Terrors of Athas For Dark Sun 3.5

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Terrors of Athas

Terrors of Athas
Editors: Gabriel Cormier
Editorial Assistance: Nels Anderson, Mark Hope
Lead Designers: Nathan Guest, Mark Hope
Secondary Designers: John Gardner, Kael, Gabriel Cormier
DS 3 Logo: Robert Adducci
Layout: Gabriel Cormier, Sébastien Gamache
Cover art: Frédéric Gamache
Interior Art: Mike Fleming, Frédéric Gamache

Thanks to: Buddy Davis, Sean Dickson, Mike Ring, SjH

Major revision: Nels Anderson, Mark Hope, David Schwartz, Mike Ring

Legal Notice:
Dungeons and Dragons®, D&D, and Dark Sun® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of
Hasbro, Inc. The content here in is considered to be derivative work (as it is based on the intellectual property owned by
Wizards of the Coast), and the articles within are jointly owned by both Wizards of the Coast and their authors. As such
neither can do anything outside the official website without the permission of the other. This project may be reproduced
for personal use, but may not be used to generate revenue. This product is a work of fiction. Any similarity to actual
people, organizations, places, or events is purely coincidental.

Visit the Dark Sun website at www.athas.org

This document is released to the public for playtesting purposes. Please submit feedback to [email protected]

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Terrors of Athas

Legal Notice:
Dungeons and Dragons®, D&D, and Dark Sun® are registered trademarks of Wizards of the
Coast, Inc., a subsidiary of Hasbro, Inc. The content here in is considered to be derivative work
(as it is based on the intellectual property owned by Wizards of the Coast), and the articles within
are jointly owned by both Wizards of the Coast and their authors. As such neither can do anything
outside the official website without the permission of the other. This project may be reproduced
for personal use, but may not be used to generate revenue. This product is a work of fiction. Any
similarity to actual people, organizations, places, or events is purely coincidental.

Open Game Content and Dark Sun Copyrights:


This edition of Terrors of Athas is produced under version 1.0, 1.0a, and/or draft versions of the
Open Game License, the d20 System Trademark Logo Guide, and System Reference Document by
permission of Wizards of the Coast. Subsequent versions of this product will incorporate final
versions of the license, guide, and document.

Designation of Product Identity: The following items are hereby designated as Product
Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all
Wizards of the Coast logos and identifying marks and trade dress, including all Wizards of the
Coast product and product line names including but not limited to Dark Sun, The City-State of
Tyr, Dune Trader, Elves of Athas, Veiled Alliance, and any specific characters, monsters,
creatures, and places; capitalized names and names of places, magical or psionic items, artifacts,
characters, countries, creatures, geographic locations, gods, historic events, magic items,
organizations, spells, and powers; and any and all stories, storylines, histories, plots, thematic
elements, and dialogue; all spells, and all artwork, symbols, designs, depictions, illustrations,
maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that
already appear in final or draft versions of the d20 System Reference Document (e.g. Nystul,
Melf, Bigby, Tenser, Mordenkainen, Leomund, Tasha, Evard, Otiluke, Rary, Drawmij, and Otto)
and are already Open Game Content by virtue of appearing there. The above Product Identity is
not Open Game Content.

Designation of Open Game Content: Some portions of this book which are OGC originate
from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc.
Open Game Content is designated in this adventure by text appearing in this color. Any other
portion of this adventure, unless already appearing in the System Reference Document or already
Wizards' of the Coast intellectual property, is joint property of Wizard of the Coast and the author.
Open Game Content may be better viewed by highlighting the text: Open Game Content should
appear yellow.

All monsters are from Terrors of the Desert, ©1992 WotC, Terrors Beyond Tyr, ©1995 WotC,
Asticlian Gambit, ©1992 WotC, Black Spine, ©1994 WotC, City by the Silt Sea, ©1994 WotC,
Marauders of Nibenay, ©1993 WotC, Merchant House of Amketch, ©1993 WotC, Mindlords of the
Last Sea, ©1996 WotC, Mystery of the Ancients, ©1995 WotC, Thri-Kreen of Athas, ©1995
WotC, Windriders of the Jagged Cliffs, ©1995 WotC except for the following: psi-shadow: James
M. Ward, Polyhedron #59; conashellae: Katherine York, Polyhedron #80; sable sandcrawler:
Milton McGorrill, Polyhedron #80; sand worm: James B. Alan, Polyhedron #80; silt weird: Ed
Peterson, Polyhedron #80; chanth: Randy Maxwell, Dungeon #44, mud fiend: Bill Slavicsek,
Dungeon #56. Any monster not appearing in the above products is ©2004 athas.org. Some
creatures in this document (not in the previous list) were inspired by The Prism Pentad, from Troy
Denning.

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Terrors of Athas

DUNE FREAK................................................................. 48
Table of Contents DUNE REAPER ............................................................... 49
TERRORS OF ATHAS ....................................................... I Drones ....................................................................... 50
Warriors .................................................................... 51
Table of Contents ....................................................... iii Matrons ..................................................................... 51
ATHASIAN DRUID ANIMAL COMPANIONS ....................... 1 DWARF.......................................................................... 51
LIST OF ACCEPTABLE MONSTERS ................................... 1 EEL, FIRE ...................................................................... 53
ToA Creatures by Type ............................................... 4 ELEMENTAL BEAST ....................................................... 53
Summon Monster – Athasian variant .......................... 5 Air Elemental Beast................................................... 54
Summon Nature’s Ally – Athasian Variant ................. 6 Earth Elemental Beast............................................... 55
AARAKOCRA ................................................................... 8 Fire Elemental Beast ................................................. 55
AVIARAG ........................................................................ 9 Water Elemental Beast .............................................. 57
B'ROHG ..........................................................................10 ELF ............................................................................... 57
BAAZRAG.......................................................................11 FEYLAAR....................................................................... 59
BELGOI ..........................................................................13 FLAILER ........................................................................ 60
BLACK TOUCHED ...........................................................14 FLOATER ....................................................................... 61
Sample Black Touched ...............................................14 FORDORRAN.................................................................. 62
Creating a Black Touched..........................................14 GAJ ............................................................................... 63
BOG WADER ..................................................................15 GIANT, ATHASIAN......................................................... 64
BONECLAW ....................................................................16 Beasthead .................................................................. 64
Lesser Boneclaw ........................................................16 Sample Beasthead Giant ........................................... 64
Greater Boneclaw ......................................................17 Creating a Beasthead Giant ...................................... 65
BRAXAT, ATHASIAN ......................................................18 Crag Giant ................................................................ 67
BURNFLOWER ................................................................19 Desert Giant .............................................................. 68
BVANEN .........................................................................20 Plains Giant .............................................................. 68
CACTUS .........................................................................21 GIANT, SHADOW ........................................................... 69
Dune Trapper .............................................................21 Greater Shadow Giants ............................................. 70
Elven Rope .................................................................22 GITH ............................................................................. 71
Hunting Cactus ..........................................................23 GOLEM .......................................................................... 72
Rock Cactus ...............................................................24 Jade Golem ............................................................... 72
Rock Cactus, Bloodsucking ........................................24 Magma Golem ........................................................... 73
Sand Cactus ...............................................................25 Rock Golem ............................................................... 74
Spider Cactus .............................................................26 Salt Golem ................................................................. 75
CAT, PSIONIC .................................................................27 GRAY TOUCHED............................................................ 75
Tagster .......................................................................27 Sample Gray Touched ............................................... 75
Tigone ........................................................................27 Creating a Gray Touched.......................................... 76
CHANTH .........................................................................28 GUARDIAN .................................................................... 77
Sample Chanth ...........................................................29 Laborer ..................................................................... 77
Creating a Chanth......................................................30 Seeker ........................................................................ 78
CISTERN FIEND ..............................................................30 Warrior ..................................................................... 78
CLOUD RAY, ATHASIAN ................................................31 Watcher ..................................................................... 78
DAGORRAN ....................................................................33 Creating a Guardian ................................................. 79
DEFILED .........................................................................33 HALF-DRAKE ................................................................ 80
Sample Defiled ...........................................................33 Sample Half-Air Drake Mountain Stalker ................. 80
Creating a Defiled......................................................34 Creating a Half-Drake .............................................. 80
DOLPHIN, ATHASIAN .....................................................34 HALF-ELEMENTALS – PARAELEMENTS ......................... 81
DRAKE ...........................................................................35 Creating a Half-Elemental ........................................ 81
Air Drake ...................................................................36 Sample Half-Magma Feylaar .................................... 82
Earth Drake ...............................................................38 Sample Half-Rain Crag Giant ................................... 83
Fire Drake ..................................................................39 Sample Half-Silt Dray ............................................... 84
Magma Drake ............................................................40 Sample Half-Sun Dwarf ............................................ 85
Rain Drake .................................................................40 HALF-ELF ..................................................................... 85
Silt Drake ...................................................................42 HALF-GIANT ................................................................. 87
Sun Drake ..................................................................42 HALFLING ..................................................................... 88
Water Drake ...............................................................43 HEJ-KIN ........................................................................ 89
DRAY .............................................................................44 ID FIEND ....................................................................... 90
DRIK ..............................................................................46 INCARNATION, ELEMENTAL AND PARAELEMENTAL...... 91
High Drik ...................................................................48 Creating an Elemental Incarnation ........................... 91

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Sample Air Incarnation ..............................................91 PTERRAN ..................................................................... 132


Creating an Air Incarnation ......................................91 RAAKLE ...................................................................... 133
Sample Earth Incarnation ..........................................92 RAZORWING ................................................................ 133
Creating an Earth Incarnation ..................................92 REGGELID ................................................................... 134
Sample Fire Incarnation ............................................93 RUKTOI ....................................................................... 135
Creating a Fire Incarnation .......................................93 RUVE .......................................................................... 136
Sample Magma Incarnation .......................................93 SAND BRIDE ................................................................ 137
Creating a Magma Incarnation .................................94 Sand Mothers .......................................................... 138
Sample Rain Incarnation ...........................................94 SAND HOWLER............................................................ 138
Creating a Rain Incarnation ......................................95 SAND VORTEX ............................................................ 139
Sample Silt Incarnation..............................................95 SAND WORM ............................................................... 140
Creating a Silt Incarnation ........................................95 SCRAB ......................................................................... 141
Sample Sun Incarnation .............................................96 Nest Mothers ........................................................... 142
Creating a Sun Incarnation........................................96 SEED, BRAIN ............................................................... 142
Sample Water Incarnation .........................................97 SHARG ........................................................................ 143
Creating a Water Incarnation ....................................97 SILK WYRM ................................................................ 144
JOZHAL ..........................................................................97 SILT HORROR .............................................................. 145
KALIN ............................................................................99 Black Silt Horror ..................................................... 146
KIRRE ..........................................................................100 Brown Silt Horror ................................................... 147
KLAR ...........................................................................100 Gray Silt Horror...................................................... 148
LASK ............................................................................101 Magma Silt Horror.................................................. 149
LIZARD, FIRE ...............................................................102 Red Silt Horror........................................................ 150
LIZARDFOLK, ATHASIAN .............................................103 White Silt Horror .................................................... 150
Sample Athasian Lizardfolk – King Nelyrox of SILT RUNNER .............................................................. 150
Nesthaven .................................................................104 SILT SERPENT ............................................................. 151
MAGERA ......................................................................104 Giant Silt Serpents .................................................. 152
MASTYRIAL .................................................................105 SILT SPAWN ................................................................ 152
Mastyrial, Black .......................................................105 SILT WEIRD................................................................. 154
Desert Mastyrial ......................................................107 SINK WORM ................................................................ 155
MINDHOME FOLK ........................................................107 SLIG ............................................................................ 156
MOUNTAIN STALKER ...................................................108 SLIME .......................................................................... 157
MUD FIEND ..................................................................109 Dagolar Slime ......................................................... 157
MUL .............................................................................109 Tyrian Slime ............................................................ 157
NIKAAL ........................................................................111 SPIDER ........................................................................ 158
OBSIDIAN RETRIEVER ..................................................112 Mountain Spider ...................................................... 158
PAKUBRAZI ..................................................................113 Silt Spider ................................................................ 159
PAKUBRAZI-TAINTED ..................................................113 SPIDER, CRYSTAL ....................................................... 160
Creating a Pakubrazi-Tainted .................................113 SPIDER, DARK ............................................................. 161
PARAELEMENTAL, ATHASIAN ......................................114 Defiler ..................................................................... 162
Rain Paraelemental .................................................114 Psion ....................................................................... 162
Silt Paraelemental ....................................................116 Queen ...................................................................... 163
Sun Paraelemental ...................................................117 Warrior ................................................................... 163
PARAELEMENTAL BEAST .............................................119 SPINEWYRM ................................................................ 164
Magma Paraelemental Beast ...................................119 SQUARK ...................................................................... 165
Rain Paraelemental Beast ........................................120 SSURRAN..................................................................... 166
Silt Paraelemental Beast ..........................................120 STYR ........................................................................... 167
Sun Paraelemental Beast .........................................122 T’CHOWB.................................................................... 168
PIT SNATCHER .............................................................123 TAREK......................................................................... 168
PLANT, CARNIVOROUS.................................................124 TARI ............................................................................ 170
Bloodgrass ...............................................................124 TEMBO ........................................................................ 171
Bloodvine .................................................................125 THRAX ........................................................................ 172
Blossomkiller............................................................126 Sample Thrax .......................................................... 172
Dew Frond ...............................................................126 Creating a Thrax ..................................................... 173
Poisonweed ..............................................................128 THRI-KREEN ............................................................... 173
Strangling Vine ........................................................128 TREANT, ATHASIAN .................................................... 174
Other Athasian Plants ..............................................129 TRIN ............................................................................ 175
PSI-SHADOW ................................................................130 TUL’K ......................................................................... 176
PSIONOCUS ..................................................................131 VILLICHI ..................................................................... 177

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WALL WALKER ...........................................................178 Z’TAL ......................................................................... 210


WRAB ..........................................................................179
VERMIN ...................................................................... 211
XERICHOU....................................................................180
ZIK-TRIN ......................................................................181 ANTLOID ..................................................................... 211
Zik-trin’ak ................................................................182 Worker..................................................................... 211
Zik-trin’ta .................................................................182 Soldier ..................................................................... 212
Dynamis .................................................................. 213
ANIMALS .....................................................................183
Queen ...................................................................... 213
ANIMAL, DOMESTIC .....................................................183 BEETLE, DRAGON ....................................................... 213
Aprig ........................................................................183 BEETLE, GIANT ........................................................... 214
Carru ........................................................................184 Boring Beetle........................................................... 214
Bull Carru ................................................................184 Rhinoceros Beetle ................................................... 214
Sygra ........................................................................185 Water Beetle ............................................................ 214
BEAR, ATHASIAN .........................................................185 BEETLE, SCREAMER .................................................... 215
CHA'THRANG ...............................................................185 BEETLE, SHAQAT ........................................................ 215
CONASHELLAE .............................................................186 CAVE FISHER .............................................................. 215
CRITIC..........................................................................187 HURRUM ..................................................................... 216
CRODLU .......................................................................188 JALATH’GAK ............................................................... 216
Crodlu, Heavy ..........................................................189 Giant Jalath’gak ..................................................... 217
Crodlu, Heavy Warmount ........................................189 KANK, DOMESTIC ....................................................... 218
DUNECRAB ..................................................................189 Kank, Domestic ....................................................... 218
DUST GLIDER...............................................................190 Worker..................................................................... 219
DUSTGULL ...................................................................190 Soldier ..................................................................... 219
ERDLAND .....................................................................190 Brood Queen ........................................................... 219
ERDLU .........................................................................191 RUBBISH SLUG ............................................................ 219
GORAK.........................................................................192 SANDCRAWLER ........................................................... 220
HATORI ........................................................................192 SCORPION, ATHASIAN ................................................. 221
INIX..............................................................................193 Barbed Scorpion ..................................................... 221
JAGUAR ........................................................................194 Gold Scorpion ......................................................... 221
JANKX ..........................................................................194 SWARM, ATHASIAN ..................................................... 222
JHAKAR ........................................................................195 Locust Swarm, Athasian .......................................... 222
KES’TREKEL ................................................................195 Mini-Kank Swarm ................................................... 222
KIP ...............................................................................196 VERMIN, INNOCUOUS .................................................. 223
KIVIT ...........................................................................196 Mulworm ................................................................. 223
KLUZD .........................................................................196 Ock’n ....................................................................... 223
KORINTH ......................................................................197 Purple Caterpillar (Hazard) ................................... 223
KREEL..........................................................................198 Renk......................................................................... 224
LIRR .............................................................................198 WATROACH (WAR BEETLE) ........................................ 224
LIZARD, GIANT ............................................................199 WEZER ........................................................................ 224
LIZARD, JASTRAK ........................................................199 Soldier ..................................................................... 225
LIZARD, MINOTAUR .....................................................200 Brood Queen ........................................................... 225
LIZARD, SUBTERRANEAN .............................................200
DRUID ANIMAL COMPANIONS ............................ 226
MEKILLOT....................................................................201
MOLE BOAR .................................................................202 HATORI, ADVANCED ................................................... 226
PTERRAX......................................................................203 JHAKAR, ADVANCED................................................... 226
PUDDINGFISH ...............................................................203 KLUZD, ADVANCED .................................................... 226
RASCLINN ....................................................................204 LIRR, ADVANCED ........................................................ 226
ROC, ATHASIAN ...........................................................204 SHARK, ADVANCED .................................................... 227
SHARK, ATHASIAN .......................................................204 Dire Athasian Sharks .............................................. 227
SILT EEL ......................................................................205
SITAK ...........................................................................205 TOA CR LIST ............................................................. 228
SKYFISH .......................................................................206 OPEN GAME LICENSE ........................................... 231
SLIMAHACC .................................................................206
SLOTH, ATHASIAN .......................................................207
SNAKE, BOGO ..............................................................208
STRINE .........................................................................208
TAKIS ...........................................................................209
ZHACKAL .....................................................................209

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Sloth, Athasian

Athasian Druid Animal 16th Level or Higher (Level –15)


Dire Athasian shark1

Companions
Dire tiger
Hatori, Gargantuan 17HD
Silt Horror, white2
Slimahacc
The following is a list of acceptable animal companions for
Athasian druids. Bold entries are monsters found in this 1
Available only in an aquatic environment.
document. 2
Available only in a silt-rich environment.
1st Level
Boneclaw, Lesser
Carru
Dire Rat
Eagle
List of Acceptable
Erdlu
Janx
Jhakar
Monsters
Kes’trekel The following are monsters that are considered acceptable
Kivit in Dark Sun campaigns. Of course, the DM is always free
Owl to introduce any monster into his/her campaign.
Silt Spawn2
Snake (small or medium viper) Book of Vile Darkness
Templates (Bone Creature, Corpse Creature)
4th Level or Higher (Level –3)
Carru, bull 6HD Creature Collection I (Revised)
Cheetah Angler Ooze
Crodlu Barrow Worm
Crodlu, heavy Berserker Wasp
Dire bat Blade Hood
Erdland Cathedral Beetle
Jhakar, medium 6HD Cave Moth
Kluzd Cave Shrike
Leopard Child Trap
Lizard, Giant Cold Slime
Lizard, monitor Desert Falcon
Rasclinn Dire Monitor
Shark, Athasian1 Dragon, Mock
Snake, constrictor Drowned Lady
Snake, Large viper Dune Delver
Ebon Eel
7th Level or Higher (Level –6) Forge Wight
Crodlu, heavy warmount Gore Beetle
Inix Hookwing
Kalin Lotus Flowers
Kluzd, 7HD Night Singer
Lirr Night Tyrant
Puddingfish1 Pyre
Lion Red Colony
Lizard, Subterranean Rumbler
Snake, Huge viper Sand Burrower
Takis Scythe Falcon
Tiger Serpent Root
Solar Scarab
10th Level or Higher (Level –9) Sour Grub
Cha’thrang Storm Kin
Dire lion Thunder Orb
Hatori Vrail
Lizard, Minotaur Wolf Spider, Giant
Shark, Athasian, Huge1
Snake, giant constrictor Creature Collection II
Bitter Tree
13th Level or Higher (Level –12) Blood Moth
Lirr, large 11HD Carnivorous Tree
Ruktoi2 Cloudsting

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Gallows Vine
Leeching Willow Fiend Folio
Lightning Hawk Ahuizotl
Lurker Below Aquatic Ooze
Sand Wyvern Blackstone Gigant
Shadow Lord Bloodhawk
Shard Spider Caryatid Column
Siege Undead Century Worm
Spectral Plant Chwidencha
Spined Lizard Crawling Head
Swamp Fisher Darkweaver
Swamp Tyrant Flame Snake
Tar Beetle Iron Cobra
Thunder Kite Kelp Angler
Windrider Living Holocaust
Lucent Worm
Creature Collection III Mongrelfolk
Allergorhai-Horhai (Death Worm) Necrophidius
Ashcloud Octopus Tree
Barbed Thrasher Ocularon
Bitterfly Phiuhl
Canopy Creeper Shadow Asp
Dart Blossom Sporebat
Dirgewood Tree Swarm, Plague Ant
Dread Crawler Swarm, Scarab Beetle
Flay Beast Swarm, Viper
Golem Terror Bird
Gray Lancer Thunder Worm
Living Bog Tunnel Terror
Marble Sentinel Wicker Man
Mist Murderer Yellow Musk Creeper
Mulchworm Yellow Musk Zombie
Ooze
Patient Doom Manual of the Planes
Quillwolf Energon
Razorleaf Ephemera
Sand Hulk Genie
Sand Sloth Paraelemental
Sand Trapper Templates (Element, Half-Elemental, Shadow)
Shellrak
Speakerstones Miniatures Handbook
Spider, Saber
Swarm (Bee, Dunefish, Gilings, Glutton Locust, Hive-fly, Magma Hurler
Poison Wing, Termite, Wasp) Nothic
Tent Bird Shadow Beast
Templates (Multi-Armed, Wild Bier) Stonechild
Walking Wall
Expanded Psionics Handbook
Monsters of Faerun
Astral Constructs
Blue Aballin
Brain Mole Bat, Deep
Caller in Darkness Cloaker Lord
Crysmal Crawling Claw
Dromite Dark Tree
Folugub Giant Strider
Githyanki (psionic) Golem
Githzerai (psionic) Spider, Subterranean
Intellect Devourer
Phrenic Creature Monster Manual
Phthisic Animal (ape, bat, black bear, brown bear, cat, cheetah,
Psicrystal dog, eagle, hawk, leopard, lion, lizard, monitor lizard,
Psion Killer monkey, octopus, owl, rat, raven, snake, squid, tiger)
Puppeteer Animated Object
Thought Eater (can move between gray and prime instead Ankheg
of ethereal and prime) Aranea
Thought Slayer Arrowhawk
Udoroot Assassin Vine
Yuan-Ti (psionic)

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Azer Tempest
Basilisk Thri-Kreen
Beetle Templates
Behir Chimeric Creature
Belker Half Golem
Bulette Monster of Legend (replace god with SM or SotL)
Chimera Spellstiched
Cockatrice Tauric
Darkmantle Titanic
Dire Ape Warbeast
Dire Bat
Dire Bear Monster Manual 3
Dire Lion Arcane Ooze
Dire Rat Astral Stalker
Dire Tiger Avalancher
Displacer Beast Battlebriar
Dragonne Brood Keeper
Elemental Cadaver Collector
Ettercap Chelicera
Ettin Chraal
Genie Cinder Swarm
Girallon Conflagration Ooze
Githyanki Dread Blossom Swarm
Githzerai Dust Wight
Golem Elemental, Storm
Hell Hound Golem (alchemical, hangman, mud, shadesteel, web)
Imp Harpoon Spider
Invisible Stalker Kenku
Krenshar Knell Beetle
Magmin Living Spell
Mephit (all except ice) Night Twist
Owlbear Omnimental
Pseudodragon Salt Mummy
Rast Spellwarped Creature
Remorhaz, desert Summoning Ooze
Scorpion, all Swamp Strider Swarm
Sea Cat Woodling
Shadow
Shadow Mastiff Oriental Adventures
Skeleton
Spider, all Nature Spirit
Spider Eater Tako
Thoqqua Toad, Giant
Tojanida
Vermin Savage Species
Wyvern Templates
Yuan-Ti Feral Creature
Zombie Gelatinous Creature
Ghost Brute
Monster Manual 2 Incarnate Construct
Breathdrinker Insectile Creature
Bronze Serpent Monstrous Beast
Dire Hawk Multiheaded Creature
Dire Snake Mummified Creature
Dune Stalker Reptilian Creature
Elemental Weird Spectral Creature
Fire Bat Symbiotic Creature
Forest Sloth Umbral Creature
Greenvise Wight
Juggernaut Winged Creature
Megapede Wraith
Moonbeast Yuan-ti
Nightmare Beast
Psurlon Tome of Horrors
Rampager (Duplicates not included)
Red Sundew Aerial Servant
Shadow Spider Algoid
Spirit of the Land Amphisbaena

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Ant Lion Russet Mold
Archer Bush Sandling
Ascomoid Sandman
Axe Beak Scarlet Spider
Baric Scythe Tree
Basidirond Shadow, Lesser
Beetle Slithering Tracker
Belabra Slug, Giant
Brown Pudding Spinal Leech
Cave Cricket Stegocentipede
Cave Moray Stranglweed
Chrystones Stunjelly
Clam, Giant Symiotic Jelly
Clubnek Tenebrous Worm
Cobra Flower Throat Leech
Crab, Monstrous Tick, Giant
Crayfish, Monstrous Tiger Barb, Giant
Crystal Ooze Tri-Flower Frond
Crystalline Horror Tunnel Worm
Death Worm Twilight Mushroom
Decapus Vampire Rose
Diger Vilstrak
Dragonfish White Pudding
Drake, Salt Wind Walker
Dun Pudding Witherweed
Dust Digger Wolf-Spider
Eel, Giant Moray Animals (barracuda, deer, electric eel, quipper)
Elemental (Lightning Quasi, Psionic) Templates (Abomination)
False Spider
Fire Nymph Underdark
Fire Snake Earth Glider
Firefiend Giant Cockroach
Floating Eye Giant Maggot
Forester‘s Bane Lith
Frog, Monstrous (Giant, Giant Dire, Killer) Lurker
Froghemoth Maur
Gloomwing Stone Flyer
Golem Templates (Mineral Warrior)
Hamster, Giant
Hangman Tree
Hell Moth ToA Creatures by Type
Jellyfish, Monstrous
Jupiter Bloodsucker
Kampfult Aberration: Bvanen, Cistern Fiend, Dark Spider, Dune
Kelp Devil Reaper, Floater, Gaj, Kalin, Mud Fiend, Pakubrazi, Ruktoi,
Khargra Sand Vortex, Sharg, Silt Horror, Silt Spawn, Sink Worm,
Land Lamprey Squark, Wall Walker.
Leech, Giant (Air): Air Drake, Air Elemental Beast, Air Incarnation,
Livestone Rain Drake, Rain Half-Elemental, Rain Incarnation, Rain
Lizard, Rock-Horned Paraelemental, Rain Paraelemental Beast, Sun Drake, Sun
Luker Above Half-Elemental, Sun Incarnation, Sun Paraelemental, Sun
Magma Ooze Paraelemental Beast.
Madragora Animal: Aprig, Bear (Athasian), Bogo Snake, Boneclaw
Mantari (lesser), Carru, Cha'thrang, Conashellae, Critic, Crodlu,
Marble Snake Drik, Dunecrab, Dust Gilder, Dustgull, Erdland, Erdlu,
Memory Moss Giant Lizard, Gorak, Hatori, Inix, Jaguar, Jankx, Jhakar,
Mercury Ooze Jastrak Lizard, Kes‘trekel, Kip, Kivit, Kluzd, Korinth, Kreel,
Mihstu Lirr, Mekillot, Minotaur Lizard, Mole Boar, Pterrax,
Mudman Puddingfish, Rasclinn, Roc, Shark, Silt Eel, Sitak, Skyfish,
Mustard Jelly Slimahacc, Sloth, Strine, Subterranean Lizard, Sygra,
Obsidian Minotaur Takis, Zhackal, Z‘Tal.
Olive Slime (Aquatic): Dolphin, Kreel, Puddingfish, Sharg, Shark,
Phycomid Skyfish, Squark, Water Beetle.
Piercer (Chaotic): Sand Bride, Sand Mother
Purple Moss (Cold): Bloodvine, Poisonweed, Psi-Shadow, Rain
Quickwood Paraelemental.
Rat, Shadow Construct: Chanth, Golem, Guardian, Obsidian
Rot Grub Retriever, Psionocus.

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Dragon: Drake, Half-Drake. (Psionic): Aviarag, Bear (Athasian), Belgoi, Black
(Earth): Crystal Spider, Earth Drake, Earth Elemental Mastyrial, Boneclaw (greater), Brain Seed, Braxat
Beast, Earth Incarnation, Magma Drake, Magma Half- (Athasian), Bvanen, Cistern Fiend, Critic, Crystal Spider,
Elemental, Magma Incarnation, Magma Paraelemental Dagolar Slime, Dagorran, Dark Spider (psion and queen),
Beast, Pit Snatcher, Silt Drake, Silt Half-Elemental, Silt Dolphin (Athasian), Drake, Dune Reaper (matron and
Incarnation, Silt Paraelemental, Silt Paraelemental Beast, warrior), Erdland, Feylaar, Flailer, Floater, Fordorran, Gaj,
Silt Weird, Styr. Giant (beasthead), Guardian, Hej-Kin, Hunting Cactus, Id
Elemental: Crystal Spider, Elemental Beast, Elemental Fiend, Jozhal, Kes‘trekel, Kirre, Klar, Mindhome Folk,
Incarnation, Paraelemental, Paraelemental Beast, Pit Mountain Spider, Pit Snatcher, Psi-Shadow, Psionocus,
Snatcher, Styr. Pterrax, Razorwing, Ruve, Sand Vortex, Scrab, Silk Wyrm,
Elemental (Air): Air Elemental Beast, Air Incarnation, Silt Horror (Black, Brown, Grey, Magma, Red), Silt
Rain Incarnation, Rain Paraelemental, Rain Paraelemental Serpent, Silt Weird, Sitak, Spinewyrm, Squark, Tagster,
Beast, Sun Incarnation, Sun Paraelemental, Sun T‘Chowb, Tembo, Tigone, Tul‘k, Villichi, Wall Walker,
Paraelemental Beast. Wrab, Xerichou, Zhackal, Zik-trin‘ak.
Elemental (Earth): Crystal Spider, Earth Elemental (Reptilian): Jozhal, Lizardfolk, Nikaal, Pterran, Silt
Beast, Earth Incarnation, Magma Incarnation, Magma Runner.
Paraelemental, Magma Paraelemental Beast, Pit Snatcher, (Shapechanger): Pakubrazi.
Silt Incarnation, Silt Paraelemental, Silt Paraelemental Undead: Defiled.
Beast, Styr. Vermin: Antloid, Barbed Scorpion, Boring Beetle, Cave
Elemental (Fire): Fire Elemental Beast, Fire Fisher, Desert Mastyrial, Dragon Beetle, Gold Scorpion,
Incarnation, Magma Incarnation, Magma Paraelemental, Hurrum, Jalath‘gak, Kank, Locust Swarm, Mini-Kank
Magma Paraelemental Beast, Sun Incarnation, Sun Swarm, Mulworm, Ock‘n, Renk, Rhinoceros Beetle,
Paraelemental, Sun Paraelemental Beast. Rubbish Slug, Sandcrawler, Screamer Beetle, Silt Spider,
Elemental (Water): Rain Incarnation, Rain Water Beetle, Watroach Beetle, Wezer.
Paraelemental, Rain Paraelemental Beast, Silt Incarnation, (Water): Rain Drake, Rain Half-Elemental, Rain
Silt Paraelemental, Silt Paraelemental Beast, Water Incarnation, Rain Paraelemental Beast, Silt Drake, Silt
Incarnation, Water Elemental Beast. Half-Elemental, Silt Incarnation, Silt Paraelemental, Silt
(Extraplanar): Elemental Beast, Elemental Incarnation, Paraelemental Beast, Silt Weird, Water Drake, Water
Paraelemental, Paraelemental Beast, Psi-Shadow, Shadow Elemental Beast, Water Incarnation.
Giant. Templates: Beasthead Giant, Black-Touched, Chanth,
(Evil): Sand Bride, Sand Mother Defiled, Elemental Incarnation, Gray-Touched, Guardian,
(Fire): Fire Drake, Fire Elemental Beast, Fire Half-Drake, Half-Elemental (paraelemetal), Pakubrazi-
Incarnation, Magma Drake, Magma Half-Elemental, Tainted, Thrax.
Magma Incarnation, Magma Paraelemental Beast, Sun
Drake, Sun Half-Elemental, Sun Incarnation, Sun
Paraelemental, Sun Paraelemental Beast. Summon Monster – Athasian variant
Giant: B'rohg, Giant, Half-Giant, Mountain Stalker.
Humanoid: Dwarf, Elf, Gith, Half-Elf, Halfling, Hej-Kin,
Jozhal, Lask, Lizardfolk, Mindhome Folk, Mul, Nikaal, Summon Monster – Athasian variant
Pterran, Silt Runner, Slig, Tarek, Tari, Thrax, Villichi.
(Incorporeal): Sand Bride, Sand Mother, Shadow Creatures in bold are found in Terrors of Athas.
Giant. Creatures in italics are found in Terrors of the Deadlands.
Magical Beast: Aviarag, Black Mastyrial, Boneclaw
1
(greater), Dagorran, Dolphin, Fire Eel, Fire Lizard, Flailer, The creature may only be summoned into an aquatic
Fordorran, High Drik, Id Fiend, Kirre, Klar, Mountain environment.
2
Spider, Psi-Shadow, Raakle, Razorwing, Ruve, Sand The creature may only be summoned into a silt-rich
Howler, Sand Worm, Silk Wyrm, Silt Serpent, Silt Weird, environment.
3
Spinewyrm, Tagster, Tembo, Tigone, Wrab, Xerichou. The creature may only be summoned into an abundant
Monstrous Humanoid: Aarakocra, Baazrag, Belgoi, environment (DS3e Core Rules Chapter 8).
Bog Wader, Braxat (Athasian), Dray, Dune Freak, Feylaar,
Magera, Reggelid, Scrab, Ssurran, T‘Chowb, Thrax, Thri- 1st Level
Kreen, Trin, Tul‘k, Zik-trin‘ak, Zik-trin‘ta. Air incarnation hawk
Ooze: Dagolar Slime, Tyrian Slime. Air incarnation owl
Outsider: Half-Elemental, Sand Bride, Sand Mother. Black-touched dustgull
Outsider (Air): Rain Half-Elemental, Sun Half- Earth incarnation jankx
Elemental. Fire incarnation dire rat
Outsider(Earth): Magma Half-Elemental, Silt Half- Fire incarnation giant fire beetle
Elemental. Gray-touched sandcrawler
Outsider(Fire): Magma Half-Elemental, Sun Half- Magma incarnation monstrous centipede, Medium
Elemental. Magma incarnation monstrous scorpion, Small
Outsider(Water): Rain Half-Elemental, Silt Half- Rain incarnation skyfish1
Elemental. Silt incarnation monstrous spider, Small
Plant: Bloodgrass, Bloodvine, Blossomkiller, Brain Seed, Silt incarnation snake, Small viper
Bramble, Burnflower, Dew Frond, Dune Trapper, Elven Sun incarnation monkey
Rope, Hunting Cactus, Poisonweed, Rock Cactus, Rock Water incarnation octopus1
Cactus (bloodsucking), Sand Cactus, Spider Cactus,
Strangling Vines, Treant. 2nd Level
Air incarnation eagle

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Black-touched kes’trekel Earth incarnation monstrous spider, Huge
Blight (undead) Elemental beast (any)
Earth incarnation riding dog Elemental, Large (any)
Fire incarnation giant bombardier beetle Fire incarnation dire lion
Magma incarnation monstrous centipede, Large Gray-touched kalin
Magma incarnation monstrous scorpion, Medium Gray-touched subterranean lizard
Rain incarnation jhakar Janni (genie)
Silt incarnation monstrous spider, Medium Magma incarnation monstrous centipede,
Silt incarnation snake, Medium viper Gargantuan
Sun incarnation giant bee Paraelemental beast (any)
Water incarnation shark, Medium1 Silt incarnation brown silt horror2
Sun incarnation snake, giant constrictor
3rd Level
Air incarnation razorwing 7th Level
Black-touched dire bat Arrowhawk, elder
Black-touched tagster Black-touched dark spider defiler
Earth incarnation cave fisher Black-touched tembo
Elemental, Small (any) Djinni (genie)
Fire incarnation giant lizard Earth incarnation slimahacc
Gray-touched rasclinn Elemental, Huge (any)
Gray-touched sand howler Gray-touched cilops
Gray Zombie (undead) Gray-touched hatori
Magma incarnation giant termite queen Invisible stalker
Magma incarnation monstrous centipede, Huge Magma incarnation monstrous scorpion, Huge
Rain incarnation black bear Sand Bride
Silt incarnation snake, constrictor Water incarnation giant octopus1
Silt incarnation snake, Large viper
Sun incarnation ape 8th Level
Water incarnation kluzd Air incarnation aviarag
Black-touched kirre
4th Level Earth incarnation dire bear
Air incarnation giant owl Elemental, greater (any)
Black-touched bog wader Fire incarnation dire tiger
Earth incarnation lion Gray-touched gaj
Fire incarnation lirr Gray-touched silt weird
Gray-touched pterrax Greater shadow
Magma incarnation monstrous spider, Large Magma incarnation monstrous centipede, Colossal
Mephit (any) Silt incarnation white silt horror2
Shadow Sun incarnation monstrous spider, Gargantuan
Silt incarnation snake, Huge viper Water incarnation giant squid1
Sun incarnation giant wasp
Thoqqua 9th Level
Water incarnation athasian shark, Large1 Air incarnation athasian roc
Xorn, minor Black-touched dark spider psion
Black-touched obsidian retriever
5th Level Earth incarnation athasian treant3
Air incarnation dire ape Elemental, elder (any)
Earth incarnation takis Fire incarnation dark spider queen
Elemental, Medium (any) Gray-touched high drik
Fire incarnation giant stag beetle Magma incarnation monstrous scorpion, Gargantuan
Gray-touched tiger Sand Mother
Gray-touched wall walker Silt incarnation monstrous spider, Colossal
Gray-touched war crodlu Water incarnation dire athasian shark1
Magma incarnation monstrous scorpion, Large
Obsidian Beast
Psi-Shadow
Rain incarnation feylaar Summon Nature’s Ally – Athasian Variant
Rast
Shadow Giant
Shadow mastiff Creatures in bold are found in Terrors of Athas.
Silt incarnation cha’thrang 1
Sun incarnation brown bear The creature may only be summoned into an aquatic
Water incarnation athasian shark, Huge1 environment.
2
The creature may only be summoned into a silt-rich
6th Level environment.
3
The creature may only be summoned into an abundant
Athasian wraith
environment (DS3e Core Rules Chapter 8).
Black-touched tigone

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1st Level 5th Level
Dire rat Arrowhawk, adult
Eagle (animal) Athasian shark, Huge1 (animal)
Jhakar (animal) Athasian sloth (animal)
Monkey (animal) Dire lion
Octopus1 (animal) Elemental, Large (any)
Owl (animal) Feylaar
Skyfish1 (animal) Janni (genie)
Snake, Small viper (animal) Minotaur Lizard
Rast
2nd Level Shadow Giant
Snake, giant constrictor (animal)
Bear, black (animal)
Tigone
Cheetah (animal)
Tojanida, adult1
Dire bat
Elemental, Small (any)
6th Level
Giant Lizard (animal)
Kluzd (animal) Dire bear
Razorwing Elemental, Huge (any)
Shark, Medium1 (animal) Elemental Beast (any)
Snake, Medium viper (animal) Girallon
Squid1 (animal) Hatori (animal)
Octopus, giant1 (animal)
3rd Level Paraelemental Beast (any)
Puddingfish1 (animal)
Ape (animal)
Salamander, average
Athasian shark, Large1 (animal)
Xorn, average
Eagle, giant
Hej-Kin
7th Level
Lion
Lirr (animal) Arrowhawk, elder
Owl, giant Athasian treant3
Snake, constrictor (animal) Dire tiger
Snake, Large viper (animal) Djinni (genie)
Takis (animal) Elemental, greater (any)
Thoqqua Invisible stalker
Sand Bride
Slimahacc (animal)
Squid, giant1 (animal)
4th Level White silt horror2 (animal)
Xorn, elder
Arrowhawk, juvenile
Bear, brown (animal)
8th Level
Cha’thrang (animal)
Dire ape Athasian roc
Elemental, Medium (any) Drik
Inix (animal) Salamander, noble
Salamander, flamebrother Tojanida, elder1
Mountain Spider
Sea cat1 9th Level
Snake, Huge viper (animal) Elemental, elder
Strine (animal) Sand Mother
Subterranean lizard (animal) Sink worm
Tiger (animal) Styr
Tojanida, juvenile1
War crodlu (animal)
Xorn, minor

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Aarakocra Traits (Ex):
-2 Strength, +4 Dexterity, -2 Constitution: Aarakocra
Aarakocra have keen reflexes, but their lightweight bones are
fragile.
Aarakocra, 1st-Level Warrior Medium: As Medium creatures, aarakocra have no
Medium Monstrous Humanoid special bonuses or penalties due to their size.
Hit Dice: 1d8 (4 hp) Aarakocra base speed is 20 feet, and can fly with a
Initiative: +2 movement rate of 90 feet (average).
Speed: 20 ft. (4 squares), fly 90 ft. (average) Low-light vision. Unlike other monstrous humanoids,
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat- aarakocra do not have darkvision.
footed 11 *+6 racial bonus to Spot checks in daylight. Aarakocra
Base Attack/Grapple: +1/+1 have excellent vision.
Attack: Claw +1 melee (1d3)
Full Attack: 2 claws +1 melee (1d3) and bite –4 melee
(1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aerial dive
Special Qualities: Claustrophobic
Saves: Fort +2, Ref +2, Will –1
Abilities: Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 8
Skills: Knowledge (nature) +2, Listen +0, Spot +0*
Feats: Flyby Attack
Environment: Mountains (White Mountains)
Organization: Solitary, flight (3-6), or tribe (11-30 plus 1
cleric of 3rd-5th level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often neutral good
Advancement: By character class
Level Adjustment: +1

Tall, avian humanoids, these creatures stand six and a


half to eight feet tall, with a wingspan of about 20 feet.
They have black eyes and gray beaks, resembling lanky,
disheveled vultures from a distance. Their plumage ranges
from silver-white to brown to even pale blue.

Aarakocra are the most commonly encountered bird-


people of the Tablelands. Some are from Winter Nest in
the Snow Crown Mountains near Kurn, while others are
from smaller tribes scattered in the Ringing Mountains and
elsewhere. These freedom-loving creatures rarely leave
their homes high in the mountains, but sometimes, either
as young wanderers or cautious adventurers, they venture
into the inhabited regions of the Tablelands. Natural Armor: An aarakocra‘s bone chest plate
While flying, aarakocra can use their feet as hands, but provides some protection from blows and gives the
while walking, they use their wing-hands to carry weapons aarakocra a natural armor bonus of +1.
or equipment. Aarakocra have a bony plate on their chest Natural Weaponry: An aarakocra can rake with its claws
(the breastbone), which provides protection from blows, for 1d3 points of damage, and use its bite for 1d2 points
but most of their bones are hollow and brittle and break of damage.
more easily than most humanoids‘ bones. The aarakocra's Claustrophobic: Being underground or in enclosed
unusual build means they must wear armor specifically buildings is extremely distressing for aarakocras. They
made for aarakocra. Aarakocra usually live between 30 suffer a -2 morale penalty on all rolls when in an
and 40 years. Male aarakocra weigh around 100 pounds, enclosed space..
while females usually weigh 85 pounds. Aerial Dive: Creatures that fly can make dive attacks. A
An aarakocra's beak comprises much of its head and dive attack works just like a charge, but the diving
can be used in combat. At the center of their wings, creature must move a minimum of 30 feet. Aarakocra
aarakocra have three-fingered hands with an opposable may make claw attacks, or attack with a lance held in
thumb, and the talons of their feet are just as dexterous. both claws. These attacks deal double damage.
Automatic Languages: Aarakocra and common. Bonus
languages: Auran, Elven, Gith, Pterran and Ssurran.
Combat Aarakocra often learn the languages of their allies and
Aarakocra attack by swooping down on their prey and enemies.
striking them with their claws, then swooping off to avoid Favored Class: Cleric.
retaliation, only to wing around and repeat the dive if Level Adjustment: +1.
necessary. Aarakocra can also employ a bite attack, but
they usually only use that when they are on the ground. The aarakocra warrior presented here had the following
ability scores before racial adjustments: Str 13, Dex 11,
Con 12, Int 10, Wis 9, Cha 8.

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Aarakocra Society Aviarag
Aarakocra zealously defend their homeland. They are Large Magical Beast (Psionic)
mistrustful of strangers that venture onto their lands. Hit Dice: 8d10+24 (68 hp)
Many of the southern tribes exact tolls on all caravans Initiative: +8 (+4 Dex, +4 Improved Initiative)
passing through their lands, sometimes kidnapping scouts Speed: 30 ft. (6 squares), fly 60 ft. (average)
or lone riders until tribute is paid. Tribute can take the Armor Class: 18 (-1 size, +4 Dex, +5 natural), touch 13,
form of livestock or shiny objects, which aarakocra covet. flat-footed 14
Some evil tribes may attack caravans without provocation. Base Attack/Grapple: +8/+18
Aarakocra have great confidence and pride in their ability Attack: Claw +13 melee (1d8+6)
to fly, but have little empathy for land-bound races. Full Attack: 2 claws +13 melee (1d8+6) and 1 bite +11
Aarakocra tend towards neutrality with regard to law or melee (1d8+3)
chaos. With respect to good and evil, aarakocra tribes Space/Reach: 10 ft./ 5 ft.
usually follow the alignment of their leader. A tribe whose Special Attacks: Improved grab, piercing roar, psi-like
leader is neutral good will contain lawful good, neutral abilities, pounce, rake 1d8+3
good, chaotic good and neutral members, with most Special Qualities: Darkvision 60 ft., low-light vision,
members being neutral good. Aarakocra, even good ones, power resistance 12
rarely help out strangers. Saves: Fort +9, Ref +10, Will +3
Most aarakocra communities are small nomadic tribes. Abilities: Str 22, Dex 18, Con 16, Int 12, Wis 13, Cha 11
Some prey on caravans, while others build isolated aeries Skills: Concentration +12, Hide +9, Search +6, Spot +6,
high in the mountains. The least xenophobic aarakocra Survival +6
generally come from Winter Nest, in the White Mountains, Feats: Improved Initiative, Improved Natural Attack
a tribe allied with the city-state of Kurn. Of all the human (claw), Multiattack
communities, only Kurn builds perches especially made for Environment: Hills
aarakocra to rest and do business. In contrast, king Organization: Solitary
Daskinor of Eldaarich has ordered the capture and Challenge Rating: 7
extermination of all aarakocra. Other human communities Treasure: Standard
tolerate aarakocra characters but do not welcome them. Alignment: Always neutral good
Merchants will do business with aarakocra as long as they Advancement: 9-16 HD (Huge), 17-24 (Gargantuan)
remain on foot. Most land-bound creatures are suspicious Level Adjustment: —
of strange creatures that fly over their herds or lands
unannounced, and templars, even in Kurn, have standing A leonine beast sails into view on wings of the deepest
orders to attack creatures that fly over the city walls blue plumage that fades to white at the tips. Its gaze is
without permission. steady beneath its azure-tinted mane, alight with the fire
Aarakocra shamans are usually air clerics, sometimes of a keen intellect. The creature walks as easily on two
sun clerics, and occasionally druids. Most rituals of legs as on all fours, and a tail, forked like a swallow’s,
aarakocra society involve the summoning of an air swishes between its legs.
elemental or Hraak'thunn. Summoned air elementals are
often used in an important ritual, the Hunt. The aarakocra The aviarag is a noble psionic creature, thought to be
coming of age ceremony involves hunting the great beasts
found in the silt sea.
Aarakocra are as familiar with
psionics as other races of the
Tablelands. They particularly excel in
the psychoportation discipline. In
spite of their low strength and
constitutions, they excel as psychic
warriors, often using ranged touch
powers from above to terrifying
effect.
Most aarakocra tribes shun
wizardly magic, but a few evil tribes
have defilers, and one prominent
good-aligned tribe, Winter's Nest,
has several preservers.
Athasian aarakocra speak their
own language. They have no written
language of their own, though some
of the more sophisticated tribes have
borrowed alphabets from their land-
bound neighbors. Regardless of the
language spoken, aarakocra do not
possess lips, and therefore cannot
even approximate the 'm', 'b' or 'p'
sounds. They have difficulty also
with their 'f's and 'v's, and tend to
pronounce these as 'th' sounds.

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legendary by most Athasians. Aviarags stake out small
areas of territory, 15 miles across being the average, and B'rohg
prey on small mammals and rodents. Aviarags will attack
Huge Giant
larger prey if hungry or if forced to defend their territory.
Hit Dice: 6d8+24 (51 hp)
Aviarags are loners, preferring lives of solitary
Initiative: +2
contemplation in simple harmony with the natural world
Speed: 40 ft. (8 squares), climb 20 ft.
around them. Many civilized races cannot understand how
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10,
a creature as intelligent as an aviarag could willingly live
flat-footed 14
as a beast. The aviarag smiles at such sentiments,
Base Attack/Grapple: +4/+19
knowing a kind of freedom that cannot be held, or even
Attack: Longspear +9 melee (2d8+10/x3) or great club
understood, so long as one clings to roof, field and tool.
+9 melee (4d6+10) or slam +9 melee (1d6+7) or rock
Aviarags are powerful users of the Way, possessing a
+5 ranged (2d8+7)
host of psionic abilities. They use these powers to assess
Full Attack: Longspear +5 melee (2d8+10/x3) and
strangers before determining how best to deal with them.
greatclub +5 melee (4d6+10); or 4 slams +9 melee
These powers make them valued as guides and advisors,
(1d6+7); or rock +5 ranged (2d8+7)
when one can be located. Athasian folklore features
Space/Reach: 15 ft./15 ft. (30 ft. with longspear)
references to aviarags used as mounts or beasts of
Special Attacks: Rock throwing
burden, but given the creature‘s intellect, such
Special Qualities: Low-light vision
relationships are almost certain to have been voluntary,
Saves: Fort +9, Ref +4, Will +2
where they existed at all.
Abilities: Str 25, Dex 15, Con 19, Int 6, Wis 10, Cha 11
An average aviarag lives for about 30 years, stands
Skills: Climb +16, Listen +2, Spot +3, Survival +3
almost 4 feet tall at the shoulder and is up to 10 feet long,
Feats: Combat Reflexes, Multiweapon Fighting, Power
weighing in at around 650 pounds.
Attack
Environment: Deserts
Combat Organization: Solitary, Clique (2-4), band (4-12)
Aviarags are congenial beasts when approached with Challenge Rating: 5
care and respect, but they are courageous and tenacious Treasure: Standard
foes when forced into combat. The aviarag prefers to keep Alignment: Usually neutral
its attacks physical, concentrating on combinations of Advancement: By character class
claws, bites and savage rakes. Level Adjustment: +5
If it is able to attack with surprise, an aviarag will swoop
in from behind, emitting a piercing roar just before it Before you stands a four armed giant with dark orange
strikes. An aviarag will keep its psionic powers in check for skin, primitive facial features, and sharply pointed ears
as long as possible, using them only as a last resort. located towards the back of its skull. Long black hair
Improved Grab (Ex): If the aviarag hits with its claws grows down its back but its pate is quite bald.
or with its bite it can initiate a grapple check as a free
action without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold and can rake.
Piercing Roar (Su): Three times per day the aviarag
can emit a piercing roar that causes all within a 30 ft.
cone to make a Fortitude save (DC 17) or be stunned for
1 round. The save DC is Constitution-based.
Pounce (Ex): If an aviarag charges a foe, it can make a
full attack, including two rake attacks.
Psi-Like Abilities: At will–conceal thoughts, danger
sense (uncanny dodge*), empathy (55 ft. range, duration
up to 8 hours*), mindlink (unwilling targets, 3 additional
targets, DC 11*), read thoughts (DC 12), sense link
(subject perceives aviarag‘s senses, links second sense*),
ubiquitous vision; 3/day–anchored navigation, mindwipe
(DC 14). Manifester level 8th. The save DCs are
Charisma-based.
*Includes augmentation for the aviarag‘s manifester
level.
Rake (Sp): Attack bonus +13 melee, damage 1d8+3.

Aviarag Society
As noted above, the aviarag is a solitary creature. Once
every two years, however, the female of the species will
leave her territory and search for a mate. Aviarag do not
pair for life and after a brief mating season, the female
will return to her lair. Up to 1d4 young are born three
months after mating, remaining with their mother for their
first year before venturing forth into the world to seek
territory of their own.

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B‘rohgs are a species of four-armed humanoids akin to B‘rohg characters possess the following racial traits.
giants. Simpleminded, nomadic hunters and gathers, +14 Str, +4 Dex, +8 Con, -4 Int
b'rohgs tend to keep to themselves, only attacking when Huge size. –2 penalty to Armor Class, -2 penalty on
they feel threatened. Bands have been known to turn to attack rolls, -8 penalty on Hide checks, +8 bonus on
raiding in desperate situations. B‘rohgs are often captured grapple checks, lifting and carrying limits quadruple
and put to work in the arena as gladiators. Some are even those of Medium characters.
tricked into service with promises of food and sweetmeats Space/Reach: 15 ft. / 15 ft.
but this is the exception rather than the rule. Most b‘rohgs A b‘rohg‘s base land speed is 40 feet.
are not intelligent enough to remember their friends, let Low-light vision.
alone long-term promises. Racial Hit Dice: A b‘rohg begins with 6 levels of giant,
Although they are treated like animals by their owners, which provide 6d8 Hit Dice, a base attack bonus of +4,
enslaved b‘rohgs still possess enough cunning to be able and base saving throw bonuses of Fort +5, Ref +2 and
to escape from time to time. These ―renegade‖ b‘rohgs Will +2.
often have developed considerable skill with weaponry and Racial Skills: A b‘rohg‘s giant levels give it skill points
combat techniques during their time in captivity and are equal to 9 x (2 + Int modifier). Its class skills are Climb,
viewed with concern as a result Listen, Spot and Survival.
B‘rohgs communicate through a series of grunts and hand A b‘rohg‘s giant levels give it 3 feats.
signals. While they are too stupid to learn more Weapon Proficiency: A b‘rohg is proficient with simple
contemporary speech, others can learn the grunt and sign and martial weapons as well as its natural weaponry.
language of the b‘rohgs. Adult b'rohgs stand about 15 ft. +6 natural armor bonus.
high. Natural Weapons: 4 slams (1d6).
Special Attacks (see above): Rock throwing.
Combat Special Qualities (see above): Rock catching.
Automatic Languages: B‘rohg. Bonus Languages: none.
B'rohgs may use any of their four arms equally well and Favored Class: Ranger.
are adept at fighting with a weapon in each hand. Their Level Adjustment: +5.
favored form of attack is with a club in each of their two
lower hands and a spear grasped with their upper hands.
B‘rohgs have never taken to projectile weapons but have
developed a certain degree of skill with rock throwing.
Rock Catching (Ex): Once per round, a b‘rohg that
Baazrag
would normally be hit by a rock can make a Reflex save to Large Monstrous Humanoid
catch a rock (or similar projectile) as a free action. The DC Hit Dice: 4d8+7 (25 hp)
is 15 for a Small rock, 20 for a Medium one, and 25 for a Initiative: +1
Large one (if the projectile provides a magical bonus on Speed: 40 ft. (8 squares), climb 20 ft.
attack rolls, the DC increases by that amount.) The b‘rohg Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10,
must be ready for and aware of the attack in order to flat-footed 11
make a rock catching attempt. Base Attack/Grapple: +4/+11
Rock Throwing (Ex): Adult b‘rohg are accomplished Attack: Club +6 melee (1d8+4) or slam +6 melee
rock throwers and receive a +1 racial bonus on attack (1d4+3) or club +4 ranged (1d6+3)
rolls when throwing rocks. A b‘rohg of at least Huge size Full Attack: Club +6 melee (1d8+4) and bite +2 melee
can hurl rocks weighing 60 to 80 pounds each (Medium (1d6+1); or 2 slams +6 melee (1d4+3) and bite +2
objects) up to five range increments. The size of the range melee (1d6+1); or club +4 ranged (1d8+3)
increment is 140 feet. Space/Reach: 10 ft./10 ft.
Skills (Ex): A b‘rohg has a +8 racial bonus on Climb Special Attacks: Improved grab
checks. It can always choose to take 10 on a Climb check, Special Qualities: Low-light vision, scent
even if rushed or threatened. Saves: Fort +2, Ref +5, Will +6
Abilities: Str 16, Dex 12, Con 12, Int 4, Wis 14, Cha 5
B’rohg Society Skills: Climb +15, Spot +5
Dominated by their strongest males, b'rohgs are a Feats: Toughness, Weapon Focus (bite)
throwback to simpler times. They live in small nomadic Environment: Stony barrens
bands comprised of 1-4 family units called cliques, Organization: Solitary, family (2-12)
consisting of one male, one or two females, and generally Challenge Rating: 2
fewer than four total offspring. The strongest b‘rohg in a Alignment: Usually neutral
band will primarily be hunters, while the older, weaker Advancement: By character class
members and the children are gatherers and water Level Adjustment: +3
bearers. B'rohgs have no mastery of fire but do not fear it.
They also have no real understanding of death and will Broad and muscled, this creature stands over five feet
ignore objects or creatures that do not display signs of life in height, despite its humped back. It uses the knuckles of
(although they have learned that ―playing dead‖ is a tactic its hands as well as its feet to walk or run.
sometimes used by their foes and will repeatedly strike
felled enemies, just to be sure). Baazrag have been described as "600 pounds of fur and
muscle." Generally they only stand to their full height of
B'rohg as Characters nine feet when they are angered. Their skin is a mottled
Usually only a b'rohg that has had extended contact red and gray, and a mop of dark hair runs from their
with other intelligent races will have class levels, but foreheads all the way down to the backs of their thighs,
unusually intelligent individuals have been known to but their faces and chests are scaled and hairless. Their
advance in class levels without outside help. arms are disproportionately large for their bodies, and

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their hands doubly so. With three fingers and a thumb on known as "baazrag handlers" by the animal trade, and can
each hand, the baazrag has hands as large as a half-giant, always find good employment as overseers and trainers.
even though they stand less than half their height. In their wilderness packs, baazrags follow their druid
Because of the baazrag's powerful leg muscles, they are shaman with a great deal of deference, not understanding
often used to pull carts within the cities. A baazrag‘s hump the shaman's dealings with the elements and the spirits
is used for water storage and diminishes in size as the that in their beliefs run the world, but trusting their
creature dehydrates. shaman to understand and intercede for them. City-bred
baazrags remain very superstitious, and believe almost
anything that they are told about the supernatural. The
most awesome displays of supernatural power tend to win
their respect and submission.
In the cities, baazrags tend towards a brutish neutrality.
Baazrags raised in captivity tend to obey and accept
verbal abuse, but they will lash out ferociously when
physically hurt, regardless of the consequences. Only a
fool flogs a baazrag.
Baazrags distinguish each other's gender by scent, not
by appearance, and certainly not by name, so there is no
distinction between male and female baazrag names.
Baazrags fear magic but do not hate it - they have a
fascination and curiosity with it, especially the showy kind.
They have been known to gape and cheer in admiration of
a fireball, even when it has been used against their allies.

Baazrag as Characters
The favored class of the baazrag is barbarian. The few
baazrags who are fortunate enough to get training in the
Way become passable psychic warriors. They have a
difficult time understanding telepathy and cannot
understand the concept of someone being controlled. If an
ally is possessed or psychically controlled and harms the
baazrag, the baazrag finds it very difficult to understand
the concept that the person is not acting of his own free
will.
Combat Baazrag characters possess the following racial traits.
Baazrag tend to wield large clubs or their bare hands. +6 Str, +2 Dex, +2 Con, -6 Int, +4 Wis, -6 Cha
They also have a bite attack, but they usually use this Large size. –1 penalty to Armor Class, -1 penalty on
when grappling an opponent. attack rolls, -4 penalty on Hide checks, +4 bonus on
In forest and mountain terrain, baazrag tend to drop grapple checks, lifting and carrying limits double those
from above to start an ambush, preferably at night. Their of Medium characters.
low-light vision combined with their natural scent ability Space/Reach: 10 ft./10 ft.
gives them strong combat advantages at night, but their A baazrag‘s base land speed is 40 feet.
range of vision is halved during daylight. Low-light vision.
Improved Grab (Ex): To use this ability, a baazrag Racial Hit Dice: A baazrag begins with 4 levels of
must hit with its slam attack. It can then attempt to start monstrous humanoid, which provide 4d8 Hit Dice, a
a grapple as a free action without provoking an attack of base attack bonus of +4, and base saving throw
opportunity. bonuses of Fort +1, Ref +4 and Will +4.
Skills (Ex): A baazrag has a +8 racial bonus on Climb Racial Skills: A baazrag‘s monstrous humanoid levels
checks. It can always choose to take 10 on a Climb check, give it skill points equal to 7 x (2 + Int modifier). Its
even if rushed or threatened. class skills are Climb, Spot and Survival.
A baazrag‘s monstrous humanoid levels give it 2 feats.
Baazrag Society Weapon Proficiency: A baazrag is proficient with simple
weapons and its natural weapons.
A distant cousin to the Athasian sloth, the baazrag is a +2 natural armor bonus.
wild creature that is often domesticated for slave labor in Natural Weapons: Bite (1d6), 2 slams (1d4).
the cities. Although quite dull, the baazrag is sentient, and Special Attacks (see above): Improved grab.
some can even understand the Common speech, although Special Qualities (see above): Low-light vision, scent.
they approximate it poorly with their grunts, howls and Speech Difficulty: Baazrags cannot make themselves
growls. City baazrags understand the Common speech understood verbally. Others must take a special Speak
and can learn to understand other languages, but they Language rank to be able to understand baazrags.
cannot make themselves understood; their throats and Automatic Languages: Baazrag. Bonus Languages:
gullets make it difficult for them to enunciate words in the Common.
common speech and other humanoid languages. Favored Class: Barbarian.
A non-baazrag can learn to comprehend the baazrag's Level Adjustment: +3.
garbled voice as if taking the Speak Language skill. Some
humanoids find the skill worthwhile, since baazrags can be
faithful and useful companions. Such characters are

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Belgoi If forced into melee combat, the belgoi use claws so
they can use their Strength damage ability, and usually
will not use weapons. When a battle turns against the
Medium Monstrous Humanoid (Psionic)
belgoi, they retreat and return later with reinforcements.
Hit Dice: 5d8 (22 hp)
Only by killing the entire raiding party can a battle with
Initiative: +3
the belgoi be prevented from turning into a long running
Speed: 30 ft. (6 squares)
engagement lasting for days.
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Bell Ringing (Su): Belgoi use a bell to focus their
Base Attack/Grapple: +5/+5
domination power. A domination target who hears the
Attack: Claw +5 melee (1d4 plus 1d6 Strength damage)
belgoi‘s bell receives a –2 penalty on his Will save.
Full Attack: 2 claws +5 melee (1d4 plus 1d6 Stength
Psi-Like Abilities: 3/day—attraction (+7 bonus, DC
damage)
16*), brain lock (all targets, DC 14*), ego whip (2d4
Space/Reach: 5 ft./5 ft.
Charisma damage, DC 16*), empty mind (+5 bonus*),
Special Attacks: Bell ringing, psi-like abilities, Strength
psionic dominate (DC 18). Manifester level 7th. The save
damage
DCs are Charisma-based.
Special Qualities: Darkvision 60 ft.
*Includes augmentation for the belgoi‘s manifester level.
Saves: Fort +1, Ref +7, Will +5
Strength Damage (Ex): An individual struck by a
Abilities: Str 11, Dex 16, Con 10, Int 12, Wis 8, Cha 14
belgoi‘s claw attack takes 1d6 points of temporary
Skills: Hide +7, Intimidate +6, Listen +3, Move Silently
Strength damage, unless the belgoi scores a critical hit, in
+8, Search +4, Spot +3
which case the target takes 2d6 points of temporary
Feats: Ability Focus (domination), Iron Will
Strength damage instead.
Environment: Deserts
Organization: Party (1-10), tribe (30-100)
Belgoi Society
Challenge Rating: 3
Treasure: Standard Belgoi form large nomadic tribes that move into an
Alignment: Usually lawful evil area, strip it of all resources, and then move on. These
Advancement: By character class tribes send out raiding parties that attack caravans and
Level Adjustment: +4 small villages, hoping to obtain food and treasure. They
will eat anything but prefer the taste of the flesh of
When seen from a distance, this creature appears intelligent races.
human, but its blue skin, clawed hands and webbed,
three-toed feet soon give it away. The creature has no Belgoi as Characters
teeth, no visible ears, and its hair is black and stringy. The favored class of belgoi is psion. Most belgoi leaders
will be psions or fighter/psions. Belgoi clerics almost
always serve the element of fire. A few, rare individuals
have learned the art of defiling and may progress as
wizards.
Belgoi characters possess the following racial traits:
+6 Dex, +2 Int, -2 Wis, +4 Cha
Medium size. Belgoi receive no penalties or bonuses due
to their size.
Space/Reach: 5 ft./5 ft.
A belgoi‘s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A belgoi begins with 5 levels of
monstrous humanoid, which provide 5d8 Hit Dice, a
base attack bonus of +5, and base saving throw
bonuses of Fort +1, Ref +4 and Will +4.
Racial Skills: A belgoi‘s monstrous humanoid levels give
it skill points equal to 8 x (2 + Int modifier). Its class
skills are Hide, Intimidate, Listen, Move Silently, Search
Belgoi are a race of savage humanoids that live in the and Spot.
most desolate of places, since no other race will allow A belgoi‘s monstrous humanoid levels give it 2 feats.
them nearby. Belgoi seem to revel in destruction, and are Weapon Proficiency: A belgoi is proficient with all simple
considered to be second only to the defilers in the damage weapons and its natural weaponry.
they do to the world around them. Natural Weapons: 2 claws (1d4).
Belgoi speak their own language and the Common Special Attacks (see above): Bell ringing, psi-like
tongue. abilities, Strength damage.
Automatic Languages: Belgoi. Bonus Languages:
Combat Common.
Favored Class: Psion.
Belgoi attempt to use the cover of darkness to mask
Level Adjustment: +4.
their attacks. Usually, when attacking a group of
creatures, they use their domination power to draw a
single individual away from the main group, to a place
where they can use their Strength damage ability
uninterrupted. They then attempt to draw out the next
creature, and so on, until they feel confident that they can
overcome the rest of the group without loss.

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Black Touched filtering out particulate matter in the mud allowing the
creature to breathe in the water.
This bog wader may well have chosen a shadow giant or
―Black touched‖ are individuals or creatures who have
other creature of the Black as its prey and survived to
either embraced the plane known as the Black, have
both regret its folly and exercise its frustrations upon
survived a shadow attack of some sort, or traveled to the
fresh victims. Now almost exclusively nocturnal, it moves
Black, where something happened to cause them to be
beyond being a mere monster and has become a true
―touched‖ when they came back to the prime material
terror of the Athasian night.
plane. ―Black touched‖ appear as normal but are much
darker or shadowy than they were before and have a
black or shadowy tinge to their skin. They also have a cold
aura that can be felt emanating from them within 10 feet Combat
of their person. Most black touched are usually Shadow The bog wader is a ferocious combatant, usually
wizards, seeking to be as one with the Black as they can. surprising foes and attacking with its four claws and bite
attack, then attempting to drown them. Its numbing chill
touch power can render many foes incapable of mounting
Sample Black Touched any significant defense against the bog wader‘s attacks.
Black Traits: A black touched bog wader is immune to
This beast is a small, misshapen, dwarf-like creature
cold. Black touched bog waders also receive a +4 racial
with overlapping wrinkled, cold skin that is gray with a
bonus to saves against paralysis, stunning, disease, death
dark tinge and very thin. It has yellow and black bones
effects, and necromantic effects.
that protrude through the skin on all sides with a pair of
Chill Touch (Su): The black touched bog wader can use
dorsal ridges that run down its back. It has a small, flat
chill touch at will as a 4th-level wizard, save DC 13. The
head and no nose, instead possessing a closeable
save DC is Charisma-based.
breathing hole. It also has bent legs and webbed feet
Constrict (Ex): A black touched bog wader deals
designed for leaping and swimming. Its hands end in
1d4+3 points of damage with a successful grapple check.
sharp three-fingered claws, and it has a row of small
Caused by bony protrusions, this damage is bludgeoning
teeth, designed for tearing, lining its mouth.
and piercing damage.
Dark Powers (Su): At night or in a shadowy area, a
This example uses a normal bog wader creature as the
black touched bog wader‘s Dexterity increases by 2, and it
base creature.
gains a +1 deflection bonus to armor class and a +10
circumstance bonus to Hide checks.
Black Touched Bog Wader
Dark Sight (Ex): Black touched bog waders have
Medium Monstrous Humanoid
darkvision 120 ft.
Hit Dice: 4d8+4 (22 hp)
Improved Grab (Ex): To use this ability, a bog wader
Initiative: +5
must hit with its claw attack. It can then attempt to start
Speed: 10 ft. (2 squares), swim 40 ft.
a grapple as a free action without provoking an attack of
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-
opportunity. If it wins the grapple check, it can constrict
footed 14
and rake.
Base Attack/Grapple: +4/+7
Rake (Ex): Attack bonus +7 melee, damage 1d4+1.
Attack: Claw +7 melee (1d4+3)
Unnatural Aura (Su): Both wild and domesticated
Full Attack: 2 claws +7 (1d4+3) and bite +5 melee
animals can sense the unnatural presence of this bog
(1d6+1)
wader at a distance of 10 feet. They do not willingly
Space/Reach: 5 ft./5 ft.
approach nearer than that and panic if forced to do so;
Special Attacks: Chill touch, constrict 1d4+3, improved
they remain panicked as long as they are within range.
grab, rake 1d4+1
Skills: Bog waders receive a +5 racial bonus to all Jump
Special Qualities: Black traits, dark powers, darkvision
checks. *Bog waders also receive a +10 racial bonus to all
120 ft., tremorsense 60 ft., unnatural aura
Hide checks while in their muddy wallow. They also gain a
Saves: Fort +2, Ref +5, Will +5
+10 circumstance bonus to Hide checks at night or in
Abilities: Str 16, Dex 13, Con 12, Int 12, Wis 12, Cha 12
shadowy areas.
Skills: Listen +6, Hide +7*, Jump +13, Move Silently +6,
Swim +11
Feats: Improved Initiative, Multiattack Creating a Black Touched
Environment: Plains
Organization: Solitary ―Black Touched‖ is an acquired template that can be
Challenge Rating: 4 added to any aberration, animal, dragon, fey, giant,
Treasure: Standard humanoid, magical beast, monstrous humanoid, plant, or
Alignment: Chaotic evil vermin. The creature (hereafter referred to as the base
Advancement: 5-8 HD (Medium), 9-12 HD (Large) creature) has all the base creature‘s characteristics,
Level Adjustment: — except as noted here.

These creatures live in muddy wallows waiting to attack Size and Type: Creatures with this template keep their
prey that have come to take drinks, or that have stumbled type and size, except for animals, whose type changes to
upon their home. They have bony protrusions all over magical beast (augmented animal).
their body. Flaps, instead of ears cover both sides of the Special Attacks: A black touched retains all the special
creature‘s head, covering the ear canal when submerged. attacks of the base creature and gains those described
Gills run vertically down its back between the spine and below.
dorsal ridges. Cilia cover the gills in various patches

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Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-
footed 14
Base Attack/Grapple: +4/+8
Attack: Claw +8 melee (1d4+4)
Full Attack: 2 claws +8 (1d4+4) and bite +6 melee
(1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4+4, improved grab, rake
1d4+2
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 18, Dex 13, Con 12, Int 12, Wis 12, Cha 12
Skills: Listen +6, Hide +7*, Jump +14, Move Silently +6,
Swim +12
Feats: Improved Initiative, Multiattack
Environment: Plains
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: —

This beast is a small, misshapen, dwarf-like creature


with overlapping wrinkled skin that is gray and very thin.
It has yellow and black bones that protrude through the
skin on all sides with a pair of dorsal ridges that run down
its back. It has a small, flat head and no nose, instead
possessing a closeable breathing hole. It also has bent
legs and webbed feet designed for leaping and swimming.
Its hands end in sharp three-fingered claws, and it has a
row of small teeth, designed for tearing, lining its mouth.

These creatures live in muddy wallows waiting to attack


Chill Touch (Su): The black touched can use chill touch
prey that have come to take drinks, or that have stumbled
at will. Caster level equals the creature‘s Hit Dice, and
upon their home. They have bony protrusions all over
the save DC is Charisma-based.
their body. Flaps, instead of ears cover both sides of the
Special Qualities: A black touched retains all the
creature‘s head, covering the ear canal when submerged.
special qualities of the base creature and gains those
Gills run vertically down its back between the spine and
described below.
dorsal ridges. Cilia cover the gills in various patches
Black Traits: A black touched is immune to cold. Black
filtering out particulate matter in the mud allowing the
touched also receive a +4 racial bonus to saves against
creature to breathe in the water.
paralysis, stunning, disease, death effects, and
necromantic effects.
Dark Powers (Su): At night or in a shadowy area, a Combat
black touched creature‘s Dexterity increases by 2, and it The bog wader is a ferocious combatant, usually
gains a +1 deflection bonus to armor class and a +10 surprising foes and attacking with its four claws and bite
circumstance bonus to Hide checks. attack, then attempting to drown them.
Dark Sight (Su): Black touched gain darkvision of 60 Constrict (Ex): A bog wader deals 1d4+4 points of
feet. If the base creature already has darkvision, add 60 damage with a successful grapple check. Caused by bony
feet to its range. protrusions, this damage is bludgeoning and piercing
Unnatural Aura (Su): Both wild and domesticated damage.
animals can sense the unnatural presence of a black Improved Grab (Ex): To use this ability, a bog wader
touched at a distance of 10 feet. They do not willingly must hit with its claw attack. It can then attempt to start
approach nearer than that and panic if forced to do so; a grapple as a free action without provoking an attack of
they remain panicked as long as they are within range. opportunity. If it wins the grapple check, it can constrict
Abilities: Str –2 and rake.
Challenge Rating: +1 Rake (Ex): Attack bonus +8 melee, damage 1d4+2.
LA: +2 Skills: Bog waders receive a +5 racial bonus on Jump
checks. *Bog waders also receive a +10 racial bonus on
Hide checks while in their muddy wallow. A bog wader has
Bog Wader a +8 racial bonus on any Swim check to perform some
special action or avoid a hazard. It can always choose to
Medium Monstrous Humanoid take 10 on a Swim check, even if distracted or
Hit Dice: 4d8+4 (22 hp) endangered. It can use the run action while swimming,
Initiative: +5 provided it swims in a straight line.
Speed: 10 ft. (2 squares), swim 40 ft.

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hunters or beasts of burden. The boneclaw has a
Bog Wader Society poisonous bite that makes it a valuable and economical
Bog waders lay traps for the unwary at the edges of their alternative to larger, more fearsome guardians.
wallows. There they dwell and wait for creatures to fall Boneclaw flesh is also edible and up to 4 pints of water
victim to their traps: can be harvested from the creature‘s water-sac (located
Watery Pit Trap: CR 1/2; mechanical; location trigger; beneath its back armoring). The water is contaminated
manual reset; DC 15 Reflex save avoids; DC 10 Swim with the same poison present in the boneclaw‘s bite and
check to avoid sinking; multiple targets (first target in must be purified or neutralized before it can be safely
each of two adjacent 5-ft. squares); Search DC 20; ingested.
Disable Device DC 20; Market Price: —. Boneclaw females usually bear litters of 2d3 young but
occasionally a solitary offspring is born. This solitary child
is invariably a greater boneclaw, a voracious psionic
mutation that will attempt to devour all that moves. In the
Boneclaw wild, boneclaw packs will move away once a greater
boneclaw has been born.
Lesser boneclaws average 2 feet in length and weigh 25
Lesser Boneclaw pounds. The young are red-brown, green, yellow or
This creature is a hunched reptilian quadruped only two orange, but these colors uniformly fade to a sandy-grey
feet in length, most of its features hidden by thick, bony with age.
armor. The animal’s eyes and fanged maw peer through
openings in the head armor and a squat tail emerges from Combat
the rear. The lesser boneclaw is extremely timid and will flee to
avoid combat, only attacking if cornered. When the
This timid omnivore dwells in the rocky wastes of the boneclaw does bite, however, it will attempt to grapple. If
Tablelands, scurrying here and there in search of food, successful, the boneclaw will gnaw at the wound, its
always hoping to avoid the attention of a larger predator. poisonous saliva flooding the target with toxins.
The Athasian nobility also domesticates them as vermin

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If initial attacks of this kind do not deter opponents, the
lesser boneclaw overcomes its natural timidity and is
possessed by a swarming instinct. This instinct unites the
entire pack, which subsequently attacks all foes, only
fleeing when 80% or more of the boneclaws have been
slain.
Improved Grab (Ex): If a lesser boneclaw hits with its
bite it may initiate a grapple check as a free action
without provoking an attack of opportunity. If it succeeds
at the grapple check it may gnaw at the wound, injecting
its poison. *Lesser boneclaws receive a +8 racial bonus on
grapple checks.
Poison (Ex): Injury, Fortitude DC 10, initial damage
1d6 Con, secondary damage 1d6 Con. The save DC is
Constitution-based. *Note that a lesser boneclaw can only
use its poison if it successfully grapples its target.

Greater Boneclaw
A reptilian quadruped that stands taller than an elf, this
beast’s head and torso are covered with serrated, bony
armor, leaving only enough room for eyes, mandibles and
stubby tail. A feral hunger pulses in the creature’s glowing
crimson eyes.

Once every few dozen generations, a lesser boneclaw


litter will be a solitary birth – the psionic mutation known
as the greater boneclaw. While sages speculate as to
whether this is the next step in the boneclaw‘s evolution,
the boneclaw itself lives a life of predatory hunger, driven
to slay and devour all that it can find by the same bizarre
mental mutations that give it its psionic powers.
The greater boneclaw dwells in the lairs of creatures it
has slain (usually lesser boneclaws), digging its own well
and defending the area viciously. Greater boneclaws are
sterile and do not mate. They are edible and their
carapaces can be used in the construction of sturdy
household items and weapons.

Lesser Boneclaw Greater Boneclaw


Small Animal Large Magical Beast (Psionic)
Hit Dice: 1d8 (4 hp) 6d10+12 (45 hp)
Initiative: +2 +1
Speed: 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, 18 (-1 size, +1 Dex, +8 natural), touch 10,
flat-footed 14 flat-footed 17
Base Attack/Grapple: +0/+2* +6/+15
Attack: Bite +3 melee (1d4-2 plus poison*) Bite +10 melee (1d10+5)
Full Attack: 1 bite +3 melee (1d4-2 plus poison*) Bite +10 melee (1d10+5) and 2 claws +8
melee (1d6+2)
Space/Reach: 5 ft. / 5 ft. 10 ft./ 5 ft.
Special Attacks: Improved grab, poison Pounce, psi-like abilities, rake 1d6+2,
serrated edges, trample 2d6+7
Special Qualities: Low-light vision, scent Darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +4, Will +0 Fort +7, Ref +6, Will +3
Abilities: Str 6, Dex 14, Con 10, Int 1, Wis 10, Cha 4 Str 21, Dex 12, Con 15, Int 6, Wis 12, Cha 6
Skills: Hide +5, Listen +2, Spot +5 Hide +4, Spot +2, Survival +2
Feats: Alertness, Weapon Finesse(B) Improved Natural Attack (bite), Multiattack,
Power Attack
Environment Stony barrens Stony barrens
Organization: Pack (4-40) Solitary
Challenge Rating: ½ 4
Treasure: None 1/10th coins; 50% goods; 50% items
Alignment: Always neutral Usually neutral
Advancement: — 7-11 (Huge), 12-17 (Gargantuan)
Level Adjustment: — —

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Combat they pick a mate and bear some young. The young are
usually hidden away somewhere remote while the two
Greater boneclaws are fierce and cunning opponents, parents go out to search for food for their offspring.
who make full use of their array of natural attacks Braxats are the ultimate terrors of the desert and are
wherever possible. The beast‘s claws and teeth serve it usually nocturnal. Braxats prefer intelligent prey but will
well in close-quarters fighting, but the greater boneclaw eat caravan or other mounts on occasion, all but kanks:
prefers to initiate battle from a distance with a thundering kank meat unsettles their stomach.
charge. The bony protrusions on a braxat‘s head protect its skull
Pounce (Ex): If a greater boneclaw charges a foe, it as well as being used for attacking its target. Braxats walk
can make a full attack, including two rake attacks. upright, are able to speak with a clear, human voice, have
Psi-Like Abilities: At will – attraction (+7 interaction opposable thumbs, and are warm-blooded.
bonus, DC 12*), inflict pain (2 additional targets, DC 12*), Braxat shells can be used to make excellent shields and
mental barrier (4 rounds*), mind thrust (ML 3rd, 3d10, armor, usually crafted to create plate armor because of
DC 10*), mindlink (unwilling targets, 3 additional targets, the shell plating braxats have on their backs. Because of
DC 9*). Manifester level 8th. this braxats are sometimes hunted, but in most cases the
*Includes augmentation for the greater boneclaw‘s braxat is usually prepared for such things and the hunted
manifester level. ends up becoming the hunter.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
Serrated Edges (Ex): A boneclaw that makes bodily
contact with a creature through its trample ability or
through such special attacks as a bull rush, grapple,
overrun, or trip deals that creature an extra 1d6 points of
slashing damage.
Trample (Ex): Reflex half DC 17. The save DC is
Strength-based. Note that a trampling greater boneclaw
deals an additional 1d6 damage due to its serrated armor.

Braxat, Athasian
Huge Monstrous Humanoid (Psionic)
Hit Dice: 12d8+84 (138 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (-2 size, +1 Dex, +11 natural) touch 9,
flat-footed 19
Base Attack/Grapple: +12/+30
Attack: Greatclub +21 melee (4d6+15) or gore +20
melee (2d6+10)
Full Attack: Greatclub +21/+16/+11 melee (4d6+15)
and gore +15 melee (2d6+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, psi-like abilities
Special Qualities: Damage reduction 10/metal,
darkvision 60 ft., power resistance 17
Saves: Fort +11, Ref +9, Will +10
Abilities: Str 31, Dex 13, Con 25, Int 17, Wis 14, Cha 13
Skills: Climb +22, Concentration +19, Intimidate +13,
Jump +24, Listen +12, Spot +12, Survival +11
Feats: Cleave, Combat Expertise(B), Improved Bull Rush, Combat
Improved Disarm, Improved Trip, Power Attack(B),
Weapon Focus (greatclub) Braxats are hunters, and they fight like them. They use
Environment: Rocky badlands psionics to disable their opponents, thereby reducing risks
Organization: Solitary, pair, family (3-4) to themselves. After attacking with psionics braxats will
Challenge Rating: 12 move in as close as they can while still being able to keep
Treasure: Standard their opponents within their reach. Braxats have a breath
Alignment: Usually neutral evil weapon as well that they can employ, but they use it as a
Advancement: By character class last resort since the acid can cause their prey to become
Level Adjustment: +9 inedible.
Breath Weapon (Su): Braxats can breathe a 30-foot-
A huge humanoid of mixed stock, mostly a combination long cone of acid for 4d8 points of acid damage (Reflex
of mammalian and reptilian, this creature has a thick shell save DC 23 half). Once it has used its breath weapon, the
that covers its back and a handful of horny protrusions on creature must wait 1d6 rounds before it can do so again.
the top of its head. The save DC is Constitution-based.
Psi-Like Abilities: At will—missive (70 ft. range);
Braxats can be found in most parts of Athas, usually 3/day—crisis of breath (affects up to 4 creatures, DC 17*)
hunting for prey. Mostly solitary creatures, sometimes disable (45 ft. range, affects 15 HD targets, DC 17*),

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force screen (+6 shield bonus*), inflict pain (4 additional bonuses of Fort +4, Ref +8 and Will +8.
targets, DC 17*), psionic suggestion (affects 4 additional Racial Skills: A braxat‘s monstrous humanoid levels give
targets, DC 14*). Manifester level 12th. The save DCs it skill points equal to 15 x (2 + Int modifier). Its class
are Charisma-based. skills are Climb, Concentration, Intimidate, Jump,
*Includes augmentation for the braxat‘s manifester Listen, Spot and Survival.
level. A braxat‘s monstrous humanoid levels give it 5 feats.
Weapon Proficiency: A braxat is proficient with all
Braxat as Characters simple and martial weapons as well as with its natural
Ferocious, powerful and highly intelligent, it is only the weapons.
relative rarity of the braxat species that has prevented +11 natural armor bonus.
them from becoming a major threat to the other races of Natural Weapons: Gore (2d6).
the Tablelands. Braxats are quite capable enough without Special Attacks (see above): Breath weapon, psionics.
investing additional time or energy into the pursuit of a Special Qualities (see above): Damage reduction
character class but some exceptional individuals do just 10/metal, psionics.
that. Ancient desert epics speak of mighty braxat warriors Automatic Languages: Braxat, Common. Bonus
and even rumor the existence of eldritch braxat wizards. Languages: Dwarven, Elven, Gith, Tarek.
Such tales are dismissed as apocryphal but these things Favored Class: Ranger.
are nevertheless well within the braxat‘s grasp. Level Adjustment: +8.
Braxat characters possess the following racial traits.
+20 Str, +2 Dex, +14 Con, +6 Int, +4 Wis, +2 Cha
Huge size. –2 penalty to Armor Class, -2 penalty on Burnflower
attack rolls, -8 penalty on Hide checks, +8 bonus on
Gargantuan Plant
grapple checks, lifting and carrying limits quadruple
Hit Dice: 16d8+32 (104hp)
those of Medium characters.
Initiative: –5
Space/Reach: 15 ft./15 ft.
Speed: 0 ft.
A braxat‘s base land speed is 40 feet.
Armor Class: 1 (–4 size, –5 Dex), touch 1, flat-footed 1
Darkvision out to 60 feet.
Base Attack/Grapple: +12/—
Racial Hit Dice: A braxat begins with 12 levels of
Attack: Heat ray +7 ranged touch (2d8 fire)
monstrous humanoid, which provide 12d8 Hit Dice, a
Full Attack: 5 heat rays +7 ranged touch (2d8 fire)
base attack bonus of +12, and base saving throw

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Space/Reach: 40 ft./0 ft. Saves: Fort +3, Ref +0, Will +3
Special Attacks: Heat rays Abilities: Str 13, Dex 8, Con 15, Int 12, Wis 11, Cha 10
Special Qualities: Plant traits Skills: Hide +5, Listen +6, Spot +6, Swim +10
Saves: Fort +12, Ref —, Will +0 Feats: Rapid Metabolism, Toughness
Abilities: Str —, Dex —, Con 15, Int —, Wis 1, Cha 1 Environment: Swamps (Jagged Cliffs)
Skills: — Organization: Group (3 - 12)
Feats: — Challenge Rating: 3
Environment: Plains Treasure: Standard items
Organization: Patch Alignment: Usually neutral good
Challenge Rating: 6 Advancement: 4 - 6HD (Medium); 7 - 9HD (Large)
Treasure: None Level Adjustment: +2
Alignment: Always neutral
Advancement: 17-32 HD (Gargantuan) This strange amphibian has a bony plating in the front
Level Adjustment: — of its body that protects all major organs. On its back, the
spine and ribs protrude above the scaled skin, letting the
A tangled mess of green vines appears before you, bones show clearly. The creature’s head is flat with a long
stretching over 50 feet. Numerous bulb-shaped flowers snout, with jagged teeth and a three-forked tongue; its
reflect the sunlight in all directions. eyes can move in almost any direction.

The burnflower is an uncommon plant. Its


flowers produce a sticky sap that coats the
inside of the petals, providing protection from
the harsh rays of the sun and giving it
reflective properties. The sap has a bitter
flavor but is not poisonous and dries out after
a day‘s exposure to sunlight.
Burnflowers appear as a patch of grey-green
vines with closed, bulb-shaped flowers. They
secrete their sap into the flowers just before
dawn, when they open to track the passage of
the sun overhead. The extreme heat the
flowers reflect keeps the burnflower cool, and
the heat rays kill most animals that attempt to
feed on the plant, which in turn provides the
burnflower with moisture.

Combat
Burnflowers grow in large patches, the
standard plant measuring 50 feet across. The
reflective sap on each petal catches and
reflects the sun‘s light into a deadly heat ray.
Any creature Tiny size or larger that comes
within range of a burnflower‘s heat rays will
come under attack.
Heat Rays (Ex): The burnflower‘s heat rays have a Bvanen are good, intelligent creatures that live in the
range of 150 ft. (no range increment). Creatures struck by swamps at the base of the Jagged Cliffs. Their distrustful
a ray can make a Fortitude save (DC 20) to take only half nature often precipitates conflicts with outsiders, which
damage. The save DC is Constitution-based. the bvanen prefer to avoid.

Combat
Bvanen Bvanen attack using their claws and bite. They will often
surround a foe and render it completely immobile by using
Medium Aberration (Psionic) their special secreted ooze.
Hit Dice: 3d8+9 (22hp) Immune to Wounding: The strange nature of their
Initiative: -1 constitution allows the bvanen to ignore any spell, power
Speed: 20 ft. (4 squares), swim 30 ft. or weapon that causes wounding.
Armor Class: 16 (-1 Dex, +7 natural), touch 9, flat- Psi-Like Abilities: At will–animal affinity, aversion (DC
footed 16 12), body equilibrium, mindlink (2 additional targets*),
Base Attack/Grapple: +2/+3 (+11 when initiating psionic suggestion (DC 12). Manifester level 3rd. The
grapple) save DCs are Charisma-based.
Attack: Claw +3 melee (1d3+1) *Includes augmentation for the bvanen‘s manifester
Full Attack: 2 claws +3 melee (1d3+1) and bite -2 melee level.
(1d4) Secreted Ooze: All bvanen secrete a special ooze
Space/Reach: 5 ft./5 ft. through their pores. This ooze hardens extremely fast and
Special Attacks: Psionics, secreted ooze is very strong. It provides the bvanen with protection from
Special Qualities: Darkvision 60 ft., damage reduction blows, as well as giving it the ability to immobilize foes.
1/—, immune to wounding This ooze grants a +8 racial bonus to grapple checks

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made to hold and maintain a grapple but does not help a Special Attacks (see above): Psionics, secreted ooze.
bvanen break a grapple. Special Qualities (see above): Damage reduction 1/-,
Skills: A bvanen has a +8 racial bonus on any Swim immune to wounding.
check to perform some special action or avoid a hazard. It Automatic Languages: Bvanen. Bonus Languages:
can always choose to take 10 on a Swim check, even if Reggelid, Thri-Kreen.
distracted or endangered. It can use the run action while Favored Class: Ranger.
swimming, provided it swims in a straight line. Level Adjustment: +2.

Bvanen Society
It is unknown if the bvanen are a natural race or if they
stem from some sorcerous quality of the swamps at the Cactus
base of the Jagged Cliffs. They follow a strict, tribal
The cacti of Athas can be very dangerous plants. While
hierarchy, ruled over by the eldest and wisest of their
they provide nourishment to the dehydrated wanderer,
kind. Bvanen scar themselves in sacred rituals, the scars
they survive in the wastes by being as deadly as the
showing tribal status and rank.
beasts that roam the sands.
The bvanen dwell in partially submerged caves at the
base of the Jagged Cliffs. There they live in close harmony
with the land, rearing fish, giant frogs, giant insects and Dune Trapper
an aquatic cousin of the inix, among other things (treat as
a normal inix with a Swim speed of 40 feet). Gargantuan Plant
Bvanen society is divided into the simple roles of Hit Dice: 16d8+112 (184 hp)
caretakers and hunter/warriors. The former care for the Initiative: –5
immediate environs of the tribal lands and the latter Speed: 0 ft.
provide a steady diet of meat and other gathered Armor Class: 16 (-4 size, +10 natural), touch 6, flat-
foodstuffs, as well as serving as the martial arm of the footed 16
tribe in times of need. Base Attack/Grapple: +12/+35
Attack: Slam +19 melee (2d6+11)
Bvanen as Characters Full Attack: 2 slams +19 melee (2d6+11)
For the bvanen, progression in a class is simply a part of Space/Reach: 20 ft./15 ft.
one‘s contribution to the life of the tribe, and the lifestyles Special Attacks: Improved grab, swallow whole
of so-called ―adventurers‖ are quite foreign to them. Special Qualities: Camouflage, DR 10/metal, plant traits
Through the different roles in their society, bvanen follow Saves: Fort +17, Ref —, Will +5
either the role of the hunter/warrior or that of the Abilities: Str 33, Dex —, Con 24, Int —, Wis 10, Cha 5
caretaker. The former are primarily rangers and fighters Skills: —
while the latter are often druids and experts. Some Feats: —
bvanen also find an affinity for psionics, but these are the Environment: Deserts and salt flats
exception rather than the rule. Organization: Solitary
Bvanen characters possess the following racial traits. Challenge Rating: 8
+2 Str, -2 Dex, +4 Con, +2 Int Treasure: Double standard
Medium. As Medium creatures, bvanen receive no Alignment: Always neutral
bonuses or penalties due to their size. Advancement: 17-32 HD (Gargantuan); 33-48 HD
Space/Reach: 5 ft./5 ft. (Colossal)
A bvanen‘s base land speed
is 20 feet. Bvanen have a
swim speed of 30 ft.
Darkvision out to 60 feet.
Racial Hit Dice: A bvanen
begins with 3 levels of
aberration, which provide
3d8 Hit Dice, a base attack
bonus of +2, and base
saving throw bonuses of
Fort +1, Ref +1 and Will
+3.
Racial Skills: A bvanen‘s
aberration levels give it
skill points equal to 6 x (2
+ Int modifier). Its class
skills are Hide, Listen, Spot
and Swim.
A bvanen‘s aberration
levels give it 2 feats.
Weapon Proficiency: A
bvanen is proficient with its
natural weapons.
+7 natural armor bonus.
Natural Weapons: 2 claws
(1d3), 1 bite (1d4).

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Level Adjustment: — Elven Rope
The telltale shimmer of water and a touch of fresh Large Plant
moisture on the air would suggest that you have found a Hit Dice: 4d8+16 (34 hp)
deep desert oasis. Strange, perhaps, that no others have Initiative: –5
claimed this place before you... Speed: 0 ft.
Armor Class: 9 (–1 size, –5 Dex, +5 natural), touch 4,
The dune trapper is a subterranean plant that mimics flat-footed 9
pools and oases in order to lure prey into its devouring Base Attack/Grapple: +3/+12
maw. Disguising itself as an oasis of up to an acre in size, Attack: Tentacle slap +7 melee (1d8+7)
the dune trapper takes many a life foolish enough to drink Full Attack: Tentacle slap +7 melee (1d8+7)
from its waters. Space/Reach: 10 ft./10 ft.
A dune trapper digs a large sand pit to hide in and then Special Attacks: Blood drain, improved grab
cover over with its star-shaped head, burying itself inches Special Qualities: Camouflage, blindsight 30 ft., damage
beneath the sand, exposing the center of its throat. A reduction 5/magic, plant traits
trapper's roots eventually extend miles below ground in Saves: Fort +8, Ref —, Will +2
order to reach deep water sources, which it uses to pump Abilities: Str 21, Dex —, Con 18, Int —, Wis 12, Cha 10
up small amounts of water in its throat in order to present Skills: —
an oasis-like appearance. The pool is anywhere from 5 to Feats: —
50 ft. across, depending on the size of the creature, and is Environment: Deserts
never more than an inch deep. Creatures that smell water Organization: Solitary
are the first to be attracted to the trapper. Trappers are Challenge Rating: 4
usually solitary, but sometimes they encourage the Treasure: 1/10th coins; 50% goods; 50% items
growth of the neighboring flora around them by furnishing Alignment: Always neutral
them with some of the water they extract. This only helps Advancement: 5-6 HD (Large), 7-12 HD (Huge)
further disguise the trapper. Level Adjustment: —

Combat This plant is a twisted patch of reddish vines covered


with hollow needles.
When a victim drinks from the oasis's
waters (which is the rear center of the
plant), the trapper pulls itself down the pit
it rests in and traps the victim.
If the dune trapper is slain, its body
contains as many quarts of water as it had
hit points. The trapper itself is inedible,
except for b'rohgs, who consider trappers
a delicacy.
Camouflage (Ex): Dune trappers are
difficult to distinguish from other,
mundane cacti. Noticing a dune trapper
requires a Spot check (DC 30). Characters
with ranks in Survival or Knowledge
(nature) can use those skills instead of
Spot to notice the plant.
Improved Grab (Ex): To use this
ability, a dune trapper must hit with its
slam attack. It can then attempt to start a
grapple as a free action without provoking
an attack of opportunity. If it wins the
grapple check, it establishes a hold and
can swallow the opponent the following
round.
Swallow Whole (Ex): The dune
trapper can try to swallow a grabbed opponent of Huge or
smaller size by making a successful grapple check. Once An elven rope is a predatory cactus found in Athas‘s
inside, the opponent takes 2d8+11 points of crushing wastes. The plant‘s tendrils are covered with hollow
damage plus 4d10 points of acid damage per round from needles that suck blood from its prey. The main body of
the dune trapper‘s digestive juices. A swallowed creature the plant lies a foot underground, so that only the spiny
can cut its way out by dealing 40 points of damage to the tendrils are visible above the surface of the sand.
dune trapper‘s digestive tract (AC 15). Once the creature
exits, muscular action closes the hole; another swallowed Combat
opponent must cut its own way out. The dune trapper‘s
An elven rope lashes out at creatures unfortunate
gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or
enough to approach without noticing the plant. Most
512 Tiny or smaller creatures.
often, the cactus ensnares an animal, though humanoid
prey is easy enough for it to consume. The spines of an
elven rope drain the entrapped creature‘s blood down
underground, into the body of the plant.

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Blood Drain (Ex): An elven rope drains blood from a whether this is for camouflage or mere social purposes is
grappled opponent, dealing 1d4 points of Constitution unknown).
damage each round it maintains the hold. The hunting cactus prefers a carnivorous diet but will
Blindsight (Ex): Elven ropes have no visual organs but consume the saps of other plants for nourishment if no
can sense approaching foes by their vibrations. other options are available. Hunting cacti reportedly
Camouflage (Ex): Elven ropes are difficult to consider this a form of cannibalism, however, and are
distinguish from other, mundane cacti. Noticing an elven loath to feed on other plants.
rope requires a Spot check (DC 20). Characters with ranks Weighing ten pounds and standing three feet high,
in Survival or Knowledge (nature) can use those skills hunting cacti begin life at a mere six inches in height.
instead of Spot to notice the plant. They grow at a rate of three inches per month but their
Improved Grab (Ex): To use this ability, the elven maximum age is unknown as none has ever successfully
rope must hit with its tentacle slap attack. It can then been raised in captivity.
attempt to start a grapple as a free action without
provoking an attack of opportunity. It can then begin Combat
draining blood.
The hunting cactus employs tactics common to many of
Elven Rope Nets Athas‘ predatory plants, but its use of psionics is virtually
unique and gives the creature an unexpected edge. The
Gladiators often employ nets made of elven rope tendrils cactus favors a paralyzing blast of spines from one of its
in the arena. A net made from elven rope costs 50 Cp, has pods, followed by a leisurely feed, but will not shirk from
an Escape Artist DC of 23, can be burst with a Strength using its mental powers to Strengthen its position if
check (DC 28), has hardness 4, and has 5 hit points. necessary.
Creatures attempting to escape such a net (using either Each hunting cactus has 1d20+10 spine pods, which it
an Escape Artist check or a Strength check) take 1d6 can fire at size Medium and larger creatures within 30 ft.
points of piercing damage with each attempt. Each pod carries 10 spines and each spine has a tiny
poison sac at its base containing a paralyzing venom. The
hunting cactus fires these spines at its target and,
Hunting Cactus assuming the target is paralyzed, moves to within 5 feet
Small Plant (Psionic) and extends a feeding spine from its base. Using this
Hit Dice: 5d8+10 (32 hp) spine, it strikes and grapples its paralyzed prey and drains
Initiative: +5 blood until it is sated, the victim dies, or it is forced away
Speed: 30 ft. (6 squares) from its meal. Each round, the hunting cactus may only
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch fire spines from a single pod. It has several pods to
12, flat-footed 12 ensure that it does not run out of ammunition. A hunting
Base Attack/Grapple: +3/-2* cactus regrows its spines at the rate of one pod per 1d4
Attack: Spine +6 ranged (1d3-1 plus poison) or feeding days.
spine +3 melee (1d3-1 plus blood drain) Blood Drain (Ex): A hunting cactus drains blood from a
Full Attack: 10 spines +6 ranged (1d3-1 plus poison) and grappled opponent, dealing 1d2 points of Constitution
feeding spine -2 melee (1d3-1 plus blood drain) damage each round it maintains the hold. A hunting
Space/Reach: 5 ft./5 ft. cactus will continue to drain prey until it has drained 10
Special Attacks: Blood drain, improved grab, poison, psi- points of Constitution, at which point it seeks to withdraw
like abilities from combat.
Special Qualities: Plant traits Improved Grab (Ex): To use this ability, a hunting
Saves: Fort +6, Ref +2, Will +3 cactus must hit with its feeding spine attack. It can then
Abilities: Str 8, Dex 12, Con 14, Int 15, Wis 14, Cha 11 attempt to start a grapple as a free action without
Skills: Knowledge (local) +10, Search +10, Spot +10, provoking an attack of opportunity, and it can blood drain.
Survival +10 Poison (Ex): Injury, Fortitude DC 14, initial damage
Feats: Improved Initiative, Weapon Focus (spine) paralysis for 1 minute, secondary damage paralysis for
Environment: Deserts 1d4+2 rounds. The save DC is Constitution-based.
Organization: Solitary or pair Psi-Like Abilities: At will–aversion (6 hour duration,
Challenge Rating: 3 DC 13*), detect psionics, inflict pain (1 additional target,
Treasure: Standard DC 13*), read thoughts (DC 12), synesthete. Manifester
Alignment: Always neutral level 5th. The save DCs are Charisma-based.
Advancement: 6-10 HD (Medium) *Included augmentation for the hunting cactus‘
Level Adjustment: — manifester level.

A pale green cactus sporting spiny pods, this creature Hunting Cactus Society
turns and angles its body to follow the movements of all The hunting cactus is not native to Athas and possesses
who approach it. When in motion, it moves with a slow, an alien intelligence that does not recognize non-plant
deliberate shuffle. creatures as being capable of sentience. Thought to have
been brought to Athas through psionic or magical
The hunting cactus is a highly intelligent species of experimentation thousands of years ago, the hunting
blood-drinking plant. Boasting a spread of useful psionic cactus has carved a niche for itself in the Athasian
powers, the hunting cactus fires paralyzing spines at its ecology.
prey and then drains the blood from its inert victims. Given the cactus‘ attitudes, it seems likely that the
Hunting cacti make their homes where they stand, but are species originates in a world dominated by intelligent
known to prefer the company of other cacti (although plants where creatures of flesh and blood are seen as little
besides food. Although communication with hunting cacti

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is possible, they invariably interpret all communication as muscled spines, stabbing with these at its prey.
having come from another plant as ―meat-creatures‖ are Improved Grab (Ex): If the rock cactus successfully
not deemed capable of sentient thought beyond that hits a target with one of its spines it may initiate a grapple
required to eat, move and procreate. attempt as a free action without provoking an attack of
Usually encountered alone, hunting cacti will pair off in opportunity. A rock cactus may grapple a target of any
order to breed. Each will detach a newly budded pod, size. If the grapple is successful and the target is larger
placing them side-by-side on suitable ground. The twin than the cactus, the cactus may retract its spine in order
pods extend tendrils towards each other, fusing and to drag itself next to the target. *Rock cacti receive a +8
forming a single, larger pod, which rapidly takes root. racial bonus on grapple checks.
Within the space of a day the new hunting cactus will have Moisture Drain (Ex): A rock cactus drains moisture
a trunk and new pods budding forth. from a grappled opponent, dealing 1d4 points of
Constitution damage each round it maintains the hold.
The rock cactus continues to drain until its target breaks
Rock Cactus loose or until it has drained 12 points of Constitution, at
which point it is sated and releases its hold voluntarily.
A small cluster of spherical rocklike plants that are found
wherever water is rare, these cacti are a sandy brown in
color and no more than a foot across. Rock Cactus, Bloodsucking
The most common form of rock cactus is a plant that Approximately one rock cactus in every 500 is a
survives by attaching itself to other living creatures and bloodsucking mutation that feeds not on moisture but on
draining the moisture from them through its spines. It the very lifeblood of its prey. Indistinguishable from the
lives in clusters near game or caravan trails and attacks standard rock cactus, they are somewhat tougher and
when prey draws near. The rock cactus exudes more precise in their attacks, seeming to home in upon
pheromones that, while undetectable to most humans and blood vessels and major organs.
humanoids, are compellingly attractive to many rodents
and mammals. Combat
The rock cactus is edible if peeled, having a taste and
texture similar to apples, and a single plant will yield up to A bloodsucking rock cactus attacks in an identical fashion
a pound of flesh and 4 pints of fluid. The plants can be to its more common cousin. Once the bloodsucking rock
safely harvested by tricking them into attacking a dummy cactus feeds, it begins to stand out from its fellows.
target and then snapping their spines before they have a The most feared characteristic of the bloodsucking rock
chance to retract them. Live rock cacti will fetch as much cactus, however, is the tendency of its spines to break off
as 5 Cp in most markets, but the flesh of a single cactus is in the wound, from where they subsequently work their
only worth a ceramic or two. way inwards, usually causing the death of the opponent.
Generally a foot across and weighing three pounds, a Blood Drain (Ex): A bloodsucking rock cactus drains
rock cactus will double in size and weight as it feeds. As it blood from a grappled opponent, dealing 1d4 points of
swells with moisture, the cactus will darken in color, Constitution damage each round it maintains the hold. On
eventually becoming black. During Sun Ascending and the each such successful attack, the bloodsucking rock cactus
first months of High Sun rock cacti are in flower and expands, gaining 5 temporary hit points. A hunting cactus
produce a bright yellow bloom that lasts for only a few will continue to drain prey until it has drained 20 points of
hours. Constitution, at which point it seeks to withdraw from
combat. A fully fed bloodsucking rock cactus quadruples in
weight and is Small size (AC 12, attack bonus +4,
Combat grapple bonus +5).
A rock cactus detects the approach of prey with its plant Improved Grab (Ex): If the bloodsucking rock cactus
senses and waits until a target draws to within 2 feet of successfully hits a target with one of its spines it may
the cactus. It then rapidly extends its powerfully initiate a grapple attempt as a free action without

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provoking an attack of opportunity. A
bloodsucking rock cactus may grapple a
target of any size. If the grapple is
successful and the target is larger than
the cactus, the
cactus may retract its spine in order to
drag itself next to the target.
*Bloodsucking rock cacti receive a +8
racial bonus on grapple checks.
Spine Burrow (Ex): If a bloodsucking
rock cactus is forcibly removed from a
grapple, the barbed tip of its embedded
spine may snap off inside the opponent‘s
body. The opponent must make a Reflex
save (DC 10), or the spine snaps and the
barbed tip remains inside the target. The
save DC is Strength-based.
A broken tip begins to work its way
inward, eventually coming to rest in the
heart. The creature suffers 1d4 points of
Constitution damage per hour until the
barb is removed or the creature dies. A
remove disease or heal spell removes a
barb from the creature and prevents
further damage.
Saves: Fort +7, Ref —, Will +1
Abilities: Str 12, Dex —, Con 16, Int —, Wis 10, Cha 8
Sand Cactus Skills: —
Feats: —
Large Plant
Environment: Deserts
Hit Dice: 5d8+15 (37 hp)
Organization: Solitary
Initiative: –5
Challenge Rating: 2
Speed: 0 ft.
Treasure: None
Armor Class: 9 (–1 size, –5 Dex, +5 natural), touch 4,
Alignment: Always neutral
flat-footed 9
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Base Attack/Grapple: +3/+8
Level Adjustment: —
Attack: Needle +4 melee (1d2+1)
Full Attack: 6 needles +4 melee (1d2+1)
You spot a small cluster of what look like spine-shaped
Space/Reach: 10 ft./5 ft.
plants growing from the sand.
Special Attacks: Blood drain, improved grab, needles,
trip
Sand cacti are a form of plant that feeds on the life-
Special Qualities: Camouflage, plant traits, regrowth

Rock Cactus Rock Cactus, Bloodsucking


Tiny Plant Tiny Plant
Hit Dice: 2d8 (9 hp) 3d8+6 (19 hp)
Initiative: +1 +1
Speed: 0 ft. 0 ft.
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 13 (+2 size, +1 Dex), touch 13, flat-footed
12 12
Base Attack/Grapple: +1/+0* +2/+1*
Attack: Spine +4 melee (1d3-1 plus moisture drain) Spine +5 melee (1d3-1 plus blood drain)
Full Attack: 3 spines +4 melee (1d3-1 plus moisture 3 spines +5 melee (1d3-1 plus blood drain)
drain)
Space/Reach: 2 1/2 ft./0 ft. (10 ft. with spines) 2 1/2 ft./0 ft. (10 ft. with spines)
Special Attacks: Improved grab, moisture drain Blood drain, improved grab, spine burrow
Special Qualities: Plant traits Plant traits
Saves: Fort +3, Ref +1, Will +0 Fort +5, Ref +2, Will +1
Abilities: Str 8, Dex 12, Con 11, Int —, Wis 10, Cha 2 Str 8, Dex 12, Con 14, Int —, Wis 10, Cha 2
Skills: — —
Feats: Improved Natural Attack (spine)(B), Weapon Improved Natural Attack (spine)(B), Weapon
Finesse(B) Finesse(B)
Environment Any nonforest Any nonforest
Organization: Solitary or cluster (1-10) Solitary
Challenge Rating: 1 1
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 3-4 (Tiny) 4-6 (Tiny)
Level Adjustment: — —

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blood of those that dwell near it. Environment: Deserts
Sand cacti are well protected, for everything about the Organization: Cluster (2-8)
plant, except the needles, is hidden below the sand. The Challenge Rating: 3
body can be from 5-8 feet across, 4 feet thick, and weigh Treasure: None
up to 600 pounds. It has many barbed needles with long, Alignment: Always neutral
thin strands connecting them to its bulbous body. The Advancement: 4-6 HD (Medium); 7-9 HD (Large)
body and strands are a sickly white, while the needles are Level Adjustment: —
a sandy color, helping it stay camouflaged.
You spot a small cluster of cacti with a variety of green
Combat and purple needles. The cacti are bright green, rising to
the height of an adult elf.
Sand cactus needles lie in wait for victims slightly above
the surface of the sand. A traveler who doesn't notice the
needles usually steps on one, potentially becoming pulled
down onto more needles.
Blood Drain (Ex): On a successful grapple check, a
sand cactus drains blood, dealing its opponent 1d3 points
of temporary Constitution damage.
Camouflage (Ex): Since a sand cactus appears is
mostly buried under sand, it takes a DC 20 Spot check to
notice it. A character trained in Knowledge (nature) or
Survival can use that skill instead of Spot for this check.
Improved Grab (Ex): To use this ability, a sand cactus
must hit with a needle attack. It can then attempt to start
a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a
hold and can attempt to drain blood the following round.
Needles (Ex): A creature that escapes a grapple with a
sand cactus, either by making a grapple or Escape Artist
check or by killing the plant, must make a Reflex save (DC
13). On a successful save, the creature takes 1d6 points
of damage. A failed save means the needle breaks off and
remains embedded in the creature. Removing the needle
deals the creature 1d6 points of damage, but leaving it in
causes blood poisoning. The save DC is Strength-based.
Sand cactus infection—injury, Fortitude DC 15,
incubation period 1 day, damage 1d6 Con. The save DC is
Constitution-based.
Regrowth (Ex): A sand cactus dwells under 5-10 feet
of sand, with only its needle patch exposed to combat.
Unless the plant‘s body is also destroyed, a sand cactus Spider cacti look like normal, harmless cacti. Projectile
regrows dead needles in 1d4 days. needles connected to tethers attack victims who get near.
Trip (Ex): A sand cactus that hits with a needle attack The victim is then dragged into the cactus, where the
can attempt to trip the opponent (+5 check modifier) as a feeding needles make a slow feast of the hapless victim.
free action without making a touch attack or provoking an Spider cacti are barrel shaped and are about 2 to 3 feet
attack of opportunity. If the attempt fails, the opponent across, and usually reach from 6 to 7 feet tall. They are
cannot react to trip the sand cactus. usually bright green in color, with some streaks of white
along the barrel. They have purple and green needles.

Spider Cactus Combat


Medium Plant Anyone within 15 feet of the spider cactus becomes a
Hit Dice: 3d8+3 (16 hp) target of its tethered needles in its quest for water.
Initiative: +0 Spider cacti have eight purple needles that they use as
Speed: 0 ft. tethered darts and 18 green spines used for feeding.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15 Because of the valuable nature of its feeding spines, a
Base Attack/Grapple: +2/+3 spider cactus will not attempt to feed unless its target has
Attack: Feeding spine +3 melee (2d4 Constitution been paralyzed.
damage) or needle +2 ranged (1d2+1 plus poison) Constitution Damage (Ex): The spider cactus‘ feeding
Full Attack: Feeding spine +3 melee (2d4 Constitution spine deals 2d4 points of Constitution damage on a
damage); or 8 needles +2 ranged (1d2+1 plus poison) successful hit.
Space/Reach: 5 ft./5 ft. Drag (Ex): If a spider cactus hits with a needle attack,
Special Attacks: Constitution damage, drag, poison, the needle‘s tether latches onto the opponent‘s body. This
swallow whole, tethers deals no damage but drags the stuck opponent 5 feet
Special Qualities: Plant traits closer each subsequent round (provoking no attack of
Saves: Fort +4, Ref —, Will +0 opportunity) unless the creature breaks free, which
Abilities: Str 13, Dex 10, Con 12, Int —, Wis 9, Cha 7 requires a DC 16 Escape Artist check or a DC 12 Strength
Skills: — check. The check DCs are Strength-based, and the Escape
Feats: — Artist DC includes a +4 racial bonus. If the spider cactus

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drags its victim into its space, it can swallow the creature grapple as a free action without provoking an attack of
whole. opportunity. If it wins the grapple check, it establishes a
A tethered purple needle has 5 hit points and can be hold and can rake.
attacked by making a successful sunder attempt. Pounce (Ex): If a tagster charges a foe, it can make a
However, attacking a spider cactus‘ strand does not full attack, including two rake attacks.
provoke an attack of opportunity. If the strand is currently Psi-Like Abilities: At will-catfall (20 ft.*), know
attached to a target, the spider cactus takes a –4 penalty direction and location, ubiquitous vision; 3/day- cloud
on its opposed attack roll to resist the sunder attempt. mind (DC 10). Manifester level 3rd. The save DCs are
Severing a strand deals no damage to a spider cactus. Charisma-based.
Poison (Ex): Injury, Fortitude DC 12, initial damage *Included augmentation for the tagster‘s manifester
paralysis for 2d4 rounds, no secondary damage. The save level.
DC is Constitution-based. Rake (Ex): Attack bonus +3 melee, damage 1d4.
Swallow Whole (Ex): A spider cactus can swallow a Sneak Attack (Ex): If a tagster can flank an opponent
creature it has dragged into its space with a successful or catch the opponent when he is denied his Dex bonus to
grapple check. It automatically swallows a paralyzed AC for any reason, the tagster can strike a vital spot with
target. Once inside the spider cactus, the opponent takes a bite attack for an extra 1d6 damage.
1d3 points of acid damage per round and is subject to its Skills: Tagsters receive a +5 racial bonus on Balance,
poison, requiring a new save each round. Hide, and Move Silently checks. Tagsters also receive a
A non-paralyzed swallowed creature can climb out of the +10 racial bonus on Jump checks.
cactus with a successful grapple check. A swallowed
creature can also cut its way out by using a light slashing
or piercing weapon to deal 10 points of
damage to the cactus‘s interior (AC 12). Once
the creature exits, the hole closes, and other
creatures must cut their own way out.
A Medium spider cactus can hold 1 Medium,
4 Small, or 16 Diminutive or smaller
opponents.
Tethers (Ex): When the spider cactus
attacks, it only attacks one victim at a time.
Although a spider cactus has many feeding
spines, it can only bring one to bear against a
single target at any one time, the others
serving as replacements.

Cat, Psionic
Tagster
This creature is a shorthaired feline with yellowish hair
and a smattering of spots. Tigone
This creature is a large feline with deep yellow eyes and
A cunning psionic predator, the tagster has short a short, greenish hide. Large and sleek, it moves with the
yellowish-brown fur with whitish under-parts. Sometimes steady, padding gait of the predator.
spotted, tagsters always have some type of distinctive
dark marking, such as a spot on the tail or foot, for A larger cousin of the tagster, the tigone is a psionic
example. Solitary creatures, they are highly territorial, great cat that is native to the Hinterlands. Also sometimes
only congregating during the annual mating season, when seen in the Ringing Mountains, tigones are dangerous
males fight for breeding rights. Tagsters that are predators known for attacking almost any creature
disturbed during these activities have been known to turn violating their territory.
on intruders en masse before returning to their own In their native environment, tigones are near the top of
conflicts. the food chain. When hidden and motionless in the
Tagsters are the living embodiment of the survival of the underbrush, a tigone‘s coloration makes it all but invisible.
fittest. Athasian traders and herders know this well and Their noiseless footsteps allow them to creep up on all but
will often abandon slow or injured animals to a hunting the most alert of prey. If forced to leave the forests,
tagster as a way of protecting the main flock. however, tigones fare poorly. They dislike warm
environments and will often not survive extended trips
Combat into the desert. Highly sought for gladiatorial games, most
The tagster is a feline predator that uses psionic powers tigones perish before reaching an arena, but will
to stalk its prey. Tagsters prefer to hide in grassy areas nevertheless fetch a handsome price if successfully
and then pounce on their prey usually catching them by transported to a sorcerer-king's city. Halflings prize
surprise. It will also try to grab a hold of its prey so that it tigones as hunting partners because of their psionic
can rake. Prey that is killed will be dragged away to be tracking and hunting skills.
consumed later. An adult tigone grows to a length of seven feet and can
Improved Grab (Ex): To use this ability, a tagster weigh over 250 pounds.
must hit with its bite attack. It can then attempt to start a

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Tagster Tigone
Medium Magical Beast (Psionic) Large Magical Beast (Psionic)
Hit Dice: 2d10+2 (13 hp) 4d10+12 (34 hp)
Initiative: +2 +1
Speed: 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 13 (-1 size, +1 Dex, +3 natural), touch 10,
12 flat-footed 12
Base Attack/Grapple: +2/+3 +4/+12
Attack: Bite +4 melee (1d6+1) Bite +8 melee (1d8+4)
Full Attack: Bite +4 melee (1d6+1), 2 claws -2 melee Bite +8 melee (1d8+4), 2 claws +5 melee
(1d4) (1d6+2)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Improved grab, pounce, psionics, rake 1d4, Improved grab, pounce, psionics, rake 1d6+2
sneak attack +1d6
Special Qualities: Darkvision 60 ft., low-light vision, power Darkvision 60 ft., low-light vision, power
resistance 13, psionics resistance 14, psionics
Saves: Fort +4, Ref +5, Will +2 Fort +7, Ref +5, Will +3
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 Str 19, Dex 13, Con 16, Int 2, Wis 14, Cha 8
Skills: Balance +7, Climb +3, Hide +7, Jump +16, Balance +6, Climb +5, Hide +2, Jump +16,
Listen +3, Move Silently +7, Spot +3 Listen +4, Move Silently +6, Spot +4
Feats: Weapon Focus (bite) Multiattack, Weapon Focus (bite)
Environment Deserts Mountains
Organization: Solitary Solitary, Pride (2-5)
Challenge Rating: 2 3
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 3-4 HD (Large) 5-8 HD (Huge)
Level Adjustment: — —

Combat strange experimental sorceries. Forming a single


consciousness, a chanth possesses all of the powers and
Tigones use a mix of stealth, Strength and psionic knowledge of the identities that were cannibalized to
aptitude to hunt and slay their prey or their enemies. create it and can bring multiple powers to bear against its
Tigones prefer to hunt in packs, using their anchored foes. Bereft of any kind of physical abilities, a chanth
navigation power to hunt in concentric circles. When it usually dominates other beings into serving as its pawns.
comes to the attack, a tigone will, if possible, leap onto The first chanth was apparently developed by the
their victim from above, driving the target to the ground sorcerer-king Andropinis of Balic as far back as the Year of
where the tigone uses its greater weight to pin its prey Enemy‘s Agitation but since his fall the secret of the
while simultaneously attacking with all claws and a construction of these hybrid horrors has filtered out into
ferocious bite. the wider world. Any combination of two or more sentient
Improved Grab (Ex): To use this ability, a tigone must psionic minds can be fashioned into a chanth, but the
hit with its bite attack. It can then attempt to start a greater the number of minds the greater the possibility of
grapple as a free action without provoking an attack of discord. The minds that comprise a chanth do not retain
opportunity. If it wins the grapple check, it establishes a their individual identities, but their personalities meld into
hold and can rake. a single uneasy whole. Competing personality traits can
Pounce (Ex): If a tigone charges a foe, it can make a sometimes struggle for dominance if the chanth is placed
full attack, including two rake attacks. under severe duress. Furthermore, as the various minds
Psi-Like Abilities: At will—catfall (70 ft.*), clairvoyant of a chanth share their powers, they also share the risk
sense, danger sense, empathy, know direction and that damage affecting one mind will also affect all others
location, read thoughts, ubiquitous vision; 3/day— currently linked to that mind.
anchored navigation, mental barrier (3 round duration*), In combat, a chanth is a deadly opponent when faced
psionic charm (affects animals, fey, giants, humanoids, alone or in a small group. It can strike with a psionic
magical beasts, and monstrous humanoids, 7 day power from each of its minds every round, if it has enough
duration, DC 13*). Manifester level 7th. The save DCs power points, and a single enemy may find himself
are Charisma-based. overwhelmed by multiple attacks in mere moments. Only
*Includes augmentation for the tigone‘s manifester a larger group that forces a chanth to split its attacks
level. amongst several targets has any hope of success.
Rake (Ex): Attack bonus +7 melee, damage 1d6+2. A chanth requires no sustenance once created – the
Skills: Tigones receive a +5 racial bonus to Balance, eldritch forces that hold it together provide it with
Hide, and Move Silently checks. Tigones also receive a nutrients – but is also without any kind of immediate
+10 racial bonus to Jump checks. physical protection (its psionic powers notwithstanding).
For this reason a chanth is often placed in some kind of
protective casing or armor by its creator.
Chanth
A chanth is a hideous construct composed of two or
more living psionic brains bonded together through

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Sample Chanth brain currently connected to the dying brain (either
directly or via an intermediary brain) is affected by a
You see a quivering grey form, covered in writhing feeblemind for a single round (no save).
contours, no bigger than your torso. Your flesh crawls as The five psions used in the creation of this chanth had
you realize that it is nothing less than the grotesque the following ability scores after racial adjustments:
melding of several living brains into a single hideous Human: Str 14, Dex 12, Con 13, Int 15, Wis 8, Cha 10
mass. Dwarf: Str 13, Dex 10, Con 16, Int 14, Wis 8, Cha 11
Elf: Str 8, Dex 17, Con 11, Int 16, Wis 10, Cha 12
This example uses five 4th-level psions (human, dwarf, Halfling: Str 10, Dex 15, Con 10, Int 15, Wis 8, Cha 14
Thri-kreen: Str 15, Dex 16, Con 13, Int 14, Wis 12, Cha 8

Combat
Composed of five minds, this chanth finds it difficult to
decide on a single strategy in combat and seems to lurch
from one approach to another. If able to prepare itself,
however, it can compose a well-orchestrated series of
attacks that can overwhelm unready foes.
Power Pool (Su): The five brains of the chanth share
power points and may share skills and feats as a free
action. One brain may gain access to a psionic power of
another brain as a standard action. Once accessed, using
the power is a standard action as per normal psionic rules.
Psi-Like Abilities: The component brains of a chanth
may act independently each round, using their psionic
powers as they choose. The powers of each brain are
summarized below, including information on skills and
feats possessed. Manifester level is 4th for all component
brains.
Human: Powers discovered: 1st–bolt, burst, dissipating
touch, skate, vigor; 2nd–concealing amorpha
dimension swap, psionic levitate, psionic lock.
Power Points per Day: 21
Skills: Concentration +8, Knowledge (arcana) +8,
Knowledge (psionics) +8, Sense Motive +2, Survival
+6
elf, halfling and thri-kreen) as the base creatures. Feats: Extend Power, Narrow Mind, Power
Penetration, Unconditional Power
Tiny Construct Dwarf: Powers discovered: 1st –control flame, control
Hit Dice: 10d10 (55 hp) object, energy ray, hammer, matter agitation; 2nd –
Initiative: –5 control air, energy missile, energy stun, id insinuation.
Speed: 0 ft. Power Points per Day: 21
Armor Class: 7 (+2 size, –5 Dex), touch 7, flat-footed 7 Skills: Autohypnosis +6, Concentration +8, Knowledge
Base Attack/Grapple: +7/— (alchemy) +8, Knowledge (psionics) +8, Psicraft +8
Attack: — Feats: Burrowing Power, Delay Power, Twin Power
Full Attack: — Elf: Powers discovered: 1st – empathy float,
Space/Reach: 2 1/2 ft. /0 ft. mindlink, psionic charm, skate; 2nd – aversion, brain
Special Attacks: Power pool, psionic powers lock, psionic suggestion.
Special Qualities: Construct traits Power Points per Day: 23
Saves: Fort +3, Ref —, Will +5 Skills: Concentration +9, Knowledge (arcana) +9,
Abilities: Str —, Dex —, Con —, Int 14, Wis 15, Cha 14 Knowledge (psionics) +9, Diplomacy +8, Survival +7
Skills: see below Feats: Dodge, Extend Power
Feats: see below Halfling: Powers discovered: 1st – destiny dissonance,
Environment: Any detect psionics, disable, precognition, psionic daze;
Organization: Solitary 2nd – clairvoyant sense, object reading, sensitivity to
Challenge Rating: 5 psychic impressions, recall agony.
Treasure: None Power Points per Day: 21
Alignment: Chaotic neutral Skills: Concentration +3, Gather Information +6,
Advancement: — Knowledge (psionics) +3, Sense Motive +7, Spot +6
Level Adjustment: — Feats: Disarm Mind, Psionic Focus (clairsentience)
Thri-kreen: 1st –catfall, mind thrust, synesthete,
The five minds that comprise this chanth are often in thicken skin, vigor; 2nd – animal affinity, biofeedback,
conflict with one another and this can cause the chanth to chameleon, empathic transfer;
behave in a random fashion during combat. Power Points per Day: 21
This chanth has a pool of 107 psionic power points upon Skills: Autohypnosis +6, Concentration +4, Knowledge
which its component brains can draw. For every 11 hit (psionics) +4, Psicraft +5
points of damage that it takes, one brain (randomly Feats: Mental Adversary, Quicken Power
determined) dies. That brain‘s powers, power points, skills
and feats are no longer available. Furthermore, any other

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Creating a Chanth cannot heal damage on its own naturally but can be
repaired through use of the Craft Construct feat (see MM).
―Chanth‖ is an acquired template that can be added to a Base Save Bonuses: A chanth receives save bonuses
combination of any two or more psionic creatures based on its total Hit Dice, modified by its abilities. As
(referred to hereafter as the base creatures). A chanth constructs, chanths are immune to most effects requiring
does not possess physical traits and its mental traits are Fortitude saves, save those directly targeting the brain.
impaired due to the bizarre nature of its creation. Abilities: Chanths have no physical ability scores. The
Size and Type: The creatures‘ types change to chanth as a whole has the highest mental ability scores
construct and size becomes Tiny. and virtual ability scores among its component brains.
Hit Dice and Hit Points: A chanth must be created Skills: A chanth retains the skills of the base creatures,
from two or more creatures of the same level for the but may be unable to use many of these, should they
bonding processes to work. (Count only levels in a psionic require physical activity (Climb, Jump, Ride etc). All
class.) A chanth has half as many Hit Dice as all of its component brains of a chanth may share skills as a free
component base creatures combined. For example, a action.
chanth created from the brains of three 6th level psions Feats: A chanth retains the feats of the base creatures,
has 9 Hit Dice (three for each brain). These are all but may be unable to use many of these, should they
construct Hit Dice (d10). Each brain is assumed to have require physical activity (Dodge etc). All component brains
average hit points per Hit Die and one brain (randomly of a chanth may share feats as a free action.
determined from all brains comprising the chanth) will die Environment: A chanth has no specific environment,
when the chanth has taken damage equivalent to one but is placed or sent wherever its creator desires.
brain‘s total hit points. In the above example of a chanth Independent chanths will normally order their dominated
created from the brains of three 6th level psions, one servants to place them in a secure location.
brain will die for every 16 hit points that the chanth takes Organization: Chanths are organized according to the
(Each brain contributes 3HD to the chanth‘s total, with needs of their creators or owners and have no inherent
16.5 hit points being the average score for 3d10 HD). A organization. It is not unheard of for a chanth to
dead brain contributes no power points to the pool. overpower, slay or dominate its creator, however, and a
Speed: A chanth is immobile (use of psionics chanth may find itself at the peak of an organization of its
notwithstanding). own before long.
Armor Class: A chanth loses all armor bonuses of the Challenge Rating: A chanth has a challenge rating
base creatures. It receives a +2 size modifier, for an AC of equal to its manifester level, +1 per 3 component brains.
12. A chanth composed of the brains of three 6th level psions,
Base Attack/Grapple: A chanth‘s base attack bonus for example, has a CR of 7.
equals 3/4 its Hit Dice. A chanth cannot make physical Treasure: None. Chanths may be set as guardians over
attacks and automatically fails all grapple checks. treasure, however, and may take possession of the
Attacks: Chanths are incapable of making physical treasure of those they dominate.
attacks and must rely upon their psionic powers to Alignment: Always chaotic neutral. The nature of the
interact with the world around them. chanth‘s bond means that its personalities are often in
Damage: All damage is derived from solely psionic conflict with each other.
sources as the chanth has no physical attack form. Advancement: None. Chanths are static constructs.
Special Attacks: Each component brain that comprises Level Adjustment: None. Chanths are unsuitable as
a chanth retains its individual Manifester level and psionic player characters.
powers. Each component brain functions independently for
the purposes of combat and may share powers and power
points with the other brains that form the chanth. A
chanth pools the power points of its component brains and Cistern Fiend
each brain may draw freely from the pool of points each
round. Each component brain that comprises a chanth Gargantuan Aberration (Psionic)
may use its own psionic powers as a standard action. Each Hit Dice: 16d8+115 (187 hp)
component brain may access the powers of another Initiative: +5
component brain as a standard action. Once accessed, Speed: 5 ft. (1 square), swim 30 ft.
using the power is a standard action as per normal psionic Armor Class: 17 (-4 size, +1 Dex, +10 natural), touch 7,
rules. A chanth loses all other special nonpsionic attack flat-footed 16
forms of the base creatures. A chanth comprising three Base Attack/Grapple: +12/+36
brains, therefore, may use up to three psionic powers Attack: Tentacle +20 melee (2d6+12 plus poison) or bite
each round (quickened powers notwithstanding). If a +20 melee (2d8+12 plus moisture drain)
brain dies, all other component brains of the chanth Full Attack: 2 tentacles +20 melee (2d6+12 plus poison)
currently accessing the powers, skills or feats of that brain and bite +15 melee (2d8+6 plus moisture drain)
are struck with feeblemind for one round (no save). Space/Reach: 20 ft./15 ft.
Furthermore, any component brains currently accessing a Special Attacks: Poison, psi-like abilities
brain struck by feeblemind in this manner are also Special Qualities: Darkvision 60 ft., DR 10/metal, power
afflicted by feeblemind for one round. resistance 25
Special Qualities: Chanths are immune to all charms, Saves: Fort +12, Ref +6, Will +11
compulsions, phantasms, patterns and morale effects due Abilities: Str 34, Dex 12, Con 24, Int 1, Wis 8, Cha 8
to their partitioned awareness. They are immune to sleep Skills: Hide +0*, Listen +5, Spot +5, Swim +20
effects, paralysis, stunning and disease effects that do not Feats: Alertness, Combat Manifestation, Improved
specifically target the brain. They are immune to critical Initiative, Iron Will, Rapid Metabolism, Toughness
hits, nonlethal damage, physical ability damage, physical Environment: Aquatic
ability drain, fatigue, exhaustion or energy drain. A chanth Organization: Solitary

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Challenge Rating: 12 Cistern fiends are hermaphroditic and reproduce
Alignment: Always neutral asexually once every decade, with the offspring growing
Advancement: 17-32 (Gargantuan), 33-48 (Colossal) inside the membranous tissue that comprises the fiend's
Level Adjustment: — body and emerging through an eruption in the outer skin
layer. Docile during delivery, the adult must be separated
Surging out of the water that concealed it, a giant, from its child after birth as no two cistern fiends can share
translucent green worm confronts you, its large clumps of the same water supply without the larger attacking the
pinkish tentacles writhing on either side of its body just smaller.
below the snakelike head. A cistern fiend must remain immersed in water, or it
dies after 10d4 minutes. The creature's size depends on
its age and the amount of water available,
but most cistern fiends average 40 to 50 feet
in length.

Combat
Cistern fiends attempt to paralyze their
victims with their tentacles so that they may
more easily use their bite attack. They rely
upon their coloration to appear invisible when
submerged. The creature‘s tentacles secrete
a highly toxic fluid from sacs located in the
base of each tentacle, and repeated hits from
the tentacles will numb and eventually
paralyze targets. The cistern fiend attacks
paralyzed targets using its bite, which it uses
to drain bodily fluids from its target at a
horrifying rate. The creature also has very
basic psionic abilities, which it uses to repel
other creatures from the water supply it
protects, while shielding its mind from attack.
Moisture Drain (Ex): If the cistern fiend
successfully hits with its bite, it deals 2d6
points of temporary Constitution damage
unless the target makes a successful
Fortitude save (DC 25). The save DC is
Constitution-based.
Poison: (Ex): Tentacle: Injury, Fortitude
save (DC 25), initial damage 1d6 temporary
Dexterity damage, secondary damage 2d6
temporary Dexterity damage. The save DC is
Constitution-based.
Psi-Like Abilities: 1/day-catapsi (DC 14),
psionic disintegrate (DC 15),
psychofeedback; 3/day-body equilibrium,
chameleon, clairvoyant sense, disable
(affects 14 HD, 55 ft. range, DC 15*), hostile
empathic transfer (60 points max, affects all
creatures in 20-foot-radius, DC 12*), inflict

Believed to have been bred by some forgotten king or pain (affects 4 extra targets, DC 15*), psionic daze
conjured from the twisted mind of a long-dead sage, (affects 14 HD*), psychic vampire (DC 13). Manifester
cistern fiends were originally intended to guard and purify level 12th.
sources of water. Since then they have spread and are *Includes augmentation for the cistern fiend‘s
now a hazard that can be found throughout the manifester level.
Tablelands. Skills (Ex): *Due to its coloring, a cistern fiend
The cistern fiend, also known as the water worm, feeds receives a +8 bonus on Hide checks while under water. A
in two different ways. It either kills and eats the cistern fiend has a +8 racial bonus on any Swim check to
occasional prey that enters the water source where it perform some special action or avoid a hazard. It can
dwells or it feeds on a more daily basis by filtering always choose to take 10 on a Swim check, even if
nutrients from the water supply through its mouth pores distracted or endangered. It can use the run action while
and gaining sustenance from the minor biological and swimming, provided it swims in a straight line.
mineral impurities in the water. For this reason alone
cistern fiends are beneficial to any community's water
supply. Creatures slain by the cistern fiend have their Cloud Ray, Athasian
body fluids filtered by the fiend, with the resulting pure
water being expelled into the existing water supply. G olossal Magical Beast (Psionic)
Hit Dice: 12d10+72 (138 hp)

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Initiative: +1 Females have a gestation period which lasts over 3 years.
Speed: Fly 40 ft. (average) (8 squares) They bear living young while airborne. The male catches
Armor Class: 28 (–8 size, +1 Dex, +5 natural), touch and supports the young ray on his back for the first year
3, flatfooted 27 of its life while the female forages. After the young cloud
Base Attack/Grapple: +12/+28 ray learns to fly and becomes self-sufficient, the three go
Attack: Bite +23 melee (4d10+14) or tail slap + 25 their separate ways.
Although innately psionic, cloud rays become infuriated
melee (5d10+14)
when someone tries to contact their minds. It drives them
Full Attack: Bite +23 melee (4d10+14) and tail slap
into a tremendous rage, and they will do anything they
+ 25 melee (5d10+14)
can (except land) to capture and devour the offender.
Space/Reach: 30 ft./20 ft. (40 ft. with tail)
Special Attacks: Swallow whole
Special Qualities: Darkvision 60 ft., low-light vision,
Combat
psi-like abilities The preferred attack of the cloud ray is to simply swallow
Saves: Fort +14, Ref +9, Will +4 its victim whole. Failing that, the cloud ray will employ the
Abilities: Str 32, Dex 13, Con 22, Int 2, Wis 11, Cha 1 dangerous tail zip. The cloud ray will move in as close as
Skills: Hide -10*, Listen +2, Spot +7 possible on a silent glide, then strike the target with its
tail, using a whip-like motion. The tail whip lashes out so
Feats: Flyby Attack, Hover, Improved Grab, Snatch,
quickly that it produces noise, like a thunder clap.
Wingover
The zip alone can easily destroy most buildings in a few
Environment: Any
swipes.
Organization: Solitary Improved Grab (Ex): To use this ability, a cloud ray
Challenge Rating: 13 must hit with its bite attack. It can then attempt to start a
Treasure: None grapple as a free action without provoking an attack of
Alignment: Always neutral opportunity. If it wins the grapple check, it establishes a
Advancement: 13–24 HD (Colossal) hold and can swallow whole that round.
Level Adjustment: — Psi-Like Abilities: At will—control air (60 mph
alteration)*, inertial barrier, psionic levitate; 3/day—dream
You step on an outcropping of rock, when suddenly it
travel, telekinetic force (425 pounds)*. Manifester level 12th.
transforms into a huge creature with a broad, flattened
speckled-brown body on top and drab olive and white The save DCs are Charisma-based.
underneath. Four jet-black eyes stares at you, its 20-feet *Includes augmentation for the cloud ray‘s manifester
maw lined with razor-sharp teeth open. level.
Skills: *Cloud rays receive a +10 racial bonus on Hide
Through the skies and clouds of Athas slowly fly these checks while in rocky or sandy terrain.
deadly giants. Cloud rays can sometimes be seen crossing Swallow Whole (Ex): The cloud ray can try to swallow a
the evening sky flapping their huge pectoral fins. grabbed opponent of Huge or smaller size by making a
Cloud rays wander aimlessly through the Athasian skies successful grapple check. Once inside, the opponent takes
always searching for their next meal, which consists 4d10+14 points of crushing damage per round from the
mainly of rocs, pterrax, and other flying creatures. On cloud ray‘s digestive system. A swallowed creature can cut
rare occasions they land on the ground and may be its way out by dealing 20 points of damage to the cloud
mistaken for an outcropping of rock. ray‘s digestive tract (AC 12). Once the creature exits,
After a good meal, cloud rays will sometimes psionically muscular action closes the hole; another swallowed
dream travel while their meal digests. Cloud rays have opponent must cut its own way out. The cloud ray‘s gullet
territorial respect for others of their species and, with very can hold 2 Huge, 8 Large, 32 Medium, 128 Small or
few exceptions, do not intrude into another ray‘s ―air space.‖ smaller creatures.
They are solitary beings except when they seek a mate.

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Dagorran Combat
Growing between the dagorran‘s shoulders is a green
Medium Magical Beast (Psionic) growth of crystals. These crystals are what give the
Hit Dice: 4d10+12 (34 hp) dagorrans most of their psionic powers. In the wild, where
Initiative: +5 food is often scarce, when a dagorran senses a potential
Speed: 20 ft. (4 squares) meal, its favorite attack is to use its concussive blast
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat- power on the prey. Should the victim survive the initial
footed 12 blast, the dagorran will rush in to attack with its large
Base Attack/Grapple: +4/+7 maw.
Attack: Bite +8 melee (1d8+4) Psi-Like Abilities: 3/day—concussive blast (two
Full Attack: Bite +8 melee (1d8+4) targets*), control body (ML 7th, DC 16), crystal shard
Space/Reach: 5 ft./5 ft. (3d6*), detect psionics, ego whip (DC 14), empty mind
Special Attacks: Psi-like abilities (+4 bonus*). Manifester level 5th. The save DCs are
Special Qualities: Darkvision 60 ft., low-light vision Charisma-based.
Saves: Fort +7, Ref +5, Will +3 *Includes augmentation for the dagorran‘s manifester
Abilities: Str 17, Dex 12, Con 17, Int 3, Wis 14, Cha 14 level.
Skills: Jump +13, Listen +5, Move Silently +4, Spot +3 Skills: Due to their strong hind legs, dagorrans benefit
Feats: Improved Initiative, Weapon Focus (bite) from a +10 racial bonus on Jump checks.
Environment: Deserts
Organization: Pack (2d4)
Challenge Rating: 4
Treasure: None Defiled
Alignment: Usually neutral
Advancement: 5-8 HD (Medium), 9-12 HD (Large) The defiled are plants that have been almost destroyed
Level Adjustment: — thanks to the actions of a defiler drawing in plant energy
to cast their spells. For unknown reasons, the plant
You see a large, froglike beast with golden hide and a survives the attack and becomes undead.
wide, fanged mouth. Budding from between its shoulder
blades is a clustered growth of green crystals.
Sample Defiled
This patch of long, broad-bladed grass appears quite
normal—except for the writhing tendrils snaking out
toward its prey.

This example uses a normal plains bloodgrass creature


as the base creature.

Defiled Bloodgrass
Medium Undead (Augmented Plant)
Hit Dice: 5d12 (32 hp)
Initiative: –5
Speed: 0 ft.
Armor Class: 9 (–5 Dex, +4 natural armor), touch 5,
flat-footed 9
Base Attack/Grapple: +3/+6
Attack: 5 tendrils +6 melee (1d4+3 plus poison)
Full Attack: 5 tendrils +6 melee (1d4+3 plus poison) and
5 tendrils +1 melee (1d4+1 plus poison)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Backlash, blood drain 1d4+3, cerebral
Prowling the deserts in packs, much like wolves of other bore, improved grab, poison, tendrils
worlds, are the dagorrans — large, frog-like monsters with Special Qualities: Blindsight 30 ft., camouflage, defiled
a gold-colored hide. They inhabit the sandy wastes around traits, fast healing 4, undead traits
Draj, and because of their innate ability to ‗pick up‘ and Saves: Fort +4, Ref —, Will +1
track the psionic signature of most intelligent and psionic Abilities: Str 16, Dex —, Con —, Int —, Wis 10, Cha 1
creatures, are often trained by Draji troops to capture Environment: Plains
runaway slaves. Organization: Solitary
In a dagorran pack, the leader is generally the strongest Challenge Rating: 4
member of the group. When another dagorran wishes to Treasure: 1/10th coins; 50% goods; 50% items
vie for control over the pack, a battle to the death with Alignment: Always neutral
the leader soon follows. Obviously, the winner becomes Advancement: 6-10 (Large), 11-14 (Huge)
the leader, while the rest of the pack eats the loser. Level Adjustment: —
Dagorrans have kept the population of rodents and
other small animals down to a tolerable level in the The defiled bloodgrass is a vile creation. Caught
Athasian desert. However, their numbers are reducing between the realm of life and death, it unleashes its
quite quickly, as thri-kreen consider dagorrans a delicacy. torment on anyone unfortunate enough to make their path
close to it.

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The defiled plant has all the base creature‘s characteristics
except as noted here.

Size and Type: Creatures with this template keep their


size and become undead. They gain the augmented plant
subtype.
Hit Dice: Change to d12.
Speed: Same as the base creature.
Armor Class: +4 natural armor bonus.
Attacks: Same as the base creature
Damage: Same as the base creature
Special Qualities: A defiled creature retains all the
special qualities of the base creature and gains those
described below.
Backlash (Su): The creature can directly damage any
wizard whose defiling radius touches a square it occupies.
Combat Any attempt to draw energy from the creature exposes
Bloodgrass attempts to paralyze its prey with its poison, the wizard to 1d4+1 points of negative energy damage
directing all attacks against a paralyzed victim to drain its per HD of the plant creature, with a Fortitude save (10 +
blood. Draining tendrils seek out the victim‘s brain in 1/2 HD + Str modifier) for half damage. The wizard must
order to kill it as fast as possible. make a Concentration check (DC 10 + spell level +
Backlash (Su): The defiled bloodgrass is able to damage dealt, as described in the Concentration skill) in
directly damage any wizard that attempts to use it to fuel order to continue casting her spell..
their spells. Any attempt to draw energy from the defiled Fast Healing (Ex): The base creature now gains fast
bloodgrass exposes the wizard to an amount of negative healing of 4.
energy. The wizard automatically takes 5d4+5 points of Abilities: Str +4, no Constitution score
negative energy damage, with a Fortitude save (DC 15) Climate/Terrain: Any land and underground.
for half damage. The wizard must make a Concentration Organization: Any
check (DC 10 + spell level + damage dealt, as described Challenge Rating: +1
in the Concentration skill) in order to continue casting her Treasure: Same as base creature
spell. The save DC is Strength-based. Alignment: Same as base creature
Blindsight (Ex): Bloodgrass has no visual organs but Advancement: Same as the base creature
can identify prey within 30 ft. through sound and LA: +1
vibration.
Blood Drain (Ex): A patch of defiled bloodgrass drains
blood from a grappled opponent, dealing 1 point of
Constitution damage each round it maintains the hold. Dolphin, Athasian
Camouflage (Ex): Since bloodgrass appears like
normal grass when at rest, it takes a DC 20 Spot check to Medium Magical Beast (Aquatic, Psionic)
notice it before it attacks. A character trained in Hit Dice: 3d10+3 (19 hp)
Knowledge (nature) or Survival can use that skill instead Initiative: +3
of Spot for this check. Speed: Swim 80 ft. (16 squares)
Cerebral Bore (Ex): A tendril grappling a paralyzed Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-
target probes the creature‘s body for its brain. After 1d6 footed 13
rounds of grappling, a paralyzed target must make a Base Attack/Grapple: +3/+4
Fortitude save (DC 15) each round or die. The save DC is Attack: Slam +4 melee (2d4+1)
Strength-based. Full Attack: Slam +4 melee (2d4+1)
Improved Grab (Ex): To use this ability, the Space/Reach: 5 ft./5 ft.
bloodgrass must hit with a tendril attack. It can then Special Attacks: —
attempt to start a grapple as a free action without Special Qualities: Blindsight 120 feet, hold breath, low-
provoking an attack of opportunity. If it wins the grapple light vision, telepathy
check, it establishes a hold and can use blood drain. Saves: Fort +4, Ref +6, Will +2
Poison (Ex): Injury, Fortitude DC 16, initial damage Abilities: Str 12, Dex 17, Con 12, Int 11, Wis 12, Cha 6
and secondary damage paralysis for 2d6 rounds. The save Skills: Listen +8*, Search +3, Spot +8*, Survival +3,
DC is Strength-based. Swim +10
Tendrils (Ex): A patch of bloodgrass has twice as many Feats: Hidden Talent (burst), Wild Talent (Power Point
tendrils as hit dice. Half of these are primary weapons, Reserve 4)
and the bloodgrass can strike with all of them as a single Environment: Aquatic (The Last Sea)
attack. The other tendrils are secondary weapons and Organization: Pod (2-12)
require the full attack action. Challenge Rating: 2
Treasure: None
Alignment: Usually neutral good
Advancement: 4-6 (Large)
Creating a Defiled Level Adjustment: —
―Defiled‖ is an acquired template that can be added to
A sleek, fishlike creature glides through the water,
any plant creature that has survived a defiler gathering
seeming sometimes to skim the surface like a stone.
energy from it (hereafter known as the base creature).
Silvery-white and as long as a grown man, the animal

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cavorts effortlessly, joyfully, occasionally emitting a series Hold Breath (Ex): An Athasian dolphin can hold its
of staccato clicks and squeals. breath for a number of rounds equal to 6 x its Constitution
score before it risks drowning.
Telepathy (Ex): Athasian dolphins are naturally
telepathic, and are able to communicate with all creatures
of Int 3 or better within 1,000 feet. This is a non-magical
ability that stems from the Blue Age and predates both
magic and psionics.
Skills: An Athasian dolphin has a +8 racial bonus on
any Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.
*An Athasian dolphin has a +4 racial bonus on Spot and
Listen checks. These bonuses are lost if its blindsight is
negated.

Athasian Dolphin Society


The dolphins of Athas are an ancient species whose
origins are lost in the shifting depths of the Blue Age. In
those days the dolphins were friendly with the Rhulisti,
The dolphins of Athas are like their counterparts on less
communicating with the halfling nature masters through
blighted worlds in most ways but, unsurprisingly, feature
their innate animal telepathy. At the best of times, the
a number of traits specific to their home that make them
dolphins and the Rhulisti were allies, cooperating in the
an almost forgotten blessing for a needy world.
construction of vast underwater structures, shared by
Now confined to the Last Sea of Marnita, dolphins are a
both races in times of need.
highly intelligent species of telepathic, ocean-going
With the dawning of the Green Age, however, the
mammal that once roamed the entire planet in the era
dolphins of Athas were appalled to discover the extent and
known as the Blue Age. They also boast a number of
severity of the troubles affecting Athas‘ oceans. As the
minor psionic talents and possess a racial memory that
waters dried and the sun burned from blue to gold, the
dates back to the azure dawn of their race.
Athasian dolphins began a steady retreat into isolation. By
All Athasian dolphins are natural telepaths and use this
the end of the Green Age, Marnita was cut off from the
power to remain in contact with each other, address
rest of Athas‘ oceans but the dolphins of the Last Sea
newcomers and pass on their histories and lore from time
remained in telepathic contact with their cousins
out of human memory.
elsewhere on the planet. These were harrowing years, as
They keep to themselves as a rule, but will cooperate
the dolphins of Marnita could do nothing to save their
with Marnita‘s lizardfolk in matters of mutual importance
fellows from extinction, but could nevertheless hear their
(such as addressing the activities of the local shark
telepathic cries as, one by one, the planet‘s remaining
population). They also have been known to come to the
oceans withered and their estranged cousins met their
aid of the humans and humanoids that dwell along the
grisly fates, beached beneath the baking sun.
lakeshore, when these find themselves in trouble upon the
The remaining dolphins of Marnita remember all of this
waves. In return, these same shore dwellers have agreed
as if it were yesterday, sharing telepathic memories that
not to hunt the dolphins, but there is little interaction
stretch further back than any known civilization on the
between the two groups besides.
planet. They have pledged their existence to carry on the
Athasian dolphins are between five and six feet in
oral legacies of their forebears and see themselves as
length, with glistening white skin and hard, bony bottle-
keepers of lost lore and forgotten wisdom, held in trust for
noses. They weigh as much as 180 pounds.
those whom come after.

Combat
Athasian dolphins, while generally peaceable and fun-
loving creatures, are more bellicose than dolphins of other Drake
worlds, not least due to their ongoing conflicts with the
competing shark population of the Last Sea. Unless Drakes are gargantuan, reptilian beasts that trace their
outnumbered two-to-one, dolphins will attack and pursue heritage back to the elemental planes. Now dwelling on
sharks wherever possible. Athas, they have come to view their adoptive home as
Athasian dolphins also fight aggressively to defend pod their personal hunting grounds. Cunning and ferocious and
and young, even going so far as to sacrifice themselves to sporting powerful psionic abilities, the drakes are
protect their offspring. As psionic wild talents, they often considered by many on Athas to be second only to the
have unexpected solutions to combat problems and use Dragon in power. The first drakes were not natives of
their telepathic powers to fight as an organized unit under Athas and used tremendous psionic powers to travel from
the command of the most capable leader. their home elemental planes to Athas, where they found a
Blindsight (Ex): Athasian dolphins can ―see‖ by world much to their liking. Many generations of drakes
emitting high-frequency sounds, inaudible to most other have been born on Athas since that time.
creatures, that allow them to locate objects and creatures Striking at their foes with claws, a savage bite and a
within 120 feet. A silence spell negates this and forces the sweeping tail attack, drakes share many combat
dolphin to rely on its vision, which is approximately as techniques with draconic creatures of other worlds. Drakes
good as a human‘s. are large enough to swallow some opponents whole and
will use this attack option in preference to all others if the

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target is of a suitable size. All drakes enhance their Air Drake
physical prowess with psionic powers, and those of the
four ―classic‖ elements (air, earth, fire and water) are also A huge reptilian beast over 30 feet in length, this
capable of launching elemental attacks against their creature is long and lean, with nearly half of its body
targets. length being taken up by a narrow tail. Large, loose flaps
Despite their power, drakes are nevertheless accorded of skin hang from between its front and rear legs, flaring
an almost legendary status by most Athasians. Few people out like a pair of wings as the creature takes flight.
believe they really
exist. Even fewer have
ever seen one, and very
few of those have lived to
tell about the experience.
This is not least because
drakes prey largely on
humans and humanoids
(although they will eat
inix and mekillots when
available and erdlu if
necessary). Drakes prefer
the taste of carnivore
flesh over any other type
of meat.
Other elementals look
down on drakes as
deserters or creatures
who abandoned the pure
elements for this lesser
plane and encounters
between drakes and
other elemental beings
are always tense, often
unpleasant, and
sometimes violent. It is
almost unheard of for
drakes to return to their
native planes and most,
in fact, have never been
there, being the
descendants of drakes
who immigrated to the prime material plane centuries
ago. Only the oldest of Athas‘ drakes still recall the days Flighty and unpredictable, air drakes make dangerous
when they forsook the elements for the world of the dark adversaries. They spend most of their lives in flight, only
sun. occasionally touching the ground to feed or to retrieve
A drake‘s hide can fetch an enormous price on the treasure. Air drakes know few limitations in their lives and
trading market but can also result in a death penalty as can ride the winds from the Ringing Mountains to the Sea
the hides, teeth, claws, and blood are of such value that of Silt and beyond. They often lair in the highest mountain
some sorcerer-kings forbid their sale. They have peaks, far above the earthly world that they scorn. Rather
instructed their templars to confiscate any such items that than selecting a single lair, air drakes prefer a dozen or so
appear in the market in the name of their sorcerer-king. "safe" areas. This mobility means that an air drake will
Elves, of course, defy these edicts at every turn, and have only a few possessions, stored in a lofty, inaccessible
make a fair profit selling drake materials while just one location. Little infuriates an air drake more than having
step ahead of their templar pursuers. one of these precious items stolen.
Drake hide makes outstanding armor, the teeth and Air drakes have folds of loose skin that stretch between
claws make excellent weapons and the blood of the beast their front and back legs. This skin unfolds when they
is also valuable as it is used in certain alchemical extend their legs, creating a wing membrane. They have a
solutions. Beyond these truly useful items, folklore holds long, lean frame and are light of bone, contributing to
that just about any portion of a drake's carcass holds a their speed and agility.
great deal of magical luck, a belief that is often relied
upon by disreputable elven hawkers who push a variety of
lucky tokens, allegedly fashioned from drake parts.
Drakes mate when the urge strikes them and swiftly Combat
separate after pairing. No more than two eggs are laid, Air drakes prefer to attack with surprise and from the
hatching after six months, and the resulting drakelings are air. Their favorite tactic is to make Flyby attacks, hoping
almost always hungry and need constant care. Young to snatch their prey from the ground, carry it to a great
drakes grow from two to twenty feet in the first year, then height, and then drop it, allowing the fall to "tenderize"
five feet each year thereafter until they reach full size for their meal for them. Against foes with the ability to fly, an
their species. air drake will attempt to grapple and hold its target. It
then flies as fast as it can towards the ground, releasing

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Air Drake Earth Drake
Gargantuan Dragon (Air, Psionic) Gargantuan Dragon (Earth, Psionic)
Hit Dice: 25d12+125 (287 hp) 25d12+125 (287 hp)
Initiative: +6 +2
Speed: 30 ft. (6 squares), fly 80 ft. (good) 30 ft. (6 squares), burrow 10 ft.
Armor Class: 21 (-4 size, +2 Dex, +13 natural), touch 8, 21 (-4 size, -2 Dex, +17 natural), touch 4,
flat-footed 19 flat-footed 21
Base Attack/Grapple: +25/+45 +25/+46
Attack: Bite +29 melee (4d6+8) or tail slap +29 Bite +30 melee (4d6+9) or tail slap +30
melee (2d6+12) melee (2d6+13)

Full Attack: Bite +29 melee (4d6+8) and 2 claws +27 Bite +30 melee (4d6+9) and 2 claws +28
melee (2d8+4) and tail slap +27 melee melee (2d8+4/19-20) and tail slap +28 melee
(2d6+12) (2d6+13)
Space/Reach: 20 ft./15 ft. 20 ft./15 ft.
Special Attacks: Improved grab, psi-like abilities, swallow Elemental attack (earth), improved grab, psi-
whole, whirlwind like abilities, swallow whole
Special Qualities: Darkvision 60 ft., DR 15/metal, dragon traits, Darkvision 60 ft., DR 15/metal, dragon traits,
low-light vision, power resistance 30, spell low-light vision, power resistance 28, spell
resistance 30 resistance 28
Saves: Fort +19, Ref +18, Will +15 Fort +13, Ref +12, Will +9
Abilities: Str 27, Dex 15, Con 21, Int 7, Wis 13, Cha 12 Str 29 Dex 7, Con 21, Int 4, Wis 11, Cha 12
Skills: Appraise +9, Climb +11, Concentration +20, Climb +17, Concentration +20, Jump +17,
Hide +5, Intimidate +11, Jump +12, Listen Listen +10, Move Silently +13, Psicraft +5,
+11, Move Silently +7, Psicraft +6, Search Spot +10, Survival +10
+6, Spot +16, Survival +9
Feats: Combat Reflexes, Improved Initiative, Awesome Blow, Cleave, Great Cleave,
Improved Natural Armor, Flyby Attack, Hover, Improved Bull Rush, Improved Critical (claw),
Lightning Reflexes, Multiattack, Snatch, Improved Initiative, Improved Natural Armor,
Wingover Multiattack, Power Attack
Environment Mountains Any
Organization: Solitary Solitary
Challenge Rating: 19 17
Treasure: Double Standard Double Standard
Alignment: Always neutral Always neutral
Advancement: 26-50 HD (Colossal) 26-32 HD (Gargantuan), 33-64 HD (Colossal)
Level Adjustment: — —

its prey at the last minute and pulling up out of the dive. Whirlwind (Su): Once per day an air drake may create
Few other flying creatures possess the aerial agility to a whirlwind that lasts for 10 rounds. The whirlwind is 10
avoid crashing into the ground. An air drake‘s elemental ft. wide at the base, 50 ft. wide at the top, and 100 ft.
attack takes the form of an immense whirlwind. tall. The drake may form a smaller whirlwind if it wishes.
Improved Grab (Ex): To use this ability, an air drake Medium or smaller creatures might take damage when
must hit with its bite attack. It can then attempt to start a caught in the whirlwind and may be lifted into the air. An
grapple as a free action without provoking an attack of affected creature must succeed at a Reflex save (DC 30)
opportunity. If it wins the grapple check, it establishes a or take 2d6 points of damage. It must also succeed at a
hold and can swallow whole that round. second Reflex save or be picked up bodily and held
Psi-Like Abilities: At will-anchored navigation (across suspended in the powerful winds, automatically taking 2d6
planar boundaries*), levitation; 3/day-body adjustment points of damage. A creature that can fly is allowed a
(7d12*), body equilibrium, cloud mind (DC 13), control air Reflex save each round to escape the whirlwind. The
(up to 60 mph change*), control body (all size creatures, creature still takes damage but can leave it the save is
DC 12*), false sensory input (5 additional targets, DC successful. If the whirlwind's base touches the ground, it
14*), inertial barrier, mind blank, read thoughts (DC 13), creates a swirling cloud of debris. This cloud has a
telekinetic force (500 lbs. max, DC 14*), ubiquitous diameter equal to half the whirlwind's height. The cloud
vision. Manifester level 15th. obscures all vision, including darkvision beyond 5 ft.
*Includes augmentation for air drake‘s manifester level. Creatures 5 ft. away have one-half concealment (see
Swallow Whole (Ex): The air drake can try to swallow Concealment, Combat Section in the Player's Handbook).
a grabbed opponent of Large or smaller size by making a Those caught in the cloud must succeed at a
successful grapple check. Once inside, the opponent takes Concentration check to cast a spell (DC 30). The save DCs
2d8+8 points of crushing damage plus 2d8+6 points of are Strength-based.
acid damage per round from the air drake‘s digestive
juices. A swallowed creature can cut its way out by
dealing 30 points of damage to the air drake‘s digestive
tract (AC 16). Once the creature exits, muscular action
closes the hole; another swallowed opponent must cut its
own way out. The air drake‘s gullet can hold 2 Large, 8
Medium, 32 Small, or 128 Tiny or smaller creatures.

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Fire Drake Magma Drake
Gargantuan Dragon (Fire, Psionic) Gargantuan Dragon (Earth, Fire, Psionic)
Hit Dice: 20d12+100 (230 hp) 20d12+100 (230hp)
Initiative: +2 +2
Speed: 30 ft. (6 squares) 50ft. (10 squares), burrow 20 ft., swim 30 ft.
Armor Class: 18 (-4 size, -2 Dex, +14 natural) touch 4, 16 (-2 Dex, -4 size, +12 natural), touch 4,
flat-footed 18 flat-footed 16
Base Attack/Grapple: +20/+41 +20/+41
Attack: Bite +25 melee (4d6+9) or tail slap +25 Bite +25 melee (4d6+9) or tail slap +25
melee (2d6+13) melee (2d6+13)
Full Attack: Bite +25 melee (4d6+9) and 2 claws +23 Bite +25 melee (4d6+9) and 2 claws +23
melee (2d8+4) and tail slap +23 melee melee (2d8+4) and tail slap +23 melee
(2d6+13) (2d6+13)
Space/Reach: 20 ft./15 ft. 20 ft./15 ft.
Special Attacks: Elemental attack (fire), improved grab, psi- Constrict 2d6+13, improved grab, psi-like
like abilities, swallow whole abilities, swallow whole
Special Qualities: Darkvision 60 ft., DR 15/metal, dragon traits, Darkvision 60 ft., DR 15/metal, dragon traits,
immunity to fire, low-light vision, vulnerability immunity to fire, low-light vision, vulnerability
to cold, power resistance 26, spell resistance to cold, power resistance 22, spell resistance
26 22
Saves: Fort +17, Reflex +12, Will +12 Fort +17, Ref +12, Will +12
Abilities: Str 29 Dex 7, Con 21, Int 4, Wis 11, Cha 12 Str 29, Dex 7, Con 21, Int 6, Wis 11, Cha 12
Skills: Climb +11, Concentration +15, Intimidate +9, Climb +14, Concentration +15, Intimidate +7,
Jump +14, Listen +10, Move Silently +6, Jump +22, Listen +9, Move Silently +11,
Search +5, Spot +10, Survival +8 Psicraft +7, Search +7, Spot +10, Survival
+9, Swim +24
Feats: Awesome Blow, Combat Reflexes, Improved Awesome Blow, Combat Reflexes, Improved
Bull Rush, Improved Initiative, Lightning Bull Rush, Improved Initiative, Lightning
Reflexes, Multiattack, Power Attack Reflexes, Multiattack, Power Attack
Environment Any Mountains
Organization: Solitary Solitary
Challenge Rating: 15 17
Treasure: Double Standard Double Standard
Alignment: Always neutral Always neutral
Advancement: 20-32 HD (Gargantuan), 33-64 HD (Colossal) 21-40 HD (Gargantuan), 41-64 HD (Colossal)
Level Adjustment: — —
Earth drakes love a good fight. They will often dig in along
Earth Drake major trade routes in the hope that they will find someone
that can challenge them.
This monstrosity is easily mistaken for a large mound of
Earth drakes prefer rocky areas and mountains to the
rock – until it moves. Only then do you realize that you
open sands. When selecting a lair, an earth drake will
stand face to face with an enormous reptilian beast,
usually choose a cavern or cave that is almost too small
seemingly composed entirely of hunks of rock and stone.
for the creature. It then spends its time closed in on all
sides by rock and earth, something that the creature finds
Earth drakes are the largest, most physically powerful of
very much to its liking. Whether they dig into the bedrock
the drakes. Their massive bodies and extremely rough
beneath the sands of the Athasian desert or into a hillside,
hide often made them look like large outcroppings of rock.
earth drakes always cover the front of their
habitat with loose dirt, creating a collapsible
front entrance which the earth drake uses to
defend its lair. Earth drakes especially dislike
any type of permanent buildings and think
nothing of traveling many miles in order to
destroy man-made settlements.
Covered with thousands of small, spiny
scales, an earth drake has massive limbs
designed for digging through solid stone. It has
a short tail, which forces it to walk with a
swaggering gait, and a wedge-shaped head.
Scales protect the drake‘s ears and a double-
eyelid prevents the creature from being blinded
when burrowing.

Combat
Earth drakes prefer to start combat by using
their concussion and animate object powers to
trap their enemies in caves or box canyons and
then engaging in melee. Earth drakes charge

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their target and attack with their powerful front claws Fire drakes are most vicious of all the drakes. They
first, then rend the target with their gaping maw. Earth enjoy inflicting pain on their prey and will often torment a
drakes are the only drakes that will fight to the death, victim for days before finally killing it.
convinced that they are stronger than any opponent. An Fire drakes are content to live in the arid sands but are
earth drake‘s elemental attack allows the creature to gate always on the lookout for volcanoes or hot springs and will
solid matter in the form of dirt, stones, and boulders from even set a forest on fire to bask in the comfort of the
the elemental plane of earth. flames for a time. At night, they retreat to an area of
Elemental Attack (Earth) (Su): Once per day an safety or bury themselves under the hot sand, thus
earth drake may gate in 50 cubic ft. of material from the insulating themselves from the cool evening air.
elemental plane of earth. This material is composed of Fire drakes are reptilian creatures with long, thin bodies
rock and soil and must be gated onto a solid surface but covered with rough hide. Their front legs are shorter and
may be in any shape the drake desires. Any one caught in thinner than their thick, powerful hind legs. Large and
the area the material is gated into must make a Reflex spiny, they have red and black mottled scales, similar in
save (DC 23). A failed save means the victim is trapped texture to pebbles and like unto the color of dying
under the earth and is affected as though by an avalanche embers.
(see DMG Chapter 3). The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, an earth Combat
drake must hit with its bite attack. It can then attempt to
start a grapple as a free action without provoking an A fire drake will use whatever attack it believes will
attack of opportunity. If it wins the grapple check, it inflict the most pain on its opponent. It particularly enjoys
establishes a hold and can swallow whole that round. using its control flames power to turn its enemies' fire
Psi-Like Abilities: At will – concussion blast (2 against them. When battling foes, they make snorting
additional targets, 5d6 damage*); 3/day - body sounds that are often taken for laughter.
adjustment (7d12*), compression (two size categories, 15 Fire drakes, like other drakes, have a special elemental
minute duration*), control object, dissolving touch (11d6 attack which allows them to gate in fire from the
damage*), ectoplasmic form, expansion (manifest as swift elemental plane of fire.
action, 15 minute duration*), false sensory input (6 Elemental Attack (Su): Once per day, a fire drake is
additional targets, DC 14),
immovability (manifest as swift
action*), inertial barrier, matter
agitation, matter manipulation,
precognition, sensitivity to
psychic impressions, telekinetic
force (500 lbs max*).
Manifester level 15th.
*Includes augmentation for
earth drake‘s manifester level.

Swallow Whole (Ex): The


earth drake can try to swallow a
grabbed opponent of Large or
smaller size by making a
successful grapple check. Once
inside, the opponent takes
2d8+8 points of crushing
damage plus 2d8+6 points of
acid damage per round from the
earth drake‘s digestive juices. A
swallowed creature can cut its
way out by dealing 30 points of
damage to the earth drake‘s
digestive tract (AC 18). Once
the creature exits, muscular
action closes the hole; another
swallowed opponent must cut its own way out. The earth able to gate in a 50 feet diameter sphere of fire from the
drake‘s gullet can hold 2 Large, 8 Medium, 32 Small, or elemental plane of fire. Any creature caught in the area of
128 Tiny or smaller creatures. effect takes 8d10 points of fire damage (Reflex save for
half, DC 21). Any creature that fails its saving throw also
catches fire. The flame lasts for 1d8 rounds (see DMG for
Fire Drake more on catching fire). Flammable material within the
area of effect may catch on fire as well. The save DC is
You steel your nerves as the saurian beast comes Charisma-based.
thundering towards you. With a fang-filled crocodilian Improved Grab (Ex): To use this ability, a fire drake
snout and a sinuous body covered in rough scales, it must hit with its bite attack. It can then attempt to start a
waves sharp fore claws before itself as it charges forward grapple as a free action without provoking an attack of
on its more massively muscled hindquarters. opportunity. If it wins the grapple check, it establishes a
hold and can swallow whole that round.

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Psi-Like Abilities: At will - control flames (increase or Combat
decrease by 4 sizes*), control light, demoralize (50 ft.
radius, DC 18), mindlink (9 additional targets*), Magma drakes prefer to hide in the molten lava and
synesthete; 3/day - body adjustment (4d12*), surprise their prey with a quick attack, leaping forth from
ectoplasmic form, energy barrier, inertial barrier, id the magma to strike with sudden savagery. Lacking an
insinuation (3 additional targets, DC 20*), matter elemental attack, magma drakes will instead attempt to
agitation, painful strike (manifest as a swift action*), grapple and crush their prey, dragging them below the
telekinetic force (375 lbs max*); 1/day – energy lava to a fiery doom if possible.
adaptation, fiery discorporation. Manifester level 10th. Constrict (Ex): A magma drake deals automatic tail
*Includes augmentation for fire drake‘s manifester damage with a successful grapple check.
level. Improved Grab (Ex): To use this ability, a magma
Swallow Whole (Ex): The fire drake can try to drake must hit with its bite attack. It can then attempt to
swallow a grabbed opponent of Large or smaller size by start a grapple as a free action without provoking an
making a successful grapple check. Once inside, the attack of opportunity. If it wins the grapple check, it
opponent takes 2d8+8 points of crushing damage plus establishes a hold and can swallow whole that round.
2d8+6 points of acid damage per round from the fire Psi-Like Abilities: 3/day – inflict pain (3 additional
drake‘s digestive juices. A swallowed creature can cut its targets, DC 16*), psionic dominate (affects animals, fey,
way out by dealing 30 points of damage to the fire drake‘s giants, humanoids, magical beasts and monstrous
digestive tract (AC 17). Once the creature exits, muscular humanoids, DC 16*), second chance. Manifester level
action closes the hole; another swallowed opponent must 10th.
cut its own way out. The fire drake‘s gullet can hold 2 *Includes augmentation for the magma drake‘s
Large, 8 Medium, 32 Small, or 128 Tiny or smaller manifester level.
creatures. Swallow Whole (Ex): The magma drake can try to
swallow a grabbed opponent of Large or smaller size by
making a successful grapple check. Once inside, the
Magma Drake opponent takes 2d8+8 points of crushing damage plus
2d8+6 points of acid damage per round from the magma
This creature resembles a huge red worm. It swims drake‘s digestive juices. A swallowed creature can cut its
effortlessly through the magma, and its total size is way out by dealing 30 points of damage to the magma
unknown, as most of its body is hidden in the magma. drake‘s digestive tract (AC 17). Once the creature exits,
muscular action closes the hole; another swallowed
opponent must cut its own way out. The rain drake‘s
gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny
or smaller creatures.
Skills: A magma drake has a +8 racial bonus on any
Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.

Rain Drake
A huge lizard with glistening sliver scales and a long tail
rises up from the water. It has a long pointed snout, two
black eyes, and huge webbed claws. Its tail resembles a
long eel.

Magma drakes look like huge worms, with large claws


behind their head. They are covered with thick scales and
seem entirely at home in the molten magma. They have
two dark black eyes, and a thin flap covers their eyes
when they swim though magma.
Magma drakes, like their fiery cousins, prefer open lava,
volcanoes or magma fields in which to dwell, adding a
fresh level of hazard to such environments. As such, they
have few natural enemies, expect perhaps for those
drakes, elemental and paraelemental beasts that are also
able to survive in open magma.
Magma drakes are known for their odd fondness for
cloth, especially that of a red hue. Although such items
are soon destroyed by the drake‘s home environment,
they nevertheless provide a curious fascination for the
creatures.
The rain drake has a sleek body, perfectly suited for the
water. It usually makes its home near waterfalls, but any

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body of water makes a suitable home. Rain drakes loath opportunity. If it wins the grapple check, it establishes a
water drakes, and will attack them at any opportunity. hold and can swallow whole that round.
They are smarter and faster than water drakes, and can Psi-Like Abilities: 3/day – danger sense (uncanny
survive out of the water for a few hours at night, or for dodge*), inflict pain (3 additional targets, DC 16*),
longer periods whenever there is rain. synethete. Manifester level 10th.
*Includes augmentation for the rain drake‘s manifester
Rain drakes, almost as rare as their hated foes the level.
water drakes, dwell in those few places that rain still falls Susceptible to Light (Ex): Rain drakes abhor the
on Athas – forests such as those that clad the Ringing sunlight, and take 2d10 points of damage per round if
Mountains, the Crescent Forest of the Ivory Triangle and, they are in direct sunlight.
of course, the lands surrounding the Cerulean Storm. Swallow Whole (Ex): The rain drake can try to
Rain drakes fight in water, if possible, but can "swim" swallow a grabbed opponent of Large or smaller size by
even in light rain. Although rain drakes cannot fly, they making a successful grapple check. Once inside, the
can use even a small amount of water to ―swim‖ through opponent takes 2d8+8 points of crushing damage plus
the air. They have no natural enemies except for water 2d8+6 points of acid damage per round from the rain
drakes. drake‘s digestive juices. A swallowed creature can cut its
way out by dealing 30 points of damage to the rain
Combat drake‘s digestive tract (AC 15). Once the creature exits,
muscular action closes the hole; another swallowed
Rain drakes use their claws when attacking prey. They opponent must cut its own way out. The rain drake‘s
prefer to fight in the water, where they can use all four gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny
claws, but will follow prey out of the water. However, they or smaller creatures.
will not go into direct sunlight as rain drakes are Skills: A rain drake has a +8 racial bonus on any Swim
extremely susceptible to such illumination and can perish check to perform some special action or avoid a hazard. It
if exposed to it overlong. They lack any special elemental can always choose to take 10 on a Swim check, even if
attacks, instead relying on speed and ferocity when distracted or endangered. It can use the run action while
dealing with their foes. A rain drake will often attempt to swimming, provided it swims in a straight line.
crush its prey with the sheer weight of its body.
Improved Grab (Ex): To use this ability, a rain drake
must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of

Rain Drake Silt Drake


Gargantuan Dragon (Air, Psionic, Water) Gargantuan Dragon (Earth, Psionic,
Water)
Hit Dice: 22d12+132 (275hp) 20d12+100 (230hp)
Initiative: +3 +2
Speed: 30 ft. (6 squares), swim 50 ft. 20 ft. (4 squares), swim 50 ft.
Armor Class: 16 (-1 Dex, -4 size, +11 natural), touch 5, 16 (-2 Dex, -4 size, +12 natural), touch 4,
flat-footed 16 flat-footed 16
Base Attack/Grapple: +22/+41 +20/+41
Attack: Bite +26 melee (4d6+7/19-20) or tail slap Bite +25 melee (4d6+9) or tail slap +25
+25 melee (2d6+10) melee (2d6+13)
Full Attack: Bite +26 melee (4d6+7/19-20) and 2 claws Bite +25 melee (4d6+9) and 2 claws +23
+23 melee (2d8+3) and tail slap +23 melee melee (2d8+4) and tail slap +23 melee
(2d6+10) (2d6+13)
Space/Reach: 20 ft./15 ft. (20 ft. with tail slap) 20 ft./15 ft.
Special Attacks: Improved grab, psi-like abilities, swallow Constrict 2d6+13, psionics, swallow whole
whole
Special Qualities: Darkvision 60 ft., DR 15/metal, dragon traits, Darkvision 60 ft., DR 15/metal, dragon traits,
low-light vision, susceptible to light, power low-light vision, power resistance 22, spell
resistance 22, spell resistance 22 resistance 22
Saves: Fort +19, Ref +12, Will +14 Fort +17, Ref +12, Will +12
Abilities: Str 25, Dex 8, Con 22, Int 10, Wis 13, Cha 12 Str 29, Dex 7, Con 21, Int 6, Wis 11, Cha 12
Skills: Climb +15, Concentration +21, Intimidate Climb +14, Concentration +15, Hide -6,
+16, Jump +22, Listen +16, Move Silently Intimidate +7, Jump +8, Listen +9, Move
+14, Psicraft +15, Search +15, Sense Motive Silently +11, Psicraft +7, Search +7, Spot
+11, Spot +13, Survival +11, Swim +20 +10, Survival +9, Swim +24
Feats: Improved Critical (bite), Great Fortitude, Awesome Blow, Combat Reflexes, Improved
Improved Bull Rush, Improved Initiative, Bull Rush, Improved Initiative, Lightning
Improved Overrun, Power Attack, Snatch, Reflexes, Multiattack, Power Attack
Weapon Focus (bite)
Environment Any Silt
Organization: Solitary Solitary
Challenge Rating: 17 17
Treasure: Double Standard Double Standard
Alignment: Always neutral Always neutral
Advancement: 23-44 HD (Gargantuan), 45-66 HD (Colossal) 21-32 HD (Gargantuan), 33-64 HD (Colossal)
Level Adjustment: — —

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Silt Drake Psi-Like Abilities: 3/day – attraction (+9 interaction
bonus, DC 17*), chameleon, suspend life. Manifester
This creature resembles a long, sand-colored snake. It level 11th.
has a huge mouth, dark eyes, and two horns on its head. Swallow Whole (Ex): The silt drake can try to swallow
It has no claws or feet but swims silently through the silt. a grabbed opponent of Large or smaller size by making a
successful grapple check. Once inside, the opponent takes
Silt drakes are migratory creatures, never staying long 2d8+8 points of crushing damage plus 2d8+6 points of
in a single place. They have no permanent lair or territory acid damage per round from the silt drake‘s digestive
and instead wander through the silt in search of food. juices. A swallowed creature can cut its way out by
Silt drakes are perhaps the most common of all drakes dealing 30 points of damage to the silt drake‘s digestive
as their parent element is found in abundance throughout tract (AC 15). Once the creature exits, muscular action
Athas. However, this has also meant that they come closes the hole; another swallowed opponent must cut its
under attack from other predators far more often than do own way out. The silt drake‘s gullet can hold 2 Large, 8
the other drakes. Nevertheless, only the largest silt Medium, 32 Small, or 128 Tiny or smaller creatures.
Skills: Silt drakes have a +8 racial bonus to Hide
checks. A silt drake has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard. It
can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.

Sun Drake
A huge creature flies overhead, its wings creating a
large circle that blocks out the sun. Its wings shimmer in
the light, with orange, red and yellow hues. The creature
has a long thin body, four sharp claws, and a long thin
tail.

The sun drake is a fearsome creature, intelligent,


vicious, and very dangerous. It prefers to make its lair at
the top of the highest peak wherever it lives, spending its
days soaring the wastelands on thermals. Sun drakes
have a 40-foot wingspan, and its wings give it an almost
circular appearance when gliding through the air.
horrors and paraelemental beasts are able to threaten a Sun drakes, like those of silt, are relatively common on
silt drake, and their supremacy of the silt remains Athas, basking the life-giving rays of the dark sun itself.
unchallenged.
A silt drake has the appearance of an immense horned
serpent that writhes through the silt, rearing itself above
the surface to attack. Its coloration means that it is often
indistinguishable from its surrounding element –
frequently much to the surprised dismay of its prey.
Once a year, a male drake issues a call through the dust
to any females nearby. If a female answers the call, the
male and female mate briefly and then separate. The
female lays her clutch of 3-6 eggs in the deepest parts of
the Sea of Silt and then abandons them to their fate.

Combat
Silt drakes prefer to attack their prey by locating them
first with their keen senses, and then swimming up
silently from underneath. They attack with their bite and
tail, seizing their target, crushing it and dragging it
beneath the silt to perish. Silt drakes are fearless in
combat and have little compunction about attacking prey.
Only massive damage will cause the silt drake to retreat
from battle.
Constrict (Ex): A silt drake deals automatic tail
damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a silt drake
must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a
hold and can swallow whole or constrict that round.

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Sun Drake Water Drake
Gargantuan Dragon (Air, Fire, Psionic) Gargantuan Dragon (Psionic, Water)
Hit Dice: 25d12+175 (337hp) 20d12+100 (230 hp)
Initiative: -1 -2
Speed: 30 ft. (6 squares), fly 60 ft. (average) 30 ft. (6 squares), swim 40 ft.
Armor Class: 20 (-1 Dex, -4 size, +15 natural), touch 5, 17 (-4 size, -2 Dex, +13 natural) touch 4,
flat-footed 20 flat-footed 17
Base Attack/Grapple: +25/+46 +20/+41
Attack: Bite +26 melee (4d6+9/19-20) or tail slap Bite +26 melee (4d6+9/19-20) or tail slap
+25 melee (2d6+13) +25 melee (2d6+13)
Full Attack: Bite +26 melee (4d6+9/19-20) and 2 claws Bite +26 melee (4d6+9/19-20) and 2 claws
+23 melee (2d8+4) and tail slap +23 melee +23 melee (2d8+4) and tail slap +23 melee
(2d6+13) (2d6+13)
Space/Reach: 20 ft./15 ft. (20 ft. with tail slap) 20 ft./15 ft.
Special Attacks: Improved grab, psi-like abilities, swallow Elemental attack (water), improved grab, psi-
whole like abilities, swallow whole
Special Qualities: Darkvision 60 ft., DR 15/metal, dragon traits, Darkvision 60 ft., DR 15/metal, dragon traits,
immunity to fire, low-light vision, power low-light vision, power resistance 26, spell
reistance 23, spell resistance 23, vulnerability resistance 26
to cold
Saves: Fort +21, Ref +15, Will +14 Fort +17, Ref +10, Will +12
Abilities: Str 29, Dex 8, Con 24, Int 13, Wis 11, Cha 12 Str 29 Dex 7, Con 21, Int 4, Wis 11, Cha 12
Skills: Climb +11, Concentration +15, Intimidate +9, Climb +11, Concentration +15, Intimidate +9,
Jump +14, Listen +10, Move Silently +6, Jump +14, Listen +10, Move Silently +6,
Search +5, Spot +10, Survival +8 Search +5, Spot +10, Survival +8, Swim +17
Feats: Combat Reflexes, Improved Initiative, Improved Critical (bite), Great Fortitude,
Improved Natural Armor, Flyby Attack, Hover, Improved Bull Rush, Improved Overrun,
Lightning Reflexes, Multiattack, Snatch, Power Attack, Snatch, Weapon Focus (bite)
Wingover
Environment Any Aquatic
Organization: Solitary Solitary
Challenge Rating: 18 15
Treasure: Double Standard Double Standard
Alignment: Always neutral Always neutral
Advancement: 26-50 HD (Gargantuan), 51-75 HD (Colossal) 21-32 HD (Gargantuan), 33-64 HD (Colossal)
Level Adjustment: — —
They hunt from the upper airs, descending only to attack swallowed creature can cut its way out by dealing 30
and devour prey before returning to the sun-burned points of damage to the sun drake‘s digestive tract (AC
heavens that are their home. 17). Once the creature exits, muscular action closes the
hole; another swallowed opponent must cut its own way
Combat out. The sun drake‘s gullet can hold 2 Large, 8 Medium,
32 Small, or 128 Tiny or smaller creatures.
Lacking any kind of elemental powers, sun drakes
attack with bite, claw, and tail. Much like air drakes, sun
drakes will grab their opponents, fly to a great height and Water Drake
then release them, allowing the prey to fall to its death far
below. The sun drake will then swoop down to feast upon This highly unusual beast is clearly at home in open
the creature‘s remains. water. It has sleek contours, four webbed claws and a
Improved Grab (Ex): To use this ability, a sun
drake must hit with its bite attack. It can then
attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can swallow
whole that round.
Psi-Like Abilities: 3/day–defensive precognition
(+3 bonus, manifest as swift action*) inflict pain (6
additional targets, DC 19*), psionic dominate
(affects all nonmindless, 1 additional target, DC
19*); 1/day-ultrablast (15d6 damage, DC 18*).
Manifester level 15th.
*Includes augmentation for sun drake‘s manifester
level.
Swallow Whole (Ex): The sun drake can try to
swallow a grabbed opponent of Large or smaller size
by making a successful grapple check. Once inside,
the opponent takes 2d8+8 points of crushing
damage plus 2d8+6 points of acid damage per
round from the sun drake‘s digestive juices. A

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broad tail and appears to be some form of monstrous Skills: A water drake has a +8 racial bonus on any
reptile. Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check,
The rarest of the Athasian drakes, water drakes are even if distracted or endangered. It can use the run action
seldom seen on Athas, preferring ponds and other bodies while swimming, provided it swims in a straight line.
of water in which to make their homes. They roam what
scant few bodies of water that remain, hunting and
devouring any and all prey of suitable size. They have a
particular hatred for all humanoid races, whom the drakes Dray
blame for having brought ruin to Athas, and will seldom
hesitate to attack such folk on sight. And yet, despite their You are startled to be confronted by a tall, lean draconic
ferocity, water drakes are treated with reverence by most being with scaly skin, hairless body, and clawed limbs. It
Athasians, who see them as symbols of what has been has no wings, but its reptilian features, combined with its
lost to their home. long tail, leave you in little doubt as to its heritage.
Water drakes prefer to be left alone and will avoid
contact with others, unless hungry. Dray are a race of intelligent draconic humanoids
Water drakes are reptilian creatures with bodies created by Dregoth, the undead dragon king of Giustenal.
perfectly suited for swimming. Their four legs end in Through his experience as a Champion of Rajaat and an
webbed claws, and when in water, their long, flat tails are advanced being, Dregoth came to believe that the dragon
an excellent source of propulsion. was the next step in human evolution, and created the
dray to explore this belief. His initial experiments were
unsuccessful but eventually led to the creation of the first
Combat
generation of dray. These, however, proved to be flawed,
A water drake hates to fight on land and will retreat into imperfect beings and were unlovely in the eye of their
water as quickly as possible. Once there, it will attempt to creator. Dregoth banished them to the depths of the earth
eliminate its weakest opponents first, using its psionic beneath Giustenal and redoubled his efforts. The second
powers to escape if necessary. A water drake will only generation of dray was the result and in their lean
enter into combat with powerful foes if it feels that it will contours and sleek lines Dregoth finally found the loyal
emerge victorious. A water drake possesses an elemental children that he so desired.
attack that allows it to gate in pure water from the plane
of elemental water.
Elemental Attack (Su): Once per day, a water drake
is able to gate in a 50 feet diameter sphere of pure water
from the elemental plane of water. Any creature caught in
the area of effect suffers 4d8 points of bludgeoning
damage (Reflex half DC 21) as the sphere collapses. Any
creature that fails its save is also knocked prone. If the
water is contained within an area, creatures in the area of
effect may be in danger of drowning. The save DC is
Charisma-based.
Improved Grab (Ex): To use this ability, an water
drake must hit with its bite attack. It can then attempt to
start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it
establishes a hold and can swallow whole that round.
Psi-Like Abilities: 3/day—body adjustment (7d12*),
chameleon, clairvoyant sense, control body (any size
target, DC 15*), inertial barrier, psionic dimension door
(manifest as move action*), telekinetic force (500 lbs.
max). 1/day—dream travel (DC 19*), psionic banishment
(ML 17 for overcoming power resistance, DC 20*), psionic
teleport, temporal acceleration (2 round duration*).
Manifester level 15th. The save DCs are Charisma-based. First generation dray have jagged claws and their scales
*Includes augmentation for the water drake‘s are mottled and uneven, their bodies slightly bent and
manifester level. mutated. The second generation dray, by comparison, are
Swallow Whole (Ex): The water drake can try to near-replicas of the dragon king, with proud draconic
swallow a grabbed opponent of Large or smaller size by heads atop long necks. Straight, ivory teeth are set in
making a successful grapple check. Once inside, the neat rows within their long jaws. Their leathery scales
opponent takes 2d8+8 points of crushing damage plus come in a variety of colors and their long, whiplike tails
2d8+6 points of acid damage per round from the water stretch out majestically behind them.
drake‘s digestive juices. A swallowed creature can cut its All dray distrust surface dwellers but the second
way out by dealing 30 points of damage to the water generation have been taught to despise them also.
drake‘s digestive tract (AC 16). Once the creature exits, Humanity is worthy of only pity, until such time as the
muscular action closes the hole; another swallowed species can become dray. Humanoids deserve only death.
opponent must cut its own way out. The water drake‘s In this Dregoth carries the teachings of Rajaat into a new
gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny age.
or smaller creatures.

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First Generation Dray, Second Generation Dray,
1st-Level Warrior 1st-Level Warrior
Medium Dragon Medium Dragon
Hit Dice: 1d8+2 (6 hp) 1d8+1 (5 hp)
Initiative: +1 +1
Speed: 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 14 (+1 Dex, +3 natural), touch 11, flat-footed
13 13
Base Attack/Grapple: +1/+4 +1/+3
Attack: Claw +4 melee (1d4+3) or bone longsword Claw +3 melee (1d4+2) or bone longsword
+3 melee (1d8+3/19-20) +2 melee (1d8+1/19-20)
Full Attack: 2 claws +4 melee (1d4+3) and bite +2 melee 2 claws +3 melee (1d4+2) and bite +1 melee
(1d6+1); or bone longsword +3 melee (1d6+1); or bone longsword +2 melee
(1d8+3/19-20) and bite +2 melee (1d6+1) (1d8+1/19-20) and bite +1 melee (1d6+1)
Space/Reach: 5 ft. / 5 ft. 5 ft. / 5 ft.
Special Attacks: — —
Special Qualities: Darkvision 60 ft., immunities, less water, light Darkvision 60 ft., immunities, less water, light
sensitivity, low-light vision, resistance to fire sensitivity, low-light vision, resistance to fire
10 10
Saves: Fort +4, Ref +1, Will –2 Fort +3, Ref +1, Will –2
Abilities: Str 17, Dex 12, Con 15, Int 6, Wis 6, Cha 7 Str 15, Dex 12, Con 13, Int 12, Wis 6, Cha 9
Skills: Climb +5, Jump +5 Craft (any) +5, Listen +0, Spot +0
Feats: Multiattack Multiattack
Environment Underground (Kragmorta) Underground (New Giustenal)
Organization: Solitary, patrol (2-12), or clan (4-48) Solitary, patrol (2-12), or clan (4-48)
Challenge Rating: 1 1
Treasure: Standard Standard
Alignment: Usually lawful neutral Usually lawful evil
Advancement: By character class By character class
Level Adjustment: +1 +1
All dray are omnivores, but require a substantial meat Challenge Rating: Dray with levels in NPC classes have
component in their diets. In Kragmorta, the first a CR equal to their class level. Dray with levels in PC
generation dray hunt food from among creatures released classes have a CR equal to their class level +1.
by their creator Dregoth or other natural residents of the
Athasian Underdark. They also forage for roots and fungi Dray Society
that grow near the lava rivers. The second generation Banished by their lord long ago, the first generation of
dray, dwelling in New Giustenal, raise domestic grazing dray struggle to survive in the fiery caverns of Kragmorta.
lizards known as fanner beasts, cultivate fungi, and draw Living in clans under the rulership of a Clan Father, the
fish from the Blackjaw River (although they risk the first generation dray still worship Dregoth as their god but
attention of the deadly sharg when doing so). also hate him for rejecting them. They are nevertheless
Both generations of dray speak the ancient tongue of sometimes visited by Dregoth‘s High Priest Absalom, who
lost Giustenal, although the first generation dray speak it comes to preach the word of Dregoth and, he hopes,
with considerably less elegance than the second. Neither someday bring the lost children home.
generation knows any of the modern languages of Athas. The second generation dray inhabit New Giustenal in
contentment. Protected and nurtured in their spiritual
Combat growth by Dregoth‘s templars, they are free to work and
All dray are savage fighters, at home with their natural raise families. The second generation looks down upon the
weaponry and adept at wielding these in battle. They are first, seeing themselves as superior to the earlier dray.
also able to use manufactured weapons and armor, They are the chosen of Dregoth and the first generation
although the first generation fashion gear that is crude by deserves nothing but their contempt and hatred.
comparison with the creations of their more advanced Curiously, the first generation dray also consider
cousins. themselves better than the dray that replaced them. They
Immunities (Ex): Dray are immune to magic sleep bear no ill will towards the later dray, but they do not
effects and paralysis effects. trust them either. In their hearts they long for the day
Less Water (Ex): Dray only need 1/2 as much of the that Dregoth will forgive them for their imperfect
normal water requirement for their size category when existence and welcome them back to the home that once
active, and only 1/4 the requirement when they are they knew.
inactive.
Light Sensitivity (Ex): Dray are dazzled in bright First Generation Dray as Characters
sunlight or within the radius of a daylight spell. First generation dray follow the paths of the fighter,
rogue or cleric. Clerics of earth, fire and magma are all
The dray presented here had the following ability scores common in Kragmorta. They have little to no
before racial adjustments: Str 13, Dex 12, Con 11, Int 10, understanding of magic, and wizards are unheard of
Wis 8, Cha 9. Each has taken a single class level in amongst the first generation.
warrior, replacing their single dragon racial Hit Die. A first generation dray character exchanges his 1 HD of
dragon for his first class level.

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First generation dray characters possess the following Raam for many ages, and the drik herds are far thinner
racial traits. now as a result. A quadruped, each of the drik‘s four claws
+4 Str, +4 Con, -4 Int, -2 Wis, -2 Cha. First generation ends in four wicked talons, capable of tearing through
dray are very strong and hardy, but their nature as steel.
outcasts and mutants has damaged their psyche. Low and lumbering, the drik is born without its shell,
Medium size. but as it grows, it secretes a resin that combines with
A first generation dray‘s base land speed is 30 feet. bony residues to form an ever-growing carapace. It is this
Low-light vision. carapace that makes the creature so valued, as it can be
Darkvision out to 60 feet. remodeled and fashioned to form a well-defended
+3 natural armor bonus. platform ideal for waging siege warfare.
Natural Weapons: 2 claws (1d4), bite (1d6) Driks are used as weapon platforms, living rams, heavy
Special Qualities (see above): Immunities, less water, assault forces and (rarely) beasts of burden. Hamanu,
light sensitivity, resistance to fire 10 sorcerer-king of Urik, is known for having devised a foul
Automatic Languages: Giustenal. Bonus Languages: method of altering driks while they are still in the egg. The
Common, Dwarven, Elven, Giant. resulting mutation is born with cunning intelligence, speed
Favored Class: Fighter. and Strength and possesses a natural aptitude for defiler
Level adjustment: +1. magic. Known as high driks, these fiends are further
detailed hereafter.
Second Generation Dray as Characters The adult drik is 35 feet across or more, weighing in
Second generation dray favor wizardry or the road of over 6 tons. Driks reach maturity in two years and can
the templar in service to their god. Almost all second live as many as 30.
generation dray who take adventuring classes are wizards
(defilers) and templars. Combat
A second generation dray character exchanges his 1 HD The drik takes a simple approach to conflict: rend, chew
of dragon for his first class level. and swallow whatever gets in the way of more leisurely
Second generation dray characters possess the following activity. Despite their lumbering nature, they are
racial traits. surprisingly fast when it comes to actual combat. Their
+2 Str, +2 Con, +2 Int, -2 Wis. Second generation dray necks are strong and nimble and a drik can lunge forward
are not as strong or hardy as their predecessors but do to devour a foe with but a moment‘s notice.
not suffer their mental deficiencies. A drik is also able to attack with its claws, but the
Medium size. beast‘s immense weight means that it must balance itself
A second generation dray‘s base land speed is 30 feet. on at least three of its legs at all times and so may only
Low-light vision. attack with a single claw at once.
Darkvision out to 60 feet. Improved Grab (Ex): To use this ability, a drik must
+3 natural armor bonus. hit with its bite attack. It can then attempt to start a
Natural Weapons: 2 claws (1d4), bite (1d6) grapple as a free action without provoking an attack of
Special Qualities (see above): Immunities, less water, opportunity. If it wins the grapple check, it establishes a
light sensitivity, resistance to
fire 10.
Automatic Languages:
Giustenal. Bonus Languages:
Common, Dwarven, Elven,
Giant.
Favored Class: Wizard.
Level adjustment +1.

Drik
This creature is a monstrous
lizard with a great horned and
ridged shell over thirty feet
across. Its limbs and head, scaled
with dull violet hide, protrude
from beneath the shell in a
fashion similar to a tortoise, and
enormous tusks jut from its
slavering jaws. The creature’s
small eyes are dead black and its
talons are seemingly cut from
jagged, stained ivory.

The drik is a gargantuan herd


lizard once common in the
northern Tyr region. It broad,
horned shell and great Strength
have made it a favorite beast of
war with the lords of Urik and

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Drik High Drik
Gargantuan Animal Huge Magical Beast (Augmented Animal)
Hit Dice: 16d8+112 (184 hp) 8d10+32 (76 hp)
Initiative: +1 +2
Speed: 20 ft. (4 squares) 30 ft. (6 squares)
Armor Class: 23 (-4 size, +1 Dex, +16 natural), touch 7, 20 (-2 size, +2 Dex, +10 natural), touch 10,
flat-footed 22 flat-footed 18

Base Attack/Grapple: +12/+37 +8/+24


Attack: Bite +21 melee (2d8+13) Bite +14 melee (2d6+8 plus poison) or
longsword +14 melee (2d8+12/19-20)
Full Attack: Bite +21 melee (2d8+13) and claw +16 Bite +14 melee (2d6+8 plus poison) and 2
melee (2d6+6) claws +9 melee (1d8+4), or longsword
+14/+9 melee (2d8+12/19-20) and bite +9
melee (2d6+4 plus poison)
Space/Reach: 20 ft. / 15 ft. 15 ft./15 ft.
Special Attacks: Improved grab, powerful charge 6d6+20, Poison, spells
swallow whole
Special Qualities: Low-light vision Darkvision 60 ft., low-light vision
Saves: Fort +19, Ref +11, Will +4 Fort +10, Ref +8, Will +2
Abilities: Str 36, Dex 13, Con 24, Int 1, Wis 8, Cha 3 Str 26, Dex 15, Con 18, Int 14, Wis 10, Cha 9
Skills: Listen +5, Spot +5, Survival +6 Concentration +11, Intimidate +10,
Knowledge (arcana) +10, Listen +6, Search
+8, Spot +6
Feats: Awesome Blow, Great Fortitude, Improved Agonizing Radius, Destructive Raze, Maximize
Bull Rush, Improved Natural Armor, Improved Spell
Overrun, Power Attack
Environment Rocky badlands Rocky badlands
Organization: Herd (2-4) Solitary
Challenge Rating: 12 9
Treasure: none Standard
Alignment: Always neutral Usually neutral evil
Advancement: 17-32 (Colossal) By character class
Level Adjustment: — +5

hold and can try to swallow the opponent in the following three years in the Black Waters oasis. This oasis is at the
round. heart of the ancestral drik ranges and the lumbering
Powerful Charge (Ex): When a drik charges, its lizards are the only known creatures that regularly drink
immense weight and horned carapace allow it to deal from those poisoned waters and survive.
6d6+20 damage at an attack bonus of +21, in addition to Their territorial nature, however, makes drik easy to
the regular hazards and benefits of a charge. track and capture. As their numbers dwindle, with still no
Swallow Whole (Ex): If the drik successfully grapples drik yet successfully bred in captivity, the acquisition of
a target of size Huge or smaller, it may initiate a second new eggs becomes more challenging each season. In
grapple check which, if successful, means that the drik addition to this, driks become extremely agitated in
has swallowed its target whole. The swallowed target is captivity and require constant psionic handling.
still considered grappled and takes 2d8+13 points of Consequently, casualties amongst drik handlers are very
crushing damage plus 8 points of acid damage each round high. Driks communicate with one another using a series
from the drik‘s gizzard. The target may try to cut free, of grunts and bellows. More intelligent creatures are
using light slashing or piercing weapons only. The interior forced to use psionics in order to communicate with them.
of the drik is AC 18 and it takes 25 points of damage to
create a hole, which seals itself through muscular action Drik War Machines
one round after being opened. A Gargantuan drik‘s interior As noted above, the chief use of the drik is as a weapon
can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 of war. Besides the more obvious applications of the
Diminutive or smaller opponents. lizard‘s size and Strength, the drik‘s carapace also
Carrying Capacity: A light load for a drik is up to possesses certain characteristics that make it ideally
14,690 pounds; a medium load, 14,690-29,425 pounds; a suited to retooling for martial purposes.
heavy load, 29,425-44,160 pounds. A drik can drag Because it is formed chiefly from secreted resin, the
220,800 pounds. shell of a drik can be remolded under the influence of
heat. Siege weaponry of all kinds can then be mounted
Drik Society onto the creature‘s back, protected by horned walls of
Wild driks live in small familial herds, each led by an shell. Command posts and small siege towers are not
adult female. Other adult females are seen as rivals – the uncommon and the engineers of Raam have perfected a
resulting struggles for dominance are truly a sight to method of molding the shape of a growing drik‘s shell
behold. The herd grazes on desert shrubs but will also eat using wooden strictures and frames, but this method only
whatever smaller, more mobile prey is unfortunate has a one in three survival rate.
enough to come close enough to their crushing jaws. In
the northern Tyr region, female driks lay their eggs every

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High Drik In addition to being able to learn the common tongue,
high driks also retain their ability to communicate with
A bipedal reptilian horror as tall as a beasthead giant, their unaltered fellows. This makes them excellent choices
this creature sports a thick, horned carapace and rows of for drik handlers. The high drik themselves are treated as
razor sharp black teeth that drip a vile ichor. Its hide is the valuable resources that they truly are, catered to by
dark red, with thickly writhing veins protruding from special servants. Such is the inborn ferocity of the high
beneath the skin and its jagged carapace is dark grey, drik, however, that few of these aides survive for more
flecked with sickly green. than a year. Hamanu lavishes attention upon his high
driks as if they were his own offspring.
The high drik is a hideous mutation, created from an
unborn drik and a sorcerer-king‘s foul magic. Currently, High Driks as Characters
Hamanu of Urik is the only sorcerer-king known to High drik characters are most often wizards or psions,
possess the lore to create high driks, but it is quite with some complementing their natural combat potency
possible that another will uncover the secret of their with levels as fighters. When advancing as a wizard,
creation – or that someone may have done so previously however, the high drik retains the spell progression
to Hamanu, their deeds and name lost to the sands of granted him by his racial Hit Dice and instead adds +1
memory. caster level as a wizard (defiler) for each level of wizard
High driks are bipeds, but retain a shrunken form of the that he gains.
carapace common to their unaltered cousins. Their claws High drik characters possess the following racial traits.
are three-taloned, as opposed to four, and they develop +16 Str, +4 Dex, +8 Con, Int +4, -2 Cha
venomous saliva that complements their already ferocious Huge size. –2 penalty to Armor Class, -2 penalty on
bite. High driks are intelligent and the intense magical attack rolls, -8 penalty on Hide checks, +8 bonus on
energies that they are subjected to in ovo give them a grapple checks, lifting and carrying limits quadruple
natural affinity for defiling magic. those of Medium characters.
A high drik stands 18 feet high and weighs 3,500 Space/Reach: 15 feet/10 feet
pounds. A high drik‘s base land speed is 40 feet.
Low-light vision.
Combat Darkvision out to 60 feet.
In battle high driks are formidable opponents, making Racial Hit Dice: A high drik begins with eight levels of
full use of their spells and natural abilities, to the ruin of magical beast (augmented animal), which provide 8d10
many an enemy. They will typically use troops under their Hit Dice, a base attack bonus of +8, and base saving
command to tackle their foes, supporting from a distance throw bonuses of Fort +6, Ref +6 and Will +2.
with their spells. Racial Skills: A high drik‘s magical beast levels give it
They do not shirk from melee combat, however, and skill points equal to 11 x (2 + Int modifier). Its class
relish going toe-to-toe with half-giants and other heavy skills are Concentration, Intimidate, Knowledge (any),
opponents. High driks wield a variety of weapons in Listen, Search and Spot.
combat, including swords, clubs, spears and tridents – all A high drik‘s magical beast levels give it three feats.
appropriately sized for the drik grip. Weapon Proficiency: A high drik is proficient with all
In personal combat, a high drik favors damaging spells simple and martial weapons.
and will seek to incapacitate other spellcasters using its +10 natural armor bonus.
sorcery and then deal with warriors and their kin as swiftly Natural Weapons: 1 bite (2d6), 2 claws (1d8).
as possible. All melee attacks are augmented with a Special Attacks (see above): Poison, spells.
poisonous bite wherever possible and a high drik often Special Qualities (see above): +1 wizard caster level per
selects its spells purely to augment its melee abilities. In Racial Hit Die.
addition to this, high driks are known for harnessing the Automatic Languages: Common, Drik. Bonus
agonizing effects of defiling magic and using it as a Languages: Urikite.
strategic tool in combat and prefer class progressions that Favored Class: Wizard.
enhance this aspect of their spellcasting. Level Adjustment: +5.
Poison (Ex): Injury, Fortitude DC 18, initial damage
2d6 Con, secondary damage 1d6 Con. The save DC is
Constitution- based.
Spells (Sp): A high drik casts spells as a wizard Dune Freak
(defiler) of level equal to its Hit Dice. (A mature high drik
Medium Monstrous Humanoid
casts spells as an 8th-level wizard.)
Hit Dice: 3d8+3 (16 hp)
Typical wizard spells prepared (4/5/4/3/2; save DC 12
Initiative: +1
+ spell level): 0 – disrupt undead (x2), flare, ray of frost;
Speed: 30 ft. (6 squares), burrow 40 ft.
1st – magic missile (x2), shield, shocking grasp, true
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-
strike; 2nd – boneharden, bull’s Strength, see invisibility,
footed 11
spider climb; 3rd – dedication, fly, haste; 4th – burning
Base Attack/Grapple: +3/+4
hands (maximized), magic missile (maximized).
Attack: Claw +4 melee (1d4+1) or bite +4 melee (1d2+1
plus poison)
High Drik Society
Full Attack: 2 claws +4 melee (1d4+1) and bite -1 melee
Due to the effects of their transformation, high driks are (1d2+1 plus poison)
sterile and have never developed a culture of their own. Space/Reach: 5 ft./5 ft.
Raised for war, they are cruel, sadistic creatures, and Special Attacks: Improved grab, poison, rend 2d4+1,
many believe that the transformation process renders suffocation
them completely insane.

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Special Qualities: Low-light vision, light blindness, making a grapple check. Any creature dragged
tremorsense 60 ft. underground is subject to suffocation. To escape, the
Saves: Fort +4, Ref +4, Will +3 creature must escape the anakore‘s grab and make a
Abilities: Str 12, Dex 13, Con 12, Int 6, Wis 10, Cha 8 Strength check (DC 15) to reach the surface.
Skills: Hide +4*, Move Silently +4 Tremorsense (Ex): A dune freak can automatically
Feats: Ability Focus (poison), Great Fortitude sense the location of anything within 60 feet that is in
Environment: Deserts contact with the ground.
Organization: Solitary, tribe (2-12) Skills: *Dune freaks receive a +8 racial bonus on Hide
Challenge Rating: 2 checks while in sandy terrain.
Treasure: Standard coin, no art, standard items
Alignment: Usually neutral evil Dune Freak Society
Advancement: By character class Dune freaks usually live within sandy heaps, like dunes,
Level Adjustment: +2 or the alluvial fans at the mouths of canyons. Normally
they operate in small packs, with the most aggressive
You see before you a hunched humanoid with a bony, acting as leader.
wedge-like head sporting small, flat ears and sunken,
beady eyes. The creature also possesses a curious spinal Dune Freaks as Characters
ridge.
A dune freak's favored class is cleric. Leaders are
usually clerics who serve, almost exclusively, the element
of earth, but a few exceptions have been known. Dune
freaks rarely have the talent to be fighters or rangers, but
some excel as rogues. Most dune freak spellcasters,
however, are defilers. Dune freaks favor spells that hide
them from or distract their enemies.
Dune freak characters possess the following racial traits.
+2 Str, +2 Dex, +2 Con, -4 Int, -2 Cha
Medium. As Medium creatures, dune freaks receive no
bonuses or penalties due to their size.
Space/Reach: 5 ft./5 ft.
A dune freak‘s base land speed is 30 feet. Dune freaks
also have a burrow speed of 20 ft.
Low-light vision.
Racial Hit Dice: A dune freak begins with 3 levels of
monstrous humanoid, which provide 3d8 Hit Dice, a
base attack bonus of +3, and base saving throw
bonuses of Fort +1, Ref +3 and Will +3.
Racial Skills: A dune freaks monstrous humanoid levels
give it skill points equal to 6 x (2 + Int modifier). Its
The dune freaks (or anakore) are a race of dim-witted class skills are Hide and Move Silently.
humanoids who live in subterranean colonies, occasionally A dune freak‘s monstrous humanoid levels give it 2
roaming the surface of Athas to hunt. They have a dorsal feats.
ridge running along their spine that allows them to pick up Weapon Proficiency: A dune freak is proficient with all
vibrations traveling through the sand. With it, they can simple weapons and its natural weaponry.
detect creatures moving along the sand. +1 natural armor bonus.
Natural Weapons: 2 claws (1d4), 1 bite (1d2).
Combat Special Attacks (see above): Improved grab, rend,
Dune freaks usually attack their foes by burrowing suffocation.
underneath them, and then striking from beneath with Special Qualities (see above): Tremorsense 60 ft., light
their sharp claws and poisonous bite. Once the anakore's blindness.
poison has had a chance to work, the dune freak will pull Automatic Languages: Anakore. Bonus Languages:
its victim under the sand and let it suffocate. none.
Improved Grab (Ex): To use this ability, a dune freak Favored Class: Cleric.
must hit with its claw attack. It can then attempt to start Level Adjustment: +2.
a grapple as a free action without provoking an attack of
opportunity. The dune freak can then rend its opponent.
Light Blindness: Dune freaks are completely blind in
bright sunlight or within the radius of a daylight spell. Dune Reaper
Poison (Ex): Injury, Fortitude save DC 14. Initial
Hurtling towards you is a horrendous leathery
damage is 1 point of temporary Strength damage, and the
quadruped with no discernable features on its long head
secondary damage is 1d6 points of temporary Strength
except for a fanged orifice flanked by a pair of snapping
damage. The save DC is Constitution-based.
mandibles. It front two limbs end in scythe-like blades and
Rend (Ex): A dune freak that wins a grapple check
it has a scattering of short spines across its back and
after a successful claw attack establishes a hold, latching
down its twitching tail.
onto the opponent‘s body and tearing the flesh. This
attack automatically deals 2d4+1 points of damage.
Dune reapers are large, aggressive predators that
Suffocation (Ex): A dune freak can attempt to drag a
inhabit the deserts and sandy wastes. While hunting, they
grabbed Medium or smaller creature underground by
leap from the sand in packs to ambush and hack apart

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Dune Reaper, Drone Dune Reaper, Warrior / Matron
Large Aberration Large Aberration (Psionic)
Hit Dice: 8d8+24 (60 hp) 10d8+40 (85 hp; matron 120 hp)
Initiative: +7 +6
Speed: 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-
12, flat-footed 15 footed 17
Base Attack/Grapple: +6/+17 +7/+19
Attack: Claw +12 melee (3d6+7) Claw +14 melee (3d6+8)
Full Attack: 2 claws +12 melee (3d6+7) and bite +10 2 claws +14 melee (3d6+8) and bite +12 melee
melee (1d8+3) (2d6+4)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: Pounce, rake 3d6+3 Pounce, psi-like abilities, rake 3d6+4
Special Qualities: Darkvision 60 ft., fear resistance, spell Darkvision 60 ft., fear resistance, power
resistance 13 resistance 15, spell resistance 15
Saves: Fort +5, Ref +5, Will +6 Fort +7, Ref +5, Will +7
Abilities: Str 24, Dex 16, Con 16, Int 1, Wis 10, Str 26, Dex 15, Con 18, Int 3, Wis 10, Cha 8
Cha 6
Skills: Hide+5, Jump+12 Hide +6, Jump+13
Feats: Improved Initiative, Improved Natural Improved Initiative, Improved Natural Attack
Attack (claw), Multiattack (bite), Improved Natural Attack (claw),
Multiattack
Environment: Deserts Deserts
Organization: Pack (5-30) Pack (5-30)
Challenge Rating: 6 7 (matron 8)
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 9-16 HD (Large); 19-24 HD (Huge) 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: — —

their prey on their scythe-like front-limbs. The deserts anything, even stone and sand (believed to aid in
outside the city-state of Draj are said to hold many packs digestion) and will also turn on one another if living food
of wandering dune reapers. Dune reapers are known to lie supplies run out.
in wait for many days along a caravan route just to find Dune reapers communicate through a combination of
suitable prey. Because of their fearlessness and their sound, motion and scent. To outsiders, this
tendency for fighting to the death when in search of food, communication can often appear to be some sort of
they are especially prized in the gladiatorial arena. strange dance, accompanied by soft whirring chortles.
Perhaps the most disquieting features of the dune reaper Close encounters with communicating dune reapers soon
are the eerie red luminescence of its eyes and the sickly disabuse observers of such opinions, however.
sweet smell of decay that surrounds it. The reaper emits a
howling wail that can frequently be heard across the Combat
barren deserts of Athas. The size, ferocity, and eerie
appearance of the dune reaper make it a highly valued Dune reapers will often lie in wait for days near caravan
combatant in many Athasian arenas. Dune reapers will eat routes or game trails, secure in the instinctive knowledge
that a meal will present itself sooner or later. Upon
sensing prey, the dune reaper leaps out of the sand and
attempts to impale their victims on their scythe-like limbs.
They have also been known to resist magical attacks.
Fear Resistance (Ex): Because of their ruthlessness
when in search of prey, dune reapers benefit from a +4
racial bonus on Will saves against fear effects.
Pounce (Ex): If a dune reaper charges, it can make a
full attack, including two rake attacks.

Drones
Drones are the smallest and weakest of the dune
reapers, often comprising two thirds of a pride. Possessed
of only the most rudimentary intelligence, each drone is
bonded by pheromones to a single warrior from birth and
receives all orders and instructions from this warrior as
part of that warrior‘s ―clan‖. Should a controlling warrior
die, the pride will turn on her clan of drones and destroy
them. Orders given to a drone are followed slavishly by
that drone. Any other warrior or drone interfering with
such orders is attacked by a controlled drone until the
interloper is dead. Only the matron can override orders

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given by a drone‘s controlling warrior without running the distinct roles: the matron, the warriors and the drones.
risk of attack. The matron and all warriors are female and the drones are
male, with female dune reapers growing larger than their
Combat male counterparts and the oldest and most powerful
female acting as the matron of the pride.
Rake (Ex): Attack bonus +12 melee, damage 3d6+3. Dune reapers build subterranean nests out of a
combination of sand and salival secretions. Each pride will
have two such nests in its territory and spends half the
Warriors year in one nest and the other half in the other. The nests
Warrior reapers are the sergeants of the pride and are always located near a source of water for the pride.
ensure that the orders of the matron are carried out. This water source also serves as the mating ground and
Warriors are assigned 2-5 drones that are bonded to them pride hatchery. The matron will mate with a prospective
for life. A warrior and its drones are known as a ―clan‖. If male drone twice a year. Following mating, the matron
a drone dies, one is assigned to the warrior when a new kills the male and lays her eggs in his corpse. These hatch
one is born. If all of a warrior‘s clan dies, the matron will in two months, following which they join the pride. If an
turn on the warrior and attempt to kill her. excess of warriors or drones has been hatched, the
surplus hatchlings are killed to keep the pride in balance.
Combat
After initial contact with an enemy, warrior reapers
usually stand back and support the drones by using their
innate psionic abilities. If overwhelmed, the warrior will
Dwarf
flee and seek to summon reinforcements from the pride. Dwarf, 1st-Level Warrior
Psi-Like Abilities: At will –cloud mind, concussion blast Medium Humanoid (Dwarf)
(4d6*), ego whip (2d4, DC 12*), inertial barrier, matter Hit Dice: 1d8+2 (6 hp)
agitation, mindlink (9 targets*), psionic daze (13 HD*), Initiative: +0
tower of iron will (2 rounds, PR 20). Manifester level Speed: 20 ft. (4 squares)
10th. The save DCs are Charisma-based. Armor Class: 13 (+3 studded leather), touch 10, flat-
*Includes augmentation for dune reaper‘s manifester footed 13
level. Base Attack/Grapple: +1/+2
Rake (Ex): Attack bonus +14 melee, damage 3d6+4. Attack: Bone battleaxe +2 melee (1d8/x3)
Full Attack: Bone battleaxe +2 melee (1d8/x3)
Space/Reach: 5 ft./5 ft.
Matrons Special Attacks: —
The matron of a pride is always the largest female Special Qualities: Dwarven traits
warrior and has the duty of directing the pride in all of its Saves: Fort +4, Ref +0, Will –1
actions. She decides when and where a specific clan will Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
hunt and when the pride migrates from one hive to the Skills: Climb +2, Jump -4, Listen +0, Spot +0
other. Matrons are occasionally challenged for supremacy Feats: Weapon Focus (battleaxe)
by other powerful warriors – this is the only way that one Environment: Any
matron will yield power to another, short of death in Organization: Solitary, team (2-4), squad (11-20 plus 2
combat with foes other than dune reapers. A dune reaper 3rd-level sergeants and 1 leader of 3rd-6th level), or
warrior who becomes a matron undergoes hormonally clan (30-100 plus 30% noncombatants plus 1 3rd-level
induced spurts of growth until she reaches her maximum sergeant per 10 adults, 5 5th-level lieutenants, and 3
hit point total. 7th-level captains).
Challenge Rating: 1/2
Treasure: Standard coins; double goods; standard items
Combat Alignment: Usually lawful good or lawful neutral
The matron of a pride has the same abilities and Advancement: By character class
statistics as the warrior reapers, as she is simply the
largest female in the pride, and her hit points are at their A short, hairless humanoid with low, beetling brows and
maximum as a consequence. A matron will only engage in thick, sturdy limbs stands beneath the hot sun, his skin
combat if she believes that her pride is in danger. deeply tanned, his eyes watching you with steady
Otherwise, she directs her warriors and their clans into appraisal.
battle and supports from a distance with her psionics.
Matrons most often find themselves in conflict with The dwarves of the Tablelands stand 4 1/2 to 5 feet tall,
warriors who seek to usurp her position in the pride. with big muscular limbs and a strong build. They weigh on
Psi-Like Abilities: At will –cloud mind, concussion blast average 200 lbs. Dwarves can live up to 250 years.
(4d6*), ego whip (2d4, DC 12*), inertial barrier, matter Dwarves are hairless and find the very idea of hair
agitation, mindlink (9 targets*), psionic daze (13 HD*), repulsive. They have deeply tanned skin and rarely
tower of iron will (2 rounds, PR 20). Manifester level decorate it with tattoos.
10th. The save DCs are Charisma-based. Dwarves form a good part of the people encountered in
*Includes augmentation for dune reaper‘s manifester the Tablelands. These strong and devoted beings live to
level. fulfill their focus, a task they choose to devote their lives
to. Stubborn and strong-minded, dwarves make good
Dune Reaper Society companions, even though their usual focused nature can
Dune reapers live in prides of up to 30 individuals. The tend to be bothersome.
prides follow a strict matriarchal hierarchy, with three

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Automatic Languages: Common and Dwarven. Bonus
languages: Elven, Giant, Gith, Pterran, Tarek, Thri-
Kreen.
Favored Class: Fighter

The dwarf warrior presented here had the following


ability scores before racial adjustments: Str 13, Dex 11,
Con 12, Int 10, Wis 9, Cha 8.

Dwarven Society
A dwarf's relation with others is often a function of his
focus. People that help the dwarf accomplish his focus or
share his goals are treated with respect and considered
good companions. There is little room for compromise,
though, with those that disagree with the dwarf's focus. If
they hinder the dwarf, they are considered obstacles that
must be removed. Community is important to the
dwarves.
Dwarves have a very strong racial affinity. They rarely
share their history with non-dwarves; it can take years for
a stranger to gain enough trust to be admitted into a
dwarven family circle.
Dwarves receive bonuses to their skill checks, saving
throws, attack and damage when working to complete a
task. The task must be directly related to the focus,
however. For example, Grelak, protector of his dwarven
Dwarves prefer to occupy themselves with meaningful
community, chooses as a focus to retrieve a sacred book
tasks, and often approach these tasks with an intensity
that was stolen in a raid. After a week of gathering clues,
rarely seen in other races. As such, dwarves make
he sets out to retrieve the artifact from its current
excellent laborers, and take great pride in their
possessor, who hides in Outpost 51, a two-week journey.
accomplishments. However, their stubbornness can lead
On the way to the outpost, he encounters a wild lirr; while
to difficulties. Dwarves will sometimes fail to listen to
battling his foe he receives his bonuses. However, Grelak
reason and will attempt to accomplish what are impossible
stops in Nibenay for some rest, and gets in a brawl. He
tasks.
doesn't receive his bonuses, as he isn't actively pursuing
Dwarves live for their focus. Dwarves that die while
his focus.
being unable to complete their focus return from the dead
Dwarves tend towards a lawful alignment, with most
as banshees to haunt their unfinished work. A dwarf also
members either good or neutral. Their devotion to
rarely divulges his focus to anyone.
following the established hierarchy in their village means
they tend to follow the rules, sometimes to the point of
Combat ridicule.
Dwarves usually attack with a more direct, head on There are three main dwarven settlements in the
approach to fighting. Tablelands: Kled, located near the city-state of Tyr, and
Dwarf Traits (Ex): the twin villages of North and South Ledopolus located in
+2 Constitution, -2 Charisma: Dwarves are strong and the southwestern edge of the Tablelands. Some dwarven
sturdy, but their single-mindedness hinders them when communities have developed in the city-states and in
dealing with others. some small villages, while other dwarves have taken up
Medium: As Medium creatures, dwarves have no special
bonuses or penalties due to their size.
Dwarven base speed is 20 feet.
Darkvision: Dwarves can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and dwarves can function just fine
with no light at all.
Stability: A dwarf gains a +4 bonus on ability checks
made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
Weapons Familiarity: To dwarves, the urgrosh is
treated as a martial rather than exotic weapon.
+2 racial bonus on saving throws against spells and
spell-like effects.
+1 morale bonus on all checks directly related to their
focus. This includes a skill bonus, an attack bonus, a
damage bonus, or a saving throw bonus, or even a
bonus to manifestation or spell save DCs.

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residence with the slave tribes of the wastes.
Dwarven communities are ruled by their elders;
dwarves are particularly devoted to their community
leader, the uhrnomus. Dwarves typically worship
elemental earth. Fire is sometimes worshiped for its
destructive power and water for its healing nature. Air‘s
intangibility and chaotic nature attracts few dwarven
worshippers. Dwarven druids are unusual and tend to take
a guarded land and become grove masters.
Like almost everything that they do, dwarves take to
psionics with a vengeance. They make formidable egoists
and nomads.
Like most peoples, dwarves have an aversion to
wizardly magic, and they are the least amenable to
changing their minds about anything. Dwarves rarely take
to the wizardly arts; the few that do are usually shunned
from respectable dwarven society. Some dwarves will
travel with a wizard who proves himself a worthy
companion, but few dwarves will truly ever trust a wizard.
Dwarves have a long and proud oral history. They have
an old written language, but this is mostly used for writing
histories. Dwarves will not teach their ancient language to
outsiders; they prefer to keep that knowledge to eel will plunge back into the sand to attack from a
themselves. The dwarven language is deep and throaty, different point.
composed of many guttural sounds and harsh Breath Weapon (Su): 10-foot cone, every 1d3 rounds,
exclamations. Most non-dwarves get raw throats if they damage 6d6 fire, Reflex DC 18 half. The save DC is
try to speak dwarven for more than a few hours. Constitution-based.
*Skills: Fire eels gain a +10 bonus on Hide checks
when attempting to hide in the sand.

Eel, Fire
Medium Magical Beast Elemental Beast
Hit Dice: 8d10+16 (60 hp)
Initiative: +6 Elemental beasts are a species of elemental that, on
Speed: 20 ft. (4 squares), burrow 20 ft. their home planes, fulfill the roles of predators,
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat- scavengers and hunters of weaker beasts. They are
footed 16 perfectly in tune with their home element and are prized
Base Attack/Grapple: +8/+13 by the intelligent residents of those planes as guards,
Attacks: Bite +13 melee (3d8+5) hunters and trackers, as they are able to detect elemental
Full Attack: Bite +13 (3d8+5) impurities and the presence of other elements with great
Space/Reach: 5 ft./5 ft. ease and precision.
Special Attacks: Breath weapon The elemental beasts‘ natural abilities make them even
Special Qualities: Darkvision 60 ft., low-light vision, more prized on the Material Plane, but at a cost to the
tremorsense 60 ft. elemental beasts themselves. On their home planes,
Saves: Fort +8, Ref +8, Will +2 elemental beasts are composed of utterly pure elemental
Abilities: Str 20, Dex 15, Con 14, Int 2, Wis 10, Cha 4 force. When summoned to the Material Plane, elemental
Skills: Hide +6*, Listen+4, Move Silently +5, Spot+4 beasts are forced to take on forms that incorporate less
Feats: Ability Focus (breath weapon), Alertness, pure forms of their elements. This causes them constant
Improved Initiative pain and can lead to berserk rage, panic or the death of
Environment: Deserts the elemental beast concerned. Consult the individual
Organization: Solitary, or school (1-6) monster descriptions for more detail.
Challenge Rating: 5 However, it is this same increased sensitivity to
Alignment: Always neutral elemental impurities that makes elemental beasts such
Advancement: 9-18 HD (Medium), 19-27 HD (Large) excellent trackers on the Prime Plane – they literally feel
Level Adjustment: — every impurity for miles around like a barb in their senses.
With careful handling, however, they make trackers to
You see a six-foot long, fish-like snake burrowing rival even cilopses.
through the sand with aggressive motions. The minds of elemental beasts are strange, alien things,
and psions have reported little success in establishing
A fire eel is a serpentine creature that burrows through meaningful contact with them. Sorcery is the preferred
the sand living a solitary life, constantly on the lookout for method of interaction with an elemental beast as psionic
prey. It can breathe a stream of fire at its victim. contact usually leads to delirium and coma for the
telepath.
Each elemental beast can be summoned using a
Combat
summon monster VI or summon nature’s ally VI spell. In
The favorite mode of a fire eel‘s attack is to burrow near addition to the listed material components, the
an intended victim and breathe fire on it upon rising to the summoning of an elemental beast also requires an
surface. Should the victim survive the initial attack, the

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amount of the beast‘s parent element of size Huge or
greater.

Combat
Elemental beasts share the following abilities.
Elemental Rage (Ex): When an elemental beast
experiences conditions adverse to its nature, it feels
intense agony. Unless it makes a successful Will save (DC
13), it enters a berserk rage for 1d8 rounds, attacking all
creatures within sight until the rage passes. While
berserk, the elemental beast receives +4 Str, +4 Con and
a +2 morale bonus on Will saves, but suffers a –2 penalty
to AC. The elemental beast cannot use its Search skill
while berserk. See the individual descriptions for the
conditions that cause an elemental beast to rage.
Psionic Shield (Su): The mind of an elemental beast is
alien and virtually impossible to understand through
psionic contact. Anyone attempting to make psionic
contact with the mind of an elemental beast must make a form is that of a winged skull eight feet across, a form
Will save (DC 14). Failure means that the individual which can sometime be glimpsed as the creature stirs up
attempting contact is dazed for 3d6 rounds, during which dust and sand. Only a telltale shine from its eyes gives
he babbles and rants incoherently. This is followed by a any clue to its presence when the creature is motionless,
period of coma, lasting 3d10 hours. Upon waking, the however.
character remembers nothing of his interaction with the
elemental beast. A successful save allows communication
as normal. The save DC is Wisdom-based. Combat
One its home plane, the air elemental beast relies solely
upon its bite, but its understanding of elemental
Air Elemental Beast interaction gives it a fierce cunning when it comes to the
Material Plane. There, its favored tactic is to grab targets
A harsh, howling wind shrieks about you, driving the
and then fly to a great height before dropping them to
desert sands into a whirling cloud. At its heart, only visible
their deaths.
because of the sand it displaces, is the shape of a
When combating other airborne opponents, the air
monstrous fanged skull, taller than a man, keeping itself
elemental beast will again attempt to grapple, and then
aloft with great sweeps of membranous wings that
hurl its target into a cliff, tree or similar obstacle, relying
protrude from the rear of the head.
on its own agility to dart to safety at the last moment.
If an air elemental beast absorbs a body of sand or dust
The air elemental beast is a flying predator that uses its
of Medium size or greater, or enters an area where there
speed and agility to outrun and out-maneuver its prey.
is a similar amount of airborne sand or dust, it is wracked
Continually invisible, the air elemental beast‘s natural

Air Elemental Beast Earth Elemental Beast


Large Elemental (Air, Extraplanar) Large Elemental (Earth, Extraplanar)
Hit Dice: 8d8+32 (68 hp) 8d8+32 (68 hp)
Initiative: +11 +0
Speed: Fly 100 ft. (perfect) (20 squares) 30 ft. (6 squares), burrow 20 ft. (4 squares)
Armor Class: 21 (-1 size, +7 Dex, +5 natural), touch 16, 19 (-1 size, +10 natural), touch 9, flat-footed
flat-footed 14 19
Base Attack/Grapple: +6/+20* +6/+25*
Attack: Bite +12 melee (1d8+3) Bite +12 melee (2d6+7)
Full Attack: Bite +12 melee (1d8+3) Bite +12 melee (2d6+7) and tail slap +7
melee (1d6+3 plus stun)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: Air mastery, elemental rage, improved grab Earth mastery, elemental rage, improved
grab, stun
Special Qualities: Damage reduction 5/—, darkvision 60 ft., Damage reduction 5/—, darkvision 60 ft.,
elemental traits, natural invisibility, psionic earth glide, elemental traits, psionic shield,
shield, scent, spell alterations scent, spell alterations
Saves: Fort +6, Ref +13, Will +2 Fort +10, Ref +2, Will +2
Abilities: Str 15, Dex 24, Con 18, Int 4, Wis 10, Cha 10 Str 24, Dex 10, Con 19, Int 4, Wis 10, Cha 10
Skills: Search +18, Spot +19, Survival +19 Search +18, Spot +19, Survival +19
Feats: Flyby Attack, Improved Initiative(B), Track, Improved Bull Rush, Improved Natural Attack
Weapon Finesse(B), Wingover (bite), Power Attack
Environment Elemental Plane of Air Elemental Plane of Earth
Organization: Solitary Solitary
Challenge Rating: 6 6
Treasure: Standard Standard plus 150% gems
Alignment: Usually neutral Usually neutral
Advancement: 9-16 (Huge) 9-16 (Huge)
Level Adjustment: — —
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by agony and could enter a berserk rage, attacking all distance. Covered in rocky spines, it makes a fearsome
within range until the fury passes. guard and resilient hunter and is often summoned to
Air Mastery (Ex): Airborne creatures take a –1 penalty Athas for its natural affinity for the sand and earth that
on attack and damage rolls against an air elemental beast. covers so much of the globe.
Elemental Rage (Ex): When an air elemental beast On their home plane, the earth elemental beasts are
absorbs or enters an area containing an airborne amount often hunted by the elemental race known as the dao. As
of dust, silt or sand of size Medium or larger, it is wracked the dao are not caring masters, it is not unknown for
by agony. summoned earth elemental beasts to be grateful to their
Improved Grab (Ex): To use this ability, the air unwitting liberators. An earth elemental beast is eight feet
elemental beast must hit with its bite attack. It can then long and weighs 1000 pounds.
attempt to start a grapple as a free action without
provoking an attack of opportunity. *Air elemental beasts Combat
receive a +8 racial bonus on grapple checks.
Natural Invisibility (Su): This ability is constant, The earth elemental beast possesses a savage set of
allowing an air elemental beast to remain invisible even jaws, lined with razor-sharp teeth of jagged rock. It will
when attacking. This ability is inherent and is not subject use these to bite, grab and chew opponents when
to an invisibility purge spell. A cloud of dust makes the air possible. If threatened with multiple opponents, the beast
elemental beast visible, but it still has concealment. will seek to use its tail to swat them into submission so
Spell Alterations (Ex): If control weather is cast on an that it can feed in peace.
air elemental beast, the creature takes 8d8 points of Earth elemental beasts can also direct their attacks
damage (Fortitude save for half). If gust of wind is cast on against structures, and their ability to bypass any earthen
an air elemental beast, for the next 1d4 rounds it receives barrier makes them especially good siege breakers.
+2 Hit Dice. This gives the creature 2d8+8 temporary hit Earth Glide (Ex): An earth elemental beast can glide
points (average 17) and a +1 bonus on attack rolls and through stone, dirt, or almost any other sort of earth
saves. However, the creature must make an immediate except metal as easily as a silt horror swims through silt.
Will save (DC 18) or fly into an elemental rage (see Its burrowing leaves behind no tunnel or hole, nor does it
above) from the pain caused by the impurity of the gust of create any ripple or other signs of its presence.
wind spell. Earth Mastery (Ex): An earth elemental beast gains a
Skills (Ex): Air elemental beasts receive a +16 racial +1 to all attacks and damage rolls if both it and its target
bonus on Search, Spot, and Survival checks. are touching the ground. If an opponent is airborne or
waterborne, the earth elemental beast takes a –4 penalty
on all attacks and damage rolls.
Earth Elemental Beast Elemental Rage (Ex): If an earth elemental beast ever
breaks contact with the ground (through fly, levitate or
What at first appeared to be a large lizard of some sort some other effect) or is forced into water, it is wracked by
is now revealed to be a crocodilian beast composed agony.
entirely of earth and stone. With sinews of rock, muscles Improved Grab (Ex): To use this ability, the earth
of granite and jagged fangs of obsidian jutting from a elemental beast must hit with its bite attack. It can then
misshapen head, the creature gouges the earth with its attempt to start a grapple as a free action without
writhing tail, lashing to and from with frightening force. Its provoking an attack of opportunity. *Earth elemental
four great limbs end in petrified talons, and a rumble like beasts receive a +8 racial bonus to all grapple checks
distant thunder emerges from its maw. Spell Alterations (Ex): If earthquake is cast on an
earth elemental beast as a touch attack, the creature
takes 8d8 points of damage (Fortitude save half). If
transmute rock to mud is cast on an earth elemental
beast, for the next 1d4 rounds it is treated as being under
the effects of a slow spell (Will save negates). A move
earth spell cast on an area containing a burrowing earth
elemental beast flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a
DC 15 Fortitude save.
Stun (Ex): A creature struck by the earth elemental
beast‘s tail must make a Fortitude save (DC 21) or be
stunned 1d6 rounds from the impact. The save DC is
Strength-based.
Skills (Ex): Earth elemental beasts receive a +16 racial
bonus to all Search, Spot and Survival checks.

Fire Elemental Beast


In motion this creature resembles nothing so much as a
fireball – a streaking sphere of blazing flame. When it
comes to a halt, however, you see that it is actually a
panther-like beast composed entirely of flickering tongues
of flame that ripple like muscles beneath hide. Coal-black
An aggressive omnivore that can subsist on gems and eyes glare from beneath a flaring mane, there is a brief
ores as well as it can on other living creatures, the earth glimmer of bright fang, and then it is off again, trailing
elemental beast looks much like a large lizard from a incandescent devastation in its wake.

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pounds.

Combat
A fire elemental beast uses its speed and incandescent
nature to its best advantage during combat. A common
tactic is for the creature to rush about at great velocity,
igniting whatever combustible material it can. It then
waits amidst the flames for its foes to come to it,
launching into a ferocious combination of burning claws
and bite and searing breath.
Breath Weapon (Su): 10-ft. cone, damage 2d8 fire,
Reflex DC 17. The save DC is Constitution-based.
Burn (Ex): A fire elemental beast‘s attacks deal
additional fire damage from the elemental beast‘s flaming
body. Those hit by a fire elemental beast‗s attacks also
must succeed on a Reflex save (DC 17) or catch on fire.
The flame burns for 1d4 rounds. A burning creature can
take a move action to put out the flame. The save DC is
Constitution-based. Creatures hitting a fire elemental
beast with natural weapons or unarmed attacks take fire
damage as though hit by the elemental beast‘s attack,
The fire elemental beast is a swift, mercurial creature and also catch on fire unless they succeed on a Reflex
that, while beautiful to behold, can wreak utter save.
destruction on a settlement in mere minutes. On its home Elemental Rage (Ex): When a fire elemental beast is
plane, the beast fills a predatorial niche not unlike that of forced to eat or come into contact with nonmagical fire, it
Athas‘ tigone, but when brought to the Prime Plane it is wracked by agony.
suffers perhaps more than its other elemental cousins. Improved Grab (Ex): To use this ability, the fire
Without the constant presence of elemental fire, the fire elemental beast must hit with its bite attack. It can then
beast suffers ravening anguish and gnawing hunger. attempt to start a grapple as a free action without
Mundane fire will nourish it, but is likely to provoke a provoking an attack of opportunity.
feeding frenzy, and while the creature can survive on Pounce (Ex): If a fire elemental beast charges a foe, it
combustible materials, this diet will not preserve its life for can make a full attack, including two rake attacks.
long. Rake (Ex): Attack bonus +11 melee, damage 1d6+1.
A fire elemental beast is eight feet long and weighs 3 Spell Alterations (Ex): If a fire elemental beast is the

Fire Elemental Beast Water Elemental Beast


Large Elemental (Fire, Extraplanar) Diminutive Elemental (Water,
Extraplanar) (Swarm)
Hit Dice: 8d8+24 (60 hp) 7d8 (31 hp)
Initiative: +10 +7
Speed: 50 ft. (10 squares) 10 ft. (2 squares), swim 50 ft., fly 50 ft.
(average)
Armor Class: 19 (-1 size, +6 Dex, +4 natural), touch 15, 21 (+4 size, +3 Dex, +4 natural), touch 17,
flat-footed 13 flat-footed 18
Base Attack/Grapple: +6/+12 +5/—
Attack: Bite +11 melee (2d6+2 plus 1d6 fire) Swarm (2d6)
Full Attack: Bite +11 melee (2d6+2 plus 1d6 fire) and 2 Swarm (2d6)
claws +9 melee (1d6+1 plus 1d6 fire)
Space/Reach: 10 ft./5 ft. 10 ft./0 ft.
Special Attacks: Breath weapon, burn, elemental rage, Distraction, drench, elemental rage, suffocate,
improved grab, pounce, rake 1d6+1 water mastery
Special Qualities: Damage reduction 5/—, darkvision 60 ft., Damage reduction 5/—, darkvision 60 ft.,
elemental traits, immunity to fire, psionic elemental traits, hive mind, immune to
shield, scent, spell alterations, vulnerability to weapon damage, natural invisibility, psionic
cold shield, vulnerability to fire, water-bound
Saves: Fort +5, Ref +12, Will +2 Fort +5, Ref +5, Will +2
Abilities: Str 14, Dex 22, Con 16, Int 4, Wis 10, Cha 10 Str 2 Dex 16 Con 11, Int 4, Wis 10, Cha 10
Skills: Search +18, Spot +19, Survival +19 Search +17, Spot +19, Survival +19, Swim
+4
Feats: Ability Focus (breath weapon), Improved Ability Focus (distraction), Ability Focus
Initiative(B), Improved Natural Attack (bite), (suffocation), Improved Initiative(B), Weapon
Multiattack, Weapon Finesse(B) Finesse
Environment Elemental Plane of Fire Elemental Plane of Water
Organization: Solitary Solitary, School (2-5 swarms)
Challenge Rating: 6 5
Treasure: Standard Standard
Alignment: Usually neutral Usually neutral
Advancement: 9-16 (Huge) —
Level Adjustment: — —

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target of any spell with the water descriptor, it takes 1d8 When airborne, the water elemental beast swarm
points of damage per caster level (Fortitude save for half adopts a more frightening tactic and actively attempts to
damage). clog the airways of its target with its watery form.
Skills (Ex): Earth elemental beasts receive a +16 racial Typically, the swarm will attempt to suffocate air-
bonus to all Search, Spot and Survival checks. breathing targets and then devour their bodies in waves,
returning to nearby water to refresh between courses.
Distraction (Ex): Any living creature that begins its
Water Elemental Beast turn with a swarm in its square must succeed on a DC 15
Fortitude save or be nauseated for one round. The save
A swarm of foot-long beasts resembling piranhas with
DC is Constitution-based.
four gleaming eyes and membranous wings folding back
Drench (Ex): The water elemental beast swarm‘s touch
from their bodies. They swirl through the air as easily as
puts out torches, campfires, exposed lanterns, and other
they do through water, their long thin fangs snapping in
open flames of nonmagical origin if these are of Medium
anticipation of the attack.
size or smaller. The creature can dispel magical fire it
touches as dispel magic (caster level equals water
elemental beast‘s HD).
Elemental Rage (Ex): When a water elemental beast
leaves a body of water for more than three rounds, it is
wracked by agony.
Hive Mind (Ex): Any swarm of water elemental beasts
with at least 1 hit point per Hit Die (or 7 hit points, for a
standard water elemental beast swarm) forms a hive
mind, giving it an Intelligence of 4. When a water
elemental beast swarm is reduced below this hit point
threshold, it becomes mindless.
Natural Invisibility (Su): This ability is constant while
the creature is submerged in water, allowing a water
elemental beast to remain invisible even when attacking.
This ability is inherent and is not subject to an invisibility
purge spell. Leaving the water makes the water elemental
beast visible.
Suffocate (Ex): Any living creature of size Tiny or
larger that begins its turn with a swarm in its square must
succeed on a DC 15 Fortitude save or suffer an additional
2d6 points of nonlethal damage as the swarm attempts to
block the target‘s airways. The save DC is Constitution-
based.
Water Mastery (Ex): A water elemental beast gains a
+1 bonus on damage rolls if both it and its opponent are
touching water. If the opponent or the water elemental
beast is touching the ground, the water elemental beast
takes a –4 penalty on damage rolls. (These modifiers are
not included in the statistics block.)
Skills (Ex): A water elemental beast has a +8 racial
bonus on any Swim check to perform some special action
or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use
Water elemental beasts are the smallest of their kind the run action while swimming, provided it swims in a
but can be among the most dangerous due to the fact that straight line. Water elemental beasts receive a +16 racial
they live and move as a single, swarming entity. bonus to all Search, Spot and Survival checks.
Composed entirely of rippling water of variegated hues,
they take savage, piscine forms. They are most at home
in water, but they have the ability to leave their parent E lf
element and fly for short periods of time.
On their home plane they are often domesticated by the Elf, 1st Level Warrior
marid race but they are also infrequently summoned to Medium Humanoid (Elf)
Athas. Despite their usefulness, they do not fare well on Hit Dice: 1d8 (4 hp)
Athas, due to the scarcity of their parent element. Initiative: +6
Each individual beast is between nine and twelve inches Speed: 40 ft. (8 squares)
in length, weighing just under a pound. Armor Class: 14 (+2 Dex, +2 leather armor), touch 12,
flat-footed 12
Combat Base Attack/Grapple: +1/+1
Attack: Bone longsword +1 melee (1d8-1/19-20) or
Water elemental beasts attack in a swarming mass, longbow +3 ranged (1d8/x3)
biting with their razor sharp teeth in a feeding frenzy. The Full Attack: Bone longsword +1 melee (1d8-1/19-20) or
creatures are most comfortable when submerged in water, longbow +3 ranged (1d8/x3)
but can emerge and fly for short distances. It flies in short Space/Reach: 5 ft./5 ft.
hops of up to 20 feet in length and is forced to land Special Attacks: —
between hops

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Special Qualities: Elf traits scouring sand, but their skin and hair color varies as that
Saves: Fort +2, Ref +2, Will –1 of other Athasian races. They dress in garb designed to
Abilities: Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 8 protect them from the desert and elements.
Skills: Appraise +1, Bluff +0, Hide +3, Listen +1, Move
Silently +3, Perform (any) +1, Search +2, Spot +1 Combat
Feats: Improved Initiative
Environment: Any Elves use their Hide and Move Silently skills to ambush
Organization: Solitary, Tribe (11-30 plus 1 cleric of 3rd- enemies rather than meet them head on. Most elves
5th level) employ bone longswords or longbows in combat
Challenge Rating: 1/2 situations.
Treasure: Standard Elf Traits (Ex):
Alignment: Usually chaotic neutral +2 Dexterity, -2 Constitution. Elves are agile, but less
Advancement: By character class resilient than humans.
Level Adjustment: — Medium: As Medium creatures, elves have no special
bonuses of penalties due to their size.
You see a tall, long-limbed humanoid with tanned skin, Elven base land speed is 40 feet.
pointed ears and imperious arched brows. She gives you a Low-light vision: Elves can see twice as far as a human
cursory, almost contemptuous glance, and then she is off, in moonlight and similar conditions of poor illumination,
running at an incredible pace through the sand. retaining the ability to distinguish color and detail.
Proficient with all bows.
Weapon Familiarity: Elven
Longblade. All elves treat the
elven longblade as a martial
weapon.
+2 racial bonus to Listen,
Perform, Search and Spot
checks. Elves have keen senses.
Elves have a natural
resistance to extreme
temperatures and aren‘t
adversely affected by the heat of
the day or the chill of the night.
They treat extreme heat or cold
as if it were only very hot or
cold, (see DMG Chapter 8
Glossary under The Environment
for rules on temperature effects)
but suffer normally from
abysmal heat, or from magical
supernatural heat and cold.
After a minute of warm-up
and a Concentration check (DC
10), elves can induce an elf run
state. This state allows elves to
hustle for long distances as
easily as a human can move normally, and run for long
Athas' deserts, plains, steppes and badlands are home distances as easily as a human can hustle. Each day
to the elves, a long-limbed race of trading, raiding, that elves continue the elf run, they must make
thieving sprinters. While traveling across the wastes, one additional Concentration skill checks to maintain their elf
often encounters whole tribes of elves running swiftly run state: A trivial check (DC 10) on the second day, an
across the sands like a desert wind. The average elf can easy check (DC 15) on the third day, an average check
run at a pace that shames the fastest human sprinter. (DC 20) on the fourth day, a difficult check (DC 30) on
Running is key to acceptance and respect in the tribe: an the fifth day, and an heroic check (DC 40) on the sixth
elf is only considered an adolescent when she learns to day. Once the elf fails a Concentration skill check, he
run with the tribe. Characters who are injured and cannot loses elf run benefits and suffers normal penalties for
run are also deprived of the right to participate in tribal extended hustling and running as described in chapter 9
decisions. of the Player‘s Handbook. After a full day‘s rest, the elf
Elves prefer to lead short, happy lives rather than long, may attempt again to induce an elf run state. With a
boring ones. Elves tend to see the future as a dark, deadly group of elves, runners add their leader‘s Charisma
place. They prefer to live in "the now," striving to extract bonus both to their movement rate and to any Fortitude
every possible enjoyment out of each passing moment. checks related to movement.
They thrive in free, open spaces and tend to wither in Automatic Languages: Common and Elven. Bonus
captivity. Elven tribes make a living either through Languages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig,
herding, raiding or trading and most tribes have at one Tari and Thri-Kreen.
time or another plied their hand at all three of these Favored Class: Rogue.
occupations.
Elves stand between 6 and 7 feet tall, with lean builds, The elf warrior presented here had the following ability
angular, deeply etched features, and no facial hair. Their scores before racial adjustments: Str 11, Dex 13, Con 12,
skin is usually rugged from the baking sun and the Int 10, Wis 9, Cha 8.

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Elven Society Feylaar
Elves have little love of creatures outside their tribe. Large Monstrous Humanoid (Psionic)
Within a given tribe, all elves are brethren, but outsiders - Hit Dice: 7d8+7 (38 hp)
even other elves - are regarded as potential enemies. Initiative: +6
Outsiders can be accepted and perhaps even become Speed: 30 ft. (6 squares)
friends, but trust takes time to develop and is often Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11,
associated with tests and great sacrifice. If someone flat-footed 12
claims to be the elf's friend, and if the elf believes that the Base Attack/Grapple: +7/+22*
would-be friend might make a worthy companion, the elf Attack: Slam +9 melee (1d6+3)
must first fabricate a series of "tests" of trust that allow Full Attack: 4 slams +9 melee (1d6+3) and bite +7
the companion to prove that their friendship is "stronger melee (1d8+1)
than the bonds of death," as elves say. Once an outsider Space/Reach: 10 ft./10 ft.
has gained an elf's trust, he is forever that elf's friend. Special Attacks: Constrict 1d6+3, death field, improved
If this trust is ever betrayed, it is gone forever. The grab, psi-like abilities
elven drive for revenge is legendary. A dwarven sage once Special Qualities: Darkvision 60 ft.
remarked that the only creature on Athas that can Saves: Fort +3, Ref +7, Will +5
outmatch a dwarf's focus is an elf bent on revenge. Abilities: Str 16, Dex 14, Con 12, Int 12, Wis 10, Cha 9
Other races see elves as lazy; in most ways this is a fair Skills: Climb +16, Jump +8, Psicraft +6, Search +6, Spot
assessment, but in a few key respects it is far too +5, Survival +5
simplistic. Elves do work, in fact in some respects they Feats: Ability Focus (death field), Improved Initiative,
work harder than other peoples. They put as much labor Multiattack
into hunting and foraging as other races put into their Environment: Forests
fields. While elves reject most forms of hard labor, they Organization: Family (1-4) or clan (3-6 families)
dedicate uncounted hours and remarkable patience and Challenge Rating: 4
focus while haggling and negotiating with potential Treasure: Standard
customers. While elves can idle around their time for days Alignment: Usually lawful neutral
until compelled by need to exert themselves, they can run Advancement: By character class
for days without complaint. No self-respecting elf will Level Adjustment: +4
consent to ride an animal. To do so is dishonorable unless
wounded and near death. Elven custom dictates that A lumbering, four-armed ape with a pronounced bony
individuals keep up or be left behind. plate over its forehead, this creature stands a foot taller
Elves that show psionic talent are encouraged to than a full elf and ripples with muscles beneath its furry
develop their powers in order to best use them for the hide. Long quills run the length of its spine, with an extra
benefit of the tribe, but elven attitudes preclude them pair flaring backwards from the creature’s cheekbones and
from developing anything as formal as a school or you see broad yellow fangs in the beast’s wide mouth. Its
monastery. Elves rarely have the patience to take up fur is brown, with amber highlights, the flesh of its face
formal study of psionics, and elven psiologists are and bare chest is a dull grey and the quills are a glossy
particularly rare. To fill the gap, elven tribal psions teach black.
young psionic elves how to harness their developing
abilities. Elves that are most serious about psionics
sometimes leave their tribes in search for more dedicated
teachers. Those who voluntarily reject their tribal
affiliation take up plain brown wrappings to signify this
decision, showing all they meet that they are elves
without a tribe.
Their acceptance of the arcane makes elves the most
likely race to practice wizardry or deal in illicit spell
components. Many elven wizards tend towards defiling
magic, because as nomads they are less afflicted by the
tortured land.
Elves of Athas share a common language and can
communicate easily with each other, although each tribe
has its own distinct dialect. Many tribes also develop a
secret language of codes or hand signs that allows them
to pass secret messages to each other while passing
through a crowd of outsiders. Tribes that specialize in
theft and smuggling tend to develop the more advanced
sign languages; these tribes are also the most cult-like
and least open to outsiders.
Elven speech runs in rapid staccatos, even when
speaking Common. Elven voices have a greater range of
pitch than those of other humanoid races, and elves have
a natural inclination towards all sorts of music.

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Feylaars are a race of psionic apes inhabiting the deep From time to time, families will group together to form
forests of Athas. Intelligent and omnivorous, they live small clans, but clan allegiance is tenuous at best. They
simple lives in harmony with the surrounding woodlands have a loose culture, chiefly composed of oral legends and
and have little to do with the outside world. In the past traditions, passed down from generation to generation
attempts have been made to domesticate them as slaves, and from clan to clan at their seasonal meetings in the
but their native intelligence, combined with impressive deep glades.
psionic powers, doomed such efforts to failure. Their numbers suggest that the feylaars have been
Feylaars have an affinity for telepathy and around for quite some time. Rumors from east of the
psychometabolism and most of their powers come from Ringing Mountains hold that the first feylaars were created
these disciplines. They are sometimes sought out by more by a sorcerer-king to fight in his armies. The feylaars
civilized races as mentors for the unfettered wisdom that proved too proud and too hard to contain, however, and
they can offer. Feylaars are fiercely independent creatures they were banished to beyond the mountains.
and make idiosyncratic, if extremely talented teachers. The feylaars themselves claim that they have always
Feylaars speak their own language and that of the forest dwelled in the forests of the Ringing Mountains and state
halflings. that they raised themselves from their bestial pasts of
The average adult feylaar is eight feet tall and weighs their own volition, through their burgeoning psionic
500 pounds. abilities. They gave themselves four arms through
psychometabolic manipulation and enhanced their brains
Combat to improve their telepathic powers. Feylaar legends do
not, however, speak of the techniques used by the feylaar
Feylaars are intelligent and dangerous opponents who progenitors to effect these improvements, and this tale,
make full use of their psionic powers to defeat their foes. like most concerning the species‘ origins, must be
If able, they prefer to strike from ambush, using their regarded with skepticism at best.
chameleon or invisibility power to attack unseen. In
battle, they use displacement and dimension door where Feylaar as Characters
appropriate to outmaneuver and flank their enemies,
resorting to their terrible death field ability when faced Their natural skills with psionics make the study of the
with defeat. Way the most logical choice for feylaar characters. Their
Once they close with a target, feylaars strike with a great Strength and multiple limbs, combined with good
hammering series of blows, followed with a ripping bite. BAB, however, can allow feylaars to develop into fighters
They will grapple if possible and crush their targets into capable of rivaling the kreen in their skill.
submission, using powers like psychic vampire and inflict
pain to exacerbate their attacks. Feylaar characters possess the following racial traits.
Constrict (Ex): A feylaar deals 1d6+3 points of +6 Str, +4 Dex, +2 Con, +2 Int, -2 Cha
damage with a successful grapple check. Large size. –1 penalty to Armor Class, -1 penalty on
Death Field (Ps): This innate psionic power may be attack rolls, -4 penalty on Hide checks, +4 bonus on
used 3 times per day. When activated, the feylaar grapple checks, lifting and carrying limits double those
sacrifices a number of hit points, up to its current total. All of Medium characters.
creatures within 20 feet must make a successful Fortitude A feylaar‘s base land speed is 30 feet.
save (DC 12) or suffer negative energy damage equal to Darkvision out to 60 feet.
the amount of hit points sacrificed by the feylaar. A Racial Hit Dice: A feylaar begins with 7 levels of
successful save negates this damage. Death field is the Monstrous Humanoid, which provide 7d8 Hit Dice, a
equivalent of a 3rd-level psionic power. The save DC is base attack bonus of +7, and base saving throw
Charisma-based. bonuses of Fort +2, Ref +5 and Will +5.
Improved Grab (Ex): If it successfully strikes with its Racial Skills: A feylaar‘s Monstrous Humanoid levels
slam attack, the feylaar may initiate a grapple attempt as give it skill points equal to 10 x (2 + Int modifier). Its
a free action without provoking an attack of opportunity. class skills are Climb, Craft (any), Jump, Psicraft,
*A feylaar has a +8 racial bonus on grapple checks. Search, Spot and Survival.
Psi-Like Abilities: 3/day – body adjustment (2d12*), A feylaar‘s Monstrous Humanoid levels give it three
chameleon, cloud mind (DC 11), conceal thoughts, feats.
ecotoplasmic form, false sensory input (2 targets, DC +3 natural armor bonus.
12*), id insinuation (3 targets, DC 13*), mindlink Natural Weapons: 4 claws (1d6) and bite (1d8).
(unwilling targets, 2 targets, DC 10*), psionic dimension Special Attacks (see above): Constrict, death field,
door, psionic dominate (DC 13*), psychic vampire (DC improved grab, psionics.
13). Manifester level 7th. The save DCs are Charisma- Automatic Languages: Feylaar. Bonus Languages:
based. Aarakocran, Common, Halfling.
*Includes augmentation for the feylaar‘s manifester Favored Class: Psion.
level. Level Adjustment: +4.
Skills (Ex): The feylaar receives a +8 racial bonus on
Climb checks.
Flailer
Feylaar Society
Large Magical Beast (Psionic)
Feylaars dwell in small family groups deep within the Hit Dice: 6d10+18 (51 hp)
remaining Athasian rainforests. They mate for life, and the Initiative: +1
females will bear new young every two to three years, Speed: 30 ft. (6 squares)
following a nine month gestation period. The young are Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10,
reared by their parents until they reach maturity eight flat-footed 18
years later. Feylaars live as long as 45 years. Base Attack/Grapple: +6/+14

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Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4) and bite +7 Floater
melee (1d8+2)
Small Aberration (Psionic)
Space/Reach: 10 ft./5 ft.
Hit Dice: 3d8 (13 hp)
Special Attacks: Psi-like abilities, rake 1d6+4
Initiative: +3
Special Qualities: Darkvision 60 ft., low-light vision
Speed: Fly 30 ft. (good)
Saves: Fort +8, Ref +6, Will +1
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch
Abilities: Str 18, Dex 12, Con 16, Int 9, Wis 9, Cha 9
14, flat-footed 13
Skills: Hide +5, Listen +2, Spot +2
Base Attack/Grapple: +2/–4
Feats: Cleave, Multiattack, Power Attack
Attack: Tentacle +1 melee (1d4-2 plus poison)
Environment: Stony barrens
Full Attack: 6 tentacles +1 melee (1d4-2 plus poison)
Organization: Solitary
Space/Reach: 5 ft./10 ft.
Challenge Rating: 5
Special Attacks: Explosive gases, poison, psi-like
Alignment: Always neutral
abilities
Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan)
Special Qualities: Darkvision 60 ft., vulnerability to fire
Level Adjustment: —
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 7, Dex 16, Con 11, Int 7, Wis 10, Cha 14
Skills: Hide +8*, Listen +2, Spot +3
Feats: Ability Focus (poison), Hover
Environment: Silt
Organization: Troupe (2-8)
Challenge Rating: 2
Alignment: Neutral
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: —

This bobbing curiosity appears much like a jellyfish, with


a round, bulbous, translucent body and six tentacles
hanging beneath. It floats above the silt, seeming to drift
on the wind itself.

Floaters are a kind of levitating jellyfish. They float


around the Sea of Silt, looking for food, but they are
sometimes found inland. They have 6 tentacles filled with
poison pods they use to paralyze their prey. They have a
This creature appears to be some species of giant small spread of psionic powers which the creatures
tortoise, except for the fact that it is a hexaped. Its shell sometimes boost by eating large amounts of esperweed.
structure and markings resemble strata of rock, making
its contours hard to define against the terrain.

Flailers are solitary creatures that live in rocky terrain.


They are psionic carnivores that lie in wait for prey to
approach before attacking.
Flailers resemble giant tortoises, though with six legs
instead of four. Flailers can hide in rocky terrain very
easily thanks to their rocklike shells.

Combat
Flailers generally wait until suitable prey approaches
close enough to be attacked. Because of its natural
camouflage, a flailer will usually wait for its victim to pass
by so that it may attack from behind. When they attack,
flailers do so with their two frontal limbs, followed by their
bite. The hard, tortoise-like shell of a flailer provides
excellent defense against attacks. Flailers also boast
powerful psionic abilities. Like many psionic creatures of
Athas, flailers have natural psionic defenses.
Psi-Like Abilities: 3/day-aura sight (DC 65 ft.), body
ecoplasmic form, equilibrium, chameleon, danger sense,
precognition, recall agony (4d6, DC 12*). Manifester
level 10th. The save DCs are Charisma-based.
*Includes augmentation for the flailer‘s manifester level.
Rake (Ex): If a flailer hits with both claw attacks, it can
make two rake attacks with its second set of limbs. Attack
bonus +9, damage 1d6+4.
Skills: Flailers have a +5 racial bonus on Hide checks.

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These small creatures have a round, bulbous and Environment: Silt
translucent body, mostly made of a gelatinous substance. Organization: Solitary
They are herbivores, not hunting any animals and only Challenge Rating: 3
fighting when cornered. They live in nests which they Treasure: Standard
build in the mudflats located at the edge of the Sea of Silt. Alignment: Usually chaotic neutral
A floater‘s single offspring is reared in the nests and Advancement: 6-10 (Large)
brought food by the mother floater. The nests also provide Level Adjustment: —
protection from razorwings, who are the floaters‘ chief
enemies. A lumbering reptilian beast with segmented armor like
A floater's body is filled with hydrogen, helping it to that of an armadillo, this creature sports a trio of long,
float around the Sea of Silt. The gas is produced by a slender horns sprouting from its bony brow. It heaves
floater's internal glands, which convert food into hydrogen itself about on four clawed limbs with great difficulty,
in quantities sufficient to keep the creature floating. Males rolling into a protective ball at any sign of danger. As you
of the species generally have a reddish tint to them, while draw closer to the beast, you are almost overcome by a
females are more often tan or yellowish in color. Floaters horrendous stench that seems to emanate from the thing.
boast no useable byproducts, though many researchers
have tried to make use of the gas-producing
glands of this creature as a source of
flammable gas. None has met with any
success.

Combat
Floaters use their tentacles and numerous
psionic powers to disable and defeat their
attackers. As floaters are mostly composed
of hydrogen, they are especially susceptible
to fire attacks. Any fire attack against a
floater runs the risk of causing the creature
to explode.
Explosive Gases (Ex): A floater that
takes fire damage must make a Fortitude
save (DC equals 10 + damage dealt) or
explode, dealing 1d8 points of damage to
each target within a 5-ft. radius (Reflex half
DC 11). The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude save (DC
13), initial damage paralysis for 2d6
minutes, secondary damage none. The save
DC is Constitution-based.
Psi-Like Abilities: At will – aversion (DC 14), The fordorran is a revolting creature that inhabits areas
chameleon, displacement, dissolving touch, inflict pain adjacent to the Silt Sea or inland silt basins. Although it
(DC 14), inertial armor (+5 bonus*). Manifester level 3rd. possesses a well-developed selection of psionics, these
The save DCs are Charisma-based. cater mainly to the creature‘s hunting habits, and it is
*Includes augmentation for the floater‘s manifester actually rather dense. Fordorrans are easily distracted,
level. and many an encounter with one of these creatures has
*Skills: Floaters get a +10 Hide bonus while in the Sea ended abruptly with the fordorran aimlessly wandering off.
of Silt. The most memorable characteristic of the fordorran,
however, is its stench. Produced by a gland that sits at the
base of the creature‘s spine, it continually releases waves
Fordorran of an overpowering toxin that is capable of immobilizing
most targets in moments.
Large Magical Beast (Psionic) The creature can curl into a protective ball and, when it
Hit Dice: 5d10+10 (37 hp) does so in shallow silt, it is easily mistaken for a rock or
Initiative: -1 patch of exposed earth. The creature also possesses a
Speed: 20 ft. (4 squares) (mundane) chameleon-like ability to alter its coloration to
Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, match its surroundings and uses this to conceal itself
flat-footed 17 when threatened – or when awaiting prey.
Base Attack/Grapple: +5/+13 Fordorran flesh is edible but disgusting in taste,
Attack: Claw +8 melee (1d6+4) although rumors persist that certain elven tribes possess a
Full Attack: 2 claws +8 melee (1d6+4) and bite +3 recipe to make it palatable. The gland that produces their
melee (1d8+2) venomous pheromones is much sought after by bards and
Space/Reach: 10 ft./5 ft. defilers as a component in poisons, elixirs and other
Special Attacks: Immunities, poison, psionics dubious brews.
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +3, Will +0 Combat
Abilities: Str 18, Dex 8, Con 14, Int 6, Wis 8, Cha 6
Skills: Hide +7, Spot+3 When facing multiple opponents, fordorrans seek to hide
Feats: Ability Focus (poison), Improved Natural Armor and fool a single target into attacking his fellows. Against

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single foes, they are similarly cunning, using their false Special Qualities: Darkvision 60 ft., power resistance 20
sensory input power to mask their scent, and then striking Saves: Fort +5, Ref +3, Will +7
with concussion blast and inflict pain before charging to Abilities: Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 17
melee. Skills: Bluff +8, Concentration +8, Hide -3*, Intimidate
Immunities (Ex): Fordorrans are immune to all sleep, +8, Listen +7, Psicraft +6, Spot +7
charm and hold spells. Feats: Combat Manifestation, Multiattack, Power Attack
Poison (Ex): Fordorran musk affects all creatures Environment: Deserts
within 30 feet, requiring a save each round. The fordorran Organization: Solitary
cannot deactivate Challenge Rating: 9
its musk but is Treasure: None
unaffected by it. Alignment: Always neutral evil
Inhaled, Fortitude Advancement: 8-14 HD (Large), 15-
DC 16, initial 21 HD (Huge)
damage 2d6 Dex, Level Adjustment: —
secondary damage
3d6 Dex. The save This horrific beast looks like a
DC is Constitution- twisted cross between a spider and a
based. tortoise. From its huge bulbous head
Psi-Like grow three large, feather-like
Abilities: At will– antennae, six compound eyes, and a
attraction (+6 pair of powerful mandibles. Its body is
bonus, DC 11*), six feet in diameter and covered by a
aversion (DC 11), scaly, rust-orange shell. Six four-
concussion blast jointed legs ending in webbed feet
(5d6*), empathy sprout from beneath the shell.
(40 ft., max 5
hours*), false
sensory input (DC
11), mind thrust
(5d10, DC 11*), mindlink (4 targets*), psionic levitate.
Manifester level 5th. The save DCs are Charisma-based.
*Includes augmentation for the fordorran‘s manifester
level.
Unpredictable (Ex): In combat, fordorrans are
unpredictable at best. Each round, a fordorran has a 25%
chance of focusing its attacks on a random target within
view. If the new target is out of reach, the fordorran loses
interest and wanders away from combat unless attacked
again.
Skills (Ex): Fordorrans receive a +8 racial bonus to all
Hide checks due to their coloration.

Fordorran Society
Fordorrans are solitary creatures that have never been
known to congregate in numbers. Scholars are unsure of
why this is, but some have postulated that, while immune
to their own musk, fordorrans are quite susceptible to the
emissions of other fordorrans. As a result, the only way
that these beasts could conceivably mate would be
through mutual use of the false sensory input power.

Gaj are carnivores and require flesh to survive, but they


Gaj also need to consume the mental energy of other sentient
creatures to live.
Large Aberration (Psionic)
Hit Dice: 7d8+21 (52 hp)
Combat
Initiative: +1
Speed: 30 ft. (6 squares) A gaj uses psionic dominate to compel its prey to come
Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch within range of its mandibles. Once the gaj has the
10, flat-footed 20 creature in its grip, it will wrap one of its antennae around
Base Attack/Grapple: +5/+13 the victim's head and begin to damage the creature's
Attack: Bite +8 melee (2d6+4) intelligence.
Full Attack: Bite +8 melee (2d6+4) and 3 tentacle slaps If forced into melee combat, the gaj uses its mandibles
+6 melee (1d4+2 plus 1d4 Int) along with its painful strike power against its attackers.
Space/Reach: 10 ft./5 ft. Anyone within reach will also be subject to attacks from
Special Attacks: Improved grab, intelligence damage, its antennae and its Intelligence-damaging ability.
poison gas, psi-like abilities

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Improved Grab (Ex): To use this ability, a
gaj must hit with its bite attack. It can then
attempt to start a grapple as a free action
without provoking an attack of opportunity.
The gaj gets a +4 bonus on tentacle slap
attacks against a grappled foe, canceling out
the usual –4 penalty for attacking a grappled
opponent.
Intelligence Damage (Su): A creature hit
by a gaj's antenna suffers 1d4 points of
temporary Intelligence damage.
Poison Gas (Ex): As a standard action, a
gaj can spray a creature within reach with a
puff of noxious gas from its abdomen. The gaj
can use this ability up to three times per day.
Inhaled, Fortitude DC 16, initial damage 1d4
Con and nauseate for 1 round, secondary
damage none. The save DC is Constitution-
based.
Psi-Like Abilities: 3/day—defensive
precognition (+2 bonus, can manifest as swift
action*), detect psionics, empty mind (+6*),
mind thrust (10d10, DC 19*), mindlink
(unwilling targets, 5 additional targets, DC
14), painful strike (manifest as a swift
action*), power resistance, psionic dominate or vermin. Most stand between 15 and 20 feet tall and
(affects animals, fey, giants, humanoids, magical beasts have extremely pale skin.
and monstrous humanoids, DC 18*). Manifester level
10th. The save DCs are Charisma-based.
*Includes augmentation for the gaj‘s manifester level. Sample Beasthead Giant
Skills: *A gaj receives a +8 bonus to Hide checks in
rocky or sandy areas. The towering giant has a face of wrinkled hide and large
teeth, its bulldog-like mouth fixed in a wide grin.

Combat
Giant, Athasian Beasthead giants begin combat at a distance by
throwing rocks at their opponents until they run out of
Athasian giants are huge, lumbering, savage creatures
ammunition. They then close for melee. Though the
that live in the sandy wastes of Athas. The largest
jhakar-headed beasthead giant lacks the pack mindset of
concentration of giants inhabits the islands of the Silt Sea.
normal jhakars, it can still drag down opponents of any
There are three major types of giant: beasthead, desert,
size with its mighty jaws.
and plains. Another type of giant, the crag giant, only
Improved Grab (Ex): To use this ability, a jhakar-
inhabits the region of the Last Sea.
headed beasthead giant must hit with its bite attack. It
can then attempt to start a grapple as a free action
Combat without provoking an attack of opportunity. *A jhakar-
Rock Catching (Ex): A giant of at least Large size can headed beasthead giant has a +4 racial bonus on grapple
catch Small, Medium, or Large rocks (or projectiles of checks.
similar shape). Once per round, a giant that would Psi-Like Abilities: 3/day—adapt body, aura sight,
normally be hit by a rock can make a Reflex save to catch biofeedback (damage reduction 6/-*), clairvoyant sense,
it as a free action. The DC is 15 for a Small rock, 20 for a conceal thoughts (self only), detect hostile intent, ego
Medium one, and 25 for a Large one. (If the projectile whip (4d4 Cha, DC 20*), know direction and location,
provides a magical bonus on attack rolls, the DC increases offensive precognition (+4 bonus*), thought shield (power
by that amount.) The giant must be ready for and aware resistance 25, 13 rounds*) ultrablast (15d6, DC 19*).
of the attack in order to make a rock catching attempt. Manifester level 15th. The save DCs are Charisma-based.
Rock Throwing (Ex): Adult giants are accomplished *Includes augmentation for the beasthead giant‘s
rock throwers and receive a +1 racial bonus on attack manifester level.
rolls when throwing rocks. A giant of at least Large size Pulldown (Ex): Once per round, a jhakar-headed
can hurl rocks weighing 40 to 50 pounds each (Small beasthead giant can make a trip attack as a free action.
objects) up to five range increments. The size of the range If it wins the Strength check (+18 check modifier), it may
increment varies with the giant‘s variety. A Huge giant can immediately make a melee attack against the tripped
hurl rocks of 60 to 80 pounds (Medium objects). opponent. If the attempt fails, the opponent cannot react
to trip the giant. Other jhakar-headed beasthead giants
can make an aid another attempt on the giant‘s touch
Beasthead attack as a free action once per round.
The smallest version of the giants of Athas, beasthead
Rock Throwing (Ex): The range increment is 140 feet
giants have humanoid bodies with the head of an animal
for a beasthead giant‘s thrown rocks.

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Skills: *Jhakar-headed beasthead giants have a +4 attacks listed below and loses all others. Saves have a DC
racial bonus on Survival checks when tracking by scent. of 10 + 1/2 beasthead‘s HD + beasthead‘s Con modifier
unless noted otherwise.
Blood Drain (Ex): The giant‘s blood drain deals 1d6
Creating a Beasthead Giant points of Consitution damage or its old damage,
whichever is better.
―Beasthead giant‖ is an inherited template that can be
Disease (Ex): Save DC changes to 22.
applied to any animal or vermin creature (referred to
Improved Grab (Ex): The creature retains this ability
hereafter as the base creature).
only if delivered by a bite attack. The beasthead giant‘s
A beasthead giant uses all of the base creature‘s
CR and LA increase by 1.
statistics and special abilities except as noted here.
Poison (Ex): The creature retains this ability only if
Recalculate the creature‘s Hit Dice, base attack bonus,
delivered by a bite attack. Initial and secondary ability
saves, and skill points as noted below.
damage is 2d6 or the poison‘s old value, whichever is
Size and Type: The creature‘s type changes to giant
better. Save DC changes to 22. The beasthead giant‘s
and its size becomes Huge.
CR and LA increase by 1.
Hit Dice: The creature‘s Hit Dice change to 15d8, and it
Rage/Ferocity (Ex): The beasthead giant retains any
gains 75 hit points from its Constitution score (142 hit
rage- or emotion-related ability. If the ability gives the
points for the standard beasthead giant).
creature a temporary ability score increase, its CR and LA
Speed: The creature loses all extra movement modes.
increase by 1.
Its base land speed is 40 ft., and it gains a swim speed of
Roar/Shriek (Ex): The beasthead giant retains any vocal
40 ft.
ability that affects creatures sonically. If the ability deals
Armor Class: Natural armor changes to +11. A
damage, it deals 7d6 points of damage. Save DC changes
beasthead giant‘s armor class is 20 (-2 size, +1 Dex, +11
to 22. The beasthead giant‘s CR and LA increase by 1.
natural), touch 9, flat-footed 19.
Swallow Whole (Ex): A beasthead giant‘s gullet can hold
Base Attack/Grapple: +11/+29.
two Large, four Medium, or eight Small or smaller
Attacks: The creature‘s bite and gore attacks, if any,
creatures.
become secondary attacks, and the creature loses all
Trip (Ex): The creature‘s check modifier is +18.
other attacks. Beasthead giants have 2 slam attacks.
The beasthead giant gains the psionics and rock
Damage: For each attack type, the creature uses the
throwing special attacks described below.
damage value listed below or retains its old value,
Psi-Like Abilities: 3/day—adapt body, aura sight,
whichever is better.
biofeedback (damage reduction 6/-*), clairvoyant sense,
conceal thoughts (self only), detect hostile intent, ego
Bite 2d6
whip (4d4 Cha, DC 20*), know direction and location,
Gore 2d6
offensive precognition (+4 bonus*), thought shield (power
Slam 1d8
resistance 25, 13 rounds*) ultrablast (15d6, DC 19*).
Space/Reach: 15 ft./15 ft.
Manifester level 15th. The save DCs are Charisma-based.
Special Attacks: The creature retains the special
Beasthead, Jhakar-Headed Crag
Huge Giant (Augmented Animal, Psionic) Huge Giant
Hit Dice: 15d8+75 (142 hp) 16d8+112 (184 hp)
Initiative: +1 +1
Speed: 40 ft. (8 squares), swim 40 ft. 40 ft. (8 squares)
Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, 21 (-2 size, +1 Dex, +12 natural), touch 9,
flat-footed 19 flat-footed 20
Base Attack/Grapple: +11/+33* +12/+31
Attack: Spear +20 melee (2d8+15/x3) or slam +19 Stone dagger +21 melee (1d8+11/19-20) or
melee (1d8+10) or rock +11 ranged slam +21 melee (1d8+11) or rock +13 ranged
(2d8+10) (2d8+11)
Full Attack: Spear +20/+15/+10 melee (2d8+15/x3) and Stone dagger +21/+16/+11 melee
bite +14 melee (2d6+10); or 2 slams +19 (1d8+11/19-20) or 2 slams +21 melee
melee (1d8+10) and bite +14 melee (1d8+11) or rock +13 ranged (2d8+11)
(2d6+10); or rock +11 ranged (2d8+10)
Space/Reach: 15 ft./15 ft. 15 ft. / 15 ft.
Special Attacks: Improved grab, psi-like abilities, rock Rock throwing
throwing, pulldown
Special Qualities: Low-light vision, rock catching, scent Low-light vision, rock catching
Saves: Fort +14, Ref +6, Will +7 Fort +17, Ref +6, Will +6
Abilities: Str 31, Dex 12, Con 21, Int 7, Wis 14 Cha 15 Str 33, Dex 13, Con 24, Int 7, Wis 12, Cha 10
Skills: Climb +12, Jump +12, Listen +8, Spot +8, Climb +17, Jump +20, Listen +6, Spot +6,
and Survival +8 Survival +6
Feats: Alertness, Cleave, Combat Reflexes, Great Alertness, Cleave, Combat Reflexes, Great
Cleave, Power Attack, Track(B), Weapon Cleave, Power Attack, Weapon Focus (rock)
Finesse(B), Weapon Focus (spear)
Environment Silt (Islands of the Sea of Silt) Mountains (Lonely Butte)
Organization: Solitary, clan (2-6) Family (5-10)
Challenge Rating: 11 11
Treasure: Standard Standard
Alignment: Usually neutral evil Usually chaotic
Advancement: By character class By character class
Level Adjustment: +4 +4

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*Includes augmentation for the beasthead giant‘s the Sea of Silt. Usually all members of the clan have the
manifester level. same type of head, but mixed clans are not uncommon.
Rock Throwing (Ex): The range increment is 140 feet for Beasthead giants are very hostile and treat all non-
a beasthead giant‘s thrown rocks. giants as vermin.
Special Qualities: The beasthead giant retains the
base creature‘s special qualities and gains those described Beasthead Giants as Characters
below: A beasthead giant‘s favored class is fighter. Most
Low-Light Vision (Ex): The creature can see twice as far beasthead giant leaders are fighter/psion. Most clans
as a human in starlight, moonlight, torchlight, and similar include clerics that serve earth or air.
conditions of shadowy illumination. It retains the ability Beasthead giant characters possess the following racial
to distinguish color and detail under these conditions. traits.
Rock Catching (Ex): See Giant, Athasian. +20 Str, +2 Dex, +10 Con, -4 Int, +4 Wis, +4 Cha
Saves: Fort +14, Ref +6, Will +7. Huge. As Huge sized creatures, beasthead giants
Abilities: Change to Str 31, Dex 12, Con 21, Int 7, Wis receive a –2 penalty to Armor Class, -2 penalty on
14, Cha 15. attack rolls, -8 penalty on Hide checks, +8 bonus on
Skills: The creature‘s giant levels give it skill points grapple checks and have lifting and carrying limits
equal to 18 x (2 + Int modifier). The creature retains its quadruple those of Medium characters
racial skill bonuses. A typical beasthead giant has the Space/Reach: 15 ft. / 15 ft.
following skills: Climb +12, Jump +12, Listen +8, Spot A beasthead giant‘s base land speed is 40 feet.
+8, and Survival +8. Beasthead giants also have a swim speed of 40 ft.
Feats: The creature‘s giant levels give it 6 feats. A Low-light vision.
typical beasthead giant has the following feats: Alertness, Racial Hit Dice: A beasthead giant begins with 15 levels
Cleave, Combat Reflexes, Great Cleave, Power Attack, of giant, which provide 15d8 Hit Dice, a base attack
Weapon Focus (spear). The creature has the base bonus of +11, and base saving throw bonuses of Fort
creature‘s feats as bonus feats, assuming it meets the +9, Ref +5 and Will +5.
prerequisites. Racial Skills: A beasthead giant‘s giant levels give it
Environment: Silt (Islands of the Sea of Silt). skill points equal to 18 x (2 + Int modifier). Its class
Organization: Solitary, clan (2-6). skills are Climb, Jump, Listen, Spot and Survival.
Challenge Rating: 11 plus any modifiers from A beasthead giant‘s giant levels give it 6 feats.
additional special attacks. Weapon Proficiency: A beasthead giant is proficient with
Treasure: Standard. all simple and martial weapons as well as any natural
Alignment: Usually neutral evil. weaponry granted by its beasthead.
Advancement: By character class. +11 natural armor bonus.
Level Adjustment: +4 plus any modifiers from Natural Weapons: See beasthead.
additional special attacks. Special Attacks (see above): Psi-like abilities, rock
throwing.
Beasthead Giant Society Special Qualities (see above): Rock catching.
Beasthead giants make their homes on the islands of Automatic Languages: Giant (beasthead dialect). Bonus

Desert Plains
Huge Giant Huge Giant
Hit Dice: 14d8+56 (119 hp) 16d8+96 (168 hp)
Initiative: +2 +1
Speed: 40 ft. (8 squares) 40 ft. (8 squares), swim 40 ft.
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, 21 (-2 size, +1 Dex, +12 natural), touch 9,
flat-footed 20 flat-footed 20
Base Attack/Grapple: +10/+26 +12/+32
Attack: Spear +17 melee (2d8+12/x3) or slam +16 Club +22 melee (2d6+18) or slam +22 melee
melee (1d8+8) or rock +11 ranged (2d8+8) (1d8+12) or rock +13 ranged (2d8+12)
Full Attack: Spear +17/+12 melee (2d8+12/x3) or 2 Club +22 melee (2d6+18) or slam +22 melee
slams +16 melee (1d8+8) or rock +11 (1d8+12) or rock +13 ranged (2d8+12)
ranged (2d8+8)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Rock throwing Rock throwing
Special Qualities: Low-light vision, power resistance 15, rock Low-light vision, power resistance 15, rock
catching catching
Saves: Fort +13, Ref +6, Will +5 Fort +16, Ref +6, Will +6
Abilities: Str 27, Dex 15, Con 19, Str 35, Dex 13, Con 22,
Int 7, Wis 12, Cha 11 Int 7, Wis 12, Cha 13
Skills: Climb +9, Jump +9, Listen +6, Spot +6, Climb +15, Jump +14, Listen +7, Spot +7,
Survival +6 Survival +7
Feats: Cleave, Combat Reflexes, Great Cleave, Alertness, Cleave, Combat Reflexes, Great
Power Attack, Weapon Focus (spear) Cleave, Power Attack, Weapon Focus (rock)
Environment Deserts Plains
Organization: Solitary, clan (3-12) Solitary, clan (3-12)
Challenge Rating: 10 12
Treasure: Standard Standard
Alignment: Usually neutral evil Usually neutral
Advancement: By character class By character class
Level Adjustment: +4 +4
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Languages: Common. slow decline as their birthrate has fallen and inbreeding
Favored Class: Fighter. threatens to overcome them.
Level Adjustment: +4 plus any modifiers from Much of the crag giant‘s degraded mentality is
additional special attacks. dominated by a cultural hatred for Saragar‘s Mind Lords.
The crag giants rightly blame the Mind Lords for their
plight and have not forgotten the ancient wrongs they
Crag Giant suffered by their deeds. Despite this, they are usually
chaotic and often chaotic good in alignment.
A towering giant with thick black hair and dusky grey
An adult crag giant stands 25 feet in height and weighs
skin, this behemoth dresses in simple clothes cut from
over 12,500 pounds. Their hair is black and their skin
crude materials and carries rough stone weaponry. Its
tones range from dun brown to dusky grey.
sad, dark eyes regard you morosely as it chews its lip and
sluggishly weighs its options.
Combat
Crag giants are not insightful combatants but are fairly
skilled with the primitive weapons that they have made
their own. They generally open combat with salvos of
boulders, only resorting to melee when so compelled.
Smaller foes will as often as not be picked up and hurled
as far away as possible. The moribund crag giants often
display a genuine reluctance to kill their smaller enemies.
Rock Throwing (Ex): The range increment is 140 feet
for a crag giant‘s thrown rocks.

Crag Giant Society


The crag giants are the sole remnants of an ancient
giant race, believed to be related to the plains giants that
dwelled since time immemorial in the ranges of the
Thunder Mountains. There, their clerics of elemental air
helped to carve a life for them that graced even the
legends of the region. It was said, when storms burst over
the Thunder Mountains, that the crag giants were at play,
catching and hurling the bolts with a raw vigor and love of
life.
When the Mind Lords began to reshape the region in
order to protect Saragar and the Last Sea, however, they
told the crag giants that they would have to leave their
ancestral homes and relocate to a reservation atop the
Lonely Butte. Faced with the stark power of the Mind
Lords, the crag giants did as they were bade, but they
have suffered greatly as a result, their numbers steadily
dwindling, and they have not forgotten – or forgiven - the
triune dictators that wrought their fate.

Crag Giants as Characters


Although they make obvious warriors, crag giants are
possessed of a deep spirituality and still yearn for the
open heavens and spartan peaks of the Thunder
Mountains. The life of a cleric of elemental air is still a
common calling for their people, and this remains the
race‘s favored class.

Crag giant characters possess the following racial traits.


+22 Str, +2 Dex, +14 Con, -4 Int, +2 Wis
Huge size. –2 penalty to Armor Class, -2 penalty on
attack rolls, -8 penalty on Hide checks, +8 bonus on
Crag giants, also known as lonely giants, are the last grapple checks, lifting and carrying limits quadruple
remnants of a once proud people. Long ago driven from those of Medium characters.
their ancestral homes in the Thunder Mountains, they now Space/Reach: 15 ft./15 ft.
dwell in the forgotten jungles of the Lonely Butte, clinging A crag giant‘s base land speed is 40 feet.
to existence in the unforgiving face of extinction. Low-light vision.
Crag giants are tribal and primitive and known for their Racial Hit Dice: A crag giant begins with 16 levels of
savagery, although not to the same debased extent as the giant, which provide 16d8 Hit Dice, a base attack bonus
beasthead giants of the south. They inhabit the jungles in of +12, and base saving throw bonuses of Fort +10, Ref
and around a series of ruins atop the Lonely Butte and +5 and Will +5.
find ample sustenance from the forests. Supplementing Racial Skills: A crag giant‘s giant levels give it skill
their diet with seafood, they are nevertheless faced with a points equal to 19 x (2 + Int modifier). Its class skills
are Climb, Jump, Listen, Spot and Survival.

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A crag giant‘s giant levels give it six feats. +12 natural armor bonus.
Weapon Proficiency: A crag giant is proficient with all Special Attacks (see above): Rock throwing, PR 15.
simple weapons and all light armor. Special Qualities (see above): Rock catching.
+12 natural armor bonus. Automatic Languages: Giant (desert dialect). Bonus
Natural Weapons: 2 slams (1d8). Languages: Common.
Special Attacks (see above): Rock throwing. Favored Class: Fighter.
Special Qualities (see above): Rock catching. Level Adjustment: +4.
Automatic Languages: Giant (crag dialect). Bonus
Languages: Common, Elven, Halfling.
Favored Class: Cleric. Plains Giant
Level Adjustment: +4.
With long, delicate features and darkly tanned skin, this
giant appears as some breed of enormous elf. Its limbs
Desert Giant are long, its hair is fair and its eyes are a pale grey in
color.
Five times the size of a normal man, this giant is almost
a caricature of the human physique, with oversized, nearly
comical features. The giant is all but naked, save for a
leather loincloth, and great braids of dark hair swing
halfway down the monstrosity’s back.

Standing twenty to thirty feet tall, desert giants


resemble massive humans. Their features are
exaggerated in some way: many have huge noses,
mouths, brows, chins, or ears. The skin of a desert giant
is dark, leathery, and very thick, providing excellent
protection against both weapons and the elements. Most
wear a minimum of clothing, no more than a loincloth and
sandals. The hair of desert giants is dark, coarse, and very
strong; they often grow it in braids that are eventually cut
and traded as rope.

Combat
Desert giants prefer to start combat by hurling rocks or
huge spears at their enemies and then entering melee.
Rock Throwing (Ex): The range increment is 140 feet
for a desert giant‘s thrown rocks.

Desert Giant Society


Desert giants gather in clans that live on arid islands in
the Sea of Silt. They subsist by raising herds of erdlus,
kanks, or other creatures. They maintain a limited amount
of trade with inland communities of other races.

Desert Giants as Characters


A desert giant‘s favored class is fighter. Most clans
include clerics that serve Earth.
Desert giant characters possess the following racial traits. Plains giants appear to be huge versions of elves. Their
+16 Str, +4 Dex, +8 Con, -4 Int, +2 Wis 25 to 30 feet of height is mostly in their legs and they
Huge. As Huge sized creatures, desert giants receive a – have distinctly elven facial features. Their skin is usually a
2 penalty to Armor Class, -2 penalty on attack rolls, -8 dark red or brown. Plains giants have fair hair and light
penalty on Hide checks, +8 bonus on grapple checks blue or gray eyes.
and have lifting and carrying limits quadruple those of
Medium characters
Space/Reach: 15 ft./15 ft.
A desert giant‘s base land speed is 40 feet.
Low-light vision.
Racial Hit Dice: A desert giant begins with 14 levels of
giant, which provide 14d8 Hit Dice, a base attack bonus
of +10, and base saving throw bonuses of Fort +9, Ref
+4 and Will +4.
Racial Skills: A desert giant‘s giant levels give it skill
points equal to 17 x (2 + Int modifier). Its class skills
are Climb, Jump, Listen, Spot and Survival.
A desert giant‘s giant levels give it 5 feats.
Weapon Proficiency: A desert giant is proficient with all
simple and martial weapons.

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Shadow Giant Greater Shadow Giant
Large Outsider (Extraplanar, Incorporeal) Huge Outsider (Extraplanar, Incorporeal)
Hit Dice: 7d8+7 (38 hp) 14d8+42 (105 hp)
Initiative: +5 +6
Speed: Fly 30 ft. (good) (6 squares) Fly 40 ft. (good) (8 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 deflection), touch 12, 14 (-2 size, +2 Dex, +4 deflection), touch 14,
flat-footed 11 flat-footed 12
Base Attack/Grapple: +7/- +14/-
Attack: Incorporeal touch +7 melee (2d6 cold plus 1 Incorporeal touch +14 melee (3d6 cold plus 1
Strength damage) Strength damage)
Full Attack: Incorporeal touch +7 melee (2d6 cold plus 1 Incorporeal touch +14 melee (3d6 cold plus 1
Strength damage) Strength damage)
Space/Reach: 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Drawing the dark, improved grab, Strength Dark mist, drawing the dark, improved grab,
damage Strength damage
Special Qualities: Darkvision 60 ft., DR 10/adamantine and magic, Darkvision 60 ft., DR 15/adamantine and
immunities, lucent healing, magic susceptibility, magic, immunities, lucent healing, magic
temporary corporeality, weapon damage susceptibility, temporary corporeality, weapon
damage
Saves: Fort +6, Ref +6, Will +6 Fort +9, Ref +9, Will +9
Abilities: Str -, Dex 12, Con 13, Int 14, Wis 12, Cha 15 Str -, Dex 15, Con 17, Int 14, Wis 12, Cha 18
Skills: Bluff +12, Hide +11, Intimidate +12, Knowledge Bluff +21, Hide +11, Intimidate +21,
(arcana) +12, Knowledge (history) +12, Listen Knowledge (arcana) +19, Knowledge (history)
+11, Move Silently +11, Search +12, Sense +19, Listen +20, Move Silently +19, Search
Motive +11, Spot +11 +19, Sense Motive +18, Spot +20
Feats: Alertness, Combat Reflexes, Improved Initiative Ability Focus (dark mist), Ability Focus
(Strength damage), Alertness, Combat
Reflexes, Improved Initiative
Environment The Black The Black
Organization: Solitary, clan (4-16) Solitary, clan (4-16)
Challenge Rating: 4 9
Treasure: None None
Alignment: Usually chaotic neutral Usually chaotic neutral
Advancement: 8–14 HD (Large) 15–28 HD (Huge)
Level Adjustment: — —

Combat Racial Skills: A plains giant‘s giant levels give it skill


points equal to 19 x (2 + Int modifier). Its class skills
Plains giants prefer to attack their enemies by hurling are Climb, Jump, Listen, Spot and Survival.
rocks. If forced into melee combat they will fight using A plains giant‘s giant levels give it 6 feats.
stone clubs. Weapon Proficiency: A plains giant is proficient with all
Rock Throwing (Ex): The range increment is 140 feet simple and martial weapons.
for a plains giant‘s thrown rocks. +12 natural armor bonus.
Special Attacks (see above): Rock throwing, PR 15.
Plains Giant Society Special Qualities (see above): Rock catching.
Plains giant clans inhabit the less rugged, brush-covered Automatic Languages: Giant (plains dialect). Bonus
islands of the Silt Sea. They produce food by gathering Languages: Common.
vegetation and by herding kanks, erdlus, and erdlands. Favored Class: Fighter.
Plains giants maintain more contact with other races Level Adjustment: +4.
than most giants. They have been known to act as
mercenaries for villages, merchant houses and city-states.
Giant, Shadow
Plains Giants as Characters
A plains giant‘s favored class is fighter. Most clans
include clerics that serve Air. Rearing above you is a giant form of shadow standing
Plains giant characters possess the following racial traits. over fifteen feet in height. Although it is vaguely
+24 Str, +2 Dex, +12 Con, -4 Int, +2 Wis, +2 Cha humanoid in shape, with arms, torso and head, its lower
Huge. As Huge sized creatures, plains giants receive a – body trails off in wisps of black smoke instead of ending in
2 penalty to Armor Class, -2 penalty on attack rolls, -8 legs. Its eyes glow a spectral blue.
penalty on Hide checks, +8 bonus on grapple checks
and have lifting and carrying limits quadruple those of Shadow giants, or shadow people as they prefer to call
Medium characters themselves, are descendants of ancient halflings who
Space/Reach: 15 ft./15 ft. served Rajaat the Warbringer during the Cleansing Wars.
A plains giant‘s base land speed is 40 feet. Following Rajaat‘s betrayal and imprisonment, his loyal
Low-light vision. halfling followers were sacrificed by Rajaat‘s Champions in
Racial Hit Dice: A plains giant begins with 16 levels of order to complete the downfall of the erstwhile lord. The
giant, which provide 16d8 Hit Dice, a base attack bonus halflings merged with the dimension known as the Black,
of +12, and base saving throw bonuses of Fort +10, Ref where they were transformed into the creatures now
+5 and Will +5. known as shadow giants.

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Shadow giants take one of three forms. The first is that in sunlight or within the radius of a daylight spell. In total
of a shadowy, two-dimensional, humanoid silhouette with darkness, a shadow giant suffers 1d4 points of damage
thin limbs, serpentine torso and blue embers in place of per round.
eyes. The second is the form of a solid, corporeal three- Magic Susceptibility (Ex): Shadow giants are
dimensional shadow as tall as a half-giant, while the third susceptible to raw arcane magic. A wizard who gathers
is that of a half-shadow that appears as varying portions energy for a spell can lose the spell and instead make a
of shadow and halfling. The shadow people speak the touch attack on the shadow giant, dealing 1d6 points of
ancient languages of Ur Draxa and the civilized halfling damage per spell level with a successful attack.
nations, and the common tongue of the Tyr region. When Strength Damage (Ex): Living creatures touched by a
a shadow giant speaks, black fumes rise from a blue gash shadow giant must make a Fortitude save (DC 15) or take
that opens where its mouth would normally be. 1 point of temporary Strength damage. The save DC is
Shadow giants normally stand around 10 feet in height Charisma-based.
but bright light lends them size and depth, and in full Temporary Corporeality (Su): The shadow giant can
sunlight a shadow giant can grow to be as tall as 15 feet. become corporeal as a standard action, seemingly
becoming either a solid shadow the size of a half-giant or
Combat a halfling-like figure composed of shadowstuff. In
corporeal form, it loses the incorporeal subtype, its
Shadow giants are terrifying opponents, capable of deflection bonus to armor class becomes a natural armor
wreaking havoc with large numbers of foes at once. The bonus, and it has a Strength score of 20 when assuming
very touch of a shadow giant leeches the Strength from its larger form or 10 when assuming its halfling-sized
their foes and targets suffering a shadow giant‘s caress form. The shadow giant makes 2 slam attacks instead of
are sometimes taken back to the Black with the creature. an incorporeal touch attack (slam +11 melee, damage
1d4+5 plus 1 Strength damage in giant form, or slam +8
melee, damage 1d4 plus 1 Strength damage in halfling
form), and it can still use special attacks. It can grapple
creatures (grapple bonus +16 in giant form or +3 in
halfling form) and manipulate objects (thus gaining the
use of its drawing the dark power). The shadow giant can
become incorporeal again as a standard action.
A shadow giant that assumes halfling form gains an
additional +2 bonus to its AC and a +8 bonus to Hide
checks for going from size Large to size Small. All other
abilities are unaffected. Shadow giants have only gained
the ability to take on the halfling form since the death of
Borys, Dragon of Tyr, and cannot assume this form in
games set prior to that event.
Weapon Damage (Ex): Any weapon that strikes a
shadow giant and is affected by its damage reduction (any
weapon that is not adamantine and magic) takes 15
points of damage.

Shadow Giant Society


Shadow giants dwell not only in the nether dimension of
the Black, but also in the mysterious ruin known only as
the Pristine Tower. The shadow people can emerge only
partially from the Black, being trapped there until Rajaat's
prison is destroyed.
No one knows how much time the shadow people spend
in the Black or on Athas or what they eat. What is known
of their life cycle is that they greatly desire obsidian,
which they use to incubate their young. Noble houses,
defilers and other potentates have learned that obsidian
can be traded to shadow giants in return for their service.
Drawing the Dark (Su): A temporarily corporeal
shadow giant that begins its turn grappling an opponent
can pull that creature into the Black if the shadow giant Greater Shadow Giants
makes a successful grapple check. Exposure to the Black
deals 3d10 points of cold damage to a creature each Greater shadow giants are more powerful relatives of
round, eventually killing a creature not immune to cold. the standard shadow giant. Fully mature versions of the
Immunities (Ex): A shadow giant is immune to cold species, they are seldom seen away from the Pristine
and to sleep, charm and hold spells. Tower. There, they watch over the incubation of their
Improved Grab (Ex): To use this ability, a temporarily young in obsidian eggs and guard against intruders who
corporeal shadow giant must hit with a slam attack. It can might seek to defile the mysteries of that sacred place.
then attempt to start a grapple as a free action without Greater shadow giants normally stand around 20 feet
provoking an attack of opportunity. If it wins the grapple in height but bright light lends them size and depth, and
check, it establishes a hold and can use drawing the dark. in full sunlight a shadow giant can grow to be as tall as 30
Lucent Healing (Ex): A shadow giant has fast healing feet.
1 in light as bright as torchlight, and it has fast healing 5

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Combat grapple creatures (grapple bonus +31 in giant form or
+10 in halfling form) and manipulate objects (thus gaining
Greater shadow giants are even more feared in battle the use of its drawing the dark power). The greater
than their lesser brethren. This is primarily due to their shadow giant can become incorporeal again as a standard
ability to attack several targets at once with the chilling action.
power of the Black, but also because they possess more A greater shadow giant that assumes halfling form
powerful immunities than smaller versions of their gains an additional +3 bonus to its AC and a +12 bonus to
species.. The very touch of a greater shadow giant leeches Hide checks for going from size Huge to size Small. All
the Strength from their foes and individual targets other abilities are unaffected. Greater shadow giants have
suffering a shadow giant‘s caress are likewise susceptible only gained the ability to take on the halfling form since
to being taken back to the Black by the creature. the death of Borys, Dragon of Tyr, and cannot assume this
Dark Mist (Su): Once per day, as a standard action, form in games set prior to that event.
a greater shadow giant can transform itself into a Weapon Damage (Ex): Any weapon that strikes a
billowing ebony fog bank with a radius of 20 feet. When in shadow giant and is affected by its damage reduction (any
this form, the greater shadow giant can move as normal. weapon that is not adamantine and magic) takes 15
It cannot assume temporary corporeality but all other points of damage.
statistics are unchanged. Any living creature touched by
the dark mist suffers its effects. Living creatures of 4 or
fewer HD are automatically killed (no save). Living
creatures of 5 HD or greater must make a DC 23 Fortitude
Gi t h
save or take 1d6 Strength damage, 1d6 Constitution Gith, 1st-level Warrior
damage and 3d10 points of cold damage. Living creatures Medium Humanoid (Gith)
that make their saves still take 3d10 points of cold Hit Dice: 1d8 (4 hp)
damage. The body of any creature slain by the dark mist Initiative: +6
disappears into the Black and is lost. The save DC is Speed: 30 ft. (6 squares)
Charisma-based. Armor Class: 16 (+2 Dex, +2 natural, +2 leather armor),
Drawing the Dark (Su): A temporarily corporeal touch 12, flat-footed 14
greater shadow giant that begins its turn grappling an Base Attack/Grapple: +1/+2
opponent can pull that creature into the Black if the Attack: Spear +2 melee (1d8+1/x3) or claw +2 melee
greater shadow giant makes a successful grapple check. (1d4+1)
Exposure to the Black deals 3d10 points of cold damage to Full Attack: Spear +2 melee (1d8+1/x3) or 2 claws +2
a creature each round, eventually killing a creature not melee (1d4+1)
immune to cold. Space/Reach: 5 ft./5 ft.
Immunities (Ex): A greater shadow giant is immune Special Qualities: Low-light vision
to cold, electricity, and fire-based attacks and all mind- Saves: Fort +2, Ref +2, Will +0
affecting effects. Abilities: Str 12, Dex 15, Con 11, Int 7, Wis 10, Cha 6
Improved Grab (Ex): To use this ability, a Skills: Climb +3, Hide +6, Jump +13, Move Silently +6
temporarily corporeal greater shadow giant must hit with Feats: Improved Initiative
a slam attack. It can then attempt to start a grapple as a Environment: Rocky badlands
free action without provoking an attack of opportunity. If Organization: Group (2-8), party (10-40 plus 1 5th-level
it wins the grapple check, it establishes a hold and can warrior per 20 adults, 1 5th-level psion), tribe (30-300
use drawing the dark. plus 1 5th-level warrior per 20 adults, 1 5th-level psion
Lucent Healing (Ex): A greater shadow giant has per 50 adults)
fast healing 4 in light as bright as torchlight, and it has Challenge Rating: 1/2
fast healing 8 in sunlight or within the radius of a daylight Treasure: Standard
spell. In total darkness, a greater shadow giant suffers Alignment: Usually chaotic evil
1d4 points of damage per round. Advancement: By character class
Magic Susceptibility (Ex): Greater shadow giants Level Adjustment: +1
are susceptible to raw arcane magic. A wizard who
gathers energy for a spell can lose the spell and instead
make a touch attack on the shadow giant, dealing 1d6
points of damage per spell level with a successful attack.
Strength Damage (Ex): Living creatures touched by
a shadow giant must make a Fortitude save (DC 23) or
take 1 point of temporary Strength damage. The save DC
is Charisma-based.
Temporary Corporeality (Su): The greater shadow
giant can become corporeal as a standard action,
seemingly becoming either a solid shadow the size of a
giant or a halfling-like figure composed of shadowstuff. In
corporeal form, it loses the incorporeal subtype, its
deflection bonus to armor class becomes a natural armor
bonus, and it has a Strength score of 28 when assuming
its larger form or 10 when assuming its halfling-sized
form. The greater shadow giant makes 2 slam attacks
instead of an incorporeal touch attack (slam +21 melee,
damage 1d8+9 plus 1 Strength damage in giant form, or
slam +15 melee, damage 1d4 plus 1 Strength damage in
halfling form), and it can still use special attacks. It can

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Standing hunched before you is a vaguely reptilian +4 racial bonus on all Hide and Move Silently checks.
humanoid with hairless, greenish-gray skin and jet black Gith are sly and stealthy.
lidless eyes. With clawed hands and feet and a fanged Natural Armor: A gith‘s tough hide and heavy bones
pronounced underbite, the creature’s appearance is provide it with a +2 natural armor bonus.
rendered all the more strange by its bowlegged waddling Natural Weaponry: An gith can rake with its claws for
gait. 1d4 points of damage.
Low-light vision.
Gith are a lanky race of reptilian humanoids that, when Automatic Languages: Gith. Bonus languages:
erect, stand close to seven feet tall, but who spend most Common, Elven, Pterran, Ssurran and Tarek.
of their time, bent-over in a crouch that makes them Favored Class: Rogue.
appear to be only five feet tall. Their lower jaws jut Level Adjustment: +1.
forward and, while toothless, they have sharp, bony
ridges that they use to crush and grind their food. Their The gith warrior presented here had the following ability
powerful legs allow them to make great leaps, which they scores before racial adjustments: Str 12, Dex 13, Con 11,
use to move about, walking in an awkward waddle only Int 9, Wis 10, Cha 8.
when they cannot jump or when sneaking up on prey.
Most gith encountered outside their homes are warriors;
the information in the statistics block is for one of 1st
level. (See page 109 in the Dungeon Master’s Guide for
more information about the warrior class.) G o le m
Combat Jade Golem
Gith combat tactics usually involve ambushes. They Rising up from the floor is a humanoid-shaped figure,
prefer to have a distinct advantage in numbers, and so standing approximately 6 feet tall. Its whole body is made
attack in mass. Their weapon of choice is an obsidian of jade, its smooth surface glistening in the faint
spear designed for chopping and slashing rather than torchlight. Its yellow eyes look at you with a cold, angry
piercing, but they will use any weapon they have access stare...
to. They disdain the use of range weapons, since
they enjoy watching the pain and fear of their
opponents.

Gith Society
Gith organize themselves into tribes, with the
most powerful member acting as leader. All
authority comes from the chief, who has the
power of life and death over any member of his
tribe. If the chief is killed, the strongest members
of the tribe will fight to the death in order to
determine who will be the new leader. This trial-
by-combat occurs immediately, even if the gith
tribe is currently in the middle of a battle with
another force. Most gith tribes inhabit
mountainous regions, coming down only to raid
the villages of other humanoids or to attack a
passing caravan. They are usually interested in
entertaining themselves with the suffering of
others and with the prospect of a good meal (gith
will eat anything organic, preferring meat), but
know the value of treasure, especially of psionic
and magical items.
Gith speak their own language, which has no alphabet
but can be expressed in elven script. A jade golem is made of polished jade, assembled into a
humanoid form. Its face has perfect humanoid
Gith as Characters proportions, though the features are more rough-cut,
angular. It stands 6 feet tall and weighs almost 500
Within a gith tribe, most leaders will be rogues or
pounds.
psions. Gith clerics usually follow the elements of fire or
A jade golem rarely speaks, though it can emit a hoarse
air.
roar of sorts. It walks and moves in slow, precise motions.
Gith characters possess the following racial traits:
+2 Dex, -2 Int, -2 Cha. Gith have keen reflexes but are
slightly dim and aggressive in their behavior. Combat
Medium: As Medium creatures, gith have no special A jade golem will commence combat at range with its
bonuses or penalties due to their size. gaze attack if at all possible. It uses this until it is forced
Gith base land speed is 30 feet. to melee, at which point it resorts to punishing blows from
+10 racial bonus to all Jump checks. Gith have its mallet-like fists.
powerful bowed legs that allow them to leap great Gaze (Ex): Turn to jade permanently, range 30 feet;
distances. Fortitude DC 16 negates. The save DC is Wisdom-based. A
character so affected is considered to be petrified.

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Immunity to Magic (Ex): A jade golem is immune to
any spell or spell-like ability that allows spell resistance. Combat
In addition, certain spells and effects function differently
against the creature, as noted below. Magma golems use their fists to slam enemies. At
A transmute rock to mud spell slows a jade golem (as intervals a magma golem will seek to overwhelm and
the slow spell) for 2d6 rounds, with no saving throw, while crush its foe, seeking to reduce the victim to only so much
transmute mud to rock heals all of its lost hit points. A ash.
stone to flesh spell does not actually change the golem‘s Burn (Ex): A magma golem‘s slam attack deals an
structure but negates its damage reduction and immunity extra 1d10 points of fire damage from the golem‘s flaming
to magic for 1 full round. body. Those hit by a magma golem‘s slam attack also
must succeed on a Reflex save (DC 16) or catch on fire.
Construction The flame burns for 1d4 rounds. A burning creature can

The pieces of a jade golem are all made from pure,


white jade. When binding the pieces together, the defiling
magic used in its creation gives the jade its usual, more
common green color.
Assembling the body requires a DC 16 Craft (sculpting)
check or a DC 16 Craft (stonemasonry) check.
CL 11th; Craft Construct, animate objects, antimagic field,
caster must be at least 11th level; Price 40,000 gp; Cost
21,500 gp + 1,540 XP.

Magma Golem
You are confronted by a roughly man-shaped creature
composed entirely of glowing magma, standing a whole
foot taller than a full elf.

Magma golems are powerful magical automatons


created from the raw material of magma. Magma golems
were initially created from the lava fields of the Ring of
Fire, devised as guardians by the Dragon and his
kaisharga. Since then, the secrets of their construction
have made their way into other dark minds. Some magma
golems have been known to go rogue when separated
from their creators and in the company of other magma
golems. It is not known why mindless constructs would
behave in such a way but it is suspected that some kind of
elemental communication is taking place. When
completed, a magma golem is 8 ft. tall and weighs a ton.

Jade Golem Magma Golem


Medium Construct Huge Construct
Hit Dice: 12d10+20 (86hp) 12d10+40 (106 hp)
Initiative: +0 -1
Speed: 20 ft. (4 squares) 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16 14 (-2 Size, -1 Dex, +7 natural), touch 7,
flat-footed 14
Base Attack/Grapple: +9/+15 +9/+26
Attack: Slam +15 melee (2d10+6) Slam +16 melee (2d8+9 plus 1d10 fire)
Full Attack: 2 Slams +15 melee (2d10+6) Slam +16/+11 melee (2d8+9 plus 1d10 fire)
Space/Reach: 5 ft./5 ft. 15 ft./15 ft.
Special Attacks: Gaze Burn, crush, heat
Special Qualities: Construct traits, damage reduction 10/metal, Construct traits, damage reduction
darkvision 60 ft., immunity to magic and 10/adamantine, immunity to magic and
psionics, low-light vision psionics
Saves: Fort +4, Ref +4, Will +4 Fort +4, Ref +3, Will +4
Abilities: Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1 Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: — —
Feats: — —
Environment Any Any (Ring of Fire, Ur-Draxa)
Organization: Solitary Solitary
Challenge Rating: 7 9
Treasure: — —
Alignment: Always neutral Always neutral
Advancement: 13-24 HD (Medium); 25-36 HD (Large) 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: — —

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take a move action to put out the flame. The save DC is
Constitution-based.
Creatures hitting a magma golem with natural weapons
or unarmed attacks take fire damage as though hit by the
golem‘s attack, and also catch on fire unless they succeed
on a Reflex save. Weapons striking a magma golem also
take the fire damage.
Crush (Ex): Once every 5 rounds, a magma golem can
use a crushing attack as a full-round action that leaves
the golem prone. The golem hurls itself at an opponent,
doing 3d6 points of bludgeoning damage and 7d6 points
of fire damage (Reflex half DC 15). The save DC is
Dexterity-based.
Heat (Ex): Anyone within 10 feet of a magma golem
takes 1d6 points of fire damage per round from the
intense heat.
Immunity to Magic (Ex): Magma golems are immune
to all spells, spell-like abilities, and supernatural effects as
follows: dispel magic cast on a magma golem forces a
Fortitude save; if the golem fails, it is stunned for a
number of rounds equal to the level of the caster. Magma
golems take half damage from electricity. walking.
Rock golems are usually used as guards. They stand as
Construction motionless statues until the orders they were given are
triggered, which is usually stopping intruders from
A magma golem‘s body must be magically sculpted from
entering the area they protect, usually by brute force.
two tons of magma using fabricate or a similar spell.
Creating the body requires a DC 15 Craft (sculpting) or a
DC 15 Craft (stonemasonry) check. Combat
CL 11th; Craft Construct, geas/quest, fire shield, limited Rock golems are dangerous in combat, capable of doing
wish, caster must be at least 11th level; Price 40,000 gp; massive harm to opponents with their slam attacks. The
Cost to create 20,000 gp + 1,600 XP. force of the blows is often sufficient to knock many foes
from their feet.
Knockdown: Any creature hit by the golem‘s slam
Rock Golem attack must make a Fortitude save (DC 15) or be knocked
Before you stands a tall armored figure fashioned wholly prone and take an additional 1d6 points of damage. The
from stone. You can feel its tremendous weight in every save DC is Dexterity-based.
ponderous step that it takes towards you. Immunity to Magic: A rock golem is immune to any
spell or spell-like ability that allows spell resistance. In
Rock golems are about 9 feet tall and resemble huge addition, certain spells and effects function differently
men in full armor. These golems weigh up to 600 pounds, against the creature, as noted below. The rock golem
but are slow and are incapable of movement faster than receives no saving throw against any of these effects.

Rock Golem Salt Golem


Large Construct Huge Construct
Hit Dice: 10d10+30 (85 hp) 9d10+40 (89 hp)
Initiative: +0 -1
Speed: 20 ft. (4 squares) 30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 13 (-2 Size, -1 Dex, +6 natural), touch 7,
16 flat-footed 13
Base Attack/Grapple: +7/+17 +6/+23
Attack: Slam +12 melee (2d10+6) Slam +13 melee (2d8+9 plus pain)
Full Attack: 2 slams +12 melee (2d10+6) 2 slams +13 melee (2d8+9 plus pain)
Space/Reach: 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Knockdown Dehydration, improved grab, pain
Special Qualities: Construct traits, damage reduction Construct traits, damage reduction
10/adamantine, immunity to magic and 10/adamantine, immunity to magic and
psionics psionics, water vulnerability
Saves: Fort +3, Ref +3, Will +3 Fort +3, Ref +2, Will +3
Abilities: Str 23, Dex 10, Con —, Str 28, Dex 9, Con —,
Int —, Wis 11, Cha 1 Int —, Wis 11, Cha 1
Skills: — —
Feats: — —
Environment Any Any
Organization: Solitary Solitary
Challenge Rating: 11 12
Treasure: — —
Alignment: Always neutral Always neutral
Advancement: 11-20 HD (Large), 21-30 HD (Huge) 10-18 HD(Huge); 19-27 HD (Gargantuan)
Level Adjustment: — —

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A move earth spell drives the golem back 60 ft. and Immunity to Magic (Ex): A salt golem is immune to
deals it 1d12 points of damage. any spell or spell-like ability that allows spell resistance.
An earthquake or transmute rock to mud spell targeting In addition, certain spells and effects function differently
the golem slows it (as the slow spell) for 1d6 rounds and against the creature, as noted below.
deals it 3d10 points of damage. A dispel magic spell forces the golem to make a
A transmute mud to rock spell heals the rock golem of Fortitude save; failure stuns the golem for one round per
any lost hit points. caster level.
A transmute rock to mud spell deals 3d10 points of
Construction damage to the golem.
A rock golem‘s body is chiseled from a single block of A magical attack that deals fire damage heals 1 point of
hard stone, such as granite, weighing at least 3,000 damage for every point of damage the attack would
pounds. The stone must be of exceptional quality and otherwise deal. If the amount of healing would cause the
costs 5,000 gp. Creating the body requires a DC 17 Craft golem to exceed its full normal hit points, it gains any
(sculpting) or a DC 17 Craft (stonemasonry) check. excess as temporary hit points. A salt golem gets no
CL 14th; Craft Construct, forceful hand, geas/quest, saving throw against attacks that deal fire damage.
limited wish, caster must be at least 14th level; Price Improved Grab (Ex): To use this ability, a salt golem
90,000 gp; Cost to create 50,000 gp + 3,400 XP. must hit with a slam attack. It can then attempt to start a
grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a
Salt Golem hold and can use dehydration.
Pain (Ex): Any target hit by a salt golem must make a
A lumbering form roughly akin to that of a man, this Fortitude save at DC 14 or become nauseated for 1d4
thing is seemingly composed of tiny glittering crystals that rounds due to minute salt flake residue from the attack
you are fairly certain are salt. breaking the skin and causing tremendous pain. The save
DC is Constitution-based.
Salt golems are fashioned like men, with almost-human Water Vulnerability (Ex): A flask of water thrown at a
facial features. With a slow, deliberate stride, they are salt golem deals 2d4 points of damage, or 1 point of
tireless foes that seem somehow to know that their splash damage. A salt golem subject to a create water
organic quarry will eventually tire, while the golem will spell or similar quantity of water takes 1d10 points of
not. damage per round of exposure.
A salt golem stands 8 feet tall and weighs 600 pounds.
Construction
A salt golem‘s body is cut from a single block of salt
weighing at least 5,000 pounds. The salt costs 5,000 gp.
Creating the body requires a DC 17 Craft (sculpting) or a
DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, forceful hand, geas/quest,
limited wish, caster must be at least 14th level; Price
105,000 gp; Cost to create 55,000 gp + 4,000 XP.

Gray Touched
―Gray touched‖ are individuals or creatures who have
either embraced the Gray, survived a necromantic attack
of some sort, or traveled to the Gray and had something
happen to cause them to be ―touched‖ when they came
back to the prime material plane. ―Gray touched‖ appear
as normal, but are much paler than they were before and
have a gray tinge to their skin. They also give off an eerie
presence, one that animals especially don't like. Most gray
touched are usually necromants, seeking to be as one
with the Gray as they can.

Sample Gray Touched


This enormous lizard dwarfs you with its sheer bulk.
Combat Thirty feet long and covered with a thick, gray tinged
Salt golems approach battle with the same lumbering, shell, it lumbers forward with a plodding inevitability.
methodical mindlessness that they approach all other
things. Although they strike slow, thudding blows with This example uses a normal mekillot creature as the
their fists, their true threat comes from their natural base creature.
properties, which can double a man over in pain or drain
him to a husk in moments. Gray Touched Mekillot (Psionic)
Dehydration (Ex): With a successful grapple check, a Gargantuan Animal
salt golem deals 3d6 points of bludgeoning damage plus Hit Dice: 16d8+108 (180 hp)
3d6 points of fire damage to its opponent. Initiative: +0

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to the ground when something is underneath them,
causing trample damage (see below).
Constitution Damage (Ex): A gray touched creature‘s
natural weapons deal an additional 1 point of Constitution
damage with each attack. A creature reduced to 0
Constitution by a gray touched creature‘s attacks rises as
a zombie under that creature‘s control 24 hours later.
Gray Traits: A gray touched mekillot is immune to all
negative energy attacks and also receives a +4
competence bonus to all saves regarding paralysis,
stunning, disease, death effects and any necromantic
effect.
Improved Grab (Ex): To use this ability, a mekillot
must hit with its tongue lash attack. It can then attempt
to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it
establishes a hold and can attempt to swallow the foe the
following round.
Psi-Like Abilities: The gray touched can use the spells
detect undead and hide from undead at will. Manifester
level 16th.
Swallow Whole (Ex): A mekillot can try to swallow a
grabbed opponent of a smaller size than itself by making a
Speed: 30 ft. (6 squares) successful grapple check. Once inside, the opponent takes
Armor Class: 19 (-4 size, +13 natural), touch 6, flat- 2d8+12 points of crushing damage plus 4 points of acid
footed 19 damage per round from the mekillot‘s stomach. A
Base Attack/Grapple: +12/+36 swallowed creature can cut its way out by using a light
Attack: Tongue lash +20 melee (1d8+12 and 1 Con slashing or piercing weapon to deal 20 points of damage
damage) to the stomach (AC 16). Once the creature exits, muscular
Full Attack: Tongue lash +20 melee (1d8+12) and bite action closes the hole; another swallowed opponent must
+15 melee (2d8+6) cut its own way out.
Space/Reach: 20 ft./15 ft. (20 ft. with tongue lash) A Gargantuan mekillot‘s interior can hold 2 Large, 8
Special Attacks: Constitution damage, improved grab, Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller
psi-like abilities, swallow whole, trample 2d8+18 opponents.
Special Qualities: Gray traits, turnable, unnatural aura Trample (Ex): Reflex half DC 30. The save DC is
Saves: Fort +16, Ref +10, Will +5 Strength-based.
Abilities: Str 35, Dex 10, Con 23, Int 2, Wis 10, Cha 9 Turnable (Ex): Because they are so close to becoming
Skills: Listen +12, Spot +11 undead, grey touched can be turned, rebuked, or
Feats: Alertness, Combat Reflexes, Toughness (x4) commanded. They have +4 turn resistance.
Environment: Plains Unnatural Aura (Su): Both wild and domesticated
Organization: Solitary or pair animals can sense the unnatural prescience of a gray
Challenge Rating: 13 touched mekillot at a distance of 15 feet. They do not
Alignment: Always neutral willingly approach nearer than that and panic if forced to
Advancement: 17-32 HD (Gargantuan) do so; they remain panicked as long as they are within
Level Adjustment: — range.
Carrying Capacity: A light load for a mekillot is up to
Mekillots are mighty lizards that weigh up to six tons 12,768 pounds; a medium load, 12,769 -25,784 pounds;
with huge mound-shaped bodies that can be thirty feet a heavy load, 25,784 – 38,400 pounds. A mekillot can
long. They are covered with a thick shell everywhere drag 192,000 pounds
except for on their sides and bellies.
Mekillots are used as caravan beasts; a hitched pair can
pull a full wagon at a slow pace. Mekillots are never truly Creating a Gray Touched
tamed, however, for the creatures have been known to go
―Gray Touched‖ is an acquired template that can be
off the road and wander for days. They also like to make
added to any aberration, animal, giant, humanoid,
snacks of their handlers. Most caravans that use mekillots
magical beast, monstrous humanoid or plant. The creature
have a small team of psions to deal with the beasts.
(hereafter referred to as the base creature) has all the
This sample gray touched mekillot could be the unlucky
base creature‘s characteristics, except as noted here. Do
survivor of a magical accident near a wizard‘s study, or a
not recalculate the creature‘s base attack bonus, saves, or
beast in the army of a vile necromant. It only dimly
skill points.
understands the horror that has overcome it.
Size and Type: Creatures with this template keep their
type and size, except for animals, whose type changes to
Combat magical beast (augmented animal). Creatures with this
In a fight mekillots attack with their tongues, or they template also gain the Psionic subtype.
trample enemies underfoot. A mekillot instinctively drops

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Special Attacks: A gray touched creature gains the
special attacks described below.
Constitution Damage (Ex): A gray touched creature‘s
natural weapons deal an additional 1 point of Constitution
damage with each attack. A creature reduced to 0
Constitution by a gray touched creature‘s attacks rises as
a zombie under that creature‘s control 24 hours later.
Psi-Like Abilities: The gray touched can use the spells
detect undead and hide from undead at will. Manifester
level equals Hit Dice.
Special Qualities: A gray touched creature gains the
special qualities described below.
Gray Traits: A gray touched is immune to all negative
energy attacks. Gray touched also receive a +4
competence bonus to all saves regarding paralysis,
stunning, disease, death effects and any necromantic
effect.
Turnable (Ex): Because they are so close to becoming
undead, grey touched can be turned, rebuked, or
commanded. They have +4 turn resistance.
Unnatural Aura (Su): Both wild and domesticated
animals can sense the unnatural prescience of a gray
touched at a distance of 15 feet. They do not willingly
approach nearer than that and panic if forced to do so;
they remain panicked as long as they are within range.
Abilities: Con –2.
Environment: Any.
Organization: Any. Unable to effectively distinguish between friend and foe,
Challenge Rating: +1. order or obstacle, they lash out with devastating force at
Treasure: Same as base creature. whatever they perceive to be a threat.
Alignment: Same as base creature. On Athas, the largest known concentration and use of
Advancement: Same as the base creature. guardians is in the area of Saragar. A great border
Level Adjustment: +2. network of guardians protects this place and the
constructs are seen as integral cogs of local life. Most
guardians of Saragar were criminals or deviants in life,
and the embedding procedure was used as a particularly
Guardian final form of punishment.

An obsidian orb two feet in diameter and utterly without


flaw, this object simply sits there, passively reflecting your Laborer
curious expressions in its smooth surface. This example uses a 10th-level psion (shaper) as the
base creature.
A guardian is the disembodied mind of a powerful psion The backbone of Green Age psionic life, the laborer class
that has been permanently embedded into a perfectly of guardian are put to use as lifters, porters, drivers,
formed obsidian sphere. Created during the Green Age, lighters, investigative aids and the like, helping the
guardians are left utterly bereft of any sense of identity or citizens of Saragar through their daily lives.
personality by the transformational process and serve
instead in a number of ways as immortal slaves for the
society that created them.
Combat
Although their identities are effectively erased by the Laborer guardians do not make good individual
embedding, guardians‘ minds remain potent tools and combatants as their lack of awareness and tactical
they retain full use of their psionic abilities. A guardian experience puts them at a distinct disadvantage when
can receive and understand complex instructions, and act faced with free-thinking foes. Under guidance, however, a
on them where necessary, but it cannot conceive of itself laborer guardian can be a potent foe, directing its
as anything other than a servile device, a tool that exists metacreative strikes against its masters‘ hapless targets.
to serve its masters. Psionic Powers: A laborer manifests powers as a 10th-
Guardians are used as border guards, laborers, level psion (shaper). The save DCs are Intelligence-based.
illumination, hunters, record keepers and so forth. Any Typical Psion Powers Known (power points 90, save DC
task than can be carried out by an intelligent yet utterly 12 + power level): 1st–astral construct, control light,
dependent psionic mind can be assigned to a guardian. psionic grease, psionic minor creation, skate; 2nd–mental
The overwhelming majority of guardians date back to disruption, psionic levitate, psionic repair damage,
Athas‘ Green Age, as only a tiny handful still know the thought shield; 3rd–dispel psionics, ectoplasmtic cocoon,
science of their creation. Over the millennia, time has not mind trap, telekinetic force; 4th–energy adaptation,
always been kind to the embodied psyches, however, and psionic divination, psionic fabricate, quintessence; 5th–
some guardians are extremely dangerous as a result. catapsi, hail of crystals, power resistance psionic major
Whether through some deterioration in the embedding or, creation.
as some have suggested, through a vestigial resurgence
of self-awareness, these guardians have become insane.

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Laborer Seeker
Small Construct (Augmented Humanoid, Small Construct (Augmented Humanoid,
Psionic) Psionic)
Hit Dice: 10d10+10 (65 hp) 10d10+10 (65 hp)
Initiative: — —
Speed: — —
Armor Class: 16 (+1 size, -5 Dex, +10 natural) 16 (+1 size, -5 Dex, +10 natural)
Base Attack/Grapple: +5/— +6/—
Attack: — —
Full Attack: — —
Space/Reach: 5 ft./— 5 ft./—
Special Attacks: Psionic powers Psionic powers
Special Qualities: Construct traits, darkvision 60 ft., DR Construct traits, darkvision 60 ft., DR
10/metal, low-light vision, power resistance 10/metal, low-light vision, power reisstance
15, spell resistance 15 15, spell resistance 15
Saves: Fort +3, Ref +3, Will +4 Fort +3, Ref +3, Will +6
Abilities: Str —, Dex —, Con —, Str —, Dex —, Con —,
Int 15, Wis 12, Cha 1 Int 12, Wis 16, Cha 1
Skills: Appraise +9, Bluff +7, Concentration +15, Autohypnosis +7, Bluff +6, Concentration +8,
Psicraft +15, Sense Motive +8, Search +8, Gather Information +9, Knowledge
Spot +15 (geography) +8, Knowledge (history) +8,
Listen +10, Psicraft +8, Remote View +8,
Search +5, Sense Motive +10, Spot +10
Feats: Enlarge Power, Extend Power, Maximize Greater Psionic Focus, Heighten Power, Inner
Power, Psionic Focus, Strength, Psionic Focus, Quicken Power
Environment Any Any
Organization: Any Any
Challenge Rating: 12 15
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: — —
Level Adjustment: — —

Seeker
Warrior
This example uses a 10th-level psion (seer) as the base
creature. This example uses a 7th-level psychic warrior as the
base creature.
Seekers are those guardians whose advanced
clairsentient abilities are used to locate and track items or Warrior guardians are just that – constructs designed to
persons of interest to the state. In modern-day Saragar, wreak death and devastation amongst the enemy. Warrior
this means the Mindlords. Sometimes even carried abroad guardians are clever foes, making the most of the virtual
in heavy palanquins to probe the very reaches of the invulnerability and striking hard and fast against their
Mindlords‘ territory, seeker guardians are tenacious and targets.
uncompromising hunters.
Combat
Combat In combat, a warrior guardian will attack from range
Combat is largely a matter of observation for a seeker wherever possible, taking advantage of the fact that it
guardian, as they possess few offensive powers. A seeker does not appear threatening, if at all possible. It also uses
is more likely to call for aid, alerting every creature within touch-based powers to discourage foes from attacking it
range, psionic or otherwise, to the plight it is in through physically and will attack a single target relentlessly
repeated mental broadcasts. before moving on to another.
Psionic Powers: A seeker manifests powers as a 13th- Psionic Powers: A warrior manifests powers as a 7th-
level psion (seer). The save DCs are Intelligence-based. level psychic warrior. The save DCs are Wisdom-based.
Typical Psychic Warrior Powers Known (power points 18,
Typical Psion Powers Known (power points 166, save DC save DC 11 + power level): 1st–biofeedback, inertial
13 + power level): 1st-call to mind, destiny dissonance, armor, offensive prescience; 2nd–feat leech, painful
know direction and location, missive, precognition; 2nd– strike, Strength of my enemy; 3rd–greater concealing
clairvoyant sense, object reading, psionic identify, amorpha.
sensitivity to psychic impression; 3rd–escape detection,
eradicate invisibility purge, fate link, ubiquitous vision;
4th–anchored navigation, aura sight, detect remote
Watcher
viewing, remote viewing; 5th– clairtangent hand, power This example uses a 7th-level psion (telepath) as the
resistance, psionic true seeing, second chance; 6th–co-opt base creature.
concentration, reater precognition, remote view trap; 7th-
fate of one.

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Warrior Watcher
Small Construct (Augmented Humanoid, Small Construct (Augmented Humanoid,
Psionic) Psionic)
Hit Dice: 10d10+10 (65 hp) 10d10+10 (65 hp)
Initiative: +4 —
Speed: — —
Armor Class: 16 (+1 size, -5 Dex, +10 natural) 16 (+1 size, -5 Dex, +10 natural)
Base Attack/Grapple: +5/— +3/—
Attack: — —
Full Attack: — —
Space/Reach: 5 ft./— 5 ft./—
Special Attacks: Psionic powers Psionic powers
Special Qualities: Construct traits, darkvision 60 ft., DR Construct traits, darkvision 60 ft., DR
10/metal, low-light vision, power resistance 10/metal, low-light vision, power resistance
15, spell resistance 15 15, spell resistance 15
Saves: Fort +3, Ref +3, Will +4 Fort +3, Ref +3, Will +4
Abilities: Str —, Dex —, Con —, Int 10, Wis 12, Cha 1 Str —, Dex —, Con —, Int 10, Wis 12, Cha 1
Skills: Autohypnosis +4, Bluff +1, Concentration +3, Autohypnosis +2, Concentration +6,
Listen +2, Search +1, Sense Motive +2, Spot Knowledge (geography) +6, Listen +3,
+2 Psicraft +6, Search +2, Sense Motive +7,
Spot +3
Feats: Blindfight, Combat Reflexes, Disarm Mind, Enlarge Power, Extend Power, Persistent
Improved Initiative, Maximize Power, Quicken Power
Power
Environment Any Any
Organization: Any Any
Challenge Rating: 9 9
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: — —
Level Adjustment: — —

A watcher guardian is a gatekeeper, sentinel and border Size and Type: The creature‘s type changes to
guard, used to secure the vulnerable areas of Saragar and construct (augmented version of base creature) and size
its environs. In conjunction with warrior guardians, the becomes Small.
watchers form the first line of defense against intruders in Hit Dice and Hit Points: Every guardian has 10
the lands of the Last Sea. construct Hit Dice, innate to the obsidian orbs used in
their creation, yielding 10d10+10 hit points (average 65).
Combat Speed: Guardians are immobile (use of psionics
notwithstanding).
Watchers can engage in combat if needed, but are far Armor Class: A guardian loses the armor bonuses of
from the equal of most threats. A watcher‘s primary task the base creature but receives +10 natural armor from
is to remain alert for unwelcome intruders, and then to the obsidian orb, a +1 size bonus and a –5 penalty for
alert overseers who will engage warriors and seekers to having no Dex score, for an AC of 16.
find and eliminate the foe. Base Attack/Grapple: Although they are incapable of
Psionic Powers: A watcher manifests powers as a 7th- making physical attacks, guardians retain the BAB of the
level psion (telepath). The save DCs are Intelligence- base creature for use in psionic attacks.
based. Attacks: Guardians are incapable of making physical
Typical Psion Powers Known (power points 53, save DC attacks and must rely upon their psionic powers to
** + power level): 1st–disable, empathy, mindlink, interact with the world around them.
psionic charm; 2nd–aversion, brain lock, psionic Damage: All damage is derived from purely psionic
suggestion, read thoughts; 3rd–crisis of breath, false sources as the guardian has no physical attack form.
sensory input, psionic blast, time hop; 4th-psionic Special Attacks: A guardian retains the Manifester
dominate, psionic modify memory. level and all psionic powers of the base creature but loses
all other special attack forms of the base creature.
Special Qualities: The guardian gains low-light vision
and darkvision out to 60 feet as a function of the special
Creating a Guardian obsidian orb into which it is embedded. A guardian gains
―Guardian‖ is an acquired template that can be added to DR 10/metal due to the innate resilience of the obsidian
any psionic creature (referred to hereafter as the base orb. They are immune to all charms, compulsions,
creature). For creatures with psionic classes, only psions phantasms, patterns and morale effects due to their lack
and psychic warriors may become guardians. Wilders and of self-awareness. They are immune to poison, sleep
wild talents rely upon a force of will which is removed effects, paralysis, stunning, disease, death effects and
during the transformation process. necromancy effects. They are immune to critical hits,
A guardian loses many physical and mental traits as part nonlethal damage, ability damage, ability drain, fatigue,
of the embedding process, described below. exhaustion or energy drain. A guardian cannot heal

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damage on its own but can be repaired through use of the Large Dragon (Augmented Giant)
Craft Construct feat (MM p303). Hit Dice: 10d10+50 (105 hp)
Base Save Bonuses: A guardian receives save bonuses Initiative: +3
based on its new form (Fort +3, Ref +3, Will +3), Speed: 40 ft. (8 squares), fly 80 ft. (average)
modified by its abilities. As constructs, guardians are Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12,
immune to most effects requiring Fortitude saves. flat-footed 17
Abilities: As they are immobile constructs with no Base Attack/Grapple: +7/+22
individual identities, guardians lose all physical abilities Attack: Tentacle rake +17 melee (3d6+11) or claw +17
(Strength, Dexterity, Constitution) and have their melee (1d6+11)
Charisma reduced to 1). Intelligence and Wisdom scores Full Attack: 4 tentacle rakes +17 melee (3d6+11) and
are unaffected. bite +12 melee (1d8+11); or 2 claws +17 melee
Skills: A guardian retains the skills of the base creature, (1d6+11) and bite +12 melee (1d8+11)
but may be unable to use many of these, should they Space/Reach: 10 ft./10 ft.
require physical activity (Climb, Jump, Ride etc). Special Attacks: Breath weapon
Feats: A guardian retains the feats of the base creature, Special Qualities: Darkvision 60 ft., immunity to
but may be unable to use many of these, should they electricity, sleep, and paralysis, low-light vision
require physical activity (Dodge etc). Saves: Fort +12, Ref +8, Will +3
Environment: A guardian has no specific environment, Abilities: Str 32, Dex 16, Con 21, Int 8, Wis 10, Cha 9
but is placed or sent wherever its master desires. Skills: Climb +18, Listen +5, Spot +5
Organization: Guardians are organized according to Feats: Alertness, Cleave, Lightning Reflexes, Power
the needs of their owners and have no inherent method of Attack
organization as they lack any sense of self-awareness. Environment: Mountains
Challenge Rating: As the base creature +2. Organization: Solitary, pair, or clan (4-10)
Treasure: None, although guardians are often used to Challenge Rating: 10
watch over valuables. Treasure: Standard
Alignment: Always neutral. Alignment: Usually neutral evil
Advancement: None. Guardians are static constructs. Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: None. Guardians are unsuitable as Level Adjustment: —
player characters.
A half-air drake mountain stalker is king among its
people, dominating the cliffsides with its ability to fly and
possessing a keener intellect.
Half-Drake Half-air drake mountain stalkers speak Giant.

On Athas, the elemental and paraelemental drakes are


Combat
at the very top of the food chain. Few are those creatures
that can withstand the onslaught of such a beast, and so it Half-air drake mountain stalkers often command their
comes as a surprise to many to learn that drakes can and fellows in cliff-side raids against other tribal peoples.
do breed with other species. Half-drakes are nevertheless Breath Weapon (Su): 60-foot line, once per day,
extremely rare, not least because of the drakes‘ bestial damage 6d8 lightning, Reflex DC 20 half. The save DC is
natures, and humanoid half-drakes are rarer still. Constitution-based.
However, young drakes have been captured and used in Skills: Mountain stalkers benefit from a +4 racial bonus
vile breeding experiments by more than one deranged to Climb checks.
mage, and there also exist devout elemental clerics who
seek union with these beings under the aegis of mighty
magics. Their half-drake offspring are often revered as Creating a Half-Drake
prophets or seers amongst the element‘s worshippers on ―Half-drake‖ is an inherited template that can be added
Athas. to any living, corporeal creature (referred to hereafter as
Half-drake creatures are always more formidable than the base creature).
others of their kind, and their appearance betrays their A half-drake uses all the base creature‘s statistics and
nature: scales or sleek hide, elongated features, special abilities except as noted here.
exaggerated teeth and claws, and eyes like burning Size and Type: The creature‘s type changes to dragon.
embers, glittering gems, shifting waters, or the sun itself. Size is unchanged. Do not recalculate base attack bonus
Some breeds possess diaphanous wings, vestigial tails or or saves.
even spines and fluted crests atop the head. Hit Dice: Increase base creature‘s racial HD by one die
size, to a maximum of d12. Do not increase class HD.
Speed: A half-air or half-sun drake that is Large or
Sample Half-Air Drake Mountain Stalker larger has wings and can fly at twice its base land speed
A winged giant with a black hide mottled by translucent (maximum 120 ft.) with average maneuverability. A half-
blue scales, this reptilian creature has a beastlike muzzle earth or half-magma drake that is Large or larger has
filled with long fangs. Its four tentacle-arms are lined with claws of such resilience that it can burrow at 10 ft. speed.
raking claws and end in snapping pincers, and a blue crest A half-fire drake that is Large or larger develops powerful
begins atop its head and runs down the length of its spine hind legs that add 20 to its base land speed. A half-silt,
to meet a short tail. half-rain or half-water drake that is Large or larger
develops fin-like growths along its body, allowing it to
This example uses a mountain stalker as the base swim at its base land speed. A half-drake that is Medium
creature and an air drake as the drake parent. or smaller does not develop these characteristics.
Armor Class: Natural armor improves by +4.

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Attack: A half-drake has two claw attacks and a bite
Abilities: Increase from the base creature as follows:
attack, and the claws are the primary natural weapon. If
Str +8, Con +2, Int +2, Cha +2.
the base creature can use weapons, the half-drake retains
Skills: A half-drake gains skill points as a dragon and
this ability. A half-drake fighting without weapons uses a
has skill points equal to (6 + Int modifier) x (HD + 3). Do
claw when making an attack action. When it has a
not include Hit Dice from class levels in this calculation—
weapon, it usually uses the weapon instead.
the half-drake gains dragon skill points only for its racial
Full Attack: A half-drake fighting without weapons uses
Hit Dice, and gains the normal amount of skill points for
both claws and its bite when making a full attack. If
its class levels. Treat skills from the base creature‘s list as
armed with a weapon, it usually uses the weapon as its
class skills, and other skills as cross-class.
primary attack and its bite as a natural secondary attack.
Environment: Same as either the base creature or the
If it has a hand free, it uses a claw as an additional
drake variety.
natural secondary attack.
Challenge Rating: Same as the base creature + 2
Damage: Half-drakes have bite and claw attacks. If the
(minimum 3).
base creature does not have these attack forms, use the
Alignment: Same as the drake variety.
damage values in the table below. Otherwise, use the
Level Adjustment: Same as base creature +3.
values below or the base creature‘s damage values,
whichever are greater.

Size Bite Damage Claw Damage


Fine
Diminutive
1
1d2

1
Half-Elementals – Paraelements
Tiny 1d3 1d2 Half-elementals are the result of unions between
Small 1d4 1d3 elementals and mortal creatures, or are created by some
Medium 1d6 1d4 magical infusion of elemental power into a mortal at birth
Large 1d8 1d6 (usually through strange and often distasteful rites). Such
Huge 2d6 1d8 creatures are normally left among their mortal kin, never
Gargantuan 3d6 2d6 again thought of by their otherworldly sires.
Colossal 4d6 3d6 Half-paraelementals are those half-elementals that stem
from the elemental planes known on Athas as Magma,
Special Attacks: A half-drake retains all the special Rain, Silt and Sun. Half-paraelementals always have some
attacks of the base creature and gains a breath weapon aspect of their elemental nature displayed in both their
based on the drake variety (see the table below), usable appearance and their temperament. Magma half-
once per day. A half-drake‘s breath weapon deals 6d8 paraelementals are often ruled by their smoldering desires
points of damage. A successful Reflex save (DC 10 + 1/2 and have a ruddy appearance. Some smell of smoke or
half-drake‘s racial HD + half-drake‘s Con modifier) seem hot to the touch. Rain half-paraelementals are
reduces damage by half. A half-drake‘s breath weapon temperamental creatures, given to great generosity but
does not always match the parent drake‘s attack form, great hatred as well. Sinuous and graceful, they often
instead developing through the unique combination of have a gray-blue blush to their skin. Silt half-
mortal and elemental draconic forces melded within the paraelementals are dry and languorous in their ways. Dust
half-drake. seems to cling to them and their expressions are often
dull and flat. Those whose ancestry is of the sun, by
Drake contrast, are passionate and energetic figures, often with
Variety Breath Weapon/Special Ability bright and compelling countenances. Equally often,
Air 60-foot line of electricity however, they are self-destructive by nature and will
Earth 30-foot cone of scouring sand (deals half readily burn those who come too close to their flame.
fire and half piercing and slashing damage)
Fire 30-foot cone of fire
Magma 30-foot cone of lava (deals half fire and half Creating a Half-Elemental
bludgeoning damage)
Rain 30-foot cone of cold Half-elemental is an inherited template that can be
Silt 30-foot cone of acid added to any corporeal creature with an Intelligence score
Sun 30-foot cone of heat (deals fire damage) of 4 or more (hereafter referred to as the ―base
Water 30-foot cone of water (deals half cold and creature‖). Because the half-elemental is still mostly flesh,
half bludgeoning damage) it cannot be of the elemental type. Instead, the creature‘s
type changes to Outsider. It uses all of the base creature‘s
Special Qualities: A half-drake has all the special statistics and special abilities, except as noted here.
qualities of the base creature, plus darkvision out to 60 Armor Class: +1 natural armor (+2 for magma)
feet and low-light vision. A half-drake has immunity to Special Attacks: A half-elemental retains all the special
sleep and paralysis effects, and an additional immunity attacks of the base creature. Half-elementals with a
based on its drake variety. Wisdom score of 8 or higher possess the following spell-
like abilities, using their character level as caster level, as
specified in the table. Each ability is useable once per day.
Drake Drake All saving throws against a half-elemental‘s attacks are
Variety Immunity Variety Immunity Charisma-based.
Air Electricity Rain Cold Special Qualities: A half-elemental retains all the
Earth Acid Silt Acid special qualities of the base creature. A half-elemental
Fire Fire Sun Fire gains the relevant elemental subtypes of its parent
Magma Fire Water Cold element but no other special qualities. Each paraelement

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corresponds to a pair of classic elements, according to the
following table: Half-Sun Elemental
Paraelement Subtypes Favored Class: Ranger, Wizard
Magma Earth and Fire Level Ability Level Ability
Rain Air and Water 1-2 Color spray 11-12 Fire shield
Silt Earth and Water
3-4 Cooling 13-14 Sunbeam
Sun Air and Fire canopy
5-6 Searing light 15-16 Sunburst
Saves: Same as the base creature.
Abilities: Change from the base creature as follows: 7-8 Daylight 17-18 Elemental swarm
Magma: Str +2, Con +4
Rain: Str +2, Dex +2, Int +2, Wis +2, Cha +2 9-10 Blindscorch 19+ Plane shift
Silt: Dex +4, Int +2, Con +2, Cha -2
Sun: Dex +2, Con +4, Int +2, Wis +2, Cha -2
Skills and Feats: A half-elemental gains skills and feats Sample Half-Magma Feylaar
as the base creature. A large four-armed ape with shiny, flame-colored fur
Environment: Same as either the base creature or the looks at you with deep red eyes. Its bony head plates are
elemental. a deep crimson and have an unnatural glow to them. This
Organization: Same as the base creature. muscular beast, taller than an elf, looks like it’s ready to
Challenge Rating: Same as the base creature +2. pounce.
Alignment: Same as the base creature.
Treasure: Same as the base creature. This example uses a feylaar as the base creature.
Advancement: Same as the base creature.
Level Adjustment: +3.

Half-Magma Elemental
Favored Class: Barbarian, Fighter
Level Ability Level Ability
1-2 Burning hands 11-12 Firestorm
3-4 Pyrotechnics 13-14 Earthquake
5-6 Flaming sphere 15-16 Magma tunnel
7-8 Stinking cloud 17-18 Elemental swarm
9-10 Wall of fire 19+ Plane shift

Half-Rain Elemental
Favored Class: Cleric, Druid
Level Ability Level Ability
1-2 Eye of the 11-12 Transmute rock to
storm mud
3-4 Chill touch 13-14 Control water
5-6 Sleet storm 15-16 Control weather
7-8 Water 17-18 Elemental swarm
breathing
9-10 Ice storm 19+ Plane shift Large Outsider (Fire, Earth, Psionic)
Hit Dice: 7d8+21 (52hp)
Half-Silt Elemental Initiative: +2
Speed: 30 ft. (6 squares)
Favored Class: Rogue, Wizard Armor Class: 16 (+2 Dex, -1 size, +5 natural), touch 11,
Level Ability Level Ability flat-footed 14
Base Attack/Grapple: +7/+23*
1-2 Ray of 11-12 Cloudkill Attack: Slam +10 melee (1d6+4)
enfeeblement Full Attack: 4 slams +10 melee (1d6+4) and bite +8
3-4 Sand pit 13-14 Acid fog melee (1d8+2)
5-6 Glitterdust 15-16 Waves of Space/Reach: 10 ft./10 ft.
Exhaustion Special Attacks: Constrict 1d6+4, death field, improved
7-8 Surface walk 17-18 Elemental grab, psi-like abilities, spell-like abilities
swarm Special Qualities: Darkvision 60 ft.
9-10 Control tides 19+ Plane shift Saves: Fort +5, Ref +7, Will +5
Abilities: Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 9

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Skills: Climb +17, Jump +9, Psicraft +6,
Search +6, Spot +5, Survival +5
Feats: Ability Focus (death field), Improved
Initiative, Multiattack
Environment: Forests
Organization: Family (1-4) or clan (3-6
families)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +7

The mystical energies that created this


creature have made a powerful beast. The
half-elemental feylaar has many potent
powers and abilities to defend itself.

Combat
Feylaars are intelligent and dangerous
opponents who make full use of their psionic
powers to defeat their foes. If able, they
prefer to strike from ambush, using their
chameleon or invisibility power to attack
unseen. In battle, they use displacement and
dimension door where appropriate to
outmaneuver and flank their enemies,
resorting to their terrible death field ability
when faced with defeat.
Once they close with a target, feylaars
strike with a hammering series of blows,
followed with a ripping bite. They will grapple
if possible and crush their targets into
submission, using powers like psychic vampire
and inflict pain to exacerbate their attacks.
Constrict (Ex): A feylaar deals 1d6+4
points of damage with a successful grapple check. Sample Half-Rain Crag Giant
Death Field (Ps): This innate psionic power may be
This huge creature regards you as you would look upon
used 3 times per day. When activated, the feylaar
a mulworm. Its skin has a soft blue hue, and its long black
sacrifices a number of hit points, up to its current total. All
hair flows with the wind. The huge stone dagger it holds in
creatures within 20 feet must make a successful Fortitude
its hand is covered with depictions of lightning.
save (DC 12) or suffer damage equal to the amount of hit
points sacrificed by the feylaar. A successful save negates
This example uses a crag giant as the base creature.
this damage. Death field is the equivalent of a 3rd-level
psionic power. The save DC is Charisma-based.
Huge Outsider (Air, Water)
Improved Grab (Ex): If it successfully hits with its
Hit Dice: 16d8+112 (184 hp)
slam attack, the feylaar may initiate a grapple attempt as
Initiative: +1
a free action without provoking an attack of opportunity.
Speed: 40 ft. (8 squares)
*A feylaar has a +8 racial bonus on grapple checks.
Armor Class: 23 (-2 size, +2 Dex, +13 natural), touch
Psi-Like Abilities: 3/day – body adjustment (2d12*),
10, flat-footed 21
chameleon, cloud mind (DC 11), conceal thoughts,
Base Attack/Grapple: +12/+32
ecotoplasmic form, false sensory input (2 targets, DC
Attack: Stone dagger +21 melee (1d8+11/19-20) or
12*), id insinuation (3 targets, DC 13*), mindlink
slam +22 melee (1d8+12) or rock +14 ranged
(unwilling targets, 2 targets, DC 10*), psionic dimension
(2d8+12)
door, psionic dominate (DC 13*), psychic vampire (DC
Full Attack: Stone dagger +21/+16/+11 melee
13). Manifester level 7th. The save DCs are Charisma-
(1d8+11/19-20) or 2 slams +22 melee (1d8+12) or
based.
rock +14 ranged (2d8+12)
*Includes augmentation for the feylaar‘s manifester
Space/Reach: 15 ft./15 ft.
level.
Special Attacks: Rock throwing, spell-like abilities
Spell-Like Abilities: 1/day—burning hands (DC 10),
Special Qualities: Low-light vision, rock catching
flaming sphere (DC 11), pyrotechnics (DC 11), stinking
Saves: Fort +17, Ref +6, Will +7
cloud (DC 12). Caster level 7th. The save DCs are
Abilities: Str 35 Dex 15, Con 24, Int 9, Wis 14, Cha 12
Charisma-based.
Skills: Climb +18, Jump +21, Listen +7, Spot +7,
Skills (Ex): The feylaar receives a +8 racial bonus on
Survival +7
Climb checks.
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave,
Power Attack, Weapon Focus (rock)
Environment: Mountains (Lonely Butte)

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Organization: Solitary, family (5-10) Spell-Like Abilities: 1/day—chill touch (DC 12), control
Challenge Rating: 13 water (DC 17), control weather, eye of the storm, ice
Treasure: Standard storm, sleet storm, transmute rock to mud (DC 16), water
Alignment: Usually chaotic breathing (DC 14). Caster level 16th. The save DCs are
Advancement: By character class Charisma-based.
Level Adjustment: +7

With a deep affinity for the elements of the storm, this Sample Half-Silt Dray
giant bears the ancestry of his people‘s beliefs in his very
You are startled to be confronted by a tall, lean draconic
blood. Amongst fellow crag giants, one touched by the
being with scaly skin, hairless body, and clawed limbs. It
elements in this way would be treated with deference at
has no wings, but its reptilian features, combined with its
worst – and revered at best.
long tail, leave you in little doubt as to its heritage. Fine
particles of dust seem to hang in the air about it, and its
Combat gaze is dead and silt-dry.
This half-rain crag giant possesses magical powers that
place him head and shoulders above his fellows. Foes are This example uses an 8th-level second generation dray
likely to find themselves pummelled with freezing defiler as the base creature.
elemental attacks, followed by crushing physical
punishment at the hands of this behemoth, 2nd Generation Dray, 8th-Level Defiler
Rock Catching (Ex): A half-rain paraelemental crag Medium Outsider (Earth, Water)
giant can catch Small, Medium, or Large rocks (or Hit Dice: 8d4+16 (36 hp)
projectiles of similar shape). Once per round, a giant that Initiative: +6
would normally be hit by a rock can make a Reflex save to Speed: 30 ft. (6 squares)
catch it as a free action. The DC is 15 for a Small rock, 20 Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-
for a Medium one, and 25 for a Large one. (If the footed 17
projectile provides a magical bonus on attack rolls, the DC Base Attack/Grapple: +4/+5
increases by that amount.) The giant must be ready for Attack: Claw +5 melee (1d4+1) or +2 dagger +7 melee
and aware of the attack in order to make a rock catching (1d4+3/19-20)
attempt. Full Attack: 2 claws +5 melee (1d4+1) and bite +3
melee (1d6); or +2 dagger +7 melee (1d4+3/19-20)
and bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, spell-like abilities
Special Qualities: Darkvision 60 ft., less water, light
sensitivity, low-light vision, resistance to fire 10
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 13, Dex 15, Con 14, Int 17, Wis 8, Cha 8
Skills: Concentration +13, Craft (alchemy) +14, Decipher
Script +14, Knowledge (arcana) +14, Spellcraft +16
Feats: Agonizing Radius, Efficient Raze, Multiattack, Path
Sinister, Scribe Scroll
Environment: Underground (New Giustenal)
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +4

As with all half-elementals, this creature is a result of


elemental forces inflicted upon mortal flesh. This sample
dray crossbreed details a creature that would be outcast
and hunted as an abomination amongst its own people.
Defiling skills (perhaps learned in New Giustenal prior to
the development of latent elemental traits) have allowed it
to survive, but it must live a life of secrecy and seclusion,
nurturing its power until it is able to stake its claim in an
unwelcoming world.

Combat
Rock Throwing (Ex): Adult giants are accomplished With its elemental ancestry and skills as a defiler, this
rock throwers and receive a +1 racial bonus on attack dray crossbreed is able to defend itself physically if
rolls when throwing rocks. A half-rain paraelemental crag necessary but is better served by its magical abilities,
giant can hurl rocks of 60 to 80 pounds (Medium objects). both inborn and learned. Targets will be attacked from a
The range increment is 140 feet for a crag giant‘s thrown distance with rays and acid arrows as well as by
rocks. summoned creatures. If forced to melee, the creature will
make ample use of magical touch spells to lay low its

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enemies. It will use the silt itself to flee, if possible, Armor Class: 19 (+2 Dex, +1 natural, +6 +1
escaping to safety over its treacherous waves. breastplate), touch 12, flat-footed 17
Less Water (Ex): Dray only need 1/2 as much of the Base Attack/Grapple: +3/+5
normal water requirement for their size category when Attack: +1 bone warhammer +5 melee (1d8+2/x3)
active, and only 1/4 the requirement when they are Full Attack: +1 bone warhammer +5 melee (1d8+2/x3)
inactive. Space/Reach: 5 ft./5 ft.
Light Sensitivity (Ex): Dray are dazzled in bright Special Abilities: Spell-like abilities, spells
sunlight or within the radius of a daylight spell. Special Qualities: Darkvision 60 ft., dwarf traits,
Possessions: +2 steel dagger, staff of swarming insects immunity to fire, vulnerability to cold
(20 charges), potion fruits of fly (2), fox’s cunning, and Saves: Fort +8, Ref +3, Will +8
neutralize poison. (Different half-elementals may have Abilities: Str 14, Dex 14, Con 19, Int 12, Wis 18, Cha 4
different possessions). Skills: Concentration +7, Craft (weaponsmithing) +3,
Spells: The half-silt elemental dray casts spells as an Diplomacy -1, Heal +6, Knowledge (arcana) +3,
8th-level wizard (defiler) Knowledge (religion) +3, Knowledge (the planes) +3,
Typical wizard spells prepared (4/5/4/4/2; save DC 13 + Listen +5, Spellcraft +3, Spot +5
spell level): 0—acid splash*, disrupt undead (x2), touch of Feats: Toughness, Weapon Focus (warhammer)
fatigue*; 1st—chill touch* (x2), mage armor, ray of Environment: Any
enfeeblement* (x2); 2nd—fog cloud, melf’s acid arrow*, Organization: Solitary, team (2-4), squad (11-20 plus 2
summon monster II*, spectral hand; 3rd—halt undead, 3rd-level sergeants and 1 leader of 3rd-6th level), or
phantom steed, stinking cloud*, vampiric touch* (x2); clan (30-100 plus 30% noncombatants plus 1 3rd-level
4th—enervation*, evard’s black tentacles*. sergeant per 10 adults, 5 5th-level lieutenants, and 3
*Path Sinister spell (+1 caster level). 7th-level captains).
Spell-Like Abilities: 1/day—cloudkill (DC 14), control Challenge Rating: 6
tides, glitterdust (DC 11), ray of enfeeblement, sand pit, Treasure: Standard coins; double goods; standard items
surface walk (DC 12). Caster level 12th. The save DCs are Alignment: Usually lawful good or lawful neutral
Charisma-based. Advancement: By character class
Level Adjustment: +2

Sample Half-Sun Dwarf Blessed by the element most commonly revered


amongst his people, this dwarven cleric is a paragon of
A short, hairless humanoid with low, beetling brows and
spirituality. Most likely a community leader or uhrnomus,
thick, sturdy limbs stands beneath the hot sun, his skin
he uses his varied abilities for the furtherance of tribe and
deeply tanned and red-tinged, his eyes watching you with
element alike.
steady appraisal.

Combat
Half-sun paraelemental beings usually attack with a
more direct, head on approach to fighting, and are very
aggressive.
Spells: Typical Cleric Spells Prepared (5/5/4; save DC
14 + spell level): 0—create element, detect magic,
guidance, purify food and drink, resistance; 1st—color
spray*, bless, bless element, heat lash (x2); 2nd—aid,
align weapon, zone of truth*.
*Domain spell. Elemental: Sun. Domains: Blossom of
the Sky (water consumption halved, auto success Fort
save vs. naturally occurring heat), and Clarity of Light
(burn liars with sun 1/day).
Spell-like Abilities: 1/day—color spray (DC 8), cooling
canopy (DC 8). Caster level 4th. The save DCs are
Charisma-based.
Possessions: +1 bone warhammer, +1 breastplate,
potion fruits of cure moderate wounds (2) and cure light
wounds (10), scrolls of aid, bull’s Strength, bear’s
endurance, and shatter. (Different half-elementals may
have different possessions.)

This example uses a 4th level dwarven sun cleric as the Half-Elf
base creature.
Half-Elf, 1st Level Warrior
Medium Humanoid (Elf)
Dwarf, 4th-level Sun Cleric Hit Dice: 1d8+1 (5 hp)
Medium Outsider (Air, Fire) Initiative: +1
Hit Dice: 4d8+19 (37 hp) Speed: 30 ft. (6 squares)
Initiative: +2 Armor Class: 14 (+2 Dex, +2 leather armor), touch 12,
Speed: 20 ft. (4 squares) flat-footed 12
Base Attack/Grapple: +1/+2

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Attack: Bone longsword +1 melee (1d8/19-20) or with a poor sense of self, and affects their relations
longbow +2 ranged (1d8/x3) with others.
Full Attack: Bone longsword +1 melee (1d8/19-20) or Medium: As Medium creatures, half-elves have no
longbow +2 ranged (1d8/x3) bonuses or penalties due to their size.
Space/Reach: 5 ft./5 ft. Half-elf base land speed is 30 feet.
Special Attacks: — Low-light vision.
Special Qualities: Half-elf traits Half-elves gain a +2 racial bonus to Disguise checks
Saves: Fort +3, Ref +1, Will –1 when impersonating elves or humans.
Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 6 +1 racial bonus on Listen, Search and Spot checks.
Skills: Climb +2, Disguise -2 (+0 elves and humans), Half-elves have keen senses, but not as keen as those
Handle Animal +2, Jump +2, Listen +3, Search +1, of an elf.
Spot +3, Survival +1 +2 racial bonus on all Survival and Handle Animal
Feats: Alertness checks. Half-elves spend a lot of time in the wilds of the
Environment: Any tablelands.
Organization: Solitary Elven Blood: For all effects related to race, a half-elf is
Challenge Rating: 1/2 considered an elf.
Treasure: Standard Automatic Languages: Common and Elven. Bonus
Alignment: Any languages: Any.
Advancement: By character class Favored Class: Any.
Level Adjustment: +0
The half-elf warrior presented here had the following
A tall, slender man, this warrior is too solidly built to be ability scores before racial adjustments: Str 13, Dex 11,
a full-blooded elf. Con 12, Int 10, Wis 9, Cha 8.

Half Elven Society


Humans distrust the half-elf's elven nature, while elves
have no use for their mixed-blood children; elven
traditions demand that such children be left behind.
Human society gives half-elves a better chance of survival
but even less kindness. Half-elves sometimes find
friendship among muls or even thri-kreen. Half-elves will
cooperate with companions when necessary, but find it
difficult to rely on anyone. Many half-elves also turn to the
animal world for company, training creatures to be
servants and friends. Ironically, the survival skills and
animal affinity that half-elves developed to cope with
isolation make them valuable beast handlers.
Lawful and neutral half-elves labor for acceptance from
a parent race, while chaotic ones have given up on
Unlike the parents of muls, elves and humans are often acceptance, electing instead to reject the society that has
attracted to each other. Half-elves are typically the rejected them. Despite their unique nature, half-elves
unwanted product of a casual interracial encounter. don't form communities. The few half-elves that settle
Half-elves are notorious loners. Many Athasians believe down tend to live among humans, who unlike elves at
that half-elves combine the worst traits of both races, but least find a use for them.
the most difficult aspect of half-elves – their lack of self- Because of their alienation from society and their
confidence – comes from a life of rejection from both affinity with animals, half-elves make excellent druids.
parent races rather than their mixed origins. Half-elves try Some half-elves turn their resentment of society into a
in vain to gain the respect of humans or elves. profession and become sullen bullying templars. As
Averaging over six feet tall, half-elves combine elven clerics, they are drawn to water‘s healing influence.
dexterity with human resilience. Bulkier than elves, most Mastery of the Way often provides the independence
half-elves find it easier to pass themselves off as full and self-knowledge that half-elves seek, and membership
humans than as full elves, but all have some features that in a psionic academy can provide the half-elf with
hint at their elven heritage. acceptance.
Half-elves often take up arcane studies, because it is a
solitary calling.
Combat Half-elves all speak the common tongue. A few half-
Half elves develop their combat abilities according to the elves pick up the elven language.
surrounding influences. When left to their own devices,
half elves prefer to avoid combat or use their slyness to
turn a conflict to their own advantage. When cornered,
they display something of the feral hunger that makes
their elven parents so feared as raiders but otherwise will
approach battle with the same degrees of careful
consideration as most civilized humans.
Half Elf traits (Ex):
+2 Dexterity, -2 Charisma. Half-elves are limber like
their elven parents, but their upbringing leaves them

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The origins of their race remain largely unclear. It is
known that, in some lost age, the race was born of a
Half-Giant union of giant and human, and the nature of that union
was most certainly magical, or perhaps a curse. Whatever
Large Giant the truth, the original purpose for the union is unknown.
Hit Dice: 2d8+4 (13 hp) Since that time, ages past, the half-giant race has
Initiative: -1 increased in number and is now fairly common - especially
Speed: 40 ft. (8 squares) in human controlled lands near the shore of the Sea of
Armor Class: 12 (-1 size, -1 Dex, +2 natural, +2 Silt. Their size and Strength make them sought after as
leather), touch 8, flat-footed 12 guards and soldiers.
Base Attack/Grapple: +1/+9 Physically, the half-giant is an enormous individual,
Attack: Greatclub +4 melee (2d8+6) usually standing about 11 ½ feet tall and weighing around
Full Attack: Greatclub +4 melee (2d8+6) 1,200 pounds. Their countenances are human, but
Space/Reach: 10 ft./10 ft. exaggerated, set into a naturally dour - even menacing -
Special Attacks: — expression. Half-giants have thick hair, which is often kept
Special Qualities: Half-giant traits braided (especially among females) or in a single tail that
Saves: Fort +5, Ref -1, Will -2 hangs behind the head and down the back. They dress in
Abilities: Str 18, Dex 8, Con 15, Int 6, Wis 7, Cha 6 garb suitable to their occupation or environment;
Skills: Climb +6, Jump +9, Listen -1, Spot -1 otherwise, leg gear (sometimes armored) with leather
Feats: Power Attack shoulder harnesses is common. Half-giants mature at
Environment: Any about 24 years of age and can live about 170 years.
Organization: Solitary
Challenge Rating: 1
Combat
Treasure: Standard coins
Alignment: See text Half Giant Traits (Ex):
Advancement: By character class +8 Str, +4 Con, -2 Dex, -4 Int, -4 Wis, -4 Cha. Half
Level Adjustment: +1 giants are renowned for their great Strength and dull
wits.
Twelve feet of muscle and bone glowers at you as this Large: As Large creatures, half giants receive a -1 size
bulky biped sizes you up. With crude humanoid features, penalty to Armor Class, a -1 size penalty on attack rolls,
he seems more giant than man, ill at ease in a world half and a -4 size penalty on Hide checks. They must use
his size. much larger weapons than humans would, and their
lifting and carrying limits are double those of a Medium
Half-giants are a cross between giant and human. character. In addition, half-giants have an increased
Simply put, half-giants gain great Strength, but dull wits, reach of 10 feet in melee combat as described on page
from their giant heritage, and are nearly as agile as their 132 of the Player‘s Handbook.
human forbears. Giant type: Half-giants are not subject to spells or
effects that affect humanoids only, such as charm
person or dominate person.
Half-giants have darkvision to a range of 60 ft.
A half giant‘s base land speed is 40 ft.
Natural Armor: Half giants gain a +2 natural armor
bonus to AC.
Axis Alignment: One aspect of the half giant‘s alignment
must be fixed, and chosen during character creation.
The other half must be chosen when they awake each
morning. They are only bound to that alignment until
they sleep again. For example, a half giant may have a
fixed lawful alignment. Every morning, he must choose
to be lawful good, lawful neutral or lawful evil. This
alignment change is not mandatory.
Racial Hit Dice: A half giant begins with 2 levels of giant,
which provide 2d8 Hit Dice, a base attack bonus of +1,
and base saving throw bonuses of Fort +3, Ref +0 and
Will +0, and one starting feat of choice.
Racial Skills: A half giant‘s giant levels give it skill points
equal to 5 x (2 + Int modifier). Its class skills are Climb,
Jump, Listen and Spot. Note that the half-giant does not
receive the x4 multiplier starting skill points when he
takes his first class level.
Racial Profiencies: A half-giant is proficient with all
simple and martial weapons.
Favored Class: Barbarian.
Automatic Languages: Common. Bonus Languages:
Dwarven, Gith, Giant, Tarek. Half giants will often pick
up a race‘s tongue if imitating them for long enough.
Level Adjustment +1.

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Half Giant Society Treasure: Standard
Half-giants can switch their attitudes very quickly, Alignment: Usually lawful evil
taking on new values to fit new situations. A half-giant Advancement: By character class
whose peaceful farming life is disrupted by marauders Level Adjustment: +0
may soon adopt the morals of the very renegades who
sacked his village. A half-giant's nature is to switch his A diminutive humanoid standing about waist-high on a
mobile alignment aspect to imitate or otherwise react to a man, this individual watches you with a feral wariness in
significant change around him. her dark eyes.
The overwhelming majority of half-giants speak the
language of the community or city-state they were raised Halflings are masters of the jungles of the Ringing
in. Many are able to speak Common as well. Also, a few Mountains. They are small, quick and agile creatures
half-giants speak the giant tongue as well, which, to steeped in an ancient and rich culture that goes back far
human ears, seems ponderously slow and drawn out; into Athas' past. Although they are not common in the
translations are riddled with redundancies and seemingly Tablelands, some halflings leave their homes in the forests
unnecessary description. Whatever the tongue it speaks, a to adventure under the dark sun.
half-giant's voice is pitched very low and occasionally Halflings have difficulty understanding others' customs
difficult to understand. or points of view, but curiosity helps some halflings
overcome their xenophobia. Little concerned with material
wealth, halflings are more concerned with how their
actions will affect other halflings.
Halfling Halflings are small creatures, standing only about 3 1/2
feet tall and weighing 50 to 60 pounds. Rarely affected by
Halfling, 1st Level Warrior age, halfling faces are often mistaken for the faces of
Small Humanoid (Halfling) human children. They dress in loincloths, sometimes with
Hit Dice: 1d8 (4 hp) a shirt or vest, and paint their skins with bright reds and
Initiative: +2 greens. Forest halflings rarely tend to their hair, and some
Speed: 20 ft. (4 squares) let it grow to great lengths, though it can be unkempt and
Armor Class: 15 (+1 size, +2 Dex, +2 leather armor), dirty. They live to be about 120 years old.
touch 13, flat-footed 13
Base Attack/Grapple: +1/-3 Combat
Attack: Spear +2 melee (1d6/x3) or sling +6 ranged
Halflings use stealth and ambush tactics when it comes
(1d3)
to combat. They usually employ blow guns with poison
Full Attack: Spear +2 melee (1d6/x3) or sling +6 ranged
darts for easy concealment.
(1d3)
Halfling Traits (Ex):
Space/Reach: 5 ft./5 ft.
-2 Strength, +2 Dexterity: Halflings are quick and
Special Attacks: —
stealthy, but weaker than humans.
Special Qualities: Halfling traits
Small: Halflings gain a +1 size bonus to Armor Class, a
Saves: Fort +2, Ref +2, Will +0
+1 size bonus on attack rolls, and a +4 size bonus on
Abilities: Str 10, Dex 15, Con 11, Int 9, Wis 10, Cha 8
Hide checks, but they must use smaller weapons than
Skills: Climb +4, Diplomacy -1 (-3 non-halflings), Hide
humans use, and their lifting and carrying limits are
+6, Jump -2, Listen +4, Move Silently +4
three-quarters of those of a Medium character.
Feats: Weapon Focus (sling)
Halfling base land speed is 20 feet.
Environment: Warm jungles (Forest Ridge)
+2 racial bonus on Climb, Jump and Move Silently
Organization: Tribe
checks: Halflings are agile.
Challenge Rating: 1/2
+2 racial bonus on saving throws against spells and
spell-like effects.
+1 racial attack bonus with a thrown weapons and
slings; javelins and slings are common weapons in
feral halfling society, and many halflings are taught
to throw at an early age.
+4 racial bonus on Listen checks: Halflings have
keen ears.
+4 to all Wisdom checks that assess smell or
taste. Their senses of smell and taste are equally
keen.
-2 penalty to all Diplomacy skill checks when
dealing with other races.
Automatic Languages: Halfling. Bonus languages:
Common, Dwarven, Elven, Gith, Rhul-Thaun, Thri-
Kreen, Yuan-ti.
Favored Class: Ranger

The halfling warrior presented here had the


following ability scores before racial adjustments:
Str 12, Dex 13, Con 11, Int 9, Wis 10, Cha 8.

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Halfling Society Hej-kin are a race of degenerate humanoids that spend
Halfling culture dominates their relations with others. their entire lives underground, dwelling in the Athasian
Halflings relate very well to each other, since they all have underdark near suitable supplies of water. They are
the same cultural traits and are able to understand each omnivores and subsist largely on a diet of small
other. Halflings of different tribes still share a tradition of subterranean creatures and plants.
song, art and poetry, which serves as a basis of Hej-kin are malevolent creatures that enjoy inflicting
communication. Creatures that do not know these cultural pain and fear on those who trespass on their caverns,
expressions are often at a loss to understand the halfling's blaming them for the damage that has been inflicted on
expressions, analogies and allusions to well-known halfling the earth by the defilers.
stories. Halflings can easily become frustrated with such Hej-kin language is a combination of sign and verbal
―uncultured‖ creatures. Halflings abhor slavery and most communication, and their voices are low-pitched,
halflings will starve themselves rather than accept slavery. resembling human mumbling. Few surface dwellers are
Halflings villages are rare in the Tablelands. Most able to learn the language. The color of their skin varies
halflings live in tribes or clans in the Forest Ridge, or in from red to light green, but their skin is always thick and
the Rohorind forest west of Kurn. Many dwell in treetop very tough. Hej-kin live on average for 40 or 45 years.
villages. Non-halflings typically only see these villages
from within a halfling cooking pot.
Halflings‘ bond with nature extends into most aspects of
their culture. A shaman or witch doctor, who also acts as
a spiritual leader, often rules their clans. This leader is
obeyed without question. Halfling fighters willingly
sacrifice themselves to obey their leader.
Many halflings become seers or nomads. In the forest
ridge, many tribal halflings become multi-classed
seer/rangers, and become some of the deadliest trackers
on Athas.
Many halfling tribes reject arcane magic. Tribes that
accept wizards tend to have preserver chieftains. Only
renegade halfling tribes are known to ever harbor defilers.
Halflings rarely teach others their language, but some
individuals of the Tablelands have learned the wild
speech. Halflings found in the Tablelands often learn to
speak Common.

Hej-Kin Combat
Small Humanoid (Hej-kin, Psionic) Hej-kin prefer to ambush their enemies while supported
Hit Dice: 3d8 (13 hp) by a powerful cleric or preserver. They prefer to use their
Initiative: +0 phase ability to maneuver beneath their targets and then
Speed: 20 ft. (4 squares), phase 10 ft. to burst forth from beneath the earth to strike with
Armor Class: 12 (+1 size, +1 natural), touch 11, flat- surprise. Psionics enhance their physical attacks.
footed 12 Phase (Su): Hej-kin may move through earth and rock
Base Attack/Grapple: +2/-4 at a speed of 10 ft. They may stop while inside of walls or
Attack: Claw +1 melee (1d4-2) floors and remain there indefinitely.
Full Attack: 2 claws +1 melee (1d4-2) Psi-like Abilities: 3/day – biofeedback (3/-*), claws of
Space/Reach: 5 ft./5 ft. the vampire, missive (40 ft.*). Manifester level 5th. The
Special Attacks: Psi-like abilities save DCs are Charisma-based.
Special Qualities: Darkvision 60 ft., phase *Includes augmentation for the hej-kin‘s manifester
Saves: Fort +3, Ref +1, Will +4 level.
Abilities: Str 7, Dex 10, Con 11, Int 10, Wis 13, Cha 8 Skills: *Hej-kin receive a +30 circumstance bonus on
Skills: Hide +7*, Listen +6, Spot +6, Survival +4 Hide checks while phased inside solid rock.
Feats: Alertness, Iron Will
Environment: Underground
Organization: Family (2-5), Clan (10-40) Hej-Kin Society
Challenge Rating: 2 Hej-kin do not create artificial tunnels or caves, as they
Treasure: Standard coins; double gems, no art; standard consider the earth to be sacred. They will only occupy
items naturally-occurring subterranean formations, but they
Alignment: Usually neutral evil mark these as their property with curious runes on the
Advancement: By character class cave walls.
Level Adjustment: +1 Hej-kin clans are often led by earth clerics and
preservers. Clerics rise highest in hej-kin society and are
Rising from the sands before you is a short, squat the only hej-kin who travel to the surface, usually
humanoid with a round, chubby face accented by a large investigating a disturbance that threatens the earth. Hej-
nose and small slanted eyes. Its furry ears are small and kin are never defilers.
pointed. Hej-kin are natural enemies to most other surface
dwelling and subterranean races, due to the abuse and

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destruction of the earth perpetrated by these others. Hej- Feats: Improved Initiative, Lightning Reflexes, Power
kin clans will migrate to a new area every decade in order Attack
to avoid over-using the land on which they dwell. Environment: Any
Organization: Solitary
Hej-Kin as Characters Challenge Rating: 5
Vicious and cowardly, most hej-kin prefer classes that Alignment: Always neutral
augment their natural tendencies. A hej-kin‘s favored Advancement: 8-14 HD (Large); 15-21 HD (Huge)
class is rogue. Level Adjustment: —
Hej-kin characters possess the
following racial traits.
-4 Str, +2 Wis, -2 Cha
Small: Hej-kin gain a +1 size bonus
to Armor Class, a +1 size bonus on
attack rolls, and a +4 size bonus on
Hide checks, but they must use
smaller weapons than humans use,
and their lifting and carrying limits
are three-quarters of those of a
Medium character
Space/Reach: 5 ft./5 ft.
A hej-kin‘s base land speed is 20 feet.
They may phase through rock and
earth at a speed of 10 ft.
Darkvision 60 ft.
Racial Hit Dice: A hej-kin begins with
3 levels of humanoid (hej-kin), which
provide 3d8 Hit Dice, a base attack
bonus of +2, and base saving throw
bonuses of Fort +3, Ref +1 and Will
+1.
Racial Skills: A hej-kin‘s humanoid This creature is a bulky lizard covered in rough, scaly
levels give it skill points equal to 6 x (2 + Int modifier). black hide, speckled with pink and white. Its blunt,
Its class skills are Hide, Listen, Spot and Survival. powerful body is carried by four short legs, ending in
A hej-kin‘s humanoid levels give it 2 feats. sharp claws.
Weapon Proficiency: A hej-kin is proficient with its
natural weapons and all simple weapons. Using psionics to hunt down and paralyze their prey with
+1 natural armor bonus. fear, id fiends are one of the most feared predators of the
Natural Weapons: 2 claws (1d4). wastelands. Their principal method of attack is their ability
Special Attacks (see above): Poison, psionics. to draw images of their victims' fears from their minds.
Special Qualities (see above): Phase. Encountered in all regions of Athas, from the desert to
Automatic Languages: Hej-kin. Bonus Languages: the deepest jungles, id fiends are active at all times of the
Anakore, Common, Gith, Elven, Tarek. day and night, but prefer nocturnal activity, as they have
Favored Class: Rogue. learned that the mind is more susceptible to fear and
Level Adjustment: +1. suggestion during the hours of darkness.
An id fiend is a large lizard with a thick, stocky body
supported by muscular legs, all of which end in claws. The
id fiend's skin is leathery in texture and varies in color
Id Fiend from light brown (on desert specimens) to a dark green
(found on forest and jungle specimens). Id fiends are 12
Large Magical Beast (Psionic) feet long and weigh as much as 450 pounds. They mate
Hit Dice: 7d10+21 (59 hp) yearly, giving birth to single offspring that are often left to
Initiative: +5 fend for themselves at birth. Dried id fiend blood is
Speed: 30 ft. (6 squares) reputed to be an ingredient in a potion that increases the
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, imbiber's psionic abilities for brief periods of time.
flat-footed 13
Base Attack/Grapple: +7/+15
Attack: Bite +10 melee (1d8+4) Combat
Full Attack: Bite +10 melee (1d8+4) and 2 claws +5 The id fiend prefers to strike from hiding, using its fear
melee (1d6+2) and tail slap +5 melee (1d6+2) attack to weaken its prey before entering melee using its
Space/Reach: 10 ft./5 ft. psionic abilities. When closing to melee, an id fiend will
Special Attacks: Cone of fear, psi-like abilities strike with its claws, bite, and its lashing tail.
Special Qualities: Darkvision 60 ft., low-light vision, Cone of Fear (Su): 60-ft. cone, targets are shaken for
power resistance 16 5 rounds, Will DC 16 negates. The save DC is Charisma-
Saves: Fort +8, Ref +8, Will +3 based
Abilities: Str 19, Dex 12, Con 17, Int 14, Wis 12, Cha 16 Psi-Like Abilities: 3/day-aversion (10 hours, DC 17*),
Skills: Concentration +11, Hide +5, Intimidate +11, biofeedback (3d12*), danger sense (uncanny dodge),
Listen +9, Spot +9 defensive precognition (+3 bonus*), id insinuation (2
additional targets, DC 17*), offensive precognition (+3

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bonus*) painful strike, recall agony (7d6, DC *17),
thicken skin (+3 bonus*). Manifester level 8th. The save
DCs are Charisma-based. Sample Air Incarnation
*Includes augmentation for the id fiend‘s manifester
An air incarnation has a body of wispy cloud ranging in
level.
color from translucent gray-white to stormy black. The
creature‘s internal organs may be visible as clear,
Incarnation, Elemental and membranous tissue.

Paraelemental Air Incarnation Raakle


Large Elemental (Air, Extraplanar)
Elemental and paraelemental incarnations are elemental Hit Dice: 4d8+8 (26 hp)
versions of Athasian beasts that dwell on the Elemental Initiative: +4
Planes. Spellcasters summon these creatures to Athas in Speed: 10 ft. (2 squares), fly 70 ft. (perfect)
the same manner they would summon fiendish or celestial Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13,
creatures, replacing those templates with any elemental flat-footed 12
or paraelemental incarnation template. Base Attack/Grapple: +4/+11
Attack: Claw +6 melee (1d6+3)
Creating an Elemental Incarnation Full Attack: 2 claws +6 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
―Elemental incarnation‖ is an inherited template that can Special Attacks: Improved grab, spit acid, windstorm
be added to any corporeal aberration, animal, magical Special Qualities: Damage reduction 5/magic, darkvision
beast, plant, or vermin (referred to hereafter as the base 60 ft., elemental traits
creature). Saves: Fort +6, Ref +8, Will +2
An elemental incarnation uses all the base creature‘s Abilities: Str 16, Dex 19, Con 14, Int 3, Wis 12, Cha 10
statistics and abilities except as noted here. Do not Skills: Listen +4, Spot +5
recalculate the creature‘s base attack bonus or saves. Feats: Flyby Attack, Hover
See the individual entries for additional abilities granted Environment: Elemental Plane of Air
by elemental incarnation type. Organization: Solitary or pair
Size and Type: The creature‘s type changes to Challenge Rating: 4
elemental, and the creature gains one or more elemental Treasure: None
subtypes. Size is unchanged. Elemental incarnations Alignment: Always neutral
encountered on the Material Plane have the extraplanar Advancement: 5-8 HD (Large); 9-12 HD (Huge)
subtype. Level Adjustment: —
Hit Dice: Change base creature‘s racial Hit Dice to d8s.
Do not change class Hit Dice. Air incarnation raakles speak Auran. They can be
Special Attacks: An elemental incarnation retains all summoned with a summon monster IV spell.
the special attacks of the base creature and also gains
special attacks depending on its elemental kind.
Special Qualities: An elemental incarnation retains all Combat
the special qualities of the base creature and also gains Improved Grab (Ex): To use this ability, an air
the following. incarnation raakle must hit with a claw attack. It can then
Darkvision out to 60 feet. attempt to start a grapple as a free action without
Immunity to poison, sleep effects, paralysis, and provoking an attack of opportunity. An air incarnation
stunning. raakle can spit acid on a grappled opponent, giving the
Not subject to critical hits or flanking. creature a -4 penalty on its Reflex save.
Unlike most other living creatures, an elemental does Spit Acid (Ex): 15-ft. line, twice every 12 hours,
not have a dual nature—its soul and body form one unit. damage 6d4 acid, Reflex DC 14 half. Spitting acid twice
When an elemental is slain, no soul is set loose. Spells depletes the air incarnation raakle‘s acid supply for 12
that restore souls to their bodies, such as raise dead, hours. The save DC is Constitution-based.
reincarnate, and resurrection, don‘t work on an elemental. Windstorm (Ex): As a standard action, an air
It takes a different magical effect, such as limited wish, incarnation raakle can create a windstorm with a 30-foot
wish, miracle, or true resurrection, to restore it to life. radius up to 60 feet away. The storm lasts as long as the
Damage reduction (see the table below). incarnation concentrates and has the normal effects of a
If the base creature already has damage reduction, use windstorm, except that ranged attacks are possible in its
the better value. If an air incarnation gains damage area: The windstorm imposes a –8 penalty on ranged
reduction, its natural weapons are treated as magic attack rolls and Listen checks, extinguishes unprotected
weapons for the purpose of overcoming damage flames, and has a 75% chance of extinguishing protected
reduction. flames each round.
Challenge Rating: HD 3 or less, as base creature; HD
4 to 7, as base creature +1; HD 8 or more, as base
creature +2. Creating an Air Incarnation
Alignment: Usually neutral.
Size and Type: The creature‘s type changes to
Level Adjustment: Same as the base creature +4.
elemental (air). Size is unchanged. Air incarnations
Hit Dice Damage Reduction encountered on the Material Plane have the extraplanar
1–3 — subtype.
4–11 5/magic Speed: An air incarnation can fly at twice the base
12 or more 10/magic creature‘s base land speed (perfect maneuverability). If

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the base creature has a fly speed, use that if it is better. Combat
The base creature loses its burrow speed, if any.
Special Attacks: An air incarnation retains all the Bone Bruise (Ex): An earth incarnation gaj‘s natural
special attacks of the base creature and also gains the attacks and unarmed strikes inflict painful bruises on an
following special attacks. opponent‘s bones, dealing additional nonlethal damage.
Windstorm (Ex): As a standard action, an air incarnation Nonlethal damage dealt by the incarnation heals at the
can create a windstorm with a radius depending on its Hit rate of lethal damage and resists healing spells. A
Dice (see the table below) up to 60 feet away. The storm character attempting to cast a conjuration (healing) spell
lasts as long as the incarnation concentrates and has the on a creature damaged by an earth incarnation gaj must
normal effects of a windstorm, except that ranged attacks succeed on a caster level check (DC 18), or the spell
are possible in its area: The windstorm imposes a –8 cannot heal the nonlethal damage.
penalty on ranged attack rolls and Listen checks, Improved Grab (Ex): To use this ability, an earth
extinguishes unprotected flames, and has a 75% chance incarnation gaj must hit with its bite attack. It can then
of extinguishing protected flames each round. attempt to start a grapple as a free action without
Skills: If the creature has an Intelligence of at least 3, it provoking an attack of opportunity. An earth incarnation
speaks Auran. gaj gets a +4 bonus to tentacle slap attacks against a
Abilities: Change from the base creature as follows: grappled foe.
Strength –2, Dexterity +4, Constitution –2. Intelligence Damage (Ex): A creature struck by an
earth incarnation gaj‘s antenna suffers 1d4 points of
Hit Dice Windstorm Radius temporary Intelligence damage.
1–3 15 ft. Poison Gas (Ex): As a standard action, an earth
4–7 30 ft. incarnation gaj can spray a creature within reach with a
8–11 60 ft. puff of noxious gas from its abdomen. The earth
12 or more 90 ft. incarnation gaj can use this ability up to three times per
day.
Inhaled, Fortitude DC 17, initial damage 1d4 Con and
Sample Earth Incarnation nauseate for 1 round, secondary damage none. The save
DC is Constitution-based.
An earth incarnation has a body of stone, obsidian, or Psi-Like Abilities: 3/day—defensive precognition (+2
sand, with rock-hard claws and teeth. Powerful earth bonus, can manifest as swift action*), detect psionics,
incarnations have veins of metal shot through their stony empty mind (+6*), mind thrust (10d10, DC 19*),
flesh. mindlink (unwilling targets, 5 additional targets, DC 14),
painful strike (manifest as a swift action*), power
Earth Incarnation Gaj resistance, psionic dominate (affects animals, fey, giants,
humanoids, magical beasts and monstrous humanoids, DC
Large Elemental (Earth, Extraplanar, Psionic)
18*). Manifester level 10th. The save DCs are Charisma-
Hit Dice: 7d8+28 (59 hp)
based.
Initiative: -1
*Includes augmentation for the gaj‘s manifester level.
Speed: 30 ft. (6 squares)
Skills: *An earth incarnation gaj receives a +8 bonus to
Armor Class: 21 (-1 size, -1 Dex, +13 natural), touch 8,
Hide checks in rocky or sandy areas.
flat-footed 21
Base Attack/Grapple: +5/+14
Attack: Bite +9 melee (2d6+5 plus 1d3 nonlethal plus Creating an Earth Incarnation
bone bruise)
Full Attack: Bite +9 melee (2d6+5 plus 1d3 nonlethal Size and Type: The creature‘s type changes to
plus bone bruise) and 3 tentacle slaps +7 melee (1d4+2 elemental (earth). Size is unchanged. Earth incarnations
plus 1d4 Int plus 1d3 nonlethal plus bone bruise) encountered on the Material Plane have the extraplanar
Space/Reach: 10 ft./5 ft. subtype.
Special Attacks: Bone bruise, improved grab, Speed: If the base creature can burrow, it gains +10 ft.
intelligence damage, poison gas, psi-like abilities on its burrowing speed. If the base creature can fly, its
Special Qualities: Damage reduction 5/magic, darkvision maneuverability rating drops to clumsy.
60 ft., elemental traits Armor Class: The base creature‘s natural armor bonus
Saves: Fort +6, Ref +1, Will +7 improves (see the table below).
Abilities: Str 20, Dex 8, Con 18, Int 12, Wis 14, Cha 17 Special Attacks: An earth incarnation retains all the
Skills: Bluff +8, Concentration +9, Hide -5*, Intimidate special attacks of the base creature and also gains the
+8, Listen +7, Psicraft +6, Spot +7 following special attacks.
Feats: Combat Manifestation, Multiattack, Power Attack Bone Bruise (Ex): An earth incarnation‘s natural attacks
Environment: Elemental Plane of Earth and unarmed strikes inflict painful bruises on an
Organization: Solitary opponent‘s bones, dealing additional nonlethal damage
Challenge Rating: 10 depending on its Hit Dice (see the table below). Nonlethal
Treasure: None damage dealt by the incarnation heals at the rate of lethal
Alignment: Always neutral evil damage and resists healing spells. A character attempting
Advancement: 8-14 HD (Large); 15-21 HD (Huge) to cast a conjuration (healing) spell on a creature
Level Adjustment: — damaged by an earth incarnation must succeed on a
caster level check (DC 10 + 1/2 earth incarnation‘s HD +
Earth incarnation gajs speak Terran. They can be earth incarnation‘s Str modifier), or the spell cannot heal
summoned with a summon monster VIII spell. the nonlethal damage.
Skills: If the creature has an Intelligence of at least 3, it
speaks Terran.

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Abilities: Change from the base creature as follows: attempt to start a grapple as a free action without
Strength +2, Dexterity –4, Constitution +2. provoking an attack of opportunity. If it wins the grapple
Environment: Elemental Plane of Earth. check, it establishes a hold and can constrict.
Skills: Snakes have a +4 racial bonus on Hide, Listen,
Natural Armor Additional Nonlethal and Spot checks and a +8 racial bonus on Balance and
Hit Dice
Bonus Damage Climb checks. A snake can always choose to take 10 on a
1–3 +1 1 Climb check, even if rushed or threatened. Snakes use
4–7 +2 1d3 either their Strength modifier or Dexterity modifier for
8–11 +4 1d4 Climb checks, whichever is higher. A snake has a +8 racial
12 or more +6 1d6 bonus on any Swim check to perform some special action
or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use
Sample Fire Incarnation the run action while swimming, provided it swims in a
straight line.
A fire incarnation has skin or scales of blackened coal,
hair or fur of dancing flames, and eyes that smolder like
embers. Its voice, if it speaks, sounds like a crackling fire. Creating a Fire Incarnation
Fire Incarnation Giant Constrictor Snake Size and Type: The creature‘s type changes to
elemental (fire). Size is unchanged. Fire incarnations
Huge Elemental (Extraplanar, Fire) encountered on the Material Plane have the extraplanar
Hit Dice: 11d8+14 (63 hp) subtype.
Initiative: +4 Special Attacks: A fire incarnation retains all the
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. special attacks of the base creature and also gains the
Armor Class: 16 (-2 size, +4 Dex, +4 natural), touch 12, following special attacks.
flat-footed 12 Burn (Ex): When a fire incarnation hits an opponent, the
Base Attack/Grapple: +8/+22 creature must succeed on a Reflex save (DC 10 + 1/2 fire
Attack: Bite +12 melee (1d8+9 plus 1d6 fire) incarnation‘s HD + fire incarnation‘s Con modifier) or
Full Attack: Bite +12 melee (1d8+9 plus 1d6 fire) catch fire. The flame burns for 1d4 rounds if not
Space/Reach: 15 ft./10 ft. extinguished sooner. A burning creature can use a full-
Special Attacks: Burn, constrict 1d8+9 plus 1d6 fire, round action to put out the flame.
heat, improved grab Heat (Ex): A fire incarnation‘s natural attacks and
Special Qualities: Damage reduction 5/magic, darkvision unarmed strikes deal additional fire damage, depending
60 ft., elemental traits, immunity to fire, scent, on its Hit Dice (see the table below). Creatures striking
vulnerability to cold the fire incarnation with natural attacks or unarmed
Saves: Fort +8, Ref +11, Will +4 strikes also suffer this fire damage.
Abilities: Str 23, Dex 19, Con 13, Int 1, Wis 12, Cha 2 Special Qualities: A fire incarnation retains all the
Skills: Balance +12, Climb +16, Hide +11, Listen +9, special qualities of the base creature and also gains the
Spot +9, Swim +12 following.
Feats: Alertness, Endurance, Skill Focus (Hide), Immunity to fire and vulnerability to cold (+50%
Toughness damage from cold, regardless of whether a saving throw
Environment: Elemental Plane of Fire is allowed, or if the save is a success or failure).
Organization: Solitary Skills: If the creature has an Intelligence of at least 3, it
Challenge Rating: 7 speaks Ignan.
Treasure: None Abilities: Change from the base creature as follows:
Alignment: Always neutral Strength –2, Dexterity +2.
Advancement: 12-16 HD (Huge); 17-33 HD Environment: Elemental Plane of Fire.
(Gargantuan)
Level Adjustment: — Hit Dice Additional Fire Damage
1–3 1
A fire incarnation giant constrictor snake can be 4–7 1d4
summoned with a summon monster VI spell. 8–11 1d6
12 or more 1d8
Combat
Burn (Ex): When a fire incarnation hits an opponent,
the creature must succeed on a Reflex save (DC 16) or Sample Magma Incarnation
catch fire. The flame burns for 1d4 rounds if not A magma elemental incarnation has a body of molten
extinguished sooner. A burning creature can use a full- rock and volcanic glass, its eyes liquid orbs of fire and its
round action to put out the flame. tongue a scorching lash. The stronger incarnations drip
Constrict (Ex): On a successful grapple check, a fire lava from their jagged obsidian claws and teeth.
incarnation giant constrictor snake deals 1d8+9 points of
damage plus 1d6 fire damage.
Magma Incarnation Gorak
Heat (Ex): A fire incarnation‘s natural attacks and
unarmed strikes deal an additional 1d6 fire damage. Small Elemental (Earth, Extraplanar, Fire)
Creatures striking the fire incarnation with natural attacks Hit Dice: 1d8+1 (5 hp)
or unarmed strikes also suffer this fire damage. Initiative: +2
Improved Grab (Ex): To use this ability, a giant Speed: 40 ft. (8 squares)
constrictor snake must hit with its bite attack. It can then Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch
13, flat-footed 12

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Base Attack/Grapple: +0/-4 Environment: Elemental Plane of Earth or Elemental
Attack: Claw +2 melee (1d4) Plane of Fire.
Full Attack: 2 claws +2 melee (1d4) and bite -4 melee
(1d4) Hit Dice Additional Fire Damage
Space/Reach: 5 ft./5 ft. 1–3 —
Special Attacks: Hypnotic trance, scorch weapon 4–7 1
Special Qualities: Darkvision 60 ft., elemental traits, 8–11 1d4
immunity to fire, low-light vision, vulnerability to cold 12 or more 1d6
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 10, Dex 15, Con 13, Int 1, Wis 10, Cha 6
Skills: Listen +2, Spot +4 Sample Rain Incarnation
Feats: Weapon Focus (claw)
The body of a rain paraelemental beast varies in
Environment: Paraelemental Plane of Magma
appearance from a splashing rain cloud to a volume of
Organization: Herd (10-50)
thick, blue cloud. Its strikes flash with the fury of the
Challenge Rating: 1/2
Cerulean Storm, its limbs washing frigid water over its
Treasure: None
enemies.
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: — Rain Incarnation Takis
Large Elemental (Air, Extraplanar, Water)
A magma incarnation gorak can be summoned with a Hit Dice: 4d8+16 (34 hp)
summon monster I spell. Initiative: +1
Speed: 40 ft. (8 squares)
Combat Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10,
flat-footed 14
Hypnotic Trance (Ex): The magma incarnation gorak‘s
Base Attack/Grapple: +4/+14
colorful dorsal fin can hypnotize creatures to mesmerize
Attack: Claw +8 melee (1d4+6) or tail slap +8 melee
creatures. Each target must make a Will save (DC 10) or
(1d12+6 plus 1 cold)
be affected as by the spell hypnotism, except the duration
Full Attack: 2 claws +8 melee (1d4+6 plus 1 cold) and
is 1d4 rounds, and the number of Hit Dice affected is 2d4.
bite +3 melee (1d8+3 plus 1 cold), or tail slap +8
The save DC is Wisdom-based.
melee (1d12+6 plus 1 cold)
Scorch Weapon (Ex): Any weapon with hardness 10 or
Space/Reach: 10 ft./5 ft.
less that strikes a magma incarnation gorak must succeed
Special Attacks: Cerulean madness, chill, improved grab
on a Fortitude save (DC 11) or be destroyed, blazing to
Special Qualities: Damage reduction 5/magic, darkvision
ashes or melting into slag.
60 ft., elemental traits, low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Creating a Magma Incarnation Abilities: Str 22, Dex 12, Con 18, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Survival +4
Size and Type: The creature‘s type changes to Feats: Alertness, Endurance, TrackB
elemental (earth, fire). Size is unchanged. Magma Environment: Paraelemental Plane of Rain
incarnations encountered on the Material Plane have the Organization: Solitary
extraplanar subtype. Challenge Rating: 4
Speed: If the base creature can swim, it gains +10 ft. Treasure: None
on its swim speed. If the base creature can fly, its Alignment: Always neutral
maneuverability rating drops to clumsy. Advancement: 5-8 HD (Large)
Special Attacks: A magma incarnation retains all the Level Adjustment: —
special attacks of the base creature and also gains the
following special attacks. A rain incarnation takis can be summoned with a
Heat (Ex): A magma incarnation‘s attacks deal summon monster IV spell.
additional fire damage, depending on its Hit Dice (see the
table below). Creatures striking the magma incarnation Combat
with natural attacks or unarmed strikes also suffer this fire
damage. Cerulean Madness (Su): A rain incarnation takis
Scorch Weapon (Ex): Any weapon with hardness 10 or sparks with lightning and rumbles with thunder when it
less that strikes a magma incarnation must succeed on a attacks. This mind-affecting ability causes creatures struck
Fortitude save (DC 10 + 1/2 magma incarnation‘s HD + by the incarnation to become confused (Will negates DC
magma incarnation‘s Con modifier) or be destroyed, 10) for 1d3 rounds. The save DC is Charisma-based.
blazing to ashes or melting into slag. Chill (Ex): A rain incarnation takis‘s natural attacks and
Special Qualities: A magma incarnation retains all the unarmed strikes deal 1 additional point of cold damage.
special qualities of the base creature and also gains the Creatures striking the rain incarnation with natural attacks
following. or unarmed strikes also suffer this cold damage.
Immunity to fire and vulnerability to cold (+50% Improved Grab (Ex): To use this ability, a rain
damage from cold, regardless of whether a saving throw incarnation takis must hit with its bite attack. It can then
is allowed, or if the save is a success or failure). attempt to start a grapple as a free action without
Skills: If the creature has an Intelligence of at least 3, it provoking an attack of opportunity.
speaks Ignan or Terran.
Abilities: Change from the base creature as follows:
Strength +2, Dexterity –2.

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Creating a Rain Incarnation Feats: Improved Natural Attack (bite), Multiattack, Power
Attack
Size and Type: The creature‘s type changes to Environment: Paraelemental Plane of Silt
elemental (air, water). Size is unchanged. Rain Organization: Solitary
incarnations encountered on the Material Plane have the Challenge Rating: 5
extraplanar subtype. Treasure: None
Speed: A rain incarnation can fly at the base creature‘s Alignment: Always neutral
base land speed (average maneuverability). If the base Advancement: 7-11 HD (Huge); 12-17 HD (Gargantuan)
creature has a fly speed, use that if it is better. The base Level Adjustment: —
creature loses its burrow speed, if any.
Special Attacks: A rain incarnation retains all the Silt incarnation greater boneclaws speak Terran. They
special attacks of the base creature and also gains the can be summoned with a summon monster V spell.
following special attacks.
Cerulean Madness (Su): A rain incarnation sparks with
lightning and rumbles with thunder when it attacks. This Combat
mind-affecting ability causes creatures struck by the
incarnation to become confused (Will negates DC 10 + 1/2 Immunities: Silt incarnations have immunity to gaze
rain incarnation‘s HD + rain incarnation‘s Cha modifier) for attacks, visual effects, illusions, and other attack forms
a number of rounds depending on the incarnation‘s Hit that rely on sight.
Dice (see the table below). The save DC is Charisma- Pounce (Ex): If a silt incarnation greater boneclaw
based. charges a foe, it can make a full attack, including two rake
Chill (Ex): A rain incarnation‘s natural attacks and attacks.
unarmed strikes deal additional cold damage, depending Psi-Like Abilities: At will – attraction (+7 interaction
on its Hit Dice (see the table below). Creatures striking bonus, DC 12*), inflict pain (2 additional targets, DC 12*),
the rain incarnation with natural attacks or unarmed mental barrier (4 rounds*), mind thrust (ML 3rd, 3d10,
strikes also suffer this cold damage. DC 10*), mindlink (unwilling targets, 3 additional targets,
Skills: If the creature has an Intelligence of at least 3, it DC 9*). Manifester level 8th.
speaks Aquan or Auran. *Includes augmentation for the greater boneclaw‘s
Abilities: As base creature. manifester level.
Environment: Elemental Plane of Air or Elemental Plane Rake (Ex): Attack bonus +9 melee, damage 1d6+3.
of Water. Serrated Edges (Ex): A silt incarnation greater
boneclaw that makes bodily contact with a creature
Additional Cold through its trample ability or through such special attacks
Hit Dice Confusion Duration as a bull rush, grapple, overrun, or trip deals that creature
Damage
1–3 — 1 round an extra 1d6 points of slashing damage.
4–7 1 1d3 rounds Silt Haze (Ex): As a standard action, a silt incarnation
8–11 1d4 1d6 rounds greater boneclaw can emit a cloud of silt that fills the air
12 or more 1d6 1d8 rounds in a 15-foot radius centered on the incarnation. The haze
lasts as long as the incarnation concentrates and gives
creatures within it concealment (20% miss chance).
Sample Silt Incarnation Trample (Ex): Reflex half DC 19. The save DC is
Strength-based.
With bodies of shifting dust, silt incarnations are nearly Tremorsense (Ex): A silt incarnation is blind but is
invisible inside a brownish haze. The creatures have black, sensitive to vibrations and can automatically pinpoint the
beady eyes and sandstone claws, with hair and fur like location of anything within 100 ft. that is in contact with
trails of silt blowing in the wind. the ground or swimming through silt.

Silt Incarnation Greater Boneclaw


Large Elemental (Earth, Extraplanar, Psionic, Water)
Creating a Silt Incarnation
Hit Dice: 6d8+12 (39 hp) Size and Type: The creature‘s type changes to
Initiative: +0 elemental (earth, water). Size is unchanged. Silt
Speed: 40 ft. (8 squares) incarnations encountered on the Material Plane have the
Armor Class: 17 (-1 size, +8 natural), touch 9, flat- extraplanar subtype.
footed 17 Speed: If the base creature can swim, it gains +10 ft.
Base Attack/Grapple: +4/+14 on its swim speed.
Attack: Bite +11 melee (1d10+6) Special Attacks: A silt incarnation retains all the special
Full Attack: Bite +11 melee (1d10+6) and 2 claws +9 attacks of the base creature and also gains the following
melee (1d6+3) special attacks.
Space/Reach: 10 ft./5 ft. Silt Haze (Ex): As a standard action, a silt incarnation
Special Attacks: Pounce, psi-like abilities, rake 1d6+3, can emit a cloud of silt that fills the air in a radius
serrated edges, silt haze, trample 2d6+9 depending on its Hit Dice (see the table below) and
Special Qualities: Damage reduction 5/magic, darkvision centered on the incarnation. The haze lasts as long as the
60 ft., elemental traits, immunities, low-light vision, incarnation concentrates and gives creatures within it
tremorsense 100 ft. concealment, except that the miss chance given by this
Saves: Fort +7, Ref +5, Will +3 concealment depends on the incarnation‘s Hit Dice (see
Abilities: Str 23, Dex 10, Con 15, Int 6, Wis 12, Cha 6 the table below).
Skills: Hide +3, Spot +2, Survival +2

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Special Qualities: A silt incarnation retains all the Combat
special qualities of the base creature and also gains the
following. Aversion (Ps): A group of 20 or more sun incarnation
Immunities: Silt incarnations have immunity to gaze kes‘trekels can manifest aversion three times per day (Will
attacks, visual effects, illusions, and other attack forms DC 11 negates). For every 10 additional kes‘trekel,
that rely on sight. increase the save DC by 1. Manifester level 3rd. The save
Tremorsense (Ex): A silt incarnation is blind but is DC is Charisma-based.
sensitive to vibrations and can automatically pinpoint the Blinding Ray (Ex): Once per day, a sun incarnation
location of anything within 100 ft. that is in contact with kes‘trekel can fire a ray of brilliant light at a creature‘s
the ground or swimming through silt. eyes. The incarnation must make a ranged touch attack
Skills: If the creature has an Intelligence of at least 3, it with a -4 penalty. If the ray hits, it blinds the opponent for
speaks Aquan or Terran. 1 round.
Abilities: Change from the base creature as follows: Sun Aura (Ex): As a standard action, a sun incarnation
Strength +2, Dexterity –2. kes‘trekel can raise a searing, luminous aura centered on
Environment: Elemental Plane of Earth or Elemental itself in a 5-foot radius. The aura lasts as long as the
Plane of Water. incarnation concentrates and casts light within its radius
and shadowy light an equal distance beyond its radius.
Hit Dice Silt Haze Radius and Miss Chance Anyone within the sun aura must succeed on a Fortitude
1–3 5 ft., 10% save (DC 10) or 1d4 points of fire damage per round from
4–7 15 ft., 20% the intense heat.
8–11 30 ft., 40%
60 ft., 50%
12 or more
(total concealment)
Creating a Sun Incarnation
Size and Type: The creature‘s type changes to
elemental (air, fire). Size is unchanged. Sun incarnations
Sample Sun Incarnation encountered on the Material Plane have the extraplanar
A sun elemental incarnation has a body of liquid fire and subtype.
a fierce solar aura. Its claws or teeth are scorched bone, Speed: If the base creature can fly, its maneuverability
its hair or fur wisps of trailing smoke. rating improves to perfect.
Special Attacks: A sun incarnation retains all the
special attacks of the base creature and also gains the
Sun Incarnation Kes’trekel following special attacks.
Tiny Elemental (Air, Extraplanar, Fire, Psionic) Blinding Ray (Ex): Once per day, a sun incarnation can
Hit Dice: 1d8 (4 hp) fire a ray of brilliant light at a creature‘s eyes. The
Initiative: +3 incarnation must make a ranged touch attack with a -4
Speed: 10 ft. (2 squares), fly 60 ft. (perfect) penalty. If the ray hits, it blinds the opponent for 1 round
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch per Hit Die of the incarnation.
15, flat-footed 14 Sun Aura (Ex): As a standard action, a sun incarnation
Base Attack/Grapple: +0/-8 can raise a searing, luminous aura centered on itself in a
Attack: Bite +3 melee (1d3) radius depending on its Hit Dice (see the table below). The
Full Attack: Bite +3 melee (1d3) aura lasts as long as the incarnation concentrates and
Space/Reach: 2 1/2 ft./0 ft. casts light within its radius and shadowy light an equal
Special Attacks: Aversion, blinding ray, sun aura distance beyond its radius. Anyone within the sun aura
Special Qualities: Darkvision 60 ft., elemental traits, must succeed on a Fortitude save (DC 10 + 1/2 sun
immunity to fire, low-light vision, vulnerability to cold incarnation‘s HD + sun incarnation‘s Con modifier) or take
Saves: Fort +2, Ref +5, Will +0 an amount of fire damage per round from the intense heat
Abilities: Str 10, Dex 16, Con 11, Int 1, Wis 10, Cha 8 depending on its Hit Dice (see the table below).
Skills: Spot +4 Special Qualities: A sun incarnation retains all the
Feats: Flyby Attack special qualities of the base creature and also gains the
Environment: Paraelemental Plane of Sun following.
Organization: Flock (3-30) Immunity to fire and vulnerability to cold (+50%
Challenge Rating: 1/2 damage from cold, regardless of whether a saving throw
Treasure: None is allowed, or if the save is a success or failure).
Alignment: Always neutral Skills: If the creature has an Intelligence of at least 3, it
Advancement: 2 HD (Small); 3-5 HD (Medium); 6-9 HD speaks Auran or Ignan. Otherwise same as base creature.
(Large) Abilities: Change from the base creature as follows:
Level Adjustment: — Strength –2, Dexterity +4, Constitution –2.
Environment: Elemental Plane of Air or Elemental Plane
A sun incarnation kes‘trekel can be summoned with a of Fire.
summon monster I spell.
Hit Dice Sun Aura Radius and Damage
1–3 5 ft., 1d4 fire
4–7 15 ft., 1d6 fire
8–11 30 ft., 1d8 fire
12 or more 60 ft., 2d6 fire

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Sample Water Incarnation Speed: If the base creature can swim, it gains +10 ft.
on its swim speed.
Water incarnation bodies vary from pristine water to Special Attacks: A water incarnation retains all the
oozy mud. Bone and sometimes ice make up the special attacks of the base creature and also gains the
creatures‘ tougher parts, and steam hisses from the hot following special attacks.
sand upon which they tread. Crisis of Breath (Sp): Once per day, a water incarnation
can use the crisis of breath power as a sorcerer with
Water Incarnation Dagorran caster level equal to its Hit Dice. The ability forces water
into a creature‘s lungs (Will negates or Fortitude partial,
Medium Elemental (Extraplanar, Psionic, Water)
DC 13 + water incarnation‘s Cha modifier), affecting a
Hit Dice: 4d8+16 (34 hp)
single breathing creature of a type depending on the
Initiative: +4
incarnation‘s Hit Dice (see the table below).
Speed: 20 ft. (4 squares)
Watery Wake (Ex): A water incarnation leaves a trail of
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
water in its wake, extinguishing nonmagical fires it
Base Attack/Grapple: +4/+7
crosses. The incarnation can also transform loose dirt,
Attack: Bite +8 melee (1d8+4)
sand, or silt into sticky mud. A creature passing through a
Full Attack: Bite +8 melee (1d8+4)
mud-filled square must make a Reflex save (DC 10 + 1/2
Space/Reach: 5 ft./5 ft.
water incarnation‘s HD + water incarnation‘s Con
Special Attacks: Psi-like abilities
modifier) or become entangled. Entanglement lasts until
Special Qualities: Damage reduction 5/magic, darkvision
the mud loses its potency, 1d4 rounds after the
60 ft., elemental traits, low-light vision
incarnation leaves the square.
Saves: Fort +8, Ref +4, Will +3
Skills: If the creature has an Intelligence of at least 3, it
Abilities: Str 17, Dex 10, Con 19, Int 3, Wis 14, Cha 14
speaks Aquan.
Skills: Jump +7, Listen +5, Move Silently +3, Spot +3
Abilities: Change from the base creature as follows:
Feats: Improved Initiative, Weapon Focus (bite)
Dexterity –2, Constitution +2.
Environment: Elemental Plane of Water
Environment: Elemental Plane of Water.
Organization: Solitary or pack (2d4)
Challenge Rating: 5
Hit Dice Crisis of Breath Targets
Treasure: None
1–3 Humanoid up to 4 HD
Alignment: Usually neutral
4–7 Humanoid
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Plus animal, fey, giant, magical beast,
Level Adjustment: — 8–11
or monstrous humanoid
Plus aberration, dragon, elemental, or
Water incarnation dagorrans speak Aquan. They can be 12 or more
outsider
summoned with a summon monster V spell.

Combat
Crisis of Breath (Sp): Once per day, a water Jozhal
incarnation dagorran can use the crisis of breath power as
a 4th-level sorcerer. The ability forces water into a Jozhal, 1st-Level Warrior
creature‘s lungs (Will negates or Fortitude partial, DC 15), Small Humanoid (Psionic, Reptilian)
affecting a single breathing humanoid. Hit Dice: 1d8 (4 hp)
Psi-Like Abilities: 3/day—concussive blast (two Initiative: +2
targets*), control body (ML 7th, DC 16), crystal shard Speed: 50 ft. (10 squares)
(3d6*), detect psionics, ego whip (DC 14), empty mind Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch
(+4 bonus*). Manifester level 5th. The save DCs are 13, flat-footed 12
Charisma-based. Base Attack/Grapple: +1/–4
*Includes augmentation for the dagorran‘s manifester Attacks: Bone dagger –1 melee (1d4-2/19-20) or bite +0
level. melee (1d4-1)
Watery Wake (Ex): A water incarnation dagorran Full Attack: Bone dagger –1 melee (1d4-2/19-20) or bite
leaves a trail of water in its wake, extinguishing +0 melee (1d4-1)
nonmagical fires it crosses. The incarnation can also Space/Reach: 5 ft./5 ft.
transform loose dirt, sand, or silt into sticky mud. A Special Attacks: Psi-like abilities
creature passing through a mud-filled square must make Special Qualities: Spell resistance 6
a Reflex save (DC 16) or become entangled. Saves: Fort +2, Ref +2, Will +0
Entanglement lasts until the mud loses its potency, 1d4 Abilities: Str 8, Dex 15, Con 11, Int 13, Wis 10, Cha 10
rounds after the incarnation leaves the square. Skills: Climb +3, Hide +10, Jump +7, Knowledge
Skills: A dagorran‘s strong legs give it a +10 racial (arcana) +3, Listen +1, Use Magic Device +8
bonus on Jump checks. Feats: Skill Focus (Use Magic Device)
Environment: Any
Organization: Solitary, family (2-12)
Creating a Water Incarnation Challenge Rating: 1
Treasure: Standard plus 1d4 minor magic items
Size and Type: The creature‘s type changes to Alignment: Usually chaotic neutral
elemental (water). Size is unchanged. Water incarnations Advancement: By character class
encountered on the Material Plane have the extraplanar Level Adjustment: +2
subtype.

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This creature is a small, reptilian humanoid with long, Skills: Jozhals have a +4 racial bonus on Hide checks
spindly arms and legs, a coiling tail and a long neck because of their control over their skin color, and a +4
surmounted by a narrow, muzzled head. It is covered in racial bonus on Use Magic Device checks because of their
scales that seem to be colored in deliberate patterns. fondness for magic and ability to work magical items more
easily than others.

The jozhal warrior presented here had the following


ability scores before racial adjustments: Str 12, Dex 11,
Con 13, Int 9, Wis 8, Cha 10.
Challenge Rating: Jozhals with levels in NPC classes
have a CR equal to their class level. Jozhals with levels in
PC classes have a CR equal to their class level +1.

Jozhal Society
Jozhals are naturally shy and secretive creatures, and
do not normally learn the languages of other races. The
leader of a family will learn the Common tongue, so that
he or she may communicate with outsiders on the rare
occasion that interaction is necessary. When around those
they do not know, especially other races, jozhals become
much more withdrawn and are unwilling to even speak to
outsiders unless necessary. They will often travel days out
of their way just to avoid encountering non-jozhals,
especially elves and humans, whom they consider
destructive. If forced to interact with members of another
race, jozhals will attempt to make the experience as short
as possible. Jozhals do not normally form permanent
settlements. Instead, they travel in nomadic family
groups, traveling between the fertile areas of the
Tablelands and Hinterlands, beyond the Ringing
Mountains. These families forage for roots, nuts, and small
reptiles and insects. Jozhals always make use of every
little bit of anything that they find, to the point of
extremes, practicing cannibalism and fashioning the bones
of their dead into weapons and tools. The only time a
jozhal family will permanently settle in one area is when a
member of that family becomes a grove master and takes
custody of his guardian lands.
Jozhals are deeply suspicious of all arcane spellcasters.
They will tolerate preservers, but will watch them closely
Jozhals are small, lightly built reptilian creatures which for any signs that they may defile, and criticize them
may be distantly related to crodlu. They have long, harshly if they use magic wantonly or carelessly. Jozhals
slender legs, lanky arms ending in dexterous hands, and do not tolerate defilers in any way. A jozhal may even put
long, flexible tails. The neck of a jozhal is also long and himself at risk to stop a defiler from damaging the land.
flexible, ending in a narrow-muzzled head with large eyes The jozhal suspicion of arcane magic does not extend to
and many needle-like teeth. The skin is covered in many magical items. Jozhals are fascinated by magical items,
tiny scales, which are only visible on close examination, which they consider to hold the power of the land, and
and can change color to match with or contrast against desire to own as may magical items as they can. Jozhal
the creature's surroundings. Jozhals have precise control children are taught from a young age the proper use of
over their skin's color, and sometimes use it to create magical items, both arcane and divine, so even non-spell
decorative patterns of color resembling tattoos. caster jozhal will be able to use most any magical item
they come to possess. They go to great lengths to possess
magical items, typically following parties of humanoids to
Combat determine if they carry any magical items and stealing
any they detect.
Jozhals avoid combat if at all possible, fleeing or using Jozhal is a language composed of click, pops, and
their chameleon-like skin to hide. If forced into combat, a whistles. Do to its unusual nature, many who are not
jozhal will attempt to defend itself first with psionics or familiar with Jozhal will not even recognize it as a
spells, then with any magical items it currently possesses. language. The vast majority of jozhals do not keep a
If left with no other option, the jozhal will attack with a written form of their language, and the pyreen alphabet is
bite. the only known writing system that can be adapted to
Psi-Like Abilities: 3/day—burst, empty mind (+4 writing the jozhal tongue.
bonus*); 1/day—dimension swap. Manifester level 6th.
The save DCs are Charisma-based. Jozhals as Characters
*Includes augmentation for the jozhal‘s manifester
level. Jozhal adventurers are rare. Only a few are able to
Spell Resistance (Ex): A jozhal has spell resistance overcome their natural shyness to mix with strangers and
equal to its Hit Dice + 5. fewer still are willing to be separated from their families
for long periods of time. Those who do follow the

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adventuring path have usually had their families wiped out This creature is a monstrous hybrid of spider and ant.
by raiders or some natural disaster. A few have allowed Armored with chitin of mottled yellow and brown, it has
their obsession with magical items to overwhelm them glowing eyes, wickedly curved mandibles and slashing
and see adventuring as the quickest, easiest way to forelimbs that it waves aggressively towards you.
finding and possessing such items.
A jozhal character's favored class is cleric. Most jozhal Kalin are a breed of insect that dwell in the Athasian
leaders will be clerics serving the element of Earth. All underdark. They have the bulbous abdomens of ants, but
jozhals have a close, personal connection with the forces the thorax, limbs and head of a great spider. Although
of nature. They consider the role of cleric to be the able to spin spider silk, these many-limbed horrors do not
highest possible honor. While they worship all of the weave webs but instead hunt their prey. Sometimes
elements, they hold a special reverence for Earth. domesticated as mounts by the dray, they are cunning
Jozhal characters possess the following traits. predators with a vicious array of natural attacks.
–4 Str, +4 Dex, –2 Con, +4 Int, +2 Wis Dregoth has four squadrons of elite kalin riders, each
Small. Jozhals gain a +1 size bonus to Armor Class, a composed of 25 templars of at least 5th-level. Each
+1 size bonus on attack rolls, and a +4 size bonus on squadron is led by an 8th-level officer, armed with the
Hide checks, but they must use smaller weapons than best equipment their lord can procure and accompanied
humans use, and their lifting and carrying limits are by their own war defiler from the College of Blackspire.
three-quarters of those of a Medium character Arrogant and powerful, the kalin riders are generally
Space/Reach: 5 ft./5 ft. loathed and feared by the other citizens of New Giustenal.
A jozhal‘s base land speed is 30 feet. Kalin chitin is used in the construction of armor by the
Weapon Proficiency: A jozhal is proficient with all simple second generation dray, but they rarely hunt the
weapons and its natural weaponry. creatures for this purpose, instead preferring to scavenge
+4 racial bonus on Hide checks. Jozhals can alter their chitin from wild kalin corpses. Wild kalin do not form
skin coloration and often use this for camouflage nests, except to lay eggs. Once hatched, young are not
purposes. attended and the entire nest will separate. Kalin reach
+4 racial bonus on Use Magic Device checks. Jozhals maturity in six months and live for five years and often
have a natural affinity for magic. find themselves in fierce competition with wall walkers,
+1 natural armor bonus. another subterranean species, during that time. An adult
Natural Weapons: Bite (1d4). kalin is 12 feet long and weighs 700 pounds.
Special Attacks (see above): Psi-like abilities.
Special Qualities (see above): Spell resistance.
Automatic Languages: Jozhal, Common. Bonus
Languages: Aarakocra, Elven, Dwarven, Thri-Kreen,
Pterran.
Favored Class: Cleric.
Level Adjustment: +2.

Kalin
Large Aberration
Hit Dice: 7d8+14 (45 hp)
Initiative: +3
Speed: 50 ft. (10 squares), climb 30 ft.
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12,
Combat
flat-footed 13 A kalin prefers to attack from ambush, using its web to
Base Attack/Grapple: +5/+13 suspend itself above its prey, far from sight. It will then
Attack: Bite +9 melee (2d6+4) drop noiselessly from above, striking with all attacks as if
Full Attack: Bite +9 melee (2d6+4) and 2 claws +6 charging. In close melee, the kalin will attempt to grapple
melee (1d6+2) with its jaws and then repeatedly slash its prey until the
Space/Reach: 10 ft./5 ft. prey is dead. A kalin will concentrate exclusively on a
Special Attacks: Improved grab, pounce, web single target until it perishes before moving onto another.
Special Qualities: Darkvision 60 ft., tremorsense 60 ft. Only concentrated attacks that strip the kalin of 50% or
Saves: Fort +4, Ref +5, Will +5 more of its total hit points will cause it to drop its prey and
Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 10, Cha 4 change targets.
Skills: Climb +13, Hide +8, Jump +20, Move Silently Improved Grab (Ex): If a kalin strikes with its bite it
+11, Spot +6 may initiate a grapple check as a free action without
Feats: Improved Natural Attack (bite), Multiattack, provoking an attack of opportunity.
Weapon Focus (bite) Pounce (Ex): If a kalin charges a foe by dropping from
Environment: Underground above it can make a full attack.
Organization: Solitary or Pack (1-6) Tremorsense (Ex): A kalin can detect and pinpoint any
Challenge Rating: 4 creature or object within 60 feet in contact with the
Treasure: None ground, or within any range in contact with the kalin‘s
Alignment: Always neutral webs.
Advancement: 8-14 HD (Large), 15-21 HD (Huge) Web (Ex): Kalin spin webs that they use to lower
Level Adjustment: — themselves silently on silk strands and leap onto prey
passing beneath them, if necessary. A single strand is

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strong enough to support the kalin and one creature of
the same size. Each 5-foot section has 12 hit points and Combat
damage reduction 5/—. A kalin can move along its own
web at its climb speed and can pinpoint the location of Kirre prefer to use their wall walker ability to reach high
any creature touching the strand. limbs or ledges where they wait in ambush. They usually
Carrying Capacity: A light load for a kalin is up to 300 begin combat with their concussion ability before leaping
pounds, a medium load is from 301 – 600 pounds and a into melee. When engaged in melee, a kirre will unleash a
heavy load is from 601 – 900 pounds. A kalin can drag flurry of attacks, striking with its claws, horns, bite and
4,500 pounds. clubbed tail.
Skills: Kalin receive a +4 racial bonus on Hide checks, a Improved Grab (Ex): To use this ability, the kirre
+8 racial bonus on Climb and Spot checks and a +10 must hit with a claw attack. It can then attempt to start a
racial bonus on Jump checks. A kalin can always choose to grapple as a free action without provoking an attack of
take 10 on a Climb check, even if rushed or threatened. opportunity. If it wins the grapple check, it establishes a
hold and can rake.
Pounce (Ex): If a kirre charges, it can make a full
attack, including two rake attacks.
Kirre Psi-Like Abilities: 3/day – concussion blast (4d6*), id
insinuation (3 additional targets, DC 14*), intellect
Large Magical Beast (Psionic) fortress (3 rounds*), psychic crush (DC 14), thought
Hit Dice: 7d10+21 (59 hp) shield (7 rounds, PR 20*), tower of iron will, wall walker.
Initiative: +5 Manifester level 9th. The save DCs are Charisma-based.
Speed: 40 ft. (8 squares) *Includes augmentation for the kirre‘s manifester level.
Armor Class: 13 (-1 size, +1 Dex, +3 Natural), touch 10, Manifester level 9th.
flat-footed 12 Rake (Ex): Attack bonus +10 melee, damage 1d6+2.
Base Attack/Grapple: +7/+15
Attack: Bite +10 melee (1d8+4)
Full Attack: Bite +10 melee (1d8+4) and 4 claws +8
melee (1d6+2) and gore +8 melee (1d8+2) and tail
slap +8 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, psi-like
abilities, rake 1d6+2
Special Qualities: Darkvision 60 ft., low-light vision,
scent
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 18, Dex 13, Con 16, Int 6, Wis 14, Cha 8
Skills: Hide +3, Jump +9, Listen +3, Move Silently +2,
Spot +3
Feats: Improved Initiative, Multiattack, Power Attack
Environment: Forests
Organization: Solitary, pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 8-12 HD (Large); 13-21 HD (Huge)
Level Adjustment: —

This large feline resembles other great cats, but is


distinguished by its eight legs, twin horns sweeping from
Klar
its brow and tail sporting multiple spikes. Its short, soft
Large Magical Beast (Psionic)
fur is striped brown and grey.
Hit Dice: 11d10+44 (104 hp)
Initiative: +3
Kirre are cunning and ruthless predators feared in all of
Speed: 40 ft. (8 squares)
the wooded areas of Athas. Resembling an eight-legged,
Armor Class: 18 (-1 size,+3 Dex, +6 natural), touch 12,
horned tiger, the kirre is striped in brown and grey, with
flat-footed 15
the exception of its face, which is all grey. The yellow eyes
Base Attack/Grapple: +11/+20
of this creature against the dark grey fur of its face create
Attack: Claw +15 melee (1d8+5)
a fearsome appearance. An adult kirre is eight feet long
Full Attack: 2 claws +15 melee (1d8+5) and bite +13
and weighs 400 pounds. Kirres are normally solitary
melee (1d10+2)
creatures, but will pair off for mating. Kirre litters number
Space/Reach: 10 ft./5 ft.
from three to five young and are born in a den in a
Special Attacks: Constrict 1d8+5, improved grab, psi-
remote area of the forest where they will be unlikely to be
like abilties
disturbed. During the first five months after birth, both
Special Qualities: Darkvision 60 ft., low-light vision
the male and female protect their den ferociously,
Saves: Fort +11, Ref +10, Will +4
attempting to kill any creature who threatens their young.
Abilities: Str 21, Dex 16, Con 18, Int 6, Wis 9, Cha 8
Kirre are hunted by the many tribes that inhabit Athas‘
Skills: Climb +8, Jump +10, Listen +3, Move Silently +5,
forests, both for their meat and for their horns and tail
Spot +3
spikes, which are used to fashion weaponry.
Feats: Diehard, Endurance, Iron Will, Multiattack

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Environment: Mountains (Mekillot Mountains) Klars live from 60-100 years and rarely succumb to
Organization: Solitary or Family (2 adults and 1-2 other creatures before that time. Those that are able will
young) hunt klars for their skins, however, as these can fetch a
Challenge Rating: 8 handsome price in the city-states. A klar‘s chitinous shell,
Treasure: None on the other hand, is impossible to shape without magical
Alignment: Usually neutral evil aid and is of little use.
Advancement: 12-22 HD (Large)
Level Adjustment: — Combat
An immense, bearlike creature, this beast has thick, The klar readily uses its psionics in battle, preferring to
sandy-colored fur but sports a chitinous plate across its scare its opponents into submission. In melee combat, a
back. Strange, tendrilous growths hang from its upper lip klar buffets and slashes with its two paws and attempts to
and it has a short tail that appears to be of little use, save grapple and crush its target if possible. The klar is fond of
perhaps for balance. playing with its food, so it often releases its victim after a
single crush and tries again the next round. A
klar that is losing its battle maintains its hold
until it or the victim is dead. A held character
can attempt to break free of the grab using the
grappling rules outlined in the Player‘s
Handbook. A klar will also bite if possible,
dealing terrible injuries with its massive jaws.
Constrict (Ex): On a successful grapple
check, a klar deals 1d8+5 points of damage. A
klar can make two constrict attempts per
round.
Improved Grab (Ex): To use this ability,
the klar must hit with both claw attacks. It can
then attempt to start a grapple as a free action
without provoking an attack of opportunity. If
it wins the grapple check, it establishes a hold
and can constrict.
Psi-Like Abilities: At will—body adjustment
(5d12*), control body (affects Huge creatures,
DC 13*), control sound, demoralize (55 ft.
range and radius, DC 15*), dispel psionics,
inertial barrier, mind thrust (11d10, DC 15*),
mindlink (unwilling targets, 5 additional
targets, DC 10*), psionic daze (14 HD, DC
10*), psionic true seeing, telekinetic force
(375 lbs. max*). Manifester level 11th. The
save DCs are Charisma-based.
*Includes augmentation for the klar‘s
manifester level.

Lask
Descended from the more common species of bears that
roamed Athas in earlier ages, the klar is a dangerous Medium Humanoid (Lask)
ursine predator with psionic powers and a developed, if Hit Dice: 2d8+4 (13 hp)
animalistic intellect. Klars dwell in caves but are not Initiative: +0
territorial, instead choosing their hunting grounds for Speed: 30 ft. (6 squares)
convenience and efficiency. Klars will drive out weaker Armor Class: 13 (+3 natural), touch 10, flat-footed 13
creatures and steal their cave dwellings where this is Base Attack/Grapple: +1/+4
necessary. Attack: Carrikal +4 melee (1d8+4/x3) or claw +4 melee
Klars communicate through growls and grunts, or (1d4+3)
through psionics when they wish to be silent. It has Full Attack: Carrikal +4 melee (1d8+4/x3) and bite +2
recently been discovered that klars do not generally melee (1d4+3), or 2 claws +4 melee (1d4+3) and bite
consider humanoids intelligent, and friendly +2 melee (1d4+3)
communication is rare. Space/Reach: 5 ft./5 ft.
The klar is not particularly territorial and knows that it Special Attacks: —
can find a home anywhere in the mountains by killing Special Qualities: Darkvision 60 ft.
other cave-dwellers. However, young klar will be fiercely Saves: Fort +5, Ref +0, Will +0
defended by their parents as their nascent psionic powers Abilities: Str 16, Dex 11, Con 14, Int 10, Wis 10, Cha 8
make the young klars‘ minds highly unstable. It is not Skills: Climb +6, Hide +1*, Listen +3, Spot +3
unheard of for an adolescent klar to be completely Feats: Multiattack
overwhelmed by its growing inner abilities and adults of Environment: Rocky badlands
the species are always anxious to protect their young from Organization: Solitary
any disturbances that might precipitate such a breakdown. Challenge Rating: 1

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Treasure: Standard are Climb, Hide, Listen and Spot. Note that lasks do not
Alignment: Usually neutral receive the x4 modifier when taking their first class
Advancement: By character class level.
Level Adjustment: +1 A lask‘s humanoid levels give it one feat. Most lasks
take Multiattack as their feat.
This hairless humanoid is massive and muscled, with a Weapon Proficiency: A lask is proficient with all simple
mottled orange and grey hide, a muzzle with fangs that and martial weapons.
curve inward like an insect’s pincers, and a flat head with +3 natural armor bonus.
a ring of tiny golden horns crowning its bald pate. Natural weapons: 2 claws (1d4), 1 bite (1d4).
Automatic Languages: Common, Lask. Bonus
Languages: Elven, Gith, Tarek, Thri-Kreen.
Favored Class: Barbarian.
Level Adjustment +1.

Lizard, Fire

Huge Magical Beast


Hit Dice: 10d10+70 (125 hp)
Initiative: +5
Lasks are one of the new races emerging from the deep Speed: 20 ft. (4 squares), burrow 10 ft.
desert. Savage as wild tareks, lasks often join desert Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9,
tribes of raiders or ex-slaves, using their battle ferocity to flat-footed 18
the group‘s advantage. A lask looks much like a mul or Base Attack/Grapple: +10/+29
tarek, sharing those creatures‘ muscled, hairless forms. Attack: Claw +19 melee (2d6+11)
From the lask‘s square muzzle protrude a pair of yellow Full Attack: 2 claws +19 melee (2d6+11) and bite +17
fangs that curve slightly inward like the mandibles of a melee (2d6+6)
thri-kreen. The humanoid's lanky arms end in three- Space/Reach: 15 ft./10 ft.
fingered, clawed hands. Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., immunity to fire,
Combat low-light vision
Saves: Fort +14, Ref +8, Will +4
Lasks attack with savage force, either slashing with their Abilities: Str 32, Dex 12, Con 24, Int 2, Wis 12, Cha 12
claws or wielding a weapon in both hands for a powerful Skills: Climb +14, Listen +6, Move Silently +5, Spot +6
strike. Feats: Alertness, Improved Initiative, Improved Natural
Skills: *A lask receives a +4 racial bonus on Hide Attack (claw), Multiattack
checks in stony barrens and rocky badlands. Environment: Deserts
Organization: Solitary, or spawn (1-4)
Lasks as Characters Challenge Rating: 6
A lask character‘s preferred class is barbarian, though Treasure: 50% coins; 50% gems
captured lasks are often trained as gladiators. Alignment: Always neutral
+6 Str, +4 Con, -2 Cha. Advancement: 11-20 HD (Huge); 21-30 HD
Medium size. Lasks have neither benefits nor penalties (Gargantuan)
due to size. Level Adjustment: —
Lask base speed is 30 feet.
Darkvision out to 60 feet. This creature, which resembles a small drake, is gray-
Racial Hit Dice: Lask characters start with two levels of colored with a mottled red and brown back and reddish
humanoid (lask), which gives them 2d8 Hit Dice, a base undersides.
attack bonus of +1, and base save bonuses of Fort +3,
Ref +0, Will +0. Fire lizards prefer subterranean lairs but come out every
Racial Skills: A lask‘s humanoid Hit Dice give it (2 + fortnight to hunt for fresh game. They haul their prey back
Intelligence modifier) x5 skill points and their class skills to their lairs and feast.

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Fire lizards sleep half of the time and are slow movers.
Their lairs may have 1-4 eggs with a market value of A tall, powerfully built humanoid resembling a cross
5,000 Cp each. Hatchlings immediately leave to begin between reptile and human, this creature has taloned
hunting on their own. hands, fanged jaws and a long, heavy tail.
Shiny objects like gems and metals form the bulk of the
fire lizard's horde, which is
found in their den.
Fire lizards are perhaps an
ancestral offshoot of fire
drakes or some extinct
draconic beast, according to
most sages. Also called
―false dragons‖, these
lizards live to be 50-100
years of age. While fire
lizards‘ eggs are valuable,
getting hold of a live
hatchling and selling it is
worth even more; at most
one can get around 7,500
Cp for one.

Combat
Fire lizards are aggressive
and attack with their claws
and bite. They also breathe
a cone of fire on anyone
Much like the lizardfolk of other worlds, the lizardfolk of
that is within range, but usually save it for their first
Athas are amphibious humanoids that follow a hunter-
attack until they close, after which they resort to their
gatherer lifestyle. Beyond these initial similarities,
physical attacks.
however, there are several striking differences that set
Breath Weapon (Su): 40-foot cone, once every 1d4
the Athasian subspecies apart.
rounds, damage 3d6 fire, Reflex DC 22 half. The save DC
Forced to lift themselves from savagery earlier than
is Constitution-based.
their cousins of other worlds, the lizardfolk of Athas
developed a simple yet civilized society ages ago. Living in
close contact with the kreel flocks that they shepherd, the
Lizardfolk, Athasian Athasian lizardfolk have long since lost their taste for
sentient flesh, subsisting instead largely on a diet of kreel
Medium Humanoid (Reptilian) flesh, kelp and various shellfish. Ruled by a line of wise
Hit Dice: 2d8+2 (11 hp) and generous kings, they have also enjoyed the support of
Initiative: +0 Saragar‘s Mind Lords, who saved the lizardfolk from the
Speed: 30 ft. (6 squares) ravages of the Cleansing Wars and the dread Keltis.
Armor Class: 15 (+5 natural) or 17 (+5 natural, +2 Lizardfolk have few natural enemies, besides the Last
heavy shield), touch 10, flat-footed 15 or 17 Sea‘s larger sharks and, of course, the behemoth known
Base Attack/Grapple: +1/+2 only as the squark.
Attack: Claw +2 melee (1d4+1) or club +2 melee Dressing in kreelskin loincloths, an Athasian lizardfolk is
(1d6+1) or javelin +1 ranged (1d6+1) usually 6 to 7 feet tall with green, gray, or brown scales.
Full Attack: 2 claws +2 melee (1d4+1) and bite +0 Its tail is used for balance and is 3 to 4 feet long. An
melee (1d4); or club +2 melee (1d6+1) and bite +0 Athasian lizardfolk can weigh from 200 to 250 pounds.
melee (1d4); or javelin +1 ranged (1d6+1)
Special Attacks: — Combat
Special Qualities: Chameleon skin, hold breath, low-light Athasian lizardfolk fight ferociously but are cunning
vision opponents and are not above retreating to reassess the
Space/Reach: 5 ft./5 ft. field of combat. They prefer sudden frontal assaults or
Saves: Fort +1, Ref +3, Will +0 overwhelming attacks from positions of ambush. They
Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 11, Cha 11 often seek to force foes into the water, where the
Skills: Balance +4, Hide +20, Jump +5, Swim +2 lizardfolk have an advantage. If outnumbered or if their
Feats: Multiattack territory is being invaded, they set devious snares, plan
Environment: Swamps (The Last Sea) clever ambushes, and make amphibious, night-time raids
Organization: Gang (2–3), band (6–10 plus 50% to hinder enemy supplies.
noncombatants plus 1 leader of 3rd–6th level), or tribe Chameleon Skin (Ex): Athasian lizardfolk have an
(30–60 plus 2 lieutenants of 3rd–6th level and 1 leader extremely fine degree of control over their pigmentation.
of 4th–10th level) They can form intricate patterns of color across their hide.
Challenge Rating: 1 This ability grants a +20 racial bonus to all Hide checks,
Treasure: 50% coins; 50% goods; 50% items when using camouflage to conceal oneself.
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

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Hold Breath (Ex): A lizardfolk can hold its breath for a Sample Athasian Lizardfolk – King Nelyrox
number of rounds equal to four times its Constitution
score before it risks drowning. of Nesthaven
Skills (Ex): Because of their tails, lizardfolk have a +4 8th-level Athasian Lizardfolk Fighter
racial bonus on Jump, Swim, and Balance checks. The skill Medium Humanoid (Reptilian)
modifiers given in the statistics block include a –2 armor Hit Dice: 2d8+4 plus 8d10+16 (73 hp)
check penalty (–4 on Swim checks) for carrying a heavy Initiative: +3
shield. Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 Dex, +5 natural, +4 +2 heavy
Athasian Lizardfolk Society shield), touch 9, flat-footed 18
Gentle hunter-gatherers with a complex inner life, the Base Attack/Grapple: +9/+13
Athasian lizardfolk are living curiosities from another age. Attack: Claw +13 melee (1d4+4) or +2 greatclub +16
They were preserved from genocide by the Mind Lords and melee (1d10+10/19-20) or javelin +8 ranged (1d6+4)
have never forgotten this kindness. From their hidden city Full Attack: 2 claws +13 melee (1d4+4) and bite +11
of Nesthaven their kindly king Nelyrox (Ftr 8) rules over melee (1d4+2), or +2 greatclub +16/+11 melee
the three tribes, supported by the wisdom of his psionic (1d10+10/19-20) and bite +11 melee (1d4+2), or
advisor Mobji (Psi 7). The leaders of the tribes are all javelin +8 ranged (1d6+4)
nominally loyal to Nelyrox, but at least one tribal Space/Reach: 5 ft./5 ft.
warleader, a wily old huntress called Xhenrid (Ftr 6), Special Attacks: —
clearly has her yellow eyes on the king‘s five-horned Special Qualities: Chameleon skin, hold breath, low-light
crown. vision
By age-old decree, the lizardfolk of Marnita keep very Saves: Fort +8, Ref +6, Will +2
much to themselves. Although they may no longer live Abilities: Str 18, Dex 8, Con 14, Int 12, Wis 10, Cha 14
under the threat of genocide, they have learned to rely Skills: Balance +10, Bluff +6, Diplomacy +6, Hide +18,
upon the bounty of their small world and seldom seek to Jump +10, Sense Motive +4, Swim +10
wander beyond its boundaries. They are content to share Feats: Cleave, Improved Bull Rush, Improved Critical
their home with the Mind Lords and their children (for so (greatclub), Improved Initiative, Lightning Reflexes,
the lizardfolk view their fellow shore dwellers) and the Multiattack, Power Attack, Weapon Focus (greatclub),
time is yet far-off when this ancient people will brave the Weapon Specialization (greatclub)
deserts and wastes. Environment: Swamps (The Last Sea)
Organization: Unique
Athasian Lizardfolk Characters Challenge Rating: 9
Fighters and rangers are fairly common amongst the Treasure: Standard plus +2 greatclub and +2 heavy
Athasian lizardfolk, as are clerics of elemental water. shield
Druids, however, are at the heart of their lives and Alignment: Lawful neutral
lifecycles, and are accorded much respect within lizardfolk Advancement: By character class
society. Level Adjustment: +1
Athasian lizardfolk characters possess the following
racial traits.
+2 Str, +2 Con, –2 Int.
Medium size. Magera
An Athasian lizardfolk‘s base land speed is 30 feet.
Low-light vision. Large Monstrous Humanoid
Racial Hit Dice: An Athasian lizardfolk begins with two Hit Dice: 6d8+18 (45 hp)
levels of humanoid (reptilian), which provide 2d8 Hit Initiative: +1
Dice, a base attack bonus of +1, and base saving throw Speed: 40 ft. (8 squares)
bonuses of Fort +0, Ref +3, and Will +0. Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10,
Racial Skills: An Athasian lizardfolk‘s humanoid levels flat-footed 13
give it skill points equal to 5 x (2 + Int modifier, Base Attack/Grapple: +6/+17
minimum 1). Its class skills are Balance, Jump, and Attacks: Longsword +12 melee (2d6+10/19-20) or
Swim. Lizardfolk have a +4 racial bonus on Balance, unarmed strike +12 melee (1d4+7) or longbow +6
Jump, and Swim checks. ranged (2d6/x3)
Racial Feats: An Athasian lizardfolk‘s humanoid levels Full Attack: Longsword +12/+7 melee (2d6+10/19-20)
give it one feat. or unarmed strike +12/+7 melee (1d4+7) or longbow
Weapon and Armor Proficiency: An Athasian lizardfolk is +6/+1 ranged (2d6/x3)
automatically proficient with simple weapons and Special Attacks: —
shields. Special Qualities: Darkvision 60 ft.
+5 natural armor bonus. Space/Reach: 10 ft./10 ft.
Natural Weapons: 2 claws (1d4) and bite (1d4). Saves: Fort +5, Ref +6, Will +6
Special Qualities (see above): Chameleon skin, hold Abilities: Str 24, Dex 13, Con 16, Int 9, Wis 13, Cha 11
breath. Skills: Climb+8, Hide+1, Spot+5
Automatic Languages: Common, Lizardfolk. Bonus Feats: Cleave, Improved Unarmed Strike(B), Power
Languages: Aquan, Kurnish, Saragan. Attack, Run
Favored Class: Druid. Environment: Any land and underground
Level adjustment +1. Organization: Solitary, Gang (2-8 4th-level fighters), or
Tribe (5-30, 2-16 non-combatants, 2-12 5th-level
fighters, 3-12 3rd-level clerics and one 5th-level defiler)
Challenge Rating: 4

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Treasure: Standard Racial Skills: A magera‘s monstrous humanoid levels
Alignment: Usually lawful evil give it skill points equal to 9 x (2 + Int modifier,
Advancement: By character class minimum 1). Its class skills are Climb, Hide, and Spot.
Level Adjustment: +4 Racial Feats: A magera‘s monstrous humanoid levels
give it three feats.
A muscular humanoid the size of a half-giant grins Weapon and Armor Proficiency: A magera is
stupidly, its eyes fixed with greed upon your valuables and automatically proficient with simple weapons, plus the
its fists balled and ready to swing. longsword and the longbow. It is not proficient with any
armor or shields.
+4 natural armor bonus.
Automatic Languages: Common, Magera. Bonus
Languages: Elven, Dwarf, Giant.
Favored Class: Fighter
Level Adjustment: +4

Mastyrial
Mastyrial, Black
A darkly mottled scorpion as long as a halfling is tall and
with a carapace easily mistaken for jagged rock, this
creature moves with rapid scuttling motions, swarming
with its fellows to strike from all sides. Despite an
apparent lack of any visual organs, its attacks strike with
uncanny accuracy.

Magera are a tribal race of large humanoids that usually


make their homes in caves or mountaintops. Their way of
life involves frequently attacking and looting caravans and
inadequately protected villages. Such places are a rich
source of resources, as magera are known to eat nearly
anything. More intelligent magera are often found as
leaders and wizards, while those with powerful psionic
abilities often become leaders of a magera tribe.
Magera speak their own language, Magera, as well as
common.

Combat
Magera raiders are infamous for their hit-and-run
tactics- usually in groups of ten, at least. They attack with
weapons, though their huge fists are most often used
when magera are caught unarmed.

Magera as Characters
Most magera leaders are defilers of at least fifth-level. These smaller, sightless cousins to the desert mastyrial
Magera psions are also fairly common (such characters spend most of their time in hibernation, either in burrows
prefer telepathy as a discipline). beneath the surface or lying in sheltered gullies, blending
Magera characters possess the following racial traits: in with the scenery. More intelligent than their larger
+14 Strength, +2 Dexterity, +6 Constitution, -2 brethren, the black mastyrials possess a rudimentary
Intelligence, +2 Wisdom hivemind and live in familial colonies, preying upon most
Large size: -1 penalty to Armor Class, -1 penalty to living creatures (including black mastyrials from other
attack rolls, -4 penalty to Hide checks, +4 bonus to colonies) through their keen psionic senses.
grapple checks, lifting and carrying limits two times They are a degenerate species, almost unnaturally
those of Medium characters. hardy (leading some to suspect magical tampering in their
Space/Reach: 10 feet/10 feet. past) and their nascent hivemind conflicts with the solitary
A magera‘s base land speed is 40 feet. nature of their parent mastyrial species. As a result, black
Darkvision out to 60 feet. mastyrials are fierce and competitive, and will generally
Racial Hit Dice: A magera begins with six levels of attack any creature of less than giant-size wandering into
monstrous humanoid, which provide 6d8 Hit Dice, a their territory.
base attack bonus of +6, and base saving throw Black mastyrials have dark, rock-like exoskeletons and
bonuses of Fort +2, Ref +5, and Will +5. claws with interlocking pincers, and have no visual organs.
The average black mastyrial is 3 feet long and weighs as
much as 10 pounds.

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Combat
Black mastyrials attack in swarms, striking at their prey
from all angles. Completely blind, they use their hivemind
and psionic powers to stay one step ahead of the enemy,
keeping in constant communication with each other. The
degree of co-ordination that this leads to is unusual for
creatures of their intelligence. Through knowledge gained
on frequent encounters with the races of the Tablelands,
black mastyrials will make use of racial and other
weaknesses whenever they can exploit them. The black
mastyrial possesses a virulent, numbing poison that
leeches feeling from the body part struck, resulting in loss
of Strength and coordination.
Constrict (Ex): On a successful grapple check, a black
mastyrial deals 1d4 points of damage.
Improved Grab (Ex): To use this ability, a black
mastyrial must hit with a claw attack. It can then attempt
to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it
establishes a hold and can constrict. *Black mastyrials
have a +8 racial bonus on grapple checks and can grapple
opponents up to one size category larger than themselves.
Poison (Ex): Injury, Fortitude DC 16, initial damage
2d6 Dex, secondary damage 1d6 Str. The save DC is always).
Constitution-based.
Psi-Like Abilities: At will—clairvoyant sense, know Black Mastyrial Society
direction and location, mindlink (up to 8 willing or 4 The continual connection that exists between the
unwilling targets, save DC 11, within 15 ft.*), synesthete. various members of a black mastyrial colony has had
Manifester level 8th. some remarkable effects upon the species. A colony that
lasts for enough generations develops its own internal
*Includes augmentation for the black mastyrial‘s racial memory, storing the shared experiences of those
manifester level. who have gone before. This feature of the black mastyrial
Skills: *A black mastyrial‘s natural-looking exoskeleton has caused many to attribute greater intelligence to them
gives it a +8 racial bonus to Hide checks in mountainous than is actually the case. The black mastyrial is timid
or rocky terrain. A black mastyrial can make Spot checks when compared to its desert-dwelling relative, and black
only when its synesthete power is active (normally mastyrials that suffer heavy losses (from combat or

Mastyrial, Black Mastyrial, Desert


Small Magical Beast (Psionic) Medium Vermin
Hit Dice: 8d10+16 (60 hp) 12d8+24 (78 hp)
Initiative: +5 +3
Speed: 30 ft. (6 squares), burrow 10 ft. 40 ft. (8 squares), burrow 10 ft.
Armor Class: 16 (+1 size, +1 Dex, +4 natural), touch 12, 21 (+3 Dex, +8 natural), touch 13, flat-footed
flat-footed 15 18
Base Attack/Grapple: +8/+12* +9/+11
Attack: Claw +9 melee (1d4) Claw +11 melee (1d6+2)
Full Attack: 2 claws +9 melee (1d4) and bite +7 melee 2 claws +11 melee (1d6+2) and bite +6
(1d4) and sting +7 melee (1d4 plus poison) melee (1d6+1) and sting +6 melee (1d4+1
plus poison)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Constrict 1d4, improved grab, psi-like Constrict 1d6+2, improved grab, poison
abilities
Special Qualities: — Darkvision 60 ft., damage reduction
15/piercing or slashing, fast healing 3,
tremorsense 30 ft., vermin traits
Saves: Fort +8, Ref +7, Will +0 Fort +10, Ref +7, Will +4
Abilities: Str 10, Dex 12, Con 14, Int 6, Wis 7, Cha 10 Str 14, Dex 16, Con 15, Int —, Wis 11, Cha 2
Skills: Climb +4, Hide +7*, Spot +3* Hide +3*
Feats: Improved Initiative, Improved Natural Attack —
(claw), Multiattack
Environment Mountains Deserts
Organization: Colony (5-20) Solitary, pair, or gang (3-5)
Challenge Rating: 6 7
Treasure: Standard Standard
Alignment: Always neutral Always neutral
Advancement: 9-15 HD (Medium) 13-24 HD (Large)
Level Adjustment: — —

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environmental hazards) will retreat into hibernation in the Armor Class: 15 (+1 size, +1 Dex, +3 hide armor),
safety of their rock burrows – they have learned the touch 12, flat-footed 14
wisdom of discretion and exercise it frequently. Base Attack/Grapple: +1/-4
Attacks: Bone short sword +0 melee (1d4-2/19-20)
Full Attack: Bone short sword +0 melee (1d4-2/19-20)
Desert Mastyrial Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities
A deep brown scorpion the size of a man, this clawed
Special Qualities: Darkvision 120 ft., mindlink
menace comes scurrying towards you with unerring
Saves: Fort +0, Ref +1, Will +4
accuracy, seeming to hone in on the very scuffing of your
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 13, Cha 13
footsteps.
Skills: Craft (any) +3, Knowledge (any) +3, Listen +3,
Psicraft +4, Spot +3
The desert mastyrial is an oversized breed of scorpion
Feats: Alertness
known for its toughness and keen senses. Unlike its black,
Environment: Underground
mountain-dwelling cousin, the desert mastyrial has no
Organization: Solitary (outcast), or Hive (2-20)
psionic powers and no real sentience to speak of beyond
Challenge Rating: 1
the level possessed by other vermin. Instead the desert
Treasure: Standard
mastyrial relies upon its finely honed senses, its speed
Alignment: Usually neutral
and its sheer size in bringing down prey.
Advancement: By character class
The desert mastyrial spends most of its time hibernating
Level Adjustment: +1
beneath the sands. It uses echolocation to navigate
underground as well as to detect prey that may pass
Peering out at you apprehensively from behind the rocks
overhead. Desert mastyrials are generally solitary
is a small humanoid with light blue skin and no hair
creatures that occasionally gather in groups of up to
whatsoever. It regards you shyly for a moment before
three. After mating, the smaller male is slain and
slinking back out of sight.
devoured by the female, who then cares for as many as
20 eggs in a single batch.
A desert mastyrial grows to be up to six feet long. Its
chitinous carapace is a favorite ingredient in armor and
bears a gentle, swirling pattern that affords burrowing
mastyrials camouflage should they become exposed. Rare
desert mastyrials lack any pigmentation at all and are
bone-white in color. They eat other vermin and will only
eat those that they kill themselves. For this reason, desert
mastyrials are tolerated as a form of living pest-control.

Combat
The desert mastyrial prefers ambush as a way to defeat
its prey. It lies hidden beneath the sand, using its keen
sense of hearing to detect any viable targets passing
nearby. Then it lunges to the attack, striking with
surprise. Normally the tail will still be submerged, so
targets are rarely stung as part of the desert mastyrial‘s
opening attack.
Constrict: On a successful grapple check, a desert
mastyrial deals 1d6+2 points of damage.
Improved Grab (Ex): To use this ability, a desert
mastyrial must hit with a claw attack. It can then attempt
to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it
establishes a hold and can constrict. A desert mastyrial
The Mindhome folk are a reclusive subterranean race of
can grapple opponents its size or smaller.
humanoids that dwell in the caverns beneath the
Poison (Ex): Injury, Fortitude DC 18, initial and
mountains. They belong to communal groups, with each
secondary damage 1d6 Con. The save DC is Constitution-
member telepathically linked with one another. Should a
based.
Mindhome folk be taken from the communal group, such
Skills (Ex): *Desert mastyrials receive a +8 racial
individuals enter a catatonic state and are thereafter
bonus to all Hide checks in desert terrain due to their
considered outcasts. The Mindhome folk feed off
coloration.
subterranean plant life and fungus found beneath the
mountains.
Mindhome folk speak Mindhome and Common, but
Mindhome Folk prefer to communicate telepathically.

Small Humanoid (Mindhome Folk, Psionic) Combat


Hit Dice: 2d8 (9 hp) When cornered and forced to fight, the Mindhome folk
Initiative: +1 will make use of psionics to protect themselves, also using
Speed: 20 ft. (4 squares) any weapon within reach. Since the Mindhome folk are in

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telepathic link with one another, mind-affecting spells Feats: Alertness, Cleave, Lightning Reflexes, Power
have no effect upon them. Attack
Mindlink (Ps): All Mindhome folk are under a constant Environment: Mountains
mindlink effect. This also grants them total immunity to Organization: Solitary, pair, or clan (4-10)
mind-affecting effects and charms. Single folk (such as Challenge Rating: 5
outcasts) do not have this special quality. Treasure: Standard
Psi-Like Abilities: At will—mindlink (one target and all Alignment: Usually neutral evil
mindhome folk within 60 ft.), sense link; 1/day—empty Advancement: 11-20 HD (Large); 21-30 HD (Huge)
mind, mind thrust (DC 12). Manifester level 2nd. The save Level Adjustment: —
DC is Charisma-based.
These giantlike creatures stand some 10 to 15 feet tall
and have strange, beast-like heads with a pair of glaring
Mindhome Folk as Characters eyes protruding from the middle. However, the most
notable feature of these giants are their arms; each
Mindhome folk, quiet and introspective, make natural forearm ends in a pair of semi-prehensile tentacles, which
psions, especially when their natural abilities are they use to rend their prey apart.
considered. Others have followed the way of the ranger,
wandering far and wide beneath the Athasian surface and
yet others are called to faith in service of the elements.
Earth, understandably, is their element of choice.
Mindhome folk characters possess the following racial
traits.
-2 Str, +2 Dex, +2 Wis, +2 Cha.
Small. Mindhome folk gain a +1 size bonus to Armor
Class, a +1 size bonus on attack rolls, and a +4 size
bonus on Hide checks, but they must use smaller
weapons than humans use, and their lifting and carrying
limits are three-quarters of those of a Medium character.
Space/Reach: 5 ft./5 ft.
Mindhome folk base land speed is 20 feet.
Darkvision out to 120 feet.
Racial Hit Dice: A Mindhome folk begins with 2 levels of
humanoid (mindhome), which provide 2d8 Hit Dice, a
base attack bonus of +1, and base saving throw
bonuses of Fort +0, Ref +0 and Will +3.
Racial Skills: A Mindhome folk‘s humanoid levels give it
skill points equal to 5 x (2 + Int modifier). Its class
skills are Craft (any), Knowledge (any), Listen, Psicraft
and Spot.
A Mindhome folk‘s humanoid levels give it 1 feat.
Weapon Proficiency: A Mindhome folk is proficient with
all simple and martial weapons.
Special Attacks (see above): Psi-link abilities.
Special Qualities (see above): Mindlink.
Automatic Languages: Common, Mindhome. Bonus
Languages: Anakore, Gith, Hej-Kin.
Favored Class: Psion.
Level Adjustment +1.

Mountain Stalker Mountain stalkers are a strange race of skilled climbers


that mostly inhabit rocky and mountainous areas.
Although they usually keep to themselves and shy away
Large Giant
from civilized areas, they are not above attacking a much
Hit Dice: 10d8+40 (85 hp)
less weaker force if encountered. Mountain stalkers have
Initiative: +3
little or no regard for other creatures, except for other
Speed: 40 ft. (8 squares)
mountain stalkers. The life of a mountain stalker is
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12,
extremely dangerous, and most have short life spans.
flat-footed 13
Mountain stalkers speak Giant in a crude dialect.
Base Attack/Grapple: +7/+18
Attack: Tentacle rake +13 melee (3d6+7)
Full Attack: 4 tentacle rakes +13 melee (3d6+7) Combat
Space/Reach: 10 ft./10 ft. Mountain stalkers flail away with both of their twin-
Special Attacks: — tentacled arms, inflicting critical amounts of damage upon
Special Qualities: Darkvision 60 ft., low-light vision their opponents. One of their favorite strategies is to hide
Saves: Fort +11, Ref +8, Will +3 in caves in the mountain side upon sensing intrusion and
Abilities: Str 24, Dex 16, Con 19, Int 6, Wis 10, Cha 7 then leap upon their opponents when they draw near.
Skills: Climb +18, Listen +5, Spot +5 Skills: Mountain stalkers benefit from a +4 racial bonus
to Climb checks.

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Combat
A mud fiend lies immersed in mud until a target passes
Mud Fiend nearby. It then forms a body from the surrounding mud
and strikes with a pair of slamming pseudopodia. These
Medium Aberration armlike protrusions are used to grapple, envelop and
Hit Dice: 6d8+12 (39 hp) smother a target. A particularly tricky foe will be dragged
Initiative: +0 into the fiends‘ muddy pit itself where he or she can be
Speed: 20 ft. (4 squares), swim 20 ft. attacked from all angles by any mud fiends dwelling there.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15 Engulf (Ex): A mud fiend can flow around creatures
Base Attack/Grapple: +4/+5 that fit within its space as a standard action. It cannot
Attack: Slam +5 melee (1d8+1) make a slam attack during a round in which it engulfs. A
Full Attack: 2 slams +5 melee (1d8+1) mud fiend merely has to move over the opponents,
Space/Reach: 5 ft. / 5 ft. affecting as many as it can cover. Opponents can make
Special Attacks: Engulf attacks of opportunity against the mud fiend, but if they
Special Qualities: Darkvision 60 ft., reform do so they are not entitled to a saving throw. Those who
Saves: Fort +4, Ref +2, Will +5 do not attempt attacks of opportunity must succeed on a
Abilities: Str 12, Dex 11, Con 14, Int 5, Wis 11, Cha 9 DC 16 Reflex save or be engulfed; on a success, they are
Skills: Hide +3*, Listen +3, Spot +3 pushed back or aside (opponent‘s choice) as the mud
Feats: Ability Focus (engulf), Improved Natural Armor, fiend moves forward. Engulfed creatures are considered to
Improved Natural Attack (slam) be grappled and suffer the effects of suffocation. The save
Environment: Silt DC is Strength-based.
Organization: Solitary or nest (1-4) Reform (Ex): If reduced to 0 hit points, a mud fiend
Challenge Rating: 3 dissipates into the muck of its home. It will reform at full
Treasure: Standard health in 2d6 day‘s time. Only destruction of its muddy
Alignment: Usually neutral evil home can prevent this ability from operating.
Advancement: 7-12 HD (Large), 13-18 HD (Huge) Skills: *A mud fiend receives a +8 racial bonus on all
Level Adjustment: — Hide checks when immersed in mud.

From out of the pool of watery mud rises a pillar of


muck the size of a man. Crude arms and legs emerge
from the seething mass and black, hollow eyes open to Mul
gaze hungrily upon you.
Mul, 1st-Level Warrior
Medium Humanoid (Dwarf)
Hit Dice: 1d8+2 (6 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 hide armor), touch 10, flat-footed
13
Base Attack/Grapple: +1/+4
Attack: Alhulak +4 melee (1d6+4/x3)
Full Attack: Alhulak +4 melee (1d6+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Mul traits
Saves: Fort +4, Ref +0, Will -1
Abilities: Str 17, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Skills: Intimidate +2, Jump +4
Feats: Improved Initiative
Environment: Any
Organization: Solitary, pack (2-8) or band (4-24)
Challenge Rating: 1/2
Treasure: Standard
The mud fiend is a lurking predator formed entirely from Alignment: Usually neutral
mud, slime and muck. Most scholars assume that the mud Advancement: By character class
fiend is some kind of sentient force that inhabits and Level Adjustment: +1
animates mud, as the creatures seem indistinguishable
from the wallows that are their home. Others believe it to A tall, powerfully built humanoid with hairless, coppery
be a colony of microscopic animals cooperating to create a skin, this figure regards you with thinly veiled contempt.
common defense out of the mud. His thews flex as he moves with panther-like grace and
Mud fiends require decaying flesh to sustain their foul his almost animal senses seem keenly tuned to the world
existence and treat the bodies of their victims as fertilizer around him.
for their homes. A mud fiend forms a body that is roughly
man-sized, but this form is temporary and can reform if Born from the unlikely parentage of dwarves and
destroyed. There appears to be no known way to humans, muls combine the height and adaptable nature of
permanently destroy a mud fiend, other than by drying humans with the musculature and resilience of dwarves.
out or removing the mud that is its domain. Muls enjoy traits that are uniquely their own, such as their
robust metabolism and almost inexhaustible capacity for

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work. The hybrid has disadvantages in a few areas as compunctions that cripple lesser men in battle, and they
well: sterility, and the social repercussions of being fight with speed, Strength and an unflagging endurance.
created for a life of slavery. Humans and dwarves are not Muls favor melee combat and will go toe-to-toe with
typically attracted to each other. The only reason that their foes with great gusto. Stubborn and hard-headed,
muls are so common in the Tablelands is because of their muls will tend to press a combat situation beyond the
value as laborers and gladiators: slave-sellers force-breed point of advantage and often find that they have bitten off
humans and dwarves for profit. While mul-breeding more than they can chew. No mul would ever admit this,
practices are exorbitantly lucrative, they are often lethal however, and the success that comes with desperation
to both the mother and the baby. Conception is difficult and stubbornness combined has made the mul a feared
opponent wherever one finds him.
Mul Traits (Ex):
+4 Strength, +2 Constitution, -2 Charisma.
Medium: As Medium creatures, muls have no special
bonuses or penalties due to their size.
Mul base land speed is 30 feet.
Darkvision: Muls can see in the dark up to 30 feet.
Darkvision is black and white only, but is otherwise like
normal sight, and muls can function just fine with no
light at all.
Tireless: Muls get a +4 racial bonus to checks for
performing a physical action that extends over a period
of time (running, swimming, holding breath, and so
on). This bonus stacks with the Endurance feat. This
bonus may also be applied to saving throws against
spells and magical effects that cause weakness, fatigue,
exhaustion or enfeeblement.
Extended activity: Muls may engage in up to 12 hours
of hard labor or forced marching without suffering from
fatigue.
Dwarven Blood: For all special abilities and effects, a
mul is considered a dwarf. Muls, for example, can use
dwarven weapons and magic items with racially specific
dwarven powers as if they were dwarves.
Nonlethal damage reduction: When a mul takes
nonlethal damage from any source, that damage is
reduced by 1.
Favored Class: Gladiator
Automatic Language: Common. Bonus Languages:
Dwarven, Elven, Gith, Giant, Tarek
Level Adjustment +1.

The mul warrior presented here had the following ability


scores before racial adjustments: Str 13, Dex 11, Con 12,
Int 10, Wis 9, Cha 8

Mul Society
As a collective group, muls have no lands to call their
own. Occasionally, escaped muls band together as outlaws
and fugitives, because of their common ex-slave
and impractical, often taking months to achieve. Even backgrounds, and because their mul metabolism makes it
once conceived, the mul takes a full twelve months to easier for them to survive as fugitives while other races
carry to term; fatalities during this period are high. As cannot keep up. Almost without exception, muls are born
likely as not, anxious overseers cut muls from the dying in the slave pits of the merchants and nobles of the city-
bodies of their mothers. states. Most are set to work as laborers, some as
Second only to the half-giant, the mul is the strongest of gladiators, and fewer yet as soldier-slaves. Very few earn
the common humanoid races of the tablelands. Muls grow their freedom; a greater number escape to freedom
as high as seven feet, weighing upwards of 250 pounds, among the tribes of ex-slave that inhabit the wastes.
but carry almost no fat at all on their broad muscular Most mul laborers master the conventions of slave life,
frames. Universal mul characteristics include angular, figuring out through painful experience who can be trusted
almost protrusive eye ridges, and ears that point sharply and who cannot. Muls learn from their mistakes in the
backwards against the temples. Most muls have dark slave pits to a greater extent than other races not because
copper-colored skin and hairless bodies. they are cleverer, but because unlike slaves of other races
they tend to survive their mistakes, while other slave
Combat races are less expensive and therefore disposable. Only
Muls are bred to kill, finding the fruition of their heritage the most foolish and disobedient mul would be killed. Most
in bloody arena combat or the fields of open war. Birthed masters will sell a problem mul slave rather than kill him.
through pain and death, the mul has few of the fears and Their mastery of the rules of slave life and their boundless

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capacity for hard work allows them to gain favor with their three rounds, up to five times per day. The save DC is
masters and reputation among their fellow slaves. Constitution-based.
Muls speak the common tongue of slaves, but favored Heat Tolerance (Ex): A nikaal‘s scales regulate the
muls that stay in one city long enough before being sold body‘s temperature in the hot sun. Nikaals need only half
to the next sometimes pick up the city language. Because the water humans need and are not as troubled by heat
of their tireless metabolism, muls have the capacity to dangers. They treat very hot temperatures as normal and
integrate with peoples that other races could not dream of extreme heat as though it were only very hot. Abysmal
living with, such as elves and thri-kreen. heat affects them normally, however, and wearing armor
of any kind except shields negates this ability.

The nikaal warrior presented here had the following ability


Nikaal scores before racial adjustments: Str 13, Dex 12, Con 11,
Int 10, Wis 9, Cha 8.
Nikaal, 1st Level Warrior
Medium Humanoid (Reptilian) Nikaal Society
Hit Dice: 1d8+1 (5 hp)
Nikaal tribes wander from city to city, trading goods
Initiative: +1
bought at the last city or picked up on their travels. Only
Speed: 30 feet (6 squares)
during tribal crises, such as the appointment of a new
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
elder, does a tribe stop for more than a week.
footed 13
Though supposed to have journeyed from beyond the
Base Attack/Grapple: +1/+3
Ringing Mountains, the nikaals‘ origin is shrouded in
Attack: Tkaesali +4 melee (1d10+3/x3) or claw +3
mystery. Most, however, doubt that they are one of the
melee (1d4+2) or javelin +2 ranged (1d6+2)
New Races spawned by the Pristine Tower.
Full Attack: Tkaesali +4 melee (1d10+3/x3) or 2 claws
+3 melee (1d4+2) or javelin +2 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spit
Special Qualities: Heat tolerance
Saves: Fort +3, Ref +1, Will –1
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 9,
Cha 8
Skills: Appraise +2, Survival +1
Feats: Weapon Focus (tkaesali)
Environment: Deserts
Organization: Solitary, gang (2-3), band (6-10
plus 1 leader of 4th-6th level), or tribe (30-60 plus
2 lieutenants of 4th-6th level and 1 captain of 7th-
10th level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1

This creature is a reptilian humanoid with purplish


scales and claws of a greenish, bonelike substance.
Though facially similar to humans, its eyes have a
serpentine appearance.

Nikaals are a race of nomadic tribes of wanderers


and explorers. They rarely remain in one place for
more than a week, and some suspect they have
traveled to the Tablelands from a faraway homeland
beyond the Ringing Mountains.
Nikaals stand between 5 and 6 feet tall and weigh
150-250 pounds. Nikaals speak Common and
Nikaal. Nikaals as Characters
A nikaal character‘s preferred class is fighter, though
Combat each nikaal tribe has a shaman that is a cleric of any
Nikaal traders tend to avoid combat but can be savage if element.
provoked. A trained nikaal warrior fights viciously with the +2 Str, +2 Con.
tsaekali, the nikaal tribal weapon, which he values as Medium size. Nikaals have neither benefits nor penalties
much as his life; a nikaal stripped of his tkaesali is cast due to size.
out from the tribe until he reclaims the weapon. Nikaal base speed is 30 feet.
Acid Spit (Ex): As a standard action, a nikaal can spit a +3 natural armor bonus.
glob of acid at one target within 15 feet, doing 2d4 points Natural weapons: 2 claws (1d4), bite (1d4).
of acid damage. The target can make a Reflex save (DC Special Attacks: Acid Spit (see above).
11) for half damage. The nikaal can spit acid once every Special Qualities: Heat Tolerance (see above).

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Automatic Languages: Common, Nikaal. Bonus or thousands of years old and may have only passing
Languages: Gith, Pterran, Ssurran, Thri-Kreen, Yuan-Ti. relevance to the present day. Orders to slay intruders,
Favored Class: Fighter. guard treasure (and retrieve it if stolen), protect a place,
Level Adjustment +1. person or object or similar simple directives are all
examples of the kind of work obsidian retrievers are
assigned.
Obsidian Retriever The retriever has four magical eyes, each with a
different elemental power. It can use one eye power per
Large Construct round and each power can be used once every five
Hit Dice: 11d10+30 (90 hp) rounds.
Initiative: +4 Constrict (Ex): On a successful grapple check, an
Speed: 50 ft. (10 squares) obsidian retriever deals 2d6+6 points of damage.
Armor Class: 28 (+4 Dex, -1 size, +15 natural), touch Eye Powers (Sp): An obisidian retriever can use one of
13, flat-footed 24 its four magic eyes as a free action once per round, using
Base Attack/Grapple: +8/+18 each power every four rounds: flesh to stone (DC 16),
Attack: Claw +13 melee (2d6+6) fireball (DC 13), ice storm, and sirocco (DC 18, duration 1
Full Attack: 4 claws +13 melee (2d6+6) round). Caster level 15th. The save DCs are Constitution-
Space/Reach: 10 ft./5 ft. based.
Special Attacks: Constrict 2d6+6, eye powers, improved Immunity to Magic (Ex): An obsidian retriever is
grab, spell-like abilities immune to any spell or spell-like ability that allows spell
Special Qualities: Construct traits, darkvision 60 ft., DR resistance. In addition, certain spells and effects function
10/adamantine, immunity to magic and psionics, low- differently against the creature, as noted below.
light vision, vulnerability to fire and electricity Fire and electricity attacks affect the obsidian retriever
Saves: Fort +3, Ref +7, Will +3 as normal, and the retriever is vulnerable to those
Abilities: Str 22, Dex 18, Con —, Int —, Wis 10, Cha 1 attacks.
Skills: — A transmute rock to mud spell slows the obsidian
Feats: — retriever (as the slow spell) for 2d6 rounds.
Environment: Any A transmute rock to mud spell cast by the obsidian
Organization: Solitary retriever‘s master heals a number of its hit points equal to
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12-22 HD (Large); 23-33 HD
(Huge)
Level Adjustment: —

An enormous spider composed entirely of


obsidian, this creature scuttles towards you,
lambent energies playing within its faceted
eyes.

Obsidian retrievers are constructs fashioned


by procedures long forgotten. Relics of an
earlier age, they are the prized possessions of
sorcerer-monarchs and the great merchant
houses, but are also sometimes encountered
in the ancient ruins that dot Athas‘ landscape.
Their similarity in appearance to the
demonic race known as retrievers may be a
coincidence, or obsidian retrievers may
indeed be the results of long-lost magical
experiments to recreate servile versions of
the abyssal species. Whatever the truth,
psionics clearly had a hand in their design, as
rumor has it that only psionic disciplines of
the highest power can allow a user control
over an obsidian retriever. Needless to say, the gp spent on a special obsidian dust material
these same rumors hint that the palaces of the sorcerer- component.
monarchs are guarded by specially programmed obsidian Improved Grab (Ex): If an obsidian retriever hits with
retrievers that answer only to the monarch in person. a claw attack, it may initiate a grapple check as a free
action without provoking an attack of opportunity. If it
Combat establishes a hold, it can constrict.
Spell-Like Abilities: At will—find the path, locate
As constructs, obsidian retrievers are mindless and can
object. Caster level 15th.
take no actions of their own accord. Consequently, an
obsidian retriever responds to combat according to
whatever instructions it has most recently received. For
those retrievers that are encountered in forgotten ruins
and similar locations, these instructions may be hundreds

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Pakubrazi Any humanoid that is bitten by a pakubrazi runs the risk
of becoming tainted by the creature, should enough
pakubrazi genetic material enter the target‘s bloodstream.
Large Aberration (Shapechanger)
Tainted humanoids may find that parts of their own bodies
Hit Dice: 6d8+12 (39hp)
transform into insect features when they are placed under
Initiative: +5
great stress.
Speed: 30 ft. (6 squares), fly 50 ft. (poor)
Blood Drain (Ex): A pakubrazi drains blood from a
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10,
grappled opponent, dealing 1d2 points of Constitution
flat-footed 11
damage each round it maintains the hold.
Base Attack/Grapple: +4/+13
Change Shape (Su): As a standard action, a pakubrazi
Attack: Claw +9 melee (1d4+5)
can assume the shape of any Medium or Large humanoid.
Full Attack: 2 claws +9 melee (1d4+5), bite +3 melee
In humanoid form, the pakubrazi loses its natural attacks.
(1d4+2)
A pakubrazi can remain in its humanoid form until it
Space/Reach: 10 ft./10 ft.
chooses to assume a new one. A change in form cannot
Special Attacks: Blood drain, improved grab, taint
be dispelled, but a pakubrazi reverts to its natural form
Special Qualities: Change shape, darkvision 60 ft.
when killed. A true seeing spell or ability reveals its
Saves: Fort +4, Ref +3, Will +6
natural form.
Abilities: Str 20, Dex 12, Con 14, Int 9, Wis 12, Cha 11
Improved Grab (Ex): To use this ability, a pakubrazi
Skills: Bluff +6, Climb +6, Listen +4, Spot +4
must hit with a bite attack. It can then attempt to start a
Feats: Alertness, Improved Initiative, Weapon Focus
grapple as a free action without provoking an attack of
(claw)
opportunity. If it wins the grapple check, it establishes a
Environment: Any
hold and can drain blood from its opponent.
Organization: Solitary
Taint (Su): A creature takes Constitution damage from
Challenge Rating: 4
a pakubrazi‘s blood drain must make a Fortitude save (DC
Treasure: Standard
13) or become tainted, gaining the pakubrazi-tainted
Alignment: Usually chaotic evil
template. The save DC is Charisma-based.
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
A remove curse spell removes the taint and restores the
Level Adjustment: —
tainted creature‘s body, but for each transformation the
creature has undergone, it suffers 2 points of Constitution
This freakish beast seems to be composed of varying
damage and is nauseated for 1 round.
parts of insect and human, with compound eyes, wings
and small claws for hands. It stands on two clawed legs,
towering over all but the tallest half-giants.

Pakubrazi are insect-like creatures that can change the


shape of their bodies to resemble humanoids. These
bipedal creatures have small claws that serve as hands,
and a pair of wings that allow them to fly. They are
capable of changing all or parts of their body to resemble
humanoids, though they cannot imitate individual features.
Pakubrazi are parasites that live by feeding off the blood
of living creatures. They usually work alone but may
sometimes cooperate in small groups. Dwelling amongst
other humanoids, they maintain a charade of normality
and are masterful actors. Pakubrazi are thought to be
remnants of the Green Age. On rare occasions, pakubrazi
blood has been used to intentionally taint an enemy by
slipping it into his food. It makes a horrific form of
revenge.
A pakubrazi stands 10 feet tall and weighs 600 lbs.

Combat
In combat, a pakubrazi will normally wield weaponry in
its humanoid hands, possessing sufficient Strength to best
most humanoids. If it reveals its insect form, it can attack Pakubrazi-Tainted
with its claws or bite. The pakubrazi‘s mouth contains a
feeding tube which it uses to drain blood from those it A pakubrazi-tainted creature has been cursed by a
bites. pakubrazi to experience hideous transformations to parts
of its body. These transformations produce insect-like
Size Bite Damage Claw Damage body parts and slowly bend the afflicted creature toward
Tiny 1d3 1d2 evil.
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6 Creating a Pakubrazi-Tainted
Huge 2d6 1d8 "Pakubrazi-tainted" is an acquired template that can be
added to any creature with the giant, humanoid, or
monstrous humanoid type, except those that are already
insectile (such as thri-kreen). The creature (hereafter

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Transformed If a roll would result in a transformation the creature has
d% Area Effect already undergone, no transformation takes place, but the
01-20 Head Creature gains an insect head creature must still save or suffer bloodlust.
and a secondary bite attack, A remove curse spell removes the taint and restores the
and its Strength increases by pakubrazi-tainted creature‘s body to its natural state, but
2. for each transformation the creature has undergone, it
21-40 Chest Creature gains a chitin-plated suffers 2 points of Constitution damage and is nauseated
shell, increasing its natural for 1 round.
armor by 2, and its Abilities: Most transformations cause an ability score
Constitution increases by 2. increase.
41-60 Back Creature sprouts wings and Challenge Rating: Same as the base creature +1 for
gains a fly speed of 60 ft. every two transformations.
(poor maneuverability). Alignment: See the transformation ability.
61-80 Arms Creature gains two primary Level Adjustment: +2.
claw attacks, and its Strength
increases by 2.
81-00 Legs Creature‘s base land speed
increases by 10 feet, and its Paraelemental, Athasian
Dexterity increases by 2.
A paraelemental is a synthesis of two different elemental
referred to as the base creature) uses all the base forces combined within a single creature. This melding of
creature‘s statistics and special abilities except as noted the fundamental forces of nature causes paraelementals
here. to be unpredictable opponents and dangerous when
Size and Type: The base creature‘s type does not confronted. On Athas, the four paraelements are Magma,
change until its transformation ability triggers for the first Rain, Silt and Sun; thus, the latter three differ from those
time; after that, it changes to the aberration type. Its size in the standard D&D cosmology. These three species of
does not change. Athasian paraelementals are detailed below.
Speed: The leg transformation increases a pakubrazi-
tainted creature‘s base land speed by 10 ft. The back The traditional Athasian view of paraelementals
transformation gives it wings and a fly speed of 60 ft. describes these beings as destructive and hateful, locked
(poor maneuverability). in an age-old war with the four classic elements.
Armor Class: The chest transformation increases a Paraelementals are often seen as complicit in or profiting
pakubrazi-tainted creature‘s natural armor by 2. from Athas‘ degraded environment, and although there is
Attacks: A pakubrazi-tainted creature can gain claw and more rumor than truth to such tales, they nevertheless
bite attacks, and the claws are the primary natural serve to enhance the paraelementals‘ dubious reputations.
weapons. If the base creature can use weapons, the
pakubrazi-tainted retains this ability. Combat
Damage: The creature uses the damage values in the
table below or the base creature‘s damage values, Paraelementals have varied combat abilities and tactics,
whichever are greater. but all have the same elemental qualities.
Special Qualities: A pakubrazi-tainted has all the
special qualities of the base creature, plus the following
special qualities.
Rain Paraelemental
Darkvision out to 60 feet (once the first transformation This creature seems little more than a rippling curtain of
triggers). rain, only the deliberate nature of its movements giving
Transformation (Ex): Once per encounter when the any hint of its sentience. Varying patches of light and
pakubrazi-tainted creature takes damage, it must make a dark suggest features—eyes and a gaping maw, perhaps—
Will save (DC 10 + 1/2 HD of the infecting pakubrazi + but such glimpses are brief and soon lost in the shifting
the infecting pakubrazi's Charisma modifier; DC 13 for the contours of its watery form.
standard pakubrazi). On a failed save, the creature suffers Rain paraelementals are the rarest of all paraelementals
a transformation to a random body part (see the table on Athas, as they seldom last long once exposed to the
below) and is nauseated for one round as the unforgiving climate of the desert. Their forms are cold,
transformation takes place. born from the icy mingling of lashing winds and freezing
waters. Mobile and aggressive, they are at odds with both
After the creature transforms, it enters a state of their environment and their own dual natures. Rain
bloodlust for 1d4 minutes, attacking the nearest creatures paraelementals are accorded a degree of respect not
until they or the pakubrazi-tainted are dead, or until the enjoyed by other paraelementals. Unfortunately, the
bloodlust ends. Once the bloodlust ends, the creature creatures have little concept of such things, and pay no
must make another Will save (same DC as heed to those who seek to appease them through
transformation) or have its alignment shifted one step veneration.
toward chaotic evil on either the lawful-chaotic axis or the
good-evil axis. A calm emotions spell releases a creature
from frenzy, but the creature must still make a Will save
or undergo an alignment change.

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Rain Paraelemental, Small Rain Paraelemental, Rain Paraelemental, Large
Small Elemental (Air, Cold, Medium Large Elemental (Air, Cold,
Extraplanar) Medium Elemental (Air, Cold, Extraplanar)
Extraplanar)
Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp)
Initiative: +2 +4 +6
Speed: Fly 80 ft. (good) (18 squares) Fly 80 ft. (good) (18 squares) Fly 80 ft. (good) (18 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 17 (+4 Dex, +3 natural), 19 (–1 size, +6 Dex, +4
natural), touch 13, flat-footed touch 14, flat-footed 13 natural), touch 15, flat-
14 footed 13
Base Attack/Grapple: +1/–3 +3/+5 +6/+13
Attack: Slam +4 melee (1d4+1 plus Slam +7 melee (1d6+3 plus Slam +11 melee (2d6+3 plus
1d4 cold) 1d6 cold) 2d6 cold)
Full Attack: Slam +4 melee (1d4+1 plus Slam +7 melee (1d6+3 plus 2 slams +11 melee (2d6+6
1d4 cold) 1d6 cold) plus 2d6 cold)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Chill metal Chill metal Chill metal
Special Qualities: Darkvision 60 ft., elemental Darkvision 60 ft., elemental Damage reduction 5/–,
traits, immunity to cold, traits, immunity to cold, darkvision 60 ft., elemental
vulnerability to fire vulnerability to fire traits, immunity to cold,
vulnerability to fire
Saves: Fort +0, Ref +5, Will +0 Fort +3, Ref +8, Will +1 Fort +5, Ref +12, Will +2
Abilities: Str 12, Dex 15, Con 10, Int 4, Str 14, Dex 19, Con 14, Int 4, Str 16, Dex 23, Con 16, Int
Wis 11, Cha 11 Wis 11, Cha 11 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Combat Reflexes, Weapon Combat Reflexes, Weapon Combat Reflexes, Dodge,
Finesse(B) Finesse Weapon Finesse
Environment: Paraelemental Plane of Rain Paraelemental Plane of Rain Paraelemental Plane of Rain
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 3 HD (Small) 5–7 HD (Medium) 9–15 HD (Large)
Level Adjustment: — — —

Rain Paraelemental, Huge Rain Paraelemental, Greater Rain Paraelemental, Elder


Huge Elemental (Air, Cold, Huge Elemental (Air, Cold, Huge Elemental (Air, Cold,
Extraplanar) Extraplanar) Extraplanar)
Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
Initiative: +8 +9 +10
Speed: Fly 80 ft. (good) (18 squares) Fly 80 ft. (good) (18 squares) Fly 80 ft. (good) (18 squares)
Armor Class: 20 (–2 size, +8 Dex, +4 natural), 25 (–2 size, +9 Dex, +8 natural), 26 (–2 size, +10 Dex, +8 natural),
touch 16, flat-footed 12 touch 17, flat-footed 16 touch 18, flat-footed 16
Base Attack/Grapple: +12/+25 +15/+29 +18/+33
Attack: Slam +18 melee (2d8+5 plus 2d8 Slam +22 melee (2d8+6/19-20 Slam +26 melee (2d8+7 plus 2d8
cold) plus 2d8 cold) cold)
Full Attack: 2 slams +18 melee (2d8+5 plus 2 slams +22 melee (2d8+6/19-20 2 slams +26 melee (2d8+7 plus
2d8 cold) plus 2d8 cold) 2d8 cold)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Chill metal Chill metal Chill metal
Special Qualities: Damage reduction 5/–, darkvision Damage reduction 10/–, Damage reduction 10/–,
60 ft., elemental traits, immunity darkvision 60 ft., elemental traits, darkvision 60 ft., elemental traits,
to cold, vulnerability to fire immunity to cold, vulnerability to immunity to cold, vulnerability to
fire fire
Saves: Fort +9, Ref +18, Will +5 Fort +11, Ref +21, Will +9 Fort +12, Ref +24, Will +10
Abilities: Str 20, Dex 27, Con 18, Int 6, Wis Str 22, Dex 29, Con 18, Int 8, Wis Str 24, Dex 31, Con 18, Int 10,
11, Cha 11 11, Cha 11 Wis 11, Cha 11
Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Blind-fight, Combat Reflexes, Ability Focus (chill metal), Blind- Ability Focus (chill metal), Blind-
Dodge, Flyby Attack, Mobility, Fight, Dodge, Flyby Attack, Fight, Combat Reflexes, Dodge,
Weapon Finesse Improved Critical (slam), Mobility, Flyby Attack, Improved Critical
Power Attack, Weapon Finesse (slam), Mobility, Power Attack,
Weapon Finesse
Environment: Paraelemental Plane of Rain Paraelemental Plane of Rain Paraelemental Plane of Rain
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 17–20 HD (Huge) 22–23 HD (Huge) 25–48 HD (Huge)
Level Adjustment: — — —

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Rain paraelementals speak Aquan and Auran, though they
RAIN PARAELEMENTAL SIZES rarely choose to do so. Their voices are harsh and shrieking and
Chill Metal filled with cold malice.
Paraelemental Height Weight Save DC Radius
Small 4 ft. 1 lb. 11 5 ft. Combat
Medium 8 ft. 2 lb. 12 10 ft.
Rain paraelementals enjoy a high degree of mobility, making
Large 16 ft. 4 lb. 14 15 ft. them powerful on large battlefields. They often attempt to lure
Huge 32 ft. 8 lb. 18 20 ft. foes to within range of their numerous attacks of opportunity.
Greater 36 ft. 10 lb. 22 25 ft. Beyond this, their principal tactic is to move so as to maximize
Elder 40 ft. 12 lb. 24 30 ft. the number of targets in range of their chill metal ability.

Silt Paraelemental, Small Silt Paraelemental, Medium Silt Paraelemental, Large


Small Elemental (Earth, Medium Elemental (Earth, Large Elemental (Earth,
Extraplanar, Water) Extraplanar, Water) Extraplanar, Water)
Hit Dice: 2d8+2 (11 hp) 4d8+12 (30 hp) 8d8+32 (68 hp)
Initiative: +0 +1 +2
Speed: 20 ft. (4 squares), Swim 50 ft. 20 ft. (4 squares), Swim 50 ft. 20 ft. (4 squares), Swim 50 ft.
(silt) (silt) (silt)
Armor Class: 17 (+1 size, +6 natural), touch 18 (+1 Dex, +8 natural), touch 20 (–1 size, +2 Dex, +9 natural),
11, flat-footed 17 11, flat-footed 18 touch 11, flat-footed 18
Base Attack/Grapple: +1/-1 +3/+6 +6/+15
Attack: Slam +4 melee (1d6+3 plus 1d4 Slam +6 melee (1d8+4 plus 1d6 Slam +10 melee (2d8+7 plus
acid) acid) 1d6 acid)
Full Attack: Slam +4 melee (1d6+3 plus 1d4 Slam +6 melee (1d8+4 plus 1d6 Slam +10 melee (2d8+7 plus
acid) acid) 1d6 acid)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Acid Acid Acid
Special Qualities: Darkvision 60 ft., elemental traits Darkvision 60 ft., elemental traits Damage reduction 5/–,
darkvision 60 ft., elemental traits
Saves: Fort +4, Ref +0, Will +0 Fort +7, Ref +2, Will +1 Fort +10, Ref +4, Will +2
Abilities: Str 14, Dex 10, Con 13, Int 4, Str 16, Dex 12, Con 17, Int 4, Str 20, Dex 14, Con 19, Int 6,
Wis 11, Cha 11 Wis 11, Cha 11 Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Cleave(B), Power Attack Cleave, Power Attack Cleave, Great Cleave, Power
Attack
Environment: Paraelemental Plane of Silt Paraelemental Plane of Silt Paraelemental Plane of Silt
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 3 HD (Small) 5–7 HD (Medium) 9–15 HD (Large)
Level Adjustment: — — —

Chill Metal (Su): A rain paraelemental can use chill metal at will, as the spell except that it affects all metal within a
radius centered on the paraelemental and based on its size (see the table below). Additionally, the paraelemental extends
the coldest round for 2 additional rounds, giving the ability a total duration of 9 rounds.

Silt Paraelemental
Writhing over the ground is a bloated, serpentine worm
formed entirely of silt. It rears its front end and probes SILT PARAELEMENTAL SIZES
the air for a moment, then lunges forward, its snout Damage
forming a solid, pummeling mass. Acid (metal/
Paraelemental Length Weight Save DC wood)
Silt paraelementals swim the gloomy seas of their home Small 4 ft. 40 lb. 12 10 points
plane but are mobile above ground if summoned to such a Medium 8 ft. 80 lb. 15 20 points
location. They take on a loosely snakelike shape and use Large 16 ft. 160 lb. 18 30 points
this form to either swim through silt or crawl across solid Huge 32 ft. 320 lb. 23 40 points
ground. When summoned to the Material Plane, a silt Greater 36 ft. 400 lb. 27 40 points
paraelemental forms itself from whatever amount of silt it
40
was conjured from.
Elder ft. 480 lb. 29 40 points
Silt paraelementals speak Terran and Aquan but rarely
choose to do so.

Combat
A silt paraelemental attacks by compacting one end of its body into a compressed mass of silt. It punches and batters
its foes with this ―snout.‖ The creature‘s elemental nature also makes the silt from which it is formed highly corrosive, and
any opponent struck by it suffers the effects of this acidic blight.

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Acid (Ex): A silt paraelemental‘s slam attack deals bludgeoning damage plus acid damage from the paraelemental‘s
highly corrosive body. This acid also deals damage each round to metal or wooden objects. Armor or clothing dissolves
and becomes useless immediately unless it succeeds at a Reflex save. A metal or wooden weapon that strikes a silt
paraelemental also dissolves
immediately unless it succeeds at a Reflex save. If a silt paraelemental successfully grapples an opponent, the
opponent‘s armor must likewise make a Reflex save at a –4 penalty or be dissolved. Save DCs and damage vary with the
paraelemental‘s size (see the table below). The save DC is Constitution-based.

Silt Paraelemental, Huge Silt Paraelemental, Greater Silt Paraelemental, Elder


Huge Elemental (Earth, Huge Elemental (Earth, Huge Elemental (Earth,
Extraplanar, Water) Extraplanar, Water) Extraplanar, Water)
Hit Dice: 16d8+80 (152 hp) 21d8+105 (199 hp) 24d8+120 (228 hp)
Initiative: +4 +5 +6
Speed: 20 ft. (4 squares), Swim 50 ft. 20 ft. (4 squares), Swim 50 ft. 20 ft. (4 squares), Swim 50 ft.
(silt) (silt) (silt)
Armor Class: 18 (–2 size, –1 Dex, +11 22 (–2 size, +5 Dex, +9 natural), 23 (–2 size, +6 Dex, +9 natural),
natural), touch 7, flat-footed 18 touch 13, flat-footed 17 touch 14, flat-footed 17
Base Attack/Grapple: +12/+27 +15/+31 +18/+35
Attack: Slam +17 melee (2d10+10/19-20 Slam +21 melee (2d10+12/19-20 Slam +25 melee (2d10+13/19–
plus 1d8 acid) plus 2d6 acid) 20 plus 2d6 acid)
Full Attack: Slam +17 melee (2d10+10/19-20 Slam +21 melee (2d10+12/19-20 Slam +25 melee (2d10+13/19–
plus 1d8 acid) plus 2d6 acid) 20 plus 2d6 acid)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Acid Acid Acid
Special Qualities: Damage reduction 5/–, darkvision Damage reduction 10/–, Damage reduction 10/–,
60 ft., elemental traits darkvision 60 ft., elemental traits darkvision 60 ft., elemental traits
Saves: Fort +15, Ref +9, Will +5 Fort +17, Ref +12, Will +7 Fort +19, Ref +13, Will +8
Abilities: Str 24, Dex 18, Con 21, Int 6, Wis Str 26, Dex 20, Con 21, Str 28, Dex 22, Con 21,
11, Cha 11 Int 6, Wis 11, Cha 11 Int 6, Wis 11, Cha 11
Skills: Listen +9, Spot +10 Listen +12, Spot +12 Listen +13, Spot +14
Feats: Cleave, Great Cleave, Dodge, Ability Focus (acid), Cleave, Ability Focus (acid), Cleave,
Improved Critical (slam), Power Combat Reflexes, Great Cleave, Combat Reflexes, Great Cleave,
Attack, Sunder Dodge, Improved Critical (slam), Dodge, Improved Critical (slam),
Power Attack, Sunder Improved Overrun, Power Attack,
Sunder
Environment: Paraelemental Plane of Silt Paraelemental Plane of Silt Paraelemental Plane of Silt
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 17–20 HD (Huge) 22–23 HD (Huge) 25–48 HD (Huge)
Level Adjustment: — — —

Sun Paraelemental
This entity drops out of the olive sky with a searing hiss, looking for all the world like a miniature star fallen to earth. Its
blazing radiance gives off waves of heat, and it darts about with erratic agility.

Sun paraelementals typically drift through the blazing skies of their home plane but are equally at home in the sun-
burned heavens of Athas. They move with smooth speed and fear little, secure in their incendiary natures.
A sun paraelemental manifests as an incandescent sphere of sunlight almost too painful to look at. Everything that they
touch runs the risk of catching fire. Thankfully, the sun paraelemental is an airborne creature and accidental encounters
are extremely rare.

Sun paraelementals speak Auran and Ignan, though they rarely choose to do so.

Combat SUN PARAELEMENTAL SIZES


A sun paraelemental is a confident opponent that does not
flinch from a frontal assault when pressed to battle. It utilizes Elemental Height Weight Burn Save DC
its ability to burn its targets to the maximum, attempting to Small 4 ft. 1 lb. 11
set fires wherever it can when in danger. Medium 8 ft. 2 lb. 14
Burn (Ex): A sun paraelemental‘s slam attack deals Large 16 ft. 4 lb. 17
bludgeoning damage plus fire damage from the Huge 32 ft. 8 lb. 22
paraelemental‘s body. Those hit by a sun paraelemental‘s Greater 36 ft. 10 lb. 26
slam attack also must succeed on a Reflex save or catch on Elder 40 ft. 12 lb. 28
fire. The flame burns for 1d4 rounds. The save DC varies with
the paraelemental‘s size (see the table below). A burning creature can take a move action to put out the flame. The save
DC is Constitution-based.
Creatures hitting a sun paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the
paraelemental‘s attack, and also catch on fire unless they succeed on a Reflex save.

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Sun Paraelemental, Huge Sun Paraelemental, Greater Sun Paraelemental, Elder
Huge Elemental (Air, Extraplanar, Huge Elemental (Air, Extraplanar, Huge Elemental (Air, Extraplanar,
Fire) Fire) Fire)
Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
Initiative: +13 +14 +15
Speed: Fly 80 ft. (good) (18 squares) Fly 80 ft. (good) (18 squares) Fly 80 ft. (good) (18 squares)
Armor Class: 21 (–2 size, +9 Dex, +4 natural), 26 (–2 size, +10 Dex, +8 27 (–2 size, +11 Dex, +8
touch 17, flat-footed 12 natural), touch 18, flat-footed 16 natural), touch 19, flat-footed 16
Base Attack/Grapple: +12/+24 +15/+28 +18/+32
Attack: Slam +19 melee (2d8+6 plus 2d8 Slam +23 melee (2d8+7/19-20 Slam +27 melee (2d8+9/19-20
fire) plus 2d8 fire) plus 2d8 fire)
Full Attack: Slam +19 melee (2d8+6 plus 2d8 Slam +23 melee (2d8+7/19-20 Slam +27 melee (2d8+9/19-20
fire) plus 2d8 fire) plus 2d8 fire)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Burn Burn Burn
Special Qualities: Damage reduction 5/–, darkvision Damage reduction 10/–, Damage reduction 10/–,
60 ft., elemental traits, immunity darkvision 60 ft., elemental traits, darkvision 60 ft., elemental traits,
to fire, vulnerability to cold immunity to fire, vulnerability to immunity to fire, vulnerability to
cold cold
Saves: Fort +9, Ref +19, Will +5 Fort +11, Ref +22, Will +7 Fort +12, Ref +25, Will +8
Abilities: Str 18, Dex 29, Con 18, Int 6, Wis Str 20, Dex 31, Con 18, Int 6, Wis Str 22, Dex 33, Con 18, Int 6, Wis
11, Cha 11 11, Cha 11 11, Cha 11
Skills: Listen +9, Spot +10 Listen +12, Spot +12 Listen +28, Spot +29
Feats: Combat Reflexes, Dodge, Flyby Ability Focus (burn), Combat Ability Focus (burn), Blind-Fight,
Attack, Improved Initiative, Reflexes, Dodge, Flyby Attack, Combat Reflexes, Dodge, Flyby
Mobility, Weapon Finesse Improved Critical (slam), Attack, Improved Critical (slam),
Improved Initiative, Mobility, Improved Initiative, Mobility,
Weapon Finesse Weapon Finesse
Environment: Paraelemental Plane of Sun Paraelemental Plane of Sun Paraelemental Plane of Sun
Organization: Solitary Solitary Solitary
Challenge Rating: 7 9 11
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 17–20 HD (Huge) 22–23 HD (Huge) 25–48 HD (Huge)
Level Adjustment: — — —

Sun Paraelemental, Small Sun Paraelemental, Sun Paraelemental, Large


Small Elemental (Air, Medium Large Elemental (Air,
Extraplanar, Fire) Medium Elemental (Air, Extraplanar, Fire)
Extraplanar, Fire)
Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp)
Initiative: +7 +9 +11
Speed: Fly 80 ft. (good) (18 squares) Fly 80 ft. (good) (18 squares) Fly 80 ft. (good) (18 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 16 (+5 Dex, +3 natural), 20 (–1 size, +7 Dex, +4
natural), touch 14, flat-footed touch 15, flat-footed 13 natural), touch 16, flat-footed
14 13
Base Attack/Grapple: +1/–3 +3/+4 +6/+12
Attack: Slam +4 melee (1d4 plus 1d4 Slam +8 melee (1d6+1 plus Slam +12 melee (2d6+3 plus
fire) 1d6 fire) 2d6 fire)
Full Attack: Slam +4 melee (1d4 plus 1d4 Slam +8 melee (1d6+1 plus Slam +12 melee (2d6+3 plus
fire) 1d6 fire) 2d6 fire)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Burn Burn Burn
Special Qualities: Darkvision 60 ft., elemental Darkvision 60 ft., elemental Damage reduction 5/–,
traits, immunity to fire, traits, immunity to fire, darkvision 60 ft., elemental
vulnerability to cold vulnerability to cold traits, immunity to fire,
vulnerability to cold
Saves: Fort +0, Ref +6, Will +0 Fort +3, Ref +8, Will +1 Fort +5, Ref +13, Will +2
Abilities: Str 10, Dex 17, Con 10, Int Str 12, Dex 21, Con 14, Int Str 14, Dex 25, Con 16, Int
4, Wis 11, Cha 11 4, Wis 11, Cha 11 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats: Improved Initiative, Weapon Improved Initiative, Weapon Dodge, Improved Initiative,
Finesse(B) Finesse Weapon Finesse
Environment: Paraelemental Plane of Sun Paraelemental Plane of Sun Paraelemental Plane of Sun
Organization: Solitary Solitary Solitary
Challenge Rating: 1 3 5
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 3 HD (Small) 5–7 HD (Medium) 9–15 HD (Large)
Level Adjustment: — — —

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not return to its home plane, but it does become free-

Paraelemental Beast willed.

Paraelemental beasts are bizarre creatures native to the Magma Paraelemental Beast
elemental planes known on Athas as Magma, Rain, Silt
and Sun. Some scholars and clerics (especially those who A fiendish beast rises from the surrounding lava,
worship the classic elements of earth, air, fire and water) spreading great wings of blistering flame. Its body is
often describe these planes as paraelemental planes and seemingly composed of cracked, glowing magma and a
claim that they are border regions where the classic pair of curving horns juts from its glowering brow.
elements mingle. Followers of these so-called
paraelements disagree, stating instead that the planes of
magma, rain, silt and sun are more highly evolved planes
in their own rights, incorporating complex forms in their
make-up. Such are the luxuries of dogma.
Whatever the truth, paraelemental beasts are indeed
composed of two elements, synthesized into a single form.
On their home planes, paraelemental beasts exist in
perfect equilibrium, the twin elements that compose their
forms exquisitely balanced. When on another plane,
however, the elements within begin to war for dominance,
each seeking to overwhelm the other and assume a pure
elemental state. As a result paraelemental beasts that are
taken or magically summoned from their home plane are
dangerous and unstable – at best.
This facet of their makeup means that paraelemental
beasts are rarely summoned to Athas by clerics of the
elements. Worshippers of the paraelements, however, find
that the creatures‘ berserk tendencies often suit their
entropic ends and frequently summon these beasts. The
beasts are then abandoned, while the summoner watches
with satisfaction from afar as the stranded creatures take
out their frustrations on their surroundings. Similar in appearance to many fiends of the lower
All paraelemental beasts are highly magical creatures planes, the magma paraelemental beast is summoned or
with a number of immunities. Most notably, the alien encountered in the region of lava flows and open beds of
make-up of their minds makes many psionic powers and magma. Free-willed magma paraelemental beasts that
attacks useless against them. Each paraelemental beast cannot return to their home plane will often make their
can be summoned using a summon monster VI or way to such locations as they can freely interact with their
summon nature’s ally VI spell. In addition to the listed parent element there.
material components, the summoning of a paraelemental A magma paraelemental beast stands 12 feet tall, with
beast also requires an amount of the appropriate a wingspread of 20 feet or more. Despite their size,
paraelement of size Huge or greater – thus, a decent however, these wings are still too small to allow it to fly
rainstorm for paraelemental beasts of rain. but they can be used to make a leaping attack known as a
magma pounce in the right circumstances. A typical
Combat specimen weighs in at some 5,500 pounds. Their wings
drip magma, their eyes burn with a perpetual fire and
Paraelemental beasts of any type share the following
they leave trails of sizzling lava wherever they go. The
traits.
skin of a magma paraelemental beast is ashen black, but
Fast Healing (Ex): A paraelemental beast heals 3 hit
cracks open with each movement that the creature
points per round, provided it is alive and other conditions
makes, revealing molten rock beneath. Taloned claws and
are met. See the individual description for details.
a tail as long as a man complete the fiendish ensemble.
Paraelemental Rage (Ex): Each day a paraelemental
beast remains on a plane other than its home plane, it
must make a Will save (DC 3 + 2 per additional day) or Combat
enter an unthinking frenzy. A frenzied paraelemental Magma paraelemental beasts prefer to conduct combat
beast attacks creatures within sight until there are no in or near the lava that is their favored habitat. Not only
more, after which it seeks out concentrations of its does this give them a natural terrain advantage, but it
elemental makeup. Finding a Huge concentration of also allows the creature to make use of its magma pounce
element resets the Will DC to 3; a paraelemental beast ability. If at all possible, a magma paraelemental beast
that does not find such a concentration disintegrates in a will initiate battle in this manner, hoping to strike with
flashy display of its elemental makeup after one day per surprise and win the initiative.
caster level of the spell that called it, or after 2d10 days. It will often open with a salvo of magma blasts and then
Wild Summoning (Ex): Summoning spells that close to engage in ferocious melee. At all times a magma
summon a paraelemental beast instead behave as calling paraelemental beast seeks to make use of its innate heat
spells. When the spell ends, the paraelemental beast does and burn ability to wreak havoc on its surroundings.

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Burn (Ex): A magma paraelemental beast‘s attacks to waterfalls, that billow through the air, both dispensing
deal additional fire damage from the paraelemental and gathering moisture as they go. Either forced to serve
beast‘s flaming body. Those hit by a magma a summoner and master or roam in search of sustenance
paraelemental beast‗s attacks also must succeed on a before they decay, rain paraelemental beasts are
Reflex save (DC 18) or catch on fire. The flame burns for deceptively powerful and capable of draining a small
1d4 rounds. A burning creature can take a move action to settlement dry in a matter of minutes. For this reason
put out the flame. The save DC is Constitution-based. their appearance is not welcomed and forces will usually
Creatures hitting a magma paraelemental beast with mobilize to destroy such a creature should one approach a
natural weapons or unarmed attacks take fire damage as civilized area.
though hit by the paraelemental beast‘s attack, and also A rain paraelemental beast towers 16 feet tall and
catch on fire unless they succeed on a Reflex save. weighs over 2,000 pounds.
Fast Healing (Ex): A magma paraelemental beast has
fast healing when immersed in magma. Combat
Magma Blast (Su): As a standard action, a magma
paraelemental beast can fire blast of magma at a single Rain paraelemental beasts have a number of ranged
target within 30 ft., dealing 4d6 points of fire damage powers at their disposal and will prefer these to direct
(Reflex half DC 20). The save DC is Constitution-based. physical contact. When pressed, however, they are
Magma Pounce (Ex): As a full-round action, a magma capable of delivering slamming attacks that can cripple or
paraelemental beast that is fully immersed in magma may kill most men. In addition, those who wish to engage in
use its wings and the superheated air above the magma melee with a rain paraelemental beast will find the fluids
to powerfully charge a creature. The magma of their own bodies turning against them.
paraelemental beast can then make a full attack, dealing Drain Water (Su): As a full-round action, a rain
double normal claw damage. It then suffers a -4 penalty paraelemental beast can drain moisture from all living
to armor class instead of the normal -2 penalty for creatures within a 30-foot radius. Affected creatures must
charging. make a Fortitude save (DC 19) or suffer 1d6 points of
Skills: A magma paraelemental beast has a +8 racial temporary Constitution damage. The save DC is
bonus on any Swim check to perform some special action Constitution-based. The rain paraelemental beast gains
or avoid a hazard. It can always choose to take 10 on a temporary hit points equal to the total Constitution
Swim check, even if distracted or endangered. It can use damage among all creatures; these temporary hit points
the run action while swimming, provided it swims in a disappear at a rate of 1 per hour.
straight line. Drench (Ex): The rain paraelemental beast‘s touch
puts out torches, campfires, exposed lanterns, and other
open flames of nonmagical origin if these are of Medium
Rain Paraelemental Beast size or smaller. The creature can dispel magical fire it
touches as dispel magic (caster level equals rain
Although you can scarcely believe your eyes, there can paraelemental beast‘s HD).
be no denying the evidence of your senses – a free Fast Healing (Ex): A rain paraelemental beast has fast
standing waterfall surges through the air towards you, healing during rainstorms.
showering everything beneath it with a continual curtain Rain Blast (Su): As a standard action, a rain
of glistening water. paraelemental beast can direct a blast of focused water at
a single target within 30 ft., dealing 3d6 points of damage
The rarest of the paraelemental beasts, those of (Reflex half DC 17). The save DC is Constitution-based.
elemental rain appear to be churning pillars of water, akin Water Churn (Su): A rain paraelemental beast
continually sheds water that churns in a 5-ft. radius
cylinder directly beneath it and 40 ft. high. Creatures
within the churning cylinder are subject to the beast‘s
drench ability, and living creatures have their bodily fluids
churned as well. This deals 4d6 points of damage each
round the creature remains beneath the rain
paraelemental beast (Fortitude half DC 19). The save DC
is Constitution-based.

Silt Paraelemental Beast


Part kraken, part drake, this creatures seems to be
composed entirely of silt. It has a broad, sinuous body
with a cluster of tentacles sprouting from one end. You
see that some of the tentacles are grasping arms, while
others appear to have heads with snapping jaws at their
extremities.

Of all the paraelemental beasts, those of silt have


adapted the best to life on Athas, and some have even
carved a niche for themselves in the local ecosystem,
preying upon the predators in the Sea of Silt and the
larger silt basins.

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Magma Paraelemental Beast Rain Paraelemental Beast
Large Elemental (Earth, Fire, Large Elemental (Air, Water, Extraplanar)
Extraplanar)
Hit Dice: 8d8+32 (68 hp) 8d8+24 (60 hp)
Initiative: +1 +2
Speed: 30 ft. (6 squares), swim 40 ft. Fly 80 ft. (perfect) (16 squares)
Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, 15 (-1 size, +2 Dex, +4 natural), touch 11,
flat-footed 18 flat-footed 13
Base Attack/Grapple: +6/+15 +6/+14
Attack: Claw +10 melee (1d8+5 plus 1d6 fire) Slam +9 melee (1d8+6)
Full Attack: 2 claws +10 melee (1d8+5 plus 1d6 fire) Slam +9 melee (1d8+6)
Space/Reach: 10 ft./10 ft. 10 ft. / 10 ft.
Special Attacks: Burn, magma blast, magma pounce Drain water, drench, rain blast, water churn
Special Qualities: Damage reduction 5/–, darkvision 60 ft., Damage reduction 5/-, darkvision 60 ft.,
elemental traits, fast healing 3, immunity to elemental traits, fast healing 3, immunity to
fire and mind-affecting effects, mind-affecting effects, paraelemental rage,
paraelemental rage, vulnerability to cold, wild summoning
wild summoning
Saves: Fort +10, Ref +3, Will +2 Fort +5, Ref +8, Will +2
Abilities: Str 20, Dex 12, Con 18, Int 4, Wis 10, Cha Str 18, Dex 14, Con 17, Int 4, Wis 10, Cha 10
10
Skills: Hide +2, Spot +6, Swim +13 Listen +5, Spot +6
Feats: Ability Focus (magma blast), Combat Ability Focus (drain water), Ability Focus
Reflexes, Power Attack (water churn), Hover
Environment Elemental Plane of Magma Elemental Plane of Rain
Organization: Solitary Solitary
Challenge Rating: 6 6
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 9-16 HD (Huge) 9-16 HD (Huge)
Level Adjustment: — —

Silt paraelemental beasts have the appearance of


great squid-like beasts made of their parent element.
They have eight tentacles, the two largest of which
sport horned and fanged heads. The remaining six are
used to grapple and crush targets, or to feed them to
the heads.
Silt paraelemental beasts are 12 feet long and
weigh as much as 800 pounds.

Combat
The silt paraelemental beast is a ferocious monster
that never sleeps, never eats, never breathes and
kills anything it comes into contact with. Therefore,
they are either avoided outright or met with
overwhelming force where possible. The creature
usually initiates combat by creating a whirlpool and
dragging its foes beneath the silt where it can attack
them relentlessly and invisibly while they struggle to
breathe. It constricts and crushes lesser prey and
repeatedly bites the more threatening until they are a
threat no more. Whirlpool (Su): As a full-round action, a silt
Constrict (Ex): A silt paraelemental beast deals 1d6+3 paraelemental beast that is submerged in silt can create a
points of damage with a successful grapple check. whirlpool with a 30-foot radius centered on itself. All
Fast Healing (Ex): A silt paraelemental beast has fast creatures within the whirlpool must make a Reflex save
healing when immersed in silt. (DC 18) or be dragged beneath the silt to the bottom of
Improved Grab (Ex): To use this ability, a silt the whirlpool, which can be up to 80 feet deep. The save
paraelemental beast must hit an opponent of any size with DC is Dexterity-based.
a tentacle attack. It can then attempt to start a grapple as Skills: Silt paraelemental beasts have a +8 racial bonus
a free action without provoking an attack of opportunity. on any Swim check to perform some special action or
If it wins the grapple check, it establishes a hold and can avoid a hazard. Silt paraelemental beasts can always
constrict. choose to take 10 on a Swim check, even if distracted or
Silt Invisibility (Ex): When completely submerged endangered and can use the run action while swimming,
within a body of silt, a silt paraelemental beast is provided they swim in a straight line.
effectively invisible.

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Sun Paraelemental Beast
An enormous two-headed bird streaks
out of the sky towards you. It is seemingly
composed entirely of blazing flames, and
its two pairs of eyes shine with the fires of
the sun.

Sun paraelemental beasts are the second


most common form of paraelemental beast
encountered on Athas. Needing only full
sunlight to survive, they find the conditions
there much to their liking and readily
respond to calls from summoners loyal to
elemental sun. Unlike other paraelemental
beasts, those of the sun will occasionally
gather together in small flocks. The overall
scarcity of their summoning keeps these
occurrences rare, however.
Sun paraelemental beasts look like two
headed phoenixes with bodies of lambent
flame. The wingspan of a sun
paraelemental beast is 16 feet, and the
creature weighs 4 pounds.

Combat
Combat is rare for these creatures, as
they are easily able to avoid most dangers
by fleeing into the skies above. When forced to engage in flaming body. Those hit by a sun paraelemental beast‗s
battle, a sun paraelemental beast will begin with a attacks also must succeed on a Reflex save (DC 17) or
weakening heatstroke attack and then strike with a bite catch on fire. The flame burns for 1d4 rounds. A burning
and claws. Despite having two heads, both are controlled creature can take a move action to put out the flame. The
by a single consciousness and act in tandem. A sun save DC is Constitution-based. Creatures hitting a sun
paraelemental beast cannot attack with both heads in the paraelemental beast with natural weapons or unarmed
same round. attacks take fire damage as though hit by the
Burn (Ex): A sun paraelemental beast‘s attacks deal paraelemental beast‘s attack, and also catch on fire unless
additional fire damage from the paraelemental beast‘s they succeed on a Reflex save.

Silt Paraelemental Beast Sun Paraelemental Beast


Large Elemental (Earth, Water, Large Elemental (Air, Fire, Extraplanar)
Extraplanar)
Hit Dice: 8d8+16 (52 hp) 8d8+24 (60 hp)
Initiative: +2 +1
Speed: 20 ft. (4 squares), swim 40 ft. 20 ft. (4 squares), fly 100 ft. (poor)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, 15 (-1 size, +1 Dex, +5 natural), touch 10,
flat-footed 15 flat-footed 14
Base Attack/Grapple: +6/+16 +6/+12
Attack: Bite +11 melee (2d6+6) Bite +7 melee (1d8+2 plus 1d6 fire)
Full Attack: 2 bites +11 melee (2d6+6) and 6 tentacles Bite +7 melee (1d8+2 plus 1d6 fire) and 2
+9 melee (1d6+3) claws +5 melee (1d6+1 plus 1d6 fire)
Space/Reach: 10 ft./10 ft. 10 ft./10 ft.
Special Attacks: Constrict 1d6+3, improved grab, whirlpool Burn, death blaze, heatstroke, sunburst
Special Qualities: Damage reduction 5/–, darkvision 60 ft., Damage reduction 5/–, darkvision 60 ft.,
elemental traits, fast healing 3, immunity to elemental traits, fast healing 3, immunity to
mind-affecting effects, paraelemental rage, fire and mind-affecting effects, paraelemental
silt invisibility, wild summoning rage, vulnerability to cold and darkness, wild
summoning
Saves: Fort +8, Ref +4, Will +2 Fort +5, Ref +7, Will +2
Abilities: Str 22, Dex 15, Con 14, Int 4, Wis 10, Cha 10 Str 15, Dex 13, Con 16, Int 4, Wis 10, Cha 10
Skills: Listen +5, Swim +20 Spot +6, Survival +5
Feats: Ability Focus (whirlpool), Improved Natural Ability Focus (heatstroke), Improved Natural
Attack (bite), Multiattack Attack (bite), Multiattack
Environment Elemental Plane of Silt Elemental Plane of Sun
Organization: Solitary Solitary or flock (1-10)
Challenge Rating: 6 6
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 9-16 HD (Huge) 9-16 HD (Huge)
Level Adjustment: — —

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Death Blaze (Su): When slain, a sun paraelemental Challenge Rating: 3
beast explodes in a blast of solar energy, dealing 6d6 Treasure: None
points of fire damage to creatures within a 30-foot radius Alignment: Usually chaotic evil
(Reflex half DC 17). The save DC is Constitution-based. Advancement: 6-10HD (Medium); 11-15HD (Large)
Fast Healing (Ex): A sun paraelemental beast has fast Level Adjustment: —
healing in full sunlight.
Heatstroke (Su): As a full-round action, a sun A vaguely humanoid shape rises up out of the boiling tar
paraelemental beast can radiate an aura of simmering pit. Its hands drip tar all about, and its large mouth opens
heat that dehydrates all living creatures within a 30-foot into a silent scream of pain from which thick black smoke
radius. Affected creatures must make a Fortitude save escapes.
(DC 16) or suffer 1d6 points of temporary Constitution
damage. The save DC is Charisma-based. Pit snatchers are twisted, evil creatures that prey upon
any living being that ventures too close to their pit. They
Sunbeam (Sp): Once per day, a sun paraelemental resemble earth elementals, but their form is made of
beast can use sunbeam (DC 17), as the spell except that dripping, molten tar. They have three openings in their
the beast itself also takes 5 points of damage. Caster level head: two eyes and a wide, gapping mouth, twisted with
8th. The save DC is Charisma-based. pain and torture, from which black smoke escapes.
Vulnerability to Darkness (Ex): In areas of darkness, Rumors say these creatures were once earth elementals
a sun paraelemental beast is exhausted. whose life-force was drained by intense defiling magic.
These elementals are now unable to return to their home
plane and suffer a tortured existence living in the tar pits.
Pit Snatcher
Combat
Medium Elemental (Earth, Psionic)
Hit Dice: 5d8+25 (47hp) A pit snatcher attacks any living creature that
Initiative: +4 approaches its tar pit.
Speed: 30 ft. (6 squares) Bound to Pit (Ex): A pit snatcher cannot willingly leave
Armor Class: 16 (+6 natural), touch 10, flat-footed 16 its pit, though it can travel through the ground to another
Base Attack/Grapple: +3/+10* tar pit within 20 feet. A pit snatcher that is forcibly
Attack: Slam +6 melee (1d6+3) removed from its pit must ooze back to its pit; if kept out
Full Attack: 2 slams +6 melee (1d6+3) of the tar pit for 1 hour, the pit snatcher dies, dissolving
Space/Reach: 5 ft./5 ft. into a puddle of goo.
Special Attacks: Improved grab, psi-like abilities, taint, Improved Grab (Ex): To use this ability, a pit snatcher
tar pit must hit with a slam attack. It can then attempt to start a
Special Qualities: Bound to pit, darkvision 60 ft., grapple as a free action without provoking an attack of
elemental traits opportunity. If it wins the grapple check, it establishes a
Saves: Fort +9, Ref +1, Will +3 hold and drags its opponent into the tar pit.
Abilities: Str 17, Dex 10, Con 20, Int 5, Wis 10, Cha 12 Psi-Like Abilities: At will—attraction (+6 interaction
Skills: Hide +4, Spot +4 bonus, DC 14*), know direction and location; 3/day—
Feats: Improved Initiative, Iron Will synesthete. Manifester level 5th. The save DC is
Environment: Rocky badlands Charisma-based.
Organization: Solitary or gang (2-4) *Includes augmentation for the pit snatcher‘s manifester
level.
Taint (Ex): If a pit
snatcher critically hits a
creature, the wounds
leaves a black mark that
never fades. Nothing
short of a limited wish,
miracle, or wish spell can
remove a pit snatcher‘s
taint.
Tar Pit (Ex): A
creature submerged in tar
takes 3d6 points of fire
damage each round and
starts to suffocate. To
escape the pit, the
creature must first escape
the grapple. It must then
escape the tar as though
it were quicksand (see
Chapter 3 of the DMG).
Skills (Ex): *A pit
snatcher receives a +4
racial bonus on all
grapple checks.

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Plant, Carnivorous throughout the verdant plains and jungles of Athas. The
most common strain of bloodgrass stands about 5 high,
but larger variants can grow to twice this size.
Bloodgrass
This patch of long, broad-bladed grass appears quite
Combat
normal—except for the writhing tendrils snaking out Bloodgrass attempts to paralyze its prey with its poison,
toward its prey. directing all attacks against a paralyzed victim to drain its
blood. Draining tendrils seek out the victim‘s brain in
order to kill it as fast as possible.
Blindsight (Ex): Bloodgrass has no visual organs but
can identify prey within 30 ft. through sound and
vibration.
Blood Drain (Ex): A patch of bloodgrass drains blood
from a grappled opponent, dealing 1 point of Constitution
damage each round it maintains the hold (or 2 points of
Constitution damage for the jungle variant).
Camouflage (Ex): Since bloodgrass appears like
normal grass when at rest, it takes a DC 20 Spot check to
notice it before it attacks. A character trained in
Knowledge (nature) or Survival can use that skill instead
of Spot for this check.
Cerebral Bore (Ex): A tendril grappling a paralyzed
target probes the creature‘s body for its brain. After 1d6
rounds of grappling, a paralyzed target must make a
Fortitude save (DC 13 or DC 19 for the jungle variant)
each round or die. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, the
bloodgrass must hit with a tendril attack. It can then
attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple
check, it establishes a hold and begins draining blood.
Bloodgrass is a blood-drinking plant that manages to Poison (Ex): Injury, Fortitude DC 13 (DC 19 for jungle
appear quite mundane, fooling its prey until the last variant), initial damage 1d6 Dex, secondary damage
possible moment. It possesses a set of wiry tendrils that paralysis for 2d6 rounds. The save DC is Constitution-
twine around its prey, paralyzing the target and allowing based.
the bloodgrass to drain the fluid it needs in order to feed Tendrils (Ex): A patch of bloodgrass has twice as many
itself. tendrils as hit dice. Half of these are primary weapons,
Although it is considered a dangerous weed by most and the bloodgrass can strike with all of them as a single
intelligent species, bloodgrass is used (by those who can attack. The other tendrils are secondary weapons and
afford the 500 ceramics per plant) as a watchdog, as it is require the full attack action.
alert, aggressive and feeds itself. Bloodgrass can attack with half its tendrils as a single
There are many species of bloodgrass that thrive attack or with all its tendrils as a full-round action.

Bloodgrass, Jungle Bloodgrass, Plains


Large Plant Medium Plant
Hit Dice: 8d8+40 (76 hp) 5d8+5 (27 hp)
Initiative: –5 –5
Speed: 0 ft. 0 ft.
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4 5 (–5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +6/+14 +3/+4
Attack: 8 tendrils +9 melee (1d6+4 plus poison) 5 tendrils +4 melee (1d4+1 plus poison)
Full Attack: 8 tendrils +9 melee (1d6+4 plus poison) and 5 tendrils +4 melee (1d4+1 plus poison) and
8 tendrils +4 melee (1d6+2 plus poison) 5 tendrils -1 melee (1d4 plus poison)
Space/Reach: 10 ft./10 ft. 5 ft./ 5 ft.
Special Attacks: Blood drain 1d6+4, cerebral bore, improved Blood drain 1d4+1, cerebral bore, improved
grab, poison, tendrils grab, poison, tendrils
Special Qualities: Blindsight 30 ft., camouflage, plant traits Blindsight 30 ft., camouflage, plant traits
Saves: Fort +11, Ref —, Will +2 Fort +5, Ref —, Will +1
Abilities: Str 18, Dex —, Con 20, Int —, Wis 11, Cha 1 Str 12, Dex —, Con 13, Int —, Wis 10, Cha 1
Skills: — —
Feats: — —
Environment Jungles Plains
Organization: Solitary Solitary
Challenge Rating: 6 3
Treasure: 1/10th coins; 50% goods; 50% items 1/10th coins; 50% goods; 50% items
Alignment: Always neutral Always neutral
Advancement: 9-15 HD (Huge) 6-10 (Large); 11-14 (Huge)
Level Adjustment: — —

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found only in the Crescent Forest. Growth begins at
ground level and winds its way up the tree. Agafari trees
Bloodvine that have been completely surrounded by bloodvine can
be found in the central portions of the forest. Such vines
A sinuous vine wrapped around the trunk of an agafari
represent a tremendous threat to travelers, as there are
tree, this plant seems innocuous enough, but your hackles
literally hundreds of feet of bloodvine in such infestations.
soon rise when you spot the desiccated corpse lashed to
Bloodvines live on the fluids they extract from insects
and small mammals. They can live for as long as three
months on nothing but rain, extracting nourishment from
the agafari bark. After a month of such deprivation,
however, the bloodvine loses the ability to move, and
after three months the bloodvine dies. Each bloodvine is
inextricably attached to the tree, which is its host.
Bloodvines cannot be transplanted from one tree to
another, nor will a bloodvine grow anywhere but on an
agafari tree. How bloodvines reproduce is a mystery, but
it is impossible to eradicate them completely; kill every
bloodvine on an agafari tree and within a month new
bloodvines will again sprout.

Combat
Bloodvines are attracted by warmth, particularly that of
a living creature. They move only at night.
The bloodvine attacks by injecting its roots into its
target. The plant approaches prey at night, catching it
unawares and using its sap to keep it that way; the
bloodvine‘s melee snipe lets it remain in hiding.
the trunk of the tree by the vine’s length. Anesthetizing Sap (Ex): Wounds from a bloodvine
The bloodvine is a danger to anyone who travels in the attack cause no pain, and a victim must make a Wisdom
Crescent Forest. It is a parasite, dangerous primarily to check (DC 15) to be aware of a hiding bloodvine‘s attack.
those weak with hunger or thirst or to sleeping victims. Sleeping victims cannot make this check and do not
These parasitic plants consume the blood of those they awaken.
capture, and travelers report finding skeletons of fairly Blindsight (Ex): Bloodvines have no visual organs, but
sizable creatures lashed tight to agafari tree trunks by can ascertain the location of all foes within 30 feet using
these potent vines. sound, scent and vibration.
Bloodvines live on the bark of the agafari tree and are Blood Drain (Ex): A bloodvine drains blood from a
grappled opponent, dealing 1 point of Constitution
Bloodvine Blossomkiller
Large Plant Large Plant
Hit Dice: 3d8+9 (22 hp) 4d8+12 (30 hp)
Initiative: +0 +1
Speed: 5 ft. (1 square), climb 10 ft. 0 ft.
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 10 (-1 size, +1 Dex), touch 10, flat-footed 9
15
Base Attack/Grapple: +2/+11 +3/+21*
Attack: Slam +6 melee (1d6+5) Tendril +8 melee (1d6+6) or quill +3 ranged
(1d2+6 plus poison)
Full Attack: 2 slams +6 melee (1d6+5) 4 tendrils +8 melee (1d6+6) or 4 quills +3
ranged (1d2+6 plus poison
Space/Reach: 10 ft./5 ft. 10 ft./10 ft. (20 ft. with tendrils)
Special Attacks: Anesthetizing sap, blood drain, improved Constrict 1d6+6, improved grab, poison, quills
grab, melee snipe
Special Qualities: Blindsight 30 ft., immunity to cold and Plant traits, tremorsense 30 ft
electricity, damage reduction 5/slashing or
piercing, vulnerability to fire, warp wood
vulnerability
Saves: Fort +6, Ref +1, Will +2 Fort +7, Ref +2, Will -3
Abilities: Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9 Str 22, Dex 12, Con 17, Int —, Wis 3, Cha 2
Skills: Climb +13, Hide +30 —
Feats: — —
Environment Forests (Crescent Forest) Forests
Organization: Solitary Solitary
Challenge Rating: 3 3
Treasure: 1/10 coins; 50% good; 50% items 1/10 coins; 50% good; 50% items
Alignment: Always neutral Always neutral
Advancement: 4-12 HD (Huge) 5-8 HD (Large); 9-16 HD (Huge); 17-24 HD
(Gargantuan)
Level Adjustment: — —

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damage each round it maintains the hold.
Electricity Immunity (Ex): A bloodvine plant
subjected to an electrical attack is instead hasted for 1d4
rounds.
Improved Grab (Ex): To use this ability, a bloodvine
must hit with its slam attack. It can then attempt to start
a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a
hold and begins draining blood.
Melee Snipe (Ex): A bloodvine can snipe with a melee
attack and can make a Hide check with a -20 penalty to
make its sudden movement go unnoticed.
Warp Wood Vulnerability (Ex): Bloodvine receives a
saving throw against warp wood as though it were an
object; failing this save instantly slays the bloodvine.
Skills (Ex): A bloodvine has a +8 racial bonus on Climb
checks and a +30 racial bonus on Hide checks. It can
always choose to take 10 on a Climb check, even if rushed
or threatened.

Blossomkiller
A tangled mass of roots, tendrils, and vines is
interspersed with a handful of broad, open blooms. The
flowers’ stamens are tightly clustered with spines,
resembling pincushions, and the leaves are bright yellow.

The blossomkiller is a creeping plant whose flowers fire


quills bearing a paralytic poison. Once its victim is advantage of this period to snatch morsels of carrion from
immobilized, the plant‘s tendrils crush its prey to death, under the blossomkiller‘s very blooms.
allowing the exposed roots to leech nourishment from the
decomposing body. Constrict (Ex): On a successful grapple check, a
Growing in a sprawling mass, the blossomkiller thrives blossomkiller deals 1d6+6 points of damage.
where there is a steady passage of animal life, as the Improved Grab (Ex): To use this ability, a
plant is unable to move itself (beyond the creeping blossomkiller must hit with its tendril attack. It can then
motions of its vines). An intricate system of interlocking attempt to start a grapple as a free action without
vines branches out from the plant‘s roots and weaves provoking an attack of opportunity. If it wins the grapple
itself throughout the plant‘s bed. This network operates check, it establishes a hold and can constrict. *A
much like a spiderweb, for it is touch-sensitive and alerts blossomkiller has a +8 racial bonus on grapple checks.
the plant to the presence of movement. Poison (Ex): Injury, Fortitude DC 17, initial damage
As soon as prey (or a potential threat) is detected, some 1d6 Dex, secondary damage unconsciousness for 2 to 20
or all of the plant‘s flowers will fire poisonous quills at the minutes. The save DC is Constitution-based and includes a
target. Those without help who fall unconscious due to the +2 racial bonus.
poison‘s effects seldom survive the blossomkiller‘s Quills (Ex): A blossomkiller‘s quills have a range
crushing Strength. increment of 20 feet and can be fired up to five range
A blossomkiller plant can grow to 12 feet across, increments.
although specimens more than three times that size have Tremorsense (Ex): A blossomkiller‘s root bed is touch-
been reported in the deeper jungles. sensitive and allows it to pinpoint creatures in contact with
the ground within 30 ft.
Combat
The blossomkiller plant is unintelligent, responding
simply to the stimulus of its vine network and firing its
Dew Frond
quills at the target in response. Although they are easy to This plant is a collection of thin, barbed fronds growing
recognize once identified, they are dangerous once up from a central stalk. The fronds are a yellowish tan in
alerted, and a larger plant poses a considerable threat, color and stand shoulder high on a man.
simply due to the amount of poisonous quills it can fire
each round. The ironically named dew frond is a blood-drinking plant
Once its target is immobilized by the poison, the plant‘s that waylays passers-by with its barbed fronds and
tendrils seek out the slumbering victim and proceed to proceeds to drain them dry on the spot. As it feeds, the
grapple and crush him to death. The plant will also use its dew frond grows at an alarming rate, often doubling its
tendrils in self-defense if pressed, but in doing so it size before the eyes of its hapless victims.
reveals its only method of killing its prey. Growing in the Athasian jungle, the dew frond is an
With the victim slain, the plant becomes quiescent once innocuous-looking killer that easily blends in with other,
more and simply waits for nature to take its course, its harmless flora. A young plant is some four or five feet
roots leeching whatever nutrients they can from the across, with fronds of three to five feet in length. As the
victim‘s body. Small, nimble scavengers often take plant grows, it can soon reach heights of fifteen feet or
more, with a radius of up to twenty feet.

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of such an attack often completely fail to
realize that they have come under attack,
instead blaming bad luck, the wind or their
own carelessness for their injuries.
As soon as it hits, the dew frond
immediately attempts to grapple, so that
it can initiate its blood drain ability and
thus feed. Once it begins feeding, it begins
growing, and with a suitably large victim,
such as a half-giant (for example), the
plant can grow very rapidly indeed.
Blood Drain (Ex): A dew frond drains
blood from a grappled opponent, dealing
1d3 points of Constitution damage each
round it maintains the hold.
Improved Grapple (Ex): To use this
ability, a dew frond must hit with its frond
attack. It can then attempt to start a
grapple as a free action without provoking
an attack of opportunity. If it wins the
grapple check, it establishes a hold and
can drain blood from its opponent. *A
dew frond has a +4 racial bonus on
grapple checks.
Melee Snipe (Ex): A dew frond can
snipe with a melee attack and can make a
Hide check with a -20 penalty to make its
sudden movement go unnoticed.
Rapid Growth (Ex): As a dew frond
drains blood from a victim, it feeds and grows. For every 4
Combat
points of Constitution drained in this manner, the dew
The dew frond relies upon its natural camouflage and frond gains one Hit Die. This growth is permanent.
innocuous appearance to lull prey into ignoring it. When it Skills (Ex): The dew frond has a +20 racial bonus on
strikes, it does so using one or more of its four barbed Hide checks.
fronds, whipping these out with uncanny precision. Such is
the finesse with which the dew frond strikes that survivors

Dew Frond Poisonweed Strangling Vine


Medium Plant Large Plant Huge Plant
Hit Dice: 3d8+6 (19 hp) 10d8+40 (85 hp) 5d8+25 (47 hp)
Initiative: +3 +1 +6
Speed: 0 ft. 0 ft. 0 ft.
Armor Class: 14 (+3 Dex, +1 natural), 9 (-2 size, +1 Dex), touch 9, 10 (-2 size, +2 Dex), touch
touch 13, flat-footed 11 flat-footed 8 10, flat-footed 8
Base Attack/Grapple: +2/+7* +7/+19 +3/+34*
Attack: Frond +5 melee (1d6+1) Roots +11 melee (1d2+6) Slam +8 melee (1d10+10)
Full Attack: 4 fronds +5 melee (1d6+1) Roots +11 melee (1d2+6) Slam +8 melee (1d10+10)
Space/Reach: 5 ft./5 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Blood drain, improved grab, Acid enzyme, improved grab, Constrict 2d10+20, improved
melee snipe poison, spore cloud grab
Special Qualities: Plant traits, rapid growth Camouflage, immunity to cold, Plant traits
plant traits, vulnerability to
fire and defiling
Saves: Fort +5, Ref +4, Will -3 Fort +11, Ref +4, Will -1 Fort +9, Ref +3, Will -2
Abilities: Str 13, Dex 16, Con 14, Str 18, Dex 12, Con 18, Str 25, Dex 15, Con 21,
Int —, Wis 3, Cha 2 Int -, Wis 2, Cha 2 Int 3, Wis 5, Cha 3
Skills: Hide +23 — Hide +10
Feats: Weapon Finesse(B) — Improved Initiative, Improved
Natural Weapon (slam)
Environment Jungles Forests Jungles
Organization: Solitary Solitary Solitary
Challenge Rating: 2 6 10
Treasure: 1/10 coins; 50% good; 50% 1/10 coins; 50% good; 50% 1/10 coins; 50% good; 50%
items items items
Alignment: Always neutral Always neutral Always neutral
Advancement: 4-6 HD (Medium); 7-12 HD 11-20 HD (Gargantuan); 6-12 HD (Gargantuan)
(Large); 13-18 HD (Huge) 21-30 HD (Colossal)
Level Adjustment: — — —

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Poisonweed Acid Enzyme (Ex): A grappled creature automatically
takes 1d10 points of acid damage each round. A creature
A diffuse collection of meandering roots that at first do killed by the acid enzyme disintegrates, leaving no corpse
not appear to be connected, this plant boasts a large for raise dead attempts.
number of bright orange petals with pale green leaves. Camouflage (Ex): Since poisonweed is decentralized
These flowers sit at what look like nodular junctions in the and appears unassuming when at rest, it takes a DC 20
roots, spreading over a wide area. Spot check to notice it before it attacks. Anyone with
ranks in Survival or Knowledge (nature) can use one of
those skills instead of Spot to notice the plant.
Improved Grab (Ex): To use this ability, a poisonweed
must hit with a roots attack. It can then attempt to start a
grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a
hold and covers its opponent with an acid enzyme.
Poison (Ex): Inhaled, Fortitude DC 21, initial and
secondary damage unconsciousness 2d6 minutes. The
save DC is Constitution-based and includes a +2 racial
bonus.
Spore Cloud (Ex): As a standard action, a poisonweed
can release a 15-foot radius burst of poisonous spores
from its flowers. The plant also releases spores whenever
it takes damage. Killing the poisonweed causes it release
all its spores at once, and creatures inhaling the poison
make Fortitude saves with a -4 penalty.
Vulnerability to Defiling (Ex): A defiler‘s radius of
destruction inflicts double damage on a poisonweed plant,
easily killing the plant‘s weblike structure. A poisonweed
plant killed by defiler magic does not release its spores on
death.

Strangling Vine
A long brown vine that winds its way throughout the
jungle canopy, this plant has shiny, moss-like leaves of
deep green spread out along its length. The leaves carry
wicked thorns along their undersides.

The poisonweed is a creeping plant that spreads itself


across a broad area and releases poisonous spores if any
creature stumbles into it. The plant attempts to digest
those rendered unconscious by the spores by wrapping
them in roots that secrete an acidic enzyme.
The plant is unintelligent and only attacks those who
physically come into contact with it. However, it relies
upon its decentralized structure and unassuming
appearance to insinuate itself into undergrowth where it
might easily go unnoticed. Most victims do not realize
they have stumbled into a poisonweed patch until it is too
late.
The average poisonweed plant is twenty feet across and
spreads itself thinly along the ground, interweaving The strangling vine is a solitary parasite that exists by
throughout other growths until it is all but invisible, only looping itself around its target and throttling it to death. It
its orange flowers showing. dwells in the upper canopy, extending itself across known
pathways and animal tracks. When it detects a suitable
Combat prey, it loops itself down and attempts to strangle or crush
the target.
Relying upon stealth, the poisonweed plant waits for its
As the body decomposes, its nutrients feed the host
victims to wander into its patch and then launches a cloud
trees around which the strangling vine has woven itself.
of spores from one of its flowers.

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The vine itself draws vital sustenance from these hosts, Skills (Ex): A strangling vine receives a +8 racial
benefiting indirectly from each death it causes. bonus on Hide checks.
The strangling vine seems to possess a rudimentary
intelligence and will actively seek vulnerable areas on its
prey‘s body. The vines appear to be able to identify major Other Athasian Plants
blood vessels and airways and focus upon these.
The average strangling vine stretches up to 25 feet
through the jungle, often twining between three or four Brambletree
trees, and has approximately ten thorny leaves per five- A squat, thorny tree with gnarled, clublike boughs and
foot section. long, sharp spines covering its bark, brambletree is a
cultivated form of brambleweed used in constructing
Combat weapons. It is created by cutting and pruning
brambleweed growths so that the plant grows upright into
The strangling vine‘s tactics are simple. It waits until a
a brambletree. Lengths of straightened bramble are
suitable prey appears, only revealing its presence as it
harvested and used as thorn-covered clubs or other
snakes down from the canopy to strike. The vine will also
wooden weapons.
immediately shorten itself, dragging the target up into the
A brambletree weapon deals piercing damage in addition
canopy to hang until dead.
to its normal types and is immune to fire. The weapon‘s
Only once its prey is dead (or, more specifically, once it
price increases based on its type: light, +20 Cp; one-
has stopped breathing and begun to cool) will the vine
handed, +90 Cp; or two-handed, +180 Cp.
release the target. Nibenese monks that wander the
Crescent Forest in meditation are said to know techniques
Brambleweed
to control their breathing and blood flow that can foil a
strangling vine, tricking the plant into releasing its target This plant appears to be nothing more than a thick,
while still alive. twisted mass of brown-grey vines covered in thick thorns.
Constrict (Ex): On a successful grapple check, a
strangling vine deals double normal constrict damage, Growing at incredible speed, brambleweed is a nuisance
2d10+20 points of damage. that grows as a mass of thorny vines. Only the ends of
Improved Grab (Ex): To use this ability, a strangling each vine actually grow; the rest is an almost impassable
vine must hit with a slam attack. It can then attempt to wall of thorns. As the vine grows, the older portions of the
start a grapple as a free action without provoking an plant harden from lack of moisture, forming a trellis for
attack of opportunity. If it wins the grapple check, it the rest of the plant to climb as well as creating a deadly
establishes a hold and can constrict. *A strangling vine defense for the newer shoots. Hardened brambleweed
has a +16 racial bonus on grapple checks. does not burn and is often used as a defensive bulwark by
creatures that cultivate the plant for just this purpose.

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A creature thrown onto the brambleweed or finding itself as there is a small enough light source to produce
tangled in it suffers terrible puncture wounds from the shadows, they can exist.
thorns. Most individuals who wind up in a brambleweed A psi-shadow only collects treasure when it needs to
patch die trying to free themselves from the plant‘s produce more shadows. The creature‘s treasure is usually
thorns. found spread around the lair in small mounds, which it
Brambleweed grows 1 foot per day, unless stopped. As hopes lures greedy victims.
long as the plant continues to receive nourishment, it will Once a psi-shadow is destroyed it vanishes, and all of its
continue to grow at an alarming rate; even the lack of undead servant shadows become free-willed.
moisture has no effect on its growth, only causing the
outer growth to become hardened and create a tough Combat
defense for the undergrowth it surrounds.
Brambleweed Trap: CR 8; mechanical; location Psi-shadows attack with a life-draining touch, though
trigger; automatic reset; DC 20 Reflex save avoids; Atk when changing shape they use the attacks normal to their
+12 melee (2d6, 8 thorn lashes); Search DC 25; Disable new form. A psi-shadow remains in constant contact with
Device DC 20; Market Price: —. the ground, trying especially to remain in the shadows.
Change Shape (Su): A psi-shadow can assume the
form of any living creature within one size category of
itself and with Hit Dice equal to or less than its own. It
Psi-Shadow can change shape or revert to its own form as a standard
action, and it remains in the new form until it chooses a
Small Outsider (Cold, Extraplanar, Psionic) new one. In the new form, a psi-shadow loses its touch
Hit Dice: 6d8+12 (39 hp) attack but gains the natural weapons of its new form. A
Initiative: +7 change in form cannot be
Speed: 50 ft. (10 squares) dispelled, but the psi-
Armor Class: 18 (+1 size, +3 shadow reverts to its
Dex, +4 natural), touch 14, natural form when killed.
flat-footed 15 A true seeing spell reveals
Base Attack/Grapple: +6/+2 its natural form.
Attack: Touch +9 melee (2 Constitution Drain
Constitution drain) (Su): Living creatures hit
Full Attack: Touch +9 melee by a psi-shadow‘s touch
(2 Constitution drain) attack must succeed on a
Space/Reach: 5 ft./5ft. DC 17 Fortitude save or
Special Attacks: Constitution take 2 points of
drain, create spawn, psi-like Constitution drain. The
abilities save DC is Charisma-
Special Qualities: Change based.
shape, control shadows, Control Light (Ps): At
darkvision 60 ft., immunities, will, as the psionic power
immunity to cold, spell of the same name.
resistance 16, vulnerability to Manifester level 6th.
fire and light Control Shadows (Su):
Saves: Fort +7, Ref +8, Will A psi-shadow can control
+6 shadows within 50 ft.
Abilities: Str 10, Dex 16, Con Shadows blur the psi-
15, Int 12, Wis 12, Cha 18 shadow and distract its
Skills: Bluff +13, Disguise opponents, giving it
+13*, Hide +24, Intimidate concealment with a 20%
+13, Listen +10, Move miss chance.
Silently +12, Search +10, Create Spawn (Su):
Spot +10, Survival +10 (+12 following tracks) Any creature slain by a psi-shadow becomes an undead
Feats: Alertness, Combat Reflexes, Improved Initiative, shadow in 1d4 rounds. Its body remains intact and
Weapon Finesse (B) inanimate, but its spirit is torn free from its corpse and
Environment: The Black transformed. Spawn are under the command of the psi-
Organization: Solitary shadow that created them and remain enslaved until its
Challenge Rating: 5 death. They do not possess any of the abilities they had in
Treasure: 1/2 Standard life.
Alignment: Usually chaotic evil Immunities (Ex): A psi-shadow is immune to mind-
Advancement: 7–12 HD (Medium); 13-18 HD (Large) affecting effects and sleep spells and effects.
Level Adjustment: — Vulnerability to Light (Ex): A psi-shadow suffers 1d4
points of damage per round in areas of torchlight, or 2d6
An inky blob of shadow stretches and twists, assuming a points of damage per round within the radius of a daylight
halfling-sized humanoid form. spell or in direct sunlight.
Skills: Psi-shadows have a +8 racial bonus on Hide
A psi-shadow is a 3-foot pool of inky black shadow that checks. *When using change shape, a psi-shadow gains a
extends itself from the Black to the Prime Material plane. +10 circumstance bonus on Disguise checks.
Strong light sources will destroy psi-shadows, but as long

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Psi-Shadow Society power to regain contact with its master.
Psi-shadows are guardians of twilight or any situation An attack that destroys a psionocus deals 2d10 points of
which produces enough light to create shadows but not damage to its master. If the creature‘s master is slain, the
enough light to destroy them. They become hostile psionocus also dies, and its body swiftly melts away into a
towards anyone that threatens the shadows they guard, pool of ichor.
usually because their treasure is hidden in said shadows.
Psi-shadows are strictly solitary and are very territorial Combat
towards their domains. Sometimes they may seek aid A psionocus attempts to avoid combat if possible. If it
from other psi-shadows to protect their lair; in this case can‘t, it attacks with its sleep-inducing bite and sharp
there may be up to 1d4 psi-shadows in one given area. A claws.
psi-shadow is expected to repay its kin with some of the Drain Power Points (Su): A creature that falls asleep
treasure they helped guard. from psionocus poison loses 2 power points per round
Psi-shadows are sometimes seen with 1d6 undead until it awakens. If the psionocus and its master are within
shadow servants, and these shadow servants act as 1,500 ft., the master gains those power points, though his
bodyguards and always attack aggressors and prevent power point total cannot increase beyond maximum.
them from harming the psi-shadow. Poison (Ex): Injury, Fortitude DC 13, initial damage
Some sages theorize that psi-shadows are the source of sleep for 1 minute plus drain power points, secondary
the creation of all undead shadows. damage sleep for another 5d6 minutes plus drain power
points. The save DC is Constitution-based and includes a
+2 racial bonus.
Psionocus Construction
Tiny Construct (Psionic) A psionocus is shaped from a mixture of clay, ashes,
Hit Dice: 3d10 (16 hp) mandrake root, spring water, and one pint of the creator‘s
Initiative: +2 own blood. The materials cost 50 gp. The creature‘s
Speed: 20 ft. (4 squares), fly 50 ft. (good) master may assemble the body or hire someone else to do
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed the job. Creating the body requires a DC 12 Craft
12 (sculpting) check or a DC 12 Craft (pottery) check. After
Base Attack/Grapple: +2/-7 the body is sculpted, it is animated through extended
Attack: Bite +3 melee (1d4-1 plus poison) psionic meditation.
Full Attack: Bite +3 melee (1d4-1 plus poison) and 2 A psionocus with more than 3 Hit Dice can be created,
claws -2 melee (1d3-1) but each additional Hit Die adds +2,000 gp to the cost to
Space/Reach: 2 1/2 ft./0 ft. create.
Special Attacks: Drain power points, poison Craft Construct, body adjustment, clairvoyant sense,
Special Qualities: Construct traits, darkvision 60 ft., low- control object, manifester must be at least 4th level; Price
light vision — (never sold); Cost 3,050 cp + 240 XP.
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 8, Dex 15, Con —, Int 10, Wis
12, Cha 7
Skills: Hide +14, Listen +4, Spot +4
Feats: Flyby Attack, Hover
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Any (same as creator)
Advancement: 4-6 HD (Tiny)
Level Adjustment: —

Hovering in the air before you is a small,


winged lizard. It has no forelimbs, but its rear
legs end in razor sharp claws.

A psionocus is an artificial creature created


by a psion to serve as a servant and scout. A
psionocus‘s creator determines its precise
features. Psionoci are extensions of their
creators, sharing the same alignment and
basic nature.
A psionocus cannot speak, but the process of
creating one links it telepathically with its
creator. It knows what its master knows and
can convey to him or her everything it sees
and hears, out to a distance of 1,500 feet.A
psionocus never travels beyond this range
willingly, though it can be removed forcibly. If
this occurs, the creature does everything in its

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Pterran Wild Telepathy. All pterrans are gifted from the day they
hatch with the ability to use the missive talent at will,
but only with their fellow reptiles.
Pterran, 1st Level Warrior
Weapon Familiarity: Thanaks are treated as martial
Medium Humanoid (Reptilian)
rather than exotic weapons by pterrans. These weapons
Hit Dice: 1d8 (4 hp)
are more common among pterrans than among other
Initiative: +0
races.
Speed: 30 ft. (6 squares)
Automatic Languages: Pterran. Bonus Languages:
Armor Class: 13 (+3 hide armor), touch 10, flat-footed
Common, Dwarven, Elven, Halfling, Giant, Gith,
13
Ssurran, Thri-Kreen and Yuan-ti. Pterran know the
Base Attack/Grapple: +1/+2
languages of the few intelligent creatures that live in the
Attack: Slodak +2 melee (1d6+1/19-20) or claw +2
melee (1d3+1)
Full Attack: Slodak +2 melee (1d6+1/19-20) and bite -3
melee (1d4), or 2 claws +2 melee (1d3+1) and bite -3
melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Pterran traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 12, Dex 11, Con 11, Int 10, Wis 11, Cha 10
Skills: Climb +3, Handle Animal +2, Jump +3, Listen -2,
Ride +2
Feats: Dodge
Environment: Any
Organization: Solitary, pair, or tribe (11-50)
Challenge Rating: 1/2
Alignment: Usually lawful good
Advancement: By character class
Level Adjustment: +0

A humanoid with features that combine reptile and


avian, this creature is covered in light scaly hide and
sports short, sharp claws at the end of its limbs. It has a
beak-like mouth and a large bony crest along the back of
its head.

Pterrans are a humanoid species rarely seen in the


Tablelands. They live their lives in the Hinterlands, rarely
leaving the safety of their villages. However, the recent
earthquake and subsequent storms have brought
disruption into the pterran‘s lives. More pterrans now
venture outside their homes, and come to the Tyr region
to seek trade and information.

Combat
Most pterrans are uncomfortable with the idea of
combat and find warfare and its attendant activities highly
distasteful, even brutish. Those that follow the warrior‘s
Life Path, however, are less concerned with such niceties,
however, and take great satisfaction in executing a
combat strategy that results in victory without friendly
casualties.
Pterran Traits (Ex):
-2 Dexterity, +2 Wisdom, +2 Charisma: Pterrans‘
strong confidence and keen instincts for others‘ motives
makes them keen diplomats, and when they take the
path of the psion, powerful telepaths.
Medium: As Medium creatures, pterrans have no special
bonuses or penalties due to their size.
Pterran base land speed is 30 feet.
–2 penalty to Listen checks. Pterrans have only slits for
ears, and their hearing sense is diminished.
Natural Weaponry: 2 claws (1d3), 1 bite (1d4). A
pterran‘s bite is treated as a secondary attack. For more
on natural attacks, see MM section on natural weapons.

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Hinterlands. Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Favored Class: A pterran‘s life path determines his Level Adjustment: —
favored class. Those following the Path of the Druid
have druid as a favored class; the Path of the Mind You see a bird with brilliant orange and red plumage and
gives psion as a favored class, while the Path of the a body the size of a half-giant. The creature has powerful,
Warrior gives ranger as a favored class. three-clawed feet and a tubular beak no wider than a
human finger.
The pterran warrior presented here had the following
ability scores before racial adjustments: Str 12, Dex 13,
Con 11, Int 10, Wis 9, Cha 8.

Pterran Society
Pterrans are new to the Tablelands, and unaccustomed
to cultures and practices of the region. They have learned
to not judge too quickly. Their faith in the Earth Mother
means they undertake their adventure with open minds,
but they will remain subdued and guarded around people
they do not trust. A pterran‘s respect for the Earth Mother
governs all his behavior. Creatures that openly destroy
the land or show disrespect for the creatures of the
wastes are regarded suspiciously. Pterrans understand the
natural cycle of life and death but have difficulty with
some aspects of the city life, such as cramped living
spaces, piled refuse, and the smells of unwashed
humanoids.
Pterrans worship the Earth Mother, a representation of
the whole world of Athas. Their devotion to the Earth
Mother is deeply rooted in all aspects of their culture, and
it defines a pterran‘s behavior. All rituals and religious
events are related to their worship of the Earth Mother. Raakles are predatorial birds that roam the forests,
Religious events include festivals honoring hunts or mountains and rocky wastes of the Tablelands in search of
protection from storms, with a priest presiding over the prey. They resemble parrots but for their narrow heads,
celebration. Most pterran priests are druids. which end in a tiny beak that the creature uses to spray
Pterrans follow a Life Path, a cultural role that helps acid over its quarry. A raakle stands almost 12 feet tall
shape their growth and development. A pterran‘s life path and weighs 900 pounds.
determines his favored class. Those following the Path of
the Druid have Druid as a favored class; the Path of the Combat
Mind gives Psion as a favored class, while the Path of the
Warrior gives Ranger as a favored class. A Pterran Raakles attack by grabbing a foe with both claws and
chooses a life path upon coming of age, and the path spitting gluey stomach acid over the grappled victim. Once
cannot be changed once chosen at character creation the raakle digests its prey, it sucks the oozy remains up
time. through its tube-like beak. A raakle unable to spit more
acid will flee from combat, as it cannot digest any more
food that day. A raakle can spit acid without first grappling
its prey, but it rarely risks doing so and potentially
Raakle missing a target with its digestive juices.
Improved Grab (Ex): To use this ability, a raakle must
Large Magical Beast hit with a claw attack. It can then attempt to start a
Hit Dice: 4d10+12 (34 hp) grapple as a free action without provoking an attack of
Initiative: +2 opportunity. A raakle can spit acid on a grappled
Speed: 10 ft. (2 squares), fly 70 ft. (average) opponent, giving the creature a -4 penalty on its Reflex
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, save.
flat-footed 12 Spit Acid (Ex): 15-ft. line, twice every 12 hours;
Base Attack/Grapple: +4/+12 damage 6d4 acid, Reflex DC 15 half. Spitting acid twice
Attack: Claw +7 melee (1d6+4) depletes the raakle‘s acid supply for 12 hours. The save
Full Attack: 2 claws +7 melee (1d6+4) DC is Constitution-based.
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, spit acid
Special Qualities: Darkvision 60-ft., low-light vision
Saves: Fort +7, Ref +6, Will +2 Razorwing
Abilities: Str 18, Dex 15, Con 16, Int 3, Wis 12, Cha 10
Skills: Listen +4, Spot +5 Medium Magical Beast (Psionic)
Feats: Flyby Attack, Hover Hit Dice: 4d10+4 (26 hp)
Environment: Rocky badlands Initiative: +2
Organization: Solitary or pair Speed: 10 ft. (2 squares), fly 80 ft.* (average)
Challenge Rating: 3 Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-
Treasure: None footed 13
Alignment: Always neutral Base Attack/Grapple: +3/+3

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Attack: Wing +5 melee (1d6) Psi-Like Abilities: At will—control sound; 3/day—
Full Attack: Wing +5 melee (1d6) and bite +0 melee empty mind (+3 bonus**), read thoughts (DC 13).
(1d6) and 2 claws +0 melee (1d4) Manifester level 4th. The save DC is Charisma-based.
Space/Reach: 5 ft./5 ft. *A razorwing‘s telekinetic fly speed drops to 60 ft.
Special Attacks: Psi-like abilities (clumsy) in a null psionics field.
Special Qualities: Darkvision 60 ft., low-light vision **Includes augmentation for the razorwing‘s manifester
Saves: Fort +5, Ref +6, Will +3 level.
Abilities: Str 10, Dex 14, Con 13, Int 2, Wis 14, Cha 12 Skills: Razorwings receive a +4 racial bonus to their
Skills: Hide +8, Listen +3, Move Silently +8, Spot +4 Hide and Move Silently checks.
Feats: Flyby Attack, Weapon Finesse
Environment: Silt
Organization: String (2-8)
Challenge Rating: 2 Reggelid
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large) Medium Monstrous Humanoid
Level Adjustment: — Hit Dice: 3d8 (13 hp)
Initiative: +1
With swift beats of its wings, this reptilian animal glides Speed: 20 ft. (4 squares)
a few feet above the silt. Its wing-flaps run between fore Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
and hind limbs and are lined with a hard bony ridge. footed 13
Base Attack/Grapple: +3/+3
Attack: Quarterstaff +3 melee (1d6)
Full Attack: Quarterstaff +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., magical lore
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 10, Dex 12, Con 11, Int 18, Wis 10, Cha 8
Skills: Concentration +6, Knowledge (arcana) +13, Listen
+6, Search +10, Spellcraft +12, Spot +6, Survival +0
(+2 following tracks)
Feats: Combat Casting, Skill Focus (Knowledge [arcana])
Environment: Swamps (Jagged Cliffs)
Organization: Solitary, pair, or band (3-10)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

A face with clearly elven features peers through the


underbrush. As it steps forward, however, it reveals a
build more slender than any elf’s and hands with six digits
instead of five.

Razorwings hide under the silt and burst out of the sand
to surprise creatures flying above. These vicious
carnivores, when attacking in waves, have been able to
bring down creatures much larger than themselves.
This small, slate gray-colored beast looks much like a
small pterrax but has very sharp bone leading edges on
its wings, which it uses as weapons in combat.
Razorwings can communicate with others of their kind,
using their power of control sound to communicate, since
they have no language.

Combat
A razorwing lies in wait under the silt until it sense its
prey approaching, then flies from the silt on wings
enhanced by telekinesis to attack. Razorwings make
swooping wing attacks while airborne, but they attack
with claws and beak when they land. Its wings inflexible, a
razorwing can only make one wing attack each round.

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Reggelids are strange creatures that live at the base of Reggelids as Characters
the Jagged Cliffs. They are tall and extremely thin, looking Reggelids have an affinity for magic in all its forms and
like a mass of bones over which there is only thin skin. spend much of their time in contemplation of this art.
Their facial features resemble those of elves, with pointed Almost all reggelids are defilers and they have little care
ears, but they have an exaggerated mouth and a thick for the preserver‘s way. Others prefer the warrior‘s
brow. They have six digits, however, on each hand and lifestyle and master weapons instead of spells. Whatever
each foot. their choices, reggelids put their genial intelligence to
Reggelids have only one love, and that is magic. They their own fiendish ends and make dangerous opponents.
spend their days in run-down tents made of wood and Reggelid characters possess the following racial traits.
animal skins, learning whatever sorcery they can. They +2 Dex, +8 Int, -2 Cha
care little for material things; their existence is not one of Medium. As Medium creatures, reggelids receive no
luxury or comfort. bonuses or penalties due to their size.
Space/Reach: 5 ft. /5 ft.
Combat A reggelid‘s base land speed is 20 feet.
Reggelids fight using their magic, although a few are Darkvision out to 60 feet.
fighters and prefer weapons to spells. When fighting, they Racial Hit Dice: A reggelid begins with 3 levels of
use their magic cooperatively, one reggelid using offensive monstrous humanoid, which provide 3d8 Hit Dice, a
spells while another uses his magic to defend the group. base attack bonus of +3, and base saving throw
Spells: A reggelid casts spells as a 3rd-level wizard bonuses of Fort +1, Ref +3 and Will +3.
(defiler). Racial Skills: A reggelid‘s monstrous humanoid levels
Typical Wizard Spells Prepared (4/3/2; save DC 14 + give it skill points equal to 6 x (2 + Int modifier). Its
spell level): 0—detect magic, daze, read magic, class skills are Concentration, Knowledge (arcana),
resistance; 1st—expeditious retreat, mage armor, ray of Listen, Search, Spellcraft and Spot.
enfeeblment; 2nd—detect thoughts, invisibility. A reggelid‘s monstrous humanoid levels give it 2 feats.
Magical Lore (Ex): When using a spell-completion or Weapon Proficiency: A reggelid is proficient with all
spell-trigger item, a reggelid adds +1 caster level to the simple weapons.
magic item‘s caster level. +3 natural armor bonus.
Special Attacks (see above): Spells. Reggelids cast
Reggelid Society spells as a defiler of level equal to their racial Hit Dice.
Special Qualities (see above): Magical Lore.
The hierarchy of reggelid society is determined by Automatic Languages: Reggelid. Bonus Languages:
magical prowess – reggelid leaders are always the most Bvanen, Thri-Kreen.
powerful defilers in the tribe. So ingrained is this stratified Favored Class: Wizard.
worldview that reggelids automatically recognize members Level adjustment +2.
of their race more magically adept than themselves and
defer to them accordingly. Reggelids bear an especial
hatred for the rhul-thaun, the halflings of the Jagged
Cliffs, and are reputed to have developed magics that
Ruktoi
target and destroy the rhul-thaun‘s lifeshaped creations. Huge Aberration
Halfling scholars, by comparison, theorize that reggelids Hit Dice: 12d8+60 (114 hp)
are creations of Rajaat, or somehow suffer from the First Initiative: +1
Sorcerer‘s curse. Although clumsily expressed, the these Speed: Speed: 30 ft. (6 squares), swim 40 ft.
theories nevertheless shed some light on the mystery of Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9,
the reggelids‘ origins, and it is altogether possible that flat-footed 16
they are some kind of by-blow of Rajaat‘s experiments, a Base Attack/Grapple: +9/+26
living legacy of his own lust for magical power. Attack: Bite +16 melee (2d6+13)
Full Attack: Bite +16 melee (2d6+13)

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Space/Reach: 15 ft./10 ft. must make a Reflex save (DC 19) or become blinded for 1
Special Attacks: Improved grab, silt cloud round. The save DC is Dexterity-based.
Special Qualities: Darkvision 60 ft., levitate, scent Carrying Capacity: A light load for a ruktoi is up to
Saves: Fort +11, Ref +5, Will +9 2,400 pounds, a medium load is from 2,401-4,800 pounds
Abilities: Str 28, Dex 13, Con 20, Int 1, Wis 12, Cha 7 and a heavy load is from 4,801-7,200 pounds. A ruktoi
Skills: Hide -1, Listen +3, Spot +4, Survival +5, Swim can drag 36,000 pounds.
+12 Skills: A ruktoi has a +8 racial bonus on any Swim
Feats: Diehard, Endurance, Great Fortitude, Power check to perform some special action or avoid a hazard. It
Attack, Track can always choose to take 10 on a Swim check, even if
Environment: Silt distracted or endangered. It can use the run action while
Organization: Solitary swimming, provided it swims in a straight line.
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan); 25-36 HD Ruve
(Colossal)
Level Adjustment: — Small Magical Beast (Psionic)
Hit Dice: 4d10+16 (38 hp)
This creature surges from beneath the silt with massive Initiative: +9
sweeps of its four webbed limbs and thrashing tail. A Speed: 30 ft. (6 squares)
broad, flat-bodied quadruped with silt-grey skin and a Armor Class: 18 (+1 size, +5 Dex, +2 natural), touch
fanged and armored head, the beast has something of the 16, flat-footed 13
salamander about it, despite the fact that it is almost two- Base Attack/Grapple: +4/+0
thirds the length of a mekillot. Attack: Bite +5 melee (1d6)
Full Attack: Bite +5 melee (1d6)
The ruktoi is a solitary predator that roams the silt, Space/Reach: 5 ft./5 ft.
hunting less mobile prey and ambushing those it cannot Special Attacks: Psi-like abilities
catch. As the ruktoi‘s natural form cannot support itself in Special Qualities: Darkvision 60 ft., low-light vision
the silt, it possesses an innate ability to levitate, so long Saves: Fort +8, Ref +9, Will +4
as it is in contact with silt, and uses this ability to glide Abilities: Str 11, Dex 21, Con 18, Int 18, Wis 16, Cha 17
through the dust in search of its prey. Skills: Appraise +8, Balance +9, Bluff +7, Concentration
A ruktoi is twenty feet long and has a broad, +11, Diplomacy +7, Gather Information +7, Knowledge
salamander-like body with four sturdy limbs and a tail. (psionics) +9, Listen +6, Sense Motive +7, Spot +6,
Each limb ends in three webbed digits and the tail is a Survival +4
horizontal fluke with a smaller dorsal fin just in front of it. Feats: Alertness, Improved Initiative
Some of these creatures are captured and Environment: Any
domesticated, being used as transportation across the silt, Organization: Solitary or pack (2-10)
beasts of burden or similar. Ruktoi used for such purposes Challenge Rating: 3
are trained to swim just below the surface of the silt, Treasure: None
allowing passengers and cargo to remain in the open air. Alignment: Always lawful good
Ruktoi are solitary, only congregating to mate. Females Advancement: 5-8 HD (Medium); 9-12 HD (Large)
lay their eggs in spreads of 10-30 eggs and allow these to Level Adjustment: —
sink to the bottom. Surviving young mature in six weeks.
The creatures have no audible language of their own, The sandy-brown-furred, wild canine stares intently at
instead communicating through body language and you, displaying alertness well beyond that of a normal
pheromones. animal.

Ruves are a breed of dog with formidable intelligence


Combat
and psionic powers. The color of their fur ranges from a
Ruktoi hunt their prey through the silt using scent, sandy brown to a glossy black, and ruves are often
following trails through the dust until they close in for the mistaken for wild dogs. When looking into the eyes of a
kill. Any prey they cannot catch or defeat through ruve, though, one can tell there is more to it than meets
straightforward means they will ambush, using their grey the eye.
coloration to aid in their concealment. Typical ruves are polite and disciplined, often acting like
Once on the attack, a ruktoi bites ferociously and (if regular dogs in order to ascertain the intentions of
faced with air-breathing prey) seeks to grapple and pull its individuals they are around, since ruves usually only
targets beneath the silt to drown. If a ruktoi loses more reveal themselves to those of good alignment. Good
than half its total hit points it will flee, kicking up a cloud clerics and psions seek out the company of ruves as loyal
of silt to cover its tracks. companions, as do the villichi, being the majority of
Improved Grab (Ex): If a ruktoi hits with its bite, it Athasians with the patience to deal with the ruve‘s
can initiate a grapple check as a free action without intellectual posturing.
provoking an attack of opportunity. Ruves understand Common but cannot speak it.
Levitate (Su): A ruktoi continuously levitates, as the
spell, except that it does not suffer penalties for attacking.
Combat
A ruktoi can move 20 ft. up or down as a move action.
Silt Cloud (Ex): When sorely injured, a ruktoi will Ruves prefer to use psionics in combat, since they
thrash about as a standard action, generating a cloud of consider natural weapons beneath them, only biting when
silt to confuse its pursuers. The cloud has a 15 foot radius they feel there is no other option. Ruves travel and fight in
and is centered on the ruktoi. Creatures within the cloud well-trained packs, using complex tactics and strategies to

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put opponents into a disadvantageous position. Ruves are in seeking out new knowledge. Ruves also like to send
not bloodthirsty and are content with knocking out or little-known facts to adventurers through mental
driving away an enemy. However, when it comes to evil communication, regardless of the situation at hand.
opponents, they attack to kill. Ruves are not easily
intimidated in combat situations.
Psionics (Sp): At will—conceal thoughts (DC 14), Sand Bride
detect hostile intent, detect psionics, mindlink (up to five
unwilling targets, DC 14*), read thoughts (DC 15); As you stumble through the sand, you spot the shimmer
3/day—concussion blast, control body (DC 17), control of water ahead and your heart leaps with hope. Looking
flames, control sound, metaconcert, mind probe (DC 18), closer, you see a comely figure bent by the side of the
psionic dimensional anchor, psionic teleport, telekinetic pool, apparently refilling her waterskins.
force (DC 16), telekinetic thrust (DC 16), telempathic
projection (DC 14). Manifester level 9th. The save DCs are A sand bride is a creature from the Negative Energy
Charisma-based. Plane that has become trapped on Athas. It feeds on the
*Includes augmentation for the ruve‘s manifester level. lifeforce of living beings, using illusions to lure them to
their deaths.
Ruve Society Solitary and stranded, sand brides exist in a state of
constant suffering – an experience they are only too glad
Ruves have been known to travel to other planes of
to pass onto their victims. Sand brides roam across a
existence. Their ability to adapt to such places is
considerable area, but are loathe to leave areas of open
remarkable, and they adjust their temperament to suit the
sand.
world in which they find themselves. Ruves generally
Some sand brides eventually develop into far more
prefer warm, dry caves for their lairs, however. Here they
powerful entities known as sand mothers. These creatures
bear their young, usually a litter of 2-8 pups that reach
are detailed hereafter.
maturity a year after their birth.
Ruves are extremely intelligent and have a well-
developed culture, creating works of art and often howling Combat
together, creating hauntingly beautiful compositions. Sand brides prefer to use their spell-like abilities to create
Because of this, ruve are snobbish and look down on other illusions of a verdant oasis to lure in unwary travelers.
species of special dogs, considering them peasants. While They then cloak themselves to appear as a beautiful
less intelligent humanoids who connect with a ruve‘s mind human or elven female, attempting to draw their victims
often regret it, getting bombarded with constant insults, into a position were they can attack with surprise.
common dogs are not even worth the ruve‘s time to Energy Drain (Su): Living creatures hit by a sand
insult. bride‘s incorporeal touch attack gain one negative level.
High-level wizards are often the targets of sudden and The DC is 14 for the Fortitude save to remove a negative
uninvited packs of ruves, since they are always interested level. The save DC is Charisma-based. For each such

Sand Bride Sand Mother


Medium Outsider (Chaotic, Evil, Medium Outsider (Chaotic, Evil,
Incorporeal) Incorporeal)
Hit Dice: 7d8+14 (45 hp) 9d8+18 (58 hp)
Initiative: +4 +4
Speed: 60 ft. (12 squares), fly 60 ft. (good) 60 ft. (12 squares), fly 60 ft. (good)
Armor Class: 13 (+2 Dex, +1 deflection), touch 11, flat- 14 (+2 Dex, +2 deflection), touch 12, flat-
footed 11 footed 12
Base Attack/Grapple: +3/— +4/—
Attack: Incorporeal touch +3 melee (1d10 plus energy Incorporeal touch +5 melee (1d12 plus energy
drain) drain)
Full Attack: Incorporeal touch +3 melee (1d10 plus energy 2 incorporeal touches +5 melee (1d12 plus
drain) energy drain)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities Energy drain, destroy water, spell-like abilities
Special Qualities: Darkvision 60 ft., incorporeal traits, water Darkvision 60 ft., incorporeal traits, water
vulnerability vulnerability
Saves: Fort +7, Ref +5, Will +5 Fort +8, Ref +6, Will +6
Abilities: Str —, Dex 14, Con 14, Int 10, Wis 10, Cha 12 Str —, Dex 14, Con 14, Int 12, Wis 10, Cha 14
Skills: Bluff +11, Diplomacy +13, Disguise +11* Bluff +14, Diplomacy +16, Disguise +14*
(+13 acting), Hide +10, Intimidate +13, (+16 acting), Hide +12, Intimidate +16,
Knowledge (nature) +7, Listen +10, Spot Knowledge (nature) +15, Listen +12, Spot
+10, Survival +5 (+7 aboveground) +12, Survival +12 (+14 aboveground)
Feats: Improved Initiative, Spell Focus (illusion), Improved Initiative, Spell Focus (illusion),
Track Track, Weapon Focus (incorporeal touch)
Environment Deserts Deserts
Organization: Solitary Solitary
Challenge Rating: 5 7
Treasure: Standard coins, double goods, double items Standard coins, double goods, double items
Alignment: Always chaotic evil Always chaotic evil
Advancement: 8-14 HD (Medium) 10-18 HD (Medium)
Level Adjustment: — —

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Sand Howler
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat
footed 14
Base Attack/Grapple: +4/+7
Attacks: Bite +8 melee (1d6+3)
Damage: Bite +8 melee (1d6+3) and 2 claws +5 melee
(1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralyzing gaze
Special Qualities: Darkvision 60 ft., low-light vision,
scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 16, Dex 12, Con 14, Int 2, Wis 12, Cha 10
Skills: Jump +5, Move Silently +4, Spot +9, Survival +1*
Feats: Multiattack, Weapon Focus (bite)
negative level bestowed, the sand bride gains 5 temporary Environment: Deserts
hit points. Organization: Solitary, pair, or pack (6-11)
Spell-Like Abilities: 1/day—hallucinatory terrain (DC Challenge Rating: 3
16); 2/day—seeming (DC 17). Caster level 9th. The save Treasure: None
DCs are Charisma-based. Alignment: Always neutral
Water Vulnerability (Ex): Sand brides are affected by Advancement: 5-8 HD (Medium)
all water as though it were holy water. Level Adjustment: —
Skills: *When using seeming, a sand bride gains an
additional +10 bonus on Disguise checks. This heavy-set, doglike quadruped has a broad head
sporting a nest of eight eyes and a pair of curving tusks.
Its semi-reptilian body is muscled and bears armored
Sand Mothers plates along the spine.
Some sand brides develop their abilities further and
become more fearsome versions of the species, known as Sand howlers are canine-like creatures that roam the
sand mothers. Statistics for sand mothers are given deserts in packs, unleashing bloodcurdling screams when
above. Not all sand brides become sand mothers, and pursuing prey. Mercenaries are known to capture and train
sages debate the precise process that causes a sand bride
to become a sand mother. Some suspect that it is
connected to the amount of energy that a sand bride
drains but this is, as yet, pure speculation.

Combat
Sand mothers take on the appearance of matronly
figures but their general tactics are otherwise identical to
those of the sand bride. A sand mother will take time to
examine prospective victims and never attacks unless
conditions are highly favorable and always concentrates
on the most powerful adversary in any group. The most
feared power of a sand mother, however, is her ability to
destroy the water supply of her prey.
Destroy Water (Su): As a standard action, a sand
mother can destroy all water within 30 ft. This obliterates
drinking water and also ruins holy water and magic
potions, oils, and ointments unless the items succeed at a
Fortitude save (DC 14). The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a sand
young howlers to capture runaway slaves.
mother‘s incorporeal touch attack gain one negative level.
A sand howler‘s appearance is unnerving; though
The DC is 16 for the Fortitude save to remove a negative
doglike, it has eight eyes that can paralyze prey with a
level. The save DC is Charisma-based. For each such
glance. A howler‘s oversized head also sports large yellow
negative level bestowed, the sand bride gains 5 temporary
tusks. Its scaly body ranges from dark to light brown,
hit points.
though rare white specimens have been noted.
Spell-like Abilities: 1/day—hallucinatory terrain (DC
15); 3/day—seeming (DC 16). Caster level 12th. The
save DCs are Charisma-based.
Skills: *When using seeming, a sand mother gains an
additional +10 bonus on Disguise checks.

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Sand howlers live as a pack in subterranean dens and
are ruled over by a dominant male. They dwell in desolate
areas, as they do not like to compete with other creatures
for resources.

Combat
Sand howlers rarely travel alone. They prefer stalking
prey as a group, remaining unseen until the pack is in
place and can attack en masse. If outnumbered, sand
howlers actively use their paralyzing gaze to reduce
enemy ranks.
Paralyzing Gaze (Su): Paralysis 2d4 rounds, range 30
feet; Fortitude DC 12 negates. The save DC is Charisma-
based.
Skills: Sand howlers‘ many eyes given them a +6 racial
bonus on Spot checks. *They have a +4 racial bonus on
Survival checks when tracking by scent.

Training a Sand Howler


Well-known for their excellent sense of smell, sand
howlers are sought as trackers by mercenaries and slave
hunters. Training a sand howler requires six weeks of
work and a DC 25 Handle Animal check.
Pups are worth 1,000 cp on the open market, while a
trained adult costs 2,500 cp. A rare, white-skinned howler
is worth 2,000 cp for the pelt alone, which collectors value
for their rarity, beauty, and supposed aid in withstanding
the sun‘s heat.
large bodies of silt. When it detects prey above, it
unleashes an enormous psionic whirlwind and uses this to
Sand Vortex drag its victims towards its mouth.
The sand vortex is active only during the day, seeming
Gargantuan Aberration (Psionic) to absorb energy from basking in the warmth of the sun
Hit Dice: 16d8+128 (200 hp) filtering down through the silt above. Thought to live for
Initiative: +0 some 60 years, the sand vortex reproduces asexually,
Speed: 0 ft. splitting itself into two smaller creatures of 7 Hit Dice
Armor Class: 17 (-4 size, +11 natural), touch 6, flat- each. These mature at a rate of 2 HD per year until
footed 17 reaching full size, but have the psionic abilities (including
Base Attack/Grapple: +12/+36 the whirlwind) of an adult. Rumors persist of far larger
Attack: Bite +21 melee (6d8+18) specimens, dwelling in the deep silt.
Full Attack: Bite +21 melee (6d8+18) The average sand vortex is 20 feet across and 5 feet
Space/Reach: 20 ft./15 ft. thick, weighing as much as 100 tons.
Special Attacks: Improved grab, psi-like abilities,
swallow whole, whirlwind Combat
Special Qualities: Darkvision 60 ft. The sand vortex is a cautious predator, lurking out of
Saves: Fort +13, Ref +5, Will +10 sight and probing the silt and air above with its psionic
Abilities: Str 35, Dex 11, Con 27, Int 2, Wis 10, Cha 10 powers, waiting for a suitable meal to appear. Its principal
Skills: Hide +13, Spot +10 mode of attack is to activate its whirlwind power and use
Feats: Ability Focus (whirlwind), Improved Natural Armor, this to drag prey into its jaws. Targets thus bitten are
Improved Natural Attack x3 (bite), Weapon Focus (bite) grappled in an attempt to swallow them whole.
Environment: Silt The vortex‘ read thoughts power makes it hard to
Organization: Solitary surprise. It uses telekinesis to raise swirling, abrasive
Challenge Rating: 14 clouds of sand and strikes with concussion blasts,
Treasure: Standard attempting to knock attackers into the deeper silt.
Alignment: Always neutral When threatened and unable to escape into the depths
Advancement: 17-32 (Colossal) of the silt, a sand vortex will levitate out of reach and drift
Level Adjustment: — to safety on the winds.
Improved Grab (Ex): To use this ability, a sand vortex
A whirling vortex of sand and silt rises up from the sea must hit with its bite attack. It can then attempt to start a
below, barely concealing the disc-shaped monstrosity at grapple as a free action without provoking an attack of
its heart. A fang-filled maw gapes at the center of a opportunity. If it wins the grapple check, it establishes a
circular expanse of rubbery grey flesh, the savage winds hold and can attempt to swallow the foe the following
dragging all towards it. round.
Psi-Like Abilities: At will—control air (60 mph*),
The sand vortex (also known as a silt vortex) is a disc- concussion blast (up to three targets, 7d6*), psionic
shaped creature that conceals itself below the surface of levitate, read thoughts (DC 12), telekinetic force (525

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lbs., DC 13*); 1/day—personal mind blank. Manifester burrow through adhere to their sides, Strengthening and
level 16th. The save DCs are Charisma-based. renewing their hide. When no living food is presence, sand
*Includes augmentation for the sand vortex‘s worms have been known to eat rocks, metals, gems, and
manifester level. other minerals.
Swallow Whole (Ex): A sand vortex can try to swallow Sand worm hide is prized for the armor and shields that
a grabbed opponent of a smaller size than itself by making can be made out of it. Several suits of hide armor can be
a successful grapple check. The swallowed target is still made from one sand worm. This is a long and costly
considered grappled and takes 6d8+18 points of crushing process, so such suits of armor are rare. Sand worm hide
damage plus 8 points of acid damage each round from the is treated as Dragonhide for the purpose of crafting armor
vortex‘ gizzard. The target may try to cut free, using light from it, save for the fact that it has hardness 8.
slashing or piercing weapons only. The interior of the sand Armorsmiths can work with sand worm hide to produce
vortex is AC 15 and it takes 25 points of damage to create armor or shields of masterwork quality. See dragonhide,
a hole, which seals itself through muscular action one under Special Materials, DMG Chapter 7.
round after being opened. A Gargantuan vortex‘ interior Sand worm meat is quite delicious, able to be preserved
can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 with little difficulty and easy to dry into a jerky. Fresh
Diminutive or smaller opponents. sand worm meat commands up to 5 Cp per pound, and
Whirlwind (Sp): A sand vortex can psionically create a sand worm jerky up to 40 Cp per pound.
whirlwind as a standard action. The whirlwind acts as the
spell, except that it is 30 feet wide at the base, 100 feet Combat
wide at the top, and 100 feet tall. Reflex DC 20 negates.
Caster level 15th. The save DC is Charisma-based. The sand worm attacks first by launching its upper self
Skills (Ex): The sand vortex receives a +16 on all Hide out of the sand or silt and landing on and crushing nearby
checks due its shape and coloring. prey. It then goes to biting those that are near and
swallowing anything it can whole.
Crush (Ex): A sand worm can roll over onto opponents
as a standard action, using its whole body to crush them.
Sand Worm Crush attacks are effective only against Medium or smaller
opponents. A crush attack affects as many creatures as
Gargantuan Magical Beast can fit under the sand worm‘s body. Creatures in the
Hit Dice: 20d10+212 (322 hp) affected area must succeed on a Reflex save (DC 30) or
Initiative: -1 be pinned, automatically taking 10d4+22 points of
Speed: 20 ft. (4 squares), burrow 50 ft. bludgeoning damage during the next round unless the
Armor Class: 27 (-4 size, -1 Dex, +22 natural armor), sand worm moves off them. If the sand worm chooses to
touch 5, flat-footed 27 maintain the pin, treat it as a normal grapple attack.
Base Attack/Grapple: +20/+47 Pinned opponents take damage from the crush each round
Attack: Bite +31 melee (3d8+22) if they don‘t escape. The save DC is Constitution-based.
Full Attack: Bite +31 melee (3d8+22) Improved Grab (Ex): To use this ability, a sand worm
Space/Reach: 20 ft./15 ft. must hit with its bite attack. It can then attempt to start a
Special Attacks: Crush 10d4+22, improved grab, grapple as a free action without provoking an attack of
swallow whole opportunity. If it wins the grapple check, it establishes a
Special Qualities: Damage reduction 15/magic, hold and can attempt to swallow the foe the following
darkvision 60 ft., immunity to fire and mind-affecting round.
effects, low-light vision, spell resistance 35,
tremorsense 240 ft.
Saves: Fort +22, Ref +11, Will +9
Abilities: Str 41, Dex 8, Con 31, Int 2, Wis 16, Cha 14
Skills: Hide +10, Listen +7, Spot +7
Feats: Improved Natural Armor (x2), Improved Natural
Attack, Toughness (x4)
Environment: Deserts and silt
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Gargantuan); 41+ HD
(Colossal)
Level Adjustment: —

A huge, powerful, hundred-foot-long creature burrows


through the powdery loess of the Sea of Silt. Suddenly,
the worm’s head emerges, revealing a triangular maw
filled with triple rows of jagged teeth. The worm’s thick,
segmented hide ranges in color from tan to golden brown,
providing natural camouflage.

Sand worms roam the desert in search of prey. They


exist only to eat, for their never-ending hunger doesn‘t Swallow Whole (Ex): A sand worm can try to swallow
allow them to get full. While they travel, sand and silt they a grabbed opponent of a smaller size than itself by making

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a successful grapple check. Once inside, the opponent monstrously bloated members of the species known as
takes 2d10+15 points of crushing damage plus 2d8 points nest mothers.
of acid damage per round from the worm‘s gizzard. A Scrabs need very little water to survive and seem to
swallowed creature can cut its way out by using a light derive all the sustenance that they need from the blood
slashing or piercing weapon to deal 50 points of damage and other bodily fluids of their victims.
to the gizzard (AC 16). Once the creature exits, muscular Scrabs can speak their own language. A small
action closes the hole; another swallowed opponent must percentage can also speak elven. Adult scrabs live to be
cut its own way out. A Gargantuan worm‘s interior can 25 years old, but nest mothers can live twice that long.
hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512
Diminutive or smaller opponents. Combat
Skills: Sand worms receive a +8 racial bonus to their
Hide skill due to their sandy coloring. Scrabs use their psionic powers and their pincers in
combat. When many scrab fight, they break up, half going
Sand Worm Society into melee, the other half using ranged psionics. Scrab
leaders are often accomplished psions or defilers and will
Sand worms are solitary creatures that mate once a lead their followers in battle, using their abilities to
year during the heat of summer. During their mating enhance the group's attacks.
season, as many as 50 worms have been seen together, Improved Grab: To use this ability, a scrab must hit
laying upon the sand while bellowing out strange, with a claw attack. It can then attempt to start a grapple
haunting calls. No one knows what this unconventional as a free action without provoking an attack of
serenade means, but of course few have willing to opportunity. If it wins the grapple check, it deals
approach these creatures and find out. Those few that automatic claw damage each round it remains grappling.
were curious enough to find out never returned. Psi-Like Abilities: 3/day—animal affinity, biofeedback,
chameleon, conceal thoughts (DC 13), empty mind (+3
bonus*), inflict pain (DC 14), mindlink (up to three
Scrab targets*), thicken skin; 1/day—psychofeedback (ML 9th),
sustenance. Manifester level 3rd. The save DCs are
Charisma-based.
Although it stands only a little taller than a halfling, this
*Includes augmentation for the scrab‘s manifester level.
insectile humanoid has a fearless glare. It has a thick,
white, sectioned shell over most of its body, separated
Scrabs as Characters
into three parts, a pair of arms that end in opposable
pincers and a small mouth. Hundreds of tiny legs run Highly intelligent, scrabs have an affinity for magic but
along the underside of its body. prefer the inner disciplines of psionics to the varied
accouterments of the wizard. Some species are skilled in
Scrabs are small, insectoid men that live in nests in the physical combat, and scrab groups tend to be evenly
desert. A scrab can draw air through sand while divided between those who resort to physical means and
submerged due to the long gills located all along the those who prefer more unseen methods.
grooves in their shells. Scrabs are ruled over by Scrab characters possess the following racial traits.

Scrab Scrab Nest Mother


Small Monstrous Humanoid (Psionic) Large Monstrous Humanoid (Psionic)
Hit Dice: 3d8 (13 hp) 9d8+27 (67 hp)
Initiative: +4 +2
Speed: 50 ft. (10 squares), burrow 10 ft. 10 ft (2 squares), burrow 10 ft.
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13 (-1 size, -2 Dex, +6 natural), touch 7, flat-
13 footed 13
Base Attack/Grapple: +3/-3 +9/+17
Attack: Claw +4 melee (1d4-2) Claw +12 melee (1d8+4)
Full Attack: 2 claws +4 melee (1d4-2) 2 claws +12 melee (1d8+4)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Improved grab, psi-like abilities Improved grab, psi-like abilities
Special Qualities: Darkvision 60 ft. Darkvision 60 ft.
Saves: Fort +1, Ref +3, Will +6 Fort +6, Ref +4, Will +9
Abilities: Str 6, Dex 11, Con 11, Int 14, Wis 16, Cha 14 Str 18, Dex 7, Con 16, Int 16, Wis 16, Cha 14
Skills: Concentration +6, Hide +5, Listen +6, Move Concentration +11, Hide +6, Listen +11,
Silently +2, Psicraft +8, Spot +6, Survival +6 Move Silently +6, Psicraft +11, Spot +11,
Survival +11
Feats: Improved Initiative, Weapon Finesse Combat Manifestation, Improved Initiative,
Improved Natural Armor, Iron Will
Environment Deserts Deserts
Organization: Solitary or nest (2-12) Solitary
Challenge Rating: 2 6
Treasure: Double standard Double standard
Alignment: Always chaotic evil Always chaotic evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium) 10-18 HD (Large)
Level Adjustment: +2 —
-4 Str, +4 Int, +6 Wis, +4 Cha

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bonus*). 1/day—sustenance. Manifester level
9th. The save DCs are Charisma-based.
*Includes augmentation for the scrab nest
mother‘s manifester level.

Scrab Society
Scrabs inhabit tunnels deep under the
desert, which they fashion using spittle that
solidifies the sand. If possible, the entrance to
the nest will be concealed behind a rocky
outcrop. Scrabs hate elves and prefer their
flesh above that of any other creature. This
hatred extends beyond a desire for food and,
in fact, anything with pointed ears is likely to
be identified as an elf. A captive elf may be
kept alive for weeks, even months, just to be
tortured. Legends of both races hold that
there were once great wars between the two
species, with each side blaming the other for
the conflicts and for the many unspeakable
atrocities perpetrated on innocent victims of
Small. Scrabs gain a +1 size bonus to Armor Class, a each race.
+1 size bonus on attack rolls, and a +4 size bonus on The eldest male in the nest is allowed to mate with the
Hide checks, but they must use smaller weapons than nest mother, with clutches of up 100 eggs resulting. The
humans use, and their lifting and carrying limits are eggs hatch in three months, and the young are possessed
three-quarters of those of a Medium character. by a cannibalistic frenzy when they are born. Fewer than
Space/Reach: 5 ft./5 ft. half the hatchlings survive this period. Three quarters of
A scrab‘s base land speed is 50 feet. Scrabs also have a all hatchlings are male.
burrow speed of 10 ft. Only males who develop additional psionic abilities or
Darkvision out to 60 ft. spellcasting powers grow into leaders, and only females
Racial Hit Dice: A scrab begins with 3 levels of with clerical abilities can become nest mothers. A female
monstrous humanoid, which provide 3d8 Hit Dice, a who begins to develop into a nest mother will take a
base attack bonus of +3, and base saving throw number of males and depart to create a new nest of her
bonuses of Fort +1, Ref +3 and Will +3. own.
Racial Skills: A scrab‘s monstrous humanoid levels give Scrabs are predators first and foremost but will trade
it skill points equal to 6 x (2 + Int modifier). Its class with merchants brave enough to risk contact with the
skills are Concentration, Hide, Listen, Move Silently, creatures. They are also preyed upon by the larger
Psicraft, Spot and Survival. creatures that inhabit the wastes. Part of the scrabs'
A scrab‘s monstrous humanoid levels give it 2 feats. hatred of elves stems from the fact that elves use every
Weapon Proficiency: A scrab is proficient with its natural part of a scrab they have defeated. A scrab shell can be
weaponry and all simple weapons. used to make breastplates, and the sharp parts of the
+2 natural armor bonus. pincers make decent polearms.
Natural Weapons: 2 claws (1d4).
Special Attacks (see above): Improved grab, psi-like
abilities. Seed, Brain
Automatic Languages: Common, Scrab. Bonus
Languages: Elven. Large Plant (Psionic)
Favored Class: Psion. Hit Dice: 3d8+3 (16 hp)
Level Adjustment: +2. Initiative: +3
Speed: 0 ft.
Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12,
Nest Mothers flat-footed 10
Base Attack/Grapple: +2/+10
A nest mother is a bloated version of a normal scrab, Attack: Slam +5 melee (1d6+4)
only able to move at a shuffling pace. Nest mothers are Full Attack: 3 slams +5 melee (1d6+4)
more intelligent than other scrabs and often have levels in Space/Reach: 10 ft./10 ft.
the cleric class (often as high as 9th level). Most nest Special Attacks: Life drain, psi-like abilities, seed cloud
mothers are also powerful psions, rising as high as 10th Special Qualities: Plant traits, vulnerability to defiling
level. Saves: Fort +4, Ref +4, Will +1
Abilities: Str 19, Dex 16, Con 13, Int 12, Wis 10, Cha 8
Combat Skills: Search +7, Sense Motive +6, Spot +6
Feats: Ability Focus (seed cloud), Ability Focus (life drain)
Scrab nest mothers boast innate psionic abilities above
Environment: Forests and silt
and beyond those possessed by regular scrabs.
Organization: Solitary
yy Psi-Like Abilities: 3/day—animal affinity (two
Challenge Rating: 3
ability scores*), biofeedback (DR 4/–*), chameleon,
Treasure: Standard
conceal thoughts, inflict pain (up to four targets, DC 17*),
Alignment: Always neutral
mind probe (DC 17), mindlink (up to five unwilling
Advancement: 4-6 HD (Large)
targets, DC 13*), psychofeedback, thicken skin (+3

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Level Adjustment: — attempt to protect itself with its natural armor and
displacement powers.
This plant towers almost as tall as a half-giant, with a Life Drain (Sp): A brain seed can drain hit points from
thick central stalk and a spray of descending roots and an opponent infected by its spores as a standard action.
quivering tendrils. A pulsating bulb sits at the center of The brain seed deals 1d8 points of damage (Fortitude DC
the stalk, pumping clouds of glistening spores through the 15 negates) and heals the same number of hit points.
top of the stalk and into the air around you. This ability is equivalent to a 3rd-level power. The save
DC is Constitution-based.
Psi-Like Abilities: At will—attraction (+6 interaction
bonus, DC 12*); 3/day—greater concealing amorpha, id
insinuation (up to two targets, DC 12*), inflict pain (up to
two targets, DC 12*), mindlink (unwilling target, DC 10*),
psionic dominate (ML 9th, all except aberrations, dragons,
elementals, and outsiders, DC 13), thought shield (PR 15,
3 rounds*). Manifester level 5th.
A brain seed must first infect an opponent with its
spores in order to use mind-affecting psionic powers on it.
The save DCs are Charisma-based.
*Includes augmentation for the brain seed‘s manifester
level.
Seed Cloud (Ex): A brain seed continuously pumps a
cloud of tiny seeds into the surrounding air, creating a
240-foot radius cloud centered on the plant. Characters
who make a DC 30 Spot check recognize the airborne
spores in the cloud; otherwise, the cloud appears to be a
haze caused by heat or dust. A living creature within the
cloud must make a Fortitude save (DC 14) each round or
become exposed to infecting spores. A spore takes 1d6
rounds to fully infect a character, during which time it can
The brain seed is an exceedingly rare intelligent plant be noticed with a Spot check (DC 30) or a Search check
that uses its airborne seeds to establish psionic control of (DC 20), and safely removed as a standard action. After
its prey. With a respectable spread of psychic abilities, the infection, the brain seed can use its mind-affecting psionic
brain seed is able to dispose of its victims in a number of powers and life drain ability on the opponent. The save DC
ways, but ultimately subsists on the life energies of living is Constitution-based. Infecting seeds die and become
creatures. ineffective if the infected creature moves more than 240
Brain seed plants are strange, solitary creatures that will feet away from the controlling plant. A Heal check (DC 14)
even drive dominated prey to destroy other brain seed or a cure disease spell will also remove the infection.
plants. Their intelligence is keen, and a brain seed plant Vulnerability to Defiling (Ex): A defiler‘s radius of
will often specifically identify and destroy defilers should it destruction inflicts double damage on a brain seed, easily
suspect that such spellcasters are nearby. killing the plant‘s weblike structure. The spores of a brain
An average brain seed plant stands up to 10 feet tall. It seed killed by defiler magic are rendered dormant.
has a thick central stalk with a skirt of roots and a fat
seed pod at the midpoint of the stalk with coiling tendrils
spreading outward along its length. At the tip of the stalk Sharg
sits a ―mouth‖; however, this is not a feeding organ but
rather an outlet for the plant‘s seeds. Gargantuan Aberration (Aquatic)
Hit Dice: 16d8+112 (184hp)
Initiative: +1
Combat Speed: 10 ft. (2 squares), swim 30 ft.
A brain seed plant sends thousands of seeds each week Armor Class: 13 (-4 size, +1 Dex, +6 natural), touch 7,
into the air, forming a nebulous cloud around itself. flat-footed 12
Whenever a seed encounters living flesh, it takes hold and Base Attack/Grapple: +12/+34
begins gestation. Although some targets are able to Attack: Bite +18 melee (4d6+10)
withstand the infection, many soon find themselves with a Full Attack: Bite +18 melee (4d6+10), 4 tentacles +16
live seed connected to their nervous system. The seed melee (2d6+5)
then provides a telepathic conduit for the parent plant to Space/Reach: 20 ft./15 ft. (20 ft. with tentacles)
begin using its psionic abilities on the target. Special Attacks: Constrict 2d6+5, improved grab
The plant prefers to target lone individuals or small Special Qualities: Blindsense 60 ft., darkvision 60 ft., DR
groups of only three or four members. It will attempt to 10/metal, jet, keen scent, light fear, low-light vision
dominate one or more targets and turn these on their Saves: Fort +12, Ref +6, Will +11
fellows, using its life drain power to assist and finish off Abilities: Str 30, Dex 13, Con 25, Int 4, Wis 12, Cha 6
any survivors. The plant reserves special hatred for Skills: Listen +8, Spot +8, Swim +15
defilers, as it is particularly susceptible to their radius of Feats: Cleave, Diehard, Endurance, Improved Natural
destruction and makes concerted efforts to destroy or Attack (bite), Multiattack, Power Attack
drive off any that it encounters. Environment: Aquatic (Blackjaw River)
If physically threatened, the plant will use its tendrils, Organization: Solitary
striking with any three of these in a single round, and Challenge Rating: 9
Treasure: Standard

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Alignment: Always neutral A character with a slashing weapon can make a sunder
Advancement: — attempt to sever a sharg‘s tentacles. Each has 10 hit
Level Adjustment: — points, and severing one deals 5 points of damage to the
sharg. A sharg flees if it loses two or more tentacles; lost
A long, black hybrid between squid and shark, this tentacles grow back in 1d10+10 days.
creature sports a fanged snout, fluked rump and four Blindsense (Ex): When underwater, a sharg can
flailing tentacles sprouting from its midriff. pinpoint underwater creatures within 60 feet. Opponents
the sharg can‘t actually see still have total
concealment against the sharg.
Constrict (Ex): On a successful grapple
check, a sharg deals 2d6+5 points of damage.
Improved Grab (Ex): To use this ability, a
sharg must hit with a tentacle attack. It can
then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold
and can constrict.
Jet (Ex): The sharg can jet backward once
per round as a full-round action, at a speed of
320 feet. It must move in a straight line, but
does not provoke attacks of opportunity while
jetting.
Keen Scent (Ex): The sharg can notice
creatures by scent in a 240-foot radius and
detect blood in the water at ranges of up to 2
miles.
Light Fear (Ex): Abrupt exposure to bright
light (such as sunlight or a daylight spell) forces
a sharg to make a Will save (DC 20) or become
panicked. On subsequent rounds, a sharg is
dazzled as long as it remains in the affected
area.
Skills: The sharg has a +8 racial bonus on
any Swim check to perform some special action
or avoid a hazard. It can always choose to take
The sharg is an alien predator from another world that 10 on a Swim check, even if distracted or endangered. It
was brought to Athas by Dregoth and released into the can use the run action while swimming, provided it swims
waters of the subterranean Blackjaw River. It has the in a straight line.
forequarters of a great shark and the fluked rump of a
giant squid, and its four tentacles are lined with hooked
barbs.
The sharg lives and hunts in the subterranean network of Silk Wyrm
channels and caverns that house the Blackjaw and its
tributaries, hunting the other creatures that dwell there as Huge Magical Beast (Psionic)
well as those dray careless or unfortunate enough to cross Hit Dice: 6d10+30 (63 hp)
its path. Initiative: +1
Undeniable similarities with the squark of the Last Sea Speed: 30 ft. (6 squares), fly 30 ft. (average)
have led some to speculate that the squark must also Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9,
therefore have originated elsewhere. Dregoth is surmised flat-footed 16
to have found (accidentally or otherwise) the original Base Attack/Grapple: +6/+22
home world of the squark, and netted for himself the Attack: Bite +12 melee (2d6+12 plus poison)
creature known as the sharg from there. Full Attack: Bite +12 melee (2d6+12 plus poison)
The sharg is 25 feet long, with tentacles 20 feet in Space/Reach: 15 ft./10 ft.
length. It weighs 115 tons. Special Attacks: Blood drain, cocoon, improved grab,
poison, psi-like abilities
Special Qualities: Darkvision 60 ft., low-light vision,
Combat resistance to fire 10
The sharg spends most of its time hunting in the Saves: Fort +10, Ref +6, Will +3
darkness beneath New Giustenal. If it senses intruders on Abilities: Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10
the island where it lairs, or if it spots a vulnerable-looking Skills: Hide -3, Listen +6, Move Silently +8, Spot +6
dray barge, however, it strikes hard and fast. A favorite Feats: Alertness, Dodge, Flyby Attack
tactic is to snatch prey and drag them beneath the surface Environment: Hills
to drown. It will also grab hold of passing craft with two of Organization: Solitary
its tentacles and attack the craft‘s occupants with the Challenge Rating: 4
other two. It will also occasionally use two of its tentacles Treasure: Double standard
to rear itself up out of the water to strike at foes, but it Alignment: Always neutral
can only hold this position for up to 4 rounds before the Advancement: 7-12 HD (Huge)
strain becomes too great. Level Adjustment: —

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opportunity. If it wins the grapple check, it establishes a
You spy an enormous armored serpent flying through hold and can either begin draining blood or create a
the olive sky above you. It coils and uncoils as it flies, as if cocoon.
it were moving on sand. Poison (Ex): Injury, Fortitude DC 18, initial damage
1d4 Str, secondary damage
paralysis 1d4 days. The save
DC is Constitution-based.
Psi-Like Abilities: 3/day—
biofeedback (DR 3/—*),
concealing amorpha, ego whip
(DC 12), empty mind (+4
bonus*). Manifester level 6th.
The save DC is Charisma-
based.
*Includes augmentation for
the silk wyrm‘s manifester
level.
Skills: Silk wyrms receive a
+4 racial bonus to all Hide and
Move Silently skill checks.

Silt Horror
The silt swells as something
swims beneath the surface.
You catch a brief glimpse of a
large, bulbous body with a
writhing nest of tentacles
sprouting from one end, and
then it sinks back into the
dust, leaving you wondering
where it will next surface.

A silk wyrm is a large, flying, snake-like beast that can Silt horror is the name given to a group of predators
reach over 50 ft. in length and has a hard chitinous shell that dwell mostly in the Sea of Silt. These tentacle-armed
that covers its body. monsters come in various sizes and colors, but all of them
Silk wyrms spin their paralyzed victims into a silk have an unending hunger.
cocoon. This silk casing is highly prized in most city-states Many Athasian sages believe the horrors to be
because of its fire resistance and is used in the descendants of an ancient water dwelling creature. Their
manufacture of most silk clothing. favorite food is the silt runner.

Combat Combat
Silk wyrms usually hunt for their prey while flying and A character with a slashing weapon can make a sunder
attack at night to surprise the victim. The silk wyrm then attempt to sever a silt horror‘s tentacles. Each tentacle
bites its prey and wraps it up in a durable silk cocoon. has a number of hit points equal to the silt horror‘s Hit
Blood Drain (Ex): A silk wyrm drains blood from a Dice, and severing a tentacle deals damage to the silt
grappled opponent, dealing 1 point of Constitution horror equal to half the tentacle‘s hit points. For example,
damage each round it maintains the hold. a red silt horror‘s tentacles have 8 hit points, and the
Cocoon (Ex): Instead of draining blood, a silk wyrm creature takes 4 points of damage when one is severed.
can make a grapple check to wrap its opponent in silk. On Tentacles grow back at a rate of one per month.
a successful grapple check, the silk wyrm weaves a 1- Air Jet (Ex): A swimming silt horror can jet backward
inch-thick cocoon around its prey, giving it a -2 penalty to once per round as a full-round action, at a speed that
Dexterity. These penalties stack; a silk wyrm wraps its varies by species. It must move in a straight line but does
victim in silk each round until the victim reaches Dexterity not provoke attacks of opportunity while jetting. A jetting
0 and is completely encased in the cocoon. silt horror raises a 20-foot radius, 20-foot high cloud of
A slashing or piercing weapon can cut a trapped victim dust or steam that provides total concealment as it
free. The cocoon‘s silk has hardness 3, fire resistance 2, escapes.
and 2 hit points per inch of thickness. For every inch of Constrict (Ex): With a successful grapple check, a silt
silk removed, the trapped creature regains 2 points of horror can crush a grabbed opponent, dealing 2d8 + Str
Dexterity. points of bludgeoning damage.
Silk wyrm silk is valuable, and artisans can weave it into Improved Grab (Ex): To use this ability, a silt horror
clothing that grants a +1 armor bonus and resistance to must hit with a tentacle attack. It can then attempt to
fire 2. Such silk outfits cost 3,000 Cp. start a grapple as a free action without provoking an
Improved Grab (Ex): To use this ability, a silk wyrm attack of opportunity. If it wins the grapple check, it
must hit with its bite attack. It can then attempt to start a establishes a hold and can constrict.
grapple as a free action without provoking an attack of

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Black Silt Horror Brown Silt Horror Gray Silt Horror
Medium Aberration Huge Aberration (Psionic) Huge Aberration (Psionic)
(Psionic)
Hit Dice: 5d8+10 (32 hp) 9d8+45 (85 hp) 12d8+60 (114 hp)
Initiative: +2 +5 +5
Speed: Swim 10 ft. (2 squares) Swim 10 ft. (2 squares) Swim 15 ft. (3 squares)
Armor Class: 13 (+2 Dex, +1 natural), 13 (-2 size, +1 Dex, +4 14 (-2 size, +1 Dex, +5
touch 12, flat-footed 11 natural), touch 9, flat-footed natural), touch 9, flat-footed
12 14
Base Attack/Grapple: +3/+4 +6/+22 +9/+25
Attack: Tentacle +5 melee (1d3+1) Tentacle +13 melee (1d6+8) Tentacles +16 melee (1d8+8)
Full Attack: 8 tentacles +5 melee (1d3+1) 8 tentacles +13 melee 8 tentacles +16 melee
and bite +0 melee (1d8 plus (1d6+8) (1d8+8)
poison)
Space/Reach: 5 ft./5 ft. 15 ft./10 ft. 15 ft./10 ft.
Special Attacks: Constrict 2d8+1, improved Constrict 2d8+8, improved Constrict 2d8+8, improved
grab, poison, psi-like abilities grab, psi-like abilities grab, psi-like
Special Qualities: Air jet, darkvision 60 ft. Air jet, immunities Air jet, darkvision 60 ft.,
tremorsense 60 ft.
Saves: Fort +3, Ref +3, Will +7 Fort +8, Ref +4, Will +11 Fort +9, Ref +5, Will +12
Abilities: Str 12, Dex 14, Con 14, Str 26, Dex 13, Con 20, Str 27, Dex 12, Con 21,
Int 3, Wis 13, Cha 16 Int 2, Wis 16, Cha 14 Int 3, Wis 15, Cha 11
Skills: Hide +8*, Move Silently +4, Hide -7*, Listen +8, Move Hide -4*, Listen +9, Move
Swim +9 Silently +5, Spot +6, Swim Silently +6, Spot +9, Swim
+16 +16
Feats: Iron Will, Weapon Finesse Improved Initiative, Iron Will, Alertness, Combat Reflexes,
Psionic Focus (telepathy), Improved Initiative, Iron Will,
Weapon Focus (tentacle) Skill Focus (Hide)
Environment Silt Silt Silt
Organization: Clutch (3-12) Solitary Solitary
Challenge Rating: 3 6 7
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD 10-18 HD (Huge); 19-27 HD 13-24 HD (Huge); 25-36 HD
(Large) (Gargantuan) (Gargantuan)
Level Adjustment: — — —

16*), ego whip (DC 15), empty mind, false sensory input
Skills: A silt horror has a +8 racial bonus on any Swim (DC 16), inflict pain (up to two targets, DC 16*),
check to perform some special action or avoid a hazard. It precognition. Manifester level 5th. The save DCs are
can always choose to take 10 on a Swim check, even if Charisma-based.
distracted or endangered. It can use the run action while *Includes augmentation for the silt horror‘s manifester
swimming, provided it swims in a straight line. *Silt level.
horrors gain a +20 racial bonus on Hide checks in silt.

Black Silt Horror


The black silt horror is the smallest of the silt
horrors. It resembles a black, dusty squid with a
writhing mass of eight barbed tentacles. It is
much smaller than other silt horrors and roams in
groups called clutches, and attacks its prey by
using pack tactics.

Combat
Black silt horrors attack with their lashing
tentacles, trying to entangle a victim. It will flee
if it loses five or more tentacles.
Air Jet (Ex): A black silt horror can jet
backward once per round as a full-round action,
at a speed of 80 feet.
Poison (Ex): Injury, Fortitude DC 14, initial
damage paralysis 1 minute; secondary damage
paralysis 1d6 rounds. The save DC is
Constitution-based.
Psi-Like Abilities: At will—synesthete;
3/day—attraction (+6 interaction bonus, DC

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Black Silt Horror Society Psi-Like Abilities: At will—synesthete; 3/day—conceal
Black silt horrors have a matriarchal society, where the thoughts (DC 13), ego whip (DC 14), empty mind, psionic
larger females develop rudimentary psionic abilities that dominate (all except aberrations, dragons, elementals,
aid in capturing prey. They‘re found in the Sea of Silt and and outsiders, DC 16), precognition. Manifester level 9th.
many smaller silt basins. The save DCs are Charisma-based.

Brown Silt Horror


The brown horror is a much feared form of silt horror,
since it can psionically force its victims to come to it. Its
body is not really brown, being more a dirty shade of
white color. It only appears brown when seen against the
pearly silt.
The brown horror is always hungry, and even attacks
other silt horrors.

Combat
The brown silt horror spies opponents while immersed in
silt. Since it is blind and deaf, it uses synesthete to sense
its prey. It always keeps at least one tentacle just an inch
below the surface, to find out what is going on around it
and to determine the Strength of its prey and the best
time to attack. The silt horror tries to dominate creatures
that are too strong to fight physically.
Air Jet (Ex): A brown silt horror can jet backward once
per round as a full-round action, at a speed of 160 feet.
Immunities: A brown silt horror‘s continual synesthete
power allows it to see or hear; it typically chooses sight
and is subject to most visual attack forms. Brown silt
horrors have immunity to gaze attacks and attack forms
that rely on hearing.

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Brown Silt Horror Society Tremorsense (Ex): A gray silt horror can detect
The brown horror is a loner, found only in the silt. It vibrations in the silt at a range of up to three miles, but it
may live about 45 years and must eat at least once a can pinpoint only creatures and objects within 60 ft.
month. Brown horrors are actually the offspring of cross
breeding between white and gray horrors.

Gray Silt Horror


The gray horror is a sickly gray in color, and has a
multitude of sharp-edged tentacles.
Gray horrors consider anything that they can sense as
prey. If one or more tentacles are severed, they regrow at
the rate of one per month.

Combat
The gray horror attempts to lure its victim to it, creating
and controlling sounds that are similar to whimpering
sounds and the sounds of water. It uses create sound and
control sound to make it seem that there is water only a
few steps away.
Air Jet (Ex): A gray silt horror can jet backward once
per round as a full-round action, at a speed of 240 feet. Gray Silt Horrors Society
Psi-Like Abilities: 3/day—control air (60 mph*), Gray silt horrors are solitary, hungry, aggressive
control sound, create sound, empty mind. Manifester level creatures. They only use their air sacs for emergencies,
12th. preferring to ―swim‖ through the silt. They range far
*Includes augmentation for the silt horror‘s manifester through the silt in search of prey.
level.

Magma Silt Horror Red Silt Horror White Silt Horror


Huge Aberration (Fire, Large Aberration (Psionic) Gargantuan Aberration
Psionic)
Hit Dice: 12d8+60 (114 hp) 8d8+24 (60 hp) 16d8+115 (187 hp)
Initiative: +1 +2 +4
Speed: Swim 15 ft. (3 squares) 20 ft. (4 squares), swim 20 ft. Swim 10 ft. (2 squares)
Armor Class: 16 (-2 size, +1 Dex, +7 14 (-1 size, +2 Dex, +3 12 (-4 size, +6 natural), touch
natural), touch 9, flat-footed natural), touch 11, flat-footed 6, flat-footed 12
15 12
Base Attack/Grapple: +9/+25 +6/+14 +12/+36
Attack: Tentacle +16 melee (1d6+8) Tentacle +10 melee (1d4+4) Tentacle +20 melee (1d8+12)
Full Attack: 8 tentacles +16 melee 8 tentacles +10 melee 10 tentacles +20 melee
(1d6+8) (1d4+4) and bite +4 melee (1d8+12)
(2d6+2 plus poison)
Space/Reach: 15 ft./10 ft. 10 ft./5 ft. 20 ft./15 ft.
Special Attacks: Constrict 2d8+8, improved Constrict 2d8+4, improved Constrict 2d8+12, improved
grab, psi-like abilities grab, poison, psi-like abilities grab
Special Qualities: Air jet, immunities, immunity Air jet, darkvision 60 ft., walk Air jet, darkvision 60 ft.,
to fire, vulnerability to cold on tentacles tremorsense 60 ft.
Saves: Fort +9, Ref +5, Will +13 Fort +5, Ref +4, Will +10 Fort +14, Ref +5, Will +14
Abilities: Str 27, Dex 13, Con 21, Int Str 18, Dex 14, Con 16, Int 5, Str 35, Dex 11, Con 25, Int 2,
12, Wis 16, Cha 16 Wis 14, Cha 13 Wis 14, Cha 7
Skills: Concentration +14, Hide -7*, Hide +7*, Move Silenty +11, Hide -4*, Listen +6, Move
Listen +12, Move Silently Swim +12 Silently +8, Spot +6, Swim
+13, Psicraft +10, Spot +12, +20
Swim +16
Feats: Combat Reflexes, Iron Will, Iron Will, Skill Focus (Move Alertness, Great Fortitude,
Psionic Focus (telepathy), Skill Silently), Weapon Focus Improved Initiative, Iron Will,
Focus (Move Silently), (tentacle) Skill Focus (Hide), Toughness
Weapon Focus (tentacle)
Environment Silt Silt Silt
Organization: Solitary Solitary Solitary
Challenge Rating: 7 5 9
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD 9-16 HD (Large); 17-24 HD 17-32 HD (Gargantuan); 33-
(Gargantuan) (Huge) 48 HD (Colossal)
Level Adjustment: — — —

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Magma Silt Horror
The magma horror inhabits volcanic areas. Unlike the
other horrors, the magma horror is very intelligent and
has formidable psionic abilities. Since it no eyes, it uses its
psionic powers to sense the presence of prey. Once prey is
found, the horror contacts its victim psionically, trying to
persuade it to approach.
As with all horrors, the magma silt horror is always
looking for an opportunity to feed itself. This horror must
feed at least once every six weeks or it begins to weaken.

Combat
Air Jet (Ex): A magma silt horror can jet backward
once per round as a full-round action, at a speed of 240
feet.
Immunities: Since magma silt horrors are blind, they
continuously employ the synesthete power to hear light,
gaining immunity to gaze attacks.
Psi-Like Abilities: At will—synesthete; 3/day—
clairvoyant sense, mindlink (up to 8 unwilling targets, DC
14*); 1/day—danger sense (improved uncanny dodge*),
empathy (75-ft. range, 75-ft. radius, 12 hours*), intellect
fortress (6 rounds*), mind thrust (3d10, DC 14*), psionic
divination. Manifester level 12th. The save DCs are
Charisma-based.
*Includes augmentation for the silt horror‘s manifester
level.

Magma Silt Horror Society


The magma silt horror is a solitary creature that meets
others of its kind only for mating.

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Red Silt Horror Tremor Sense (Ex): A white silt horror can detect
vibrations in the silt at a range of up to three miles, but it
The red silt horror is the most mobile of the horrors, can pinpoint only creatures and objects within 60 ft.
able to propel itself across the surface of Athas using four
tentacles as functional ―legs‖. White Silt Horror Society
If one or more tentacles are severed, they regrow at the The white silt horror is found anywhere in silt basins and
rate of one per month. the Sea of Silt. It doesn‘t like the sun, and it waits for
dark if it needs to move out of the silt.
Combat
The red silt horror tries to lure prey to it
using its psionic abilities to establish mental
contact with its quarry, discovering what the
victim desires most and then using false
sensory input to create a complete sensory
image of the desired object.
Air Jet (Ex): A red silt horror can jet
backward once per round as a full-round
action, at a speed of 240 feet. Poison
(Ex): Injury, Fortitude DC 17, initial and
secondary damage paralysis 2d6 rounds. The
save DC is Constitution-based.
Psi-Like Abilities: 3/day—attraction (+9
interaction bonus, DC 17*), aversion (13
hours, DC 16*), concussion blast (4d6*), ego
whip (DC 13), empty mind, false sensory input
(DC 14), mindlink (up to 5 unwilling targets,
DC 12*), read thoughts (DC 13). Manifester
level 10th. The save DCs are Charisma-based.
*Includes augmentation for the silt
horror‘s manifester level.
Walk on Tentacles (Ex): A red silt horror
loses its Dexterity bonus to armor class when
walking on its tentacles.

Red Silt Horror Society


Red silt horrors prefer to live in the Sea of
Silt. However, if food becomes scarce, they will
move to another silt basin, a mudflat, or even the desert,
traveling at night to limit the chances that they are seen
and attacked.
Silt Runner
Once a suitable lair is found, the red silt horror uses its Silt Runner, 1st-Level Warrior
air jet to dig into the ground where it awaits its next Small Humanoid (Reptilian)
victim. Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
White Silt Horror Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch
The white horror is the most common and usually the 12, flat-footed 13
largest of the silt horrors. Its tentacles can grow up to 50 Base Attack/Grapple: +1/–4
feet long. Its mouth is located near the air sac used to Attack: Shortspear +1 melee (1d4-1) or claw +1 melee
propel it and is not used in combat, because it waits until (1d4-1)
its food has suffocated before it begins to feed. Full Attack: Shortspear +1 melee (1d4-1) and bite -4
The white horror eats anything except other horrors. It melee (1d4-1); or 2 claws +1 melee (1d4-1) and bite -4
can subsist for years on one meal, lying dormant melee (1d4-1)
underneath the silt. Its life expectancy is about 40 years, Space/Reach: 5 ft./5 ft.
usually mating only once in its lifetime. Special Attacks: —
Special Qualities: Darkvision 60 ft., silt run
Saves: Fort +2, Ref +1, Will -1
Combat Abilities: Str 9, Dex 12, Con 11, Int 6, Wis 9, Cha 8
The white silt horror lies quietly below the silt. When it Skills: Balance +5, Listen +2, Spot +2
detects vibrations caused by beings moving through the Feats: Alertness
silt, it surprises its prey, attacking with all tentacles at Environment: Deserts
once. It will attack as soon as a single target is within Organization: Gang (3-8), band (10-40 plus 100% non-
range, even if the target is part of a larger group. combatants plus 1 2nd level sergeant per 10 adults and
Air Jet (Ex): A white silt horror can jet backward once 1 leader of 3rd-4th level, tribe (50-100 plus 100% non-
per round as a full-round action, at a speed of 160 feet. combatants plus 1 2nd level sergeant per 10 adults, 1
or 2 3rd-4th level lieutenants, and 1 leader of 5th-6
Challenge Rating: 1/2

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Treasure: Standard Silt runner characters possess the following racial traits.
Alignment: Usually chaotic evil –4 Str, –4 Int
Advancement: By character class Small. Silt runners gain a +1 size bonus to Armor Class,
Level Adjustment: +0 a +1 size bonus on attack rolls, and a +4 size bonus on
Hide checks, but they must use smaller weapons than
Scuttling across the silt as though running on solid humans use, and their lifting and carrying limits are
ground is a short lizard-man with green scales, jagged three-quarters of those of a Medium character.
teeth, and wickedly clawed hands. Space/Reach: 5 ft./5 ft.
A silt runner‘s base land speed is 30 feet.
Silt runners are cowardly reptilian humanoids with the Darkvision out to 60 feet.
curious ability to run across open silt. They have tails, but Weapon Proficiency: A silt runner is proficient with all
these usually drag along the ground except when they are simple weapons and its natural weaponry.
running or in combat, when the tail is used to help them +2 natural armor bonus.
+4 racial bonus on Balance checks.
Natural Weapons: 2 claws (1d4), bite (1d4).
Special Qualities (see above): Silt run.
Automatic Languages: Silt runner. Bonus Languages:
none.
Favored Class: Rogue.
Level adjustment +0.

maintain their balance. They wear


trophies taken from their victims.

Combat
Silt runners only attack when they
outnumber their foes by at least three
to one. Even then they attempt to
attack from ambush and overrun an
opponent using wave attacks.
Silt Run (Ex): A silt runner moving
at running speed can move across up to
60 ft. of silt without breaking the
surface.
Skills: A silt runner‘s tail gives it a +4
racial bonus on Balance checks.

The silt runner warrior presented here


had the following ability scores before
racial adjustments: Str 13, Dex 12, Con
11, Int 10, Wis 9, Cha 8.

Silt Runner Society


Most silt runner tribes live on islands of the Silt Sea
near the coast line were they live by raiding passing
merchant caravans and nearby villages. Silt Serpent
Silt runners have an unreasoning hatred for elves and
attack them on sight. They consider the flesh of an elf This creature is a silt-grey snake that slithers through
slain in combat to be the greatest of delicacies. the dust, baring ivory fangs and hissing menacingly.

Silt Runners as Characters Silt serpents are precisely that – serpents that have
adapted to live in the shallows of the Sea of Silt. As with
Silt runners‘ deceptive tendencies make them excellent
many of Athas‘ denizens, they have evolved basic psionic
rogues, despite their low intellects, and most silt runner
abilities to help them to cope with life under the dark sun.
leaders are fighter/rogues. Silt runner clerics typically
Small and timid, they nevertheless possess a venomous
worship the element of Silt. Silt runners are not
bite that can bring down all but the hardiest of opponents.
exceptionally bright and find magical studies to be
frustratingly difficult. The statistics above are given for a
1st-level silt runner warrior.

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Silt Serpent, Standard Silt Serpent, Giant
Small Magical Beast (Psionic) Huge Magical Beast (Psionic)
Hit Dice: 1d10 (5 hp) 5d10+5 (32 hp)
Initiative: +3 +6
Speed: 10 ft. (2 squares), climb 10 ft., swim 10 ft. 20 ft. (4 squares), climb 20 ft, swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, 15 (-2 size, +2 Dex, +5 natural), touch 10,
flat-footed 14 flat-footed 13
Base Attack/Grapple: +1/-5 +5/+16
Attack: Bite +5 melee (1d4-2 plus poison) Bite +7 melee (2d6+4 plus poison)
Full Attack: Bite +5 melee (1d4-2 plus poison) Bite +7 melee (2d6+4 plus poison)
Space/Reach: 5 ft./5 ft. 15 ft./10 ft.
Special Attacks: Poison, psi-like abilities Poison, psi-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, scent, Darkvision 60 ft., low-light vision, scent,
tremorsense 60 ft. tremorsense 60 ft.
Saves: Fort +2, Ref +5, Will +1 Fort +5, Ref +6, Will +2
Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 3 Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 3
Skills: Balance +11, Climb +12, Hide +11, Listen Balance +12, Climb +11, Hide +2, Listen +6,
+6, Spot +6, Swim +12 Spot +6, Swim +11
Feats: Weapon Finesse Improved Initiative, Weapon Focus (bite)
Environment Silt Silt
Organization: Solitary or nest (4-14) Solitary or pair (1-2)
Challenge Rating: 1 3
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 2 HD (Small), 3 HD (Medium) 6-10 HD (Huge), 11-15 HD (Gargantuan)
Level Adjustment: — —
Silt serpents are carnivores that dwell alone or in Swim checks. A silt serpent has a +8 racial bonus on any
familial nests in reefs and rocky ruins in the shallow silt. Swim check to perform some special action or avoid a
They are hunted for their flesh, which is succulent and hazard. It can always choose to take 10 on a Swim check,
tasty. Giants of the silt archipelagoes were among the first even if distracted or endangered. It can use the run action
to prepare the creatures as food, but it is the Sky Singer while swimming, provided it swims in a straight line.
elf tribe that has become most famous for their dish
known as alrasb, prepared over an open flame from the
sizzling meat of the serpents. Giant Silt Serpents
An adult silt serpent can grow to be four feet in length.
Although the standard silt serpent is most at home in
Their young, laid in clutches of 2-12 eggs, are thin and
the shallow silt, specimens occasionally are found in the
slender, but with a more potent venom than their parents.
deeper silt. Far larger than their reef-dwelling cousins,
these giant silt serpents can reach 18 feet or more in
length, and their venom is more potent still.
Combat Poison (Ex): Injury, Fortitude DC 13, initial damage
Silt serpents are cowardly but cunning opponents. They 2d4 Str, secondary damage 2d4 Con. The save DC is
lie beneath the silt, making use of their tremorsense Constitution-based. Immature giant silt serpents have a
ability to detect potential prey. When a target is detected, +2 racial bonus on their poison (DC 15).
the serpent swims towards it, strikes and swims away Psi-Like Abilities: 3/day—attraction (+7 interaction
again to wait for its poison to take effect. When the target bonus, DC 10*), ego whip (2d4 Cha, DC 10*), empty
stops moving (the serpent‘s chief criterion for victory) it mind (+4 bonus*), precognition, synesthete. Manifester
swims back and begins to feed. Although playing dead can level 7th. The save DCs are Charisma-based.
fool a serpent, this generally only prompts it to start *Includes augmentation for the giant silt serpent‘s
feeding, and so is of limited use. manifester level.
Poison (Ex): Injury, Fortitude DC 10, initial damage Skills: Giant silt serpents have a +4 racial bonus on
1d6 Str, secondary damage 1d6 Con. The save DC is Hide, Listen, and Spot checks and a +8 racial bonus on
Constitution-based. Immature silt serpents have a +2 Balance and Climb checks. A giant silt serpent can always
racial bonus on their poison (DC 12). choose to take 10 on a Climb check, even if rushed or
Psi-Like Abilities: 3/day—attraction (+5 interaction threatened. A giant silt serpent has a +8 racial bonus on
bonus, DC 8*), ego whip (DC 8), empty mind, any Swim check to perform some special action or avoid a
precognition, synesthete. Manifester level 3rd. The save hazard. It can always choose to take 10 on a Swim check,
DCs are Charisma-based. even if distracted or endangered. It can use the run action
*Includes augmentation for the silt serpent‘s manifester while swimming, provided it swims in a straight line.
level.
Tremorsense (Ex): A silt serpent can detect and
pinpoint any creature or object within 60 feet in contact
with the ground or silt. Silt Spawn
Skills: Silt serpents have a +4 racial bonus on Hide,
Listen, and Spot checks and a +8 racial bonus on Balance Medium Aberration
and Climb checks. A silt serpent can always choose to Hit Dice: 2d8+2 (11 hp)
take 10 on a Climb check, even if rushed or threatened. Initiative: +2
Silt serpents use their Dexterity modifier for Climb and Speed: Swim 40 ft. (8 squares)

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Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat- pounds. At this point the maturation into a silt horror of a
footed 12 specific color begins, and the spawn is treated as an adult
Base Attack/Grapple: +1/+9* of the appropriate species.
Attack: Bite +3 melee (1d8)
Full Attack: Bite +3 melee (1d8)
Space/Reach: 5 ft./5 ft. Combat
Special Attacks: —
Special Qualities: Darkvision 60 ft. Silt spawn prefer to attack from ambush, and once they
Saves: Fort +1, Ref +2, Will +4 have detected prey, they will emerge from their lairs and
Abilities: Str 11, Dex 14, Con 12, Int 1, Wis 12, Cha 3 silently swim towards the surface, striking when their
Skills: Hide +3, Listen +5, Spot +5, Swim +8 target is within reach. Although they are of very low
Feats: Alertness, Weapon Finesse(B) intelligence, their clutch instinct drives them to cooperate
Environment: Silt in combat, and they will attempt to grapple a single target
Organization: Clutch (2-12) or tangle (2-5 clutches) en masse and drag their prey into the silt. Once
Challenge Rating: 1/2 submerged, the prey either swiftly drowns or succumbs to
Treasure: Standard the bites of the mass of feeding spawn.
Alignment: Always neutral Skills: A silt spawn has a +8 racial bonus on any Swim
Advancement: 3-4 HD (Medium), 5-6 HD (Large)
Level Adjustment: — Spawn Heritage
Divination
With a flat, pear-shaped body sporting several bulbous Level: Drd 1, Wiz 1
protrusions, this creature swims through the silt by means Components: V, S, F
of a cluster of writhing tentacles at its narrow end. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One silt spawn
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
With this spell you are able to determine what
species of adult silt horror a specific silt spawn will
mature into. The spell compares a single silt spawn
within range with one or more pieces of dried silt
horror hide that you hold. The spell will only work if
one of the pieces of hide you are holding matches the
species of the immature silt spawn and so the spell‘s
utility is limited by the completeness of the caster‘s
collection of silt horror hides.
Focus: One or more pieces of dried flesh from adult
silt horrors.

Spawn Song
Enchantment (Compulsion) [Mind-Affecting]
Level: Drd 3
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 feet + 40 feet per caster level).
Targets: Up to 12 silt spawn within range
Duration: Concentration, up to 10 rounds (D)
The immature form of the larger silt horrors, silt spawn Saving Throw: Will negates (see below)
are aggressive predators driven by the same voracious Spell Resistance: Yes
hunger that typifies the fully grown members of the This spell sends out a hypnotic call to all silt spawn
species. Silt spawn are all born identical, no matter their within range. If cast on a group of specific silt spawn,
parents‘ subspecies, and do not differentiate into the these all receive saving throws as normal. If cast
various strains of silt horror until they reach maturity. To ―blind‖ within a reef or submerged rocky area where
many observers, they barely resemble the adult horrors silt spawn are common, typically 2d6 silt spawn will
that they will later become. respond (these are assumed to be those that have
Silt spawn live in rocky crevices and similar locations in failed their saving throws).
the shallow silt, where they are protected from the hungry The spell, which takes the form of a repetitive dirge
jaws of larger predators. They ambush their prey, sung while standing in the silt itself, enrages the
swarming through the silt in a mass of tentacles and spawn and compels them to attack the caster,
snapping jaws. disregarding all other targets. Used in conjunction with
Over time, spells have been developed that focus upon skilled trappers, this spell allows the caster to summon
the silt spawn. Two of these are presented below: spawn the spawn while the trappers snatch them from the silt
heritage and spawn song. just before they strike.
Silt spawn are born four feet long, weighing 130 The lure lasts for as long as the caster keeps singing,
but never longer than 10 rounds.
pounds. They continue to mature until they reach 10 feet
in length, at which time they weigh as much as 500

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check to perform some special action or avoid a hazard. It Special Qualities: Damage reduction 15/bludgeoning,
can always choose to take 10 on a Swim check, even if darkvision 60 ft., elemental traits, immunity to cold,
distracted or endangered. It can use the run action while reform, resistance to fire 10, spell resistance 20,
swimming, provided it swims in a straight line. *Silt vulnerabilities
spawn receive a +8 racial bonus on all grapple checks. Saves: Fort +11, Ref +13, Will +10
Abilities: Str 10, Dex 33, Con 20, Int 15, Wis 22, Cha 26
Silt Spawn Society Skills: Concentration +17, Disguise +16, Hide +13*,
While adult horrors are solitary beasts, the silt spawn Listen +10, Move Silently +13, Psicraft +14, Spot +14
are driven by a clutch instinct. They are clutched by their Feats: Ability Focus (constitution drain), Combat
parent in the shallows of the silt and as soon as they are Expertise, Iron Will, Weapon Finesse(B)
born, the spawn instinctively flee into whatever crannies Environment: Silt
or bolt-holes they can find. The parent horror cares Organization: Solitary
nothing for its children and often lingers in the vicinity of Challenge Rating: 8
the birthing site in the hope of an easy meal. Spawn that Alignment: Usually chaotic evil
do not hide are devoured, a hazard that persists until the Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
adult horror‘s own instincts drive it back into the deeper Level Adjustment: —
silt that is its natural home. The spawn will remain in the
shallows until they mature, at which time they are driven The silt warps and shifts and forms a writhing
into the deep silt by both their size and a growing pseudopod in the shape of a huge serpent, which launches
competitive streak that forces the clutch to separate – or itself towards you.
become enemies.
Occasionally a particular area of shallow silt becomes a Believed to have been birthed in the paraelemental
popular clutching ground for more than one adult silt plane of silt, the silt weird is a formidable foe, forming the
horror. In such situations it is possible that more than one silt it inhabits and taking the shape of a huge serpent or a
clutch of silt spawn will occupy the same area. Observers vaguely humanoid figure. It uses a humanoid shape,
have noted that, far from competing, the clutches will sometimes confused with a true earth elemental, to lure
combine into a single, tangled mass of spawn. Clerics of travelers to their deaths.
Silt have been known to claim that spawn from differing Silt weirds are extremely dangerous, existing as they do
species that matured together in the same clutch will not between the Material Plane and the Paraelemental Plane
compete or attack one another as adults. There is no of Silt.
proven example of this yet known but it seems likely that A silt weird obtains its nourishment from the life force of
the hybrid brown silt horror is a result of such early its victims. Silt weirds find the harsh conditions of Athas
pairings. much to their liking and thrive because of this.
Unlike mature horrors, silt spawn are both edible and It is rumored that the border between the paraelemental
tasty and are hunted for their flesh by the giants of the Plane of Silt, and the Material Plane on Athas is continually
silt archipelagoes and other dwellers along the shores. In shifting, which enables the silt weirds and other denizens
addition to their flesh, they are also hunted for their hide, such as dune stalkers and sandmen to enter Athas easily.
which can be used to make waterproof containers or
clothing.
A weed known as draxia, native to the silt islands, can Combat
reputedly be used as an ingredient in an ointment that will Silt weirds attack with their slam, and if successful will
repel silt spawn and act as an irritant to silt horrors. It is drain Constitution from their prey as well as suffocate
unknown if this is merely rumor, however, as no-one on them. Silt weirds are very aggressive and will use psionics
the mainland has been able to successfully produce an to help speed up the process, protect themselves from
effective formula, and experimenters are as often as not
attacked by the irritated adult silt
horrors, a tendency that has discouraged
further experimentation.

Silt Weird
Huge Elemental (Earth, Psionic,
Water)
Hit Dice: 8d8+40 (76 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 40 ft.
Armor Class: 23 (-2 size, +11 Dex, +4
natural), touch 19, flat-footed 12
Base Attack/Grapple: +6/+14
Attack: Slam +15 melee (1d8 plus 1
Con)
Full Attack: Slam +15 melee (1d8 plus
1 Con)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constitution drain,
control elementals, psi-like abilities

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others, and fend off attackers while they are draining and Special Qualities: Darkvision 60 ft., phasing,
suffocating a victim. Sometimes silt weirds will have earth tremorsense 120 ft.
elementals under their control which they will use to their Saves: Fort +9, Ref +5, Will +9
full advantage. Abilities: Str 27, Dex 13, Con 21, Int 1, Wis 10, Cha 12
Constitution Drain (Su): Living creatures hit by a silt Skills: Listen +15, Move Silently +5*, Spot +10
weird‘s slam attack must succeed on a DC 22 Fortitude Feats: Alertness, Cleave, Great Cleave, Power Attack,
save or take 1 point of Constitution drain. A creature Snatch
drained to 0 Constitution by a silt weird has its essence Environment: Deserts and silt
devoured and cannot be brought back to life except by a Organization: Solitary
miracle, true resurrection, or wish spell. The save DC is Challenge Rating: 10
Charisma-based. Treasure: None
Control Elementals (Su): A silt weird can control Alignment: Always Neutral
earth elementals and silt paraelementals within 120 ft. Advancement: 15-28 HD (Huge); 29-42 HD
that fail a Will save (DC 22). A silt weird can command a (Gargantuan)
total of 16 Hit Dice worth of earth elementals and/or silt Level Adjustment: —
paraelementals at one time. The save DC is Charisma-
based. The ground bucks and heaves as a vast pale worm
Psi-Like Abilities: At will—chameleon, crisis of breath bursts from beneath the sand, cavernous jaws agape.
(all targets, DC 23*), ego whip (2d4 Cha, DC 22*);
1/day—crisis of life (DC 25), empty mind (+6 bonus*), A sink worm is huge white worm that travels beneath
fate of one, greater concealing amorpha, psionic blast silt and sand, leaving a scarcely noticeable trail. In spite of
(stun 3 rounds, DC 21*). Manifester level 10th. The save this clear warning sign, few prey escape once a sink worm
DCs are Charisma-based. begins hunting them.
*Includes augmentation for the silt weird‘s manifester Sink worms are solitary, meeting with others of their
level. species to mate only once every three years. The
Reform (Su): Silt weirds are difficult to kill, for if slain, hatchlings are left to fend for themselves, and most turn
they reform after 1d6 hours. cannibal immediately, with the strongest few surviving to
Vulnerabilities (Ex): A transmute mud to rock spell burrow away. Sink worms will try to eat nearly anything
cast on a silt weird transforms it into a large, 8HD earth and need at least one man-sized victim per day.
elemental for 1d6 hours, as if affected by the polymorph The sink worm sucks sand and silt through its body,
spell; the silt weird gets a Will save to resist the spell. A filtering minute particles of air past gills which allow the
transmute rock to mud spell cast on the silt weird‘s new creature to breath under the silt or sand. It is this removal
form slays the creature (no save) and prevents it from of air which causes the characteristic sunken depression in
reforming. the surface of the sand or silt through which the sink
Skills: Silt weirds receive a +4 racial bonus to their worm passes.
Concentration, Hide, and Psicraft skill checks. *A silt Sinkworm "gills" are a curiosity among sages, so a
weird‘s chameleon power gives it a +10 enhancement sinkworm egg would be worth whatever the owner asked
bonus on Hide checks when active. for it. However, the difficulty in locating the eggs makes
this nearly impossible. Sink worms can stretch up to 32
Silt Weird Society feet long or more. A sink worm is pale white in color,
The silt weird is a solitary creature that wanders the Sea resembling a huge maggot.
of Silt and inland silt basins hunting for prey. Since the
weird forms its body from the silt in which it lives, it is Combat
unable to travel over land, therefore confined to only A sink worm travels underneath the silt and sand,
attack creatures that pass within its reach. moving silently until it bursts out, surprising its victim and
Silt weirds avoid their own kind; they view each other as usually swallowing it whole. If a sink worm is pursuing a
competition and battle furiously over a section of silt. target that is fleeing, it will often use its phasing ability to
These fights usually end in stalemates however, as the rush ahead of its prey and then burst up from the sand in
weirds cannot harm each other, and one of the weirds front of them. If sorely injured, a sink worm will seek to
usually gives in and goes its own way. It is rare to find flee beneath the sand using its phase ability.
more than one silt weird in a 10-mile square radius. Improved Grab (Ex): To use this ability, a sink worm
must hit a creature at least two size categories smaller
than itself with its bite attack. It can then attempt to start
Sink Worm a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a
hold and can attempt to swallow the foe the following
Huge Aberration
round.
Hit Dice: 14d8+70 (133 hp)
Phasing (Ex): Sink worms can phase through sand,
Initiative: +1
earth or solid rock. This ability works like the dimension
Speed: 30 ft. (6 squares), burrow 50 ft.
door spell, with a range of 90 feet. The sink worm cannot
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9,
use this ability if it is holding a creature in its mouth.
flat-footed 14
Swallow Whole (Ex): A sink worm can try to swallow
Base Attack/Grapple: +10/+26
a grabbed opponent at least two size categories smaller
Attack: Bite +16 melee (2d8+12)
than itself by making a successful grapple check. Once
Full Attack: Bite +16 melee (2d8+12)
inside, the opponent takes 2d8+8 points of crushing
Space/Reach: 15 ft./10 ft.
damage plus 8 points of acid damage per round from the
Special Attacks: Improved grab, swallow whole
worm‘s gizzard. A swallowed creature can cut its way out
by using a light slashing or piercing weapon to deal 35

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points of damage to the gizzard (AC 13). Once the angles from its broadly grinning mouth.
creature exits, muscular action closes the hole; another
swallowed opponent must cut its own way out. A Huge Sligs are wide-jawed humanoids that roam the desert
worm‘s interior can hold 4 Medium, 8 Small, 16 Tiny, or wilderness. They are especially lean, because they cannot
32 Diminutive or smaller opponents. store fat in their bodies, and are remarkably hairy. Sligs
Tremorsense (Ex): Sink worms can sense vibrations live in war bands, as the raiding and hunting lifestyle
up to 120 feet away on both sand and on silt. dominates their culture. They are crude craftsmen and
Skills: Sink worms have a +4 racial bonus on Listen often use items stolen from more advanced species.
and Spot checks. *When burrowing through sand or silt, Sporting a hunched posture, they have powerful arms
a sink worm has a +8 racial bonus on Move Silently that help with moving. Sligs dress in hides and animal
checks. skins, with different clothing denoting rank within the
warband and ritual scarification marking excellence in
combat and skill at the hunt.
Sligs have their own language, and some non-slig know
Slig it, but sligs usually do not take the time or the effort to
learn another language. Sligs possess a natural telepathy
Medium Humanoid (Slig) that allows them to communicate essential information to
Hit Dice: 4d8-4 (14 hp) one another regarding battle or the hunt. This telepathy is
Initiative: +0 not sufficiently developed to communicate other concepts,
Speed: 30 ft. (6 squares) however.
Armor Class: 14 (+4 natural), touch 10, flat-footed 14 Sligs must eat more than other humanoid races; if they
Base Attack/Grapple: +3/+5 go without food for three days they die of starvation. Sligs
Attack: Bone longsword +4 melee (1d8+1/19-20) or bite also recycle body fluids better than other humanoids and
+5 melee (1d3+2) therefore only need 1/2 the water requirement of what a
Full Attack: Bone longsword +4 melee (1d8+1/19-20) human would.
and bite +0 melee (1d3+1) Male sligs are tall and muscular, standing seven feet tall
Space/Reach: 5 ft./5 ft. and weighing more than 300 pounds. Female sligs are
Special Attacks: Formation attack similar in appearance, but much smaller, standing about 5
Special Qualities: Low-light vision, telepathy 30 ft. feet tall. Their hair is always braided, and their skin color
Saves: Fort +3, Ref +1, Will +2 is very light, usually white or tan.
Abilities: Str 14, Dex 11, Con 8, Int 10, Wis 12, Cha 6
Skills: Craft (weaponmaking) +4, Listen +3, Spot +4,
Combat
Survival +6
Feats: Power Attack, Teamwork Sligs are formidable opponents, but not invincible. They
Environment: Deserts gain their Strength through attacking via formation. They
Organization: War Band (5-30) usually use bone long swords and bone spears as
Challenge Rating: 2 weapons: if they are weaponless they will then just use
Treasure: Standard their bite attack.
Alignment: Often neutral (any) Formation Attack (Ex): When two sligs are flanking an
Advancement: By character class opponent, each receives a +4 bonus on attack rolls,
Level Adjustment: +1 instead of the normal +2. Other sligs in melee with that
opponent but not flanking it receive a +2 bonus to attack
Shambling along with a hunched gait is a muscular rolls.
humanoid with pale tan skin and covered in ruddy hair. Its Telepathy (Su): Sligs can telepathically communicate
body is lean and utterly devoid of fat, its arms end in battle tactics to all sligs within 30 ft.
blunt black claws and broken yellow teeth jut at crooked Skills (Ex): *Sligs receive a +10 racial bonus on
Survival checks when tracking or looking for food.

Slig Society
Sligs are cunning and intelligent and have learned what
most other races of the Tablelands desire: treasure, metal
and food and water. As a result, the wily sligs will often
lay ambushes with just such items as bait. The lure can be
as simple as a half-buried barrel or crate or as elaborate
as the mock wreckage of an ambushed caravan, complete
with slain animals and smoldering wagons. Those who are
ambushed will be slain or sometimes even kidnapped by
the sligs and held for ransom in the hope that others will
fall prey to this new form of lure and come seeking their
companions.
Unlike other races of the desert, sligs are sedentary and
will make a permanent home from which they launch raids
and hunts into the surrounding territory. Slig families are
highly mutable, with the female producing young three
times each year, fathered by whichever hunters are
currently the most respected in the warband. The young
mature rapidly and are full members of the warband
within a year. To accomplish this growth, young sligs eat

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ravenously of the meals that are brought back to them,
giving rise to the phrase ―sligging down‖ one‘s meal. Dagolar slimes are Tyrian slimes that have been
psionically altered by the evil defiler/psion, Dagolar. Like
Sligs as Characters most oozes, Dagolar slimes can move along walls and
Powerful and aggressive, sligs naturally tend towards ceilings. Doing this allows them to drop on unsuspecting
the martial classes. Some make passable rogues, but as a prey and envelop the head to get at the victim‘s brain,
rule sligs are too impatient for stealthy work. Those that which is all that consists of the Dagolar slime‘s diet.
apply themselves are able to achieve some excellence as Dagolar slimes also reproduce in a similar way- upon
clerics (usually of silt or earth) and some find the calling enveloping the head of a victim; they do not consume the
of druidry to their liking. brain, but rather ‗transplant‘ it into a divided portion of
Slig characters possess the following racial traits. the Dagolar slime‘s body. Only creatures with an
+4 Str, -2 Con, +2 Wis, -4 Cha especially active brain pattern (i.e., a psion) are unlucky
Medium. As Medium creatures, sligs receive no bonuses enough to be such targets of a Dagolar slime‘s hideous
or penalties due to their size. brain transplant.
Space/Reach: 5 ft./5 ft.
A slig‘s base land speed is 30 feet. Combat
Racial Hit Dice: A slig begins with 4 levels of humanoid Much like Tyrian slimes, Dagolar slimes usually begin
(slig), which provide 4d8 Hit Dice, a base attack bonus battle by spraying their fast-drying, sticky secretions at
of +3, and base saving throw bonuses of Fort +4, Ref their opponents, and then unleashing a steam of highly
+1 and Will +1. corrosive acid. The acid stream has a range of 15 ft. (no
Racial Skills: A slig‘s humanoid levels give it skill points range increment).
equal to 7 x (2 + Int modifier). Its class skills are Craft Blindsight (Ex): An ooze‘s entire body is a primitive
(weaponmaking), Listen, Spot and Survival. sensory organ that can ascertain prey by scent and
A slig‘s humanoid levels give it 2 feats. vibration within 60 ft.
Weapon Proficiency: A slig is proficient with its natural Psi-Like Abilities: At will – detect psionics, ego whip
weapons and all simple and martial weapons. (2d4 damage, DC 17*), empty mind (+6 bonus*), schism.
+4 natural armor bonus. 3/day–metaconcert (11 minute duration*), psychic crush
Low-light vision. (DC 17). Manifester level 10th.
Natural Weapons: Bite (1d3). *Includes augmentation for dagolar slime‘s manifester
Special Attacks (see above): Formation attack. level.
Special Qualities (see above): Telepathic Weapon Immunities: Dagolar slimes are immune to
communication. bludgeoning and piercing weapons.
Automatic Languages: Slig. Bonus Languages: Web (Ex): As a standard action, a Dagolar slime can
Common. launch an extremely sticky adhesive at a single target,
Favored Class: Fighter. who must make a Reflex save (DC 16) or become
Level adjustment +1. entangled. The save DC is Dexterity-based.
Skills: Dagolar slimes receive a +8 racial bonus to all
Slime Climb checks and can always choose to take 10 on a
Climb check, even if rushed or threatened.

Dagolar Slime
Tyrian Slime
This slime has the hideous appearance of a large
greenish-colored ooze with a human-like brain resting in A bluish-green amoeba oozes through the cracks of the
the middle. dungeon wall and advances towards you, spraying a
corrosive ray of acid as it comes.

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Dagolar Slime Tyrian Slime
Medium Ooze (Psionic) Medium Ooze
Hit Dice: 7d10+28 (66 hp) 5d10+15 (42 hp)
Initiative: +3 +0
Speed: 20 ft. (4 squares), climb 20 ft. 20 ft. (4 squares), climb 20 ft.
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +5/+5 +3/+3
Attack: Acid spray +8 ranged touch (2d6 acid) Acid spray +3 ranged touch (2d6 acid)
Full Attack: 2 acid sprays +8 ranged touch (2d6 acid) Acid spray +3 ranged touch (2d6 acid)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Psi-like abilities, web Acid, web
Special Qualities: Blindsight 60 ft., immunity to acid and fire, Blindsight 60 ft., immunity to acid, fire, and
ooze traits, weapon immunities bludgeoning and piercing weapons, ooze traits
Saves: Fort +6, Ref +5, Will +4 Fort +4, Ref +1, Will –4
Abilities: Str 11, Dex 16, Con 18, Int —, Wis 14, Cha 15 Str 10, Dex 10, Con 17, Int —, Wis 1, Cha 1
Skills: Climb+8 Climb +8
Feats: — —
Environment Underground Underground
Organization: Solitary, or spawn (1-3) Solitary or group (1-3)
Challenge Rating: 8 5
Treasure: None None
Alignment: Always neutral evil Always neutral
Advancement: 8-14 HD (Large), 15-21 (Huge) 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: — —

Tyrian slimes are similar to most other creatures of their Spider


kind. Their bodies consist of bluish-green amoeba-like
cells that enable them to creep through cracks and Mountain Spider
crevices, and into the dark, damp subterranean locations.
Tyrian slime, like most other oozes, is a solitary, asexual This species of giant spider has a mottled carapace that
creature that reproduces by dividing its body and is makes its outlines hard to distinguish against the rock
usually encountered by wanderers with its own divided upon which it squats.
offspring.
Tyrian slimes are able to move along walls and ceilings,
dissolving all sorts of carrion and refuse, thus often
keeping the vicinity relatively clean. They attack nearly
anything that they sense approaching, and one of their
favorite tactics is to drop on unsuspecting prey.

Combat
Tyrian slimes attack by employing one of two
techniques. The first attack is a fast-drying, sticky
adhesive that entangles its prey into motionlessness,
which is often the slime‘s first attack. The second
technique is to spray a stream of highly corrosive acid at
their enemies.
Acid (Ex): The Tyrian slime‘s acid attack has a range
increment of 15 ft. and can be sprayed up to five range
increments.
Web (Ex): As a standard action, a Tyrian slime can
launch an extremely sticky adhesive at a single target,
who must make a Reflex save (DC 12) or become
entangled for 1d4 rounds. The save DC is Dexterity-
based.
Blindsight (Ex): An ooze‘s entire body is a primitive
sensory organ that can ascertain prey by scent and
vibration within 60 ft.
Skills: A Tyrian slime has a +8 racial bonus on Climb
checks and can always choose to take 10 on a Climb
check, even if rushed or threatened. Mountain spiders are intelligent creatures with a
rudimentary tribal society believed to honeycomb many
parts of the Athasian underdark. Cunning predators, they

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Mountain Spider Silt Spider
Medium Magical Beast (Psionic) Diminutive Vermin (Swarm)
Hit Dice: 5d10+5 (32 hp) 3d8 (13 hp)
Initiative: +4 +7
Speed: 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft., swim 30 ft.
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat- 17 (+4 size, +3 Dex), touch 17, flat-footed 14
footed 12
Base Attack/Grapple: +5/+6 +2/—
Attack: Bite +9 melee (1d8+1 plus poison) Swarm (1d6 plus poison)
Full Attack: Bite +9 melee (1d8+1 plus poison) Swarm (1d6 plus poison)
Space/Reach: 5 ft. / 5 ft. 10 ft./0 ft.
Special Attacks: Poison, psi-like abilities, web Distraction, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft. Darkvision 60 ft., swarm traits, tremorsense
30 ft., vermin traits
Saves: Fort +5, Ref +8, Will +1 Fort +3, Ref +4, Will +1
Abilities: Str 13, Dex 18, Con 13, Str 1, Dex 17, Con 11,
Int 16, Wis 10, Cha 11 Int 1, Wis 10, Cha 3
Skills: Climb +22, Craft (any) +8, Hide +19, Jump Climb +11, Hide +23, Listen +4, Spot +4
+16, Knowledge (any) +8, Sense Motive +5,
Spot +5, Survival +5
Feats: Ability Focus (poison), Combat Reflexes, Ability Focus (poison), Improved Initiative
Weapon Finesse(B)
Environment Mountains Silt
Organization: Tribe (5-20) Solitary, tangle (2–4 swarms), or colony (7–
12 swarms)
Challenge Rating: 3 (4 if psionic) 1
Treasure: Standard None
Alignment: Usually chaotic neutral Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Large) None
Level Adjustment: — —

use their superior intellects to lay all manner of traps for Tremorsense (Ex): A mountain spider can detect and
the unwary. They are carnivorous and seem to consider pinpoint any creature or object within 60 feet in contact
roc meat a delicacy. Needless to say, such meals are few with the ground, or within any range in contact with the
and far between for the mountain spiders. spider‘s webs.
Mountain spider venom is sought after by assassins, as Web (Ex): Mountain spiders spin webs to build their
it can be used as an ingredient in the creation of potions lairs and other structures, but do not use them to catch
to remove paralysis – with the involvement of one skilled prey. They can use their web to lower themselves silently
in such things, of course. on silk strands and leap onto prey passing beneath them,
One mountain spider in ten is psionic. Many believe that if necessary. A single strand is strong enough to support
the species as a whole is on the brink of developing the spider and one creature of the same size. Creatures
psionic powers en masse, but for the time being these that come into contact with mountain spider webbing
abilities are limited to a handful of exceptional individuals. nevertheless run the risk of becoming entangled. An
These psychic arachnids soon rise to positions of power entangled creature can escape with a successful Escape
within the loose mountain spider society. Artist check (DC 12) or burst it with a Strength check (DC
An adult mountain spider stands five feet tall on long, 16). Attempts to escape or burst the webbing gain a +5
sturdy limbs and weighs as much as 200 pounds. bonus if the trapped creature has something to walk on or
grab while pulling free. Each 5-foot section has 6 hit
Combat points, and damage reduction 5/—. A mountain spider can
move across its own web at its climb speed and can
Mountain spiders are cunning foes that will often pinpoint the location of any creature touching its web.
attempt to outwit their prey before striking with Skills: Mountain spiders have a +10 racial bonus on
devastating surprise. They will leave lures for their targets Hide and Jump checks and a +16 racial bonus on Climb
(from animal corpses to apparent treasure), set up checks. A mountain spider can always choose to take 10
ambushes or use psionic misdirection to shift the on Climb checks, even if rushed or threatened. Mountain
advantage in their own favor. spiders use their Dexterity modifier for Climb checks.
Poison (Ex): Injury, Fortitude DC 15, initial and
secondary damage paralysis for 2d12 minutes. The save
DC is Constitution-based. Silt Spider
Psi-Like Abilities: At will—attraction (DC 11), aversion
(DC 12), empathy, inflict pain (DC 12), mindlink, mind A swarming nest of tiny pale spiders barely
thrust (DC 11); 3/day—ego whip (DC 12), empty mind, distinguishable from the shifting silt that is their home,
thought shield. Manifester level 3rd. The save DCs are these creatures rush towards you in a single heaving
Charisma-based. mass.

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Spider, Crystal
Large Elemental (Earth, Psionic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 60 ft. (12 squares), climb 30 ft.
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-
footed 18
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d6+5 plus poison)
Full Attack: Bite +10 melee (1d6+5 plus poison) and 2
claws +5 melee (2d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, poison, psi-like abilities,
ray, web
Special Qualities: Darkvision 60 ft., DR 5/metal,
elemental traits
Saves: Fort +9, Ref +4, Will +5
Abilities: Str 20, Dex 11, Con 16, Int 3, Wis 13, Cha 8
Skills: Climb +3, Hide +5*, Spot +3
Silt spiders are tiny creatures that dwell in Athas‘ silt Feats: Iron Will, Lightning Reflexes, Point Blank Shot
seas and basins. Easily able to camouflage themselves Environment: Any
within and swim though the silt, they are a hazard Organization: Solitary
wherever they are encountered. Although their bite and Challenge Rating: 6
accompanying poison is not overly dangerous, their sheer Treasure: No coins, double goods, no items
numbers often mean that a target will be devoured by the Alignment: Always neutral
swarm before he has a chance to regain consciousness. Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Individual silt spiders rarely reach six inches in size but Level Adjustment: —
can swarm in scores or hundreds.
You are forced to squint to see past the dazzling
refractions and spot that they are emanating from the
Combat
body of a large, crystalline spider.
A silt spider swarm seeks to
surround and attack any living prey
it encounters. It deals 1d6 points of
damage to any creature whose space
it occupies at the end of its move.
Distraction (Ex): Any living
creature that begins its turn with a
silt spider swarm in its space must
succeed on a DC 11 Fortitude save or
be nauseated for 1 round. The save
DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC
13, initial and secondary damage
paralysis for 2d6 minutes. The save
DC is Constitution-based.
Tremorsense (Ex): Silt spiders
can detect and pinpoint any creature
or object within 30 feet in contact
with the ground.
Skills: A silt spider swarm has a
+4 racial bonus on Spot checks and
a +8 racial bonus on Climb and Hide
checks. It uses its Dexterity modifier
instead of its Strength modifier for
Climb checks. It can always choose
to take 10 on a Climb check, even if
rushed or threatened. A silt spider
swarm has a +8 racial bonus on any
Swim check to perform some special
action or avoid a hazard. It can
always choose to take 10 on a Swim
check, even if distracted or
endangered. It can use the run
action while swimming, provided it
swims in a straight line.

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unless it makes a successful Escape Artist check (DC 17).
Resembling giant wolf spiders, crystal spiders have The save and check DCs are Constitution-based.
bodies composed of multifaceted crystal that creates Skills: A crystal spider has a +4 racial bonus on Hide
dazzling patterns of refracted light. They spin glass webs checks. It has a +8 racial bonus on Climb checks and can
that are very sharp and can focus a damaging beam of always choose to take 10 on Climb checks, even if rushed
light at a potential victim. or threatened.
The crystal spider is a beautiful creature. During the day
the sunlight refracts through it, reflecting a myriad of
colors which change as it moves. At night it reflects any
ambient light, retaining its colors but not as radiant as Spider, Dark
during the day. When the spider has fed, it takes on a
reddish tinge but this fades over a few days. Rearing itself up before you is an enormous spider the
A crystal spider is incapable of making sounds, but can size of a man with disgusting, oily black skin, mottled with
communicate with others of its kind by means of lurid red and purple streaks. Its features are almost
controlled light. humanoid and it regards you with a menacing leer.
Crystal spiders get most of their nutrients from sunlight
but do require liquids to survive, preferring human blood.
They are hunted for their webs, which make excellent
weapons, and for the gems which they instinctively weave
into these webs (although the spiders are themselves
unaware of their value).
A typical crystal spider is eight feet long and can live up
to 150 years. Before death, a crystal spider will lay a
single huge cluster of eggs (as many as 200) in a specially
crafted web.

Combat
Crystal spiders prefer to spin their webs across trails and
game paths. They do not sit in their webs, but instead
wait on nearby ledges or outcroppings, hoping to pounce
on those unfortunate enough to become entangled. Where
lighting permits, a crystal spider will also use its ability to
fire rays of light at its enemies and will use its psionic
power of control light to augment lighting conditions in
order to facilitate this. In melee, the creature attacks with
its slashing claws and poisonous bite. It prefers to grapple
its targets and then sting them to death.
Improved Grab (Ex): To use this ability, a crystal
spider must hit with both claw attacks. It can then
attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple Dark spiders are an intelligent species of subterranean
check, it establishes a hold and deals automatic claw arachnid that lives in highly organized tribal units. Divided
damage each round it remains in the grapple. A crystal among warriors, psions, defilers and queens, they have no
spider gains a +4 bonus on attack rolls with its bite natural enemies but often create enemies through their
against grappled opponents, canceling the usual –4 predatory behavior when nesting young.
penalty for attacking a grappled opponent. Dark spiders stand six feet in height and weigh 120
Poison (Ex): Injury; Fortitude save (DC 17); initial and pounds, although their queens reach twice that size when
secondary damage 1d6 temporary Constitution damage. mature. The more intelligent among them are able to
The save DC is Constitution-based. master humanoid tongues, and some have been known to
Psi-Like Abilities: 3/day—control light. Manifester trade silk to merchant houses in return for warm-blooded
level 6th slaves.
Ray (Su): In areas of bright light (such as sunlight or
the radius of a daylight spell), a crystal spider may fire a
Combat
ray of light at a single creature as a full-round action. If
the ray hits, it deals 3d6 points of fire damage, and the Dark spiders prefer to either strike from ambush using
target must make a Reflex save (DC 13) or be their webbing or attack with greater numbers and
permanently blinded. The save DC is Charisma-based. overwhelm their foes. Warbands of warrior spiders are
Web (Ex): Crystal spiders weave razor-sharp webs of often led by individual defilers or psions, who use their
crystal, typically spanning 20 square feet. Each 5-foot powers to bolster the melee attacks of the warriors.
section has 12 hit points, and sheet webs have damage In melee, dark spiders strike with two claws and a
reduction 5/—. A crystal spider can move across its own poisonous bite. The venom of the queen is particularly
web at its climb speed. potent and is easily capable of killing an adult human. The
Approaching creatures must succeed on a DC 20 Spot poison of the other dark spiders is still dangerous but less
check to notice a web; otherwise they stumble into it, routinely fatal than that of the queens.
suffering 2d6 points of damage and becoming entangled. Web (Ex): Dark spiders often wait in their webs, then
A creature that makes a Reflex save (DC 17) takes half lower themselves silently on silk strands and leap onto
damage and is not entangled. An entangled creature can prey passing beneath. A single strand is strong enough to
escape the web but takes another 1d6 points of damage support the spider and one other Medium creature. Dark

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Dark Spider Defiler Dark Spider Queen
Medium Aberration Large Aberration (Psionic)
Hit Dice: 6d8 (27 hp) 12d8+36 (90 hp)
Initiative: +3 +3
Speed: 30 ft. (6 squares), climb 20 ft. 40 ft. (8 squares), climb 30 ft.
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat- 18 (-1 size, +3 Dex, +6 natural), touch 12,
footed 14 flat-footed 15
Base Attack/Grapple: +4/+4 +9/+16
Attack: Claw +7 melee (1d4) Claw +11 melee (1d6+3)
Full Attack: 2 claws +7 melee (1d4) and bite +2 melee 2 claws +11 melee (1d6+3) and bite +6
(1d4 plus poison) melee (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Poison, spells, web Poison, psionic powers, spells, web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft. Darkvision 60 ft., tremorsense 60 ft., power
resistance 20
Saves: Fort +2, Ref +5, Will +8 Fort +7, Ref +7, Will +11
Abilities: Str 10, Dex 16, Con 10, Str 16, Dex 16, Con 17,
Int 16, Wis 16, Cha 12 Int 16, Wis 16, Cha 16
Skills: Climb +16, Concentration +9, Hide +13*, Climb +18, Concentration +15, Diplomacy
Knowledge (arcana) +11, Move Silently +3*, +10, Hide +17*, Knowledge (arcana) +16,
Search +10, Spot +10, Survival +10 (+12 Move Silently +3*, Search +13, Spot +13,
following tracks) Survival +13 (+15 following tracks)
Feats: Greater Spell Focus (conjuration), Path Empower Power, Expanded Knowledge x2
Sinister, Spell Focus (conjuration), Weapon (claws of the vampire, expansion)(B), Greater
Finesse(B) Spell Focus (conjuration), Path Sinister, Spell
Focus (conjuration), Stand Still
Environment Underground Underground
Organization: Solitary, pair, or tribe (3-20) Solitary, pair, or tribe (3-20)
Challenge Rating: 6 9
Treasure: Standard Standard
Alignment: Always neutral Always neutral
Advancement: 7-12 HD (Large) 13-24 HD (Huge)
Level Adjustment: — —

spiders can throw a web eight times per day; this is with the ground, or within any range in contact with the
similar to an attack with a net but has a maximum range spider‘s webs.
of 50 feet, with a range increment of 10 feet, and is Skills: Dark spiders have a +4 racial bonus on Hide and
effective against targets of size Large or smaller. An Spot checks and a +8 racial bonus on Climb checks. A
entangled creature can escape with a successful Escape dark spider can always choose to take 10 on Climb
Artist check or burst it with a Strength check. Both are checks, even if rushed or threatened. Dark spiders use
standard actions whose DCs are given in the table below. their Dexterity modifier for Climb checks. *Dark spiders
The check DCs are Constitution-based, and the Strength have a +8 racial bonus on Hide and Move Silently checks
check DC includes a +4 racial bonus. when using their webs.
Dark spiders often create sheets of sticky webbing
approximately 20 to 30 feet square, depending on the size
of the spider. They usually position these sheets to snare Defiler
flying creatures but can also try to trap prey on the
Poison (Ex): Injury, Fortitude DC 13, initial damage
ground. Approaching creatures must succeed on a DC 20
1d6 Con, secondary damage none. The save DC is
Spot check to notice a web; otherwise they stumble into it
Constitution-based.
and become trapped as though by a successful web
Spells: A defiler dark spider casts spells as a 6th-level
attack. Attempts to escape or burst the webbing gain a +5
wizard (defiler). The save DCs are Intelligence-based.
bonus if the trapped creature has something to walk on or
Typical Wizard Spells Prepared (4/4/4/3; save DC 13 +
grab while pulling free. Each 5-foot section has the hit
spell level): 0—acid splash*, arcane mark, message,
points given on the table, and sheet webs have damage
touch of fatigue* (DC 13); 1st—chill touch* (DC 14), color
reduction 5/—.
spray (DC 14), grease* (DC 16), sleep (DC 14); 2nd—
A dark spider can move across its own web at its
fox’s cunning, Melf’s acid arrow*, scare* (DC 15), shatter
climb speed and can pinpoint the location of any creature
(DC 15); 3rd—dispel magic, stinking cloud* (DC 18),
touching its web.
vampiric touch* (DC 16).
*Path Sinister: A defiler dark spider casts these spells at
Spider Escape Artist DC Break DC Hit Points
+1 caster level.
Warrior 15 19 6
Psion 13 17 6
Defiler 14 18 6 Psion
Queen 19 23 12
Poison (Ex): Injury, Fortitude DC 14, initial damage
Tremorsense (Ex): A dark spider can detect and 1d6 Con, secondary damage none. The save DC is
pinpoint any creature or object within 60 feet in contact Constitution-based.

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Dark Spider Warrior Dark Spider Psion
Medium Aberration Medium Aberration (Psionic)
Hit Dice: 6d8+12 (39 hp) 6d8+6 (33 hp)
Initiative: +7 +3
Speed: 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft.
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat- 17 (+3 Dex, +4 natural), touch 13, flat-footed
footed 16 14
Base Attack/Grapple: +4/+6 +4/+4
Attack: Claw +7 melee (1d6+2) Claw +7 melee (1d4)
Full Attack: 2 claws +7 melee (1d6+2) and bite +5 melee 2 claws +7 melee (1d4) and bite +2 melee
(1d4+1 plus poison) (1d4 plus poison )
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Poison, web Poison, psionic powers, web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft. Darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +4, Ref +5, Will +5 Fort +3, Ref +5, Will +9
Abilities: Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 8 Str 10, Dex 16, Con 12,
Int 14, Wis 14, Cha 11
Skills: Climb +16, Hide +12*, Move Silently +7*, Climb +16, Concentration +10, Hide +12*,
Search +6, Spot +5, Survival +7 (+9 Move Silently +3*, Search +9, Spot +9,
following tracks) Survival +9 (+11 following tracks)
Feats: Improved Initiative, Improved Natural Attack Empower Power, Extend Power, Iron Will,
(claw), Multiattack, Weapon Finesse(B) Weapon Finesse(B)
Environment Underground Underground
Organization: Solitary, pair, or tribe (3-20) Solitary, pair, or tribe (3-20)
Challenge Rating: 4 6
Treasure: Standard Standard
Alignment: Always neutral Always neutral
Advancement: 7-12 HD (Large) 7-12 HD (Large)
Level Adjustment: — —

Psionic Powers: A psion dark spider manifests powers


as a psion (telepath) of 6th level. The save DCs are Warrior
Intelligence-based.
Poison (Ex): Injury, Fortitude DC 15, initial damage
Typical Psion Powers Known (power points 41, save DC
1d6 Con, secondary damage none. The save DC is
12 + power level): 1st—entangling ectoplasm, know
Constitution-based.
direction and location, mindlink, mind thrust (DC 13),
synesthete; 2nd—cloud mind (DC 14), ego whip (DC 14),
inflict pain (DC 14), thought shield; 3rd—danger sense,
Dark Spider Society
false sensory input (DC 15), mental barrier, psionic blast
(DC 15). Beneath the tyrannical rule of its queens, dark spider
society is divided into three tiers, with the warriors being
the lowest and most common form of the species. One in
Queen five warriors is born with a mutation that slightly hampers
the creature‘s physical development, but gives rise to a
Poison (Ex): Injury, Fortitude DC 19, initial damage smattering of psionic abilities as a consequence. These
1d6 Con, secondary damage 2d6 Con. The save DC is psionic dark spiders are viewed with curiosity and some
Constitution-based. respect by their fellows, but are still not afforded the same
Psionic Powers: A psion dark spider manifests powers status as are the defilers.
as a psion (telepath) of 6th level. The save DCs are The defiler caste of dark spider possesses formidable
Intelligence-based. casting abilities and occupies an elite position in dark
Typical Psion Powers Known (power points 41, save DC spider society. Furthermore, one in five defiler spiders also
13 + power level): 1st—entangling ectoplasm, know possesses psionic powers. They have access to the same
direction and location, mindlink, mind thrust (DC 14), powers listed above for psion spiders, but are CR 8 as a
synesthete; 2nd—cloud mind (DC 15), ego whip (DC 15), result.
inflict pain (DC 15), thought shield; 3rd—danger sense, Atop dark spider society sit the queens. Each tribe has
false sensory input (DC 16), mental barrier, psionic blast its own queen, and each queen boasts the powers of a full
(DC 16). defiler and psionic spider as well as Strength in excess of
Spells: A queen dark spider casts spells as a 6th-level that of the mightiest warriors. The queens lay their young
wizard (defiler). The save DCs are Intelligence-based. in web sacs at the heart of their nests, where they are
Typical Wizard Spells Prepared (4/4/4/3; save DC 13 + defended by elite bands of warriors and defiler/psions.
spell level): 0—acid splash*, arcane mark, message, Dark spider poison is greatly prized by assassins, and the
touch of fatigue* (DC 13); 1st—chill touch* (DC 14), color wily creatures are not above trading their venom for warm
spray (DC 14), grease* (DC 16), sleep (DC 14); 2nd— meat for their young.
fox’s cunning, Melf’s acid arrow*, scare* (DC 15), shatter
(DC 15); 3rd—dispel magic, stinking cloud* (DC 18),
vampiric touch* (DC 16).
*Path Sinister: A queen dark spider casts these spells at
+1 caster level.

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Spinewyrm its spines to grow back before it can fire them again. The
save DC is Constituion-based.
Swallow Whole (Ex): A spinewyrm can try to swallow
Huge Magical Beast (Psionic)
a grabbed opponent of a smaller size than itself by making
Hit Dice: 8d10+48 (92 hp)
a successful grapple check. Once inside, the opponent
Initiative: +1
takes 2d6+10 points of crushing damage plus 6 points of
Speed: 30 ft. (6 squares), fly 40 ft. (average)
acid damage per round from the spinewyrm‘s gullet. A
Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9,
swallowed creature can cut its way out by using a light
flat-footed 18
slashing or piercing weapon to deal 15 points of damage
Base Attack/Grapple: +8/+23
to the gullet (AC 15). Once the creature exits, muscular
Attack: Bite +13 melee (2d6+10)
action closes the hole; another swallowed opponent must
Full Attack: Bite +13 melee (2d6+10)
cut its own way out. A Huge spinewyrm‘s interior can hold
Space/Reach: 15 ft./10 ft.
1 Large, 2 Medium, 4 Small, 16 Tiny, or 64 Diminutive or
Special Attacks: Constrict 2d6+10, improved grab, psi-
smaller opponents.
like abilities, spines, swallow whole
Skills (Ex): Spinewyrms receive a +4 racial bonus on
Special Qualities: Darkvision 60 ft., low-light vision
all Hide and Move Silently checks. A spinewyrm‘s
Saves: Fort +12, Ref +7, Will +3
chameleon power gives it a +10 enhancement bonus on
Abilities: Str 25, Dex 12, Con 23, Int 5, Wis 13, Cha 11
Hide checks. *When in areas of shadow, it gains a +15
Skills: Hide +13*, Listen +3, Move Silently +5, Spot +4
bonus from its shadow body power.
Feats: Alertness, Flyby Attack, Power Attack
Environment: Deserts
Organization: Solitary
Challenge Rating: 5
Treasure: Double standard
Alignment: Always neutral
Advancement: 9-16 (Gargantuan)
Level Adjustment: —

An immense, spiny serpent with chitinous plates


and a broad, flat head twists and coils through the
air, hissing in hungry anticipation.

A relative of the silk wyrm, the spinewyrm is a


psionic predator that hunts the unwary of the
Tablelands. It uses its mastery of the Way to
ambush its prey, crushing them to death or
devouring them whole on the spot.
Spinewyrms are solitary, lairing in some
secluded mountain peak, emerging to hunt and
feed, and usually returning with a meal to devour
at leisure. An adult spinewyrm is over 30 feet
long.

Combat
The spinewyrm hunts at dusk or by night, flying
above the Tablelands and swooping down on its
targets under the cloak of its psionics. If the prey
is small enough, the spinewyrm will attempt to
swallow it whole by disconnecting its lower jaw
and engulfing its target. Larger or more
troublesome foes are grappled and crushed to
death.
Constrict (Ex): On a successful grapple check,
a spinewyrm deals 2d6+10 points of damage.
Improved Grab (Ex): To use this ability, a
spinewyrm must hit with its bite attack. It can
then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold and
can constrict.
Psi-Like Abilities: At will—chameleon,
ectoplasmic form, greater concealing amorpha,
shadow body (ML 15th). Manifester level 8th.
Spines (Ex): When a spinewyrm loses three-
fourths of its hit points, it fires the spines from its
back as a standard action. The spray covers a 60-
foot cone and deals 3d6 points of damage (Reflex
half DC 21). A spinewyrm must wait six weeks for

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Squark its tentacles, which are larger than the rest, are lined with
wicked barbs.
The squark has no natural enemies (except, perhaps,
Colossal Aberration (Aquatic, Psionic)
the Mindlords), but it thankfully needs very little food to
Hit Dice: 32d8+352 (496 hp)
survive. Extremely intelligent, it prefers instead to roam
Initiative: +6
the deeps of the Last Sea, pondering eon-old mysteries or
Speed: Swim 80 ft. (16 squares)
slumbering in its subterranean lair, buried in the bedrock
Armor Class: 19 (-8 size, +2 Dex, +15 natural), touch 4,
beneath the ocean floor.
flat-footed 17
The squark‘s body is just over 20 feet long, but its
Base Attack/Grapple: +24/+63*
tentacles stretch out a further 60 feet. It weighs 200 tons.
Attack: Tentacle +32 melee (4d6+15)
The creature is a bloody crimson from tentacle tip to
Full Attack: 2 tentacles +32 melee (4d6+15) and 8 arms
snout, save for its pinkish suckers and black eyes.
+30 melee (3d6+7) and bite +30 melee (4d6+7)
Space/Reach: 30 ft./20 ft. (60 ft. with tentacles)
Special Attacks: Constrict 4d6+15, improved grab, psi- Combat
like abilities The squark generally only attacks those who wander
Special Qualities: Blindsense 60 ft., darkvision 60 ft., DR into its territories at the heart of the Last Sea, but it has
15/metal, ink cloud, jet, keen scent, low-light vision also been known to make sporadic assaults on Nesthaven
Saves: Fort +21, Ref +12, Will +22 and other settlements along the shores. It prefers to
Abilities: Str 40, Dex 14, Con 33, Int 15, Wis 14, Cha 14 strike unseen, using its psionics to wreak havoc with its
Skills: Concentration +29, Knowledge (history) +26, foes and then striking hard and fast with its tentacles.
Listen +20, Psicraft +23, Sense Motive +21, Spot +13, Those foes that are not subdued by its crushing grasp are
Survival +21, Swim +33 transferred to its jaws and shredded. Against vessels of
Feats: Diehard, Endurance, Improved Initiative, Improved size Gargantuan or smaller, the squark can attempt to
Natural Attack (arm), Improved Natural Attack grapple the entire ship, crushing it and dragging it
(tentacle), Iron Will, Multiattack, Power Attack, Weapon beneath the waves.
Focus (arm), Weapon Focus (bite), Weapon Focus An opponent can attack the squark‘s tentacles with a
(tentacle) sunder attempt as if they were weapons. The squark‘s
Environment: Aquatic (The Last Sea) tentacles have 20 hit points each. Severing one of the
Organization: Solitary squark‘s tentacles deals 10 points of damage to the
Challenge Rating: 20 creature. The squark usually withdraws from combat if it
Treasure: Standard loses five tentacles. The creature regrows severed limbs in
Alignment: Neutral evil 1d10+10 days.
Advancement: — When sorely threatened, the squark will flee to the sea
Level Adjustment: — bed, over a mile beneath the surface, covering its tracks
with jets of ink. If still under threat, it will use its psionics
This crimson horror from the deep is a cross between a to access its cavernous lair, flooded and buried in
giant squid and a monstrous shark. A great, fang-filled Marnita‘s bedrock.
snout with dark, roving eyes plows through the water, Blindsense (Ex): The squark can pinpoint creatures
while a thrashing mass of tentacles emerges from the underwater within a 60-foot radius. This ability works only
beast’s rump, writhing in hungry anticipation. when the squark is underwater. Opponents the squark
can‘t actually see still have total concealment against the
squark.
Constrict (Ex): On a successful grapple check, a squark
deals 4d6+15 points of damage.
Improved Grab (Ex): To use this ability, the squark
must hit an opponent of any size with a tentacle attack. It
can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can constrict. *A
squark has a +8 racial bonus on grapple checks.
Ink Cloud (Ex): The squark can emit a cloud of jet-
black ink 60 feet high by 60 feet wide by 80 feet long
once per minute as a free action. The cloud provides total
concealment, which the squark normally uses to escape a
losing fight. All vision within the cloud is obscured.
Jet (Ex): The squark can jet backward once per round
as a full-round action, at a speed of 320 feet. It must
move in a straight line, but does not provoke attacks of
The squark is a millennia old monstrosity from Athas‘
opportunity while jetting.
past. None know whence it originally came or how old it
Keen Scent (Ex): The squark can notice creatures by
truly is, but is apparently wandered into the waters of
scent in a 360-foot radius and detect blood in the water at
what would become Athas‘ Last Sea some time before the
ranges of up to 5 miles.
Mindlords sealed that place off from the rest of the world.
Psi-Like Abilities: 3/day—body adjustment (heal
The creature‘s age, therefore, must be reckoned, at the
5d12*), concussion blast (four targets, 5d6*), ego whip
very least, to be nearing ten thousand years.
(4d4 Cha, DC 20*), empty mind (+10 on Will saves*),
Its body is that of a monstrous shark, with a great
mental barrier (2 rounds, +7 deflection*), mindlink
cluster of ten tentacles where the shark‘s rear fins and tail
(thirteen unwilling targets, DC 13*), mind probe (DC 17),
would be. Its jaws are filled with jagged teeth, and two of
mind thrust (18d10, DC 21*), power resistance, psionic

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dominate (four targets, any type, DC 21*),
psionic etherealness, psionic sequester (DC
19), psychic crush (4d6, DC 17*), suspend
life, tower of iron will (10 rounds, power
resistance 28*), true metabolism, ubiquitous
vision, ultrablast (18d6, DC 19*). Manifester
level 18th. The save DCs are Charisma-based.
*Includes augmentation for the squark‘s
manifester level.
Skills: The squark has a +8 racial bonus on
any Swim check to perform some special
action or avoid a hazard. It can always choose
to take 10 on a Swim check, even if distracted
or endangered. It can use the run action while
swimming, provided it swims in a straight line.

Squark Society
Although it could quite easily take control of
the Last Sea, the squark knows that this would
only earn the ire of the Mindlords and spell its
doom. The Mindlords approached the squark
millennia ago and promised it its freedom, if it
would respect their rule and the lives of their
citizens. For the most part, the bargain still
holds.
The dwellers of the lands of the Last Sea
know of the squark, but it occupies a semi-legendary You see a heavy-set reptilian humanoid with a
status in their world view. Few have seen the beast and pronounced, toothy snout and thick tail. Its hide is
lived, and sailors upon the Last Sea have learned to avoid armored, its claws sharp and its gaze steady. The creature
the deepest reaches in the heart of the Sea, for the is wearing a motley assortment of clothing and kit from all
squark claims these as its own and is not above claiming across the Tablelands.
the persistent offender – and his vessel – for its own.
Amongst the lizardfolk of the Last Sea, it is considered a Ssurrans are a race of reptilian humanoids that roam the
rite of passage to seek the squark and touch it on its Tablelands, trading, raiding and hunting that which does
nose. Needless to say, more than one aspiring lizardfolk not hunt them. Standing up to 6 feet tall, they are a hardy
hero has not returned from such a venture. species that have adapted to deal with Athas‘ unforgiving
climate. In the region of the Scorched Plateau, their
natural resistance to extremes of heat has allowed them
to stake their claim over the immediate environs of Lava
Ssurran Gorge, where the majority of other races simply cannot
venture. Ruled over by their priests, ssurrans hold ancient
Medium Monstrous Humanoid beliefs in strange gods and have a reputation for
Hit Dice: 3d8+3 (16 hp) barbarism that is perhaps a little undeserved.
Initiative: -1 Ssurrans range from 4 to 6 feet in height, weighing
Speed: 30 ft. (6 squares) anything from 180 to 225 pounds. They are reptilian, even
Armor Class: 12 (+3 natural armor, -1 Dex), touch 9, crocodilian in appearance, with pronounced toothy snouts,
flat-footed 12 scales and a long tail. A ssurran‘s mouth seems
Base Attack/Grapple: +3/+5 perpetually curved in a slight, sly smile. The ssurran tail is
Attack: Claw +5 melee (1d4+2) not prehensile and is used for balance, posture and
Full Attack: 2 claws +5 melee (1d4+2) and bite +3 communication.
melee (1d4+1)
Space/Reach: 5 ft./5 ft. Combat
Special Attacks: —
When it comes to battle, ssurrans are vicious,
Special Qualities: Heat tolerance
disorganized and somewhat cowardly. They prefer to
Saves: Fort +2, Ref +2, Will +3
maneuver their opponents into positions of disadvantage
Abilities: Str 15, Dex 9, Con 13, Int 10, Wis 11, Cha 9
and will strike from ambush whenever possible. Ssurrans
Skills: Appraise +5, Craft (any) +4, Handle Animal +4,
would rather attack with superior numbers and have been
Profession (trader) +5, Survival +10
known to flee from battles that they might have won
Feats: Multiattack, Power Attack
simply because they have believed themselves to be
Environment: Stony barrens (Lava Gorge)
outnumbered. For the ssurrans, the ideal battle is one
Organization: Solitary, pair, band (3-10), or tribe (10-
where you and a large amount of your fellows strike from
80)
ambush, surprise the foe and over-run him with sheer
Challenge Rating: 1
numbers. Victorious ssurrans have been known to strip
Treasure: Standard
the corpses of the fallen, scarring or otherwise marking
Alignment: Often chaotic or neutral (any)
the dead as food, for later consumption.
Advancement: By character class
Ssurrans strike with dreadfully sharp claws and a
Level Adjustment: +1
savage, snapping bite. Those of a more civilized bent arm
themselves with whatever weapons they can find and deal

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solid, brutal blows with these. Impalers, macahuitl and
spears are all popular arms with the ssurrans. Styr
Heat Tolerance (Ex): A ssurran‘s scales regulate its
Large Elemental (Earth)
body‘s temperature in the sun. Ssurrans suffer no ill
Hit Dice: 14d8+56 (119 hp)
effects from hot temperatures under the sun, though fire
Initiative: +4
affects them normally.
Speed: 10 ft. (2 squares)
Skills (Ex): Ssurrans receive a +8 racial bonus to all
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-
Survival checks and a +4 racial bonus to all Appraise and
footed 20
Profession (trader) checks.
Base Attack/Grapple: +10/+20
Attack: Slam +15 melee (2d10+9)
Ssurran Society
Full Attack: 4 slams +15 melee (2d10+9)
The ssurrans are tribal in nature, roaming in groups of Space/Reach: 10 ft./10 ft.
related families. At times these groups can dwindle in size, Special Attacks: Breath weapon
particularly after a lean spell, but tribes have also been Special Qualities: All-around vision, damage reduction
known to band together for common purpose, forming 15/metal and magic, darkvision 60 ft., elemental traits,
vast hordes that last for as long as need – or firm power resistance 17, spell resistance 17
leadership – binds them. The harsh conditions of life on Saves: Fort +13, Ref +4, Will +4
Athas have driven many ssurrans to live the lives of Abilities: Str 23, Dex 10, Con 18, Int 3, Wis 11, Cha 4
raiders, taking by force what they cannot gain by other Skills: Hide +3, Listen +7, Search +0, Spot +11
means. The more fortunate and enterprising tribes have Feats: Ability Focus (breath weapon), Alertness, Cleave,
turned to trade as a way of life, forging more productive Improved Initiative, Power Attack
relationships with the other peoples of their region. Environment/Terrain: Any land and underground
Whatever their major pastime, all ssurran tribes are Organization: Solitary
natural scavengers and hunter-gatherers. A typical Challenge Rating: 13
ssurran is laden down under patchwork armor, assorted Alignment: Usually neutral
bric-a-brac and battered trade goods, and armed with a Advancement: 15-28 HD (Large); 29-42 HD (Huge)
bizarre assortment of weaponry from across the Level Adjustment: —
Tablelands. Ssurrans are hunted for their young by some.
Ssurrans raised from the egg can be trained as guards, This four faced, four-armed, four-legged stone statue
scouts, and gladiators, and are valued in the city-states of starts moving towards you without warning, and with such
the south. Ssurrans are strict carnivores, and some of terrible purpose that you feel sure that you have triggered
their kind are reported to enjoy the flavor of halfling flesh its activity somehow.
over others (apparently they find it soft and sweet, but
with a piquant after-taste…).

Ssurrans as Characters
The civilized ssurran‘s favored class is cleric. They tend
either to follow fire, sun or magma, seeing themselves as
blessed by these elements. The more primitive among
their kind follow tribal gods that are in reality Spirits of
the Lands from across the face of Athas. Although they
would never use the word, the druid is the favored class
for these more primitive ssurran.
+4 Str, -2 Dex, +2 Con, -2 Cha.
Medium size. Ssurrans have neither benefits nor
penalties due to size.
Ssurran base speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: Ssurran characters start with three
levels of monstrous humanoid, which gives them 3d8
Hit Dice, a base attack bonus of +3, and base save
bonuses of Fort +1, Ref +3, Will +3.
Racial Skills: A ssurran‘s monstrous humanoid Hit Dice
give it (2 + Intelligence modifier) x6 skill points and
their class skills are Appraise, Craft, Handle Animal,
Profession, Ride and Survival.
A ssurran‘s monstrous humanoid levels give it two feats.
Weapon Proficiency: A ssurran is proficient with all
simple and martial weapons.
+3 natural armor bonus.
Natural weapons: 2 claws (1d4), bite (1d4).
Special Qualities: Heat tolerance.
Automatic Languages: Common, Ssurran. Bonus
Languages: Elven, Gith, Halfling, Pterran, Thri-Kreen,
Yuan-Ti.
Favored Class: Cleric or Druid.
Level Adjustment +1.

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Combat
Styrs are summoned creatures from the elemental plane
of earth, resembling a four-faced statue with four arms T'chowb never engage in open combat; they will always
and legs that make them almost impossible to surprise. surprise an enemy or flee the confrontation. They prefer
Conjurers sometimes summon a styr to watch over to find a lone wanderer and bring them into a shadowy
treasure chambers, as they are tireless and relentless, area using their attraction power. Then they will touch the
and need no food or sleep, making them very good unfortunate victim and retreat into the shadows again —
guardians. this time to drain the victim's intelligence. They will also
ego whip other psionic creatures until they are rendered
immobile, and then they drain their intellect.
Combat Intelligence Drain (Su): Creatures hit by a t‘chowb‘s
Styrs are powerful opponents in melee. They attack touch attack must succeed on a DC 13 Fortitude save or
relentlessly and accurately with their strong stone fists. take 1 point of Intelligence drain each round the t‘chowb
Should ordinary attacks prove to be ineffective, the styr remains within 30 feet. If the t‘chowb suffers any damage,
will use its breath weapon instead. it ceases draining Intelligence until it can make a new
All-Around Vision (Ex): Styrs are exceptionally alert touch attack. The save DC is Charisma-based.
and circumspect. Their four heads give them a +4 racial Psi-Like Abilities: 3/day—attraction (DC 12), burst,
bonus on Spot and Search checks, and they can‘t be cloud mind (DC 13), distract (DC 12), ego whip (DC 13),
flanked. mindlink, skate, thought shield. Manifester level 4th. The
Breath Weapon (Su): 30-foot cone, once every 1d4+1 save DCs are Charisma-based.
rounds, damage 3d6 fire, Reflex DC 23 half. The save DC Intelligence Transfer (Su): For each point of
is Constitution-based. Intelligence drained from an opponent, a t‘chowb‘s
Intelligence increases by 1. A t‘chowb loses extra points at
a rate of one per day, to its minimum of 3.

T’Chowb
Small Monstrous Humanoid (Psionic)
Hit Dice: 4d8 (18 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed
11
Base Attack/Grapple: +4/-2
Attack: Touch +9 melee (1 Intelligence drain)
Full Attack: Touch +9 melee (1 Intelligence drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Intelligence drain, psionics
Special Qualities: Darkvision 60 ft., intelligence transfer
Saves: Fort +1, Ref +7, Will +6
Abilities: Str 6, Dex 16, Con 11, Int 3*, Wis 14, Cha 13
Skills: Hide +8, Listen +4, Move Silently +5, Spot +7,
Survival +3
Feats: Alertness, Improved Initiative, Weapon Finesse(B),
Weapon Focus(B) (touch)
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard Tarek
Alignment: Always neutral evil
Advancement: 5-8 HD (Small); 9-12 HD (Medium) Tarek, 1st-Level Warrior
Level Adjustment: — Medium Humanoid (Tarek)
Hit Dice: 1d8+2 (6 hp)
Before you stands a small humanoid no larger than a Initiative: +1
halfling, with leathery gray skin. It has beady red eyes Speed: 30 feet (6 squares)
and a purple ridge along its hairless, oversized skull. Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
footed 13
The t'chowb is a deadly creature that delights in draining Base Attack/Grapple: +1/+4
the intelligence from its victims. It ordinarily dresses in Attack: Heartpick +5 melee (1d8+4/x4) or slam +4
loose brown robes or leggings. T'chowbs are solitary melee (1d4+3)
creatures, deriving their only satisfaction from the Full Attack: Heartpick +5 melee (1d8+4/x4) or slam +4
sensations that come when they drain the intelligence of melee (1d4+3)
their prey. A sated t'chowb is a genius and uses its Space/Reach: 5 ft./5 ft.
newfound intelligence in whatever manner best suits it. Special Attacks: Ferocity
T‘chowbs do not possess their own language but instead Special Qualities: Darkvision 60 ft.
use the languages of those upon whom they prey. Saves: Fort +4, Ref +1, Will -2
T'chowbs can be found anywhere intelligent beings gather. Abilities: Str 17, Dex 12, Con 15, Int 7, Wis 6, Cha 6
Skills: Climb +4, Intimidate +4, Jump +4
Feats: Teamwork(B), Weapon Focus (heartpick)

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Environment: Any combat agility to protect them.
Organization: Solitary, pair, squad (2-12), or clan (20- Ferocity (Ex): A tarek is such a tenacious combatant
60) that it continues to fight without penalty when disabled or
Challenge Rating: 1 dying.
Treasure: Standard Skills: A Tarek has a +4 racial bonus on Intimidate
Alignment: Usually lawful evil checks. *When interacting with creatures within 30 ft., a
Advancement: By character class tarek‘s musk odor gives him a –2 penalty on Diplomacy,
Level Adjustment: +2 Disguise, Gather Information and Perform checks, and a
–4 penalty on Hide checks.
This muscle-bound humanoid has a square, big-boned Feats: All tareks treat the handfork and the heartpick as
head, massive brow-ridges and a domed muzzle full of martial weapons.
sharp teeth. Big, hairless and smelly, it also has long,
powerful arms that drag along the ground while it walks. The tarek warrior presented here had the following
ability scores before racial adjustments: Str 13, Dex 12,
Tareks are muscle-bound brutes that are known for their Con 11, Int 9, Wis 10, Cha 8.
great constitution and will to live. They look dull-witted, Challenge Rating: Tareks with levels in NPC classes
with their squared heads with sloping foreheads, and are have a CR equal to their class level. Tareks with levels in
about as smart as the average half giant. Their features PC classes have a CR equal to their class level +1.
lend them a fearsome presence that has earned them a
well-deserved reputation as dangerous foes. Tareks have Tareks as Characters
a distinct musky odor that can be detected from as far Tarek characters possess the following racial traits.
away as 30 ft. Str +4, Con +4, Int -2, Wis -4, Cha -2
Xenophobic, hateful and hostile, tareks frequently find Medium: As Medium creatures, Tareks have no special
themselves in conflict with the other races of the bonuses or penalties due to their size.
Tablelands. A tarek is so fierce in its love of life that it can Tarek base speed is 30.
continue to fight when lesser races would have succumbed Darkvision: Tareks can see in the dark up to 30 feet.
to their wounds. Darkvision is black and white only, but it is otherwise
Tareks speak Common and Tarek. like normal sight, and tareks can function just fine with
no light at all.
Combat Racial Weapon Familiarity: All tareks treat the handfork
Tareks move with jerky, awkward strides, except when and the heartpick as martial weapons.
engaged in combat. Then they exhibit a style and grace Bonus Feat: Tareks receive the Teamwork feat for free.
usually uncommon in creatures of their size and build. To Ferocity: A tarek is such a tenacious combatant that it
watch them engage in combat is to watch fluid motions continues to fight without penalty when disabled or
that are as artistic as dance – unless the viewer happens dying (see the Injury and Death section in the Player's
to be on the receiving end of the deadly spectacle. Handbook).
While tareks will use weapons, they shun armor of any +3 natural armor bonus
sort, instead relying on their tough hides and natural +4 racial bonus on all Intimidate checks.
–2 penalty on Diplomacy, Disguise, Gather Information
and Perform and a –4 penalty on Hide
checks, due to the tarek‘s musk odor.
The musk odor has a radius of 30 ft. and
the penalties do not apply outside this
area.
Natural Weapons: Slam (1d4)
Favored Class: Fighter.
Automatic Languages: Common,
Tarek. Bonus Languages: none.
Level Adjustment: +2

Tarek Society
Tareks are children of the earth and
have been known to wage great wars
against the gith, with whom they
compete for territory and whom they see
as defiling the earth by their very
presence. They also hate elves because
of their association with magic and its
effect upon the earth they hold so sacred.
Tarek communities often support
themselves by raiding, and visitors are
not welcome. Unless a group of visitors
includes an obvious elemental earth
cleric, the tareks will attempt to drive
them away. In rare instances, members
of a community will be sent out to trade
with a merchant caravan, but few traders
will blindly conduct business with these

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representatives. More often than not, such representatives The tari are unimpressive creatures, roughly 4 feet tall
are a decoy for an unseen raiding party. and weighing 100 pounds. They move about as bipeds,
Tareks place great value in honor and physical prowess. but sometimes walk on their knuckles. Their tails are
For a tarek, Strength is a fundamental issue. The raw, about 2 feet long, used mainly for balance, and just
competitive nature of their lives means that a tarek must strong enough to wrap around a branch and hang from it.
be aware of his position in the tribe at any given time – Their entire bodies are covered with fine fur, usually
and this position is determined through physical contest. brown, but sometimes gray, golden, or even silver, or a
When joining a group, it is quite normal to expect the combination of any of these. Many tari use dyes from
uneducated tarek to use physical force to determine his gyava berries to create rings or spots of color for
place in things. The more cosmopolitan among the species decoration. Males and females alike often braid the longer
have learned that other races sometimes take offence at hair along the back of the neck and the base of the spine
this behavior. and decorate these with beads or feathers.
The tarek language is much like that of the dwarves –
harsh and guttural, and very fearsome in tone. Non-tarek
speakers have been known to suffer from throat pains
after half an hour of speaking the tongue. Tareks are
fiercely protective of their language and proud of the
Strength needed to speak it. Tareks will teach their
language to other races, but the pupil normally has to
undergo the regular tarek method of assessment first in
order to determine his worth (i.e.: a beating).

Tari
Tari, 1st-Level Warrior
Small Humanoid (Tari)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 20 ft. (4 squares), burrow 10 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed
11 Tari mouths are filled with needlelike teeth, and to either
Base Attack/Grapple: +1/-4 side they have long black hairs that add to their overall
Attack: Bone short sword +3 melee (1d4-2/19-20) or bite ratlike appearance. Tari seldom wear much clothing,
+4 melee (1d3-1 plus disease) though warriors sometimes have leather jerkins or even
Full Attack: Bone short sword +3 melee (1d4-2/19-20) chitin greaves. Chieftains and warriors are taller than
and bite -1 melee (1d3-1 plus disease) other tari and. the former are usually highly decorated
Space/Reach: 5 ft. / 5 ft. with dyes, beads, and ceremonial garb.
Special Attacks: Disease Tari have a high-pitched, squeaky language of their
Special Qualities: Darkvision 60 ft., immunities, light own. They can send and receive some signals that are
sensitivity, save bonuses beyond the human ear's ability to hear. Tari can learn
Saves: Fort +2*, Ref +4, Will +0 other languages, often Common and Elven, though the
Abilities: Str 9, Dex 16, Con 11, Int 10, Wis 11, Cha 6 sounds of humanoid speech are difficult for them to make
Skills: Climb +2, Jump -4, Listen +3, Search +2, Spot +3 with their mouths.
Feats: Weapon Finesse
Environment: Any
Combat
Organization: Solitary, band (4-24) or clan (10-60)
Challenge Rating: 1 Tari are not natural fighters and prefer to avoid conflict
Treasure: Standard when it comes looking for them. Hunted as vermin, tari
Alignment: Usually neutral are despised by most of the other races of the Tablelands
Advancement: By character class and have learned to live accordingly. When cornered,
Level Adjustment: +1 however, a tari will respond with a vicious bite. The tari
mouth produces a natural venom, so that anyone bitten
What you at first mistook for some monstrous breed of by a tari runs the risk of contracting a nasty disease.
rat now rears up on its hind legs and chitters at you in Disease (Su): Supernatural disease—bite, Fortitude DC
indignation. Clad in a ragged assortment of tattered 10, incubation period 1d3 days; damage 1d3 Con. The
clothing, the creature has matted fur, needlelike teeth and save DC is Constitution-based. Unlike normal diseases,
a long coiling tail. tari fever continues until the victim reaches Constitution 0
(and dies) or is cured with a remove disease spell.
The tari are commonly referred to as ratmen by the Immunities (Ex): Tari are immune to nonmagical
other denizens of the Tyr region. They are small, furry diseases as well as their own disease. *Tari also have a
humanoid scavengers, capable of thriving on food and +4 racial bonus on saves vs. poison.
water too polluted for humans to ingest. Hunted freely as Light Sensitivity (Ex): Tari are dazzled in bright
pests, the tari are the barbaric descendants of a once sunlight or within the radius of a daylight spell.
thriving culture who inhabited lands to the south of the Save Bonuses (Ex): Tari receive a +1 racial bonus on
Tyr region. all Reflex saving throws and a +4 racial bonus to all
saving throws against poison.

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Skills: Tari receive a +2 racial bonus on all Listen, concealed door is entitled to a Search check to notice it
Search, and Spot checks. A tari who merely passes within as is she were actively looking for the door.
5 feet of a secret or concealed door is entitled to a Search Automatic Languages: Tari and Common. Bonus
check to notice it as is she were actively looking for the languages: Elven.
door. Favored Class: Rogue.
Level Adjustment: +1.
Tari Society
The tari race once boasted a thriving culture far to the The tari warrior presented here had the following ability
south of the Tyr region. Ythri, their legendary capital city, scores before racial adjustments: Str 13, Dex 12, Con 11,
is now a ruin lost among the crags. Their education and Int 10, Wis 9, Cha 8
knowledge was much greater than it is today, and their
technology allowed them to build stone and concrete
structures. What happened to their civilization is a
mystery; the tari of the Tablelands have no written Tembo
history. All that remains is a collection of exaggerated
Medium Magical Beast (Psionic)
myths and legends describing wondrous works. Now the
Hit Dice: 4d10+12 (34 hp)
tari live wherever they can – in the underbellies of the
Initiative: +4
cities, the back lots of the villages and the lost and hidden
Speed: 40 ft. (8 squares)
canyons in the deepest heart of the wild.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-
The lives and attitudes of the urban and wilderness tari
footed 14
are quite different. Both kinds travel in packs, but their
Base Attack/Grapple: +4/+7
approaches to matters of survival are quite disparate.
Attack: Claw +7 melee (1d4+3)
Urban tari live like scavengers, taking whatever they can
Full Attack: 2 claws +7 melee (1d4+3) and bite +5
get hands on and stealing what they cannot easily get.
melee (1d6+1 plus energy drain)
They often approach life in a similar fashion, forming
Space/Reach: 5 ft./5 ft.
strong attachments that are easily discarded.
Special Attacks: Energy drain, improved grab, psi-like
The tari of the wilderness, however, are nomads who
abilities, pounce, rake 1d4+1
scout for miles in all directions, seeking for the best lands
Special Qualities: Darkvision 60 ft., evasion, low-light
and competing fiercely with the other races of the
vision, scent
Tablelands to claim them. In daily life they tend to be
Saves: Fort +7, Ref +8, Will +2
harsh and competitive, but given to long-lasting bonds
Abilities: Str 16, Dex 18, Con 16, Int 13, Wis 12, Cha 12
over time.
Other than the individual differences between urban and
wilderness tari, the rat folk tend to avoid the other races
of the Tablelands as much as possible, wherever
necessary. This isolationist behavior is for a very simple
reason. Tari are generally despised as vermin by the other
races of the Tablelands and are hunted where they are
found in the larger cities. It is not a child‘s work, but a
warrior can earn a good living hunting tari, as they fetch
about 8 Cp per head. Tari are also hunted for their venom
glands.

Tari as Characters
Tari characters possess the following racial traits.
Strength -4, Dexterity +4, Wisdom +2, Charisma -2
Small: As Small creatures, tari receive a +1 to hit and
AC, and a +4 bonus to all Hide checks and a –4 penalty
to all grapple checks.
Tari base land speed is 20 feet. They have a burrow
speed of 10 feet.
Darkvision: Tari can see in the dark up to 60 feet.
Darkvision is black and white only, but is otherwise like
normal sight, and tari can function just fine with no light
at all.
Natural Weapons: Bite (1d3).
Tari Fever (Su): Supernatural disease—bite, Fortitude
DC 8, incubation period 1d3 days; damage 1d3 Con.
The save DC is Charisma-based. Unlike normal diseases,
tari fever continues until the victim reaches Constitution
0 (and dies) or is cured with a remove disease spell.
Light Sensitivity (Ex): Tari are dazzled in bright sunlight
or within the radius of a daylight spell.
Immunity to all non-magical and non-psionic diseases.
+1 racial bonus to all Reflex saving throws.
+4 racial bonus to all saves vs. poison.
+2 racial bonus on Listen, Search, and Spot checks. A
tari who merely passes within 5 feet of a secret or

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Skills: Climb +4, Hide +8, Listen +5, Move Silently +11, cast and its eyes become a deep blue. The most striking
Spot +6 change is in its hands. Each of the thrax's fingers grows a
Feats: Deflect Arrows(B), Dodge, Multiattack circular "sucker" through which it drains water from its
Environment: Deserts and mountains victims.
Organization: Solitary, pack (2-8)
Challenge Rating: 5
Treasure: No coins, 50% goods, no items Sample Thrax
Alignment: Always chaotic evil
This gaunt creature stares at you with piercing blue
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
eyes. It raises its hand, revealing a set of jet suckers on
Level Adjustment: —
the tip of each finger.
This creature resembles a large, hairless canine. Its
This example uses a 7th level half-elven ranger as the
four-foot-long body is covered in loose folds of light
base creature.
brown, scaly hide. All four legs end in razor-sharp claws,
and large canines protrude from its upper jaw.

The tembo is a savage predator that will eat anything,


but it prefers the children of sentient races. Tembos base
themselves in a lair or den and hunt in packs throughout
the surrounding wilderness. They have also been known
to inhabit the ruins that lie beneath many of the large
cities of the Tablelands.
In addition to their physical speed and Strength, tembos
also boast psionic powers and the ability to drain the life
energy of their victims. Few are those souls that can
brave and endure a den of tembos.

Combat
Each tembo pack has its own tactics. Some prefer to
wait until a group camps for the night and then sneak in
to drag one victim away at a time. Other packs prefer hit
and run tactics, slowly wearing their prey down until they
can no longer resist. Still others enjoy direct attacks,
attempting to overrun their enemies.
Energy Drain (Su): Living creatures hit by the tembo‘s
bite attack receive one negative level. The Fortitude save Thrax, 7th-Level Half-Elf Ranger
to remove a negative level has a DC of 13. The save DC is Medium Monstrous Humanoid (Psionic)
Charisma-based. Hit Dice: 7d8+14 (45 hp)
Evasion (Ex): If a tembo makes a successful Reflex Initiative: +6
saving throw against an attack that normally deals half Speed: 60 ft. (12 squares)
damage on a successful save, he instead takes no Armor Class: 24 (+6 Dex, +4 natural, +4 +1 studded
damage. leather), touch 16, flat-footed 18
Improved Grab (Ex): To use this ability, a tembo Base Attack/Grapple: +7/16
must hit with its bite attack. It can then attempt to start a Attack: +1 longsword +13 melee (1d8+8/19-20) or +1
grapple as a free action without provoking an attack of mighty composite longbow [+4 Str bonus] +14 ranged
opportunity. If it wins the grapple check, it establishes a (1d8+5/x3)
hold and can rake. Full Attack: +1 longsword +13/+8 melee (1d8+8/19-
Pounce (Ex): If a tembo charges, it can make a full 20), or +1 longsword +11/+6 melee (1d8+6/19-20) and
attack, including two rake attacks. masterwork short sword +11/+6 melee (1d6+3/19-20),
Psi-Like Abilities: 3/day—chameleon, painful strike, or +1 mighty composite longbow [+4 Str bonus]
ubiquitous vision; 1/day—concussion blast (three +14/+9 ranged (1d8+5/x3)
targets*), ectoplasmic form, greater concealing amorpha, Space/Reach: 5 ft./5 ft.
immovability. Manifester level 7th. The save DCs are Special Attacks: Combat style, create thrax, favored
Charisma-based. enemies (elves +2, humans +4), improved combat
*Includes augmentation for the tembo‘s manifester style, psi-like abilities, water drain
level. Special Qualities: Animal companion, darkvision 60 ft.,
Rake (Ex): Attack bonus +5 melee, damage 1d4+1. half-elf traits, wild empathy, woodland stride
Saves: Fort +7, Ref +11, Will +3
Abilities: Str 20, Dex 22, Con 14, Int 10, Wis 13, Cha 10
Skills: Handle Animal +2, Hide +20, Jump +15, Listen
Thrax +17, Move Silently +20, Search +1, Spot +17, Survival
+13
Victims of an ancient curse, thrax are wretched Feats: Alertness, Cleave, Endurance, Improved Grapple,
creatures that can only survive by draining water from the Improved Two-Weapon Fighting, Improved Unarmed
bodies of others, leaving them desiccated corpses. Strike, Power Attack, Track, Two-Weapon Fighting
A thrax's appearance is very different than what it was Environment: Deserts
before "the change." Its hair darkens and its skin takes on Organization: Solitary
a ruddy tinge. Its facial features develop a gaunt, angular Challenge Rating: 10

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Treasure: Standard maintained unless the opponent makes a Fortitude save to
Alignment: Always neutral evil negate the drain.
Advancement: By character class Abilities: Increase from the base creature as follows: Str
Level Adjustment: +3 +6, Dex +4, Con +4.
Skills: Thrax have a +4 racial bonus on Hide, Listen,
Combat Move Silently, and Spot checks. Otherwise same as the
base creature.
Thrax prefer to attack creatures traveling alone. They Feats: Thrax gain Alertness and Improved Unarmed
sneak up as close as possible before attacking. If their Strike, assuming the base creature doesn‘t already have
target is part of a group, they will try and isolate the these feats.
creature with stealth and their psionic powers before Environment: Any, usually same as base creature.
attacking. Thrax prefer to attack with their water drain Organization: Solitary.
ability, only using their weapons if seriously threatened. Treasure: Standard.
Create Thrax (Su): A humanoid that takes damage Challenge Rating: HD 3 or less, as base creature +4; HD
from a thrax‘s water drain ability must make a Fortitude 4 to 10, as base creature +3; HD 11 or more, as base
save (DC 13) or slowly become a thrax. The creature creature +2.
suffers intense thirst and requires double its normal water Alignment: Always neutral evil.
intake, becoming a thrax after 1d4 weeks. A remove curse Advancement: By character class.
spell prevents transformation if cast before the end of this Level Adjustment: Same as the base creature +3.
time.
Psi-Like Abilities: 3/day—ego whip (DC 12), empty Thrax Characters
mind, energy adaptation, greater concealing amorpha,
mind thrust (DC 11), painful strike, shadow body (ML Because the corpse of a thrax victim is so easily
15th), thought shield. Manifester level 7th. The save DCs recognized, few thrax live in cities or villages. Instead,
are Charisma-based. they haunt the wastelands, where many become rangers
Water Drain (Su): A thrax can drain water from a or druids.
living victim with its finger suckers by making a successful
grapple check. If it pins the foe, it drains water, dealing
1d4 points of Constitution drain each round the pin is
maintained unless the opponent makes a Fortitude save Thri-Kreen
(DC 13) to negate the drain.
Medium Monstrous Humanoid
Possessions: +1 longsword, masterwork short sword, +1
Hit Dice: 2d8 (9 hp)
mighty composite longbow [+4 Str bonus], +1 studded
Initiative: +2
leather armor.
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-
Creating a Thrax footed 13
Base Attack/Grapple: +1/+2
―Thrax‖ is an acquired template that can be added to Attack: Claw +2 melee (1d4+1) or chatkcha +3 ranged
any humanoid (referred to hereafter as the base (1d6+1)
creature). A thrax uses all of the base creature‘s statistics Full Attack: 4 claws +2 melee (1d4+1) and bite –+0
and special abilities except as noted here. Do not melee (1d4 plus poison); or chatkcha +3 ranged
recalculate the creature‘s base attack bonus, saves, or (1d6+1)
skill points. Space/Reach: 5 ft./5 ft.
Size and Type: The base creature‘s type changes to Special Attacks: —
Monstrous Humanoid. Size is unchanged. Special Qualities: Thri-kreen traits
Speed: The base creature‘s speed improves to 60 feet. Saves: Fort +0, Ref +5, Will +4
Hit Dice: The base creature‘s HD are unchanged. Abilities: Str 12, Dex 14, Con 10, Int 8, Wis 12, Cha 6
Armor Class: Natural armor improves by +4. Skills: Balance +4, Hide +3, Jump +31, Listen +2, Spot
Special Attacks: The thrax retains all the base creature‘s +2
special attacks and gains those described below. Saves Feats: Deflect Arrows(B), Multiattack
have a DC of 10 + 1/2 thrax‘s HD + thrax‘s Cha modifier Environment: Any nonforest
unless noted otherwise. Organization: Solitary
Create Thrax (Su): A humanoid that takes damage from Challenge Rating: 1
a thrax‘s water drain ability must make a Fortitude save Treasure: Standard
or slowly become a thrax. The creature suffers intense Alignment: Usually lawful (any)
thirst and requires double its normal water intake, Advancement: By character class
becoming a thrax after 1d4 weeks. A remove curse spell Level Adjustment: +1
prevents transformation if cast before the end of this
time. This seven-foot-tall, insect-like humanoid has a sandy-
Psi-Like Abilities: 3/day—ego whip, empty mind, energy yellow carapace, four arms ending in sharp claws, and a
adaptation, greater concealing amorpha, mind thrust, pair of powerful legs. Its head sprouts two antennae over
painful strike, shadow body (ML 15th), thought shield. a pair of compound eyes and snapping mandibles.
Manifester level is equal to the creature‘s HD. The save
DCs are Charisma-based. Thri-kreen roam the wastes in packs, hunting for food
Water Drain (Su): A thrax can drain water from a living day and night, since they require no sleep. Thri-kreen are
victim with its finger suckers by making a successful quick and agile and make fearsome fighters. Most are
grapple check. If it pins the foe, it drains water, dealing dominated by a pack mentality that keeps them in close-
1d4 points of Constitution drain each round the pin is knit hunting bands.

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class skills are Balance, Climb, Hide, Jump, Listen
and Spot. Note that the thri-kreen does not receive
the x4 multiplier starting skill points when he takes
his first class level.
Racial Profiencies: Thri-kreen are proficient with
all simple weapons.
Automatic Languages: Thri-kreen. Bonus
Languages: Common, Dwarven, Elven, Jozhal,
Scrab, Tari, Tohr-kreen.
Favored Class: Psychic Warrior.
Level Adjustment +1.

Thri-Kreen Society

The pack mentality dominates a thri-kreen‘s


relation with others. Thri-kreen hunt in packs,
preying upon a region for a time but moving on
before their food has been depleted.
A thri-kreen that joins a group of humanoids will
often try to establish dominance in the group. Thri-
kreen view humanoids as sources of food, though
usually hunt them only in dire need. Many thri-kreen have
Combat a fond taste for elves, and meetings between the races
Thri-Kreen Traits (Ex): are often tense. Once it joins a group, however, a thri-
+2 Str, +4 Dex, -2 Int, +2 Wis, -4 Cha. Thri-kreen are kreen never turns on its humanoid friends.
agile and fast, but their pack mindset leaves them To the west of the Tablelands lies the vastness of the
lacking individuality. Kreen Empire. While only two subspecies of kreen are
Medium size. known in the Tablelands (jeral and to‘ksa), four more are
A thri-kreen‘s base land speed is 40 ft. known in the Empire (j‘ez, j‘hol, t‘keech and t‘ondi).
Darkvision out to 60 feet. Although variations between the species are largely
Sleep immunity: Thri-kreen do not sleep and are cosmetic, the other subspecies may be treated as having
immune to spells and effects that cause sleep. Thri- different favored classes, with DM approval.
kreen spellcasters and manifesters still require 8 hours The philosophical j‘ez treat psion as favored class, while
of rest before preparing spells. it is fighter for the combat-loving j‘hol. The uncommon
Natural Armor: Thri-kreen have a +3 natural armor t‘keech favor cleric as a class and the mysterious, spined
bonus. tondi favor druid. To‘ksa of the Empire may be treated as
Multiple Limbs: Thri-kreen have four arms, and thus can having gladiator as favored class as they are aggressive
take the Multiweapon Fighting feat instead of the Two- and primitive.
Weapon Fighting feat. Thri-kreen can also take the
Multiattack feat. (These are not bonus feats).
Natural Weapons: Thri-kreen may make bite and claw
attacks as a full round action. Their primary claw attack Treant, Athasian
does 1d4 points of damage for each of their four claws.
Their secondary bite attack, deals 1d4 points of Huge Plant
damage, and has a chance to poison. A thri-kreen can Hit Dice: 15d8+75 (142 hp)
attack with a weapon (or multiple weapons) at its Initiative: -1
normal attack bonus, and make either a bite or claw Speed: 30 ft. (6 squares)
attack as a secondary attack. Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7,
Leap: Thri-kreen have a +30 racial bonus on Jump flat-footed 20
checks. Base Attack/Grapple: +11/+28
Deflect Arrows: Thri-kreen gain the benefit of the Attack: Slam +18 melee (2d8+9) or rock +8 ranged
Deflect Arrows feat. (2d8+9)
Poison (Ex): A thri-kreen delivers its poison (Fortitude Full Attack: 2 slams +18 melee (2d8+9) or rock +8
save DC 11 + Con modifier) with a successful bite ranged (2d8+9)
attack. The initial damage is 1d6 Dex, and thie Space/Reach: 15 ft./15 ft.
secondary damage is paralysis. A thri-kreen produces Special Attacks: Rock throwing, spell-like abilities,
enough poison for one bite per day. trample 2d8+13
Weapon Familiarity: Thri-kreen treat the gythka and Special Qualities: Damage reduction 5/bludgeoning,
chatkcha as martial weapons instead of exotic weapons. low-light vision, plant traits, spell resistance 20,
Thri-kreen have a +4 racial bonus on Hide checks in vulnerability to fire
sandy or arid areas. Saves: Fort +14, Ref +4, Will +7
Racial Hit Dice: A thri-kreen begins with 2 levels of Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12
monstrous humanoid, which provide 2d8 Hit Dice, a Skills: Concentration +9, Hide -9*, Intimidate +7,
base attack bonus of +1, and base saving throw Knowledge (nature) +9, Listen +7, Move Silently +5,
bonuses of Fort +0, Ref +3 and Will +3 and one starting Sense Motive +7, Spot +7, Survival +10 (+12
feat of choice. aboveground)
Racial Skills: A thri-kreen‘s monstrous humanoid levels Feats: Awesome Blow, Cleave, Great Cleave, Improved
give it skill points equal to 5 x (2 + Int modifier). Its Bull Rush, Iron Will, Power Attack

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Environment: Forests
Organization: Solitary Trin
Challenge Rating: 10
Medium Monstrous Humanoid
Treasure: Standard
Hit Dice: 5d8+5 (27 hp)
Alignment: Usually neutral
Initiative: +5
Advancement: 16-30 HD (Huge); 31-45 HD
Speed: 50 ft. (10 squares)
(Gargantuan)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
Level Adjustment: —
footed 13
Base Attack/Grapple: +5/+7
Were it not for the fact that it has uprooted itself and is
Attack: Claw +8 melee (1d6+2)
now shambling towards you, grinding the earth beneath
Full Attack: 2 claws +8 melee (1d6+2) and bite +2
its feet, you would have mistaken the tree for any other
melee (1d4+1)
normal plant of its kind.
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, poison, pounce, rend
2d6+3
Special Qualities: Darkvision 60 ft., hive mind, immunity
to sleep, power resistance 16
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 15, Dex 13, Con 12, Int 6, Wis 12, Cha 7
Skills: Hide +7*, Jump +40, Listen +5, Spot +5
Feats: Deflect Arrows (B), Improved Initiative, Weapon
Focus (claw)
Environment: Deserts and silt
Organization: Solitary, pair, or clutch (3-12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +2

Strongly resembling a thri-kreen, but with two arms


instead of four, this creature has a sandy-yellow
exoskeleton with gray mottling, powerful claws and a long
neck and antennae.

Athasian treants are magical creatures, a mystic


blending of the characteristics of a tree of life and a spirit
of the land. They are virtually immortal, and act as
incarnate guardians of the wilderness for which they were
created. Often they are dedicated to caring for groves of
trees of life. Athasian treants are almost indistinguishable
from trees. Their skin is bark, their arms are tree
branches, and their facial features look like the knots on
the trunk of the tree.

Combat
An Athasian treant‘s tough, bark-like skin gives it
excellent defense against all attacks except fire. Unlike
their standard counterparts, Athasian treants cannot
animate other trees.
Rock Throwing (Ex): Athasian treants can hurl rocks
of 60 to 80 pounds (Medium objects). The range Trin, sometimes called thri-trin, resemble slightly
increment is 120 feet. smaller, two-armed thri-kreen and are closely related.
Spell-Like Abilities: 1/day—control water, create food They roam the desert in clutches, hunting anything,
and water, curse of the choking sands (DC 14), greater including thri-kreen and tohr-kreen.
scrying (DC 18), purify food and drink, quench (DC 14), Trin speak rudimentary thri-kreen but can communicate
summon monster VIII (greater water elemental only). with one another through pheromones.
Caster level 15th. The save DCs are Charisma-based.
Trample (Ex): Reflex DC 26 half. The save DC is Combat
Strength-based.
Trin either lie in wait for prey or run it down, chasing at
Skills: *Athasian treants have a +16 racial bonus on
incredible speed until the prey tires. Trin prefer to leap at
Hide checks made in forested areas.
their foes and grapple them, slashing with all four claws.

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Hive Mind (Ex): Trin communicate with members of
their clutch in part by using pheromones and can Tul’k
coordinate combat strategy without verbal
Large Monstrous Humanoid (Psionic)
communication. All trin within 100 ft. are in constant
Hit Dice: 5d8+10 (32 hp)
communication. If one in a group is not flat-footed, none
Initiative: +1
of them are. No trin in a group is considered flanked
Speed: 40 ft. (8 squares)
unless all of them are.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10,
Immunity to Sleep (Ex): Because trin do not sleep,
flat-footed 12
they are immune to sleep effects. A trin capable of casting
Base Attack/Grapple: +5/+12
arcane spells still needs 8 hours of rest each night.
Attack: Club +7 melee (1d8+4) or claw +7 melee
Improved Grab (Ex): To use this ability, a trin must
(1d6+3)
hit an opponent its size or smaller with a claw attack. It
Full Attack: Club +7 melee (1d8+4) and head butt +2
can then attempt to start a grapple as a free action
(1d6+1 plus stun); or 2 claws +7 melee (1d6+3) and
without provoking an attack of opportunity.
head butt +2 (1d6+1 plus stun)
Poison (Ex): Injury, Fortitude DC 13, initial and
Space/Reach: 10 ft./10 ft.
secondary damage paralysis 2d6 minutes. The save DC is
Special Attacks: Psi-like abilities, stun
Constitution-based. A trin produces enough poison for 1
Special Qualities: Darkvision 60 ft.
bite per day.
Saves: Fort +3, Ref +5, Will +5
Pounce (Ex): If a trin charges, it can make a full
Abilities: Str 17, Dex 13, Con 15, Int 8, Wis 12, Cha 8
attack.
Skills: Climb +5, Search +1, Spot +3, Survival +3
Rend (Ex): If a trin hits with both claw attacks, it
Feats: Combat Reflexes, Power Attack
latches onto the opponent's body and tears the flesh. This
Environment: Mountains
attack automatically deals an additional 2d6+3 points of
Organization: Solitary or clan (1-20)
damage.
Challenge Rating: 3
Skills: Trin gain a +30 racial bonus on Jump checks.
Treasure: Double standard gems and jewelry only
They are also capable of remaining perfectly still, gaining
Alignment: Usually neutral
a +6 racial bonus on Hide checks. *The trin's exoskeleton
Advancement: By character class
blends in well in desert terrain, increasing the Hide bonus
Level Adjustment: +1
to +10 in sandy wastes.
This creature is a gaunt, bony humanoid the size of a
Trin as Characters half-giant. Its scalp is utterly without hair, showing sun-
Lacking the cultural sophistication of many thri-kreen bleached bone protruding through the top of its head. Its
and tohr-kreen, trin are seen as savages and tend skin is ashen grey, with fine black body-hair and its eyes
towards taking levels as barbarian or fighter. Some are dark, regarding you from beneath beetling brows.
achieve the self-discipline to master the arts of the
psychic warrior, but such trin are rare in the extreme. Tul‘ks are primitive, psionic humanoids that roam the
Trin characters possess the following racial traits.
+4 Str, +2 Dex, +2 Con, -4 Int, +2 Wis, -2 Cha.
Medium size.
Trin base land speed is 50 feet.
Darkvision out to 60 feet.
Racial Hit Dice: Trin characters start with five levels of
monstrous humanoid, which gives them 5d8 Hit Dice, a
base attack bonus of +5, and base save bonuses of Fort
+1, Ref +4, Will +4.
Racial Skills: A trin‘s monstrous humanoid levels give it
skill points equal to 8 x (2 + Int modifier). Its class
skills are Hide, Jump, Listen, and Spot.
Bonus Feat: Trin receive the Deflect Arrows feat for
free.
A trin‘s monstrous humanoid levels give it two feats.
Weapon Proficiency: A trin is proficient with all simple
and martial weapons.
+3 natural armor bonus.
+6 racial bonus on Hide checks (+10 in desert terrain).
+30 racial bonus on Jump checks.
Natural weapons: 2 claws (1d6), bite (1d4).
Special Attacks (see above): Improved grab, poison,
pounce, rend.
Special Qualities (see above): Darkvision 60 ft., hive
mountains and hills of Athas, eking out a living where they
mind, immunity to sleep, power resistance equal to 16
can. Timid and withdrawn, tul‘ks rarely come into conflict
+ class levels.
with other races but make cunning foes when this does
Automatic Languages: Common, Trin. Bonus
occur.
Languages: Thri-Kreen.
Tul‘k society is tribal, and their language is very basic,
Favored Class: Barbarian or Fighter.
consisting largely of grunts, growls and hand gestures.
Level Adjustment +2.
Hand signals are generally used in battle.

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Combat modifier). Its class skills are Climb, Search, Spot and
Survival.
Tul‘ks do not relish combat but display unexpected A tul‘k‘s monstrous humanoid levels give it 2 feats.
cunning when forced into battle. They prefer to strike from Weapon Proficiency: A tul‘k is proficient with all simple
ambush, using their native rocky terrain to their weapons.
advantage, striking from higher ground wherever possible. +3 natural armor bonus.
Some tul‘ks will use weaponry, but most prefer to strike Natural Weapons: 2 claws (1d6), 1 slam (1d6).
with their bony claws when closing to melee. A tul‘k may Special Attacks (see above): Psionics, stunning.
also slam an opponent with a ferocious head-butt, which Automatic Languages: Tul‘k. Bonus Languages: Elven.
may stun unfortunate targets, leaving them open for Favored Class: Fighter.
further attacks from the tul‘ks. Level Adjustment: +1.
Psi-Like Abilities: 3/day—graft weapon, intellect
fortress, psychofeedback, thicken skin (+2 AC*).
Manifester level 5th.
*Includes augmentation for the tul‘k‘s manifester level.
Stun (Ex): A creature struck by a tul‘k‘s head butt
Villichi
attack must make a Fortitude save (DC 15) or be stunned Villichi, 1st-Level Warrior
for 1d4 rounds. The save DC is Strength-based. Medium Humanoid (Psionic, Villichi)
Hit Dice: 1d8 (4 hp)
Tul’k Society Initiative: +1
The tale of the tul‘ks is a sad one, for although they Speed: 30 ft. (6 squares)
appear as and live the lives of primitive humanoids, they Armor Class: 13 (+1 Dex, +2 leather armor), touch 11,
were not always thus. Once, the tul‘ks were elves of the flat-footed 12
Dune Stalker tribe, famed throughout the eastern Base Attack/Grapple: +1/+2
Tablelands. The strange powers of the mysterious Pristine Attack: Quarterstaff +2 melee (1d6+1)
Tower altered the tribe in the distant past, however, Full Attack: Quarterstaff +2 melee (1d6+1)
transforming them into tul‘ks. Now the degenerate Space/Reach: 5 ft./5 ft.
remains of the Dune Stalkers make their homes where Special Attacks: Psi-like abilities
they can, yet are still tormented by the vestigial memories Special Qualities: Light blindness, manifester prodigy,
of the people that they once were. naturally psionic, power resistance 6
The largest and strongest males dominate Tul‘k society Saves: Fort +2, Ref +1, Will +1
– offspring of males other than the dominant one are Abilities: Str 12, Dex 13, Con 11, Int 10, Wis 12, Cha 11
exiled from the clan when they reach maturity (unless Skills: Autohypnosis +3, Concentration +2
they are able to challenge the dominant male
and steal his place). In general, tul‘ks are
reclusive, even timid, and will only attack other
humanoids in order to gain food. Amongst a
tul‘k‘s favorite foods are z‘tal, erdlu and Athasian
rocs.

Tul’ks as Characters
Tul‘ks seldom take up the adventuring life,
being generally too apprehensive to venture too
far from their homes. Those that do have a
natural affinity for the fighting arts, which is
unsurprising, given their great Strength. Some
find an affinity for the Way, but the tul‘ks‘
degenerate minds make pursuit of the psionic
arts difficult.
Tul‘k characters possess the following racial
traits.
+6 Str, +2 Dex, +4 Con, -2 Int, +2 Wis, -2
Cha
Large size. –1 penalty to Armor Class, -1
penalty on attack rolls, -4 penalty on Hide
checks, +4 bonus on grapple checks, lifting
and carrying limits double those of Medium
characters.
Space/Reach: 10 feet/10 feet.
A tul‘k‘s base land speed is 40 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A tul‘k begins with 5 levels of
monstrous humanoid, which provide 5d8 Hit
Dice, a base attack bonus of +5, and base
saving throw bonuses of Fort +1, Ref +4 and
Will +4.
Racial Skills: A tul‘k‘s monstrous humanoid
levels give it skill points equal to 8 x (2 + Int

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Feats: Speed of Thought The villichi warrior presented here had the following
Environment: Any ability scores before racial adjustments: Str 12, Dex 11,
Organization: Solitary, family (2-4), or convent (100+) Con 13, Int 8, Wis 10, Cha 9.
Challenge Rating: 1 Challenge Rating: Villichi with levels in NPC classes
Treasure: Standard have a CR equal to their class level. Villichi with levels in
Alignment: Often lawful (any) PC classes have a CR equal to their class level +1.
Advancement: By character class
Level Adjustment: +2 Villichi Society
Villichi are very tightly knit as a group. They never
Although apparently human, this woman has pale skin, attack one another and only rarely argue with each other.
ruddy hair and a long, slender neck and limbs. They are ruled over by a villichi high mistress, who uses
strange psionic powers to seek out villichi children
Villichi are human females who are born with latent wherever they are born across the Tablelands and arrange
psionic powers of great promise. Subtle mutations in mind their transportation to safety at a convent. If a villichi
and body soon set them apart from their biological family. child is slain before being brought to a convent, the other
Perhaps one out of maybe 3,000 human girls born villichi will seek to exact the ultimate revenge against
becomes villichi. Being susceptible to the sun and sterile those who slew the one who was to have been in their
they are usually shunned by other humans, although care. Entire communities have been wiped out as a result
never abandoned or killed, for doing so would be a bad of spurning and slaying a child who showed the signs of
omen, one so bad that even sorcerer-kings think twice being a villichi.
before even having anything to do with a villichi child. The Villichi are skilled weavers. They also grow most of their
bad omen is usually one that is met with revenge being own food, but they are not skilled at manufacturing and
played out on the perpetrator. must trade for weapons and other supplies they need to
Villichi come of age quickly but have a long lifespan. survive. Higher-level villichi are skilled at empowering
Once the villichi child is of age, she usually meets an adult items with psionic powers, and trade these for supplies
villichi, and they go off to live in a convent, most of which when necessary.
being in the Ringing Mountains. Villichi are also a little The villichi roam widely throughout the world, always on
taller than normal human females. Strong in the Way as the alert for the birth of a villichi child. They lead
well as the body, the villichi are a force to be reckoned comfortable lives, aided mainly by the fact that they stay
with and are usually left alone. Being longer limbed and of out of the sorcerer-kings' business and that their convents
face, as well as taller, villichi still have normal proportions are extremely remote locations.
of female humans.
Their strongest drawback would be that of having a Villichi as Characters
slight irritation to the burning crimson sun of Athas. Most
villichi are vegetarians, seeing the eating of meat as The favored class of a villichi is psion. Some villichi
unclean, if not more so, as having metal in their become psychic warriors as well.
possession. Most villichi will never use, or have in their Villichi characters possess the following racial traits.
possession, any metal items, weapons or armor for they +2 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha
feel it is unclean to do so. This includes all currency Medium.
except for ceramic pieces. Space/Reach: 5 ft./5 ft.
Most villichi belong to a convent, or are loners. In either A villichi‘s base land speed is 30 feet.
case all rules above apply. There are three convents Special Attacks (see above): Psi-like abilities.
villichi may be raised in. Special Qualities (see above): Light blindness,
Villichi are often lawful good or lawful neutral. manifester prodigy, naturally psionic, power resistance.
Automatic Languages: Common. Bonus Languages:
Aarakocran, Halfling. Villichi often learn the languages
Combat of other forest dwellers.
Villichi are deadly opponents in the Way, the majority of Favored Class: Psion.
them becoming one with their minds and releasing power Level Adjustment: +2.
from within, why others use a mixture of martial arts style Add an increase of 40+8d10 to maximum age of
of fighting with their innate and learned psionic powers. humans.
Light Blindness (Ex): Villichi are blinded for 1 round if Add 1 1/2 feet to base human female height, and
abruptly exposed to bright light (such as sunlight or a change base weight to 110 with a modifier of 2d8.
daylight spell).
Manifester Prodigy (Ex): Villichi receive a +2 to their
main manifester ability score for the purpose of
determining bonus power points only. Wall Walker
Naturally Psionic (Ex): Villichi gain 3 power points at
1st level. This benefit does not grant them the ability to Medium Aberration (Psionic)
manifest powers unless they gain that ability through Hit Dice: 6d8+6 (33 hp)
another source, such as levels in a psionic class. Initiative: +4
Power Resistance: Villichi have power resistance Speed: 20 ft. (4 squares), climb 30 ft.
equal to its class levels + 5. Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-
Psi-like Abilities: 3/day—inertial armor, missive, footed 13
defensive precognition; 1/day—biofeedback, cloud mind Base Attack/Grapple: +4/+6
(DC 12). Manifester level is equal to 1/2 Hit Dice Attack: Bite +8 melee (2d6+2)
(minimum 1st). The save DCs are Charisma based. Full Attack: Bite +8 melee (2d6+2) and 2 claws +6
melee (1d6+1) and sting +6 melee (1d3+1 plus poison)
Space/Reach: 5 ft./5 ft.

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Special Attacks: Improved grab, poison, psi-like abilities species occupy the same niche in the underdark.
Special Qualities: Darkvision 60 ft., tremorsense 60 ft. An adult wall walker is five feet across and weighs 120
Saves: Fort +3, Ref +6, Will +5 pounds.
Abilities: Str 15, Dex 19, Con 13, Int 4, Wis 11, Cha 7
Skills: Climb +13, Hide +10, Jump +10, Spot +10 Combat
Feats: Improved Natural Attack (bite), Multiattack,
Weapon Finesse Wall walkers are wily combatants and use their psionic
Environment: Underground power of shadow body to sneak up on potential prey. They
Organization: Solitary, pair or hive (2-20) also prefer to attack from above as this allows them to
Challenge Rating: 4 open hostilities with their stinger.
Treasure: Standard Wall walkers often work in pairs, hunting and feeding
Alignment: Usually lawful evil together. A hunting pair of wall walkers cooperates when
Advancement: 7-12 HD (Large); 13-18 HD (Huge) attacking prey, one often distracting targets while the
Level Adjustment: — other closes to strike.
A wall walker will only close for direct melee if its stinger
fails to take effect. They do not relish toe-to-toe combat
A bizarre scaled arachnid hangs from the ceiling above and will flee if sorely injured. It is likely only this timidity
you, regarding you with sinister intent. With a single, has prevented them from wholly over-running the less
smooth motion it stabs its abdomen downwards, and you intelligent kalin, for the wall walkers will go out of their
catch a blurred glimpse of a glistening stinger stabbing way to tackle these natural enemies when they meet
towards your body. them.
Improved Grab (Ex): If the wall walker hits with its
Wall walkers are an intelligent strain of psionic bite or its claws it may initiate a grapple check as a free
arachnids that roam the Athasian underdark, preying on action without provoking an attack of opportunity.
those that they encounter with stealth and cunning. Poison (Ex): Injury, DC 14, initial damage paralysis
Instead of chitin, they have armored scales, eight clawed 1d6 rounds, secondary damage none. The save DC is
limbs, vicious fangs Constitution-based.
and a sharp stinger Psi-Like Abilities: 3/day—catfall, chameleon, empty
at the tip of their mind, shadow body, synesthete. Manifester level 6th.
abdomen. Tremorsense (Ex): A wall walker can detect and
Wall walkers pinpoint any creature or object within 60 feet in contact
communicate by with the ground.
rubbing their limbs Skills: Wall walkers receive a +4 racial bonus on Hide
together, creating checks, a +8 racial bonus on Climb and Spot checks and a
an eerie chorus of +10 racial bonus on Jump checks. A wall walker can
hums and whines always choose to take 10 on a Climb check, even if rushed
that echoes or threatened. A wall walker uses its Dexterity modifier for
throughout the its Climb checks.
subterranean
tunnels around the
creatures‘ hives.
They are often Wrab
hunted for their
hide, which can be Tiny Magical Beast (Psionic)
made into armor Hit Dice: 1d10 (5 hp)
and weaponry and Initiative: +4
is a favored Speed: 10 ft., fly 40 ft. (average)
commodity amongst Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch
the dray of 16, flat-footed 14
Kragmorta. Base Attack/Grapple: +1/-11 (+1 when attached)
Wall walkers are Attack: Bite +7 melee (1d3-4)
usually on the move Full Attack: Bite +7 melee (1d3-4)
as part of a life of Space/Reach: 2 1/2 ft./0 ft.
continual hunting, Special Attacks: Attach, blood drain
but for reasons as Special Qualities: Darkvision 60-ft., empathy, low-light
yet unknown they vision
occasionally gather Saves: Fort +2, Ref +6, Will +1
together in hives. Abilities: Str 3, Dex 19, Con 10, Int 3, Wis 12, Cha 6
Possibly related to Skills: Hide +13, Listen +2, Move Silently +5, Spot +2
their breeding cycle, Feats: Weapon Finesse
the hives are Environment: Underground
fiercely defended Organization: Solitary
and can grow to Challenge Rating: 1/2
become a genuine Treasure: None
menace to other Alignment: Always neutral
races over time. Advancement: —
Kalin are frequent Level Adjustment: —
foes of the wall
walkers, as both

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Xerichou
Tiny Magical Beast (Psionic)
Hit Dice: 3d10 (16 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch
15, flat-footed 15
Base Attack/Grapple: +3/-7
Attack: Wing +9 melee (1d6-3)
Full Attack: 2 wings +9 melee (1d6-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flocking, psi-like abilities
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 5, Dex 16, Con 10, Int 10, Wis 11, Cha 6
Skills: Hide +12, Listen +3, Move Silently +5, Search +3,
Spot +3
Feats: Weapon Finesse, Weapon Focus (wing)
You see a winged serpent, two feet long, with scales of
Environment: Any
jet black.
Organization: Flock (6-36)
Challenge Rating: 1
Wrabs are airborne blood-drinkers, winged serpents that
Treasure: Standard
flap silently through the gloom of Athas‘ woodlands and
Alignment: Usually neutral
crypts. The beasts are quiet enough to sneak up on
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
anyone and clever enough to find their way inside tents
Level Adjustment: —
and through cracks in shuttered windows.
Measuring up to two feet long, wrabs fold their reptilian
A freakish, serpentine beast with flapping, batlike wings,
wings around themselves for camouflage and protection
this creature has six stubby legs hanging beneath its long,
while perched.
thin body, and a set of horned and fanged jaws.

Combat
Wrabs attack by tenaciously latching onto their prey
with their fangs, drinking enough blood to satisfy
themselves for several days.
Attach (Ex): If a wrab hits with a bite attack, its strong
jaws latch onto the opponent‘s body. An attached wrab is
effectively grappling its prey. The wrab loses its Dexterity
bonus to AC and has an AC of 14, but holds on with great
tenacity. *Wrabs have a +12 racial bonus on grapple
checks (already figured into the Base Attack/Grapple entry
above).
An attached wrab can be struck with a weapon or
grappled itself. To remove an attached wrab through
grappling, the opponent must achieve a pin against the
wrab.
Blood Drain (Ex): A wrab drains blood, doing 1d4
points of Constitution damage each round it begins its
turn attached to a victim. After draining 4 points of
Constitution, it detaches and flees.
Empathy (Ps): Wrabs can use the empathy psionic
power at will (Manifester level 1st).

Training a Wrab
The Tyrian Council uses wrabs for their innate ability to
detect surface emotions. A trained wrab senses which
council member has the greatest attention of the
audience, flying to that speaker‘s hand and placing its The xerichou is a winged predator that is found in most
head in a nook formed by the speaker‘s thumb and index parts of Athas. Long and slender, with six clawed limbs
finger. and a pair of broad wings, xerichous travel in flocks,
Training a wrab requires a successful Handle Animal swarming their prey. Xerichous are psionic and intelligent
check (DC 25). Trained wrabs are worth 75 Cp on the enough to make effective use of their abilities in combat.
open market. Xerichous begin life as relatively inoffensive larvae.
These tiny, armored worms eventually climb and cling to
cliffs or other elevated rock faces in order to pupate. Often
mistaken for part of the rock itself, the pupa eventually
hatches into the adult xerichou, which is then driven to

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seek out its ancestral nesting ground in order for the round, but each round, the first creature attempting to
breeding cycle to begin again. strike the xerichou has a 50% miss chance. This miss
An adult xerichou is a foot long, with a three-foot chance stacks with that from greater concealing amorpha;
wingspan. It is deep brown to deep red in color and has a the attacking creature must roll miss chance twice if that
tough, leathery hide with tufts of wiry hair sprouting at power is active.
the joints. The larvae are only four inches long, with a
dozen tiny legs.
Psi-Like Abilities: At will—adapt body, body
Combat adjustment, greater concealing amorpha, dimension slide,
mind thrust (DC 9), thought shield. Manifester level 3rd.
In combat, the individual xerichou poses only a passing The save DCs are Charisma-based.
threat. Despite its fearsome-seeming fangs, its jaws are
actually incapable of opening far enough to deliver an
effective bite (its curling tusks are instead used in mating
behavior and for grooming purposes). A xerichou is able
to use its wings as weapons, however, as these possess a
Zik-trin
razor-sharp ridge of cartilage along the leading edge. Zik-trin are a race bred by the zik-chil for loyalty and
When attacking, a xerichou will swoop past its target, combat prowess. They are not a natural species, but
slashing it with its wings. rather are created from tohr-kreen or thri-kreen by the
In greater numbers, xerichous can make bewildering use zik-chil in a deeply secretive and complicated ritual. Once
of their psionic abilities and are not above attacking foes the process is complete, the kreen is permanently
as large as giants when so motivated. Through changed into a zik-trin, and all memories of its former life
coordinated use of their greater concealing amorpha and are gone forever. Zik-trin faithfully serve the Priests of
dimension slide powers, they can flit and dart around a Change, the zik-chil, and obey only their orders. They are
target, often confusing it to the extent that it can no not automatons and are capable of thought and even
longer effectively attack the swarming xerichous. speech (though they rarely choose to speak). It is simply
When sorely injured (10% hit points or less remaining) that they are wholly loyal to their creators and live solely
the wounded xerichou will flee combat and seek to return to serve them.
to its lair, using its power of body adjustment to heal Zik-trin measure several feet taller and longer than the
itself. average thri-kreen and weigh proportionately more.
Note that xerichou larvae are non-psionic and quite Zik-trin speak Thri-kreen, on the rare occasions they
incapable of combat. choose to do so.

Flocking (Ps): When six or more xerichous engage in


Combat
combat within 60 ft. of one another, the manifestation
time of their dimension slide power greatly decreases. The Zik-trin share the following special abilities.
power uses up a xerichou‘s immediate action for the Poison: Injury, Fortitude DC 17, initial damage

Zik-trin’ak Zik-trin’ta
Large Monstrous Humanoid (Psionic) Large Monstrous Humanoid
Hit Dice: 8d8+24 (60 hp) 7d8+14 (45 hp)
Initiative: +2 +4
Speed: 50 ft. (10 squares) 60 ft. (12 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, 20 (-1 size, +4 Dex, +7 natural), touch 13,
flat-footed 17 flat-footed 16
Base Attack/Grapple: +8/+16 +7/+13
Attack: Claw +11 melee (1d8+4) or chatkcha +9 Claw +8 melee (1d6+2) or chatkcha +10
ranged (1d6+4) ranged (1d6+2)
Full Attack: 4 claws +11 melee (1d8+4) and bite +9 4 claws +8 melee (1d6+2) and bite +6 melee
melee (1d6+2 plus poison), or chatkcha (1d6+1 plus poison), or chatkcha +10 ranged
+9/+4 ranged (1d6+4) (1d6+2)
Space/Reach: 10 ft./10 ft. 10 ft./10 ft.
Special Attacks: Poison, psi-like abilities, spiked exoskeleton Poison
Special Qualities: Darkvision 60 ft., immunity to sleep and Darkvision 60 ft., immunity to sleep and
mind-affecting effects mind-affecting effects
Saves: Fort +5, Ref +8, Will +5 Fort +4, Ref +9, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 8, Wis 12, Cha 5 Str 15, Dex 18, Con 14, Int 12, Wis 12, Cha
10
Skills: Balance +4, Climb +6, Hide +1*, Jump +42, Balance +8, Climb +5, Hide +7*, Jump +44,
Listen +3, Spot +3 Knowledge (nature) +6, Knowledge (religion)
+6, Listen +4, Spot +4
Feats: Deflect Arrows, Improved Natural Attack Ability Focus (poison), Deflect Arrows,
(claw), Multiattack Multiattack
Environment Any nonforest Any nonforest
Organization: Solitary or hunt (2-4) Solitary or hunt (2-4)
Challenge Rating: 7 6
Treasure: Standard Standard
Alignment: Always lawful neutral Always lawful neutral
Advancement: By character class By character class
Level Adjustment: — —

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paralysis for 2d6 minutes, secondary damage 2d6 Con. damage. The zik-trin‘ak is considered proficient with this
Zik-trin produce enough poison for three venomous bite weapon.
per day. The save DC is Constitution-based.
Skills: A zik-trin has a +30 racial bonus on Jump
checks. *Its exoskeleton gives it a +4 racial bonus on Zik-trin’ta
Hide checks in sandy terrain.
With the shape and coloration of other mantis warriors,
this kreen would appear normal except for its fine
Zik-trin’ak accouterments and sheer size.

This creature seems to resemble a very large thri-kreen,


except for a number of small but striking details: Its
exoskeleton is covered in unusual spikes, knobs and other
protrusions, and its claws are larger and more wicked than
those of a normal kreen.

Zik-trin‘ta are covert scouts and secret operatives in


service to the Tohr-Kreen Empire. They have been given a
Zik-trin‘ak are the elite guards, scouts, and soldiers of high degree of intellectual sophistication by their creators
the Tohr-Kreen Empire. and display philosophical and pacifistic tendencies. This
behavior is programmed by the zik-chil, who have sent
Combat the zik-trin‘ta into the Tablelands to act as observers and
spies. Often regarded with awe by other kreen, zik-trin‘ta
Zik-tin‘ak are merciless and fearless in combat. They are seen as wise and noble philosophers by thri-kreen.
follow the orders of their masters and will never retreat This allows the zik-trin‘ta to gather much information and
unless ordered to. Generally, they prefer to ambush exert influence in the interests of the Empire, all in
opponents, attacking them from afar before closing into preparation for the plans of their pale priests. Zik-trin‘ta
melee. often amass lore and artifacts before returning to their
Poison (Ex): Injury, Fortitude DC 17, initial and homes in the Empire.
secondary damage paralysis for 2d6 minutes. Zik-trin'ak
produce enough poison for three venomous bites per
day. The save DC is Constitution-based.
Psi-Like Abilities: At will—know direction and location; Combat
3/day—chameleon, ego whip (2d4 Cha, DC 11*), greater Zik-trin‘ta are instructed to avoid combat and instead
concealing amorpha, id insinuation (three targets, DC take a philosophical approach to conflict. Should battle be
11*), mindlink (three unwilling targets, DC 8*), mind pressed upon them, they are more than capable of holding
thrust (ML 4th, 4d10, DC 9*); 1/day—adapt body, their own. In the long term, the zik-trin‘ta act in
immovability. Manifester level 8th. The save DCs are accordance with the designs of the zik-chil and base their
Charisma-based. strategies around these plans.
*Includes augmentation for the zik-trin‘ak‘s manifester Poison (Ex): Injury, Fortitude DC 15, initial
level. damage paralysis for 2d6 minutes, secondary damage 2d6
Spiked Exoskeleton (Ex): The carapace of a zik- Con. Zik-trin'ta produce enough poison for three
trin‘ak acts as spiked armor that deals 1d8 points of venomous bites per day. The save DC is Constitution-
based.

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Aprigs require little care, being voracious omnivores
that will eat almost anything that is put before them. A

Animals
herd of these creatures is led by a single boar and a
number of sows and their litters. Adult males must be
separated or they will fight for mating dominance. Mating
takes place twice each year, and an aprig litter can
number as many as 10 apriglets.
Animal, Domestic Aprigs vary in color from gray to reddish brown. Their
faces are round and their snouts wide, suited to shoveling
through piles of vegetation. Their vision is poor, but their
Aprig hearing and scent are strong.
A small, piglike creature with a hard shell and a flat,
snuffling snout, this timid beast noses about the Combat
undergrowth for food along with its herd-mates. Aprigs would rather flee than face combat, but if forced
to defend themselves or their herd, they will bite and then
A domesticated farm animal, the aprig is raised for its run away. Aprig bites are not, in themselves, especially
succulent meat, known for its nutty flavor, and its hard dangerous, but the creatures‘ mouths are generally filthy,
shell, which is used in the construction of household and care should be taken to clean aprig bites, as
implements and armor. Aprig sows also produce milk, but infections can occur.
it is of questionable quality. Disease (Ex): Red ache—bite, Fortitude DC 10,
Aprig Carru
Small Animal Large Animal
Hit Dice: 1d8 (4 hp) 3d8+9 (22 hp)
Initiative: +1 +0
Speed: 20 ft. (4 squares) 40 ft. (8 squares)
Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, 12 (-1 size, +3 natural), touch 9, flat-footed
flat-footed 14 12
Base Attack/Grapple: +0/-5 +2/+12
Attack: Bite +2 melee (1d4-1) Slam +7 melee (1d6+6)
Full Attack: Bite +2 melee (1d4-1) Slam +7 melee (1d6+6) and gore +2 melee
(1d8+3)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Disease Trample 1d6+9
Special Qualities: Low-light vision, scent Low-light vision, scent
Saves: Fort +2, Ref +3, Will -1 Fort +6, Ref +3, Will +1
Abilities: Str 8, Dex 12, Con 10, Int 1, Wis 9, Cha 3 Str 22, Dex 10, Con 17, Int 2, Wis 10, Cha 3
Skills: Hide +6, Listen +1, Spot +4 Spot +3, Survival +3
Feats: Alertness, Weapon Finesse(B) Alertness, Endurance
Environment Plains Plains
Organization: Herd (2-20) Herd (5-50)
Challenge Rating: 1/2 1
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: — —
Level Adjustment: — —

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incubation period 1d3 days, damage 1d6 Str. The save DC
is Constitution-based.

Carru
A strain of humped cattle with a bony skull and drab
hide, these animals move in a wandering herd, long-
horned males protecting short-horned females and young.

With many products and resources being derived from


it, the carru is a staple of Athasian life. The females
produce a nourishing, creamy milk (as much as three
gallons per day), and both sexes are slaughtered for their
meat. A male can yield as much as 250 lbs of meat. This
is less for females (only 200 lbs), but they are seldom
killed for their meat, as they are potentially much more
valuable as milk producers.
Carru make excellent beasts of burden, dragging plows
and turning water and grain mills. Carru hide is soft and
supple and holds a dye well, so it is used in the making of
clothing, furniture, tents and the like. The thicker hide of
the skull is a component in many leather and hide armors
and is also highly suited as a shield covering.
The carru‘s hump, though used for water storage, does
not inflate or deflate like a camel‘s. The average hump
holds 1d6+2 pints of water at any given time and can be
used to make a waterskin of similar capacity. The leather Trample (Ex): Reflex half DC 17. The save DC is
will rot in contact with alcohol, however, so carru hide is Strength-based.
unsuitable for the fashioning of wineskins.
The adult carru is ten feet long and weighs as much as
400 pounds. Their soft hide is furred and colored in Bull Carru
varying shades of dun grey or brown.
Carru herds are led by one or more adult males, with up
to three females per adult male.
Combat
Carru are not aggressive creatures on the whole, Combat
although the males can be quite hostile when the herd is
threatened. Their standard tactic is to charge, then gore The bulls act aggressively to defend the herd, making
an opponent. If they are able to, male carru will use their good use of their natural attacks when doing so.
horns to grapple and then toss targets to the ground, Trample (Ex): Reflex half DC 20. The save DC is
where they are trampled by other carru. So often used is Strength-based.
this tactic that most carru herders agree that it is an
instinct of the species.
Carru, Bull Sygra
Large Animal Small Animal
Hit Dice: 6d8+24 (51 hp) 1d8 (4 hp)
Initiative: -1 +2
Speed: 40 ft. (8 squares) 30 ft. (6 squares)
Armor Class: 13 (-1 size, -1 Dex, +5 natural), touch 8, 14 (+1 size, +2 Dex, +1 natural), touch 13,
flat-footed 13 flat-footed 12
Base Attack/Grapple: +4/+15 +0/-5
Attack: Slam +10 melee (1d6+7) Bite +3 melee (1d4-1)
Full Attack: Slam +10 melee (1d6+7) and gore +5 melee Bite +3 melee (1d4-1) and 2 claws +1 melee
(1d8+3) (1d4-1) and (if male) gore +1 melee (1d4-1)
Space/Reach: 10 ft./5 ft. 5 ft./5 ft.
Special Attacks: Trample 1d6+10 —
Special Qualities: Low-light vision, scent Low-light vision, scent
Saves: Fort +9, Ref +4, Will +1 Fort +2, Ref +4, Will +1
Abilities: Str 24, Dex 8, Con 18, Int 2, Wis 8, Cha 3 Str 8, Dex 14, Con 10, Int 2, Wis 12, Cha 3
Skills: Listen +1, Spot +5, Survival +4 Hide +7, Spot +4
Feats: Alertness, Diehard, Endurance Multiattack, Weapon Finesse(B)
Environment Plains Plains
Organization: Herd (2-8) Flock (1-20)
Challenge Rating: 2 1/2
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: — —
Level Adjustment: — —

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Sygra An Athasian bear resembles a shell-wearing version of
the dire bear, though even larger and more ferocious. It
A cloven-hoofed quadruped the size of a large pig, this has brown fur and a black snout and paws.
creature sports a pair of sweeping horns and a striped, A typical Athasian bear measures 18 feet long and
furred hide. weighs 14,000 pounds.

Sygra are wild animals, only ever partially domesticated Combat


at best. They are raised for their meat and milk, which is
fairly tasty, and for their soft hides, which make good A wild Athasian bear prefers to plunge its foes into
clothing and low-grade leather. darkness, slashing unseen with its enormous paws as it
Sygra are a feral breed that can be tempted to remain in assaults prey mentally. Even with its powers inhibited by
the area of a farm through offers of good grazing land, but psionic handlers, the bear often proves a deadly opponent
they are never truly tame. They are also sometimes used to gladiators.
as guard animals, as they are wary and light sleepers, Improved Grab (Ex): To use this ability, an Athasian
with an excellent sense of smell. bear must hit with a claw attack. It can then attempt to
start a grapple as a free action without provoking an
attack of opportunity.
Combat Psi-Like Abilities: 3/day—brain lock (any non-
Sygra are vicious fighters, attacking with a snapping bite mindless, DC 12*), darkness (as the spell), demoralize
and striking with cloven hooves. The males‘ horns are (50-ft. radius, DC 15*), id insinuation (four targets, DC
sufficiently developed to allow them to strike with these as 15*), thought shield (power resistance 19, 7 rounds*).
well. Manifester level 9th. The save DCs are Charisma-based.
*Includes augmentation for the Athasian bear‘s
manifester level.
Skills: Athasian bears have a +6 racial bonus on
Bear, Athasian Concentration checks.

Huge Animal (Psionic)


Hit Dice: 18d8+93 (174 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Cha'thrang
Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, Medium Animal
flat-footed 19 Hit Dice: 6d8+30 (57 hp)
Base Attack/Grapple: +13/+36 Initiative: +1
Attack: Claw +27 melee (3d6+15) Speed: 20 ft. (4 squares)
Full Attack: 2 claws +27 melee (3d6+15) and bite +21 Armor Class: 21 (+1 Dex, +10 natural), touch 11, flat-
melee (3d6+7) footed 20
Space/Reach: 15 ft./10 ft. Base Attack/Grapple: +4/+13
Special Attacks: Improved grab, psi-like abilities Attack: Bite +9 melee (1d8+5) or tethered spike +5
Special Qualities: Low-light vision, scent ranged (1d6+2 plus poison)
Saves: Fort +16, Ref +12, Will +12 Full Attack: Bite +9 melee (1d8+5) and 2 claws +4
Abilities: Str 40, Dex 12, Con 21, Int 2, Wis 12, Cha 10 melee (1d6+2), or tethered spike +5 ranged (1d6+2
Skills: Concentration +11, Listen +14, Spot +13 plus poison)
Feats: Alertness, Blind-Fight, Endurance, Improved Space/Reach: 5 ft./5 ft.
Natural Attack (claw), Run, Toughness, Weapon Focus Special Attacks: Drag, poison, tethered spikes
(claw) Special Qualities: Low-light vision
Environment: Deserts and silt Saves: Fort +10, Ref +6, Will +4
Organization: Solitary or pair Abilities: Str 20, Dex 12, Con 20, Int 2, Wis 14, Cha 6
Challenge Rating: 10 Skills: Hide –+6*, Listen +4, Spot +4
Treasure: None Feats: Improved Grapple, Improved Natural Armor,
Alignment: Always neutral Snatch
Advancement: 19-36 HD (Huge); 37-54 HD Environment: Deserts and rocky badlands
(Gargantuan) Organization: Trine (3)
Level Adjustment: — Challenge Rating: 3
Alignment: Always neutral
The bear has a massive body armored in articulated Advancement: 7-12 HD (Large)
carapace shot through with tufts of brown fur. Its furred, Level Adjustment: —
thick-boned skull has round ears, a square snout, and a
black nose the size of a man’s head. From its gaping maw What you at first mistake for a mound of reeds and
droops a scarlet tongue dripping with drool. dead vegetation is suddenly revealed to be a large,
tortoise-like beast with a number of hollow, tubular
Those Athasians who have seen paintings of ancient protrusions on its dirty brown shell.
bears assume the furry creatures to be dwarven pets; the
bears of today‘s Athas are massive beasts caught and Cha'thrangs are large, shelled predators, similar to giant
trained for arena fighting. Handlers subdue the beasts‘ tortoises, that hunt flying creatures. Due to the numerous
potent psionic minds, which have developed psychic reed shaped protrusions on their shell and their dun
attacks over the millennia. coloration, cha'thrangs are often mistaken for patches of
dead plant growth. The protrusions on the cha'thrang's
back are actually hollow appendages that allow the

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cha‘thrang can draw in a creature
within 10 feet of itself and attack in
the same round. A strand has
hardness 5 and 10 hit points, and can
be attacked by making a successful
sunder attempt. However, attacking a
cha‘thrang‘s strand does not provoke
an attack of opportunity. If the strand
is currently attached to a target, the
cha‘thrang takes a –4 penalty on its
opposed attack roll to resist the
sunder attempt. Severing a strand
deals no damage to a cha‘thrang.
Poison (Ex): Injury, Fortitude DC
18, initial damage 1 Str, secondary
damage 2d6 Str. The save DC is
Constitution-based.
Tethered Spikes (Ex): A
cha‘thrang can fire tethered spikes up
to four times per day. It can fire
spikes only at flying creatures up to
150 feet away (no range increment).
Skills: *Cha'thrang receive a +8
bonus on Hide checks in natural
surroundings.

creature to shoot long barbed tethered darts at any


creature passing overhead within range. The creature‘s Conashellae
shell is created by an alkaline lime secreted from its back
that further holds the shell in place. This same lime also Tiny Animal
creates a thin, sinewy fiber that tethers the creatures Hit Dice: 1d8+3 (7 hp)
darts and coats them in an alkaloid toxin. Initiative: +1
Cha'thrangs travel in groups of three called ―trines‖, Speed: 5 ft. (1 square), burrow 30 ft.
usually composed of two females and one male, but will Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch
adopt other cha'thrang that they meet, later breaking off 13, flat-footed 14
into further trines. The creatures have problems mating Base Attack/Grapple: +0/-10
because of their shell structures and often die in the Attack: Pseudopod +3 melee (1d4-2 plus 1d6 acid)
process. Females lay annual clutches of 1-6 eggs, most of Full Attack: 4 pseudopods +3 melee (1d4-2 plus 1d6
which are devoured by predators. Adult cha‘thrang acid)
themselves can live for hundreds of years but often Space/Reach: 2 1/2 ft./0 ft.
succumb to predators before this time. Special Attacks: Secretion
Cha‘thrang meat can be eaten if special preparations are Special Qualities: Blindsight 60 ft., low-light vision
taken to remove the lime under the shell. Its tethers can Saves: Fort +5, Ref +3, Will +1
also be braided together to form rope. Abilities: Str 6, Dex 12, Con 16, Int 1, Wis 12, Cha 6
Skills: Hide +16, Listen +7, Spot +8
Feats: Alertness, Weapon Finesse (B)
Combat
Environment: Deserts and silt
A cha‘thrang preys almost exclusively on flying Organization: Group (2-12)
creatures, lying motionless for hours on end until a Challenge Rating: 1/2
suitable target passes overhead. The cha‘thrang then Alignment: Always neutral
expels tethered darts from the hollow tubes studding its Advancement: 2 HD (Tiny); 3 HD (Small)
shell with a sudden burst of air. While many of these darts Level Adjustment: —
are fired at once, only one has a chance of hitting the
target. Once it has hit a target, the cha'thrang digs in and Shuffling through the shallow silt is a tiny crustacean
attempts to control the tether. When the flying creature with a hard shell covering its top and a soft underbelly.
tires and lands, the cha'thrang retracts the tether as it Two rows of pseudopods jut out from the creature’s front,
crawls towards its prey, where it uses its melee attacks to one set dexterous and probing the dust like sensory
finish the kill. Creatures hit by the darts are also subjected organs, the other hard as bone, pointed, and strong, used
to the cha‘thrang‘s lime toxin. for burrowing.
Drag (Ex): If a cha‘thrang hits with a tethered spike
attack, the strand latches onto the opponent‘s body unless Conashellae, also called shell-diggers, are hardy
the opponent succeeds at a Reflex save (DC equals 10 + shellfish that exist mostly in the silt or sandy wastes.
damage dealt). The cha‘thrang drags the stuck opponent They do not deplete the sand and silt of minerals, as their
10 feet closer each subsequent round (provoking no digestive process breaks minerals into base components
attack of opportunity) unless that creature breaks free, and expelling the rest that is leftover, creating a liquid by-
which requires a DC 22 Escape Artist check or a DC 18 product that doubles the mineral content in its wake.
Strength check. The check DCs are Strength-based, and
the Escape Artist DC includes a +4 racial bonus. A

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Conashellaes are a viable food source; their flesh can be
boiled and eaten, while the juices of the creature can be Critic
used as a water substitute. The juice from one
Tiny Animal (Psionic)
conashellae represents one-third of the normal water
Hit Dice: 1d8 (4 hp)
requirements for a Medium character; one-eighth the
Initiative: +4
normal water requirements for Large characters. The flesh
Speed: 20 ft. (4 squares), climb 30 ft.
and juices of the conashellae is very potent and removes
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed
any fatigue that may have been onset through starvation
12
or thirst, but the nonlethal damage remains. Fatigue
Base Attack/Grapple: 0/-12
returns if more nonlethal damage is incurred by not
Attack: Bite +6 melee (1d3-4)
meeting the food and water requirements of the size of
Full Attack: Bite +6 melee (1d3-4)
the character.
Space/Reach: 2 1/2 ft./0 ft.
The carapace of the conashellae is prized by some tribes
Special Attacks: Psi-like abilities
of feral halflings. They use the shells as decorations,
Special Qualities: Low-light vision
household items, and tools. Some have also utilized the
Saves: Fort +2, Ref +6, Will +1
shells as weapons, armor, and shields. When thrown as a
Abilities: Str 3, Dex 18, Con 10, Int 1, Wis 12, Cha 6
weapon they do damage equal to a Small chatkcha, and if
Skills: Climb +12, Hide +13, Listen +4, Move Silently +5,
wielded as a melee weapon the shell deals damage as a
Spot +4
Small dagger. A conashellae ranges from three inches to
Feats: Alertness, Weapon Finesse(B)
just over two feet across in size.
Environment: Any
Organization: Solitary
Challenge Rating: 1/4
Combat Alignment: Always neutral
Conashellaes are timid and only defend themselves Advancement: 2 HD (Small); 3 HD (Medium)
when cornered, preferring to flee at any opportune Level Adjustment: —
moment they get.
If cornered, the conashellae will attack with its lower This tiny lizard has a spiny back, a multicolored hide,
pseudopods, which are bony, hard, and pointed, and can and a small, toothy mouth.
grasp and pinch its prey.
Secretion (Ex): A conashellae secretes a salty and Usually reluctant houseguests, critics are innately
mildly corrosive liquid, dealing an extra 1d6 points of acid psionic and tune themselves to their feeders. Critics
damage with each pseudopod. change color each year after a molting. Critics use body
Skills: Conashellae have a +4 racial bonus on Hide, language when communicating with other critics. Magical
Listen, and Spot checks. or psionic contact is possible, but the critic always
reacts/answers in a paranoid or anxious way.
Conashellae Society Critics are considered a good luck charm for most
Conashellae are burrowing creatures, protecting households. They would prefer to be fed rather than hunt
themselves from the harsh environment by never going on their own. They are usually caught young and brought
above the surface of the land. Their diet consists of to a household. They adjust to their new surroundings at
plankton, salt, and water, which they consume by their own pace. Within a week the creature will let its
burrowing into and around a source of minerals or plants, owner know it has adapted to its new environment; it will
secreting their digestive juices from their lower either stay, or run away. The lizard stays in a constant
pseudopods, then absorbing the pulpy mass slowly state of alarm if caged or chained.
through pores in their undersides.
Like most shellfish, the conashellae are found in small Combat
groups called schools, burrowing continuously through the The critic‘s main value comes from its ability to sense
sand or silt. During daylight hours, they never venture trouble—when they scurry for cover, so do most owners.
closer than eight to twelve inches from the surface in Psi-Like Abilities: At will—detect hostile intent, detect
sand, and never closer than six inches from the surface in poison. Manifester (or caster) level 3rd.
silt. During night hours however, the conashellae rest just Skills (Ex): A critic has a +8 racial bonus on Climb
below the surface, which is one to two inches deep in both checks. It uses its Dexterity modifier instead of its
environments. Strength modifier for Climb checks. It can always choose
Conashellae spawn in spring and late fall. Females to take 10 on a Climb check, even if rushed or threatened.
produce between one and three dozen eggs, which are
buried about fives inches deep in the soil of their hunting Critic Society
grounds. The eggs are never accidentally eaten during
Critics eat mostly insects and small rodents. The lizard
feeding hours because they produce a rancid odor when
attunes itself to a certain area, getting used to a select
uncovered prior to hatching.
amount of people, and alerts anyone nearby if danger is
Hatchlings appear three weeks after the eggs are laid,
near. This attunement dissolves if the lizard has been
and the young begin feeding immediately. The growth
abused or mistreated.
rate of the conashellae is unknown, but the fact that
mature conashellae vary in size suggests they grow in
proportion to the amount of minerals and plants they
consume.

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Crodlu Pounce (Ex): If a crodlu charges, it can make a full
attack, including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d6+2.
This creature is a large, flightless combination of bird
Carrying Capacity: A light load for a crodlu is up to
and reptile resembling an ostrich. It has wicked claws at
200 pounds; a medium load, 201-400 pounds; a heavy
the end of its long fore and hind limbs, and its scaly hide
load, 401-600 pounds. A crodlu can drag 3,000 pounds.
is a yellowish red, with similar colors along its side and
Skills: Crodlu receive a +10 racial bonus on Jump
underbelly.
checks and a -4 penalty on Spot checks.
Crodlu are a species of flightless, scaled avian that
roams the wilderness in herds. They have powerful hind
legs, which were built for jumping great lengths. Crodlu
have very poor eyesight, but make up for it with an
excellent sense of smell. Crodlu have great endurance,
almost better than a mul‘s, and can run at high speeds for
long periods of time.
Female crodlu only lay one egg each year. When the
chick hatches it is able to run and fight within minutes,
having a great appetite. When it comes to feeding, crodlu
will eat anything, preferring to hunt live game when there
is some around over eating just vegetables.
Crodlu herds can get as big as 30 strong. The herd
leader is usually the largest, and will have more of a
reddish scaly hide.
Crodlu make great mounts, but are hard to control and
train as such most of the time unless they are caught as
chicks and are trained as mounts as they are being raised.

Combat
Crodlu attack with their fore claws first, and then bite.
Sometimes they will substitute hind claws for fore claw
attacks if they happen to be holding something or are
unable to use their fore claws.
Improved Grab (Ex): To use this ability, a crodlu must
hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a
hold and can rake.
Crodlu Crodlu, Heavy Crodlu, Heavy Warmount
Large Animal Large Animal Large Animal
Hit Dice: 4d8+12 (30 hp) 5d8+20 (42 hp) 6d8+30 (57 hp)
Initiative: +5 +4 +3
Speed: 50 ft. (10 squares) 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 16 (-1 size, +5 Dex, +2 17 (-1 size, +4 Dex, +4 18 (-1 size, +3 Dex, +6
natural), touch 14, flat-footed natural), touch 13, flat-footed natural), touch 12, flat-footed
11 13 15
Base Attack/Grapple: +3/+11 +3/+13 +4/+15
Attack: Claw +6 melee (1d6+4) Claw +8 melee (1d6+6) Claw +10 melee (1d8+7)
Full Attack: 2 claws +6 melee (1d6+4) 2 claws +8 melee (1d6+6) 2 claws +10 melee (1d8+7)
and bite +1 melee (1d8+2) and bite +3 melee (1d8+3) and bite +5 melee (1d8+3)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake Improved grab, pounce, rake Improved grab, pounce, rake
1d6+2 1d6+3 1d8+3
Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision, scent
Saves: Fort +7, Ref +9, Will +3 Fort +8, Ref +8, Will +2 Fort +10, Ref +8, Will +3
Abilities: Str 18, Dex 20, Con 16, Str 22, Dex 19, Con 18, Str 24, Dex 17, Con 20,
Int 2, Wis 14, Cha 8 Int 2, Wis 13, Cha 7 Int 2, Wis 13, Cha 7
Skills: Jump +22, Listen +7, Move Jump +20, Listen +7, Move Jump +21, Listen +6, Move
Silently +9, Spot +0 Silently +8, Spot -1 Silently +6, Spot +2
Feats: Alertness, Endurance, Run(B) Alertness, Endurance, Run(B) Alertness, Endurance,
Improved Natural Attack
(claw), Run(B)
Environment Plains Plains Plains
Organization: Herd (5-30) Herd (5-30) Herd (5-30)
Challenge Rating: 3 3 4
Treasure: None None none
Alignment: Always neutral Always neutral Always neutral
Advancement: 5-8 HD (Large) 6-10 (Large) 7-12 (Large)
Level Adjustment: — — —

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Crodlu, Heavy Combat
A large, flightless combination of bird and reptile, this Heavy warmount crodlu are fearless and formidable foes,
creature is more heavily muscled than most others of its striking at the slightest provocation, unless their riders
species, and its clawed feet splay more broadly in the and handlers keep their belligerent natures in check. They
sand. A strong creature, used to heavy loads, it has a prefer to charge an enemy and then unleash a devastating
reddish-yellow scaled hide, with similar variations on its flurry of claws and snapping jaws. They are steady on
sides and underbelly. their feet, allowing for mounted attacks by their riders.
Improved Grab (Ex): To use this ability, a heavy
The heavy crodlu has been specifically bred for carrying crodlu must hit with its bite attack. It can then attempt to
heavier loads (or passengers) and occasionally for light start a grapple as a free action without provoking an
skirmisher activity. It is a little larger and a fair deal attack of opportunity. If it wins the grapple check, it
stronger than its smaller cousin, but lacks the keener establishes a hold and can rake.
combat abilities of its warfaring big brother. Pounce (Ex): If a heavy warmount crodlu charges a
Heavy crodlu possess the same wicked claws and sharp foe, it can make a full attack, including two rake attacks.
beak of its fellows and have a similar life cycle, but their Rake (Sp): Attack bonus +10 melee, damage 1d8+3.
herds were originally released into the wild by breeders. Carrying Capacity: A light load for a war crodlu is up
They have long since developed into an identifiable strain, to 466 pounds; a medium load, 467-932 pounds; a heavy
but these herds remain valuable commodities load, 933-1,400 pounds. A war crodlu can drag 7,000
nevertheless. pounds.
Skills (Ex): Heavy crodlu receive a +10 racial bonus on
Jump checks and a -4 penalty on Spot checks.
Combat
Heavy crodlu are fierce opponents if provoked, but
centuries of breeding have rendered them more docile
than their cousins, and they tend to become skittish if Dunecrab
cornered. When pressed, however, they respond with a
pair of ripping foreclaws and a savage bite. Raking strikes Medium Animal
from their rear claws are also used, preferably as part of a Hit Dice: 4d8+4 (22 hp)
pounce from a superior position. Initiative: +1
Improved Grab (Ex): To use this ability, a heavy Speed: 20 ft. (4 squares), swim 20 ft.
crodlu must hit with its bite attack. It can then attempt to Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-
start a grapple as a free action without provoking an footed 14
attack of opportunity. If it wins the grapple check, it Base Attack/Grapple: +3/+4
establishes a hold and can rake. Attack: Claw +4 melee (1d4+1)
Pounce (Ex): If a heavy crodlu charges a foe, it can Full Attack: 2 claws +4 melee (1d4+1) and bite +2
make a full attack, including two rake attacks. melee (1d6)
Rake (Sp): Attack bonus +8 melee, damage 1d6+3. Space/Reach: 5 ft./5 ft.
Carrying Capacity: A light load for a heavy crodlu is up Special Attacks: Constrict 1d4+1, improved grab
to 346 pounds; a medium load, 347-692 pounds; a heavy Special Qualities: Low-light vision
load, 693-1,040 pounds. A heavy crodlu can drag 5,200 Saves: Fort +5, Ref +5, Will +2
pounds. Abilities: Str 13, Dex 12, Con 13, Int 2, Wis 12, Cha 2
Skills: Heavy crodlu receive a +10 racial bonus on Jump Skills: Hide +2*, Listen +6, Spot +8
checks and a -4 penalty on Spot checks. Feats: Alertness, Multiattack
Environment: Deserts and silt
Organization: Solitary or pair
Crodlu, Heavy Warmount Challenge Rating: 2
Treasure: None
A flightless combination of bird and reptile, this large and Alignment: Always neutral
fierce animal has long, curving claws and thickly armored Advancement: 5-8 HD (Medium); 9-12 HD (Large)
scales and holds its head aloft with keen alertness. It is Level Adjustment: —
clearly a beast bred for war.
A five-foot-diameter crab scuttles from the silt, its ridge-
The heavy warmount crodlu, also known as the war covered shell blending in perfectly with the surrounding
crodlu, is a breed of crodlu reared for its superior sand and dust. The crab’s four eyestalks angle about,
Strength, armor and weaponry. Occasionally used as looking for prey to mash with its barbed pincers.
heavy beasts of burden, war crodlu are most frequently
put to use in combat as mounts for specially trained Dunecrabs inhabit the shoals of the Sea of Silt and hunt
cavalry. Heavier and slower than the regular and heavy animals and people. Giants and some Balicans hunt the
crodlus, the heavy warmount crodlu makes up for these tasty crabs for food.
weaknesses through its proven usefulness to sorcerer- A dunecrab stands four feet tall and measures five feet
monarch, merchant house and nomad alike. across.
Heavy warmount crodlu have the same ecology as other
crodlu but are never found in the wild. War crodlu are
bred exclusively through animal husbandry and are Combat
commensurately expensive. A dune crab attacks its prey by squeezing with its claws,
stuffing the dying creature into its large mouth
afterwards.

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Constrict (Ex): A dunecrab deals 1d4+1 points of
damage with a successful grapple check. Dustgull
Improved Grab (Ex): To use this ability, a dunecrab
Tiny Animal
must hit with a claw attack. It can then attempt to start a
Hit Dice: 1d8 (4 hp)
grapple as a free action without provoking an attack of
Initiative: +2
opportunity. If it wins the grapple check, it establishes a
Speed: 10 ft. (2 squares), fly 50 ft. (average)
hold and can constrict.
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch
Skills: A dunecrab‘s four eyes give it a +2 racial bonus
12, flat-footed 14
on Spot checks. *Dune crabs have a +4 racial bonus on
Base Attack/Grapple: +0/-9
Hide checks in sand or silt.
Attack: Bite +4 melee (1d4-1)
Full Attack: Bite +4 melee (1d4-1) and talons -1 melee
(1d3-1)
Dust Glider Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: —
Medium Animal Special Qualities: Low-light vision
Hit Dice: 5d8+5 (27 hp) Saves: Fort +2, Ref +4, Will +2
Initiative: +4 Abilities: Str 8, Dex 15, Con 11, Int 2, Wis 14, Cha 6
Speed: Swim 10 ft. (2 squares), fly 30 ft. (good) Skills: Listen +4, Spot +12
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat- Feats: Weapon Finesse
footed 13 Environment: Silt
Base Attack/Grapple: +3/+3 Organization: Solitary, pair, or flock (3-12)
Attack: Sting +7 melee (1d4 plus poison) Challenge Rating: 1/3
Full Attack: Sting +7 melee (1d4 plus poison) and bite Treasure: None
+2 melee (1d6) Alignment: Always neutral
Space/Reach: 5 ft./5 ft. Advancement: —
Special Attacks: Poison Level Adjustment: —
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will +2 This hideous, golden-feathered bird has a scaly, red
Abilities: Str 10, Dex 19, Con 13, Int 2, Wis 12, Cha 2 head, a hooked, rapier-like beak filled with sharp teeth,
Skills: Hide +6, Listen +5, Move Silently +6, Spot +7, and talons dripping with filth.
Swim +8
Feats: Alertness, Weapon Finesse Dustgulls inhabit the shores of the Sea of Silt. A typical
Environment: Deserts and silt dustgull is 2 feet long and has a 6-foot wingspan.
Organization: Solitary or pair
Challenge Rating: 2 Combat
Treasure: None Dustgulls combine both talons into a single attack.
Alignment: Always neutral Skills: Dustgulls have a +8 racial bonus on Spot checks.
Advancement: 6-9 HD (Medium); 10-15 HD (Large)
Level Adjustment: —

A flat, disk-shaped creature glides on the faint breeze,


its edges rolling on the wind like flexible wings. A long,
barbed tail drifts back from the flying disk, which has a
Erdland
wide maw of tiny teeth on its underside and a ring of a Large Animal (Psionic)
dozen eyes around its top. Hit Dice: 3d8+9 (22 hp)
Initiative: +5
Dust gliders float through the skies of the silt islands, Speed: 30 ft. (6 squares)
feeding on dustgulls and other unsuspecting animals. Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10,
A dust glider measures roughly four feet in diameter. flat-footed 12
Base Attack/Grapple: +2/+10
Combat Attack: Bite +5 melee (1d8+6)
Full Attack: Bite +5 melee (1d8+6)
A dust glider stabs prey with its tail stinger, weakening
Space/Reach: 10 ft./10 ft.
it until the glider can safely lower its maw onto its kill.
Special Attacks: Psi-like abilities
Poison (Ex): Injury, Fortitude DC 13, initial and
Special Qualities: Low-light vision
secondary damage 1d4 Str. The save DC is Constitution-
Saves: Fort +6, Ref +4, Will +2
based.
Abilities: Str 19, Dex 13, Con 16, Int 1, Wis 13, Cha 5
Skills: A dust glider‘s many eyes give it a +6 racial
Skills: Jump +6, Listen +4, Spot +4, Survival +3
bonus on Spot checks. A dust glider has a +8 racial bonus
Feats: Alertness, Improved Initiative
on any Swim check to perform some special action or
Environment: Plains
avoid a hazard. It can always choose to take 10 on a
Organization: Herd (10-30)
Swim check, even if distracted or endangered. It can use
Challenge Rating: 1 (3 if psionic)
the run action while swimming, provided it swims in a
Alignment: Always neutral
straight line.
Advancement: 4-6 HD (Large)
Level Adjustment: —

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This creature is a large species of flightless bird.
Covered in ruddy scales, it regards you with a blank, Erdlu
stupid gaze and squawks once or twice before returning to
Medium Animal
its grazing, picking at the soil with its two clawed feet and
Hit Dice: 2d8+2 (11 hp)
sharp beak.
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-
footed 11
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (1d4+1) and bite -3 melee
(1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 12, Dex 14, Con 13, Int 2, Wis 12, Cha 3
Skills: Jump +16, Listen +5, Spot +5
Feats: Alertness
Environment: Plains
Organization: Solitary, pair, or flock (10-100)
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

Erdlands are a large variant of erdlus. They are A tall, flightless bird with heavy scales or rough
generally used as mounts or to pull caravans. feathers, this creature is as tall as an elf. It has a long
Erdlands are flightless, featherless birds that are neck, large beak and stands on two tough, sinewy legs.
covered with scales. They weigh around 2 tons and can
stand up to 15 feet tall. Erdlands are used more for their
endurance than speed, since they are not capable of fast
speeds.
Erdlands don't provide much in usable material. They do
provide the savage halflings that inhabit the jungles of
Athas with a major meat source. Erdlands can provide up
to 700 pounds of meat.

Combat
When attacked, erdland attack with their beak. An
erdland has a 5% chance of being psionic.
Psi-Like Abilities: At will—detect psionics; 3/day—
empty mind (+3 bonus*), mind thrust (3d10, DC 9*),
psionic dominate (ML 7th, DC 11). Manifester level 3rd.
The save DCs are Charisma-based.
*Includes augmentation for the erdland‘s manifester
level.
Carrying Capacity: A light load for an erdland is up to
232 pounds; a medium load, 233-466 pounds; a heavy
load, 467-700 pounds. An erdland can drag 3,500 pounds.

Society
Erdlands live in low-lying vegetation areas, and are
omnivorous, eating both animals and vegetables.
Erdlandseat esperweed as a delicacy, hence why some
may be psionic, although if an erdland does eat some
esperweed, it only has its psionic powers for about 10
minutes.
Erdlands lay eggs, which are about 3 feet in diameter.
Their eggs are less tasty than their smaller cousins, but
can provide a meal for up to three Medium creatures. Erdlu are large, flightless birds often used as livestock.
Erdlands will attack viciously to protect their young, which They can weigh up to two hundred pounds and stand
they lay in egg wells, small holes dug underground. almost seven feet tall. Erdlu are covered in thick, flexible,
scale-like feathers, ranging in color from dust-grey to soft
reddish-brown. An erdlu's legs are long and strong,
propelling it rapidly over the desert sands; the head, at

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the end of a long neck, is rounded, with a wicked, wedge- beige and they have a colorful fanlike dorsal fin that they
shaped beak. extend to cool their bodies in the hot Athasian sun. A
The omnivorous erdlu is a very common herd animal second, less colorful fin surrounds their heads.
with many uses. Aside from its value as a meat animal,
the erdlu's beak, wing scales, and claws all find their way Combat
into various weapon heads and tools, and the egg of an
erdlu is an excellent source of food and water. Cooked, a
single large egg can provide about three days' worth of
food for a human. Raw, the egg's liquid contents can be
substituted for about one gallon of water.

Combat
Erdlu, both singly and in flocks, usually flee rather than
fight. If forced into combat, the skittish birds kick with
their powerful, clawed legs or bite with their heavy beaks.
Skills: Erdlu receive a +10 racial bonus to all Jump
checks.

Gorak
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +1 size, +1 natural), touch
14, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Claw +1 melee (1d4-1) Goraks will group together to attack a single target,
Full Attack: 2 claws +1 melee (1d4-1) and bite -5 melee using their hypnotic trance to dazzle their prey while their
(1d4-1) sharp claws rip the target to shreds. When excited or
Space/Reach: 5 ft./5 ft. threatened, goraks emit a loud hissing noise as a warning
Special Attacks: Hypnotic trance and extend their fins in an attempt to appear larger and
Special Qualities: Low-light vision more threatening. When extended, the patterns on the
Saves: Fort +3, Ref +5, Will +0 dorsal fin can induce a trance in the gorak‘s target.
Abilities: Str 8, Dex 17, Con 13, Int 1, Wis 10, Cha 6 Hypnotic Trance (Ex): The gorak‘s colorful dorsal fin
Skills: Listen +2, Spot +4 can mesmerize creatures. Each target must make a Will
Feats: Weapon Focus (claw) save (DC 10) or be affected as by the spell hypnotism,
Environment: Deserts except the duration is 1d4 rounds, and the number of Hit
Organization: Herd (10-50) Dice affected is 2d4. The save DC is Wisdom-based.
Challenge Rating: 1/2 Skills: Because of their unusually large eyes, goraks
Treasure: None receive a +2 bonus to Spot checks.
Alignment: Always neutral
Advancement: 2HD (Small)
Level Adjustment: —
Hatori
A herd of small, 3-foot long reptilian beasts travels
through the sandy wastes. The reddish creatures have a Huge Animal
colorful dorsal fin and short legs that end in large claws. A Hit Dice: 8d8+40 (76 hp)
loud hissing noise can be heard from the beasts. Initiative: +1
Speed: 30 ft. (6 squares), burrow 20 ft.
Goraks are herd animals, used by many in the Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9,
Tablelands as sources of food. Many herds roam free, flat-footed 15
while some have been domesticated. Quick and agile, Base Attack/Grapple: +6/+22
goraks group together to attack prey. They are known for Attack: Bite +12 melee (2d8+12) or tail slap +12 melee
their good eyesight as well as their keen sense of smell. (2d8+12)
Domesticated herds have been known to number as many Full Attack: Bite +12 melee (2d8+12) or tail slap +12
as 50 beasts but wild herds rarely boast more than 20 melee (2d8+12)
individuals because of the scarcity of food throughout Space/Reach: 15 ft./10 ft.
most of Athas. The herd will be led by the largest male Special Attacks: Improved grab, swallow whole
(known as the alpha), a position that comes under Special Qualities: Low-light vision
challenge frequently. If food becomes scarce for some Saves: Fort +11, Ref +7, Will +3
reason, the alpha male culls the herd of other males. Abilities: Str 26, Dex 13 , Con 20 , Int 2, Wis 13, Cha 9
Herds do not accept goraks from outside the herd and Skills: Listen +7, Spot +6
attack and kill outsiders on first contact. Feats: Improved Bull Rush, Improved Overrun, Power
Typically, goraks are three feet in length and weigh 150 Attack
lbs. Their skin ranges in color from red-brown to sandy- Environment: Deserts

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Organization: Solitary (50% with noncombatant young)
Challenge Rating: 6 Inix
Treasure: 1/5 coins, 50% goods, 50% item (no leather
Large Animal
or perishable items)
Hit Dice: 6d8+18 (45 hp)
Alignment: Always neutral
Initiative: +2
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Speed: 40 ft. (8 squares)
Level Adjustment: —
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11,
flat-footed 15
A crocodilian beast that almost swims through the sands
Base Attack/Grapple: +4/+12
towards you with great paddling sweeps of its broad
Attack: Bite +7 melee (1d8+6) or tail slap +7 melee
limbs, this creature has knobbed, variegated hide and
(1d4+6)
savage, snapping jaws.
Full Attack: Bite +7 melee (1d8+6) or tail slap +7 melee
(1d4+6)
Hatori are the crocodiles of the sands. They have a
Space/Reach: 10 ft./5 ft. (10 ft. reach with tail)
hard, knobby hide that ranges through many colors and is
Special Attacks: Improved grab, swallow whole
indistinguishable from stone. Hatori are shaped like
Special Qualities: Improved carrying capacity, low-light
overgrown lizards with flipper-like appendages that they
vision
use along with their tail to "swim" in the desert sands.
Saves: Fort +8, Ref +7, Will +3
Hatori move awkwardly on any other surface but sand.
Abilities: Str 19, Dex 15, Con 16, Int 2, Wis 12, Cha 6
Skills: Listen +8, Spot +7
Combat Feats: Alertness, Combat Reflexes, Dodge
The only thing that can drive hatori into combat is Environment: Deserts
hunger. Unfortunately, hatori have voracious appetites Organization: Solitary or pair
and food is rare in their home environment, so they never Challenge Rating: 3
pass up an opportunity to make a meal out of a passing Alignment: Always neutral
traveler -- or even an entire caravan. The hatori's favorite Advancement: 7-12 HD (Huge)
hunting method is to get in position along a well-used Level Adjustment: —
migratory trail or caravan route. When, believing the
hatori to be no more than a rocky outcropping, a This large lizard has a long, curling tail and a broad
prospective meal passes nearby, the hatori springs into mouth that looks quite capable of swallowing a halfling in
action. Once the battle begins, hatori try to bite their a single gulp.
victims with their toothy maws.
Hatori use their bony tails to
lash out at anyone attacking
from the rear, or to attack
fleeing victims while
simultaneously trying to eat
someone else.
Improved Grab (Ex): To
use this ability, a hatori must
hit with its bite attack. It can
then attempt to start a grapple
as a free action without
provoking an attack of
opportunity. If it wins the
grapple check, it establishes a
hold and can attempt to
swallow the foe the following
round.
Swallow Whole (Ex): A
hatori can try to swallow a
grabbed opponent of a smaller
size than itself by making a
successful grapple check. Once
inside, the opponent takes
2d8+12 points of crushing
damage plus 4 points of acid
damage per round from the
hatori‘s stomach. A swallowed creature can cut its way out
by using a light slashing or piercing weapon to deal 15 Inixes are midway in size between a kank and a
points of damage to the stomach (AC 13). Once the mekillot. Inixes weigh roughly two tons and can grow up
creature exits, muscular action closes the hole; another to 16 feet long.
swallowed opponent must cut its own way out. A Huge Inixes make good mounts because of the amount of
hatori‘s interior can hold 2 Large, 4 Medium, 8 Small, 16 weight they can carry for their size, which is two times
Tiny, or 64 Diminutive or smaller opponents. their normal capacity.

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Combat jaguar becomes a brilliant red with the setting of the sun.
Its chest, cheek and belly become a soft tan hue. This
In combat inixes are fierce enemies. They usually attack splash of color is offset by an irregular pattern of black
with their tail first, taking advantage of its increased markings across the animal‘s body.
reach, then move in and try to bite, hoping to be able to
grapple or swallow whole their victim.
Improved Grab (Ex): To use this ability, an inix must Combat
hit with its bite attack. It can then attempt to start a Improved Grab (Ex): To use this ability, a jaguar
grapple as a free action without provoking an attack of must hit with its bite attack. It can then attempt to start a
opportunity. If it wins the grapple check, it establishes a grapple as a free action without provoking an attack of
hold and can attempt to swallow the foe the following opportunity. If it wins the grapple check, it establishes a
round. hold and can rake.
Swallow Whole (Ex): An inix can try to swallow a Pounce (Ex): If a jaguar charges, it can make a full
grabbed opponent two or more sizes smaller than itself by attack, including two rake attacks.
making a successful grapple check. Once inside, the Rake (Ex): Attack bonus +6 melee, damage 1d4+2.
opponent takes 1d8+6 points of crushing damage plus 4 Skills: Jaguars receive a +4 racial bonus to Balance,
points of acid damage per round from the inix‘s stomach. Climb, Hide and Move Silently checks.
A swallowed creature can cut its way out by using a light
slashing or piercing weapon to deal 15 points of damage
to the stomach (AC 13). Once the creature exits, muscular Jankx
action closes the hole; another swallowed opponent must
cut its own way out. A Large inix‘s interior can hold 1 Tiny Animal
Small, 2 Tiny, 4 Diminutive, or 8 Fine opponents. Hit Dice: 1d8+1 (5 hp)
Improved Carrying Capacity: An inix‘ carrying Initiative: +8
capacity is double the normal for a creature of its Speed: 20 ft. (4 squares), burrow 30 ft.
Strength. A light load for an inix is up to 699 pounds; a Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed
medium load, 700-1,399 pounds; a heavy load, 1,400- 12
2,100 pounds. An inix can drag 10,500 pounds. Base Attack/Grapple: +0/-10
Attack: Claw +6 melee (1d2-2 plus poison)
Full Attack: 2 claws +6 melee (1d2-2 plus poison)
Jaguar Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison
Large Animal Special Qualities: Low-light vision
Hit Dice: 4d8+8 (26hp) Saves: Fort +3, Ref +6, Will +0
Initiative: +4 Abilities: Str 6, Dex 19, Con 13, Int 1, Wis 10, Cha 8
Speed: 60 ft. Skills: Hide +22, Listen +7, Move Silently +16
Armor Class: 15 (-1 size, +4 Dex, +2 natural), touch 13, Feats: Improved Initiative, Weapon Finesse(B)
flat-footed 11 Environment: Deserts and stony barrens
Base Attack/Grapple: +3/+11 Organization: Community (1-1,000)
Attacks: Bite +6 melee (1d6+4) Challenge Rating: 1/2
Full Attack: Bite +6 melee (1d6+4) and 2 claws +4 Alignment: Always neutral
melee (1d3+2) Advancement: 2 HD (Tiny); 3 HD (Small)
Space/Reach: 10 ft./5 ft. Level Adjustment: —
Special Attacks: Improved grab, pounce, rake 1d4+2
Special Qualities: Scent You spy a small, furry, mammalian animal regarding
Saves: Fort +6, Ref +8, Will +2 you from the safety of its burrow. Long, curved spurs can
Abilities: Str 19, Dex 18, Con 15, Int 2, Wis 12, Cha 6 just be seen on the creature’s limbs.
Skills: Balance +8, Climb +10, Hide +4, Listen +5, Move
Silently +8, Spot +6 These furry mammals live in burrows in the desert. The
Feats: Alertness, Multiattack common people of Athas think these prized creatures are
Environment: Forests too dangerous to bother with, but those that are killed
Organization: Solitary or pair make good furs and are a good source of food.
Challenge Rating: 3 Jankx communicate via ultrasonic squeaks and barks
Treasure: None which are inaudible to most humanoid ears.
Alignment: Always neutral
Advancement: 5-8 HD (Large) Combat
Level Adjustment: —
Jankx are not very combative, but they do have a
A sleek, muscular feline creature looks at you with its poison that serves as a defense mechanism. It has a
predatory eyes. Its hide shines in a bright golden hue as it withering effect upon flesh, inflicting tremendous pain for
slowly makes it way towards you… such a small creature, and is quite capable of crippling a
grown man in moments. Jankx have spurs and poison
The jaguar is normally over six feet long in the body, sacs located on the underside of each limb near the paw.
with a lashing tail that can add two feet or more to this Poison (Ex): Injury, Fortitude DC 11, initial damage
length, and weighs around two hundred and fifty pounds. 1d6 Str, secondary damage 2d6 Dex. The save DC is
This weight is evenly distributed throughout a muscular Constitution-based.
neck and shoulders, a barrel-like body and short, stout Skills: Jankx receive a +10 racial bonus to Hide and
legs. Its paws also pack a powerful punch. Its tawny coat Move Silently checks, and a +5 racial bonus to Listen
shines like freshly coated paint. The golden hue of the checks.

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Jhakar against the tripped opponent. If the attempt fails, the
opponent cannot react to trip the jhakar. *A jhakar has a
+4 racial bonus on Strength checks made to trip an
Small Animal
opponent. Combined with the creature‘s Str 6 and size of
Hit Dice: 2d8 (9 hp)
Small, this results in a net penalty of –2 to the Strength
Initiative: +3
check.
Speed: 20 ft. (4 squares)
Skills: *Jhakars receive a +4 racial bonus to Survival
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch
checks when tracking by scent.
14, flat-footed 13
Base Attack/Grapple: +1/-1*
Attack: Bite +5 melee (1d6-2)
Full Attack: Bite +5 melee (1d6-2)
Space/Reach: 5 ft./5 ft.
Kes’trekel
Special Attacks: Improved grab, pulldown Tiny Animal (Psionic)
Special Qualities: Low-light vision, scent Hit Dice: 1d8+1 (5hp)
Saves: Fort +3, Ref +6, Will +1 Initiative: +1
Abilities: Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 8 Speed: 10 ft. (2 squares), fly 60 ft. (average)
Skills: Listen +3, Spot +2, Survival +3* Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch
Feats: Track, Weapon Finesse(B) 13, flat-footed 14
Environment: Deserts Base Attack/Grapple: +0/-7
Organization: Solitary, Pack (2-5) Attack: Bite +3 melee (1d3+1)
Challenge Rating: 1 Full Attack: Bite +3 melee (1d3+1)
Alignment: Always neutral Space/Reach: 2 1/2 ft./0 ft.
Advancement: 3-4 HD (Small); 5-6 HD (Medium) Special Attacks: Aversion
Level Adjustment: — Special Qualities: Low-light vision
Saves: Fort +3, Ref +3, Will +0
You are confronted by a snarling reptilian beast of Abilities: Str 12, Dex 12, Con 13, Int 1, Wis 10, Cha 8
formidable proportions, somewhat resembling a smiling Skills: Spot +4
flat-faced canine with thick, wrinkly, scaled hide. Feats: Flyby Attack
Environment: Any
Jhakars are predators whose pugnacious behavior Organization: Flock (3-30)
makes them a bane to humanoids and animals alike. Their Challenge Rating: 1/2
appearance is similar to that of a reptilian bulldog, and Treasure: None
their characters are fierce and aggressive to match. Alignment: Always neutral
Jhakars hunt in small packs in the wild, and fiercely Advancement: 2 HD (Small); 3-5 HD (Medium); 6-9 HD
attack all but the most dangerous of prey, pulling larger (Large)
creatures down with their numbers and savagery. Level Adjustment: —
Sometimes jhakars are found in cities as domesticated
guard-beasts, or serve as trackers, finding escaped slaves A scrawny black bird squawks as it circles around
and so are also greatly feared by most thieves. Jhakars overheard, looking for a meal. A blood-red patch on its
are mortal enemies of tembo, as the two species are often head is its only distinguishable feature.
in competition for territory and prey. Needless to say,
jhakars often come off the worst in such conflicts. The kes‘trekel is a carrion eater, constantly on the
A jhakar's scaly hide is thick and wrinkled, sporting a search for dead prey. Cowardly birds, they usually shy
webbed, bony spine that protrudes from its back and ends away from large targets, but have been known to
just before its stump of a tail. Its eyes and ears, well assemble in packs to attack larger prey. In large numbers,
protected by bony ridges and double-lids respectively, are the kes‘trekel can sometimes muster enough collective
dwarfed by the huge, fang-filled mouth. The bulk of the psychic energy to manifest the psionic power of aversion.
body is a rich, sandy-brown color, darkening at the snout Kes‘trekels are extremely territorial and use their
and claws. psionics to scare trespassers away from their nesting
areas. They pair only long enough to mate. They are often
Combat captured and used as guards, as their nervous territorial
Jhakars are notorious for their tenacity and single- squawking reveals the presence of all but the stealthiest
minded attacks. A pack of jhakars will attack as a group, intruders. Their eggs are considered a delicacy in Nibenay
seeking to drag their prey to the ground and savage it (if procured within two weeks of laying), and their eyes
with multiple bites. Such is their instinctive coordination are sometimes eaten by the barbaric tribes of the Ringing
that the pack often seems to attack with one mind, jointly Mountain in the belief that they grant enhanced vision.
bent on ravaging its prey. The ferocity of a jhakar pack is The foot-long bird has a three-foot wingspan with black
significantly greater than the sum of its individual plumage; the only spot of color is a crimson patch on its
members. head. Feral kes'trekel have a life span of approximately 15
Improved Grab (Ex): If a jhakar hits with its bite it years, while domestic kes'trekel sometimes live as long as
may initiate a grapple check as a free action without 25 years.
provoking an attack of opportunity. *A jhakar has a +4
racial bonus on grapple checks. Combat
Pulldown (Ex): Once per round, a jhakar can either Kes'trekel are extremely vulnerable on the ground and
make a trip attack as a free action or aid another jhakar in prefer to attack from the wing if at all possible.
a trip attack as a free action (but not both). If it wins the Aversion (Ps): A group of 20 or more kes‘trekels can
Strength check*, it may immediately make a melee attack manifest aversion three times per day (Will DC 11

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negates). For every 10 additional kes‘trekel, increase the Attack: Claw +5 melee (1d2-4)
save DC by 1. Manifester level 3rd. The save DC is Full Attack: 2 claws +5 melee (1d2-4) and bite +0 melee
Charisma-based. (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Low-light vision
Kip Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 9
Small Animal Skills: Balance +7, Climb +3, Hide +15*, Listen +5,
Hit Dice: 1d8 (4 hp) Move Silently +7, Spot +5
Initiative: +3 Feats: Alertness, Weapon Finesse(B)
Speed: 20 ft. (4 squares), 10 ft. burrow Environment: Forests and plains
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch Organization: Solitary, pair, or family (3-5)
14, flat-footed 15 Challenge Rating: 1/2
Base Attack/Grapple: +0/-6 Treasure: None
Attack: Claw –1 melee (1d3-2) Alignment: Always neutral
Full Attack: 2 claws -1 melee (1d3-2) Advancement: —
Space/Reach: 5 ft./5 ft. Level Adjustment: —
Special Attacks: Pheromones
Special Qualities: Low-light vision Crouched on the ground before you is a tiny feline with
Saves: Fort +2, Ref +5, Will +1 soft, grayish fur and large, dark eyes.
Abilities: Str 7, Dex 17, Con 10, Int 2, Wis 12, Cha 3
Skills: Listen +5, Spot +5 Kivits are tiny, wild cats that dwell in areas of heavy
Feats: Alertness undergrowth. They secrete a poisonous musk through
Environment: Plains their fur that can be fatal in large enough doses. A kivit‘s
Organization: Herd (2-100) paws are even more dexterous than an ordinary
Challenge Rating: 1/4 housecat‘s.
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Combat
Level Adjustment: —
Kivits hunt rats, moles, and other vermin, keeping well
A small armored hexaped scuttles away from you as you away from larger creatures. Should a predator catch a
approach. kivit, it would find the catch unappetizing - kivits coat
their fur with poison secreted from the musk glands below
This shy, six-legged, armored creature digs up and eats their cheeks. Any creature that successfully bites a kivit is
the roots of plants. Its armor-like covering makes subject to its poison attack.
excellent leather goods. Poison (Ex): Ingested, Fortitude DC 10, initial and
Kip communicate via low grunts. Dwarven kip herders secondary damage 1d3 Con. The save DC is Constitution-
have learned to mimic this in order to better control the based.
herd. Skills: Kivits receive a +4 racial bonus to Balance, Hide,
and Move Silently checks. They use their Dexterity
modifier for Climb checks. *In areas of tall grass or heavy
Combat
undergrowth, the Hide bonus rises to +8.
Kip are noncombative and will flee if threatened. If
cornered or unduly alarmed, it will release its blast of Kivit Poison
pheromones and seek to escape at the earliest
Kivit musk can be concentrated by a skilled poison
opportunity. A kip will only attack if panicked or if
manufacturer into a more powerful venom. Some druids
presented with no other option.
know the secret of collecting the musk from several kivits
Pheromones (Ex): A kip can release a cloud of
into a substance suitable for mixing with food (Ingested,
pheromones once per day as a standard action. The
Fortitude DC 14, initial and secondary damage 1d6 Con).
invisible, gaseous chemicals fill a 5-foot-radius cloud
One dose costs 175 Cp. The Craft (poisonmaking) DC to
centered on the kip. Other creatures within the cloud
create kivit poison is 20. Five adult kivits are required to
must make a Fortitude save (DC 10) or become fascinated
harvest a single dose of this poison.
for 1d8 x 10 minutes. Fascinated creatures are extremely
suggestible and act as though affected by the hypnotism
spell. Dwarves have a +4 racial bonus on their Fortitude
save. The save DC is Constitution-based.
Kluzd
Large Animal

Kiv it Hit Dice: 4d8+4 (22 hp)


Initiative: +7
Speed: 30 ft. (6 squares), burrow 30 ft.
Tiny Animal
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12,
Hit Dice: 1/2 d8 (2 hp)
flat-footed 12
Initiative: +3
Base Attack/Grapple: +3/+16*
Speed: 30 ft.
Attack: Bite +5 melee (1d8+1)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed
Full Attack: Bite +5 melee (1d8+1)
12
Space/Reach: 10 ft./5 ft.
Base Attack/Grapple: +0/-12

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Special Attacks: Constrict 1d8+1, improved grab, interior can hold 1 Medium, 2 Small, 8 Tiny, or 16
swallow whole Diminutive or smaller opponents.
Special Qualities: Low-light vision Skills (Ex): Kluzds have a +8 racial bonus on
Saves: Fort +5, Ref +7, Will +2 Intimidate checks.
Abilities: Str 12, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Skills: Hide +4, Intimidate +4, Spot +3 Kluzd Society
Feats: Improved Initiative, Weapon Finesse Although possessing only the most rudimentary
Environment: Silt intelligence, the kluzd have a set of instincts that have
Organization: Solitary or nest (3-10) allowed them to endure where many other serpentine
Challenge Rating: 2 creatures cannot. Their specialized reliance on mud flats
Treasure: Standard has allowed the species to thrive, but confines them to
Alignment: Always neutral this single terrain type. When its mudflat dries out, a
Advancement: 5-9 HD (Large), 10-14 HD (Huge) kluzd automatically sets out in a straight line, seeking
Level Adjustment: — another mudflat or perishing in the attempt. The kluzd can
only survive for four days in the open air, so these
A snake-like creature with a great frill of scales flaring journeys are times of great peril for the creatures.
around its throat, this reptilian beast bursts from beneath Without their mudflats‘ regular process of drying and
shallow mudflats to drag its prey to their doom. rehydrating, however, the kluzd would be unable to
reproduce. When the upper mud has dried into a crust,
The kluzd is a reptilian predator related to the the female lays a clutch of 1d8 eggs. Protected beneath
constrictor snake that inhabits the mudflats of the the crust, the young mature and leave the nest in six
Tablelands. Biting and throttling its prey, the kluzd is only weeks, but are fed by their parents in the meantime. The
a danger within the mudflats themselves, as it cannot adults spend much of this time lying in wait at the edges
burrow through sand and rapidly dries out under the of the mudflat. Any creature venturing too close is
Athasian sun. attacked and dragged beneath the surface to feed the
The males of the species have distinctive turquoise and younglings.
white coloration around their head and neck frills, but the
females lack these markings, instead having a sandy
brown body flecked with black along its length.
Growing up to ten feet in length, an adult kluzd is able
Korinth
to swallow a man whole, although this distorts its shape Colossal Animal
somewhat. A kluzd weighs as much as 500 lbs. Hit Dice: 32d8+294 (438hp)
Initiative: -1
Combat Speed: 20 ft.
Armor Class: 13 (-8 size, -1 Dex, +12 natural), touch 1,
The kluzd spends much of its time slumbering in the cool
flat-footed 13
darkness of its mud patch, but when it detects movement
Base Attack/Grapple: +24/+55
in the mire, it swims swiftly towards the disturbance,
Attack: Tail slap +31 melee (6d8+15)
striking if it believes it can best its prey. The striking kluzd
Full Attack: Tail slap +31 melee (6d8+15) and bite +26
invariably flares its neck scales out in an attempt to
melee (2d10+7)
intimidate its prey.
Space/Reach: 30 ft./20 ft.
The kluzd bites with its needle-sharp teeth and
Special Attacks: Trample 6d8+22
immediately grapples in an attempt to pull its prey
Special Qualities: Darkvision 60 ft., low-light vision,
beneath the surface and into the deeper mire. The kluzd
scent
both attempts to crush its prey to death as well as hold it
Saves: Fort +27, Ref +17, Will +12
beneath the surface in the hope that the target drowns.
Abilities: Str 40, Dex 9, Con 29, Int 1, Wis 10, Cha 13
When the prey is dead (or at least stops struggling) the
Skills: Climb +23, Listen +8, Search +3, Spot +8,
kluzd will swallow it and retreat to the bottom of its
Survival +3
muddy lair to digest its meal. A kluzd will only swallow
Feats: Awesome Blow, Endurance, Improved Natural
prey as a form of attack when severely threatened, as the
Armor (3), Improved Natural Attack (tail slap), Iron Will,
fully gorged kluzd is hardly a mobile adversary.
Power Attack, Snatch, Toughness (2)
Constrict (Ex): On a successful grapple check, a kluzd
Environment: Hills
deals 1d8+1 points of damage.
Organization: Solitary
Improved Grab (Ex): To use this ability, a kluzd must
Challenge Rating: 12
hit with its bite attack. It can then attempt to start a
Treasure: None
grapple as a free action without provoking an attack of
Alignment: Always neutral
opportunity. If it wins the grapple check, it establishes a
Advancement: 33-64 HD (Colossal)
hold and can attempt to swallow the foe the following
Level Adjustment: —
round. *A kluzd has a +8 racial bonus on grapple checks.
Swallow Whole (Ex): A kluzd can try to swallow a
A large, gray-colored lizard carries on its back a small
grabbed opponent of a smaller size than itself by making a
structure, from which you can see several humanoids. The
successful grapple check. Once inside, the opponent
slow moving beast obeys all commands as it travels along
takes 1d8+1 points of crushing damage plus 4 points of
the dunes. Its long muscular tail leaves sinewy trails upon
acid damage per round from the kluzd‘s stomach. A
the sand.
swallowed creature can cut its way out by using a light
slashing or piercing weapon to deal 10 points of damage
Korinths are large, gray-colored lizards, with huge 25-
to the stomach (AC 11). Once the creature exits,
foot high spikes jutting out from their backs. These
muscular action closes the hole; another swallowed
hulking quadrupeds have a long neck and relatively small
opponent must cut its own way out. A Large kluzd‘s

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head. They serve as patrol mounts by the Draji, who use Base Attack/Grapple: +3/+4
them to patrol the sandy wastes around Draj. Attack: Claw +4 melee (1d4+1)
These huge beasts are very hard to find, and it is Full Attack: 2 claws +4 melee (1d4+1) and bite –1
unknown where the Draji capture them. They have a melee (1d10)
feeble mind and are easily controlled by psion handlers. Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, rake 1d4, stun
Combat Special Qualities: Low-light vision
These beasts are too big to have many natural Saves: Fort +6, Ref +5, Will +2
predators. They prefer to attack using their tail, and rarely Abilities: Str 13, Dex 12, Con 14, Int 1, Wis 12, Cha 11
use their bite unless pressed to. Skills: Hide +5, Jump +8, Spot +5
Trample (Ex): Reflex half DC 41. The save DC is Feats: Alertness, Combat Reflexes
Strength-based. Environment: Deserts
Organization: Pack (2-12)
Challenge Rating: 3
Treasure: None
Kreel Alignment: Neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Medium Animal (Aquatic) Level Adjustment: —
Hit Dice: 3d8 (13hp)
Initiative: +2 You see a large, reptilian creature the size of a lion. It
Speed: Swim 30 ft. (6 squares) has dark gray scaled skin, with a bright web-like
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat- membrane around its neck and a brightly colored tail.
footed 11
Base Attack/Grapple: +2/+3 Lirrs are reptilian predators that hunt in packs. They are
Attack: Bite +3 melee (1d6+1) fast and fierce and possess a powerful roar that has the
Full Attack: Bite +3 melee (1d6+1) ability to stun their prey. The colored membrane around
Space/Reach: 5 ft./5 ft. the lirr‘s neck can be inflated and flushed with blood to
Special Attacks: — communicate with others of the species in a number of
Special Qualities: Low-light vision ways.
Saves: Fort +3, Ref +5, Will +0 Lirr packs are exceptionally quarrelsome, and
Abilities: Str 12, Dex 15, Con 10, Int 1, Wis 8, Cha 4 particularly intelligent quarry might be able to escape one
Skills: Listen +2, Spot +2, Swim +9 pack by leading pursuers into the lair of another. Lirrs pair
Feats: Dodge, Mobility off to mate, but such pairings are loose and will separate
Environment: Aquatic (The Last Sea) if resources becomes scarce. A female lirr produces 2-8
Organization: School (2-20) eggs every two years, which hatch in three months, with
Challenge Rating: 1/2 the young maturing in nine months. Though only the birth
Treasure: None mother is concerned for her eggs, any female will protect
Alignment: Always neutral the pack's young once they have hatched.
Advancement: 4-6 HD (Medium) Some lirr packs seem to prefer the rockier terrain of the
Level Adjustment: — mountain ranges, finding comfort in the cooler cave
temperatures. Mountain lirrs are identical to their desert
A long, dark eel swims effortlessly through the water. dwelling cousins, save for the fact that they lack the lirr's
characteristically bright colors on their ringed membrane.
Kreels are domesticated eels Athasian lizardfolk use as A lirr typically weighs 300 pounds and is six feet long
their primary source of food. The eel is tasty, and feeds on from tip to tail.
the wild kelp that grows on the bottom of the Last Sea.
Full-grown, they measure 6 feet long, and can be almost a Combat
foot in diameter.
Lirrs usually start combat by attempting to stun their
opponents, then grabbing and raking them with their
Combat powerful claws.
Kreels tend to shy away from combat, unless cornered. Improved Grab (Ex): To use this ability, a lirr must hit
They will then attack with their bite. with its bite attack. It can then attempt to start a grapple
Skills: A kreel has a +8 racial bonus on any Swim check as a free action without provoking an attack of
to perform some special action or avoid a hazard. It can opportunity. If it wins the grapple check, it establishes a
always choose to take 10 on a Swim check, even if hold and can rake.
distracted or endangered. It can use the run action while Rake (Ex): Attack bonus +4 melee, damage 1d4.
swimming, provided it swims in a straight line. Stun (Ex): As a standard action, a lirr can emit a
powerful roar capable of stunning creatures within a 40-
foot cone. Creatures in the cone must make a Fortitude
save (DC 14) or be stunned for 1d4 rounds. The save DC
Lirr is Constitution-based.
Skills (Ex): The lirr has a +4 racial bonus to Jump
Medium Animal checks.
Hit Dice: 5d8+10 (32hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
footed 13

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Lizard, Giant Swallow Whole (Ex): The giant lizard can try to
swallow a grabbed opponent of Medium or smaller size by
making a successful grapple check. Once inside, the
Large Animal
opponent takes 1d6+4 points of crushing damage plus
Hit Dice: 3d8+15 (28 hp)
1d8+4 points of acid damage per round from the giant
Initiative: +7
lizard‘s digestive juices. A swallowed creature can cut its
Speed: 40 ft. (8 squares), burrow 20 ft.
way out by dealing 15 points of damage to the giant
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12,
lizard‘s digestive tract (AC 12). Once the creature exits,
flat-footed 13
muscular action closes the hole; another swallowed
Base Attack/Grapple: +2/+10
opponent must cut its own way out. The giant lizard‘s
Attack: Bite +5 melee (1d8+6)
gullet can hold 2 Medium, 4 Small, or 8 Tiny or smaller
Full Attack: Bite +5 melee (1d8+6)
creatures.
Space/Reach: 10 ft./5 ft.
Skills: *Giant lizards gain a +8 bonus to Hide checks
Special Attacks: Improved grab, swallow whole
when attempting to hide in the sand.
Special Qualities: Low-light vision
Saves: Fort +8, Ref +6, Will +1
Abilities: Str 18, Dex 17, Con 20, Int 1, Wis 10, Cha 9
Skills: Climb +5, Hide +4*, Listen+4, Move Silently +4,
Spot+3
Feats: Alertness, Improved Initiative
Lizard, Jastrak
Environment: Deserts Large Animal
Organization: Solitary, or herd (2-12) Hit Dice: 6d8+30 (57 hp)
Challenge Rating: 2 Initiative: +2
Alignment: Always neutral Speed: 30 ft. (6 squares), burrow 10 ft.
Advancement: 4-6 HD (Large); 7-9 HD (Huge) Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11,
Level Adjustment: — flat-footed 14
Base Attack/Grapple: +4/+12
This four legged, 15-foot long reptile is barely hidden in Attack: Bite +7 melee (1d8+4)
the sand, its dun colored scales helping it to hide. Full Attack: 2 bites +7 melee (1d8+4) and 2 claws +5
melee (1d6+2) and tail +5 melee (1d8+2)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: -
Special Qualities: Blindsight 60 ft., improved grab, scent
Saves: Fort +10, Ref +7, Will +4
Abilities: Str 18, Dex 15, Con 20, Int 2, Wis 14, Cha 11
Skills: Hide +4, Jump +5, Listen +5, Survival +5
Feats: Multiattack, Run, Track
Environment: Any land (subterranean)
Organization: Solitary or pack (1-10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Running towards you out of the gloom is a terrifying


two-headed lizard. Its heads are completely eyeless but it
possesses teeth-filled maws, long claws and a spiked,
club-like tail.
Giant lizards are just that – oversized versions of the
numerous reptilian species that populate the Athasian
landscape.
These ponderous beasts are at home anywhere from the
depths of the desert to the swamps and savannah beyond
the Jagged Cliffs. The giant lizards are one of Athas‘ few
success stories.

Combat
Like their smaller cousins, giant lizards fight
aggressively with their bite attack, attempting to swallow
whole any victim smaller than themselves.
Improved Grab (Ex): If the giant lizard hits with its
bite it can initiate a grapple check as a free action without
provoking an attack of opportunity. If it wins the grapple
check it establishes a hold and can attempt to swallow
whole the next round.

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The jastrak is a subterranean lizard that rarely, if ever,
ventures to the surface. Jastraks are curious and Combat
belligerent creatures, confident in their formidable array of
natural weapons, and unexpected encounters with Minotaur lizards are sly beasts and prefer to strike from
wandering jastraks usually end badly. Jastraks are ambush where possible. Like their smaller cousins,
completely blind and possess no visual organs minotaur lizards fight aggressively with their bite attack,
whatsoever. Their senses of hearing and scent, however, attempting to swallow whole any victim smaller than
are exceptionally well developed. themselves.
Jastraks live beneath the earth, burrowing through it Improved Grab (Ex): If the minotaur lizard hits with
with their claws. Their unpleasant dispositions mean that its bite it can initiate a grapple check as a free action
other inhabitants of the Athasian underdark have learned without provoking an attack of opportunity. If it wins the
to give them a wide berth. An adult jastrak is nine feet grapple check it establishes a hold and can attempt to
long and weighs 800 pounds. swallow whole the next round.
Swallow Whole (Ex): The minotaur lizard can try to
swallow a grabbed opponent of Large or smaller size by
Combat making a successful grapple check. Once inside, the
Jastraks are aggressive and are quite willing to initiate opponent takes 2d6+9 points of crushing damage plus
combat with unknown foes as a way of testing their 2d8+9 points of acid damage per round from the minotaur
opponent‘s Strength. Their blindness often works to their lizard‘s digestive juices. A swallowed creature can cut its
advantage as they ignore distractions, obstacles and way out by dealing 30 points of damage to the minotaur
tactical concepts that are dependent upon sight. lizard‘s digestive tract (AC 13). Once the creature exits,
A jastrak will leap to the attack and then commence a muscular action closes the hole; another swallowed
savage flurry of attacks in order to bring its foe low as opponent must cut its own way out. The minotaur lizard‘s
swiftly as possible. It uses its tail primarily to deal with gullet can hold 2 Large, 4 Medium, 8 Small, or 16 Tiny or
threats to its rear but will strike at enemies along its flank smaller creatures.
if necessary.
Improved Grab (Ex): A jastrak that hits with a bite
attack may initiate a grapple attempt as a free action
without provoking an attack of opportunity. Lizard, Subterranean
Large Animal
Hit Dice: 6d8+36 (63 hp)
Lizard, Minotaur Initiative: +8
Speed: 30 ft. (6 squares), climb 30 ft.
Huge Animal Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13,
Hit Dice: 8d8+64 (100 hp) flat-footed 13
Initiative: +2 Base Attack/Grapple: +4/+13
Speed: 20 ft. (4 squares) Attack: Bite +8 melee (1d8+7)
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, Full Attack: Bite +8 melee (1d8+7)
flat-footed 14 Space/Reach: 10 ft./5 ft.
Base Attack/Grapple: +6/+23 Special Attacks: Improved grab, swallow whole
Attack: Bite +13 melee (3d6+13) Special Qualities: Low-light vision
Full Attack: Bite +13 melee (3d6+13) Saves: Fort +11, Ref +11, Will +3
Space/Reach: 15 ft./10 ft. Abilities: Str 20, Dex 18, Con 22, Int 2, Wis 12, Cha 11
Special Attacks: Improved grab, swallow whole Skills: Climb+15, Hide +9, Listen +6, Move Silently +13,
Special Qualities: Low-light vision Spot+5
Saves: Fort +14, Ref +8, Will +3 Feats: Alertness, Improved Initiative, Lightning Reflexes
Abilities: Str 28, Dex 15, Con 27, Int 1, Wis 13, Cha 11 Environment: Underground
Skills: Climb+13, Listen +5, Spot+4 Organization: Solitary
Feats: Cleave, Improved Natural Attack (bite), Power Challenge Rating: 4
Attack Treasure: None
Environment: Hills Alignment: Always neutral
Organization: Solitary Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Challenge Rating: 5 Level Adjustment: —
Treasure: None
Alignment: Always neutral This four legged, 20-foot long reptile comes running out
Advancement: 9-16 (Huge); 17-24 HD (Gargantuan) of the shadows, catching you by surprise.
Level Adjustment: —
Subterranean lizards dwell almost exclusively beneath
This four legged, 30-foot long reptile is has horns on top the surface of Athas. They never leave their caves
of its head and looks much more aggressive than some of voluntarily, and some species are even albino. The fanner
its other cousins. beasts of New Giustenal, for example, are a species of
subterranean grazing lizard raised by the dray of that
Inhabiting the foothills of the Ringing Mountains and place.
other forested uplands, the minotaur lizard gains its name With sucker pads on their feet, they are able to scurry
from the twin, bull-like horns sported by the males of the along walls and ceilings as well as across the floor and use
species. These are not weapons, however, but function in this fact to their advantage wherever possible.
mating displays.

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subterranean lizard‘s digestive juices. A swallowed
creature can cut its way out by dealing 10 points of
damage to the subterranean lizard‘s digestive tract (AC
12). Once the creature exits, muscular action closes the
hole; another swallowed opponent must cut its own way
out. The subterranean lizard‘s gullet can hold 2 Medium, 4
Small, or 8 Tiny or smaller creatures.
Skills: Subterranean lizards have a +8 racial bonus on
Climb, Hide, and Move Silently checks. They can always
choose to take 10 on Climb checks, even if rushed or
threatened.

M e k i llo t
Huge Animal
Hit Dice: 16d8+124 (196 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-
footed 21
Base Attack/Grapple: +12/+31
Attack: Tongue lash +21 melee (1d8+11)
Full Attack: Tongue lash +21 melee (1d8+11) and bite
Combat +16 melee (2d8+5)
Space/Reach: 15 ft./15 ft. (20 ft. with tongue lash)
Unlike their smaller cousins, subterranean lizards don‘t
Special Attacks: Improved grab, swallow whole, trample
fight aggressively; instead they prefer to ambush and
2d8+16
catch their prey by surprise.
Special Qualities: Low-light vision
A few species of subterranean lizards have long tongues
Saves: Fort +17, Ref +10, Will +5
which they use instead of a bite to grapple foes up to 20
Abilities: Str 33, Dex 10, Con 25, Int 2, Wis 10, Cha 9
feet away. This attack form has the same statistics as a
Skills: Listen +12, Spot +11
bite, except that damage is 1d4+7.
Feats: Alertness, Combat Reflexes, Toughness (x4)
Improved Grab (Ex): If the subterranean lizard hits
Environment: Deserts
with its bite it can initiate a grapple check as a free action
Organization: Solitary or pair
without provoking an attack of opportunity. If it wins the
Challenge Rating: 12
grapple check it establishes a hold and can attempt to
Alignment: Always neutral
swallow whole the next round.
Advancement: 17-32 HD (Gargantuan)
Swallow Whole (Ex): The subterranean lizard can try
Level Adjustment: —
to swallow a grabbed opponent of Medium or smaller size
by making a successful grapple check. Once inside, the
This enormous lizard dwarfs you with its sheer bulk.
opponent takes 1d6+5 points of crushing damage plus
Thirty feet long and covered with a thick shell, it lumbers
1d8+5 points of acid damage per round from the
forward with a plodding inevitability.

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Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Mekillots are mighty lizards that weigh up to six tons, Level Adjustment: —
with huge mound-shaped bodies that can be thirty feet
long. They are covered with a thick shell everywhere Glaring at you with large, dark eyes is some kind of
except for on their sides and bellies. furred boar, albeit with a long, sinuous body. It displays
Mekillots are used as caravan beasts; a hitched pair can elegantly curved claws the length of your hand and hisses
pull a full wagon at a slow pace. Mekillots are never truly an unmistakable threat.
tamed, however, for the creatures have been known to go
off the road and wander for days. They also like to make The mole boar is a cross between a weasel and a boar,
snacks of their handlers. Most caravans that use mekillots although is more the size of the former. These small
have a small team of psions to deal with the beasts. creatures are indigenous to the fields around the Pristine
Tower, and likely began as mutated invaders centuries
Combat ago. All mole boars are immune to the mutating effects of
the Pristine Tower. These creatures are short and squat,
In a fight mekillots attack with their tongues, or they
much like a badger, with large, boar-like fangs and long
trample enemies underfoot. A mekillot instinctively drops
to the ground when something is underneath it, causing claws used for both digging and attacking prey.
trample damage (see below). Mole boars live in communities of up to 100 throughout
Improved Grab (Ex): To use this ability, a mekillot the blossom fields of the Pristine Tower. There are an
must hit with its tongue lash attack. It can then attempt equal number of females and males mole boars in each
to start a grapple as a free action without provoking an community, and there is no one dominant creature that
attack of opportunity. If it wins the grapple check, it controls a specific area. Each community claims a roughly
establishes a hold and can attempt to swallow the foe the 100 square yard territory, attacking any creatures not of
following round. its species that it detects. The all live together, hunting
Swallow Whole (Ex): A mekillot can try to swallow a the blossom fields for floaters (their primary source of
grabbed opponent of a smaller size than itself by making a food) and reproducing at an alarming rate. If removed
successful grapple check. Once inside, the opponent takes from their environment, mole boars become docile and
2d8+12 points of crushing damage plus 4 points of acid refuse to eat, eventually starving to death. The floaters of
damage per round from the mekillot‘s stomach. A the area must land in order to breed and are fed upon
swallowed creature can cut its way out by using a light when they do so. In turn, however, the mole boars are
slashing or piercing weapon to deal 20 points of damage one of the mating floater‘s sources of food. Mole boars
to the stomach (AC 16). Once the creature exits, muscular multiply at a rate of four times a year, and females are
action closes the hole; another swallowed opponent must most often constantly pregnant with young. They can live
cut its own way out. A Gargantuan mekillot‘s interior can up to 10 years, through few do.
hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512
Diminutive or smaller opponents. Combat
Trample (Ex): Reflex half DC 29. The save DC is
Strength-based. The squat nature of mole boars allows them to move
Carrying Capacity: A light load for a mekillot is up to beneath the cover of the blossom field before attacking.
12,000 pounds; a medium load, 12,001-24,000 pounds; a When an intruder is detected, the local colony of mole
heavy load, 24,001– 36,000 pounds. A mekillot can drag boars charges forth from their burrows to attack the
180,000 pounds. interloper en masse. While charging, mole boars are easy
to detect, with dirt spraying behind them as they move in
to attack. Since they travel beneath the blossoms, only
their general location can be detected once they slow
Mole Boar down.
As a mole boar approaches a target, it leaps from the
Small Animal concealing brush, surprising the target if the direction and
Hit Dice: 2d8 (9 hp) speed of the attack are generally unknown. If thrown from
Initiative: +2 a target, or if it does not leap, a mole boar uses its two
Speed: 40 ft. (8 squares) claws and one bite attack on the legs and ankles of its
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch victim. Mole boars eat their prey‘s flesh before it has a
13, flat-footed 13 chance to mutate. A mole boar eats only a small amount
Base Attack/Grapple: +1/-3 of food, returning to its burrow when full.
Attack: Claw +4 melee (1d4) Improved Grab (Ex): To use this ability, a mole boar
Full Attack: 2 claws +4 melee (1d4) and 1 bite +2 melee must hit with a claw attack. It can then attempt to start a
(1d6) grapple as a free action without provoking an attack of
Space/Reach: 5 ft./5 ft. opportunity. If it wins the grapple check, it establishes a
Special Attacks: Improved grab, pounce, rake 1d4 hold and can rake.
Special Qualities: Darkvision 60 ft. Pounce (Ex): If a mole boar charges a foe, it can make
Saves: Fort +3, Ref +5, Will +1 a full attack, including two rake attacks.
Abilities: Str 10, Dex 14, Con 11, Int 1, Wis 12, Cha 6 Rake (Sp): Attack bonus +4 melee, damage 1d4.
Skills: Hide +10, Jump +6, Spot +6, Survival +3 Skills (Ex): A mole boar receives a +4 racial bonus to
Feats: Multiattack, Weapon Finesse(B) all Hide and Spot checks.
Environment: Plains (Pristine Tower)
Organization: Solitary or community (1-100)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral

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Pterrax Combat
Pterrax engage in fighting as most fliers do and are
Large Animal (Psionic) quite capable in combat. They usually swoop down and
Hit Dice: 5d8+15 (37 hp) attack with their natural attacks, then return to the air.
Initiative: +1 Psi-Like Abilities: 3/day—animal affinity, biofeedback
Speed: 10 ft. (2 squares), fly 30 ft. (average) (DR 3/-*), body adjustment (2d12*), conceal thoughts,
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, empathy (40-ft. range, 40-ft. radius, 5 hours*), hostile
flat-footed 12 empathic transfer, mindlink (up to five targets*), thicken
Base Attack/Grapple: +3/+11 skin (+2 enhancement bonus*). Manifester level 5th.
Attack: Bite +6 melee (1d8+4) *Includes augmentation for the pterrax‘s manifester
Full Attack: Bite +6 melee (1d8+4) and 2 claws +1 level.
melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Psi-like abilities
Special Qualities: Darkvision 60 ft., low-light vision Puddingfish
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 13, Con 17, Int 1, Wis 12, Cha 13 Huge Animal (Aquatic)
Skills: Listen +3, Spot +5, Survival +3 Hit Dice: 9d8+45 (85 hp)
Feats: Dodge, Flyby Attack Initiative: +2
Environment: Rocky badlands Speed: Swim 10 ft. (2 squares)
Organization: Company (1-6) Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10,
Challenge Rating: 3 flat footed 13
Alignment: Always neutral Base Attack/Grapple: +6/+22
Advancement: 6-10 HD (Large); 11-15 HD (Huge) Attack: Tentacles +13 melee (2d6+12 plus poison)
Level Adjustment: — Full Attack: Tentacles +13 melee (2d6+12 plus poison)
Space/Reach: 20 ft./20 ft.
Swooping through the air above you is a six-foot reptile Special Attacks: Poison
with large wing flaps connecting its front and rear limbs. Special Qualities: Low-light vision
Its head sports a powerful beak and a bony crest at the Saves: Fort +11, Ref +8, Will +3
back of the skull. Abilities: Str 26, Dex 15, Con 20, Int 1, Wis 10, Cha 2
Skills: Hide +10, Spot +4, Swim +16, Survival +4
Feats: Ability Focus (poison), Improved Natural Attack
(tentacles), Power Attack, Weapon Focus (tentacles)
Environment: Aquatic (The Last Sea)
Organization: Solitary
Challenge Rating: 7
Treasure: 10% standard
Alignment: Always neutral
Advancement: 10-18 (Huge); 19-27 (Gargantuan)
Level Adjustment: —

This beast is an enormous jellyfish with tendrils that trail


over twenty feet behind it. Half-digested shapes slosh
within its bell as it bobs noiselessly through the waters.

The puddingfish is a species of venomous jellyfish that


inhabits the waters of the Last Sea. It paralyzes its prey
and waits for it to drown before slowly digesting the
corpse in its stomach – housed within the animal‘s bell.
Puddingfish are solitary and reproduce asexually. They are
hunted by the Last Sea‘s lizardfolk for their hide, their
venom and (occasionally) the contents of their stomachs.
An adult puddingfish is eight feet across, with a clump of
tendrils that can trail out to as long as 20 feet. The
creature weighs only about 200 pounds, for all its bulk.

These large flying pteradon-like creatures are prized


mounts for pterrans. Combat
Pterrax are 6 feet long and have a slender reptilian body The puddingfish is scarcely intelligent enough to engage
with large wings. Pterrax have arms that are attached to in combat. It trails its tendrils and their accompanying
their wings, as well as legs, all of which sport sharp claws nematodes through the water and attacks whatever
at the end. Their head resembles a pterran's, suggesting comes into contact with the tendrils. Targets suffer
that they may be related. Pterrax also have long, sharp horrible, burning injuries and may also be paralyzed.
teeth, which pterrans use in the creation of a thanak, Paralyzed targets will drown unless assisted to safety, and
which is a weapon employed by many pterran clans. if permitted, the puddingfish will digest slain corpses over
a period of 3-6 days.

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Poison (Ex): Injury, Fortitude DC 21, initial damage Strength, +4 to Constitution, and –2 to Armor Class. The
paralysis 1 minute, secondary damage paralysis 2d4 creature cannot end its rage voluntarily.
rounds. The save DC is Constitution-based. Skills: Rasclinn receive a +8 racial bonus to all Hide,
Skills (Ex): Due to its transparency, the puddingfish Listen and Survival checks.
receives a +12 racial bonus to all Hide checks when
submerged in water. A puddingfish has a +8 racial bonus
on any Swim check to perform some special action or
avoid a hazard. It can always choose to take 10 on a Roc, Athasian
Swim check, even if distracted or endangered. It can use
the run action while swimming, provided it swims in a Gargantuan Animal
straight line. Hit Dice: 20d8+180 (270 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: 19 (-4 size, +3 Dex, +10 natural), touch 9,
Rasclinn flat-footed 16
Base Attack/Grapple: +15/+42
Small Animal Attack: Bite +27 melee (4d6+22)
Hit Dice: 1d8 (4 hp) Full Attack: Bite +27 melee (4d6+22) and 2 claws +21
Initiative: +3 melee (2d8+7)
Speed: 60 ft. (12 squares) Space/Reach: 20 ft./15 ft.
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch Special Attacks: Snatch
14, flat-footed 15 Special Qualities: Low-light vision
Base Attack/Grapple: +0/-6 Saves: Fort +23, Ref +15, Will +8
Attack: Bite +4 melee (1d4-2) Abilities: Str 40, Dex 16, Con 28, Int 2, Wis 15, Cha 13
Full Attack: Bite +4 melee (1d4-2) and 2 claws –1 melee Skills: Listen +8, Move Silently +10, Spot +12*
(1d4-2) Feats: Alertness, Cleave, Flyby Attack, Great Cleave,
Space/Reach: 5 ft./5 ft. Great Fortitude, Power Attack, Snatch(B), Weapon
Special Attacks: Rage Focus (bite)
Special Qualities: Low-light vision, immunity to poison, Environment: Mountains
power resistance 14 Organization: Solitary or pair
Saves: Fort +2, Ref +5, Will +1 Challenge Rating: 12
Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 14 Alignment: Always neutral
Skills: Hide +15, Listen +11, Spot +7, Survival +9 Advancement: 21-40 HD (Gargantuan); 41-60 HD
Feats: Alertness, Weapon Finesse(B) (Colossal)
Environment: Rocky badlands Level Adjustment: —
Organization: Gang (1-12)
Challenge Rating: ½ Startled by the shadow of something huge passing by
Alignment: Always neutral overhead, you look up to see an enormous bird circling
Advancement: 2 HD (Small); 3 HD (Medium) above you.
Level Adjustment: —
Athasian rocs are huge birds of prey that dwell in warm,
Wagging its tail and eyeing your packs hungrily, this mountainous regions. They are known to carry large
canine creature has a strange, metallic hide and tufts of creatures off for food.
wiry hair around its salivating jawline. These birds of prey resemble large eagles. They are 50
feet long and have a wingspan of 100 feet wide.
Rasclinn are small dog-like creatures that feed on any
vegetation by extracting the trace metals from the plants, Combat
which gives them a somewhat metallic hide. They are
hunted due to this hide, but are very tough to kill. Athasian rocs swoop down silently and try to snatch
Rasclinn are small, standing about 3 feet at the their prey with their claws; then they take off, flying away
shoulder, and weighing only 50 pounds. They have a silver with the snatched prey and attacking it with their beak
tint to their hide. They have no language of their own, but until it stops moving. Athasian rocs will drop prey once
instead communicate by barks and yelps. These yelps and they have lost a quarter of their hit points or more.
barks can mean a multitude of things. Athasian rocs caught on the ground are not as agile and
Very few creatures hunt rasclinn since their metallic can only attack with their beak.
hide makes them unpalatable. Skills: *Athasian rocs receive a +4 racial bonus to their
Spot checks during daylight hours.

Combat
Rasclinn attack with their bite when cornered or
Shark, Athasian
defending young. Rasclinn usually avoid combat at all Large Animal (Aquatic)
costs and attempt to hide in patches of spider and sand Hit Dice: 7d8+7 (38 hp)
cacti when available. Initiative: +6
Rage: A rasclinn that takes damage in combat flies into Speed: Swim 60 ft. (12 squares)
a berserk rage on its next turn, clawing and biting madly Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11,
until either it or its opponent is dead. It gains +4 to flat-footed 15
Base Attack/Grapple: +5/+13

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Attack: Bite +8 melee (1d8+6) Abilities: Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 2
Full Attack: Bite +8 melee (1d8+6) Skills: Listen +4, Spot +3, Swim +9
Space/Reach: 10 ft./5 ft. Feats: Weapon Finesse
Special Attacks: — Environment: Silt
Special Qualities: Blindsense 30 ft., keen scent Organization: Solitary, pair, or school (3-5)
Saves: Fort +8, Ref +7, Will +3 Challenge Rating: 1
Abilities: Str 18, Dex 15, Con 13, Int 2, Wis 12, Cha 2 Treasure: None
Skills: Listen +8, Spot +8, Swim +12 Alignment: Always neutral
Feats: Alertness, Great Fortitude, Improved Initiative Advancement: 3-4 HD (Medium)
Environment: Aquatic (The Last Sea) Level Adjustment: —
Organization: Solitary, school (2–5), or pack (6–11)
Challenge Rating: 2 This long, black eel has oily scales and a ridge of spiked
Advancement: 8–9 HD (Large) fins along its spine. Its serpentine body weaves through
Level Adjustment: — the silt, its wedge-shaped head scouting for prey.

This species of shark has dark, tough hide and a wicked Silt eels live in the Sea of Silt or in inland silt basins.
cunning in its black eyes as it swims through the water They hunt small creatures dwelling in the silt and rarely
trailing its pectoral fins. attack humans.
A silt eel measures 4-5 feet long from the end of its
There is only a single species of shark yet surviving in spiny tail to the tip of its bullet-shaped head.
the Last Sea, a breed of ebon-hued hunters that has
developed a fierce cunning that distinguishes it from Combat
sharks elsewhere. They are carnivorous, aggressive and
liable to make unprovoked attacks against anything that A silt eel bites predators when threatened.
approaches them. Skills: A silt eel has a +8 racial bonus on any Swim
The sharks of the Last Sea live in constant competition check to perform some special action or avoid a hazard. It
with Marnita‘s dolphins. These psionic mammals tend to can always choose to take 10 on a Swim check, even if
have the upper hand, but the sharks have become fast distracted or endangered. It can use the run action while
and cunning as a result. They are hunted by the Last swimming, provided it swims in a straight line.
Sea‘s industrious lizardfolk, as their shagreen is a
common component of lizardfolk shields.
Adult Athasian sharks average around 15 feet in length,
but members of the species can grow to shocking size.
Sitak
Tiny Animal (Psionic)
Combat Hit Dice: 1/2d8 (2 hp)
Athasian sharks circle and observe potential prey, then Initiative: +3
dart in and bite with their powerful jaws. They make full Speed: 10 ft. (2 squares), fly 40 ft. (average)
use of their three-dimensional environment, and targets Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch
may find themselves under attack from as many as ten 15, flat-footed 13
sharks at once. Base Attack/Grapple: +0/-12
Blindsense (Ex): A shark can locate creatures Attack: Claw +5 melee (1d2-4)
underwater within a 30-foot radius. This ability works only Full Attack: Claw +5 melee (1d2-4) and bite +0 melee
when the shark is underwater. (1d3-4)
Keen Scent (Ex): A shark can notice creatures by scent Space/Reach: 2 1/2 ft./0 ft.
in a 180-foot radius and detect blood in the water at Special Attacks: Disease, eye rake
ranges of up to a mile. Special Qualities: Low-light vision, telepathy
Skills: A shark has a +8 racial bonus on any Swim Saves: Fort +2, Ref +5, Will +2
check to perform some special action or avoid a hazard. It Abilities: Str 3, Dex 16, Con 10, Int 2, Wis 14, Cha 4
can always choose to take 10 on a Swim check, even if Skills: Hide +12, Listen +5, Move Silently +4, Spot +5
distracted or endangered. It can use the run action while Feats: Alertness, Weapon Finesse(B)
swimming, provided it swims in a straight line. Environment: Forests
Organization: Solitary or flock (2-12)
Challenge Rating: 1/2
Silt Eel Treasure: None
Alignment: Always neutral
Medium Animal Advancement: 1 HD (Small)
Hit Dice: 2d8+2 (11 hp) Level Adjustment: —
Initiative: +3
Speed: Swim 50 ft. (10 squares) A small parrot wings its way through the trees. Its
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat- plumage is a striking blend of deep crimson and pale blue,
footed 13 and a crest of ivory-white feathers sprouts in an untidy
Base Attack/Grapple: +1/+2 tangle from the top of its head.
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1) The sitak is a psionic relative of the parrot and
Space/Reach: 5 ft./5 ft. cockatoo. It is native to the forests of Athas but is also
Special Attacks: — kept as a pet by those lucky or wealthy enough to own
Special Qualities: Low-light vision one. The sitak possesses a parrot‘s gift for mimicry but
Saves: Fort +4, Ref +6, Will +1 imitates sounds telepathically rather than audibly. Sitaks

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raised and trained in captivity can learn up to 20 simple A strain of flying fish with articulated claws at its
words (―food‖ is always the first), although they require wingtips, this creature skips and darts across the waves,
constant company or insanity overcomes them. seemingly as at home beneath the waters as above.
Trained sitaks are used to relay telepathic messages
between individuals, and their feathers are prized by The skyfish is an amphibious creature that has the
Nibenese hunters, who have hunted the bird to near- ability to breathe both air and water with equal ease. It
extinction in the environs of their home city. By has a pair of batlike wings with tiny grasping claws at the
comparison, the hunters of Gulg consider it an ill omen to tips, used to grasp prey or other objects when not using
slay a sitak, while the halflings of the Forest Ridge believe the wings for flying. When swimming, these wings fold
that the birds themselves bring bad luck. No species preys away along the side of the creature‘s body.
upon the sitak, as its flesh is home to parasites that carry Skyfish swim in small schools but prefer to hunt alone,
a virulent disease known as ―sitak fever.‖ circling above the water until they spot suitable prey and
An adult sitak is one foot long and usually has bright then diving swiftly to the attack. They are clever and
green or red plumage with yellow feathers at the throat, voracious hunters and would have spread far and wide
although light blue, gray, white, or black varieties are not throughout the lands of the Last Sea but for the fact that
uncommon. they are hunted as delicacies. Skyfish flesh is succulent
and tasty (similar to scallop) and is prized throughout the
Combat region.
Skyfish mate for life, laying eggs in underwater nests
Sitaks are easily frightened and will seek to flee at any that they construct from all manner of debris and jetsam.
sign of danger. Only if cornered will they respond with A skyfish‘s body is only about two feet long, but their
beak and talon, instinctively raking at a target‘s eyes. An wingspan can be as wide as six feet, making these
embattled sitak will transmit telepathic calls for help to all creatures a genuine hazard for some sailors, frequently
within range. Any creature that bites a sitak or otherwise becoming tangled in nets and rigging.
ingests sitak flesh or blood runs the risk of contracting
sitak fever.
Disease (Ex): Sitak fever—ingested, Fortitude DC 10,
incubation period 1 day, damage 1d3 Str and 1d3 Con. Combat
The save DC is Constitution-based. Skyfish prefer to hunt alone, but will combine into killing
A victim cannot recover from sitak fever naturally for as packs in order to bring down large prey. Young or injured
long as it remains in forested terrain. Leaving the forest sharks and dolphins most commonly fall prey to skyfish
allows a victim to cure the disease, and a remove disease packs. When hunting alone, a skyfish will circle until it
spell functions normally. spots prey in the water below. Aquatic prey will be carried
Eye Rake (Ex): A sitak that critically hits an opponent into the open air, if possible, and allowed to die before
blinds the opponent for 1d4 rounds. being returned to the nest for consumption.
Telepathy (Ps): A sitak can communicate telepathically Amphibious (Ex): A skyfish can breathe both air and
at will with a range of 30 ft. The bird speaks no language water with equal ease.
other than the words it has learned to mimic. Skills (Ex): A skyfish has a +8 racial bonus on any
Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check,

Skyfish even if distracted or endangered. It can use the run action


while swimming, provided it swims in a straight line.
Small Animal (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 5 ft. (1 square), fly 90 ft. (clumsy), swim 60 ft.
Slimahacc
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch Huge Animal
14, flat-footed 12 Hit Dice: 16d8+96 (168 hp)
Base Attack/Grapple: +0/–5 Initiative: +5
Attack: Bite +4 melee (1d6-1) Speed: 40 ft. (8 squares), burrow 20 ft.
Full Attack: Bite +4 melee (1d6-1) Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9,
Space/Reach: 5 ft./5 ft. flat-footed 18
Special Attacks: — Base Attack/Grapple: +12/+29
Special Qualities: Amphibious, low-light vision Attack: Bite +20 (2d8+13)
Saves: Fort +3, Ref +5, Will +0 Full Attack: Bite +20 (2d8+13)
Abilities: Str 8, Dex 16, Con 12, Int 2, Wis 10, Cha 3 Space/Reach: 15 ft./10 ft.
Skills: Hide +7, Listen +1, Spot +5, Swim +8 Special Attacks: Constrict 2d8+13, improved grab,
Feats: Skill Focus (Spot), Weapon Finesse(B) swallow whole
Environment: Aquatic (The Last Sea) Special Qualities: Low-light vision, tremorsense 30 ft.
Organization: Solitary or school (1-6) Saves: Fort +16, Ref +11, Will +8
Challenge Rating: 1/2 Abilities: Str 29, Dex 12, Con 22, Int 2, Wis 16, Cha 7
Treasure: None Skills: Listen +20, Move Silently +8*, Spot +8, Survival
Alignment: Always neutral +8
Advancement: — Feats: Improved Initiative, Improved Natural Armor,
Level Adjustment: — Power Attack, Skill Focus (Move Silently), Snatch,
Weapon Focus (bite)
Environment: Deserts and plains

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Organization: Solitary or mated pair (1-2, or up to 6 as successful grapple check. Once inside, the opponent takes
pterran mounts) 1d8+13 points of crushing damage plus 2 points of acid
Challenge Rating: 8 damage per round from the slimahacc‘s stomach. A
Treasure: None swallowed creature can cut its way out by using a light
Alignment: Always neutral slashing or piercing weapon to deal 20 points of damage
Advancement: 17-32 HD (Gargantuan) to the stomach (AC 15). Once the creature exits, muscular
Level Adjustment: — action closes the hole; another swallowed opponent must
cut its own way out. A Gargantuan slimahacc‘s interior can
Rearing up before you, shedding rivers of sand from its hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512
green-scaled hide, is an extremely long serpentine Diminutive or smaller opponents.
creature with a bony maw and long, hollow, horn-like After eating more than one Large creature or the
protrusions sweeping back and outward from the top of its equivalent, the slimahacc enters a torpor, giving it a -4
scalp. penalty to attacks, saves, and skill checks.
Carrying Capacity: A light load for a slimahacc is up to
Slimahaccs are a sinuous species of reptile with 1,864 pounds; a medium load, 1,865-3,732 pounds; a
uncertain heritage. They are also sometimes known as heavy load, 3,733-5,600 pounds. A slimahacc can drag
―sand drakes‖, but it is unknown if they are truly related 28,000 pounds.
to drakes or are instead some sort of native reptilian or Skills: Slimahaccs receive a +12 racial bonus to all
―worm‖ offshoot. They roam the deserts, using stealth and Listen checks. *In spite of their large size they also
speed to overrun and devour their prey. receive a +4 racial bonus to all Move Silently checks when
Pterrans sometimes domesticate slimahaccs as riding moving over sand or rock, due to their serpentine mode of
animals or beasts of burden. While the riding position locomotion.
directly behind their head and an additional 10 feet of the
back are relatively safe, cargo and passengers further
down their back are occasionally mistaken for parasites
and casually removed by the slimahacc. Sloth, Athasian
In the wild, slimahaccs normally lead solitary lives
hunting and sleeping. In sandy or gravelly areas, they Large Animal
burrow under the loose matter to a depth of about 2 feet Hit Dice: 11d8+44 (93 hp)
to avoid both the heat of the day and any predators. While Initiative: +3
burrowing, slimahaccs possess tremorsense with a range Speed: 60 ft. (12 squares), climb 30 ft.
of 30 ft. Above ground, the slimahacc's hearing is Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12,
extremely acute. The horn-like scalp protrusions are flat-footed 15
actually powerful aural amplifiers whose wide degree of Base Attack/Grapple: +8/+18
separation allows the slimahacc to triangulate the source Attack: Claw +13 melee (1d8+6)
of any sound that it can hear. It is not unusual for pterran Full Attack: 2 claws +13 melee (1d8+6) and bite +8
riders to psionically link their hearing to the slimahacc melee (2d6+3)
they are riding in order to augment their hunting and Space/Reach: 10 ft./10 ft.
defensive abilities. Special Attacks: —
Although rarely available for sale, a trained slimahacc Special Qualities: Low-light vision, scent
will sell for as much as 40 gold pieces, ten times the price Saves: Fort +13, Ref +10, Will +4
of a war crodlu. Slimahacc eggs are relatively rare and Abilities: Str 22, Dex 16, Con 18, Int 1, Wis 12, Cha 11
fetch a market price of 2 gp as a culinary delicacy. The Skills: Climb +14, Hide +6, Listen +5, Move Silently +10,
―horns‖ of a slimahacc are actually composed of strong, Spot +5
hollow bone, and sections are sometimes used in Feats: Great Fortitude, Improved Natural Attack (bite),
constructing datchi clubs and inix yokes. Slimahacc meat Improved Natural Attack (claw), Power Attack
is edible, though tough and muddy tasting. An adult Environment: Forests
slimahacc can grow to be over 30 feet in length. Organization: Solitary or family (1-4)
Challenge Rating: 7
Treasure: None
Combat
Alignment: Always neutral
Slimahaccs normally attack only for food, and after a full Advancement: 12-22 HD (Huge); 23-33 HD
meal they must rest for 2 days to digest. They need the (Gargantuan)
equivalent of 2 Large creatures every third day, or 1 Large Level Adjustment: —
creature every day if eating on the run (a technique that
avoids torpor). If cornered or trained, they will fight larger A hulking, mammalian beast covered in dun fur, this
opponents but shun these otherwise, preferring to seek creature has dagger-like talons on each of its four limbs
refuge beneath the sand and wait for the threat to pass. and a gaping, toothy mouth. Despite its ferocious
appearance and swift, threatening gait, it is utterly silent,
Constrict (Ex): On a successful grapple check, a padding with startling alacrity through the undergrowth
slimahacc deals 2d8+13 points of damage. towards you.
Improved Grab (Ex): To use this ability, a slimahacc
must hit with its bite attack. It can then attempt to start a The Athasian sloth is a nomadic carnivore that roams
grapple as a free action without provoking an attack of the Forest Ridge, either alone or in small family groups,
opportunity. If it wins the grapple check, it establishes a hunting and devouring all that it comes across. Fast,
hold and can attempt to swallow the foe the following cunning and with voracious appetites, sloths are
round. particularly feared by the halflings of the forests, as the
Swallow Whole (Ex): A slimahacc can try to swallow a
grabbed opponent of a smaller size than itself by making a

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sloth appear to have a liking for halfling flesh and will hunt not shed its skin. There are literally thousands of these
these diminutive prey in preference to all others. creatures in the bogo forest, with an average of 1d4 per
Sloths have strong family bonds and communicate tree.
through pheromone and body posture, as they do not Due to the proximity of the Pristine Tower, little is
possess the ability to vocalize sounds. They are known for known of the bogo snake. Resourceful elves of the Sky
their hardy nature and resistance to most poisons, as well Singer tribe have been regular gatherers of bogo wood,
as for their thick pelts, for which they are hunted in turn using hide from animals spells to avoid the thrashing of
by the halflings. the hidden snakes. During such harvests, they‘ve noticed
An adult Athasian sloth stands eight feet tall and weighs that the snakes stay primarily close to the trees. It is
as much as 750 pounds. Its pelt is brown, with grey, unknown whether or not they actually lay eggs in the
green and tan markings to assist in camouflage. ground, as do normal snakes. The elves have reported the
snakes are never harmful to their own, only others who
Combat come too close to them for whatever reason. Snakes that
Athasian sloths are masters of the surprise attack and have been taken from the forest have died within hours,
the lure. They will work in groups to distract foes while for reasons unknown.
others move in unseen or will lie perfectly still in wait, This creature‘s only source of food is the berry-like fruit
springing to attack when their targets walk past. The that grows in the lower branches of bogo trees. If there is
ferocity and speed of the sloth catches most foes another source of food, it is unknown. As no baby bogo
completely unawares, and the Athasian sloth has a rightly snake has ever been seen, much of their reproductive
deserved reputation for frequently gaining the advantage ecology is unknown. Since it is possible to mutate into a
of surprise over its foes. bogo snake as a result of the Pristine Tower‘s power, a
Skills: Athasian sloths have a +4 racial bonus on Hide few elves believe this is how their species is propagated.
and Move Silently checks and +8 racial bonus on Climb
checks. An Athasian sloth can always choose to take 10 on Combat
Climb checks, even if rushed or threatened.
Normally, the bogo snake is docile, spending its days
winding through the lower branches of forest, searching
for food. However, when any creature other than a bogo
Snake, Bogo snake comes too close the reptiles become extremely
agitated. When any creature passes within five feet of a
Medium Animal bogo snake, it thrashes about wildly and without warning
Hit Dice: 2d8 (9 hp) in the invader‘s direction in an effort to scare it off. If the
Initiative: +8 snake is concealed, this sudden attack often allows it to
Speed: 40 ft. (8 squares), climb 30 ft. strike with surprise. Bogo snakes do not bite.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat- The speed of the bogo snake‘s attack is blinding, and
footed 13 victims are frequently unable to match its speed unless
Base Attack/Grapple: +1/+1 aided by magic.
Attack: Slam +5 melee (2d6) If a creature is able to distance itself at least 10 feet
Full Attack: Slam +5 melee (2d6) from the thrashing snake, the snake ceases its attack
Space/Reach: 5 ft./5 ft. after one round and disappears into the tree‘s upper
Special Attacks: — branches. Given their numbers, it is not uncommon to
Special Qualities: Low-light vision become surrounded on all sides by thrashing bogo snakes.
Saves: Fort +3, Ref +7, Will +1 Skills (Ex): A bogo snake has a +4 racial bonus on
Abilities: Str 10, Dex 18, Con 10, Int 1, Wis 12, Cha 2 Listen and Spot checks and a +8 racial bonus on Balance
Skills: Balance +13, Climb +13, Hide +13, Listen +6, and Climb checks. A bogo snake can always choose to
Spot +6 take 10 on Climb checks, even if rushed or threatened.
Feats: Improved Initiative, Improved Natural Attack Bogo snakes use their Dexterity modifier for Climb checks.
(slam)(B), Weapon Finesse(B) *A bogo snake gains a +8 racial bonus on Hide checks in
Environment: Forests (Pristine Tower) trees.
Organization: Nest (4-40)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral Strine
Advancement: 3–4 HD (Medium); 5-6 HD (Large)
Level Adjustment: — Medium Animal
Hit Dice: 6d8+12 (39 hp)
You see a long, slender serpent covered in spines that Initiative: -1
lay flat against its body, pointing towards the tail. Its Speed: 10 ft. (2 squares)
coloration so perfectly matches the tree around which it is Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-
twined that you only spot it when it moves. footed 18
Base Attack/Grapple: +4/+5
Bogo snakes are found only in the Bogo Forest Attacks: Bite +5 melee (3d6+1) or spine +3 ranged
surrounding the Pristine Tower. Each snake is four to five (1d6+1)
feet in length and covered in thick, sharp spikes that point Full Attack: Bite +5 melee (3d6+1) or 4 spines +3
towards the tail, except when attacking, when they point ranged (1d6+1)
straight out. The color of the bogo snake is identical to Space/Reach: 5 ft./5 ft.
that of a bogo tree, making these creatures extremely Special Attacks: Spines
difficult to detect. Unlike other snakes, this creature does Special Qualities: Low-light vision

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Saves: Fort +9, Ref +4, Will +2 hind legs. Brownish in color, takis ooze slime from their
Abilities: Str 13, Dex 8, Con 14, Int 1, Wis 10, Cha 6 snouts while sniffing for food. Fierce and powerful, takis
Skills: Climb +5, Listen +4, Spot+5 make dangerous opponents and often find themselves
Feats: Alertness, Great Fortitude, Improved Natural captured for sport in the gladiatorial arenas of the
Attack (bite) Tablelands.
Environment: Mountains and rocky badlands
Organization: Solitary or pack (1-6) Combat
Challenge Rating: 3
Alignment: Always neutral Takis, like many large animals, are often content to
Advancement: 7-12 HD (Medium) leave humanoids alone, though they will attack if
Level Adjustment: — provoked or starving. More often, they hunt smaller game,
like jankx or giant lizards.
This porcupine-like creature guards as you approach, Improved Grab (Ex): To use this ability, a takis must
shooting off a volley of spines from its back and opening hit with its bite attack. It can then attempt to start a
its small maw to hiss at you angrily. grapple as a free action without provoking an attack of
opportunity.
Strines are porcupine-like creatures that inhabit sandy
wastes and rocky badlands. They often hunt alone,
feeding on small insects and animals, although they are
also known to feed on vegetation. Strines depend on their
Zhackal
thick layers of spines for protection against their prey or
Small Animal (Psionic)
enemies.
Hit Dice: 1d8 (4 hp)
Initiative: +3
Combat Speed: 50 ft. (10 squares)
When in combat or hunting, strines are able to launch Armor Class: 15 (+1 Size, +3 Dex, +1 natural), touch
some of their spines at the opponent. When drawn into 14, flat-footed 12
close combat, strines retaliate with a painful bite. Base Attack/Grapple: +0/-6
Spines (Ex): A strine can fire spines at a range of 40 Attack: Bite +4 melee (1d4-2)
feet (no range increment). Full Attack: Bite +4 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities
Special Qualities: Darkvision 60 ft., low-light vision
Takis Saves: Fort +2, Ref +5, Will +1
Abilities: Str 7, Dex 17, Con 10, Int 2, Wis 12, Cha 12
Large Animal Skills: Listen +5, Spot +5
Hit Dice: 4d8+16 (34 hp) Feats: Alertness, Weapon Finesse(B)
Initiative: +1 Environment: Forests and mountains
Speed: 40 ft. (8 squares) Organization: Solitary or pack (2-12)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, Challenge Rating: 1
flat-footed 14 Alignment: Usually neutral evil
Base Attack/Grapple: +3/+13 Advancement: 2 HD (Small); 3 HD (Medium)
Attack: Claw +8 melee (1d4+6) or tail slap +8 melee Level Adjustment: —
(1d12+6)
Full Attack: 2 claws +8 melee (1d4+6) and bite +3 You spot a pack of small canines with brown and grey
melee (1d8+3) and tail slap +8 melee (1d12+6) hides. Despite their dog-like features, the creatures are
Space/Reach: 10 ft./5 ft. completely silent.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent Zhackals are small pack animals that delight in feeding
Saves: Fort +8, Ref +5, Will +2 off the emotions of those about to die. The packs gathers
Abilities: Str 22, Dex 12, Con 18, Int 2, Wis 12, Cha 6 around the dying victim and feed off its emotions, using
Skills: Listen +5, Spot +5, Survival +4 psionics to accomplish this.
Feats: Alertness, Endurance, Track(B) Zhackals are most frequently encountered in the
Environment: Forests, mountains, and rocky badlands wilderness but some packs have been known to sneak into
Organization: Solitary or pair large cities in order to prowl through the slums and
Challenge Rating: 3 warrens in search of vulnerable prey. As the zhackal is a
Treasure: None cowardly beast, however, these packs will generally flee if
Alignment: Always neutral confronted by serious resistance.
Advancement: 5-8 HD (Large) Even stranger, certain jaded nobles even keep single
Level Adjustment: — zhackals as pets, feeding them from the emotions of dying
slaves and gladiators. A zhackal fed this way becomes
Resembling a bear, this creature has stiff, thick fur and slavishly loyal to its new ―pack leader‖. A zhackal is very
a ridge of olive hide covering its back. The creature has a expensive to keep in this fashion as slaves and gladiators
mouth of dagger-shaped teeth and a hairy tail that grows that might otherwise live die off much sooner with a
at its end into a bald club of bony material, the same zhackal feeding upon their very feelings.
substance that makes up its hard claws. Zhackals are sometimes hunted for their fur, which has
a consistency like cotton when correctly spun. A large
Takis resemble bears, though unlike true Athasian number of unmarked pelts are required for clothing of any
bears, they stand only 10 feet tall when reared on their significant size and zhackal skin garments are extremely

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expensive as a result. Zhackals look like small dogs and
are usually brown or gray in color. Zhackals make no
sounds, although they communicate with other zhackals
via mindlink.

Combat
Zhackals follow dying or weak victims until they are
near death. The pack, led by an alpha male, then closes in
and unleashes psionics against the victim until it is dead.
Psi-Like Abilities: 3/day—cloud mind (DC 13), ego
whip (DC 13), mindlink. Manifester level 3rd. The save
DCs are Charisma-based.

Z’Tal
Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed
11
Base Attack/Grapple: +1/-3
Attack: Bite +4 melee (1d3)
Full Attack: Bite +4 melee (1d3) and slam -1 melee
(1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scream
Special Qualities: Immunity to mind-affecting effects,
low-light vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 12, Int 1, Wis 12, Cha 12
Skills: Jump +3, Listen +2, Spot +2
Feats: Ability Focus (scream), Weapon Finesse(B)
Environment: Plains
Organization: Leap (1-20)
Challenge Rating: 1/2
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

A herd of small, bipedal lizards gives off a constant


chirping as the nervous creatures hop about.

These small, upright lizards hop in shepherded leaps.


They are not very bright and have been known to
stampede when panicked.
Z‘tal make a series of chirps, squeaks, and squawks to
communicate with each other. When threatened, z‘tal
scream and run.

Combat
In desperate situations, the z'tal uses its slam attack to
defend itself by rapidly bouncing or rubbing against its
adversary, scraping its razor sharp scales against
opponents.
Scream (Ex): Z‘tals emit a piercing scream when
frightened. Creatures within 100 ft. of a screaming z‘tal
must make a Fortitude save (DC 14) or be deafened for
1d6 minutes and dazed for 1d6 rounds. Creatures who
successfully save are still deafened for 1d6 rounds. A
creature whose ears are covered gets a +4 circumstance
bonus on its saving throw. The save DC is Constitution-
based.

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foodstuffs back to the warrens, caring for the queen,
repairing and making additions to the warren, etc. Solely

Vermin
responsible for the warrens, worker antloids can consume
sand and then regurgitate it as a strong, brick-like
substance that forms the walls of the warren.
Worker antloids have three easily defined, sapphire-blue
body segments that reach about eight feet in total length.

Combat
Antloid Workers are the strongest of the antloids and have
A species of giant ant, this creature has six legs and a giant-like Strength; however, their mandibles are more
segmented exoskeleton. It has sharp mandibles and designed for lifting than combat. Workers only fight if
moves with a rapid, scuttling motion. provoked, which usually entails the queen or the warrens
being threatened, or whatever they are carrying being
Antloids are giant colonial insects resembling ants that taken away from them. Once in combat, they use their
inhabit warrens in the Athasian desert. They have evolved mandibles and their great Strength to bite, for that is all
through adaptive specialization, which gives some certain the worker has to defend itself and the warrens it lives in.
powers, and others great Strength. There are four types
of antloids: dynamis, soldiers,
workers, and the queens, each
having their own tasks in antloid
society.
Antloids frequently come into
conflict with the other colonizing
insects of the Athasian desert,
namely wild kanks, giant ants
and giant termites. These
conflicts almost always end up as
wars of attrition – whoever has
the most soldiers wins (although
the psionic powers of the
dynamis breed gives the antloids
a bit of an edge).
All antloid warrens share one
characteristic: a water source,
usually located at or near the
bottom of the warren. Should
this water source dry up, a mass
antloid exodus will result and the
entire warren will move
elsewhere.
Giants are known for their
passionate hatred of antloids and
will almost never pass up a
chance to throw boulders at an
antloid warren.
Antloid warrens can reach 25
ft. in height and 250 ft. in width.
All antloids have six legs, and
segmented bodies. They also
have an exoskeleton that
protects from weapons and
dehydration, and sharp
mandibles used for cutting,
carrying, or combat. They have
180 degree vision and darkvision
up to 60 feet.
Their antennae are used for
communication purposes and
allow them to sense any
vibration within 30 feet.

Worker
Each antloid worker spends its
entire life doing one specific job:
finding and carrying water and

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Antloid Worker Antloid Soldier
Large Vermin Large Vermin
Hit Dice: 3d8+9 (22hp) 6d8+6 (33hp)
Initiative: -1 +2
Speed: 30 ft. (6 squares), burrow 20 ft. 40 ft. (8 squares), burrow 20 ft.
Armor Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, 17 (-1 size, +2 Dex, +6 natural), touch 11,
flat-footed 14 flat-footed 15
Base Attack/Grapple: +2/+13 +4/+12
Attack: Bite +8 melee (1d6+10) Bite +7 melee (2d6+4) or spray +5 ranged
touch (poison)
Full Attack: Bite +8 melee (1d6+10) Bite +7 melee (2d6+4) and sting +2 melee
(1d4+2 plus poison), or spray +5 ranged
touch (poison)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: — Poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin Darkvision 60 ft., tremorsense 60 ft., vermin
traits traits
Saves: Fort +6, Ref +0, Will +0 Saves: Fort +6, Ref +4, Will +2
Abilities: Str 24, Dex 9, Con 17, Int —, Wis 8, Cha 12 Str 18, Dex 14, Con 13, Int —, Wis 10, Cha
14
Skills: — —
Feats: — —
Environment Deserts Deserts
Organization: Warrens (1-100) Warrens (1-20)
Challenge Rating: 2 4
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 4-6 HD (Large) 7-12 HD (Huge)
Level Adjustment: — —

Soldier Combat
Soldiers grow to be 10 ft. in length and have a mottled Soldier antloids attack with powerful mandibles.
blue-green-grey exoskeleton. They are the second- Infantry antloids deliver their poison upon a successful
strongest antloid in their warren, second-best to workers. melee sting attack. Archer antloids deliver their poison
They are sleeker, and have a devastating poison attack. through a spray from the sting, treated as a ranged attack
The soldier caste comprises two types, infantry and with a range of 50 feet (no range increment).
archers. Poison (Ex): Injury (infantry) or contact (archer),

Antloid Dynamis Antloid Queen


Large Vermin (Psionic) Huge Vermin
Hit Dice: 4d8+8 (26 hp) 8d8+32 (68hp)
Initiative: +5 +3
Speed: 30 ft. (6 squares), burrow 20 ft. 10 ft. (2 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, 9 (-2 size, -1 Dex, +2 natural), touch 7, flat-
flat-footed 15 footed 9
Base Attack/Grapple: +3/+10 +6/+20
Attack: Bite +5 melee (1d6+4) —
Full Attack: Bite +5 melee (1d6+4) —
Space/Reach: 10 ft./5 ft. 15 ft./0 ft.
Special Attacks: Psi-like abilities Pheromones
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin Darkvision 60 ft., tremorsense 60 ft., vermin
traits traits
Saves: Fort +6, Ref +2, Will +3 Fort +10, Ref +1, Will +5
Abilities: Str 16, Dex 12, Con 15, Int 5, Wis 14, Cha 16 Str 22, Dex 8, Con 19, Int 3, Wis 16, Cha 18
Skills: Climb +4, Concentration +4, Listen +4, Spot Climb +9, Intimidate +5, Listen +6, Spot +7
+4
Feats: Improved Initiative, Improved Natural Armor Ability Focus (pheromones), Improved
Initiative, Improved Natural Armor
Environment Deserts Deserts
Organization: Warrens (1-10 plus 1 queen, 5-20 soldiers, Warrens (1 queen plus 1-10 dynamis, 5-20
and 10-100 workers) soldiers, and 10-100 workers)
Challenge Rating: 3 5
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 5-8 HD (Huge) 9-16 HD (Huge)
Level Adjustment: — —

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Fortitude DC 16, initial damage 2d6 Con, secondary Full Attack: Bite +4 melee (1d4-4) and sting -1 melee (1
damage none. The save DC is Constitution-based and point plus poison)
includes a +2 racial bonus. Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Dynamis Saves: Fort +2, Ref +2, Will +0
Abilities: Str 2, Dex 14, Con 10 Int —, Wis 10, Cha 4
Dynamis' bodies house large brains, which give them
Skills: —
their psionic abilities. Dynamis always use psionics first
Feats: Ability Focus (poison)(B), Weapon Finesse(B)
and physical combat as a last resort. They are the leaders
Environment: Underground
and managers of the warren, supervising the workers,
Organization: Nest (2-16) or hive (10-100)
making sure that the soldiers continue hunting and
Challenge Rating: 1/2
guaranteeing that the queen is comfortable and safe.
Treasure: None
Dynamis are gray-black in color and slightly smaller
Alignment: Always neutral
than the workers, reaching only six feet in length.
Advancement: 2-3 HD (Small)
Level Adjustment: —
Combat
All dynamis share a mindlink with each other in their A foot-long beetle with a red and black spiky carapace
warren, which allows them to combine their powers when and three tiny horns jutting from its head, this creature
attacking. Dynamis will use all their powers in combat and also sports a long, slender stinger at the tip of its
sacrifice themselves to protect the queen. abdomen.
Psi-Like Abilities: At will—mindlink; 3/day—dissolving
touch, forced share pain (DC 16), id insinuation (DC 15), The dragon beetle is a largely inoffensive insect that
synesthete, telempathic projection (DC 14), thought dwells primarily in the caverns beneath Giustenal. It has a
shield. Manifester level 4th. The save DCs are Charisma- sharp bite that is more painful than dangerous and
based. possesses a venomous stinger. It is this venom that gives
the creature its name, for it is only effective against
dragons, drakes and the dray. Creatures of all other
Queen species are completely unaffected.
The beetles subsist principally on carrion but are capable
Antloid warrens generally just have one queen, who
of bringing down large targets if they act in sufficient
serves only one purpose: to lay eggs. She lives in the
numbers. Carcasses are also used for egg-laying
deepest parts of the warren, laying 10-20 eggs a week.
purposes, and dragon beetles will attempt to drag bodies
These eggs are cared for by workers, and the queen
of suitable size back to their nest for use in this way.
herself is tended by young, immature queens (treat as
Young beetles eat their way out of their nursery when
workers) and guarded by her most powerful soldiers.
they are large enough to join the rest of the nest. Dragon
An antloid queen is a fat, bloated creature that ranges in
beetle nests are usually led by a single 3 HD member of
color from warm apricot to deep red.
the species.
The dray have learned methods of hunting and dealing
Combat with dragon beetle nests and are also reputed to be able
The queen has no physical attacks. Her primary to harvest the creatures‘ venom. Dragon beetle carapaces
attack/defense is the ability to release pheromones that are also woven together to produce armor, but this is a
can cause intruders to go mad, or attract soldiers for painstaking process and its art has become rare amongst
mating purposes. the younger dray.
Pheromones (Ex): As a standard action, an antloid
queen can give off one of two kinds of pheromones in a
30-foot burst adjacent to her space. One kind simply Combat
attracts soldier antloids for mating. The other causes
Dragon beetles are timid creatures when encountered
madness in both intruders and other antloids, causing
singly. If threatened, a solitary beetle will seek to flee,
creatures to become confused if they fail a Fortitude save
hissing and rasping in agitation as it does so. If unable to
(DC 20). The confusion lasts only as long as the creature
flee, a solitary beetle will not attack, but will simply sit
remains in the area, but after each round within the
motionlessly, hissing threateningly. In numbers, however,
pheromone cloud, a creature must make another Fortitude
they swarm readily to the attack, stinging and biting in a
save with a +5 bonus or die from shock. The save DC is
vicious mass until their target flees or falls.
Constitution-based.
The stinger of a dragon beetle inflicts very littledamage,
but carries a curious venom. This poison is ineffective
against all targets except for dragons, drakes and the
Beetle, Dragon dray. Against these, however, it can be deadly in its
potency.
Tiny Vermin Poison (Ex): Injury, Fortitude DC 12, initial and
Hit Dice: 1d8 (4 hp) secondary damage 2d6 Con. The save DC is Constitution-
Initiative: +2 based.
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch
14, flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d4-4)

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Beetle, Giant The rhinoceros beetle is a 12-foot long beetle that
inhabits jungles and rainforests. It feeds on fruits and
vegetables but will crush and kill anything that gets in the
Boring Beetle way of its feeding – or anything that it feels is likely to get
in its way. Belligerent and powerful, rhinoceros beetles
An enormous beetle comes shuffling out of the mound of are nevertheless hunted for their brilliantly colored
earth, its thick mandibles clicking dangerously as it probes carapaces, which are used as decorations and ornaments
the air. of the highest value.

Boring beetles are a species of burrowing beetle that


feeds upon rotting wood, mulch and other organic matter.
Combat
Usually found within immense rotted trees or underground A rhinoceros beetle will attempt to bite and impale any
tunnel networks, they instinctively husband slimes, molds target that it perceives as a threat to its food or itself – an
and other fungal plants as foodstuffs and guards. Boring unfortunately broad category. They are aggressive and
beetles have a hive mind that allows them to cooperate on forthright in combat, seldom retreating unless crippled.
levels unparalleled amongst other species of beetle.

Combat
Water Beetle
The bite of a boring beetle is powerful, suited to chewing Just below the surface of the water you spot a beetle the
through tough undergrowth or hard earth. Against flesh, size of a man, moving with lazy strokes, a glistening
their mandibles are capable of inflicting grievous injuries. bubble of air clinging to its body and wings.
A boring beetle uses its bite, cooperating in combat with
other members of its hive. The giant water beetle inhabits deep freshwater bodies
Hive Mind (Ex): When a hive of at least 3 boring (and so is extremely rare on Athas). They are slow-
beetles is within 60 ft., its members can act as if they had moving on land but can reach startling speeds if
Int 10 when making decision regarding the safety and motivated to action while in the water. They hunt with
survival of the hive. Hive members can cooperate, plan their keen scent and sensitivity to vibrations and trap air
and adapt to changes as necessary with the same degree bubbles beneath their wings in order to remain beneath
of intelligence as the average human. the water for longer.

Combat
Rhinoceros Beetle Giant water beetles are voracious predators. They prefer
The undergrowth parts to reveal an immense beetle with animal prey but will eat virtually anything they can. If
a six-foot long horn jutting from its snout and a brightly confronted on land, a giant water beetle will seek to
colored carapace. return to the water at the earliest available opportunity.
Hold Breath (Ex): A giant water beetle can hold its
Boring Beetle Rhinoceros Beetle Water Beetle
Large Vermin Large Vermin Medium Vermin (Aquatic)
Hit Dice: 5d8+10 (32 hp) 12d8+36 (90 hp) 4d8+8 (26 hp)
Initiative: +0 +0 +1
Speed: 20 ft. (4 squares), burrow 20 20 ft. (4 squares) 10 ft. (2 squares), swim 40 ft.
ft.
Armor Class: 19 (-1 size, +10 natural), 21 (-1 size, +12 natural), 20 (+1 Dex, +9 natural),
touch 9, flat-footed 19 touch 9, flat-footed 21 touch 11, flat-footed 19
Base Attack/Grapple: +3/+12 +9/+21 +3/+6
Attack: Bite +7 melee (2d8+7) Bite +16 melee (2d6+8) Bite +7 melee (2d6+4)
Full Attack: Bite +7 melee (2d8+7) Bite +16 melee (2d6+8) and Bite +7 melee (2d6+4)
horn +11 melee (1d8+4)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft. 5 ft./5 ft.
Special Attacks: — — —
Special Qualities: Darkvision 60 ft., hive mind, Darkvision 60 ft., vermin Darkvision 60 ft., hold breath,
vermin traits traits scent, tremorsense 60 ft.,
vermin traits
Saves: Fort +6, Ref +1, Will +2 Fort +11, Ref +4, Will +4 Fort +6, Ref +2, Will +1
Abilities: Str 20, Dex 11, Con 15, Str 26, Dex 10, Con 16, Str 16, Dex 13, Con 15,
Int —, Wis 12, Cha 10 Int —, Wis 10, Cha 10 Int —, Wis 11, Cha 10
Skills: — — Swim +11
Feats: Improved Natural Attack Improved Natural Attack Improved Natural Attack
(bite)(B) (bite)(B) (bite)(B)
Environment: Forests and underground Forests Aquatic
Organization: Hive (3-18) Family (1-6) Nest (1-12)
Challenge Rating: 3 6 3
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 6-10 HD (Large); 11-15 HD 13-24 HD (Huge); 25-36 HD 5-8 HD (Medium); 9-12 HD
(Huge) (Gargantuan) (Large)
Level Adjustment: — — —

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breath for a number of rounds equal to 6 x its Constitution Attack: Bite +5 melee (1 point)
score before it risks drowning. Full Attack: Bite +5 melee (1 point)
Skills: A giant water beetle has a +8 racial bonus on Space/Reach: 1 ft./0 ft.
any Swim check to perform some special action or avoid a Special Attacks: Blood drain, improved grab
hazard. It can always choose to take 10 on a Swim check, Special Qualities: Vermin traits
even if distracted or endangered. It can use the run action Saves: Fort +2, Ref +1, Will -1
while swimming, provided it swims in a straight line. Abilities: Str 1, Dex 13, Con 10, Int —, Wis 8, Cha 2
Skills: Hide +13, Jump +5*
Feats: Weapon Finesse(B)
Environment: Any land
Beetle, Screamer Organization: Nest (2-4)
Challenge Rating: 1/8
Medium Vermin Alignment: Always neutral
Hit Dice: 3d8+6 (19 hp) Advancement: 1/2 HD (Tiny); 1 HD (Small)
Initiative: +1 Level Adjustment: —
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat- Only six inches across, this beetle nevertheless grips you
footed 18 with surprising tenacity. It extends a slender proboscis
Base Attack/Grapple: +2/+2 from beneath its black and orange-striped shell and starts
Attack: Bite +2 melee (1d8) nosing about for soft flesh to pierce.
Full Attack: Bite +2 melee (1d8)
Space/Reach: 5 ft./5 ft. Shaqat beetles would be little more than annoying
Special Attacks: Sonic blast pests, were it not for their bite and the fact that the beetle
Special Qualities: Darkvision 60 ft., vermin traits can be frustratingly hard to remove once it has attached
Saves: Fort +5, Ref +2, Will +2 itself and begun to feed.
Abilities: Str 11, Dex 12, Con 14, Int —, Wis 12, Cha 2 The beetle dwells in the grasslands and mudflats of
Skills: — Athas, lurking near game trails or watering holes. It
Feats: — seeks to attach itself to warm-blooded prey and feed as
Environment: Any land and underground quickly as possible.
Organization: Pack (1-6) Shaqat beetles are also used as delivery systems for
Challenge Rating: 2 parasites or disease. The beetle is infected and allowed to
Alignment: Always neutral bite the intended target, who then runs a risk of catching
Advancement: 4 -6 HD (Large) the infection or parasite.
Level Adjustment: —
Combat
This hard-shelled, larger-than-normal insect has a
multicolored shell. However, once it sees you, it lets out Shaqat beetles hide near locations frequented by their
an ear-piercing screech, letting you know where it got its prey, then jump from cover and attempt to bite and drain
name. blood from their target. A shaqat beetle will not stop
draining blood until it is killed.
Screamer beetles are beautiful but deadly giant insects. Blood Drain (Ex): A shaqat beetle that successfully
Their multi-colored chitinous shells are greatly prized by grapples its prey inflicts 1 point of Constitution damage
art collectors and alchemists. Whole packs of them are per round that it maintains the grapple.
usually found deep within caverns and rocky areas. Improved Grab (Ex): If a shaqat beetle hits with its
Screamer beetles earned their name from their ear- bite it may initiate a grapple check as a free action
piercing blasts of sound that they generate from their without provoking an attack of opportunity. If it
abdomen when hunting, thus making them deadly establishes a hold, it may drain blood.
combatants. *Skills (Ex): Shaqat beetles receive a +4 racial bonus
to all Jump checks and use their Dexterity modifier
instead of their Strength modifier for Jump checks.
Combat
Shaqat beetles receive a +16 racial bonus to grapple
Screamer beetles usually start off combat with sonic checks, due to their gripping claws.
blasts, then home in to tear away at limbs and flesh with
their powerful mandibles.
Sonic Blast (Sp): 30-foot cone, at will, damage 1d8
sonic and stunned for 1 round, Fortitude DC 13 half. The Cave Fisher
save DC is Constitution-based.
Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Beetle, Shaqat Speed: 10 ft. (2 squares), climb 30 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10,
Diminutive Vermin flat-footed 14
Hit Dice: 1/4 d8 (1 hp) Base Attack/Grapple: +3/+11
Initiative: +1 Attack: Claw +6 melee (1d6+4) or filament +3 ranged
Speed: 10 ft. (2 squares) touch (drag)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed Full Attack: 2 claws +6 melee (1d6+4) or filament +3
14 ranged touch (drag)
Base Attack/Grapple: +0/-1* Space/Reach: 10 ft./5 ft. (50 ft. with filament)

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Special Attacks: Drag, filaments, web
Special Qualities: Darkvision 60 ft., vermin traits Hurrum
Saves: Fort +6, Ref +2, Will +1
Fine Vermin
Abilities: Str 19, Dex 12, Con 14, Int —, Wis 10, Cha 2
Hit Dice: 1/8 d8 (1 hp)
Skills: Climb +12
Initiative: +1
Feats: —
Speed: 10 ft. (2 squares), climb 10 ft.
Environment: Underground
Armor Class: 19 (+8 size, +1 Dex), touch 19, flat-footed
Organization: Group (2-5)
18
Challenge Rating: 2
Base Attack/Grapple: +0/-21
Treasure: 1/10 coins; 50% goods; 50% items
Attack: Bite +3 melee (1d2-5)
Alignment: Always neutral
Full Attack: Bite +3 melee (1d2-5)
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Space/Reach: 1/2 ft./0 ft.
Level Adjustment: —
Special Attacks: Wing beat
Special Qualities: Darkvision 60 ft., vermin traits
This bizarre creature is a monstrous arthropod that
Saves: Fort +2, Ref +3, Will +1
appears to be a combination of spider and lobster with an
Abilities: Str 1, Dex 12, Con 10, Int —, Wis 13, Cha 6
elongated snout. It clings to the walls with ease and
Skills: Climb +9
scuttles out of reach as you draw near.
Feats: Lightning Reflexes(B)
Environment: Any
Cave fishers are large insectoids that are adapted to life
Organization: Solitary
below ground. They have no difficulty in moving up and
Challenge Rating: 1/4
down vertical walls. They have a snout capable of firing a
Alignment: Always neutral
strong, adhesive filament used to anchor themselves.
Advancement: 1 HD (Diminutive); 2 HD (Tiny)
Level Adjustment: —
Combat
The cave fisher has two ways of hunting, with its web A tiny beetle with a beautifully colored shell, this insect
traps or with its filament attack. produces a mellifluous humming noise as it beats its
Drag (Ex): If a cave fisher hits with a filament attack, translucent wings.
the filament latches onto the opponent‘s body. This deals
no damage but drags the stuck opponent 15 feet closer These brightly colored beetles are prized for their
each subsequent round (provoking no attack of pleasant humming sounds. Although flightless, hurrums
opportunity) unless that creature breaks free, which can change their shell color along with the harmony they
requires a DC 20 Escape Artist check or a DC 16 Strength produce from their wing beats. Halflings find hurrums
check. The check DCs are Strength-based, and the extremely pleasing, though when hungry they also find
Escape Artist DC includes a +4 racial bonus. A cave fisher them delicious.
can draw in a creature within 5 feet of itself and bite with
a +4 attack bonus in the same round. A filament has 10 Combat
hit points and can be attacked by making a successful
Very few creatures in the insect kingdom attract prey
sunder attempt. However, attacking a cave fisher‘s
like the hurrum do.
filament does not provoke an attack of opportunity. If the
Wing Beat (Ex): A hurrum can rub its wings together
filament is currently attached to a target, the cave fisher
as a standard action, creating a pleasant and hypnotic
takes a –4 penalty on its opposed attack roll to resist the
sound. Creatures with Intelligence scores of 5 or less who
sunder attempt. Severing a strand deals no damage to a
hear the sound must make a Will save (DC 10) or become
cave fisher.
entranced by the sound, approaching as close as it can
Filaments (Ex): The cave fisher can throw one
and then standing there fascinated for as long as the
filament at a time, and it can strike up to 50 feet away
hurrum hums. The save DC is Constitution based.
(no range increment). If a filament is severed, the cave
Skills (Ex): A hurrum has a +8 racial bonus on Climb
fisher can extrude a new one on its next turn as a free
checks. It uses its Dexterity modifier instead of its
action.
Strength modifier for Climb checks. It can always choose
Web (Ex): Cave fishers set web traps, filaments of
to take 10 on a Climb check, even if rushed or threatened.
sticky webbing forming a sheet 10-20 feet across. They
usually position these sheets to snare flying creatures but
can also try to trap prey on the ground. Approaching Hurrum Society
creatures must succeed on a DC 20 Spot check to notice The hurrum sings only to mate. When multiple beetles
the trap; otherwise they stumble into it and become come together a change in their humming can be heard.
trapped as though by a successful filament attack. Opposite sexes produce harmonic sounds, while the same
Attempts to escape or burst the webbing gain a +5 bonus sex produces an unpleasant sound.
if the trapped creature has something to walk on or grab Remaining an hour or more in direct sunlight will kill a
while pulling free. Each 5-foot section has 12 hit points, hurrum, as it attempts to cool itself by beating its wings,
and sheet webs have damage reduction 5/—. creating a sound that becomes higher pitched until it dies.
A cave fisher can move across its own web at its
climb speed.
Skills (Ex): A cave fisher has a +8 racial bonus on
Climb checks. It can always choose to take 10 on a Climb Jalath’gak
check, even if rushed or threatened.
An enormous wasp more than a dozen feet long fills the
air with the humming drone of its wings. The creature’s
legs end in long, sharp talons, and a pair of grasping

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mandibles snaps and chatters at the front of its head. Its must hit with a claw attack. It can then attempt to start a
body bulges with blood, and its carapace is patterned with grapple as a free action without provoking an attack of
light blue and dull black. opportunity. If it wins the grapple check, it establishes a
hold and can drain blood from its opponent.
The jalath‘gak is a strain of blood-drinking wasp Poison (Ex): Inhaled, Fortitude DC 16, initial damage
domesticated by various kreen tribes and other paralysis 2d6 rounds, secondary damage none. The save
enterprising groups. A terror in the wild, it is used as a DC is Constitution-based.
beast of burden when trained, and the largest of the A jalath‘gak can exhale a burst of poisonous gas up to
species can be used as mounts, albeit clumsy ones. three times per day, filling a 15-foot-radius cloud centered
When domesticated, most jalath‘gak are earthbound on the jalath‘gak.
and used to drag heavy cargoes for their masters. They Carrying Capacity: A light load for a jalath‘gak is up to
are rarely put to work when flying, as they pull and carry 266 pounds if airborne or 400 pounds when earthbound; a
much less weight, and harnessing runs the risk of medium load, 267-530 pounds when airborne or 401-800
damaging the wings when these are in use. Only the very pounds when earthbound; a heavy load, 531-800 pounds
largest of the species are used as flying mounts, as they when airborne or 800-1,200 pounds when earthbound. A
possess the hardiness and Strength to support heavy jalath‘gak can drag 4,000 pounds when airborne and
loads over long periods and the size to make harnessing a 6,000 pounds when earthbound.
safe possibility.
The abdomen of the jalath‘gak is used for storing blood Jalath’gak Society
or nectar and swells when full, taking on coloration The jalath‘gak (kreen for ―they that seek and drain the
appropriate to the fluid being stored. If rendered for blood of combat‖) live in large swarms in the wild,
drinking, the abdomen will yield up to 16 gallons of water eschewing a hive structure for a roaming existence. Their
and enough plasma to feed 32 Medium sized creatures, eggs, dropped to hatch where they will on the desert
should they choose to stomach the stuff. Their transparent sands, only have a 1 in 1,000 survival rate, but this is
wings are much sought after by the artists of Raam and nevertheless enough to keep the population stable.
Draj as canvas material, and an undamaged set can fetch Jalath‘gak interact with each other using pheromones, a
as much as 50 Cp in one of those cities. fact that allows kreen and other intelligent insects to
Jalath‘gaks are 13 feet long, but their brittle engage them in rudimentary communication. Non-insects,
exoskeletons only weigh about 500 pounds. The average however, are forced to use magic or psionics to
jalath‘gak has a 20 foot wingspan. communicate with the jalath‘gak, however.

Combat
Jalath‘gaks are surprisingly able fliers for their size and
Giant Jalath’gak
will often hover ably in place, delivering crippling attacks In the deep desert, the jalath‘gak grow to truly
to their earthbound targets. In combat, a jalath‘gak will immense sizes. These advanced members of the species,
hover over a target and strike with all 6 talons, seeking to while rare, are much sought after as they make excellent
establish a grapple. If successful, it will bite with its beasts of burden and passable heavy aerial forces. In
mandibles and attempt to drain blood from the target. addition to the statistics listed above, giant jalath‘gak
Blood Drain (Ex): A jalath‘gak drains blood from a differ from their smaller cousins in the following ways:
grappled opponent, dealing 1d6 points of Constitution Blood Drain (Ex): A jalath‘gak drains blood from a
damage each round it maintains the hold. grappled opponent, dealing 2d6 points of Constitution
Improved Grab (Ex): To use this ability, a jalath‘gak damage each round it maintains the hold.

Jalath’gak, Standard Jalath’gak, Giant


Large Vermin Huge Vermin
Hit Dice: 8d8+16 (52 hp) 15d8+60 (127 hp)
Initiative: +2 +2
Speed: 20 ft. (4 squares), fly 60 ft. (good) 20 ft. (4 squares), fly 50 ft. (poor)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, 18 (-2 size, +2 Dex, +8 natural), touch 10,
flat-footed 13 flat-footed 16
Base Attack/Grapple: +6/+15 +11/+28
Attack: Claw +10 melee (1d6+5) Claw +18 melee (1d8+9)
Full Attack: 6 claws +10 melee (1d6+5) and bite +5 6 claws +18 melee (1d8+9) and bite +16
melee (1d8+2) melee (2d6+4)
Space/Reach: 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: Blood drain, improved grab, poison Blood drain, improved grab, poison
Special Qualities: Darkvision 60 ft., vermin traits Darkvision 60 ft., vermin traits
Saves: Fort +8, Ref +4, Will +2 Fort +13, Ref +7, Will +5
Abilities: Str 20, Dex 14, Con 14, Str 28, Dex 14, Con 18,
Int —, Wis 11, Cha 11 Int —, Wis 11, Cha 11
Skills: — —
Feats: Hover(B), Wingover(B) Hover(B), Multiattack(B), Wingover(B)
Environment Deserts and plains Deserts and plains
Organization: Swarm (3-30) Swarm (3-30)
Challenge Rating: 5 10
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 9-16 (Huge) —
Level Adjustment: — —

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Poison (Ex): Inhaled, Fortitude DC 21,
initial damage paralysis 3d6 rounds,
secondary damage none. The save DC is
Constitution-based.
Carrying Capacity: A light load for a giant
jalath‘gak is up to 1,600 pounds if airborne or
2,400 pounds when earthbound; a medium
load, 1,601-3,200 pounds when airborne or
2,401-4,800 pounds when earthbound; a
heavy load, 3,201-4,800 pounds when
airborne or 4,801-7,200 pounds when
earthbound. A giant jalath‘gak can drag
24,000 pounds when airborne and 36,000
pounds when earthbound.

Kank, Domestic
Kank, Domestic
themselves into a hive, with workers, soldiers and a
This creature is a large insect with a black, chitinous
queen.
exoskeleton and long, waving antennae. Its body is
divided into a head, thorax and abdomen, and it has a
pair of curved mandibles with which it produces a curious Combat
clicking noise. Improved Grab (Ex): To use this ability, a kank must
hit with its bite attack. It can then attempt to start a
Many kanks roam wild across the Tablelands, as well as grapple as a free action without provoking an attack of
being herded. These large, docile insects have black opportunity.
chitinous exoskeletons, which are divided into three
sections: head, thorax, and abdomen. They can carry Kank Society
objects with their multi-jointed pincers, or use them in
Kanks organize themselves into hives. Worker kanks
combat. Kanks are used as herd animals by the elves and
secrete large globules of honey, which is used to feed the
others, as they thrive in any type of environment. Kanks
young of the hive; soldiers act as guards, warriors and
require little attention, being natural hive creatures and, if
defenders of the hive, and the brood queen rules the hive
left to their own devices, will automatically organize

Kank, Domestic Kank, Domestic Kank, Domestic


Worker Soldier Brood Queen
Medium Vermin Large Vermin Large Vermin
Hit Dice: 1d8 (4 hp) 2d8+4 (13 hp) 3d8+9 (22 hp)
Initiative: +4 -1 -1
Speed: 30 ft. (6 squares) 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 15 (+5 natural), touch 10, 14 (-1 size, -1 Dex, +6 13 (-1 size, -1 Dex, +5
flat-footed 15 natural), touch 8, flat-footed natural), touch 8, flat-footed
14 13
Base Attack/Grapple: +0/+1 +1/+9 +2/+11
Attack: Bite +1 melee (1d6+1) Bite +4 melee (1d8+6 plus Bite +6 melee (1d8+7)
poison)
Full Attack: Bite +1 melee (1d6+1) Bite +4 melee (1d8+6 plus Bite +6 melee (1d8+7)
poison)
Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: Improved grab Improved grab, poison Improved grab
Special Qualities: Darkvision 60 ft., tremorsense Darkvision 60 ft., tremorsense Darkvision 60 ft., gas cloud,
60 ft., vermin traits 60 ft., vermin traits tremorsense 60 ft., vermin
traits
Saves: Fort +2, Ref +0, Will +0 Fort +7, Ref -1, Will +1 Fort +6, Ref +0, Will +3
Abilities: Str 12, Dex 10, Con 10, Str 18, Dex 9, Con 14, Str 20, Dex 9, Con 16,
Int —, Wis 11, Cha 8 Int —, Wis 12, Cha 11 Int —, Wis 14, Cha 13
Skills: — — —
Feats: Improved Initiative(B) Great Fortitude(B) Endurance(B)
Environment Any Any Any
Organization: Solitary, pair, or hive (50-500) Solitary, pair, or hive (50-500) Hive (1 plus 50-500 soldiers
and workers)
Challenge Rating: 1 2 3
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: — — —
Level Adjustment: — — —

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by dint of her reproductive prowess. Brood queens can weigh as much as 500 pounds, and
Kanks are generally domesticated as mounts, beasts of are five feet in height and nine feet in length.
burden or for their nectar. While kank nectar is quite
delicious, however, only the most desperate of individuals Combat
will eat kank flesh. When a kank dies, its body produces
chemicals that render its flesh foul-smelling and utterly A brood queen avoids combat at all costs unless all the
unpalatable. soldiers and food producers are dead, and/or she is
Kank exoskeleton can be used as armor, but it is very backed up into a corner. Brood queens strike with their
brittle and has to be treated properly to toughen it up pincers when in combat and try to get a hold. If cornered,
some. Exoskeletons are sometimes used for construction the brood queen will release a gas cloud as a last defense.
of chitin golems. Gas Cloud (Ex): Once per day as a standard action, a
From time to time, when a hive has reached a certain kank brood queen can release a cloud of opaque gas in a
size, a brood queen will give birth to a younger queen. 15-foot radius centered on the kank. Creatures within the
The hive will then split, with some workers and soldiers cloud have concealment, and the queen typically uses this
accompanying the new queen as she sets off to found a ability to escape a predator that has destroyed its eggs.
hive of her own.

Worker
Workers are the hive‘s laborers, drones and
principal food producers. They secrete nectar in
melon-sized globules along their workers‘
abdomens and provide this to other members of
the hive when needed. Kank honey is very sweet
and fetches a high price. It can sustain the food
(but not water) requirements for a Medium
creature for up to three weeks before requiring
more substantial nourishment. Workers can weigh
as much as 200-300 pounds, and are three feet in
height and six to seven feet in length.

Combat
A worker only goes into combat when all the
soldiers are dead or it is backed up into a corner.
Workers strike with their pincers when in combat
and try to get a hold.

Soldier
With powerful mandibles and a poisonous bite,
soldier kanks are the warriors of their hive. When
domesticated, soldier kanks are often used as
caravan mounts, as they can travel for a full day
at top speed while carrying a tremendous amount
of weight for their size. Soldiers can weigh as
much as 400 pounds, are four feet in height and
eight feet in length.

Combat
A soldier is the first line of defense for the hive.
A soldier strikes with its pincers when in combat
and tries to get a hold. A soldier's bite is
poisonous.
Poison (Ex): Injury, Fortitude DC 13, initial and
secondary damage 1d6 Str. The save DC is Constitution-
based.
Rubbish Slug
Brood Queen Small Vermin
Hit Dice: 3d8+2 (15 hp)
The leader of the hive, a kank brood queen is loyally Initiative: +1
defended by her subjects at all times. Brood queens lay Speed: 20 ft. (4 squares), burrow 10 ft.
the hive‘s eggs, usually 20 to 50 at a time, and the Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-
soldiers will then fiercely defend the area until the eggs footed 12
hatch. Kanks choose an area for egg laying that is near Base Attack/Grapple: +2/+2
abundant amounts of vegetation for food. Attack: Bite +5 melee (1d6+1)

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Full Attack: Bite +5 melee (1d6+1) and shyly and coming close to the flames. The creature
Space/Reach: 5 ft./5 ft. will then nibble shyly on any offered crumbs, and is quick
Special Attacks: — to allow itself to be petted, for the aim of the sandcrawler
Special Qualities: Blindsight 60 ft., vermin traits is to snuggle up close next to someone, appearing to fall
Saves: Fort +4, Ref +6, Will +1 asleep, then leave a few moments after everyone else is
Abilities: Str 11, Dex 13, Con 15, Int —, Wis 10, Cha 9 asleep, having implanted its larva in its dormant victim.
Skills: Hide +9, Survival +4 Sandcrawler flesh is inedible. Its fine fur, however, is
Feats: — prized by the feral halflings, who find its insulating
Environment: Silt properties very useful. Feral halflings also know of a
Organization: Solitary or pair technique that will extract an analgesic toxin from the
Challenge Rating: 1 creature, and use it on their darts to induce sleep.
Treasure: None
Alignment: Always neutral Combat
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: — Sandcrawlers are very passive and only attack if
cornered or angered. The ultimate goal of the
A four-foot-long slug slips from a nearby garbage heap, sandcrawler, when it is near humanoids or other
paying little heed to passersby. mammals, is to reproduce by using its implant larva
special attack. Despite this, the sandcrawler is pretty
Rubbish slugs inhabit the garbage that inevitably collects harmless.
in the poorer quarters of Athas‘ city-states. The four-foot- Implant Larva: The sandcrawler, when licked or
long vermin are common in silt-side cities like Balic. exposed to any bare flesh, will implant a small embryo by
secreting a flesh-numbing liquid from glands in its belly.
This renders a patch of flesh numb within one minute. The
Combat sandcrawler then deposits a single egg just under the
A rubbish slug attacks with its maw, a squishy opening flesh of the host via a needlelike ovipositor. This entire
ringed with tiny teeth. process takes six minutes, one minute for the flesh to
Blindsight (Ex): Rubbish slugs have no visual organs numb and another five minutes for the egg to be
and are immune to gaze attacks. They detect creatures deposited in the host. If the sandcrawler is disturbed
and objects within 60 ft. using sound, scent, and during any of this time, then no egg will be implanted.
vibration. Once the sandcrawler implants the egg, it leaves.
Skills: Rubbish slugs have a +4 racial bonus on Hide The egg grows for four days, dealing 1 point of
and Survival checks. temporary Constitution damage to its host each day. A
Heal or Search check (DC 20) locates a raised, red welt
over the growing larva. Cutting the larva out deals the
host 1d4 points of damage.
Sandcrawler If not removed, the egg bursts free after the fourth day,
and a noncombatant sandcrawler young drops off and
Tiny Vermin burrows into the sand. The burst welt deals 2d8 points of
Hit Dice: 2d8+2 (11 hp) nonlethal damage to the host, who must make a Fortitude
Initiative: +4 save (DC 11) or fall unconscious from the pain for 1d4
Speed: 15 ft. (3 squares), burrow 30 ft. hours. The save DC is Constitution-based.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed Resistance to Extreme Temperatures (Ex): Sable
12 sandcrawlers have a natural resistance to extreme
Base Attack/Grapple: +1/-11 temperatures and aren‘t adversely affected by the heat of
Attack: Bite -1 melee (1d3-4) the day or the chill of the night. They treat extreme heat
Full Attack: Bite -1 melee (1d3-4) or cold as if it were only very hot or cold, (see DMG for
Space/Reach: 2 1/2 ft./0 ft. rules on temperature effects) but suffer normally from
Special Attacks: Implant larva abysmal heat.
Special Qualities: Resistance to extreme temperatures
Saves: Fort +4, Ref +4, Will +1 Sandcrawler Society
Abilities: Str 3, Dex 18, Con 12, Int —, Wis 13, Cha 9
Sandcrawlers are solitary creatures, burrowing under
Skills: —
the sand to sleep during the day, and wandering the
Feats: —
surface only at night to hunt for food and search for water
Environment: Deserts
in the form of dew. The black fur of the sandcrawler is
Organization: Solitary
composed of tiny, hollow tubes, which draw moisture into
Challenge Rating: 1/4
the creature‘s body. The sandcrawler also eats small
Alignment: Always neutral
insects and reptiles.
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
If the sandcrawler, when looking to reproduce, can‘t find
Level Adjustment: —
humanoid hosts, it will settle for animal hosts. It uses its
fur to attract animal hosts by releasing small amounts of
This soft, furry black caterpillar is pleasant to the touch.
water from it. When the animal takes the bait and licks
Over a foot long and six inches in height, it also has 20
the sandcrawler, it implants the egg along with the small
short, stubby legs, and large bulbous eyes, making it very
amount of water it released.
friendly and beautiful.

Sandcrawlers are lured by the heat and light of


campfires. The sandcrawler approaches anyone sitting
near the campfire quickly and cautiously, chittering softly

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Barbed Scorpion Gold Scorpion
Large Vermin Tiny Vermin
Hit Dice: 9d8+18 (58 hp) 2d8+2 (11 hp)
Initiative: +0 +0
Speed: 50 ft. (10 squares) 20 ft. (4 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 14 (+2 size, +2 natural), touch 12, flat-footed
19 14
Base Attack/Grapple: +6/+15 +1/-2*
Attack: Claw +10 melee (1d6+5) Claw +3 melee (1d2-3)
Full Attack: 2 claws +10 melee (1d6+5) and sting +5 2 claws +3 melee (1d2-3) and sting -2 melee
melee (1d6+2 plus poison) (1d2-3 plus poison)
Space/Reach: 10 ft./5 ft. 2-1/2 ft. /0 ft.
Special Attacks: Barbs, improved constrict 2d6+7, improved Improved grab, poison
grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin Darkvision 60 ft., tremorsense 60 ft., vermin
traits traits
Saves: Fort +8, Ref +3, Will +3 Fort +4, Ref +0, Will +0
Abilities: Str 20, Dex 11, Con 15, Int —, Wis 10, Cha 2 Str 5, Dex 10, Con 13, Int —, Wis 10, Cha 2
Skills: Climb +9, Hide +0, Spot +4 Climb +1, Hide +12, Spot +4
Feats: — Weapon Finesse(B)
Environment Deserts Deserts
Organization: Solitary or colony (2–5) Solitary or colony (2–5)
Challenge Rating: 5 1
Treasure: 1/10 coins; 50% goods; 50% items —
Alignment: Always neutral Always neutral
Advancement: 10-18 HD (Huge) 3-4 HD (Small), 5-6 HD (Medium)
Level Adjustment: — —
physically attack the scorpion run the risk of impaling
themselves on its spines.
Scorpion, Athasian Barbs (Ex): Creatures striking a barbed scorpion with
unarmed strikes or natural weapons must make a Reflex
Barbed Scorpion save (DC 14) or suffer 1d6+2 points of damage from the
scorpion‘s barbs. The save DC is Dexterity-based.
An incredibly large scorpion the color of grey sand, this Improved Constrict (Ex): A barbed scorpion deals
creature sports wicked barbs that jut from its exoskeleton 2d6+7 points of damage on a successful grapple check.
at all manner of angles, cloaking the beast in a protective Improved Grab (Ex): To use this ability, a barbed
swathe of spines. scorpion must hit with a claw attack. It can then attempt
to start a grapple as a free action without provoking an
Barbed scorpions are enormous predators that hunt attack of opportunity. If it wins the grapple check, it
alone or in packs throughout the deserts of the establishes a hold and can constrict.
Tablelands. They are covered with protruding spikes that Poison (Ex): Injury, Fortitude DC 17, initial and
can inflict terrible injuries on those that come too close or secondary damage 1d4 Con. The save DC is Constitution-
are snared in the scorpion‘s deadly claws. The den of a based.
barbed scorpion may sometimes contain remnants of Skills: A barbed scorpion has a +4 racial bonus on
undigested meals or their equipment, and canny travelers Climb, Hide, and Spot checks.
know that daring the shortsword-sized stinger of a barbed
scorpion can sometimes yield profitable results.
An adult barbed scorpion grows to be a dozen feet long,
with a dusty grey or tan carapace. They make a clacking Gold Scorpion
racket as they move, their spines hammering one against
A golden scorpion the length of a man’s arm scuttles out
the other.
of the shadows, the sun glimmering off its carapace.

Combat The gold scorpion is a breed of scorpion found throughout


A barbed scorpion is a ferocious opponent that attacks Athas, named for its shining exoskeleton. It prefers to
any living thing that it encounters. It attacks in a wild, secret itself in a hidden nook and then rush forward to
flailing frenzy, utilizing the full attack option to strike with strike with its stinger. The gold scorpion has a well-
all of its attacks each round. It always attempts to deserved reputation for fatalities, but this is as much
grapple, crush and sting any target it can. The creature is derived from its lairing habits as it is from the Strength of
not immune to its own venom. Because of the 2-foot long its venom.
barbs that jut from the scorpion‘s carapace, it deals
increased constriction damage. Furthermore, foes that

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Combat
The gold scorpion will strike with its stinger, using its
claws to grapple and cling to a target while it delivers its
venom. It will attempt to flee if severely injured and seek
to hide in some inconspicuous cranny until its wounds are
healed.
Improved Grab (Ex): To use this ability, a gold
scorpion must hit with a claw attack. It can then attempt
to start a grapple as a free action without provoking an
attack of opportunity. *Gold scorpions have a +8 racial
bonus on grapple checks.
Poison (Ex): Injury, Fortitude DC 12, initial damage
1d6 Str, secondary damage 1d4 Str. The save DC is
Constitution-based.
Skills: A gold scorpion has a +4 racial bonus on Climb,
Hide, and Spot checks.

Swarm, Athasian
Locust Swarm, Athasian
A roiling cloud of cricket-like insects, each over eight
inches long, blackens the sky with the beating of
thousands upon thousands of whirring wings.
round. The save DC is Constitution-based.
Voracious beasts that swarm in the thousands across Skills (Ex): An Athasian locust swarm receives a +4
the Tablelands, Athasian locusts are larger and fiercer racial bonus on Listen and Spot checks.
than their regular counterparts. Their savage jaws deal
ripping wounds that can strip flesh to the bone in seconds.

Combat
Mini-Kank Swarm
Athasian locusts are single-minded in their approach. An A swarming mass of winged insects resembling tiny
Athasian locust swarm will surround a target, attacking it kanks the size of your hand flutters through the air on
exclusively until it is stripped bare before moving on to three-inch long gossamer wings.
the next meal. A swarm deals 5d6 damage to any
Mini-kanks resemble their namesakes save for the fact
creature whose space it occupies at the end of its move.
that they are only 5 inches long and have 3-inch wings.
Distraction (Ex): Any living creature that begins its
They are bloodsuckers, however, and their seasonal
turns with an Athasian locust swarm in its space must
migrations present a constant problem for travelers and
succeed on a DC 13 Fortitude save or be nauseated for 1
herders of all kinds.
Locust Swarm Mini-Kank Swarm
Diminutive Vermin (Swarm) Fine Vermin (Swarm)
Hit Dice: 8d8-8 (28 hp) 4d8 (18 hp)
Initiative: +3 +3
Speed: 10 ft. (2 squares), fly 50 ft. (average) 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 21 (+8 size, +3 Dex), touch 21, flat-footed 18
14
Base Attack/Grapple: +6/— +3/—
Attack: Swarm (3d6) Swarm (1d6)
Full Attack: Swarm (3d6) Swarm (1d6)
Space/Reach: 10 ft./0 ft. 10 ft./0 ft.
Special Attacks: Distraction Blood drain, distraction
Special Qualities: Darkvision 60 ft., immune to weapon Darkvision 60 ft., immune to weapon damage,
damage, swarm traits, vermin traits tremorsense 30 ft., swarm traits, vermin
traits
Saves: Fort +5, Ref +5, Will +2 Fort +4, Ref +4, Will +1
Abilities: Str 2, Dex 16, Con 9, Int —, Wis 10, Cha 2 Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Skills: Listen +4, Spot +4 Listen +3, Spot +4
Feats: Improved Natural Attack (bite)(B) —
Environment Plains Plains
Organization: Solitary, cloud (2-7 swarms), or plague (11- Solitary, cloud (2-7 swarms), or plague (11-
20 swarms) 20 swarms)
Challenge Rating: 4 2
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: None None
Level Adjustment: — —

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Combat
Combat
A creature that comes into contact with mulworm
Mini-kanks bite and seek to draw blood from their secretion, either by killing one and being splashed or by
targets. A mini-kank swarm deals 3d6 damage to any direct physical contact, runs the risk of being poisoned,
creature whose space it occupies at the end of its move. suffering a rash and a debilitating weakness of the
Blood Drain (Ex): Each creature that begins its turn immune system. Far worse than the contact venom is the
with a mini-kank swarm in its space suffers 1d6 points of application of mulworm secretion through ingestion or a
Constitution damage from blood loss as the mini-kanks wound. Although the poison itself is not particularly
feed (Reflex DC 17 half). The save DC is Dexterity-based strong, those who succumb to it frequently perish, as it
and includes a +2 racial bonus. attacks their body‘s ability to defend itself from other
Distraction (Ex): Any living creature that begins its infections. Thankfully, mulworm secretion becomes inert
turns with a mini-kank swarm in its space must succeed within 5 minutes of being harvested from the creatures‘
on a DC 12 Fortitude save or be nauseated for 1 round. bodies.
The save DC is Constitution-based. Poison (Ex): Contact, Fortitude DC 10, initial damage
Skills (Ex): An Athasian mini-kank swarm receives a 2d6 Dex, secondary damage 1d6 Con. The save DC is
+4 racial bonus on Listen and Spot checks. Constitution-based.
Ingested or Injury, Fortitude DC 12, initial damage 1d6
Con, secondary damage 1d6 Con. The save DC is

Vermin, Innocuous Constitution-based and includes a +2 racial bonus.

Diminutive Vermin Ock’n


Hit Dice: 1/4 d8 (1 hp)
Initiative: +1 A tiny snail inches along, leaving an amber trail of resin
Speed: 5 ft. (1 square) as it moves.
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed
14 Ock'n are small snails. They leave behind a trail of an
Base Attack/Grapple: +0/-21 amber-like liquid that has many household uses. Ock'n
Attack: — communicate to other gastropods via eyestalk
Full Attack: — movements, conveying the simplest of concepts.
Space/Reach: 1 ft./0 ft. Unpalatable but good for jewelry, ock'n spend each day
Special Attacks: Poison (mulworm only) looking for food and moisture. The amber resin they
Special Qualities: Darkvision 60 ft., vermin traits secrete dries and becomes hard as stone, but only has a
Saves: Fort +2, Ref +1, Will +0 quarter of stone's weight. This resin is used in coating
Abilities: Str 1, Dex 12, Con 11, Int —, Wis 10, Cha 2 weapons, waterproofing materials, and sealing
Skills: — perishables. Ock‘n produce only 1/8 of a fluid ounce of
Feats: — this resin each day.
Environment: Any Ock‘n are harmless snails with no attack form
Organization: Solitary, Colony (1-10) whatsoever.
Challenge Rating: None Ock'n live in loose colonies of odd numbered groups. If
Alignment: Always neutral the number ever goes even, one dies or is killed by the
Advancement: 1 HD (Diminutive); 2 HD (Tiny) others. Ock'n breathe through exposed skin.
Level Adjustment: —

Several vermin have the similar statistics, differing Purple Caterpillar (Hazard)
mostly in their appearance and function in Athasian Particularly cruel slave masters use the tiny, fuzzy
ecology. Refer to the above statistics block for the purple caterpillar to reign in even the most troublesome
following vermin. slaves, threatening those who try to escape with the
brain-eating bug. A slaver applies the purple caterpillar
below the nostrils of a slave who is helpless or is grappled
Mulworm and pinned. The caterpillar crawls rapidly inside, causing
This eight-inch-long, segmented caterpillar has an enough pain to knock its victim unconscious unless he
ivory-colored body and two feathery feelers at the top of makes a Fortitude save (DC 15).
its bullet-shaped head. The caterpillar drains one point from both Intelligence
and Charisma each week, to a minimum of 1. After 12
A curious creature that exists only to feed itself in weeks, the victim suffers blindness. After 5 months (or
preparation for its metamorphosis into a butterfly, the sooner, if the victim‘s Intelligence and Charisma are both
mulworm lives in great colonies clustered on berry trees. 1), the victim becomes feebleminded, as the spell. After 6
The mulworm secretes a fluid that nurtures the host tree, months, the caterpillar has become a moth, which claws
allowing the caterpillar to feed longer. Despite the fact its way out through an eye socket.
that they possess no natural attacks, mulworms are A cure disease or heal spell cast on the victim kills the
feared because the fluid they secrete is highly poisonous. purple caterpillar at any time, and remove blindness cures
Farmed in the thousands for the silk they produce his eyesight whether cast before or after the moth crawls
during pupation, mulworms metamorphose after 10 days free. A restoration spell is needed to repair the ability
into butterflies, mate to produce the next generation, and drain.
then die. Price: 500 Cp.

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Renk each less than one-inch long serve the gestating proto-
adult at the center of the hive.
This animal is a small, white slug that is swollen with Watroaches have no language of their own and don‘t
retained moisture. notice other passing adults. The only way to communicate
to a watroach is via psionics or magic.
Renk develop a symbiotic relationship with humanoid The adult watroach lives only to feed, so that the hive
creatures. This harmless, tasteless slug stores water and chamber is fruitful when it dies. The drones bath, feed,
can be consumed raw, and are often used for water and otherwise maintain the proto-adult until the adult gets
storage on long desert trips. too old to move. Once this happens the proto-adult grows
These harmless slugs have no attack form. They live off rapidly to full size, which takes about three days. When
of creatures or individuals, gaining nourishment from doing this it ingests the remaining nutrients of its parent‘s
licking the salt, sweat, and dead skin of the host. thorax and most of the hive material, literally eating its
Renk are taken on long desert trips and consumed alive. way out of the hive chamber. The proto-adult is nearly
They hold 1/2 cup of water; therefore, an active Medium full-grown after this, having its own hive chamber filled
humanoid would need 32 renk daily to fulfill his water with drones and a new proto-adult inside. The remaining
requirements. original drones go on to serve the new adult, but most
Renk mate in stagnant water or rotting grain, where perish with the birth of the new adult.
they can produce a dozen or so offspring that will mature Watroaches are solitary creatures in one sense and
in 3-4 weeks. If renk are exposed to direct sunlight for entire communities in yet another. Adults don‘t travel or
more than 25 rounds they shrivel and die. hunt together. In truth, however, each adult carries
millions of drones and a proto-adult within itself, making it
a complete walking, self-sustaining, community.

Watroach (War Beetle)


Combat
Gargantuan Vermin
Hit Dice: 15d8+75 (142 hp) Watroach are aggressive vermin and attack with their
Initiative: -1 bite and use their two forelegs as slam attacks. If there
Speed: 20 ft. are multiple targets lumped together near the watroach,
Armor Class: 17 (-4 size, -1 Dex, +12 natural), touch 5, they will attempt to trample them instead.
flat-footed 17 Improved Grab (Ex): To use this ability, a watroach
Base Attack/Grapple: +11/+33 must hit with its bite attack. It can then attempt to start a
Attacks: Bite +17 melee (3d6+10) grapple as a free action without provoking an attack of
Full Attack: Bite +17 melee (3d6+10) and 2 slams +12 opportunity. If it wins the grapple check, it establishes a
melee (1d12+5) hold and can attempt to swallow the foe the following
Space/Reach: 20 ft./15 ft. round.
Special Attacks: Trample 1d12+15, improved grab, Swallow Whole (Ex): A watroach can try to swallow a
swallow whole grabbed opponent of a smaller size than itself by making a
Special Qualities: Darkvision 60 ft., vermin traits successful grapple check. Once inside, the opponent takes
Saves: Fort +14, Ref +4, Will +6 2d8+10 points of crushing damage plus 12 points of acid
Abilities: Str 30, Dex 9, Con 20, Int —, Wis 13, Cha 3 damage per round from the watroach‘s digestive juices. A
Skills: — swallowed creature can cut its way out by using a light
Feats: — slashing or piercing weapon to deal 30 points of damage
Environment: Any to the stomach (AC 16). Once the creature exits, muscular
Organization: Solitary action closes the hole; another swallowed opponent must
Challenge Rating: 10 cut its own way out. A Gargantuan watroach‘s interior can
Alignment: Always neutral hold 2 Huge, 4 Large, 8 Medium, 32 Small, 128 Tiny, or
Advancement: 16-30 HD (Gargantuan); 31-45 HD 512 Diminutive or smaller opponents.
(Colossal) Trample (Ex): Reflex half DC 27. The save DC is
Level Adjustment: — Strength-based.

This walking hive is supported by six short legs


extending from its central limb cluster, and has a very
wide, low hanging head ringed with sharp teeth and We z e r
flanked by deadly pincers.
Enormous flying insects the size of a man, with
This very large insect, which has a black or deep purple multifaceted eyes, thin limbs and broad, translucent
exoskeleton, is broken up into three sections: head, hive wings, they come humming forth from their domed hives
chamber, and thorax. It also has a very sticky, hollow that dot the desert landscape.
tongue, which it uses to attack and consume its prey,
which is mostly insects ranging in size from Small to Wezers are a highly social species of giant insect that
Large. It is able to use its tongue to grab insects that hide dwells in a rigidly structured society. Presided over by a
under rocks or in crevices, while it can also suck smaller large, flightless brood queen, they are also comprised of a
insects through the hollow part of its tongue and straight soldier caste that watches over the activities of workers
into its gullet. and water fetchers, all laboring together to provide food,
The thorax is a storehouse of digested foods and liquids water and shelter for the queen and her larvae.
for the adult watroach, and is connected to the central Although wezers are omnivorous and subsist largely on
hive chamber where millions of infant, drone watroaches, a diet of honey and water, they are feared because of
their tendency to abduct travelers and take them to the

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hive, where they are used as live hosts for gestating infected with a wezer egg. The save DC is Constitution-
wezer larvae. based. An infected target suffers an additional 1d6 points
Wezer hives are large, domed structures that exist of damage, and for five days afterwards takes 1d4 points
largely below ground, but have several central chambers of Constitution damage per day. After the fifth day, the
with dome-shaped roofs of resin. Rising some five to eight larva hatches through the wound, dealing another 1d6
feet above the surface of the desert, the domes conceal points of damage. A remove disease spell kills an unborn
chambers ten to twenty feet deep, often hung with food larva and prevents further Constitution damage, as does a
globes and the bodies of wezer hosts. Heal check (DC 25), though the surgery deals 1d6 points
Soldiers, worker and water-fetchers are all some 6 feet of damage to the victim.
in length, weighing about 300 lbs. The bulkier brood
queen is larger – up to 7 feet long – and weighs as much Wezer Society
as 600 lbs. Wezer larvae gestate inside living hosts and so one of
the soldiers‘ primary tasks is to find suitable hosts,
Combat paralyze them with a poisoned stinger blow and return
Workers and water fetchers will not enter combat unless them to the hive. The queen, who never leaves the hive,
forced to. They would rather retreat and wait for soldiers then implants her eggs into the hosts, while workers tend
to deal with any threats. to her needs.
Skills: Wezers have a +5 racial bonus on Spot checks. Water fetchers spend their days collecting water for the
hive, which is either used as-is or in the preparation of
honey, chief food source in a wezer colony. Workers not
Soldier engaged in tending to the queen and her larvae, or in the
expansion of the hive, prepare and store both honey and
Soldier wezers are aggressive, persistent, and relentless
water in waxy containers that are hung in the hive
in the pursuit of their foes. They are bred to strike with
chambers and used by all hive members, young and old
their poisoned stingers and attempt to drag paralyzed
alike.
prey back to the hive.
Poison (Ex): Injury, Fortitude DC 13, initial damage
unconsciousness for 1 minute, secondary damage
unconsciousness for 2d4 days. The save DC is
Constitution-based.

Brood Queen
The brood queen, while largely immobile, will not
hesitate to defend herself or her hive. Each blow from her
stinger, however, also carries the possibility of becoming
impregnated with a wezer egg.
Implant Egg (Ex): If a wezer brood queen scores a
successful blow with her stinger, the target must make a
successful Fortitude Save (DC 15) to avoid becoming

Worker/Water Fetcher Wezer Soldier Wezer Brood Queen


Medium Vermin Medium Vermin Medium Vermin
Hit Dice: 2d8+2 (11 hp) 2d8+4 (13 hp) 5d8+15 (37 hp)
Initiative: +1 +1 +0
Speed: 10 ft. (2 squares), fly 60 10 ft. (2 squares), fly 60 10 ft. (2 squares)
(average) (average)
Armor Class: 14 (+1 Dex, +3 natural), 15 (+1 Dex, +4 natural), 15 (+5 natural), touch 10,
touch 11, flat-footed 13 touch 11, flat-footed 14 flat-footed 15
Base Attack/Grapple: +1/+1 +1/+3 +3/+6
Attack: Sting +2 melee (1d4) Sting +3 melee (1d6+3 plus Sting +7 melee (1d6+4 plus
poison) implant egg)
Full Attack: Sting +2 melee (1d4) Sting +3 melee (1d6+3 plus Sting +7 melee (1d6+4 plus
poison) implant egg)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: — Poison Implant egg
Special Qualities: Darkvision 60 ft., vermin traits Darkvision 60 ft., vermin traits Darkvision 60 ft., vermin traits
Saves: Fort +4, Ref +1, Will +0 Fort +5, Ref +1, Will +0 Fort +7, Ref +1, Will +2
Abilities: Str 11, Dex 13, Con 12, Str 15, Dex 12, Con 14, Str 16, Dex 10, Con 16,
Int —, Wis 10, Cha 2 Int —, Wis 10, Cha 3 Int —, Wis 12, Cha 3
Skills: Spot +5 Spot +6 Spot +9
Feats: Weapon Finesse(B) — Weapon Focus (sting) (B)
Environment Deserts Deserts Deserts
Organization: Brood (10-200) Patrol (5-20) Solitary
Challenge Rating: 1/2 1 3
Treasure: Standard Standard Standard
Alignment: Always neutral Always neutral Always neutral
Advancement: 3-4 (Large) 3-4 (Large) 6-10 (Large)
Level Adjustment: — — —

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Speed: 20 ft. (4 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-

Druid Animal
footed 15
Base Attack/Grapple: +4/+10*
Attack: Bite +6 melee (1d8+3)
Full Attack: Bite +6 melee (1d8+3)

Companions
Space/Reach: 5 ft./5 ft.
Special Attack: Improved grab, pulldown
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 14, Dex 14, Con 13, Int 3, Wis 12, Cha 8
The following are advanced versions of animals found in Skills: Listen +4, Spot +4, Survival +4*
this document that are suitable as druid companions. Feats: Improved Initiative, Track, Weapon Finesse(B)
Environment: Deserts
Organization: Solitary, Pack (2-5)
Challenge Rating: 3
Hatori, Advanced Treasure: None
Alignment: Always neutral
Gargantuan Animal Advancement: —
Hit Dice: 17d8+119 (195 hp) Level Adjustment: —
Initiative: +5
Speed: 30 ft. (6 squares) Combat
Armor Class: 18 (-4 size, +1 Dex, +11 natural), touch 7,
Pulldown (Ex): +6 check modifier.
flat-footed 17
Base Attack/Grapple: +12/+36
Attack: Bite +20 melee (3d6+18) or tail slap +20 melee
(2d6+18)
Full Attack: Bite +20 melee (3d6+18) or tail slap +20
Kluzd, Advanced
melee (2d6+18) Large Animal
Space/Reach: 20 ft./10 ft. Hit Dice: 7d8+21 (52 hp)
Special Attacks: Improved grab, swallow whole Initiative: +7
Special Qualities: Low-light vision Speed: 30 ft. (6 squares), burrow 30 ft.
Saves: Fort +17, Ref +11, Will +8 Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11,
Abilities: Str 34, Dex 13, Con 24, Int 2, Wis 13, Cha 9 flat-footed 14
Skills: Listen +11, Spot +11 Base Attack/Grapple: +3/+16*
Feats: Improved Bull Rush, Improved Initiative, Improved Attack: Bite +8 melee (1d8+6)
Natural Armor, Improved Overrun, Iron Will, Power Full Attack: Bite +8 melee (1d8+6)
Attack Space/Reach: 10 ft./5 ft.
Environment: Deserts Special Attacks: Constrict 1d8+6, improved grab,
Organization: Solitary (50% with noncombatant young) swallow whole
Challenge Rating: 9 Special Qualities: Low-light vision
Treasure: 1/5 coins, 50% goods, 50% item (no leather Saves: Fort +8, Ref +7, Will +3
or perishable items) Abilities: Str 18, Dex 14, Con 16, Int 1, Wis 12, Cha 2
Alignment: Always neutral Skills: Hide +4, Intimidate +5, Spot +4
Advancement: 18-24 HD (Gargantuan) Feats: Improved Initiative, Improved Natural Armor,
Level Adjustment: — Power Attack
Environment: Silt
Combat Organization: Solitary or nest (3-10)
Swallow Whole (Ex): An advanced hatori can try to Challenge Rating: 4
swallow a grabbed opponent of a smaller size than itself Treasure: Standard
by making a successful grapple check. Once inside, the Alignment: Always neutral
opponent takes 2d8+18 points of crushing damage plus 4 Advancement: —
points of acid damage per round from the hatori‘s Level Adjustment: —
stomach. A swallowed creature can cut its way out by
using a light slashing or piercing weapon to deal 25 points Combat
of damage to the stomach (AC 13). Once the creature Swallow Whole (Ex): Once inside, the opponent takes
exits, muscular action closes the hole; another swallowed 1d8+6 points of crushing damage plus 4 points of acid
opponent must cut its own way out. A Gargantuan hatori‘s damage per round from the kluzd‘s stomach.
interior can hold 2 Huge, 4 Large, 8 Medium, 16 Small, or
64 Tiny or smaller opponents.

Lirr, Advanced
Jhakar, Advanced Large Animal
Hit Dice: 11d8+44 (93hp)
Medium Animal Initiative: +4
Hit Dice: 6d8+6 (33 hp) Speed: 40 ft. (8 squares)
Initiative: +6

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Armor Class: 14 (-1 size, +5 natural), touch 9, flat-
footed 14 Combat
Base Attack/Grapple: +8/+17 Dire athasian sharks bite with their powerful jaws,
Attack: Claw +12 melee (1d6+5) swallowing smaller creatures in one gulp. They roam the
Full Attack: 2 claws +12 melee (1d6+5) and bite +10 waters of the Last Sea, preying upon all that they
melee (2d6+2) encounter.
Space/Reach: 10 ft./5 ft. Improved Grab (Ex): To use this ability, a dire
Special Attacks: Improved grab, rake 1d6+2, stun athasian shark must hit with its bite attack. It can then
Special Qualities: Low-light vision attempt to start a grapple as a free action without
Saves: Fort +11, Ref +7, Will +4 provoking an attack of opportunity. If it wins the grapple
Abilities: Str 20, Dex 10, Con 18, Int 1, Wis 12, Cha 11 check, it establishes a hold and can try to swallow the foe
Skills: Hide +8, Jump +13, Listen +4, Spot +4 in the following round.
Feats: Alertness, Combat Reflexes, Improved Initiative, Keen Scent (Ex): A dire athasian shark can notice
Multiattack creatures by scent in a 180-foot radius and can detect
Environment: Deserts blood in the water at a range of up to 1 mile.
Organization: Pack (2-12) Swallow Whole (Ex): A dire athasian shark can try to
Challenge Rating: 7 swallow a grabbed opponent of up to one size smaller by
Treasure: None making a successful grapple check. Once inside, the
Alignment: Neutral opponent takes 2d6+9 points of bludgeoning damage plus
Advancement: 12-15 HD (Large) 8 points of acid damage per round from the shark‘s
Level Adjustment: — digestive juices. A swallowed creature can cut its way out
using a light slashing or piercing weapon by dealing 25
Combat points of damage to the shark‘s digestive tract (AC 14).
Stun (Ex): Fortitude DC 19. Once the creature exits, muscular action closes the hole;
another swallowed opponent must cut its own way out.
A Huge dire athasian shark‘s gullet can hold 2 Large, 8
Shark, Advanced Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or
smaller opponents.
Skills: A dire athasian shark has a +8 racial bonus on
Dire Athasian Sharks any Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check,
These hideous beasts are the most feared predators of even if distracted or endangered. It can use the run action
the Last Sea, second only to the mighty squark. Some while swimming, provided it swims in a straight line.
believe that the energies of the Rebirth first led to their
mutation into voracious monsters, while others hold that
the fiercely competitive cauldron that is the Last Sea has
allowed these creatures to evolve. Dire sharks attack
anything they perceive to be edible, even the squark itself
(although such encounters invariably end badly for the
sharks). These monstrous fish can grow to a length of 25
feet and weigh more than 20,000 pounds.

Athasian Shark, Huge Athasian Shark, Dire


Huge Animal (Aquatic) Huge Animal (Aquatic)
Hit Dice: 10d8+20 (65 hp) 18d8+66 (147 hp)
Initiative: +6 +2
Speed: Swim 60 ft. (12 squares) Swim 60 ft. (12 squares)
Armor Class: 17 (–2 size, +2 Dex, +7 natural), touch 10, 20 (-2 size, +2 Dex, +10 natural), touch 10,
flat-footed 15 flat-footed 18
Base Attack/Grapple: +7/+21 +13/+27
Attack: Bite +11 melee (2d6+9) Bite +17 melee (3d6+9)
Full Attack: Bite +11 melee (2d6+9) Bite +17 melee (3d6+9)
Space/Reach: 10 ft./5 ft. 15 ft./10 ft.
Special Attacks: — Improved grab, swallow whole
Special Qualities: Blindsense 30 ft., keen scent Keen scent
Saves: Fort +11, Ref +9, Will +6 Fort +14, Ref +13, Will +12
Abilities: Str 22, Dex 15, Con 15, Int 2, Wis 12, Cha 2 Str 23, Dex 14, Con 17, Int 4, Wis 12, Cha
10
Skills: Listen +10, Spot +9, Swim +14 Listen +12, Spot +11, Swim +14
Feats: Alertness, Great Fortitude, Improved Improved Natural Armor, Improved Natural
Initiative, Iron Will Attack (bite), Toughness (4), Weapon Focus
(bite)
Environment: Aquatic (The Last Sea) Aquatic (The Last Sea)
Organization: Solitary, school (2–5), or pack (6–11) Solitary or school (2–5)
Challenge Rating: 4 9
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 11–17 HD (Huge) 8–9 HD (Large)
Level Adjustment: — —

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ToA CR List
Silt Serpent 1
Critic ¼ Silt Spider 1
Hurrum ¼ Ssurran 1
Kip ¼ Tarek 1
Sandcrawler ¼ Tari 1
Shaqat Beetle ¼ Thri-Kreen 1
Villichi 1
Dustgull 1/3 Wezer, Soldier 1
Xerichou 1
Aarakocra ½ Zhackal 1
Aprig ½
Bogo Snake ½ Antloid, Worker 2
Boneclaw, Lesser ½ Baazrag 2
Conashellae ½ Carru, Bull 2
Dragon Beetle ½ Cave Fisher 2
Dwarf ½ Dew Frond 2
Elf ½ Dolphin, Athasian 2
Gith ½ Dune Freak 2
Gorak ½ Dunecrab 2
Half-Elf ½ Dust Glider 2
Halfling ½ Floater 2
Jankx ½ Hej-Kin 2
Kes‘trekel ½ Kank, Domestic Soldier 2
Kivit ½ Kluzd 2
Kreel ½ Lizard, Giant 2
Magma Incarnation Gorak ½ Mini-Kank Swarm 2
Mole Boar ½ Razorwing 2
Mul ½ Sand Cactus 2
Nikaal ½ Scrab 2
Pterran ½ Screamer Beetle 2
Rasclinn ½ Shark, Athasian 2
Silt Runner ½ Slig 2
Silt Spawn ½ Tagster 2
Sitak ½
Skyfish ½ Antloid, Dynamis 3
Sun Incarnation Kes‘trekel ½ Belgoi 3
Sygra ½ Bloodgrass, Plains 3
Wezer, Worker/Water Fetcher ½ Bloodvine 3
Wrab ½ Blossomkiller 3
Z‘Tal ½ Bog Wader 3
Boring Beetle 3
Carru 1 Brain Seed 3
Dray 1 Bvanen 3
Erdland 1 Cha'thrang 3
Erdlu 1 Crodlu 3
Gold Scorpion 1 Crodlu, Heavy 3
Half-Giant 1 Erdland (psionic) 3
Jhakar 1 Fordorran 3
Jozhal 1 Hunting Cactus 3
Kank, Domestic Worker 1 Inix 3
Lask 1 Jaguar 3
Lizardfolk, Athasian 1 Jhakar, Advanced 3
Mindhome Folk 1 Kank, Domestic Queen 3
Paraelemental, Rain (Small) 1 Lirr 3
Paraelemental, Silt (Small) 1 Mountain Spider 3
Paraelemental, Sun (Small) 1 Mud Fiend 3
Psionocus 1 Paraelemental, Rain (Medium) 3
Rock Cactus 1 Paraelemental, Silt (Medium) 3
Rock Cactus, Bloodsucking 1 Paraelemental, Sun (Medium) 3
Rubbish Slug 1 Pit Snatcher 3
Silt Eel 1 Pterrax 3

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Raakle 3 Fire Lizard 6
Reggelid 3 Half-Magma Feylaar 6
Ruve 3 Half-Sun Dwarf Cleric 6
Sand Howler 3 Hatori 6
Silt Horror, Black 3 Mastyrial, Black 6
Silt Serpent, Giant 3 Paraelemental Beast, Magma 6
Spider Cactus 3 Paraelemental Beast, Rain 6
Strine 3 Paraelemental Beast, Silt 6
Takis 3 Paraelemental Beast, Sun 6
Tigone 3 Poisonweed 6
Tul‘k 3 Rhinoceros Beetle 6
Water Beetle 3 Scrab Nest Mother 6
Wezer, Brood Queen 3 Silt Horror, Brown 6
Zik-trin‘ta 6
Air Incarnation Raakle 4
Antloid, Soldier 4 Aviarag 7
Black Touched Bog Wader 4 Dune Reaper, Warrior 7
Boneclaw, Greater 4 Fire Incarnation Giant Constrictor Snake 7
Crodlu, Heavy Warmount 4 Jade Golem 7
Dagorran 4 Kirre 7
Dark Spider, Warrior 4 Lirr, Advanced 7
Defiled Bloodgrass 4 Mastyrial, Desert 7
Elven Rope 4 Paraelemental, Rain (Huge) 7
Feylaar 4 Paraelemental, Silt (Huge) 7
Giant, Shadow 4 Paraelemental, Sun (Huge) 7
Kalin 4 Puddingfish 7
Kluzd, Advanced 4 Ruktoi 7
Lizard, Jastrak 4 Sand Mother 7
Lizard, Subterranean 4 Silt Horror, Gray 7
Locust Swarm, Athasian 4 Silt Horror, Magma 7
Magera 4 Sloth, Athasian 7
Mountain Spider (psionic) 4 Zik-trin‘ak 7
Pakubrazi 4
Rain Incarnation Takis 4 Dagolar Slime 8
Shark, Athasian (Huge) 4 Dune Reaper, Matron 8
Silk Wyrm 4 Dune Trapper 8
T‘Chowb 4 Klar 8
Wall Walker 4 Mountain Stalker 8
Obsidian Retriever 8
Antloid, Queen 5 Silt Weird 8
Barbed Scorpion 5 Slimahacc 8
B'rohg 5
Elemental Beast, Water 5 Dark Spider, Queen 9
Fire Eel 5 Gaj 9
Flailer 5 Guardian Warrior 9
Id Fiend 5 Guardian Watcher 9
Jalath‘gak 5 Hatori, Advanced 9
Lizard, Minotaur 5 High Drik 9
Paraelemental, Rain (Large) 5 Lizardfolk, King Nelyrox of Nesthaven 9
Paraelemental, Silt (Large) 5 Magma Golem 9
Paraelemental, Sun (Large) 5 Paraelemental, Rain (Greater) 9
Psi-Shadow 5 Paraelemental, Silt (Greater) 9
Sand Bride 5 Paraelemental, Sun (Greater) 9
Silt Horror, Red 5 Sharg 9
Silt Incarnation Greater Boneclaw 5 Shark, Athasian (Dire) 9
Spinewyrm 5 Silt Horror, White 9
Tembo 5
Trin 5 Bear, Athasian 10
Tyrian Slime 5 Earth Incarnation Gaj 10
Water Incarnation Dagorran 5 Giant, Desert 10
Half-Air Drake Mountain Stalker 10
Bloodgrass, Jungle 6 Jalath‘gak, giant 10
Burnflower 6 Sink Worm 10
Crystal Spider 6 Strangling Vine 10
Dark Spider, Defiler 6 Thrax Half-Elf Ranger 10
Dark Spider, Psion 6 Treant, Athasian 10
Dune Reaper, Drone 6 Watroach 10
Elemental Beast, Air 6
Elemental Beast, Earth 6 Giant, Beasthead 11+
Elemental Beast, Fire 6 Giant, Crag 11

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Half-Silt Dray Defiler 11 Guardian Seer 15
Paraelemental, Rain (Elder) 11
Paraelemental, Silt (Elder) 11 Drake Silt 17
Paraelemental, Sun (Elder) 11 Drake, Earth 17
Rock Golem 11 Drake, Magma 17
Drake, Rain 17
Braxat, Athasian 12
Cistern Fiend 12 Drake, Sun 18
Drik 12 Sand Worm 18
Giant, Plains 12
Guardian Laborer 12 Drake, Air 19
Korinth 12
Mekillot 12 Squark 20
Roc, Athasian 12
Salt Golem 12 Black Touched +1
Defiled +1
Cloud Ray, Athasian 13 Gray Touched +1
Gray Touched Mekillot 13 Guardian +2
Half-Rain Crag Giant 13 Half-Drake +2
Styr 13 Half-Elemental +2
Chanth +special
Sand Vortex 14 Elemental Incarnation +special
Pakubrazi-Tainted +special
Drake, Fire 15 Thrax +special
Drake, Water 15

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5. Representation of Authority to Contribute: If You are
Open Game License contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
OPEN GAME LICENSE Version 1.0a by this License.

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likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; 9. Updating the License: Wizards or its designated Agents
names and descriptions of characters, spells, enchantments, may publish updated versions of this License. You may use
personalities, teams, personas, likenesses and special any authorized version of this License to copy, modify and
abilities; places, locations, environments, creatures, distribute any Open Game Content originally distributed under
equipment, magical or supernatural abilities or effects, logos, any version of this License.
symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by 10 Copy of this License: You MUST include a copy of this
the owner of the Product Identity, and which specifically License with every copy of the Open Game Content You
excludes the Open Game Content; (f) "Trademark" means the Distribute.
logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated 11. Use of Contributor Credits: You may not market or
products contributed to the Open Game License by the advertise the Open Game Content using the name of any
Contributor (g) "Use", "Used" or "Using" means to use, Contributor unless You have written permission from the
Distribute, copy, edit, format, modify, translate and otherwise Contributor to do so.
create Derivative Material of Open Game Content. (h) "You"
or "Your" means the licensee in terms of this agreement. 12 Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or
2. The License: This License applies to any Open Game all of the Open Game Content due to statute, judicial order,
Content that contains a notice indicating that the Open Game or governmental regulation then You may not Use any Open
Content may only be Used under and in terms of this License. Game Material so affected.
You must affix such a notice to any Open Game Content that
you Use. No terms may be added to or subtracted from this 13 Termination: This License will terminate automatically if
License except as described by the License itself. No other You fail to comply with all terms herein and fail to cure such
terms or conditions may be applied to any Open Game breach within 30 days of becoming aware of the breach. All
Content distributed using this License. sublicenses shall survive the termination of this License.

3. Offer and Acceptance: By Using the Open Game Content 14 Reformation: If any provision of this License is held to be
You indicate Your acceptance of the terms of this License. unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
4. Grant and Consideration: In consideration for agreeing to
use this License, the Contributors grant You a perpetual, 15 COPYRIGHT NOTICE
worldwide, royalty-free, non-exclusive license with the exact Open Game License v 1.0a Copyright 2000, Wizards of the
terms of this License to Use, the Open Game Content. Coast, Inc. Terrors of Athas, ©2004 athas.org

http://athas.org 231

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