. Further,
Kick is treated as a special bull rush, possibly driving an opponent that gets
hit backwards as if the Gorgon had pushed him as far as possible, without changing
the Gorgon's position or making him subject to an attack of opportunity. Against
a creature smaller than himself, the Gorgon's bull rush check is +20. On a critical
hit, the Gorgon's Kick inflicts three times normal damage.
Weapon Mastery (Ex): The Gorgon is a master of practically every weapon known
to exist. He is treated as having proficiency with all simple, martial, and
exotic weapons. Further, for all simple and martial weapons, the Gorgon is treated
as having the Weapon Focus and Weapon Specialization feats. For exotic weapons,
the Gorgon is treated as having the Weapon Focus feat.
Spells: The Gorgon is an accomplished wizard, with an extensive spell library
containing nearly every wizard spell known to exist. The Gorgon casts spells
as a 16th level wizard (having a total of 4/5/5/5/5/4/3/3/2 spells per day),
and commonly prepares the following spells: Daze (x2), detect magic, light;
charm person, enlarge, expeditious retreat, magic missile, obscuring mist; blur,
endurance, fog cloud, glitterdust, see invisibility; dispel magic, gust of wind,
haste, still see invisibility, wind wall; bestow curse, enervation, fire shield,
scrying, still haste; sending, still fire shield, teleport, wall of iron; antimagic
field, control weather, greater dispelling; forcecage, prismatic spray, still
antimagic field; maze, still limited wish. The save DCs for these spells, where
applicable, is 14 + spell level, or 16 + spell level for evocation spells.
Immunities: The Gorgon is immune to all polymorph and petrifaction effects,
all attacks and effects that inflict energy drain, ability drain, and ability
damage, and to all mind-affecting effects. The Gorgon's scarab of protection
will protect him from up to 12 instant death effects or attacks. The Gorgon's
armor will protect him from 75% of all critical hits, reducing them to normal
hits instead.
Bloodline: The Gorgon has a formidably powerful bloodline; a True bloodline,
derived of Azrai. His score of 60 grants him the following blood abilities:
Minor - Alertness, bloodmark, detect illusion, fear, heightened ability (charisma),
heightened ability (intelligence), iron will; Major - battlewise, detect life,
enhanced sense, major resistance (non-magical attacks), persuasion, unreadable
thoughts; Great - bloodform, divine aura, long life, major regeneration, regeneration,
resistance. The saving throw DCs for these abilities, where applicable, are
37 for minor abilities, 40 for major abilities, and 43 for great abilities.
The caster level, where applicable, is 46th.
Equipment: The Gorgon carries the following equipment: Lifender - +5 keen unholy
tighmaevril greatsword, Kingstopper - +5 moderate fortification full plate,
A Gentle Word - +5 ghost touch large steel shield, Giant's Stead - Belt of giant
strength +8, Ring of the Chosen of Azrai - a Ring of Three Wishes (two remaining),
Cloak of Resistance +5, a Wand of Fireballs (16th level caster, save DC 19),
and a Scarab of Protection. The Gorgon's armor is equipped with a special enchanted
iron collar, protecting him from vorpal attacks. The Gorgon may also possess
other items, probably less potent than those listed here, drawn from his vaults
and collections of unique items.
Minions of the Gorgon
The Gorgon, as the ruler of one of the most powerful realms of Cerilia, commands
a vast army and perhaps greater resources than any other being in the world
(short of the gods themselves). He has a vast treasury, containing numerous
items of power, enormous amounts of wealth, and much lore lost to the ages bound
in long-forgotten tomes. The Gorgon considers these material resources to be
only a means to an end, the end being power. The Gorgon is already more powerful
than any other mortal creature, yet he craves ever more power. He has a host
of fell servants, the three most prominent of which are the Hand of Azrai, a
mysterious priestess from the East; Kiras Earthcore, an old dwarf of Mur-Kilad
that commands part of his armies; and Raizhadik the Wyrm, a dragon the Gorgon
himself subdued long ago. The Hand serves the Gorgon for mysterious reasons
all her own; she views him as perhaps the purest successor to Azrai, even above
the new gods, and she draws her strength from her worship of the long-dead god
of Evil. Kiras is the master of the Gorgon's armies, a great strategist in his
own right who leads the Gorgon's armies with the skill of a warlord with hundreds
of years of experience. Kiras has hidden within his heart the desire to one
day see the Gorgon deposed for his humiliation in servitude; his desire has
gone unfulfilled for a long time. It has been said that the Gorgon once used
foul magics to change Kiras's form for disobedience; whatever the truth of it,
Kiras remains a dwarf to this day. Raizhadik is the greatest of the Gorgon's
minions, not much short of its master in power. The Gorgon long ago subdued
Raizhadik in a ferocious battle for control of the Gorgon's Crown. After the
battle, the Gorgon chose to spare the dragon and it has served him faithfully
since then, more out of fear of its master's power than anything else. It bides
its time, hoping to one day outgrow its master in power, and seize lordship
of Kal-Saitharak for itself once more. Currently, he is chained with great chains
of iron that only the Gorgon himself may break, in the vast caves beneath the
fortress of Kal-Saitharak. The Gorgon will only release Raizhadik to serve as
a shock weapon with his armies, and he tries to keep his dominion of this dragon
a secret. Aside from these three, the Gorgon has many other formidable lieutenants
and creatures in his service.
The Hand of Azrai
Human/half-fiend Cleric 16; Lawful Evil; CR 18; Str 16, Dex 12, Con 17, Int
14, Wis 17, Cha 16; hp 120, AC 27 (+10 armor, +5 enhancement, +1 Dex, +1 natural),
init +1, att +17/12/7 +2 unholy mace melee, dmg 1d8+5+2d6; fort +13, ref +6,
will +15; SA Spell-like abilities, spells; SQ Darkvision, poison immunity, resistance
20 to acid, cold, electricity and fire; Feats and skills: Brew Potion, Cleave,
Combat Casting, Extra Turning, Iron Will, Power Attack, Scribe Scroll; Bluff
+8, Concentration +22, Diplomacy +12, Knowledge (religion) +21, Listen +12,
Spellcraft +21;
Spell-like abilities: 3/day - darkness, poison, unholy aura, 1/day - desecrate,
unholy blight, contagion, blasphemy, unhallow, horrid wilting - caster level
16th, save DC 13 + spell level; Cleric spells: Caster level 16th, save DC 13
+ spell level, 6/6+1/6+1/6+1/4+1/4+1/3+1/3+1/2+1 spells per day - commonly prepares:
Detect magic, guidance (x4), resistance; bane, divine favor, doom, entropic
shield, sanctuary, shield of faith + inflict light wounds; darkness, death knell,
endurance, hold person, remove paralysis, silence + shatter; bestow curse, dispel
magic, invisibility purge, prayer, remove blindness/deafness, remove curse +
magic circle against good; dimensional anchor, freedom of movement, greater
magic weapon, status + unholy blight; circle of doom, healing circle, true seeing,
wall of stone + dispel good; greater dispelling, heal (x2) + harm; destruction,
repulsion, summon monster VII + disintegrate; greater planar ally, symbol +
earthquake. Equipment: +2 full plate, +3 large steel shield, +2 unholy mace,
one scroll of heal, two scrolls of harm.
Kiras Earthcore
Dwarf Fighter 18; Lawful Evil; CR 18; Str 22, Dex 12, Con 20, Int 11, Wis 10,
Cha 6; hp 219, AC 22 (+10 armor, +2 enhancement), init +1, att +28/23/18/13,
dmg 1d10+11; fort +18, ref +7, will +6; SA/Q Dwarven Traits; Feats and skills:
Cleave, Endurance, Exotic Weapon Proficiency (dwarven waraxe), Great Fortitude,
Hardiness, Improved Critical (dwarven waraxe), Power Attack, Toughness (x7),
Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe); Intimidate
+8, Warcraft +21. Equipment: +3 dwarven waraxe of wounding, +1 full plate, +1
large steel shield, amulet of health +4, gauntlets of ogre power.
Raizhadik, the Wyrm of Kal-Saitharak
Wyrm Cerilian Dragon; CR 24; see entry for Cerilian dragons.
The Harrow
Large Outsider
Hit Dice: 28d8+224 (448 hp)
Initiative: +0
Speed: 40 ft., fly 90 ft. (clumsy)
AC: 38 (-1 size, +4 deflection, +25 natural)
Attacks: +3 vorpal huge greataxe +43/38/33/28 melee or 2 claws +40 melee and
gore +35 melee
Damage: +3 vorpal huge greataxe 2d8+21 (19-20, x3), claw 2d6+12, gore 2d8+6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Harrowing, Baleful Gaze, Spell-like Abilities, Corruption
Special Qualities: Damage Reduction 35/+4, Spell Resistance 32, Fire Resistance
20, Immunities, Shadowsight
Saves: Fort +24, Ref +16, Will +17
Abilities: Str 34, Dex 11, Con 27, Int 15, Wis 12, Cha 18
Skills: Bluff +32, Concentration +36, Hide +28, Intimidate +32, Listen +29,
Move Silently +28, Sense Motive +29, Spellcraft +30, Spot +29, Warcraft +30
Feats: Cleave, Dodge, Great Cleave, Improved Critical (Greataxe), Mobility,
Power Attack, Spring Attack, Weapon Focus (Greataxe)
Climate/Terrain: Any land or underground
Organization: Solitary (Unique)
Challenge Rating: 24
Treasure: Double standard
Alignment: Always lawful evil
Advancement: -
The Harrow was one of Azrai's lieutenants who escaped destruction at Deismaar.
Once a fiend of great power, the Harrow was given even greater power by Azrai.
The Harrow dutifully followed his master; his task was to keep the followers
of his dark master loyal, and to slay those that defied Azrai. Months before
the battle of Deismaar, the Harrow was sent by Azrai to bring to the ground
a Vos priest of Vorynn, one who sought, with some success, to sway the Vos to
the side of good. The Harrow went in search of that long-forgotten priest and
fought him. As his life was ending, the priest cast a final spell to imprison
both himself and the Harrow in a tomb beneath the mountain where they fought.
The Harrow appears as a great bull-headed man covered in black fur, with gray
feathery wings, surrounded by an aura of shadows. The bull-like face of the
Harrow appears to have been burnt away, exposing a naked, skeletal visage amidst
the mass of black fur and shadows. In a wide area around the Harrow, there is
always a chill wind, sometimes carrying the echoes of screams long gone. When
standing next to the Harrow, however, there is no wind at all, ever - like the
eye of a storm.
Combat
As one of Azrai's closest lieutenants, the Harrow wields more power than perhaps
all but a handful of creatures in the world. He was considered by some to be
the enforcer of Azrai. The Harrow loves nothing more than to wade into the thick
of melee, but when facing powerful opponents he will generally gauge the situation
and use whatever power is at his disposal to its fullest.
Harrowing (Su): The Harrow projects an aura beginning 30 feet away to a range
of 280 feet. Within this area, there are always strong winds, and even harsher
weather conditions may prevail at large. Any creature moving through this area
must make a Will save (DC 28) every minute or be shaken (-2 morale penalty on
attack rolls, damage rolls and saving throws). A creature that becomes shaken
must also make a Will save (DC 28) every minute or be subject to an insanity
effect, similar to the spell.
Corruption (Su): Once every 1d4 rounds as a standard action the Harrow can target
any creature within a 280 feet range with a column of pure shadowstuff, seemingly
conjured up from the earth itself, surrounding and embracing the victim. Any
creature subject to this effect is subject to the temptation aspect of the atonement
spell, and may choose to change its alignment to evil immediately. If it does
not choose to do so, it immediately suffers 10d6 damage, as its form is torn
asunder (Fortitude save DC 28 for half damage).
Baleful Gaze (Su): Any creature that comes within 30 feet of the Harrow becomes
subject to his baleful gaze. This gaze has a Will save DC of 28, and any creature
that fails its save is subject to a bestow curse effect, chosen by the Harrow.
Shadowsight (Su): The Harrow can see into the Shadow World as well as any halfling
can. It can continuously detect magic and see invisibility, as the spells, but
treat the effect as a perpetually active supernatural ability instead.
Spell-like abilities: At will - Control winds, darkness, dispel good, dispel
magic, fear, hold person, invisibility, shadow conjuration, silence, unholy
blight; 3/day - blasphemy, control weather, insanity, shades; 1/day - implosion,
unholy aura. These are as the spells cast by a 14th-level sorcerer. The save
DC, where applicable, is 14+ spell level.
Immunities: The Harrow is immune to all polymorphing, petrification, compulsion,
and fear effects. The Harrow is completely immune to any effects caused by spells
of the Shadow subschool.
The Ogre
Large Giant (Awnshegh)
Hit Dice: 6d10+6d8+39 (99 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 20 (-1 size, +2 Dex, +3 hide, +2 large shield, +4 natural)
Attacks: +2 greatsword +20/15 melee
Damage: +2 greatsword 2d6+12
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Berserk Rage
Special Qualities: Great Strength, Bloodline, Damage Reduction 2/-
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 26, Dex 14, Con 17, Int 12, Wis 13, Cha 15, Bld 22
Skills: Diplomacy +8, Ride +15, Warcraft +14, Wilderness Lore +7
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Greatsword),
Leadership, Power Attack, Toughness, Weapon Focus (greatsword), Weapon Specialization
(greatsword)
Climate/Terrain: Any land and underground
Organization: Solitary (Unique)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: -
The Ogre is an awnshegh of recent years and growing power. He was once a man
called Droene, a mercenary leader of some skill; he hired out his services to
many different realms and traveled across Cerilia seeking gold and glory. All
that changed when he was hired by a particularly cruel and ambitious Khinasi
lord. Droene realized that his employer would eventually betray him so he decided
to turn the tables around and betray his master first. In the time that followed,
a horrible awnshegh of some kind attempted to assassinate Droene but Droene
survived and stole the creature's bloodline. Soon after, his transformation
to awnshegh began. Now the Ogre, Droene stands roughly ten feet tall, weighing
about 700 pounds. He appears similar to a normal ogre, overall, but more powerful,
and with goat's horns at his temples. His new stature changed him in heart as
well as body, and he now seeks a realm to rule and bloodlines to feed his own.
Combat
The Ogre has many years of martial training to rely on. His strength lies in
melee, now more than ever. He relies on more than simple brute strength to beat
down his opponents and will often lay elaborate traps to improve his odds in
combat. He will rely on his remaining followers to aid in executing cunning
ambushes, luring scions to their doom.
Berserk Rage (Su): Whenever Droene is hit by a critical hit, wounded to less
than 49 hit points, threatened, or taunted or mocked in some way, he must make
a Will save (DC 16) or succumb to the Ogre. In this case, he is gripped by madness
and rage. He gains a bonus of +4 to his Strength score and +4 to his Constitution
score, as well as a +2 bonus on any Will saves. He suffers a -2 penalty to his
AC, a -6 penalty to his Intelligence score, and his alignment changes to chaotic
evil for the duration of the encounter or eight rounds, whichever comes first.
Apart from as noted, this is treated exactly the same as barbarian Rage. Furthermore,
Droene appears to grow by about two feet in height, with an overall mass increase
of roughly 50% and gains a further +2 enlargement bonus to strength. Droene
might be able to willingly succumb to his rage, but he has never been known
to do so; he is loathe to become a fell beast, and fears greatly that he will
one day lose his wits forever when he succumbs to the Ogre one time too many.
Ogre's stats, where different from above: 123 hp, AC 18, +2 greatsword +23/18
melee (dmg 2d6+15), fort save +14, will save +7.
Great Strength (Su): The Ogre's strength is greater than most creatures in the
world and in some cases, it is even greater - the Ogre gains a +10 bonus to
any Strength checks, opposed Strength checks and grapple checks he makes. On
a whim, the Ogre can break down trees and trees, rip apart chains, and crush
great rocks.
Bloodline: The Ogre's Great Azrai bloodline of 22 grants him the following blood
abilities: Minor - alertness, heightened ability (charisma); Major - battlewise,
bloodform; Great - enhanced sense. These blood abilities are cast as by a 12th-level
sorcerer, and has a save DC of 18 for minor, 21 for major and 24 for great abilities,
where appropriate.
Possessions: The Ogre wields a +2 greatsword, and carries an amulet of bloodlines
(cast detect bloodline 3/day; market value 1200 gp), and two potions of cure
moderate wounds.
Awnsheghlien
An awnshegh refers to any creature of the Azrai bloodline that has the bloodform
ability. It is also most often used to refer to creatures that actually advance
as monsters instead of characters.
Creating an Awnshegh
The awnshegh template can be applied to any creature with the Azrai bloodline
and the blood ability bloodform. When creating an awnshegh, conceptualize the
monster's final form and choose an appropriate type. Creatures with the major
bloodform ability immediately change their type to match. Creatures with the
great bloodform ability also acquire a monster ability, subject to the rules
that follow. Apply all the traits of the monster type; i.e. undead do not have
constitution scores, oozes gain bonus hit points, etc. Awnsheghlien can also
be templated creatures of any type or form; the Magian, for instance, uses the
lich template.
Any character with the bloodform ability may attempt to fight this change; a
Fortitude save is allowed to not change type and acquire a monster trait. This
Fortitude save must be repeated at every level the character advances, against
a DC of 10 + the character's own total character level.
Advancing as an awnshegh
When the transformation begins, a creature is eligible to take monster levels
according to the type you've chosen. Monster levels, for this purpose, works
like class levels; the benefit for each monster level is summarized below. The
experience cost to advance a monster level is the same as for advancing for
a regular character level; i.e. advancing to 10th level costs 45,000 XP, as
per Table 3-2 in the Players Handbook. The monster levels are added to class
levels for purpose of determining a creature's total character level. After
the transformation has been activated, you must make a Will save each time you
advance a level (DC 10 + your character level) or advance as a monster, regardless
of whatever other choice you would normally make. Also, at each level of advancement
as a monster, a character must make a Will save against the same DC, or have
his alignment change one step towards evil. The monster feat and ability advancement
given below supercedes the standard feat and ability advancement in the Players
Handbook
Advancing in character level as a creature grants increased Hit Dice, Base Attack
Bonus, Saving throws, and Skills appropriate to advancement in Hit Dice for
the monster type the awnshegh most resembles. The character gains Feats and
ability score increases normally based on total character level plus monster
level. This information is available in the Monster Manual, but the most relevant
information is summarized below.
Table 9-2: Monster advancement quick reference
BAB Effect Base creature type
Good +1 x HD Magical Beast, Monst. Hmnoid
Average +3/4 x HD Aberration, Beast, Construct, Giant, Humanoid, Ooze, Plant,
Shapechanger, Vermin
Poor +1/2 x HD Fey, Undead
Saves Effect Base creature type
Good Fortitude +2 + 1/2 HD Beast, Giant, Magical Beast, Plant, Shapechanger,
Vermin
Good Reflex +2 + 1/2 HD Beast, Fey, Magical Beast, Monst. Hmnoid, Shapechanger
Good Will +2 + 1/2 HD Aberration, Fey, Monst. Hmnoid, Shapechanger, Undead
Poor + 1/3 HD All saves not listed as good
Hit Dice Effect Base creature type
Exceptional d12, no Con bonus Undead
Good d10 Constructs, Magical Beast, Oozes
Average d8 Aberration, Giant, Humanoid, Monstrous Humanoid, Plant, Shapechanger,
Vermin
Poor d6 Fey
Becoming a monster
The potential scope of possible awnsheghlien abilities is vast. Generally speaking,
it is good to compare with the available abilities of monsters or characters
of the same level and work from there. Thus, an advancing awnshegh shouldn't
generally be able to access abilities not available to spell-casters of the
same level, nor class abilities of any significantly higher level. The monster
abilities acquired by awnsheghlien should be balanced with the creature's total
level in mind, and if a creature advances, the potency of its acquired abilities
should generally advance with it by level, staying roughly similar to abilities
available to existing creatures or to spells accessible to spellcasters of a
given level.
A scion with a bloodform (great) should gain one "monster ability"
every level that they advance as a monster. A scion with a bloodform (great)
should gain three monster abilities every four levels. Generally, the monster
abilities accessible to awnsheghlien fall within several broad categories:
Natural abilities and anatomical changes: This includes a change in size (remember
to apply all effects of a change in size), natural armor, the acquisition of
a set of natural attacks (generally, two to three different attack modes at
the most, with damage as appropriate to creature size and type), an increase
in speed (generally by 30 feet), or the ability to move in a new way, the acquisition
of special sensory abilities, or certain innate resistances. This category also
includes a whole range of extraordinary abilities, such as the ability to constrict,
swallow whole, fast healing, or energy resistance (generally 30 points, either
to a single type, or distributed among several different types of energy).
Supernatural and spell-like abilities: The existing variety of abilities is
enormous; in general, an awnshegh can select approximately ten levels of spells
as spell-like abilities usable at will, as long as a spellcaster of the same
level can access them, or any supernatural ability similar to one possessed
by creatures of the same size and type.
Bonuses: An awnshegh can acquire racial bonuses to skills (up to +16, usually
divided among several different skills), ability scores (+4 to any one, or +2
to any two), or any two bonus feats as inherent monster traits. An awnshegh
can also gain a +5 natural bonus on its AC, increase its effective size by two
categories for purposes of its natural weaponry, or increase its reach by 5
feet.
Class abilities: An awnshegh can acquire special class abilities as monster
traits. Generally, these shouldn't exceed what is accessible to characters of
roughly the awnshegh's level, though this is very dependent on the ability in
question. Also, in cases in which an awnshegh does get a class ability, it may
be modified or improved in some ways.
Hit dice: Awnsheghlien that have advanced at least one size category can take
extra hit dice as a monster trait. These don't count against the awnshegh's
advancement for purposes of abilities, feats or ability scores, though they
do count for purposes of attack and save bonuses and skills. An awnshegh that
advances to medium-size or a smaller size can take 2 HD, one that advances to
large size can take 4 HD, one that advances to huge size can take 8 HD, one
that advances to gargantuan size can take 16 HD, and one that advances to colossal
size can take 32 HD. This counts as an extra ability above and beyond the size
increase itself. A given hit dice bonus can be taken multiple times. However,
any given hit dice bonus can only be taken starting at the 5th level a character
has advanced as a monster, then at most every four levels thereafter.
Also note that it is often possible to split up abilities that are numerically
defined in order to create a more organic progression into the full monster
abilities. In this way, for instance, a monster can gain a skill bonus of +8
and a 15 ft. speed increase at one level, then add another +8 and 15 ft. at
another level, instead of adding the full skill bonus at one level and the full
speed bonus at another.
Finally, an awnshegh may also acquire certain negative qualities - light sensitivity,
special vulnerabilities, etc. In general, these can be used to offset an extraordinarily
powerful ability, or grant the ability to purchase additional monster abilities.
In order for either of these to occur, the negative quality should be an actual
hindrance to the awnshegh.
For all effects that grant saving throws, the DC should be set at 10 + 1/2 the
awnshegh's hit dice + a relevant ability modifier of the awnshegh (often its
bloodline). For caster level purposes, also use the awnshegh's total number
of hit dice.
Ehrsheghlien
This term refers to any Scion who has the Bloodtrait blood ability. Ehrsheghlien
follow the same rules as awnsheghlien, except as follows.
Ehrshehglien are created from any other bloodline except that of Azrai, and
they use the Bloodtrait blood ability in place of Bloodform.
Ehrsheghlien advancement is completely voluntary; one is never forced to make
a save when one advances a level.
Ehrsheghlien advancement does not affect a character's alignment; however, in
order to advance as an ehrshegh, a character must be within one step of the
alignment of the god his bloodline is derived from: Anduiras - lawful neutral;
Basaïa - lawful neutral; Brenna - chaotic neutral; Masela - neutral good;
Reynir - neutral; Vorynn - neutral. Thus, an ehrshegh of Masela can be either
lawful good, neutral good, chaotic good, or neutral. If a character changes
alignment so that he is no longer within one step of the alignment of his bloodline,
he can't advance as an ehrshegh again until his alignment is corrected. A character
whose alignment does not exactly match his bloodline is treated as multiclassing
into a non-favored class, and may suffer experience penalties.
Shadow World Creature
Numerous creatures call the shadow world home. Most of these creatures have
been corrupted by the spreading evil of the Shadow World and have perhaps gained
power in the process. Regardless, creatures of the Shadow World tend to be hostile
in disposition towards creatures from Aebrynis.
Creating a Shadow World Creature
This template can be applied to any non-undead creature that calls the Shadow
World home, hereafter referred to as the "base creature." The most
common creatures to which to apply this template are animals, halflings, and
fey. The creature's type changes to "fey." It uses all the base creature's
statistics and special abilities except as noted here.
Hit Dice: Decrease to d6.
Speed: The shadow world creature retains any movement modes the base creature
has, and has a special 30 ft. bonus to movement while in the Shadow World.
Damage: The shadow world creature retains any natural attacks possessed by the
base creature.
Special Attacks: A shadow world creature retains all the special attacks of
the base creature.
Shadow world creatures with a Charisma score of 8 or higher gain spell-like
abilities depending on their hit dice, using their hit dice as caster level:
HD Special abilities
1-4 Minor image 3/day, and chill touch 1/day
5-8 Change self 3/day, and cause fear 1/day
9-12 Gaseous form 3/day, and shadow walk 1/day
13-16 Mirage arcana 1/day, and confusion 1/day
17-20 Dream or nightmare 1/day
Special Qualities: A shadow world creature retains all the special qualities
of the base creature. It also gains low-light vision, damage reduction 5/+1,
and immunity to charm, fear, sleep, and polymorph effects. A shadow world creature
can always see invisible, as per the spell.
Abilities: Increase from the base creature as follows: Str +0, Dex +2, Con +0,
Int +2, Wis +0, Cha +2.
Skills: A shadow world creature gains a +2 racial bonus on all Hide, Listen,
Move Silently, Search and Spot checks. These bonuses stack with existing racial
bonuses.
Climate/Terrain: Any land
Organization: Same as the base creature
Challenge Rating: As the base creature +1
Treasure: Same as the base creature
Alignment: Change to "usually neutral evil"
Advancement: Same as the base creature
Shadow World Halfling
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 16 (+1 size, +2 Dex, +3 studded leather)
Attacks: Longsword +2 melee
Damage: Longsword 1d8-1 and sleep
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Halfling traits, Spell-like ability
Special Qualities: Halfling traits, Immunities, See Invisible, Damage Reduction
5/+1
Abilities: Str 8, Dex 15, Con 10, Int 13, Wis 11, Cha 13
Skills: Climb +0, Hide +7, Jump +0, Listen +5, Move Silently +6, Search +2,
Spot +2
Feats: Weapon Focus (longsword)
Climate/Terrain: Any land
Organization: Company (2-4), squad (11-20 plus leaders), or band (30-100 plus
leaders and animals)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Combat
Halfling traits: +2 racial bonus on Listen, Jump, Climb and Move Silently checks,
+1 racial bonus on all saving throws, +2 morale bonus on saves against fear
effects, +1 racial attack bonus with thrown weapons, shadow sense (able to detect
evil, necromancy and undead on a search check).
Spell-like ability: 3/day - minor image; 1/day - chill touch. DC 11 + spell
level.
Immunities: Immune to charm, fear, sleep, and polymorph effects.
Spectral Scion
Spectral scions are the ghostly remnants of scions slain by violent bloodtheft.
They are most common in cases of bloodtheft involving tighmaevril, but may also
be created in other cases. Spectral scions harbor resentment towards living
scions and seek to claim the bloodlines of living scions for their own.
Creating a spectral scion
"Spectral scion" is a template that can be added to any creature with
the scion template, hereafter referred to as the base creature. In order to
create a spectral scion, first apply the ghost template to a scion then apply
the spectral scion template. The spectral scion's type is undead. The spectral
scion uses all of the ghostly scion's statistics and special abilities except
as noted below.
Special Attacks: The spectral scion retains any special attacks that the base
creature has. It gains the following special attacks:
Bloodline drain (Su): Any successful attack by the spectral scion upon a living
scion inflicts 1d6 points of temporary bloodline damage, unless the scion manages
a successful Fortitude save, modified by his Bloodline score instead of Constitution,
against a DC of 10 + 1/2 the spectral scion's HD + the spectral scion's Charisma
modifier. This may cause the temporary loss of specific blood abilities. If
a spectral scion drains a character's bloodline to 0, that character permanently
loses his bloodline.
Energy drain (Su): Any creature hit by the spectral scion gains one negative
level. The DC to negate this negative level is 10 + ½ the spectral scion's
HD + the spectral scion's Charisma modifier.
Blood abilities (Sp): As the spectral scion drains power from living scions,
it gains the ability to empower aspects of its own shattered bloodline. For
each point of Bloodline drained, a spectral scion may use any one of its blood
abilities once.
Special Qualities: The spectral scion retains any special qualities of the base
creature. It gains the following special qualities:
Phantom bloodline (Su): A spectral scion no longer has any bloodline of its
own. Only by drawing on the blooded power of the living can the spectral scion
regain some of its former power temporarily.
Detect scions (Su): A spectral scion can sense the presence of any scions within
a one-mile radius of itself. By concentrating for one round, it can sense the
general direction of any scion, starting with strongest (by bloodline score),
and learning the direction of successively weaker scions, round by round. If
any scion comes within 60 feet of a spectral scion, the spectral scion is always
aware of the exact location of that scion, as long as the scion remains within
60 feet. Therefore, the spectral scion is fully aware of the scion and cannot
be caught flat-footed, flanked, or in any way lose its Dexterity bonus to that
scion.
Successor awareness (Su): The spectral scion is always aware of the direction
and distance to its closest and most powerful heir, if that heir is a scion.
The spectral scion receives a -2 morale penalty on any attacks made against
that character.
Challenge Rating: As the base creature +1 (remember to add an additional +2
for the ghost template first).