D&D 3.5 - Champions of Ruin

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DESIGNERS : Jeff Crook, Wil Upchurch, Eric L. Boyd


ADDITIONAL DESIGN: Gwendolyn F. M. Kestrel, Christopher Perkins
DEVELOPERS : Richard Baker with Eric L. Boyd and George Krashos
EDITOR: John Thompson
MANAGING EDITOR: Kim Mohan
RPG DESIGN MANAGER: Christopher Perkins
SENIOR ART DIRECTOR RPG R&D: Stacy Longstreet
DIRECTOR OF RPG R&D: Bill Slavicsek
PRODUCTION MANAGERS : Josh Fischer, Randall Crews
FORGOTTEN REALMS ART DIRECTOR: Mari Kolkowsky, Robert Raper
COVER ARTIST: Lucio Parillo
INTERIOR ARTISTS : Thomas M. Baxa, Wayne England, Jason Engle, Ralph Horsley,
Warren Mahy, Raven Mimura, William O’Connor, Lucio Parrillo, Marc Sasso
GRAPHIC DESIGNER: Dee Barnett
CARTOGRAPHER: Dennis Kauth
GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz
IMAGE TECHNICIAN: Jason Wiley

Sources include FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo;
Book of Vile Darkness by Monte Cook; “Tvash-Prull’s Symphony” by James Jacobs (Dragon Magazine #328).
Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

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DUNGEONS & DRAGONS , D&D, DUNGEON MASTER, FORGOTTEN REALMS , d20, d20 System, WIZARDS OF THE C OAST, Champions of Ruin, Player’s Handbook, Dungeon Master’s Guide, Monster Manual,
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TABLE OF CONTENTS

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Nvestro’s Black Ray . . . . . . . . . . . . . . . . . . . 33 Example Shadow Weave Node . . . . . . . . . .98


What You Need to Play . . . . . . . . . . . . . . . . . . 4 Pocket Cave . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Shrines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
How to Use This Book in Your Campaign . . 4 Ravage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Shrine Appearance . . . . . . . . . . . . . . . . . . . .98
Philosophies of Evil . . . . . . . . . . . . . . . . . . . . . . 5 Remorseless Charm . . . . . . . . . . . . . . . . . . .34 Detecting a Shrine . . . . . . . . . . . . . . . . . . . .98
Tradition/There Is No Evil . . . . . . . . . . . . . 5 Scourge of Force . . . . . . . . . . . . . . . . . . . . . .34 Shrine Powers . . . . . . . . . . . . . . . . . . . . . . . .99
I Am Not Evil . . . . . . . . . . . . . . . . . . . . . . . . 6 Serpent Arrow . . . . . . . . . . . . . . . . . . . . . . . .34 Example Shrines . . . . . . . . . . . . . . . . . . . . . .99
Evil Curse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Shadow Arrow . . . . . . . . . . . . . . . . . . . . . . . .34 Other evil Sites . . . . . . . . . . . . . . . . . . . . . . . .104
Seduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Shadow Trap . . . . . . . . . . . . . . . . . . . . . . . . . 35 The Caves of Cwuvain . . . . . . . . . . . . . . . .104
Driven to Evil . . . . . . . . . . . . . . . . . . . . . . . . . 6 Slime Hurl . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 The Curse of the
Just Plain Mean . . . . . . . . . . . . . . . . . . . . . . . 6 Spellslayer Arrow . . . . . . . . . . . . . . . . . . . . . 35 Demon Claw . . . . . . . . . . . . . . . . . . . . .106
Natural Born Evil . . . . . . . . . . . . . . . . . . . . . 6 Symphonic Nightmare. . . . . . . . . . . . . . . . . 35 The Greenstones . . . . . . . . . . . . . . . . . . . . .107
Mad, I Tell You . . . . . . . . . . . . . . . . . . . . . . . . 7 Tvash-Prull’s Bonefiddle . . . . . . . . . . . . . . .36 Hagskull Hill . . . . . . . . . . . . . . . . . . . . . . . .107
Inherently Evil . . . . . . . . . . . . . . . . . . . . . . . . 7 Undersong . . . . . . . . . . . . . . . . . . . . . . . . . . .36 The Scarab Chamber . . . . . . . . . . . . . . . 111
Evil Choice . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Unholy Beast . . . . . . . . . . . . . . . . . . . . . . . .36 Tomb of Queen No’Ris . . . . . . . . . . . . . . 111
Better to Rule in Hell Whip of Thorns . . . . . . . . . . . . . . . . . . . . . .36 The Wizard’s Way . . . . . . . . . . . . . . . . . . .112
than Serve in Heaven . . . . . . . . . . . . . . . . 7 Woodwisp Arrow . . . . . . . . . . . . . . . . . . . . .37
The Ends Justify the Means. . . . . . . . . . . . . 7 Epic Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Chapter 6:
Aumvor’s Fragmented Phylactery . . . . . . .37 Encounters with Evil . . . . . . . . . . . . . . . . . . 113
Chapter 1: Races . . . . . . . . . . . . . . . . . . . . . . . . . 8 Aumvor’s Soulshatter . . . . . . . . . . . . . . . . .37 The Tone of Your Game . . . . . . . . . . . . . . . .113
Draegloth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Bonfire of Insanity (Ritual) . . . . . . . . . . . .38 What the Players Want. . . . . . . . . . . . . . . . .113
Extaminaar . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 Cataract of Fire . . . . . . . . . . . . . . . . . . . . . .38 Why Run an Evil Game? . . . . . . . . . . . . . . .114
Krinth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Diluvial Torrent . . . . . . . . . . . . . . . . . . . . . .38 Keeping it Fun for Everyone . . . . . . . . . . .114
Horrendous Dessication . . . . . . . . . . . . . . . . 39 Enemies and Allies . . . . . . . . . . . . . . . . . . . 115
Chapter 2: Tools of Evil . . . . . . . . . . . . . . . . . 17 Necromantic Singularity . . . . . . . . . . . . . . . 39 Damian Krale . . . . . . . . . . . . . . . . . . . . . . 115
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Qooql . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
Vile Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 Armor Special Abilities . . . . . . . . . . . . . . . .40 Vargo Kent . . . . . . . . . . . . . . . . . . . . . . . . . .117
Initiate Feats . . . . . . . . . . . . . . . . . . . . . . . . . 23 Specific Armor . . . . . . . . . . . . . . . . . . . . . . . 41 Chazzar Ne . . . . . . . . . . . . . . . . . . . . . . . . .119
Node Magic Feats . . . . . . . . . . . . . . . . . . . . .25 Weapon Special Abilities . . . . . . . . . . . . . . .42 Alon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Specific Weapons. . . . . . . . . . . . . . . . . . . . . .42 Daren Timbide . . . . . . . . . . . . . . . . . . . . . .121
Assassin Spells . . . . . . . . . . . . . . . . . . . . . . . .26 Wondrous Items . . . . . . . . . . . . . . . . . . . . . .42 Dorzad ain Vereet, Krinth . . . . . . . . . . . .122
Bard Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Major Artifact . . . . . . . . . . . . . . . . . . . . . . . 43 Horrsin Zespar,
Blackguard Spells . . . . . . . . . . . . . . . . . . . . .26 Extaminaar . . . . . . . . . . . . . . . . . . . . . . .123
Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . .26 Chapter 3: Prestige Classes . . . . . . . . . . . . . . .44 Leargath, Draegloth . . . . . . . . . . . . . . . . .124
Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Black Blood Cultist . . . . . . . . . . . . . . . . . . . . .44
Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . 27 Justice of Weald and Woe. . . . . . . . . . . . . . . .48 Chapter 7: Champions of Evil . . . . . . . . . . 125
Sorcerer/Wizard Spells . . . . . . . . . . . . . . . . 27 Night Mask Deathbringer . . . . . . . . . . . . . . . 53 Aumvor the Undying . . . . . . . . . . . . . . . . . .125
Air Breathing . . . . . . . . . . . . . . . . . . . . . . . .28 Shade Hunter . . . . . . . . . . . . . . . . . . . . . . . . . .58 Living Zombie . . . . . . . . . . . . . . . . . . . . . . . .128
Anathema . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Thayan Gladiator . . . . . . . . . . . . . . . . . . . . . . . 63 Eltab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Arrowsplit . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Vengeance Knight . . . . . . . . . . . . . . . . . . . . . .68 Thrall of Eltab . . . . . . . . . . . . . . . . . . . . . .134
Battle Line . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Soneillon,
Bedevil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Chapter 4: Evil Organizations . . . . . . . . . . . .72 “Queen of Whispers” . . . . . . . . . . . . . . . .135
Bloodfreeze Arrow . . . . . . . . . . . . . . . . . . . . 29 Cult of the Dragon . . . . . . . . . . . . . . . . . . . . .72 Dendar the Night Serpent . . . . . . . . . . . . . .140
Bloodspear . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Cults of the Moon . . . . . . . . . . . . . . . . . . . . . .75 Caverns of the
Brilliant Energy Arrow . . . . . . . . . . . . . . . . 29 The Eldreth Veluuthra . . . . . . . . . . . . . . . . . .78 Serpent Mother . . . . . . . . . . . . . . . . . . .143
Control Darkness Monks of the Dark Moon . . . . . . . . . . . . . . .85 Kezef the Chaos Hound . . . . . . . . . . . . . . . .145
and Shadow . . . . . . . . . . . . . . . . . . . . . . . . 29 Sharran Cells . . . . . . . . . . . . . . . . . . . . . . . . . .87 The Death Shallows . . . . . . . . . . . . . . . . . .147
Darkflame Arrow . . . . . . . . . . . . . . . . . . . . .30 The Unworthy of Ilsensine . . . . . . . . . . . . . .90 Ityak-Ortheel, the Elf Eater . . . . . . . . . . . .149
Doublestrike Arrow . . . . . . . . . . . . . . . . . . .30 Zhentarim . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 Bazim-Gorag,
Enrage Animals . . . . . . . . . . . . . . . . . . . . . .31 The Firebringer . . . . . . . . . . . . . . . . . . . . .152
Locate Node . . . . . . . . . . . . . . . . . . . . . . . . .31 Chapter 5: Evil Places . . . . . . . . . . . . . . . . . . .95 Malkizid, the Branded King . . . . . . . . . . . . . .155
Love’s Lament . . . . . . . . . . . . . . . . . . . . . . .31 Evil Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Mantle of the Slime Lord . . . . . . . . . . . . .31 Detecting an Evil Node . . . . . . . . . . . . . . .95
Mark of the Unfaithful. . . . . . . . . . . . . . . .31 Evil Node Class and Size. . . . . . . . . . . . . . .96
Necrotic Skull Bomb . . . . . . . . . . . . . . . . . .32 Evil Node Powers . . . . . . . . . . . . . . . . . . . . .96
Node Door . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Mining and Modifications . . . . . . . . . . . . .97
Node Genesis . . . . . . . . . . . . . . . . . . . . . . . . . 33 Example Evil Node . . . . . . . . . . . . . . . . . . .97
Node Lock . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Shadow Weave Nodes . . . . . . . . . . . . . . . . . . .98

3
(Mag), Monster Manual II (MM2), Monstrous Compendium:
Monsters of Faerûn (Mon), Player’s Guide to Faerûn (PG), Races

T
of Faerûn (Rac), Serpent Kingdoms (SK), Unapproachable East
(Una), and Underdark (Und).

he conflict between good and evil has occurred How to Use This Book
throughout Toril’s history and continues to
permeate the day-to-day lives of its people—but in Your Campaign
neither good nor evil ever manages to get the upper hand
Champions of Ruin provides players and Dungeon Masters
for long.
ideas, options, and tools for incorporating evil into a campaign.
These archetypes tantalize and terrorize: reavers, criminals,
It provides new evil races, feats, and magic items. Initiate feats
miscreants, antiheroes, pirates, murderers, cultists, seducers,
lend flavor to evil divine spellcasters. Supremely evil, powerful
servants of dark gods, villains, and archvillains. Evil compels.
villains give the DM a gallery of new foes, patrons, or friends
Whether it’s attractive and seductive or depraved and disgusting,
for the player characters. The book as a whole offers a wealth of
evil stimulates our imaginations and evokes strong responses.
material for expanding the role of evil in a FORGOTTEN REALMS
What are heroes without great threats—and what if you are
campaign. Alternatively, much of the book can be used with
one of these threats? What grand schemes can you prepare and
minor adjustments in any setting.
evil designs can you execute if you’re not hampered by good ideals?
Introduction: Why are some people or creatures evil? Here
Champions of Ruin offers many opportunities for both players
are a number of different philosophies.
and Dungeon Masters interested in exploring the darker side of
Chapter 1, Races: Three new races are custom-designed for
Faerûn.
Champions of Ruin. Meet the extaminaar and the krinth, two
vicious new races, and, at long last, a player can play a draegloth,
What You Need to Play using the monster class information provided here.
Chapter 2, The Tools of Evil: More than a dozen new feats,
To use this sourcebook, you need the DUNGEONS & DRAGONS®
more than forty new spells, and a selection of newly unearthed
Player’s Handbook, Dungeon Master’s Guide, and Monster
magic items let characters explore their umbral urges.
Manual, plus the FORGOTTEN REALMS® Campaign Setting.
Chapter 3, Prestige Classes: Six new prestige classes are
Finally, several books are referenced herein. In many cases,
detailed here, along with tips on how to place them into your
this reference is in the form of a superscript abbreviation of
campaign.
the book’s title, which is tacked onto the end of the name of a
Chapter 4, Evil Organizations: To join or oppose? The player
spell, monster, or some other game element. The books (includ-
characters have many opportunities with these organizations.
ing some of those mentioned above) and their abbreviations,
Each entry includes information on joining the groups as well
when applicable, are as follows: Book of Vile Darkness (BV),
as the costs and benefits of membership.
Complete Warrior (CW), Draconomicon (Dra), Epic Level
Chapter 5, Evil Places: Evil nodes, shadow nodes, shrines, and
Handbook (EL), Fiend Folio, FORGOTTEN REALMS Campaign
places of evil power await the brave, desperate, or devious.
Setting (FRCS), Lords of Darkness (LD), Magic of Faerûn

4
INTRODUCTION

Chapter 6, Encounters with Evil: This chapter offers practical If you wish to play an evil character, you might act exactly
advice on incorporating evil player characters into a campaign. as you would play a good character, except in reverse. Instead of
Chapter 7, Champions of Evil: Learn more about the elder going out to slay the red dragon that has been terrorizing the elf
evil of Faerûn. Aumvor the Undying, Dendar the Night Serpent, village, you go out to slay the gold dragon that has been terror-
Soneillon the Queen of Whispers, Eltab, and others are detailed izing the orc village. However, if you are going to interact and
in all their gore, glory, and greatness. perhaps adventure with a party of good and neutral characters,
you might need to explore your character’s evil nature a little
Philosophies of Evil more deeply and try to find out what it is that defines the evil
alignment you have chosen for him.
Evil characters offer a rich diversity of opportunities for roleplay- Various philosophies of evil are briefly discussed below. Each
ing. They can be complex people tormented by failure to live up section provides tips for what sorts of religion each philosophy
to good ideals, although some evil characters never bother to follows; examples of organizations, deities, character types, or
analyze whether their actions are good or evil. Others believe creatures that embody a particular philosophy; and the align-
that the end justifies the means, and that good can ultimately ment or alignments commonly held by those who practice the
come of evil acts; some are opportunists who serve no higher philosophy.
purpose than personal advancement.
When playing an evil character, some people have a tendency
to view evil in black-and-white terms and to assume that the evil
Tradition/There Is No Evil
character in the party is looking for any opportunity to betray, One potential cause for evil is simply following the norms and
rob or murder his companions. This is an extreme viewpoint. standards of your ancestors and society. Evil is defined by society,
Evil can manifest itself in many ways, not all of them so not by the inherent laws of gods or nature. What might be
overt as stabbing the party’s paladin in the back or tossing considered the darkest taboo in one place might be a perfectly
victims into the fiery belly of a brazen idol. While assault and acceptable practice somewhere else. For example, slavery is illegal
murder are obvious manifestations of an evil character’s behav- in many parts of Faerûn but is fairly common in Thay, where
ior, ruthless selfishness can often be a more potent expression even a good person might keep a slave or two simply because
of evil than the psychotic thief who murders his companions it is a societal norm. In some regions, the use of narcotics and
in their sleep. hallucinogenic drugs is strongly discouraged, while in others it is
A character can be evil and yet not seem to be evil; he can an integral part of the daily spiritual lives of the people.
be evil yet consider himself the epitome of goodness; or his evil Other situations are not so obvious. Sorcery, for example, is
might only show itself under certain conditions. A character who forbidden in some regions for no other reason than that the people
has contracted lycanthropy, for example, might donate treasure distrust it. Anyone practicing sorcery in such a place might well
to widows and orphans, build temples, slay dragons, and help old be called evil by the region’s judges and sheriffs, while just across
ladies across the street—but on the night of the full moon, he the border, sorcery is an honored profession. In civilized lands,
hunts down and slaughters those widows and orphans and feeds violent retribution or revenge is the exclusive domain of the civil
the same old ladies to the dragon. Most of the time he is good, or religious authorities. The rule of law is meant to protect the
but his curse wipes out all the good that he does. innocent from hasty judgment by a grieving father or angry mob.
A naturally good or neutral character might be driven to evil If you are harmed and you lash out in retaliation, your actions
through the need to seek revenge, finding evil acts an easy way might be seen to be as evil as the crime you are avenging. But
to accomplish her goals. Another might stray from righteousness in border regions and lawless areas where a person has to rely on
and goodness by using evil means to justify good ends. his own devices, personal acts of revenge are the norm and are
Of course, evil can be self-evident. No one is going to ques- considered no more evil than an act of self-defense. Evil can often
tion whether the priest of Cyric is really a good guy at heart; be defined not by an individual’s acts or personal philosophy, but
he isn’t—if he were, Cyric wouldn’t grant him any spells. But by the culture in which he is acting at the time.
just because he is evil doesn’t mean he is going to slaughter his Characters might use this philosophy to justify their actions,
companions and steal their treasure at the first opportunity. If and they could very well be correct, depending on their individual
evil were really that self-destructive, good wouldn’t have nearly circumstances. A half-orc from the Spine of the World or a drow
as hard a time combating it. character from the Underdark might have a much more liberal
At the same time, it can be hard to understand what would interpretation of what constitutes evil compared to someone from
motivate a person to become evil. It is the rare individual who Silverymoon or Cormyr.
admits—much less embraces—being evil, and most people con- In any case, either the player or the DM must assign an
sider themselves, if not wholly good, certainly not irredeemably alignment to the character, if for no other reason than the
evil. Yet Faerûn is filled with irredeemably evil antiheroes, gods fact that alignment plays a critical role in how certain magic
and monsters. works—forbiddance spells, or damage reduction that is overcome
So what is evil? by a certain kind of aligned weapon, for example. Morally am-

5
INTRODUCTION

biguous characters can be assigned the same alignment as their of an evil god. Seduction differs from an evil curse in that the
patron deity, if no other solution presents itself. character is not opposed to what is happening to him. He might
Religion: Characters holding this philosophy are attracted to not at first even be aware that he is acting in an evil manner, but
small regional or cultural religions and cults. when he does realize it, he doesn’t seek to change his ways.
Example: Cult of the Dragon. Religions: The character is usually active within an evil
Common Alignments: Neutral evil, chaotic evil. religion, since it is most often the religion, or his association
with it, that has seduced him.
Example: Shar.
I Am Not Evil Common Alignments: All.
Some people recognize that evil exists in the world, but they
do not in any way think of themselves as evil, no matter how
depraved their actions might be. The Eldreth Veluuthra (discussed
Driven to Evil
on page 78 and further detailed in Lords of Darkness) is a perfect A character could be driven to evil in several ways. His life or
example of an evil organization that thinks its every action is circumstances might have been so harsh that he had to commit
in the service of good. evil acts just to survive. He might be seeking retribution for some
A character with this philosophy must still be assigned his unimaginable wrong done to him or those he loved. He might
correct alignment, no matter what he thinks of himself, for the be fighting fire with fire, so to speak, driven to evil just to keep
same reasons as characters who believe in the Tradition/There Is a worse evil at bay.
No Evil philosophy. Either the player or the DM should assign Unlike the character who doesn’t accept that he is evil, this
alignment according to the preponderance of the character’s ac- type of character often doesn’t see himself as truly evil—but he
tions. If he occasionally does good things but most often resorts doesn’t deny that what he has done in the past could be taken
to evil ends to justify his evil means, he should be given an evil that way. Often, he has some grandiose intention to make up for
alignment, no matter what his objections. what he has done; of course, by that time it might be too late
Religions: Characters with this philosophy often worship gods for him to change his ways.
of good. Religions: Any. This sort of evil is not associated with a
Example: Eldreth Veluuthra. particular religion.
Common Alignment: Lawful evil. Examples: Many a thieves’ guild is filled with these types of
characters.
Common Alignment: Neutral evil.
Evil Curse
The character has become evil through some magical agent—a
curse from a god, a disease such as lycanthropy, through contact
Just Plain Mean
with an artifact, or another form of powerful magic. In some The character is incapable of controlling his violent or anti-social
cases, his outlook with respect to law and chaos does not change. impulses. He might be kind, intelligent, and perfectly capable
The curse is usually resisted at first, but the longer it is in effect, of completing a task, holding a conversation, and working suc-
the more likely it is that the character will give in to the curse’s cessfully at a craft. But when something sets him off, there is
evil characteristics. no telling what he’ll do. There is no way of knowing from one
Religions: The character might attempt to retain his former day to the next what will ignite his fury; he usually blames his
religion, but will gradually gravitate toward a religion that most outbursts on others and doesn’t accept that he has done anything
closely matches his alignment or that welcomes him for what wrong, nor does he feel regret or remorse.
he is now. Religions: Any. This sort of evil is not associated with a
Example: Malar. particular religion.
Special: Good paladins and clerics under an evil curse usually Examples: Fighters, thieves, and barbarians.
lose their divine abilities. Common Alignment: Chaotic evil.
Common Alignments: All.
Natural Born Evil
Seduction The character has been brought up in a society in which evil is
The character has been lured with promises of power, glory, the rule of thumb, and he knows no other way of life. He was
wealth, or pleasure into performing evil acts. He is not proud of born on a battlefield or in an orc den, learned to deceive almost
his actions, but his desire for these rewards outweighs his dislike before he learned to talk, and probably committed his first truly
of what he has become. He might even come to accept his evil vile act before he was ten years old.
nature and relish it. A character can be magically seduced through
powerful enchantment spells or by being awed in the presence

6
INTRODUCTION

This type of evil character is the most likely to undergo an Evil Choice
alignment shift once exposed to other cultures. He is also the most
For some reason, the character has chosen to act in an evil
likely to hate and fear anything that is different from himself.
manner, one that he admits is evil and for which he feels no
Religions: The character prefers the shamanistic religion or
remorse. His reasons might be selfish, he might be bent on revenge
cult in which he was raised.
by any means possible, or he might be driven to complete a task
Examples: Monster societies.
or achieve a goal, and will let nothing stand in his way. On the
Common Alignments: Chaotic evil, lawful evil.
other hand, he could simply be a sociopath equally capable of
acts of extreme good or extreme evil, neither of which move him
Mad, I Tell You spiritually or emotionally, and in which he is incapable of
seeing any contradiction. Characters of this bent
Because of some psychosis,
find it easy to conceal their alignment
obsession or overpowering
and move about in polite society.
phobia, the character is
Religions: Any religion that
driven to perform acts of in-
serves his selfish purpose, in-
comprehensible evil. Even
cluding good-aligned ones.
characters dedicated to
Examples : Iron
the philosophy of evil or
Throne, Arcane Broth-
to evil gods often find this
erhood.
character’s actions beyond
C ommon A l i gn-
the pale of acceptable
ments: Lawful evil,
behavior. Depending on
neutral evil.
the nature of the mad-
Illustration by Raven Mimura

ness, the character could


feel remorse for the things Better to
he does, but he cannot
stop himself from repeating
Rule in
them. Another character Hell than
might delight in the things
he does, or he might not even
Serve in
be aware of what he is doing. Heaven
Religions: Depending on the
This character is actively
madness and how it manifests,
opposed to good, finds
the character might be incapable
goodness to be repellent in
of participating in organized reli-
every form, and thinks being
gion of any type, or he might be a leader
good is a sign of weakness of
of an evil religion or cult. He might even
character. He is driven by hate and
be a patron of a good religion. But underneath
lust and revels in the thwarting of goodness
he hides a terrible secret, an impulse that drives Mad, I tell you: at every turn.
him to do things that would horrify a demon. On Evil twisted by insanity Religions: The most active and radical evil
the other hand, some evil religions and organizations
religions and organizations attract this type of character.
could welcome him after discovering his madness so that they can
Examples: Cyric, Bane, Shar.
manipulate him and make use of his particular talents.
Common Alignments: Any evil.
Examples: Bane, Cyric.
Common Alignments: All, especially those with chaotic
tendencies. The Ends Justify the Means
This path follows a slippery slope. The character seeks some
Inherently Evil greater good, perhaps the overthrow of a heinous villain or the
establishment of a good church or organization in the face of
The character’s race dictates that he is evil. This is usually
adversity; nothing will stop her from achieving this goal, even
only the case with certain monster races, especially undead and
if she must do evil to accomplish it.
outsiders.
Religions: The character might belong to any religion, but
Religions: Monster religions, if any.
good-aligned deities rarely look with favor upon evil acts.
Example: Night Masks.
Examples: Mystra, Shaundakul, Oghma.
Common Alignments: Any evil.
Common Alignments: All.

7
and that their unique ancestry would make them targets for
heroes and villains alike.

S
Racial History
The point of origin of the draegloth race is unknown. Many of
the historically dominant drow houses have their own legends,
ome races are rumored to have a predisposition each of which claims that the house was the first to receive Lolth’s
toward evil; in fact, this trait varies greatly from blessing. Of course, the veracity of such claims is questionable at
race to race. Tieflings often experience prejudice best, and they have been responsible for more than one conflict
against them because of their evil ancestry even though many between matron mothers. Draegloths have been around long
of them are neutral or even good. The stereotyping of tieflings enough that no one can say that any of these claims are invalid,
as inherently evil often lacks substance. In contrast, the races but House Baenre of Menzoberranzan was likely the first ben-
presented here merit their reputations as truly malevolent. eficiary of a draegloth servant. This theory probably holds more
While not every draegloth, extaminaar, or krinth follows an truth than others; a draegloth loyal to House Baenre is known to
evil philosophy, most are evil or at best neutral; good members have sheltered its leaders during the strife that eventually made
of these races are rare. them the undisputed rulers of Menzoberranzan.
For thousands of years, draegloths were extremely rare, ap-
Draegloth pearing infrequently in a few drow enclaves across the Underdark.
Starting around two thousand years ago, draegloth sightings
Draegloths are half-fiend terrors that are ritually created by became more and more frequent, even being reported far from
drow priestesses who test their devotion to Lolth by mating with the nearest drow enclave. Such reports were often dismissed
summoned demons. Only once in a great while does this coupling as the frightened ramblings of Underdark travelers, but it was
produce a child, and the birth of a draegloth is seen as an omen of true—a small number of draegloths had broken free of their
the goddess’s favor, often sparking wars, assassinations, and other dependence on the drow, who were, of course, unconcerned by
intrigues. Draegloths are genderless, sexless creatures incapable of this development. After all, free-roaming draegloths had been
procreation. Most draegloths are incredibly loyal to the priestess present in their cities for some time, having been set loose as
that bore them, serving them as enforcers, bodyguards, and oc- wars and internal conflicts saw their matron mothers and houses
casionally lovers. When a draegloth’s mother dies or the house destroyed. This oversight would prove to be costly to the drow
it serves is destroyed, it is often left to wander the Underdark, enclave of Ir’Sylin.
becoming a scourge wherever it goes. The drow of Ir’Sylin thought nothing of rumors that a
Draegloths are cruel creatures known for their great strength draegloth had been terrorizing a nearby settlement of duergar.
and stealth. They hunt the tunnels of the Underdark for food and Refugees from the dwarf enclave told of a rampaging, four-
the opportunity to spread evil. A lone draegloth can terrorize an armed demon that dragged bodies away to be eaten. When this
entire village of deep gnomes or grimlocks, and it will usually lone draegloth appeared at the edge of Ir’Sylin, the lizard riders
move on before a concerted effort to slay it can be put together. guarding the city greeted it with a cautious deference, for even
Draegloths rarely venture out of the Underdark, knowing that a free draegloth is Lolth’s child. The draegloth did not attack
their natural advantages would be neutralized in the world above, immediately, instead biding its time until the enclave’s ruling

8
RACES

matron mother demanded an audience. There, the draegloth around those they respect, and Lolth has given them the
sprung his trap; within seconds, the matron’s elite guard had ability to meditate and pray for hours while searching for a
been torn apart, and the rogue draegloth’s slavering jaws were solution. Their unique combination of patience, cunning, and
inches from her throat. A teleport contingency saved her life ruthlessness makes them among the most feared hunters in
and preserved the tale of Ir’Sylin; all the other members of the the Underdark.
enclave were either slaughtered in their homes or hunted down Draegloths see all creatures in the world other than drow and
in the following weeks. other Lolth-blessed beings as cattle or puppets. They have no
Since that time, the drow have attempted to maintain tighter problem with killing other sentient beings for food or pleasure.
controls on draegloths who are without a house. They are not This does not mean that they cannot respect another being for her
allowed to live in drow cities without a house status or power, and draegloths make excellent
affiliation or the sponsorship of a powerful companions and servants to the matron mothers
noble. Rogue draegloths find themselves who bore them. But outside of this well-defined
watched at all times—even if they do have a religious and social role, selfless acts on behalf
sponsorship—and some seek out new matron of another are outside the draegloths’ realm of
mothers to pledge themselves to in order comprehension.
to avoid this suspicion. There has been at The only thing that outshines a draegloth’s
least one case of falsifying the birth of a loathing for other creatures is its faith.
draegloth in order to legitimize a house’s Worship of Lolth (or more recently
claim to Lolth’s blessing. Such deceptions Vhaeraun) drives a draegloth’s ex-
were considered blasphemous before Lolth’s istence, and many become clerics
disappearance, but now they have an devoted to her. They act as body-
almost cultlike effect on those who wish guards and advisors to the matron
Illustration by Warren Mahy

to believe that the Spider Queen has mothers out of respect for Lolth,
returned to their house. and even now that she has disap-
Since their goddess’s disappearance, peared, most draegloths continue
draegloths have become more inde- to worship her with their customary fervor.
pendent, many no longer serving the However, some draegloths have lost faith
matron mothers without demanding in the Spider Queen and now look to their
equal status. More and more have demonic sires for guidance. For other denizens
gone wandering the Underdark in of the Underdark, these are the most dangerous
search of adventure and a means draegloths, because while their faithful cousins
to either restore Lolth to her war with the drow and search for signs of
former glory, or, barring that, Lolth, those who have left her are organizing
to increase their demonic demon-worshiping humanoids around them.
sires’ power on the Material Such draegloths have started interacting
Plane. As a result, demon cults with more weak-minded humanoids
have found themselves with recently, rather than hunting them as
unexpected allies, and draegloths they once would have, in order to gain
are starting to form their own power and reach for their new organiza-
cults to elevate their fathers’ tions. Grimlocks are their favorite recruits,
names. Draegloths rarely work thanks to those creatures’ barbaric ferocity and
together, but they are not above willingness to follow a strong leader in exchange
working with others to achieve their goals. Draegloth for the ability to thrive in the dangerous Un-
This is especially true for the younger members of the race, in derdark environment.
whom Lolth’s grip never firmly took hold.
Personality
Outlook Draegloths are possibly the most purely evil race in all of Toril.
Draegloths are sly and cunning creatures with a penchant for They are born from the confluence of two great evils into a world
wild rages that end in the deaths of those around them. They where vileness is normal and goodness is as absent as the light
are excellent advisors, because their minds are seemingly cre- of the sun. Members of this race enjoy inflicting great cruelty
ated for understanding the many threads of drow intrigues, on others, and they learn how to do so from their mothers,
and their innate savagery allows for a plethora of options in who nurture this trait with great relish and care. Draegloths
dealing with any enemies. They can be patient listeners when are known for their lack of appreciation of beauty. Unlike most

9
RACES

other races, they do not have any aesthetic sense, they do not return the emotion with equal intensity. Some arcanists who are
appreciate art in any form, and they are not swayed by attractive familiar with both races have suggested that the feud originates
members of their own race or others. It is whispered that the amongst the demons who spawned the races, but to date no one
only time a draegloth feels peace is when it is committing acts has corroborated such claims.
of evil and depravity. On the rare occasion that a draegloth leaves its Underdark
habitat, it finds none of the surface races to be palatable compan-
ions. These draegloths often live in surface caverns, only leaving
Physical Description at night, while others find drow communities such as those in
Draegloths resemble impressively large drow, with black skin, a the forest of Cormanthor in which to live.
long white mane, and glowering red eyes. They stand between
7-1/2 and 8 feet tall and weigh between 300 and 375 pounds.
Their legs have two joints, making them extremely quick and
Alignment
agile, and their bodies are framed with thick, powerful muscles. Draegloths are creatures of pure evil, no matter which side of
A draegloth’s face is elongated and skeletal. It has four arms, two the family each individual favors; they desire to be nothing
of which are normal-looking drow arms that appear undersized more than they are. They favor the chaotic alignment of both
compared to its body and are often used for spellcasting. The parents as well, although their devotion to their mothers often
other two arms are long and powerful extremities, ending drives them to orderly behavior in their service. Draegloths who
in wicked claws and with hands hanging low, much like an remain without the guiding force of a matron mother for a long
ape’s. Draegloths do not feel the need to wear clothing, since period of time are likely to abandon their house and wander the
each individual’s body is covered with a fine coat of white fur. Underdark alone.
Draegloths are born fully developed and live to be about 300
years old, although the savage life of the Underdark robs most
of their full lifespan.
Draegloth Lands
Draegloths are found primarily in the drow cities scattered
throughout the Underdark. They tend to stick close to their
Relations creators unless their house is destroyed or weakened so badly
Most draegloths spend their lives around drow, who either revere that it becomes dangerous to remain. At that point, they ven-
them, fear them, or both. For their part, the half-demons enjoy ture off to find new areas to exploit and new victims for their
their special place in the drow community, and might act ar- depraved minds. Some of these draegloths might remain in the
rogantly toward what they often see as the lesser half of their city, having built up their own independent power bases while
lineage. They regard the rest of the Underdark races as little more serving their matrons.
than animals, there only to please them or provide them with While some displaced draegloths are content to wander the
food and treasure. The draegloths have exhibited a particularly dark tunnels beneath the surface of Faerûn, others decide to see
strong antipathy toward gloamings (see Underdark page 12), who what lies above. Some are drawn by rumors of drow encampments

TABLE 1–1: THE DRAEGLOTH MONSTER CLASS


Base
Hit Attack Fort Ref Will Skill
Level Dice Bonus Save Save Save Points CR Special
1st 1d10 +1 +2 +2 +2 (8 + Int mod) × 4 1 Feat, 2 claws 1d4, resistances (acid, 5 cold 5,
electricity 5, fire 5), dancing lights 1/day
2nd 2d10 +2 +3 +3 +3 8 + Int mod 2 +2 Str, +1 natural armor, faerie fire 1/day,
darkness 1/day
3rd 2d10 +2 +3 +3 +3 2 +2 Dex, darkness 2/day, bite 1d6
4th 3d10 +3 +3 +3 +3 8 + Int mod 3 +2 Str, +2 Int, desecrate 1/day
5th 3d10 +3 +3 +3 +3 3 +2 Con, resistances (acid 10, cold 10,
electricity 10, fire 10), immunity to poison
6th 4d10 +4 +4 +4 +4 8 + Int mod 3 +2 Str, darkness 3/day
7th 4d10 +4 +4 +4 +4 4 +2 Str, +3 natural armor, unholy blight 1/
day, 2 claws 1d6
8th 5d10 +5 +4 +4 +4 8 + Int mod 4 +2 Dex, darkness 4/day
9th 5d10 +5 +4 +4 +4 5 +2 Str, Large size, 10-ft. reach, bite 1d8
10th 6d10 +6 +5 +5 +5 8 + Int mod 5 +2 Str, +5 natural armor, resistances
(acid 20, cold 20, electricity 20, fire 20)

10
RACES

on the surface, while others leave in order to avoid being hunted CLASS SKILLS
by their numerous enemies. A draegloth’s class skills (and the key ability for each skill) are
Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump
(Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int),
Religion Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex),
Draegloths are very devoted to Lolth, the deity whose blessing Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis).
brings them into existence. They have been as distraught as the
matron mothers over Lolth’s recent disappearance, and the vast CLASS FEATURES
majority of draegloths remain devoted to her cause. Some drae- All of the following are class features of the draegloth monster
gloths have wavered in their faith, however, and find themselves class.
drawn to one of the other deities of the Dark Seldarine; Vhaeraun Weapon and Armor Proficiency: Draegloths are proficient
has gained a few powerful followers this way, and he is actively with all simple weapons, but not with armor or shields.
recruiting them into his forces. Selvetarm accepts draegloths Feats: A draegloth receives one feat at 1st level and additional
into his worship, but only temporarily, since he plans to return feats at 4th and 10th level. After 10th level it gains feats normally
them to Lolth should she ever regain her power. The recruitment according to its character level.
of the draegloths into Vhaeraun’s service is said to have been a Claws: A draegloth has two claw attacks that are natural
warning to Selvetarm that the Masked Lord was actively working weapons dealing the indicated damage plus Strength bonus.
to supplant Lolth’s rule of the drow gods. Bite: Starting at 3rd level, a draegloth gains a bite attack
that is a natural weapon dealing the indicated damage plus 1/2
Strength bonus.
Language Spell-Like Abilities: A draegloth can use these spell-like
Draegloths speak the languages of the Underdark drow, as well abilities the indicated number of times per day as a 6th-level
as the Abyssal tongue of their sires. sorcerer: dancing lights, darkness, desecrate, faerie fire, and
unholy blight.
Adventurers
Draegloth adventurers are most often on a mission directed by
Extaminaar
their matron mothers, or have been turned loose to wreak havoc The extaminaars are the snake-blooded members of the human
on their house rivals. Individual draegloths adventure to find a noble House Extaminos, which has ruled the city of Hlondeth
way to get closer to their demonic sires, or to cause misery and for more than eight hundred years. During the last century, the
destruction to anyone who comes across them. Their chaotic extaminaars have gone beyond Hlondeth to set up operations in
nature makes it difficult for them to stay in one place without a other cities across Faerûn. They operate from the sewers and the
clear goal, and they enjoy taking the treasure and lives of others shadows, hatching schemes to increase the power of their house
more than they care about enriching themselves. and finding victims on which to perform their vile grafting and
breeding experiments.
Extaminaars make excellent rogues, because they are known
Draegloth Racial Traits for their guile and wicked ability to strike from the shadows.
• +2 Constitution. Draegloths are incredibly tough. They become Others often try to enlist extaminaars into their organizations
stronger, tougher, and more agile as they gain draegloth levels because of their skills as crime bosses, interrogators, and infor-
(see the table below for additional ability modifiers). mation brokers. Still, most extaminaars have proven exceedingly
• Draegloth base land speed is 30 feet. loyal to their noble house.
• Darkvision out to 60 feet. Racial History: The extaminaars are the descendants of a
• Immune to sleep-inducing spells and effects. human noble house that began consorting with a nearby yuan-ti
• +2 racial bonus on saving throws against enchantment spells tribe after finding an ancient tome detailing the rituals of the
or effects. goddess Varae. The tribe of snake people had moved to Turmish,
• Automatic Languages: Abyssal, Elven, Undercommon. Bonus by way of Chondath, after surviving a rift in the leadership of
Languages: Aquan, Common, Draconic, Drow Sign Language, House Se’Sehen, the dominant yuan-ti tribe of the Black Jungles.
Gnome, Goblin, Kuo-toan. As the yuan-ti mingled more frequently with the humans of
• Favored Class: Cleric. A multiclass draegloth’s cleric class does House Extaminos, the two groups’ blood began to mix. The end
not count when determining whether he takes an experience result of decades of such mixing was the introduction of many
point penalty. powerful yuan-ti into the membership of the house, both through
• Level Adjustment +4: With its 6 Hit Dice, this adjustment birth as well as those sent in to oversee the construction of the
gives the draegloth an ECL of 10 (see the monster class table Cathedral of Emerald Scales and the spreading of Varae’s worship
for details). throughout the city.

11
RACES

Once those of the yuan-ti bloodline came of age within wave. Some are being sent to reinforce cells whose leaders have
House Extaminos, it did not take long before they completely either been destroyed or are ineffective, but most are simply
dominated it. Yuan-ti rulers acted as bridges between the seeking ways to help the clan in general. They search for artifacts
yuan-ti tribe and the house, until the two were virtually to enhance the grafting process, new magic rituals and spells
indistinguishable. Now, a yuan-ti halfblood named Dediana for the breeding pits, and allies in far-flung regions of Faerûn
Extaminos openly rules Hlondeth, known as the City of that share the yuan-ti goal of world domination—if not the
Serpents. The yuan-ti have maintained their rule of Hlondeth same idea of who will rule it afterward.
using subtle tactics—or a show of strength when necessary—to The success and rapid breeding of the extaminaars has led
dissuade restless Turmish and Chondathan leaders from at- other houses to begin growing their own hybrids, although
tempting to take the city for their own. From time to time the first of these clutches is just now coming to maturity. As
a human noble has claimed leadership of the house, but rumors of this extensive breeding program spread
only those with the blessing of the yuan-ti (and who to Hlondeth, the Extaminos realized the need to
fervently worship Varae) have survived. “brand” their own extaminaars to prevent “dop-
Although Dediana and her predecessors have pelgangers” from infiltrating their house.
successfully kept aggressors at bay throughout The third clutch is being bred with a
the years, recently the yuan-ti began to distinctive pattern of scales on their
recognize the need for more loyal troops backs, a diamond-shaped collection
and agents to protect their interests. of brown markings. Each house
They were forced to admit that not imparts a unique pattern of scales
all of the citizens of Hlondeth were to its extaminaars, ensuring that
comfortable being ruled by “snakes,” they will never be mistaken for
even if the yuan-ti knew themselves those from another group.

Illustration by Jason Engle


to be superior beings. Their solution Outlook: From birth, extaminaars
was to turn their breeding experiments are raised to venerate Varae above all
toward a quickly produced humanoid other gods, and to put the concerns of
with loyalties to the yuan-ti tribe. The their house above all else. The trainers
new race, called the extaminaars, was have a difficult job—they must teach
to bridge the gap between humanity the growing extaminaars enough
and the yuan-ti, to be the public face self-reliance to lead independent cells
of House Extaminos in Hlondeth and in far-flung regions while keeping them
across the continent. strictly under the doctrine of the tribe
Extaminaars are hatched in clutches of water- and its goddess.
melon-sized eggs, making it possible to fertilize and The race as a whole is not extremely
care for dozens at a time. Although they grow into perceptive, but individuals offset this natural
humanoid beings, their infant form is more of a weakness by surrounding themselves with
hybrid—armless, scaled, and with undefined facial those who can provide them with the informa-
features. Their lack of arms during infancy is often cited tion they need. They tend to be very dogmatic
as the reason that so many extaminaars have a fond- Extaminaar toward the yuan-ti view of the world as well as
ness for incredibly long serpent-arm grafts (see Serpent the superiority of their house and the goddess
Kingdoms page 154). Varae. They lord their superiority over their victims, mocking
Once the first generation of extaminaars was ready, the and proselytizing to bound captives as they begin the rituals
leaders of House Extaminos decided to send many of them necessary to graft flesh.
out into Faerûn, in order to keep pace with the spying and Extaminaars often believe that their only purpose is to
resource gathering of the other great houses. The extaminaars elevate their house, even to the exclusion of the greater yuan-
were excellent choices for this role, since they could gain direct ti goals or their religious obligations. They maintain regular
access to many of the same places as the purebloods with even communication with their superiors in Hlondeth, constantly
less need for disguise. They set up secret bases in which they updating them on the success of their experiments and passing
carried out their gruesome and evil experiments, and they along information that might be useful to the tribe. They are
recruited local tribes of humanoids and rogues from the cities very cautious about their operations, only revealing what is
to assist them in their vile deeds. necessary to their underlings and killing anyone who gets too
Now, the second generation of extaminaars has fully close to discovering their true identity.
matured, and the next ruler of House Extaminos is said to An extaminaar agent never gets too tied up in his work
be among them. The yuan-ti are sending these newly formed to ignore opportunities for adventure. Although devoted to
servants into the world on less specific missions than the first their tribe, roaming extaminaars enjoy their freedom, and

12
RACES

will sometimes abandon their lairs for months at a time. A arrangements are often short-lived thanks to the extaminaar’s
life of adventure often follows, as events conspire to keep the paranoia and desire to work in privacy.
extaminaar away for longer than anticipated. Sometimes a newly Alignment: Extaminaars are evil to the core, although some
dispatched spy never even makes it to his post, either through among them favor a more balanced and neutral approach to
chance adventure or the realization that he can be free forever their experiments. Still, the need for living test subjects and the
from a tribe whose ideals he does not share. The latter case is incredible pain their captives suffer through makes avoiding
rare, however—extaminaars are bred for loyalty as well as for the call of evil very difficult for all extaminaars but the most
ruthless cunning and deception. strong-willed. Those who run House Extaminos and control the
Personality: Extaminaars are scheming, cruel beings who city of Hlondeth favor lawfulness, and they expect the citizens
will stop at nothing to further the goals of their noble house. of that city to display complete deference to their rule. Those
They enjoy experimenting on “lesser beings” in their quest extaminaars who venture to other lands tend to be more chaotic;
to find new and better creatures. They value flesh above all they find themselves often on the move and in the company of
other forms of currency, leading them to often deal in slaves. an ever-changing cadre of minions and slaves.
Extaminaars who take root in cities outside of Hlondeth are Extaminaar Lands: The extaminaars were first created by
famously patient, sometimes lying low for months if their the union of a Turmish noble house with a tribe of yuan-ti living
lair or plans are in danger of being discovered. One of these in the Orsraun Mountains. To this day they are mostly concen-
snake-blooded nobles would rather talk his way out a situation trated in those mountains, as well as in the city of Hlondeth,
than fight, especially if doing so gives his companions time to which they control. Other extaminaars have moved to cities
flank their enemies. across Faerûn in order to experiment and spy, awaiting the day
Physical Description: Extaminaars typically stand from 5 when the yuan-ti empire will stretch across the continent, and
feet to 6 1/2 feet tall; because they are extremely skinny, they indeed the world.
often appear to be taller than they actually are. Those who Extaminaars who travel to other cities tend to set up their
possess the very long serpent-arm graft so commonly found base of operations in sewer systems or damp caves (preferably
in House Extaminos appear to have more girth than normal, river caves or snake-infested limestone structures). Where this
because they keep their arms wound around their torsos and is not possible, they sometimes take over buildings and then
their necks hidden underneath expansive robes. Extaminaars dig large basements and cavern complexes underneath the
weigh less than humans of equal size because their bones are structures.
less dense; the weight of individuals usually falls between 100 Religion: The nobles of House Extaminos first began inter-
and 180 pounds. An extaminaar has pale skin with either a mingling with the yuan-ti through their discovery of the rituals
yellow or green tinge, and often has brown spots in clusters of Varae, and they continue to worship her to this day. The rulers
near his neck and lower back. Extaminaars prefer to grow their of the noble house have built a wondrous and hideous temple
hair long and use secretions from glands in the scalp to keep it to Varae in Hlondeth called the Cathedral of Emerald Scales,
plastered back. They wear only light clothing unless they are and all extaminaars sent out across the continent are blessed in
concealing long serpent-arms or other grafts that would give a blood ritual at the cathedral before they leave. Extaminaars
away their true nature. Extaminaars typically live to between who find themselves in contact with other yuan-ti will often pay
60 and 80 years of age. lip service to Sseth in order to avoid conflict, but yuan-ti with a
Relations: Despite their strange appearance, hidden lairs, rudimentary knowledge of House Extaminos and its traditions
and evil goals, extaminaars are social creatures. They prefer can see through this ruse rather easily.
to work with small, reptilian beings such as kobolds when Clerics of Varae choose their domains from among Evil,
they need minions, and nagas or young dragons when they ScalykindSK, and Trickery. Varae’s favored weapon is the sickle.
are looking for a more serious partner in crime. Of course, an Language: Extaminaars speak yuan-ti and also learn some
extaminaar has the same prejudices as his yuan-ti ancestors functional skills in Turmic, the human language of their home-
toward these creatures, considering himself above all other land. All extaminaars have a working knowledge of Common
life forms. The yuan-ti, however, consider extaminaars to be as well; those who travel extensively spend more time learning
one of the lowest forms of related races, and would never work the trade tongue than those who stay in Turmish. Those with
for one (although they will certainly use an extaminaar to the aptitude to speak multiple languages often learn Draconic,
further their goals). as well as the tongue of any land they settle in. These additional
Extaminaars rarely associate with the people of the com- language skills can aid an extaminaar when dealing with local
munity they are in, since they see them as either food or living humanoids and operatives, and can help one maintain a cover
subjects for their experiments. They have no favored targets—they identity he has adopted.
see all other beings as fit subjects for their grafting and breeding Adventurers: Extaminaars might find themselves drawn to
programs. An extaminaar needing an outside contact within the adventure as they set out to stake a claim in one of Faerûn’s
community might deign to work with a member of a lesser race, great cities. Establishing a secret testing ground can also lead
but he will rarely reveal his true nature to his contact, and such to its share of problems, including wiping out any indigenous

13
RACES

creatures and acquiring the means to outfit a lair with the However, the krinth themselves do not ascribe to this rather
proper infrastructure. Most extaminaars do not seek out unflattering origin, instead insisting that they had always lived
adventure unless it has as its goal the elevation of their house in the shadow world and that they were offered as slaves to the
in some way. Netherese in return for treasure and knowledge of the Material
Plane and its magic. They point to colonies of krinth in the
EXTAMINAAR RACIAL TRAITS Plane of Shadow as evidence for this theory, although in truth
• –2 Strength, +2 Dexterity: Extaminaar are agile but not as these are simply escaped krinth who have managed to carve
strong as other humanoids their size. out a niche for themselves in their dark home.
• Medium: As a Medium creature, an extaminaar has no special The first krinth were born of unions between Netherese
bonuses or penalties due to his size. and demons. These krinth were unable to reproduce, making
• Extaminaar base land speed is 30 feet. them a rare occurrence and little more than an interesting
• Low-Light Vision: An extaminaar can see twice as far as a curiosity to both the shades and the demons who spawned them.
human in starlight, moonlight, torchlight, and similar condi- For a short time, the krinth even enjoyed an elevated status
tions of poor illumination. He retains the ability to distinguish within the city, where they were viewed as an expression of
color and detail under these conditions. the union between the realm of shadow and its new residents.
• +2 racial bonus on Fortitude saves versus poison: Exterminaars They were given well-appointed living quarters and allowed
do not easily succumb to venom of any kind. to study under the best teachers and mages in the city. The
• +4 racial bonus on Swim checks: Extaminaars are comfortable Shadovar secretly hoped that the krinth would somehow give
in the water, and their light frames make it easier for them them the added knowledge and power needed to dominate the
to stay afloat. plane and its denizens.
• +2 racial bonus on Escape Artist checks: Extaminaars can It did not take long before krinth began to pop up among the
wriggle their way out of sticky situations. slaves, however. This development led quickly to the reassignment
• Spell-Like Abilities: At will—speak with animals (snakes only); of all krinth as slaves of the royal family. Some krinth escaped
3/day—charm animal (snakes only). Extaminaar often fill enslavement by appealing to those who had become close to them,
their lairs with poisonous snakes to dissuade interlopers. and even those who were enslaved were often given preferential
• Automatic Languages: Common, Turmic, and Yuan-ti. Bonus assignments. The rulers of Shade feared that abusing the krinth
Languages: Abyssal, Chondathan, and Draconic. could bring down the wrath of the shadow demons, although in
• Favored Class: Rogue. A multiclass extaminaar’s rogue class truth these demons cared little for their spawn.
does not count when determining whether he takes an experi- For a reason unknown to them or their masters, the krinth
ence point penalty. became fertile about one thousand years ago and started repro-
• Level Adjustment +0. ducing among themselves. This quickly created two different
castes of krinth—the trueborn, or full krinth, and the halfbreed
Krinth demonspawn. The demonspawn, once having been favored by
the Shadovar, now found themselves outcasts in their own
For the past two thousand years, the City of Shade has existed community. The trueborn krinth treated the demonspawn with
on the Plane of Shadow, kept in good condition by slaves cruelty and contempt, forming a deep division in the krinth
captured from that plane as well as from Faerûn. The Neth- community that lasts to this day. The number of demonspawn
erese wizards who rule the city also trafficked with demonic has dropped dramatically since Shade’s return to Faerûn, but
creatures made of the same tenebrous substance as the plane plenty of demonspawn children remain within the city. Many
itself. On occasion, these demons would force themselves on demonspawn krinth have turned informant, attempting to help
the slaves; the offspring from these couplings are a unique the Shadovar crush the growing krinth underground movement
race known as the krinth. before it can become a true threat.
Krinth are known for their physical endurance, their single- The true story of the sudden fertility of the krinth reaches
mindedness, and their quick tempers. They make excellent all the way back to one of Faerûn’s oldest struggles. The goddess
warriors and servants because of the first two traits, but the Shar, having been systematically defeated by her sister Selûne
third often means they are short-lived at both roles. at every turn, found herself looking elsewhere for ways to win
Racial History: The krinth came into being shortly after their eternal battle. She saw in the krinth an opportunity to
the City of Shade found itself trapped on the Plane of Shadow. create a race of servants who could bridge the gap between
The powerful Netherese arcanists of the floating city regularly Faerûn and the Plane of Shadow. Shar is secretive and subtle,
held congress with the shadowy fiends of the plane, and often and so she did not reveal herself to the krinth, instead choosing
the demons demanded to know the secrets of human pleasure. to watch them develop from afar. She was disappointed that the
From these unions came a race of half-demon beings that came Netherese could not find their way back to Faerûn, however, and
to be called the krinth. These are the facts. largely gave up on the krinth until Shade’s recent appearance

14
RACES

over Anauroch. Now she is once again interested in turning helps krinth escape into the world at large, and fights for krinth
the krinth to her. interests within the city.
For their part, the krinth have adjusted well to life as slaves Krinth mature more quickly than the Shadovar. To the
under the Shadovar. Their natural tendencies are to work hard Shadovar, this simply means that their slaves can take on more
and play hard, so the erratic and often grueling schedules they responsibilities at an earlier age. This trait does give the krinth
keep as slaves do not bother them. The number of krinth some insight into the true nature of those around them, since
quickly outstripped the royals’ need for them, and so they people act much differently around children than they do around
can now be found working for any number of patrons around adults. Krinth children excel at sports, and spend most of their
the city. They have steadily climbed back up to favored-slave free time playing and inventing new games. They do not
status, and they usually choose to keep the company of other experiment with different interests as the children of
krinth rather than spend time with slaves other races do, because the krinth mind does not
of other races. worry about finding and pursing its pas-
Since the city’s return to Faerûn, sion. Occasionally a krinth will show some
the krinth have been restless. Shar has artistic talent or skill with mathematics
sent agents to infiltrate the city, and or spellcraft, although the Shadovar
to whisper thoughts of freedom and generally frown upon such diversions.
promises of her rewards into the ears of The only way a krinth in the City
eager krinth. With the number of of Shade is likely to learn magic or art is
krinth who have escaped the city through a clandestine teacher, or perhaps
rising steadily, under the influ- with the encouragement of the krinth
ence of Shar as well as their underground, who seek to develop a
own desire for freedom, the loyal cadre of mages for the time
Illustration by Lucio Parillo

Shadovar have tightened the when they attempt to break free


reins on the City of Shade. The from the yoke of slavery.
krinth are still alien to every Like their children, krinth adults
culture in Faerûn, and even in prefer rigorous activity in their
places where they have proven leisure time, often playing sports
their value, they still arouse or training in combat. During the
curiosity and suspicion. rare holidays in which they have
Outlook: Krinth are not more than one day off at a time,
philosophers. Their natu- krinth stay up all night long
ral inclination is to only drinking large quantities of
think about what they beer, wine, and other festive
are doing at the moment, libations. Aside from the rift
and perhaps what they between demonspawn and
will be doing afterward. trueborns, krinth treat one
On the Plane of Shadow another and others with
this outlook helped them Krinth respect. Even though many
immensely, allowing them are now longing for freedom,
to thrive even under the yoke of their Shadovar masters. It they do not actively hate the Shadovar who rule them.
also means that they have difficulty with long-term planning Personality: Krinth are seen as dour and humorless by most
of any kind, and function best when matters of strategy are other races. When they are working at a task, they rarely allow
left to others. themselves to become distracted from it. The krinth are said to
Now that they have reached Faerûn, the krinth find that work as hard at leisure as they do at laboring, drinking copious
they have more opportunities open to them than ever before. amounts of alcohol, enjoying food to gluttonous proportions,
Some krinth have seen the beauty of the forests and caverns of playing games of chance, and taking physical pleasures as often
Faerûn and wish to live there, rather than in the city above the as possible. Members of this race work hard and play hard,
desert. This desire led to many escape attempts during the early and they never seem to rest.
Shadovar excavation projects, and the shades have since put tight Physical Description: A krinth appear similar to an average
controls on any krinth that leave the city. Some krinth are finally specimen of the nonfiendish half of their bloodline. Krinth
awakening to the reality of their slavery, and it is frustrating to are generally born to human, orc, or dwarf parents—the most
them that they cannot leave the City of Shade to explore this common slave races in the City of Shade. Krinth with dwarf
new world around them. While there is nothing close to a full ancestry are shorter and more stout than those of human or orc
insurrection brewing, a burgeoning underground movement ancestry, but they are not as short as true dwarves. Krinth range

15
RACES

anywhere between 5 and 7 feet tall and usually weigh between The Black Lord rules his people through power and fear, much
150 and 250 pounds. All krinth, regardless of their ancestry, have like the demons that the krinth are used to worshiping.
straight black hair, black eyes, and dusky gray skin. Krinth reach Those krinth who find their way to the Underdark often
adulthood at age 20 and live between 100 and 125 years. take up the worship of whatever god is prevalent in the com-
Relations: Although the krinth are slaves in the City of munity in which they find themselves, most commonly Lolth
Shade, they still occupy a higher social stratum than the other or Laduguer.
humanoid slaves of the city. The Shadovar generally give them Shar also maintains her interest in these new Faerûnians, and
better positions and treat them with less cruelty than their other has directed several of her cells to actively recruit those krinth
slaves. Since krinth are related to the shadow demons of their who labor in the City of Shade as well as those who have left it.
adopted home plane, some Shadovar fear that mistreating them Language: All krinth speak Common and Halruaan. Krinth
would risk making enemies of the demons and their offspring. who have lived with the Shadovar might also know Netherese,
The krinth regard the city’s other slave races as beneath the dead language of the dead empire. Although krinth often
them. They often treat their fellow slaves with more contempt have contact with their sires, not all of them learn to speak or
than their owners do, and their violent tempers often cost them understand the Abyssal tongue. Individual krinth who escape the
dearly when they take the life of, or disable, another slave. Krinth City of Shade might learn other languages appropriate to their
who have escaped the City of Shade and made their way onto new region or the peoples who live there. All krinth are literate,
the continent usually maintain this haughty attitude, although except for barbarians.
they realize that they must soften it somewhat if they are to get Adventurers: Most krinth are happy with their roles as the
along. Most escaped krinth become mercenaries and seek to join favored slaves of the Shadovar. They secretly believe that the
a larger organization. Several have joined with the Zhentarim shadow demons that spawned them will elevate them someday,
through caravans moving through Anauroch, and others have but their decent treatment at the hands of their masters is
gone into the Underdark and now fight for the drow. On rare enough for now. Those who are not happy are either rooted
occasions, a krinth joins a more traditional community and learns out and killed, or they escape out of the floating city and find
to live alongside normal races, even hiding his true nature from a new life on—or under—the surface of Faerûn. A krinth’s
his new neighbors. stubborn will to finish the job often helps him stand strong
Alignment: Krinth are very chaotic in nature, despite their in the face of the sorts of horrors that adventurers meet on a
single-mindedness in duty. They also tend to favor the evil of regular basis.
their sires, although some have shown the capacity to break out
of this mold, and even to do good. Those who escape the City KRINTH RACIAL TRAITS
of Shade are more likely to lean toward neutrality, which might • +2 Constitution, –2 Charisma: Krinth are hardy and resistant
have been the cause for their flight in the first place. to illness and damage, but they often lack self-determina-
Krinth Lands: Most krinth are slaves in the City of Shade, tion and a sense of purpose outside that given to them by
performing high-level tasks as well as menial labor for their Sha- others.
dovar masters. They tend to reside in subterranean lairs even on • Medium: As Medium creatures, krinth have no special bonuses
the floating city, since they prefer to live in isolation from other or penalties due to their size.
races. Krinth who escape the city often retreat to the Underdark • Krinth base land speed is 30 feet.
if they can find entry; otherwise, they simply travel as far from • Darkvision out to 60 feet.
Anauroch as possible. They consider open terrain to be indefensible • +1 racial bonus on all Will saves. Krinth are resilient in mind
and uncomfortable, and the entire race suffers from a mild case as well as body.
of agoraphobia. Thus, in cases where they cannot find their way • +1 bonus on all saving throws against spells and spell-like
into The Night Below, krinth often take up residence in heavy abilities with the shadow descriptor.
forests, jungles, or in mountain valleys hidden away from the • +2 racial bonus on Hide checks in shadowy conditions.
sun and other humanoids. • +4 racial bonus on saving throws against fear. As the spawn
Religion: Krinth have no common racial deity; instead, they of demons, the krinth were born of fear and malice.
tend to worship powerful demon lords, especially those from their • Krinth cannot become shaken, and they ignore the effects
home plane. A krinth rarely worships the demon who spawned of the shaken condition; they can still become frightened or
him unless the demon is a powerful lord that calls his spawn to panicked, though in most cases their innate resistance to fear
him. Krinth who escape their servitude and take up a life outside keeps them from it.
the City of Shade often adopt native gods in order to better fit • Automatic Languages: Common and Netherese. Bonus Lan-
in. The deities discussed below are the most common choices of guages: Abyssal, Chondathan, Damaran, Undercommon.
worship for krinth who have left their old lives behind through • Favored Class: Fighter. A multiclass krinth’s fighter class does
virtue or chance. not count when determining whether he takes an experience
Those krinth who take up with the Zhentarim via one of the point penalty.
caravans that run through the Anauroch generally worship Bane. • Level Adjustment +0.

16
F eats and spells serve to add interesting flavor to evil
characters and campaigns. Initiate feats allow divine
spellcasters to personalize their spell list based on their
deity, often granting them spells unique to their philosophies. Vile
feats allow characters to form stronger bonds with particularly
evil patrons such as demons and devils. Magic nodes can now Special: A rogue with Chakram Ricochet can deal sneak attack
be loci of evil power; for details on how node magic works, see damage to both targets if they are within 30 feet and denied their
Chapter 5 as well as page 49 of Underdark. Dexterity bonus to AC.

Feats CORRUPT SPELL [METAMAGIC]


You can transform one of your spells into a thing of evil due to
Champions of Ruin introduces several feats of pure cruelty and a deal you make with an evil power.
evil. Characters devoted to dark gods or vicious means can use Prerequisites: Any evil alignment.
these feats to enhance their wicked power. Benefit: This feat adds the evil descriptor to one damaging
spell you can cast. You must choose the spell at the time you select
BLOODSOAKED INTIMIDATE the feat. If the spell deals damage, half of the damage is unholy
Your bloody and vicious approach to combat makes you a fear- damage. For example, a corrupted fireball cast by a 6th-level
some foe. wizard deals 6d6 points of damage: 3d6 points of fire damage
Prerequisites: Snatch Trophy. and 3d6 points of unholy damage. Thus, creatures immune to
Benefit: When you collect a trophy using the Snatch Trophy fire still potentially take 3d6 points of damage.
feat, you can make an Intimidate check as a swift action against Special: A character can take this feat multiple times, choosing
an adjacent opponent who witnesses your savage act (see the Swift a different spell each time.
and Immediate Actions sidebar for more information). This feat originally appeared in Book of Vile Darkness and
Normal: Making an Intimidate check in combat is a standard has been revised for D&D v.3.5.
action.
CRAVEN
CHAKRAM RICOCHET Like most sly rogues, you are a dangerous coward. However, your
You can hurl a chakram so that it strikes two enemies instead sneak attacks deal more damage than normal.
of one. Prerequisites: Sneak attack class feature, cannot be immune
Prerequisites: Dex 13, base attack bonus +1, proficient with to fear.
chakram. Benefit: You take a –2 penalty on saving throws against fear
Benefit: If you hit a creature with a thrown chakram, you can effects. However, when making a sneak attack, you deal an extra
cause it to ricochet and strike a secondary target in an adjacent 1 point of damage per character level.
square (within 5 feet of the primary target). You immediately
make an attack roll against the secondary target, at a –2 penalty. DIRE FLAIL SMASH
If the attack hits, you deal damage normally. You have mastered the style of fighting with the dire flail and
have learned to deal thunderous blows with the weapon.

17
TOOLS OF EVIL

TABLE 2–1: FEATS


General Feats Prerequisites Benefit
Chakram Ricochet Dex 13, base attack bonus +1, Strike two adjacent targets with one chakram
proficient with chakram
Craven Sneak attack class feature, Deal extra damage equal to your level on
cannot be immune to fear sneak attacks, –2 on saves vs. fear effects
Dire Flail Smash1 Str 13, Improved Sunder, Target struck by both ends of your dire flail
Power Attack, Weapon Focus is dazed for 1 round
(dire flail)
Dirty Rat Tumble 4 ranks Gain additional +1 on attack rolls when flanking
Feral Animal Companion Animal companion class Gain animal companion with +2 Str, +2 Con,
feature, any evil alignment and disease-carrying bite
Flay Foe1 Str 15, base attack bonus +6, Subsequent attacks deal +1d6 slashing damage
proficient with slashing melee weapon
Improved Fiendish Servant Fiendish servant class feature Gain more powerful fiendish servant with the
fiendish creature template
Malign Spell Focus Any evil alignment +1 bonus on save DCs against spells with the
evil descriptor
Mortifying Attack Death attack class feature Creatures that witness your death attack are
shaken for 2d4 rounds
Mutilator Base attack bonus +4 Decapitate slain enemy as a free action
Natural Bully Intimidate 6 ranks Weak enemies take a –2 penalty on attacks
made against you
Node Sensitive — Automatically detect nearby nodes
Node Spellcasting2 Caster level 1st Access node magic
Node Defense Node Spellcasting Gain insight bonus to AC and saving throws
near attuned node
Node Store2 Node Spellcasting Store two spells in a node
Poison Immunity2 — You are immune to a specific poison and gain
+1 bonus on saves against other poisons
Pulverize Foe1 Str 15, base attack bonus +6, proficient Subsequent attacks deal +1d6 bludgeoning damage
with bludgeoning melee weapon
Shadowform Familiar Krinth, summon familiar Gain a familiar with the incorporeal subtype
class feature
Shadowstrike1 Krinth, base attack bonus +1 Gain +1 bonus on attacks and deal +1d6 damage
with melee weapon in shadowy conditions
Skewer Foe1 Str 15, base attack bonus +6, Subsequent attacks deal +1d6 piercing damage
proficient with piercing
melee weapon
Snatch Trophy — Take trophy from fallen victim as a free action
Bloodsoaked Initimidate Snatch Trophy Make Intimidate check as swift action
Touch of Benevolence Any evil alignment 50% chance to ignore any effect that targets or
damages evil creatures

Bardic Feats Prerequisites Benefit


Doomspeak Bardic music class feature, Target takes a –10 penalty on attacks, saves,
Intimidate 8 ranks, Perform ability checks, and skill checks for 1 round
8 ranks

Divine Feats Prerequisites Benefit


Profane Outburst Ability to rebuke undead, Spend rebuke undead attempt to grant undead
any evil alignment creatures within 60 ft. a +1 profane bonus to AC
Via Negativa Ability to rebuke undead Spend rebuke undead attempt to deal extra
damage with an inflict spell

18
TOOLS OF EVIL

Initiate Feats Prerequisites Benefit


Initiate of Ghaunadaur Cleric level 3rd, patron Ghaunadaur Command/rebuke oozes, add spells to cleric list
Initiate of Gruumsh Orc or half-orc, ability to cast Cast prepared cure spell or spontaneously cast
2nd-level divine spells, inflict spell as swift action, add spells to cleric list
patron Gruumsh
Initiate of Kossuth Cleric level 3rd, patron Kossuth Summoned fire elementals have max hit points,
add spells to cleric list
Initiate of Loviatar Cleric level 5th, patron Loviatar Gain +1 bonus on attack rolls and saving throws
against fear for 1 min./level after taking damage
Initiate of Shar Ability to cast 1st-level divine Bluff and Hide are class skills, add spells to cleric list
spells, patron Shar
Initiate of Varae Extaminaar, cleric level 3rd, Create shield of emerald scales (1/day for
patron Varae 1 min./level) that ignores certain force effects,
add spells to cleric list

Metamagic Feats Prerequisites Benefit


Corrupt Spell2 Any evil alignment Adds evil descriptor to one spell you can cast
Entangling Spell — Spell entangles targets for 1 round
Lingering Spell — Spell deals 1d6 damage of the same energy
type for 1 extra round
Metanode Spell Node Spellcasting, caster level 1st Reduce cost of metamagic spells cast in a node
Reaping Spell Any evil alignment Target killed by spell cannot be raised, reincarnated,
or resurrected

Vile Feats Prerequisites Benefit


Disciple of Darkness Lawful evil alignment Gain +1 luck bonus on an attack roll, skill check,
ability check, level check, or saving throw 1/day
Hellbound Knight1 Disciple of Darkness, base Wielded weapon treated as lawful and evil for
attack bonus +4 purpose of overcoming damage reduction;
+1 profane bonus on attack rolls against lawful outsiders
Evil Brand — +2 bonus on Diplomacy and Intimidate checks
made against evil creatures
Evil Embraced Evil Brand Gain damage reduction 10/good for 1 round
Scion of Sorrow Neutral evil alignment Gain +1 luck bonus on an attack roll, skill check,
ability check, level check, or saving throw 1/day
Tormented Knight1 Scion of Sorrow, Wielded weapon treated as evil for purpose of overcoming
base attack bonus +4 damage reduction; successful attack deals 1d4 Cha damage
to lawful or chaotic outsiders
Thrall to Demon Chaotic evil alignment Gain +1 luck bonus on an attack roll, skill check,
ability check, level check, or saving throw 1/day
Demonsworn Knight1 Thrall to Demon, base Wielded weapon treated as chaotic and evil for purpose
attack bonus +4 of overcoming damage reduction; +1d6 damage against
lawful outsiders
1 A fighter can select this feat as one of his fighter bonus feats.
2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill,
school of magic, selection of spells, or node type.

Prerequisites: Str 13, Improved Sunder, Power Attack, Weapon throw (DC 10 + 1/2 your character level + your Str modifier) or
Focus (dire flail). be dazed by the pain for 1 round.
Benefit: If you hit the same creature with both ends of your Special: A fighter can select this feat as one of his fighter
dire flail in the same round, it must make a Fortitude saving bonus feats.

19
TOOLS OF EVIL

DIRTY RAT Special: A fighter can select this feat as one of his fighter
You are quite adept at slipping under a foe’s guard while he’s bonus feats.
distracted.
Prerequisites: Tumble 4 ranks. IMPROVED FIENDISH SERVANT
Benefit: You gain an additional +1 bonus on attack rolls when You gain the service of a powerful fiendish animal servitor.
flanking an opponent. Prerequisites: Fiendish servant class feature.
Benefit: Add the following creatures to your list of eligible
DOOMSPEAK [BARDIC] fiendish servants: ape, black bear, boar, crocodile, dire badger, dire
You can demoralize an enemy with horrible condemnations and bat, dire weasel, heavy warhorse, leopard, monitor lizard, constric-
grim portents of impending doom. tor snake, Large viper snake, wolverine. In addition, any fiendish
Prerequisites: Bardic music class feature, Intimidate 8 ranks, servant you call has the fiendish creature template (Monster
Perform 8 ranks. Manual page 107). The fiendish servant otherwise conforms to
Benefit: You can spend one of your bardic music uses to utter the rules in the Dungeon Master’s Guide (page 183).
a string of crass and appalling epithets and curses at one enemy
within 120 feet. The intended target must be able to hear and LINGERING SPELL [METAMAGIC]
comprehend your damning remarks. A target that fails a Will Residual eldritch energy from your spell continues to harm your
save (DC 10 + your character level + your Cha modifier) is cursed enemies after the spell’s main effect has expired.
with a –10 penalty on attack rolls, saves, ability checks, and skill Benefit: The feat can be applied to any one instantaneous spell
checks for 1 round. This is a supernatural, necromantic effect. that deals acid, cold, electricity, fire, or sonic damage, such as fireball
or lightning bolt. After the spell is cast, lingering tendrils of energy
ENTANGLING SPELL [METAMAGIC] persist, dealing 1d6 points of damage of the appropriate energy
Your spell releases residual eldritch power that entangles your type at the beginning of your next turn to all creatures initially
enemies. damaged by the spell. The spell is considered to be in effect during
Benefit: The feat can be applied to any instantaneous spell that this time and can be dispelled normally. A lingering spell uses up
deals acid, cold, electricity, fire, or sonic damage, such as fireball a spell slot one level higher than the spell’s actual level.
or lightning bolt. After the spell is cast, lingering tendrils of raw
energy persist; creatures damaged by the spell are entangled for MALIGN SPELL FOCUS
1 round. The spell is considered to be in effect during this time Your evil spells are more potent than normal due to a deal forged
and can be dispelled normally. An entangling spell uses up a spell with an evil power.
slot two levels higher than the spell’s actual level. Prerequisites: Any evil alignment.
Benefit: Add +1 to the DC for all saving throws against any
FERAL ANIMAL COMPANION of your spells that have the evil descriptor.
You can enslave a feral animal and adopt it as your animal Special: This feat originally appeared in Book of Vile Darkness
companion. and has been revised for D&D v.3.5.
Prerequisites: Animal companion class feature, evil alignment.
Benefit: Instead of calling a normal animal companion, you MORTIFYING ATTACK
can call a feral animal companion that foams at the mouth. Those who witness your brutal death attack are unnerved and
Any creature harmed by the animal’s bite attack must succeed jarred by the experience.
on a DC 15 Fortitude save or contract red ache (see Dungeon Prerequisites: Death attack class feature.
Master’s Guide page 292). The disease has no harmful effect on Benefit: All creatures within 30 feet that witness you make
the feral animal. In addition, your feral animal companion gains a successful death attack must succeed on a Will save (DC equal
a +2 bonus to Strength and Constitution. Attempts by others to to death attack damage dealt) or be shaken for 2d4 rounds. Any
influence your feral animal companion with Handle Animal creature you consider your ally is unaffected. In addition, creatures
checks take a –10 penalty. that fail the save are so horrified by the attack that they lose
Special: This feat does not transform a normal animal com- their Dexterity bonus to Armor Class for 1 round. The target of
panion into a feral animal companion. the death attack must also make the saving throw if it survives.
This extraordinary ability is a fear effect.
FLAY FOE
You are skilled at flaying the flesh from your enemy’s bones. MUTILATOR
Prerequisites: Str 15, base attack bonus +6, proficient with After striking down your enemy in battle, you can skillfully
slashing melee weapon. mutilate the corpse to prevent others from raising it from
Benefit: If you hit the same enemy more than once in a single the dead.
round with a slashing melee weapon, you deal an extra point of Prerequisites: Base attack bonus +4, any evil alignment.
damage with each hit after the first.

20
TOOLS OF EVIL

Benefit: After delivering the killing blow to a creature (that PROFANE OUTBURST [DIVINE]
is, reducing it to –10 hit points) with a melee weapon, you can With a horrendous release of divine energy, you steel your undead
decapitate or otherwise hack apart the corpse as a free action. allies and minions against harm.
Doing so does not provoke attacks of opportunity and ensures Prerequisites: Ability to rebuke undead, evil alignment.
that the creature cannot be revived using a raise dead spell. You Benefit: As a standard action, you can spend one of your rebuke
can mutilate only one enemy per round in this fashion. attempts to bathe all undead creatures within 60 feet in divine
energy, granting them a +1 profane bonus to Armor Class for 1
NATURAL BULLY minute.
You easily terrify weaker adversaries.
Prerequisites: Intimidate 6 ranks. PULVERIZE FOE
Benefit: All enemies within 30 feet of you that have one-half You enjoy smashing your opponents into submission.
your Hit Dice or less are bullied; they take a –2 morale penalty Prerequisites: Str 15, base attack bonus +6, proficient with
on attack rolls made against you. A bullied enemy that succeeds bludgeoning melee weapon.
in hitting and damaging you is no longer subject to the penalty Benefit: If you hit the same enemy more than once in a single
and cannot be bullied by you for 24 hours. Creatures immune round with a bludgeoning melee weapon, you deal an extra 1d6
to fear effects cannot be bullied and do not take the penalty on points of bludgeoning damage with each hit after the first.
attacks rolls to hit you. Special: A fighter can select this feat as one of his fighter
bonus feats.
POISON IMMUNITY
After prolonged exposure to a poison or toxin, you have rendered REAPING SPELL [METAMAGIC]
yourself immune to it. The dark energy of your spell devours the soul of any creature
Benefit: You are immune to one specific poison (chosen by killed by it.
you), whether available as a blade poison, the venom of a specific Prerequisites: Any evil alignment.
creature, or one other toxin. You also gain a +1 circumstance Benefit: A raise dead, reincarnate, or resurrection spell
bonus on saving throws against other poisons. cannot return to life a creature killed by a reaping spell, and a
Special: A character can take this feat multiple times, choosing true resurrection spell has only a 50% chance of succeeding. A
a different poison each time. The +1 bonus against other poisons reaping spell that fails to kill the target has no additional effect.
does not stack with itself. A reaping spell uses up a spell slot three levels higher than the
spell’s actual level.

Swift and Immediate Actions


The Miniatures Handbook introduced the concept of a new any power with a casting time or manifesting time of 1 swift
action type: the swift action. Likewise, the Expanded Psionics action is a swift action.
Handbook introduced another new action type: the immediate Casting a spell or manifesting a power with a casting or
action. Some of the feats and spells in Champions of Ruin use manifesting time of 1 swift action does not provoke attacks
these concepts. A description of how they work follows. of opportunity.
Swift Action: A swift action consumes a very small amount Immediate Action: Much like a swift action, an im-
of time, but represents a larger expenditure of effort and energy mediate action consumes a very small amount of time, but
than a free action. You can perform one swift action per turn represents a larger expenditure of effort and energy than a
without affecting your ability to perform other actions. In that free action. Unlike a swift action, an immediate action can
regard, a swift action is like a free action. However, you can per- be performed at any time—even if it’s not your turn. Using
form only a single swift action per turn, regardless of what other an immediate action on your turn is the same as using a
actions you take. You can take a swift action any time you would swift action, and counts as your swift action for that turn.
normally be allowed to take a free action. Swift actions usually You cannot use another immediate action or a swift action
involve magic or psionics, or the activation of magic or psionic until after your next turn if you have used an immediate
items; many characters (especially those who don’t use magic or action when it is not currently your turn (effectively, using
psionics) never have an opportunity to take a swift action. an immediate action before your turn is equivalent to using
Casting a quickened spell or manifesting a quickened power your swift action for the coming turn). You also cannot use
is a swift action. In addition, casting any spell or manifesting an immediate action if you are currently flat-footed.

21
TOOLS OF EVIL

SHADOWFORM FAMILIAR TOUCH OF BENEVOLENCE


You can summon a familiar from the Plane of Shadow. Despite your evil alignment, you are prone to moments of
Prerequisites: Krinth, summon familiar class feature. benevolence and mercy.
Benefit: Your summoned familiar looks like a dark, shadowy Prerequisites: Any evil alignment.
version of a normal familiar. It is insubstantial and gains the Benefit: Although you are evil and spells such as detect evil
incorporeal subtype (see Monster Manual page 310). reveal your true alignment, you have a 50% chance of ignoring
A shadowform familiar is more closely bound to you than a any effect that specifically targets or damages evil creatures.
normal familiar, and the maximum distance from you the shad- Special: To keep this feat, a character must demonstrate peri-
owform familiar can travel is 30 feet per caster level. If you are odic acts of kindness and mercy. A DM can revoke this feat if the
separated from your shadowform familiar by a distance greater character fails to act in an appropriately conflicted manner.
than this, the shadowform familiar dissolves into nothingness
and is considered slain. VIA NEGATIVA
Special: This feat does not transform a normal familiar into You can channel greater amounts of negative energy into your
a shadowform familiar. inflict spells.
Prerequisites: Ability to rebuke undead.
SHADOWSTRIKE Benefit: As a free action, you can spend one of your rebuke
Due to your ties to the Plane of Shadow, you strike more ef- attempts to deal additional harm with an inflict spell. You must
fectively in areas of dim illumination. spend the rebuke attempt before making the attack roll. If the
Prerequisites: Krinth, base attack bonus +1. attack roll succeeds, the inflict spell deals an extra 1 point of
Benefit: When making an attack with a melee weapon in an damage per character level (maximum +20). If the attack roll
area of shadowy illumination (see Player’s Handbook page 164), fails, the rebuke attempt is spent and wasted.
you gain a +1 circumstance bonus on the attack roll and deal an
extra 1d6 points of damage.
Special: A krinth fighter can select this feat as one of his
Vile Feats
fighter bonus feats. Vile feats were first introduced in the Book of Vile Darkness.
Only intelligent characters of evil alignment can use vile feats.
SKEWER FOE Vile feats are granted to characters at the behest of a powerful
A ruthless combatant, you like to impale enemies on spears and evil agency—a god, demon, or something similar. As such, vile
similar piercing weapons. feats are supernatural abilities rather than extraordinary abilities.
Prerequisites: Str 15, base attack bonus +6, proficient with Some DMs might also want to require a character who seeks a
piercing melee weapon. vile feat to perform a special ritual or make an actual bargain
Benefit: If you hit the same enemy more than once in a single with a powerful creature of evil. The patron creature could even
round with a piercing melee weapon, you deal an extra 1d6 points (at the DM’s discretion) have the ability to revoke the feat should
of piercing damage with each hit after the first. the character displease it.
Special: A fighter can select this feat as one of his fighter This chapter reproduces three vile feats from Book of Vile
bonus feats. Darkness (Disciple of Darkness, Evil Brand, and Thrall to
Demon) and introduces several new ones.
SNATCH TROPHY
You can quickly and skillfully collect a trophy of your victory DEMONSWORN KNIGHT [VILE]
over a fallen foe. A scornful champion of the demon princes, you detest and oppose
Benefit: After dealing a creature enough damage to drop it devils and other creatures that refuse to heed the call of chaos.
to negative hit points, you can slice or pry off a trophy as a free Prerequisites: Thrall to Demon, base attack bonus +4.
action. You must be adjacent to the dead or dying creature. The Benefit: Any weapon you wield is treated as chaotic- and
trophy could be a small body part such as a finger or ear. Carv- evil-aligned for the purpose of overcoming damage reduction. In
ing a trophy in this manner requires a light slashing or piercing addition, against lawful outsiders, you deal an extra 1d6 points
weapon and deals 1d6 points of damage to the target creature. of damage with any successful weapon attack.
(A creature with regeneration can regrow the severed body part.) Special: This feat can only be taken once. A character who
Alternatively, you can take a small item worn or carried by your takes this feat cannot also take the Hellbound Knight or Tor-
fallen foe, such as a piece of jewelry, pouch, potion, light weapon, mented Knight feat. A fighter can select this feat as one of his
or helmet, in which case the victim takes no damage. The snatched fighter bonus feats. In addition, your eyes turn dead black, and
item can weigh no more than 2 pounds. You must have a free your teeth become as sharp as fangs.
hand to collect the trophy.

22
TOOLS OF EVIL

DISCIPLE OF DARKNESS [VILE] Benefit: Once per day, while performing an evil act, you can call
You formally supplicate yourself to an archdevil. In return for this upon your fiendish patron to add a +1 luck bonus to any one attack
obedience, you gain a small measure of the archdevil’s power. roll, saving throw, ability check, skill check, or level check.
Prerequisites: Lawful evil alignment. Special: This feat can only be taken once. A character who
Benefit: Once per day, while performing an evil act, you can takes this feat cannot also take the Disciple of Darkness or Thrall
call upon your diabolic patron to add a +1 luck bonus to any to Demon feat.
one attack roll, saving throw, ability check, skill check, or level
check. THRALL TO DEMON [VILE]
Special: This feat can only be taken once. A character who You formally supplicate yourself to a demon prince. In return
takes this feat cannot also take the Scion of Sorrow or Thrall for this obedience, you gain a small measure of the demon
to Demon feat. prince’s power.
Prerequisites: Chaotic evil alignment.
EVIL BRAND [VILE] Benefit: Once per day, while performing an evil act, you
You are physically marked forever as a servant of an evil power can call upon your demonic patron to add a +1 luck bonus to
greater than yourself or as a villain who does not care that you any one attack roll, saving throw, ability check, skill check, or
seek only death, destruction, and misery for others. The symbol is level check.
unquestionable in its perversity, depicting a depravity so unthink- Special: This feat can only be taken once. A character who
able that all who see it know beyond a doubt that the bearer is takes this feat cannot also take the Disciple of Darkness or Scion
forever in the sway of the blackest powers. of Sorrow feat.
Benefit: Evil creatures automatically recognize the symbol
now emblazoned upon you as a sign of your utter depravity or TORMENTED KNIGHT [VILE]
discipleship to a powerful patron, although the specific identity of You are inexorably bound to the loathsome yugoloths that lurk
the patron is not revealed. You gain a +2 circumstance bonus on in the Barrens of Doom and Despair, and you strive to bring
Diplomacy and Intimidate checks made against evil creatures. misery and pain to all creatures that oppose them.
Prerequisites: Scion of Sorrow, base attack bonus +4.
EVIL EMBRACED [VILE] Benefit: Any weapon you wield is treated as evil-aligned for
You embrace the power of your fiendish patron and call upon the purpose of overcoming damage reduction. Any chaotic or
that power in moments of great need. lawful outsider you successfully damage with a melee or ranged
Prerequisites: Evil Brand. weapon must succeed on a Fortitude save (DC 10 + damage dealt)
Benefit: Once per day, as an immediate action (see page 21), or take 1d4 points of Charisma damage.
you can call upon your fiendish patron to steel you against harm. Special: This feat can only be taken once. A character who
You gain damage reduction 10/good for 1 round (until the start takes this feat cannot also take the Demonsworn Knight or
of your next turn). Hellbound Knight feat. A fighter can select this feat as one of his
fighter bonus feats. In addition, as soon as you take this feat, your
HELLBOUND KNIGHT [VILE] flesh turns pale and becomes unnaturally cold to the touch.
A devoted disciple of the Nine Hells, you have sworn to strike
down creatures that oppose law and threaten tyranny.
Prerequisites: Disciple of Darkness, base attack bonus +4.
Initiate Feats
Benefit: Any weapon you wield is treated as lawful- and evil- Initiate feats give additional focus and flavor to divine spellcasters
aligned for the purpose of overcoming damage reduction. In of specific gods. Often, they grant access to unique spells only
addition, against chaotic outsiders, you gain a +1 profane bonus known to the most devout servants of these deities. Initiate feats
on attack rolls. for several prominent evil deities are presented below. Player’s
Special: This feat can only be taken once. A character who Guide to Faerûn contains initiate feats for a few other evil deities,
takes this feat cannot also take the Demonsworn Knight or namely Bane, Cyric, and Malar.
Tormented Knight feat. A fighter can select this feat as one of
his fighter bonus feats. In addition, as soon as you take this feat, INITIATE OF GHAUNADAUR [INITIATE]
your eyes turn red. You have learned the dread secrets of the god of oozes, slimes,
jellies, and outcasts.
SCION OF SORROW [VILE] Prerequisites: Cleric level 3rd, patron deity Ghaunadaur.
You formally supplicate yourself to a powerful yugoloth lord. In Benefit: You can command or rebuke oozes as an evil cleric
return for your unflinching obedience, you gain a small measure commands or rebukes undead. You can use this supernatural ability
of the wretched fiend’s power. a number of times per day equal to 3 + your Cha modifier.
Prerequisites: Neutral evil alignment. In addition, you add the following spells to your cleric spell list.

23
TOOLS OF EVIL

1st Corrosive GraspMag: 1 touch/level deals 1d6+1 acid Benefit: All fire elementals that you summon using the
damage. summon monster spells have +2 hit points per die (instead of
2nd BlindsightPG : Grants blindsight out to 30 ft. average hit points).
3rd Amorphous FormUnd : Subject becomes puddinglike and In addition, you add the following spells to your cleric
can slip through cracks quickly. spell list.
5th Slime Hurl: Hurl up to three globs of green slime.
7th Mantle of the Slime Lord: Nonintelligent oozes do not Level
attack you, and you gain some ooze immunities. 2nd Aganazzar’s ScorcherFRCS : Path of fire deals 1d8 damage
per 2 levels (max 5d8).
INITIATE OF GRUUMSH [INITIATE] 4th Fire StrideFRCS : Multiple use dimension door that works
The singular eye of the great orc god Gruumsh watches over only through large fires.
you. 5th Shroud of FlamePG : Target bursts into flames, taking
Prerequisites: Orc or half-orc, ability to cast 2nd-level divine 2d6 fire damage per round and dealing 1d4 fire damage
spells, patron deity Gruumsh. to creatures within 10 ft.
Benefit: Once per day, as a swift action (see the Swift and 8th Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Immediate Actions sidebar, page 21), you can cast any cure
spell you have prepared, or you can spontaneously cast an INITIATE OF LOVIATAR [INITIATE]
inflict spell. With great pain comes great power. This and other secrets you
In addition, you add the following spells to your divine spell- have learned from the church of Loviatar.
caster list. If you have more than one divine spellcasting class Prerequisites: Cleric level 5th, patron deity Loviatar.
before taking this feat, you must decide to which class’s spell list Benefit: The first time you take damage in any combat, you
to add the spells. gain a +1 morale bonus on attack rolls and a +1 morale bonus on
saving throws against fear effects for 1 minute per cleric level.
2nd Battle Line: Creates an area of doom on the battle- In addition, you add the following spells to your cleric
field. spell list.
3rd Bloodspear: Makes one spear into a wounding weapon.
5th Pocket Cave: Creates an extradimensional space where 2nd Nybor’s Gentle ReminderPG : Target is dazed for 1
you and your allies can hide. round, thereafter –2 on attacks, saves, and checks, and
6th Eyebite: Target becomes panicked, sickened, and distracted.
comatose. 3rd Mystic LashPG : Energy whip deals 1d6 electricity
7th Waves of Exhaustion: Several targets become exhausted. damage/three levels (max 4d6) and stuns for 1 round.
5th FleshshiverPG : Target is stunned for 1 round, tales 1d6/
INITIATE OF KOSSUTH [INITIATE] level damage, and is nauseated for 1d4+2 rounds.
You have faced the fierce elemental flame and unlocked some of
the secrets of Kossuth’s church. INITIATE OF SHAR [INITIATE]
Prerequisites: Cleric level 3rd, patron deity Kossuth. You have been initiated into the greatest secrets of Shar’s
church.

Fiend Lords and Spells


A number of powerful fiends serve as patrons for clerics mortals who agree to the dark and insidious bargain it
and other divine spellcasters. Clerics following Asmodeus, offers. This bargain is represented by one of three feats:
Baphomet, Demogorgon, Orcus, Yeenoghu, and other such Disciple of Darkness, Scion of Sorrow, or Thrall to Demon
creatures often lead bloodthirsty cults of like-minded follow- (see Vile Feats, page 22). A character with cleric levels
ers. However, these powerful demons and devils do not have who chooses one of these feats can choose domains made
any divine ranks and lack the ability to grant cleric spells as available by the particular demon, yugoloth, or devil he
gods normally do. chooses as his patron, and he receives his cleric spells from
There is a way around this limitation. A character can that dark entity.
strike a special bargain with a powerful fiend, which gives The vast majority of evil clerics choose gods for patrons,
the fiend the ability to grant spells to that character from since they need not use a feat to simply gain access to cleric
a choice of domains. In effect, a powerful fiend can serve spells with a divine patron. But devil lords and demon princes
as a conduit for certain universal principles or the nascent crave the adulation of mortals, too—and many seek out indi-
divine power of its own extraplanar home, but only for viduals willing to give them the adulation they crave.

24
TOOLS OF EVIL

Prerequisite: Able to cast 1st-level divine spells, patron stand from the increased spell level. The class of the layer does
deity Shar. not equal the class of the node unless you are standing in the
Benefit: You add Bluff and Hide to your list of class skills. innermost portion of it.
In addition, you add the following spells to your divine spell- For example, if you use Maximize Spell to augment the 5th-
caster spell list. If you have more than one divine spellcasting level spell flame strike in the innermost (+1) layer of a Class 1
class before taking this feat, you must decide which class has the node, you cast the spell as if it were only two levels higher than
additional spells added to its list. normal, not three, because the node pays one spell level’s worth
of the metamagic cost. This feat is most useful to casters who
1st Disguise Self: Changes your appearance. do not prepare spells (such as bards and sorcerers) and to wizards
3rd Crushing Despair: Subject takes –2 on attack rolls, who rarely leave their nodes and can therefore prepare and cast
damage rolls, saves, and checks. their spells at the adjusted level.
4th Armor of DarknessFRCS : Creates a shroud of shadow If you use this feat to reduce the cost of preparing a metamagic
around target that grants darkvision, a bonus to AC, spell and then leave the node, the spell you prepared is unavailable
and a bonus to some saving throws. until you return to a node layer of at least the same class as the
5th DarkboltFRCS : One beam of darkness/2 levels deals one in which the spell was prepared.
damage and dazes opponents.
NODE DEFENSE
Special: The armor of darkness and darkbolt spells also appear You can use the magical power of a node to defend yourself
on the Darkness domain list. With this feat, you can cast them from harm.
as regular cleric spells, not just domain spells. Prerequisite: Node Spellcasting, caster level 1st.
Benefit: You receive an insight bonus to your Armor Class
INITIATE OF VARAE [INITIATE] and on saving throws equal to the class of any node that you
You fervently worship Varae, the serpentine goddess, and guard currently occupy and to which you are attuned, up to a maximum
well the secrets of your faith. of +4. For example, if you are inside the middle (+2) layer of a
Prerequisites: Extaminaar, cleric level 3rd, patron deity Class 3 node, you gain a +2 bonus.
Varae.
Benefit: Once per day, as a standard action, you can transform NODE SENSITIVE
your skin into shimmering emerald scales. The scales absorb You can perceive a node just by passing near it.
magic missile damage as the shield spell, and they enable you Benefit: You automatically note the presence of any node to
to pass through walls of force as if they weren’t there. The which you are attuned within 30 feet.
emerald scales last for 1 minute per character level. This is a Normal: A creature without this feat that comes within 30
supernatural ability. feet of the outermost layer of a node can make a DC 20 Intel-
In addition, you add the following spells to your cleric ligence check to note the presence of the node. A creature with
spell list. the appropriate Node Spellcasting feat can attempt either an
Intelligence check or a Spellcraft check at the same DC to notice
2nd Blinding SpittlePG : Ranged touch attack blinds subject. the node.
4th Serpent ArrowSK : Transforms up to eight missiles into
Tiny vipers. NODE SPELLCASTING
6th Veil: Changes appearance of group of creatures. You have discovered the secret of the magic of a particular type
8th Animal Shapes: One ally/level polymorphs into chosen of node.
animal (snakes only). Prerequisite: Caster level 1st.
Benefit: You are attuned to one type of node and the magi-
cal power it provides. When you choose this feat, choose a
Node Magic Feats type of node (earth, evil, or Shadow Weave). This feat grants
The node magic feats presented here originally appeared in you access to the various node magic feats and node powers,
Underdark. These versions update and supersede those in the and allows you to make a Spellcraft check instead of an Intel-
previous product. ligence check to notice nearby nodes of the type to which you
are attuned.
METANODE SPELL [METAMAGIC] Normal: A creature without this feat cannot take other node-
You cast metamagic spells to greater effect in nodes to which related feats, cannot access a node’s full potential, and must make
you are attuned than elsewhere. an Intelligence check to notice nearby nodes or to manipulate
Prerequisite: Node Spellcasting, caster level 1st. node powers.
Benefit: When casting a spell improved by a metamagic feat, Special: You can gain this feat multiple times. Each time you
you can deduct the class of the node layer in which you currently take the feat, it attunes you to a different node type.

25
TOOLS OF EVIL

NODE STORE Darkflame Arrow: Masterwork arrow or bolt deals normal


You can store a prepared spell in a node to which you are attuned. damage plus 2d6 damage each round for 3 rounds.
Prerequisite: Node Spellcasting, caster level 1st.
Benefit: Each time you take this feat, choose two spells of 4TH-LEVEL ASSASSIN SPELLS
any level that you know and can cast. If you are a spellcaster Bloodfreeze Arrow: Masterwork arrow or bolt deals extra 2d6
who prepares spells, you can now prepare those two spells in ad- cold damage and paralyzes target.
dition to your normal spell complement as long as you are in a Shadow Arrow: Masterwork arrow or bolt deals 1d6 points of
node to which you are attuned, just as if you had two extra spell Strength damage.
slots per day. These extra prepared spells are stored in the node
instead of in your mind. You can cast them normally while you
are within that node, even if you have left the node and returned
Bard Spells
since storing them there. 1ST-LEVEL BARD SPELL
If you are a spellcaster who does not prepare spells, choose Undersong: Make Perform checks in place of Concentration
two spells that you know. You can now cast those two spells while checks.
in a node to which you are attuned as if you had two extra spell
slots per day available. Each such slot can be used only to cast its 2ND-LEVEL BARD SPELLS
designated spell; it cannot be used for any other spell (including Control Darkness and Shadow: Manipulate existing areas of
the other spell designated with this feat). If you leave the node, darkness and shadow.
these extra spell slots become unavailable to you, but you can Tvash-Prull’s BonefiddleM : Target takes 1d6 sonic damage/round
use them again if you return, provided that you haven’t already and –20 penalty on Move Silently checks.
used them since the last time you rested.
You do not need to designate a specific node in which to store 3RD-LEVEL BARD SPELL
your spells when you choose this feat, but you can have spells Love’s Lament: Creatures in 60-ft. cone take 1d6 Wisdom
stored in only one node at a time. You can change the node in damage and are nauseated for 1d4 rounds.
which your spells are stored by meditating for 1 hour inside the
new node you have selected. 5TH-LEVEL BARD SPELL
Special: You can gain this feat multiple times. Each time you Remorseless CharmM : Suppress the target’s alignment, removing
take the feat, it applies to two new spells. all alignment-related inhibitions.

New Spells 6TH-LEVEL BARD SPELL


Symphonic NightmareF : Haunting music disrupts target’s sleep
Magic and spells occupy a role of central importance in Faerûn, for 1 day/level.
a world rich with arcane and divine elements. Empires often
rise and fall based on the power of their spellcasters. Champions
of Ruin presents a wide selection of spells with a focus on evil,
Blackguard Spell
corruption, and power. For more spells tied to these themes, see 3RD-LEVEL BLACKGUARD SPELL
Book of Vile Darkness. Bedevil: Summon a mischievous spirit to torment your enemy.

Assassin Spells Cleric Spells


1ST-LEVEL ASSASSIN SPELL 3RD-LEVEL CLERIC SPELLS
Woodwisp Arrow: Enables a masterwork arrow or bolt to pass Air Breathing: Subjects can breathe air freely.
through wood. Locate Node: Finds closest node in 1 mile/level radius.
Slashing Darkness: Ray deals 1d8/two levels damage and heals
2ND-LEVEL ASSASSIN SPELLS undead the same amount.
Brilliant Energy Arrow: Masterwork arrow or bolt radiates light
and ignores armor. 5TH-LEVEL CLERIC SPELL
Spellslayer Arrow: Masterwork arrow or bolt deals extra damage Necrotic Skull Bomb: Exploding skull releases negative energy;
to a creature with ongoing spells cast upon it. targets each gain 1d4 negative levels.

3RD-LEVEL ASSASSIN SPELLS 6TH-LEVEL CLERIC SPELLS


Arrowsplit: Transform a masterwork arrow or bolt mid-flight Ravage: A pillar of black, unholy power deals 1d6 vile damage/2
into 1d4+1 masterwork missiles. levels (max 10d6).

26
TOOLS OF EVIL

Remorseless CharmM : Suppress the target’s alignment, removing 3RD-LEVEL RANGER SPELLS
all alignment-related inhibitions. Arrowsplit: Transform a masterwork arrow or bolt mid-flight
into 2d4 masterwork missiles.
7TH-LEVEL CLERIC SPELLS Darkflame Arrow: Masterwork arrow or bolt deals normal
Mark of the Unfaithful: Mark someone as an enemy of your damage plus 2d6 damage each round for 3 rounds.
faith.
Shadow Trap: Bind a greater shadow to an object as its 4TH-LEVEL RANGER SPELLS
guardian. Bloodfreeze Arrow: Masterwork arrow or bolt deals extra 2d6
cold damage and paralyzes target.
9TH-LEVEL CLERIC SPELL Doublestrike Arrow: One arrow or bolt strikes two targets within
Anathema: Break the divine link between your god and lower- 30 feet of each other.
ranked members of your faith. Shadow Arrow: Masterwork arrow or bolt deals 1d6 points of
Strength damage.
Druid Spells
1ST-LEVEL DRUID SPELLS Sorcerer/Wizard Spells
Enrage Animals: Render normal animals hostile and vicious. 2ND-LEVEL SORCERER/WIZARD SPELLS
Woodwisp Arrow: Enables a masterwork arrow or bolt to pass Div Locate Node: Finds closest node in 1 mile/level radius.
through wood. Abjur Node Lock: Deters others from using a node’s powers.
Evoc Scourge of Force: Tendrils of force lash foes for 1d8
2ND-LEVEL DRUID SPELLS +1/2 levels damage each.
Locate Node: Finds closest node in 1 mile/level radius.
Whip of Thorns: Create a thorny whip that can damage or 3RD-LEVEL SORCERER/WIZARD SPELLS
entangle opponents. Trans Air Breathing: Subjects can breathe air freely.
Control Darkness and Shadow: Manipulate existing
3RD-LEVEL DRUID SPELLS areas of darkness and shadow.
Air Breathing: Subjects can breathe air freely. Conj Bedevil: Summon a mischievous spirit to torment your
Node Door: Allows teleportation between any known nodes. enemy.
Node Door: Allows teleportation between any known
4TH-LEVEL DRUID SPELL nodes.
Unholy Beast: Target animal transforms into an unholy minion
under your control. 4TH-LEVEL SORCERER/WIZARD SPELL
Trans Serpent Arrow: Transforms missiles into Tiny vipers.
7TH-LEVEL DRUID SPELL
Mark of the Unfaithful: Mark someone as an enemy of your 5TH-LEVEL SORCERER/WIZARD SPELL
faith. Necro Necrotic Skull Bomb: Exploding skull releases negative
energy; targets each gain 1d4 negative levels.
9TH-LEVEL DRUID SPELLS
Anathema: Break the divine link between your god and lower- 6TH-LEVEL SORCERER/WIZARD SPELL
ranked members of your faith. Ench Remorseless CharmM : Suppress the target’s alignment,
removing all alignment-related inhibitions.
Ranger Spells 7TH-LEVEL SORCERER/WIZARD SPELL
1ST-LEVEL RANGER SPELLS Conj Shadow Trap: Bind a greater shadow to an object as its
Enrage Animals: Render animals hostile and vicious. guardian.
Woodwisp Arrow: Enables a masterwork arrow or bolt to pass
through wood. 9TH-LEVEL SORCERER/WIZARD SPELL
Conj Node GenesisX : Creates a Class 1 node.
2ND-LEVEL RANGER SPELLS
Brilliant Energy Arrow: Masterwork arrow or bolt radiates light
and ignores armor.
Spellslayer Arrow: Masterwork arrow or bolt deals extra damage
to a creature with ongoing spells cast upon it.

27
TOOLS OF EVIL

Air Breathing faith can automatically detect an anathema effect simply by


looking at the subject.
Transmutation
The effect is permanent until lifted, either by the original
Level: Cleric 3, druid 3, sorcerer/wizard 3
spellcaster, or by a cleric of the same faith, of a higher level than
Components: S, M/DF
the caster, who casts an atonement spell upon the subject. The
Casting Time: 1 standard action
subject of an anathema can also remove its effect by changing
Range: Touch
his divine allegiance (see Changing Deities, page 233 of the
Duration: 2 hours/level; see text
FORGOTTEN REALMS Campaign Setting).
Saving Throw: Will negates (harmless)
Focus: The subject’s name must be inscribed in a book or scroll
Spell Resistance: Yes (harmless)
especially consecrated for this purpose and detailing the crimes
(real or imagined) for which the subject is being condemned. The
The transmuted creatures can breathe air freely. Divide the
book is not consumed in the process.
duration evenly among all the creatures you touch.
The spell does not make creatures unable to breathe water.
Air breathing dispels and counters water breathing. Arrowsplit
Arcane Material Component: A short reed or piece of straw.
Conjuration (Creation)
Level: Assassin 3, ranger 3, justice of weald and woe 3
Anathema Components: V, M
Casting Time: 1 swift action
Enchantment (Compulsion)
Range: Touch
Level: Cleric 9, druid 9
Target: One masterwork arrow or bolt
Components: V, S, F, DF
Duration: Instantaneous
Casting Time: 1 round
Saving Throw: None
Range: Unlimited
Spell Resistance: Yes
Target: One creature of the same faith as the spellcaster
Duration: Permanent
This spell is cast upon a masterwork arrow or bolt, causing it
Saving Throw: None
to split in mid-flight into 1d4+1 identical masterwork arrows
Spell Resistance: No
or bolts. All the missiles strike the same target, and you must
make a separate attack roll for each missile. The arrow or bolt
You can permanently break the divine link between your deity
must be fired during the same round the spell is cast, or the
and a lower-level cleric, druid, ranger or paladin of your faith, or
magic dissipates and is lost. The projectile is destroyed even if it
upon a common worshiper. The spell has no effect on spellcasters
misses its target.
of a faith other than your own. You can pronounce an anathema
Material Component: Masterwork arrow or bolt.
upon any character of your faith, no matter where he is, even
if on a different plane. You cannot pronounce an anathema
against someone who is already dead. Some deities do not allow Battle Line
an anathema to be pronounced against the innocent or against
Abjuration
their chosen, while others grant their high-level clerics free use
Level: Initiate of Gruumsh 2
of this most terrible of divine curses.
Components: V, S, DF
An individual under anathema can no longer cast divine spells
Casting Time: 1 standard action
or call upon the power of his god to turn or command undead,
Range: Close (25 ft. + 5 ft./2 levels)
heal, harm, smite, shape change, or use any other divine power
Area: Up to two contiguous 5-ft. squares/level, maximum 10
associated with his character class. An ordinary worshiper placed
squares (S)
under anathema is not allowed to take advantage of any of the
Duration: 1 round/level
faith’s services, such as healing, naming, marrying, or burial of
Saving Throw: See text
the dead. Anyone who dies while under anathema is barred from
Spell Resistance: See text
entry into his deity’s plane just as though he had never declared
allegiance to a god. His soul is condemned to eternally writhe in
By means of this spell you draw a visible, unholy “line in the
the Wall of the Faithless.
sand” that causes a feeling of dread and hesitation in all creatures
On a more personal level, the anathema spell marks the
that cross it. Any creature entering the affected area must make
subject as accursed with regard to others of the faith. They are
a Will save or become shaken. A creature that successfully saves
not allowed to speak to him, look at him, or even acknowledge
cannot be affected again by the same spellcaster’s battle line
his existence. The common members of the faith are only aware
spells for 24 hours.
that the subject is under anathema if so informed by the church
hierarchy; however, clerics, paladins, druids and rangers of the

28
TOOLS OF EVIL

Bedevil Bloodspear
Conjuration (Summoning) [Evil] Transmutation
Level: Blackguard 3, sorcerer/wizard 3 Level: Initiate of Gruumsh 3
Components: V, S, M Components: V, S
Casting Time: 1 round Casting Time: 1 standard action
Range: See text Range: Touch
Duration: 1 day/level (D) Target: Spear touched
Saving Throw: No Duration: 1 round/level
Spell Resistance: Yes Saving Throw: None
Spell Resistance: No
You summon a mischievous spirit and send it to bedevil your
enemy. The spirit seeks out its assigned victim wherever she might This spell allows you to channel the fury of Gruumsh into the god’s
be, as long as she is on the same plane as you when you cast the favored weapon—a spear. The weapon’s tip begins to drip blood, and
spell. It then proceeds to irritate and annoy her through a variety the spear acts as if it had the wounding special ability (see Dungeon
of manifestations. The victim of a bedevil spell finds herself Master’s Guide page 226) for the duration of the spell. The spell is
constantly seeing movement out of the corner of her eye. Her automatically canceled 1 round after the weapon leaves your hand.
sleep is frequently interrupted by bed shaking and blanket shifting You cannot have more than one bloodspear in effect at a time.
and the sounds of voices that fade upon waking. When spellcast- This spell has no effect on a spear that already has the wound-
ing, she suffers a variety of minor irritations that threaten to ing special ability, and it does not work on artifacts.
disrupt her spells, and she constantly feels haunted and watched.
The result of this bedevilment is that she takes a –1 penalty on
all ability checks, skill checks, and Will saving throws and has
Brilliant Energy Arrow
a 5% chance of arcane spell failure (which stacks with any spell Transmutation
failure chance from armor worn). Level: Assassin 2, ranger 2, justice of weald and woe 2
Detect evil cast upon the subject of this spell reveals the Components: V, M
presence of the bedeviling spirit, while protection from evil keeps Casting Time: 1 swift action
the spirit from adversely affecting the victim. A dispel evil spell Range: Touch
destroys the mischievous spirit, but remove curse or similar magic Target: One masterwork arrow or bolt
has no effect on it. Duration: Instantaneous
Material Components: A tiny iron statuette of a devil or imp, Saving Throw: None
plus either a drop of the intended victim’s blood or one personal Spell Resistance: Yes
article belonging to the intended victim.
This spell is cast upon a masterwork arrow or bolt, transforming
its head into brilliant energy that gives off light as a torch (20-
Bloodfreeze Arrow foot radius). A brilliant energy missile ignores nonliving matter.
Transmutation Armor bonuses to AC (including any enhancement bonuses to that
Level: Assassin 4, ranger 4, justice of weald and woe 4 armor) do not count against it because the missile passes through
Components: V, M armor. It deals normal damage and has no effect on constructs,
Casting Time: 1 swift action undead, and objects. The arrow or bolt must be fired during the
Range: Touch same round the spell is cast, or the magic dissipates and is lost.
Target: One masterwork arrow or bolt The projectile is destroyed even if it misses its target.
Duration: Instantaneous Material Component: Masterwork arrow or bolt.
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Control Darkness and Shadow
This spell is cast upon a masterwork arrow or bolt, transforming Transmutation [Darkness, Shadow]
its head into blue ice. In addition to taking normal damage from Level: Bard 2, sorcerer/wizard 3
the missile, the target takes 2d6 points of cold damage and is Components: V, S
paralyzed. A successful Fortitude save negates the paralysis, and Casting Time: 1 standard action
the target can make a new save each round (at the start of the Range: Close (25 ft. + 5 ft./2 levels)
caster’s turn). Area: Shadows in one 5-ft. cube/level
Material Component: Masterwork arrow or bolt. Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: No

29
TOOLS OF EVIL

You can affect existing shadows, both natural and magical, by This spell is cast upon a masterwork arrow or bolt, engulfing its
causing them to deepen, lighten, or even move. You can cause head in black fire. The arrow deals normal damage and wreaths
one of the following effects at a time, and can switch them once the target in black flame that deals an extra 2d6 points of damage.
per round as a free action for the duration of the spell. The The black flames continue to engulf the victim for 2 more rounds,
chosen effect covers the entire area of the spell; multiple effects dealing 2d6 points of damage each subsequent round (at the start
may not be applied to different areas. The possible effects are of your turn), and they cannot be extinguished (although they can
described below. be dispelled). The arrow or bolt must be fired during the same
Deepen Darkness and Shadow: Normal shadows now grant round the spell is cast, or the magic dissipates and is lost. Creatures
a +4 bonus on Hide checks and provide concealment to creatures with immunity or resistance to fire take full damage from the
within them. Magical darkness now confers total concealment black flames. The projectile is destroyed even if it misses its target.
to anyone within its area. Material Component: Masterwork arrow or bolt.
Lighten Darkness and Shadow: Normal shadows are sup-
pressed within the area, making it impossible to hide within them
or use abilities such as the shadowdancer’s shadow jump ability.
Doublestrike Arrow
Magical darkness no longer provides concealment, and the area Transmutation
can now be illuminated by any light source. Level: Ranger 4, justice of weald and woe 4
Move Shadow: The affected shadow moves as you direct Components: V, S, M
within the area. You can create shadow illusions (as those created Casting Time: 1 swift action
by a silent image spell, but without color), reveal hidden creatures Range: Touch
by taking their shadow away, cause shadows to follow you within Target: One arrow or bolt
the area of the spell, or otherwise move the shadow as you see Duration: 1 round
fit. You cannot move areas of darkness in this way. Saving Throw: None

Illustration by Jason Engle


Spell Resistance: No
Darkflame Arrow This spell is cast upon a single arrow or crossbow bolt, enabling it
Evocation to strike two targets instead of one. The character firing the arrow
Level: Assassin 3, justice of weald and woe 3, ranger 3 selects the two targets, both of which must be within 30 feet of
Components: V, M each other, and makes a separate attack roll against each target
Casting Time: 1 swift action (using the same attack bonus). After striking or missing the first
Range: Touch target, the arrow
Target: One masterwork arrow or bolt swerves and continues
Duration: Instantaneous; see text on course to the second target.
Saving Throw: None
Spell Resistance: Yes

A doublestrike arrow spell in action


30
TOOLS OF EVIL

A doublestrike missile cannot hit the same target twice, and it Casting Time: 1 standard action
is destroyed even if it misses its intended targets. Range: 60 ft.
Material Component: Arrow or bolt. Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Enrage Animals Spell Resistance: Yes
Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 1, ranger 1 With this spell, you create a cone of music that draws upon the
Components: V, S sadness, guilt, and despair of those within its area of effect. All
Casting Time: 1 standard action creatures in the area take a –4 penalty on Listen checks for 1
Range: Close (25 ft. + 5 ft./2 levels) round. In addition, those who fail to save against love’s lament
Targets: Animals within 30 ft. of each other are reminded of all their lost loves and disappointments in life.
Duration: 1 minute/level The music seizes upon these feelings and magnifies them, so that
Saving Throw: Will negates; see text the victims of the spell take 1d6 points of Wisdom damage and
Spell Resistance: Yes are nauseated for 1d4 rounds.

This spell incites and enrages animals, making them hostile and
vicious. Only ordinary animals (those with Intelligence scores of
Mantle of the Slime Lord
1 or 2) can be affected by this spell. The maximum number of Abjuration
Hit Dice of animals you can affect is equal to 2d4 + your caster Level: Initiate of Ghaunadaur 7
level. A dire animal or an animal trained only to attack on order Components: V, S, DF
is allowed a saving throw; other animals are not. For example, Casting Time: 1 standard action
a ranger could enrage a normal bear or wolf with little trouble, Range: Personal
but it’s more difficult to drive a trained guard dog into a frenzy Effect: Nimbus of divine energy
so that it attacks its master. Duration: 10 minutes/level (D)
The affected creatures attack the nearest creature, including Saving Throw: None
any other creatures affected by this spell. Spell Resistance: No

This spell causes a glossy nimbus of energy to surround you.


Locate Node This barrier looks like a gelatinous layer of thick, dirty water
Divination to observers, but it does not hinder you in the least. While the
Level: Cleric 3, druid 2, sorcerer/wizard 2 mantle is active, nonintelligent oozes will not attack you unless
Components: V, S, F/DF you attack them. In addition, you gain immunity to poison, sleep
Casting Time: 1 standard action effects, paralysis, polymorph, and stunning effects. Lastly, when
Range: 1 mile/level; see text a critical hit or sneak attack is scored on you, there is a 75%
Area: Circle, centered on you, with a radius of 1 mile/level; see text chance that the critical hit or sneak attack is negated and damage
Duration: 1 minute/level is instead rolled normally.
Saving Throw: None
Spell Resistance: No
Mark of the Unfaithful
You sense the direction of any node within range. You can choose Evocation
to locate the nearest node, the closest node of a particular type, Level: Cleric 7, druid 7
or a specific node you have visited before; in the latter case, the Components: V, S, F
range is 2 miles/level and the area is a circle, centered on you, Casting Time: 1 round
with a radius of 2 miles/level. Range: Unlimited
The spell is blocked by even a thin sheet of lead, and it cannot Target: One creature
detect nodes protected by a node lock spell. Duration: Permanent
Arcane or Divine Focus: A pebble found in a node. Saving Throw: None
Spell Resistance: Yes
Love’s Lament You permanently place a mark upon a character or creature
Enchantment (Compulsion) [Mind-Affecting] that identifies it as an enemy of the faith. Anyone of your faith
Level: Bard 3 who encounters the bearer of a mark of the unfaithful, even if
Components: V he is disguised, altered, or polymorphed, feels a natural hostility

31
TOOLS OF EVIL

toward that person and gains a +6 circumstance bonus on Sense Node Door
Motive checks made against the marked creature. This hostility
Conjuration (Teleportation)
might not induce the viewer to attack, but he certainly will not
Level: Druid 3, sorcerer/wizard 3
be inclined to trust or believe anything the marked one says.
Components: V
Clerics, paladins, druids and rangers of the faith can automati-
Casting Time: 1 standard action
cally detect the mark simply by looking at the subject.
Range: Varies; see text
A mark of the unfaithful is permanent until dispelled or
Target: You and touched objects or other touched willing
removed by a cleric of the same faith, of higher level than the
creatures
caster, who casts an atonement spell upon the subject.
Duration: Instantaneous
Focus: The subject’s name must be inscribed in a book or scroll
Saving Throw: None and Will negates (object)
especially consecrated for this purpose and detailing the crimes
Spell Resistance: No and Yes (object)
(real or imagined) for which the subject is being marked.
You instantly transfer yourself from your current node to any
Necrotic Skull Bomb other node of the same type that you have visited. You always
arrive at the exact spot desired—whether by simply visualizing
Necromancy
the area or by describing your destination (for example, “the
Level: Cleric 5, sorcerer/wizard 5
Shadow Weave node in the garden at the Temple of Old Night”).
Components: V, S, M
After using this spell, you can’t take any other actions until
Casting Time: 1 swift action
your next turn.
Range: Close (25 ft. + 5 ft./2 levels)
If you arrive in a node that is already partially occupied
Area: 20-ft.-radius spread
by a newly added object, you arrive in the closest clear space
Duration: Instantaneous

Illustration by Thomas M. Baxa


in that node. If the node is completely filled or has been
Saving Throw: Fortitude negates
destroyed by any means, you bounce to the next closest node
Spell Resistance: Yes
of the same type (determined randomly or by the DM). Each
such “bounce” deals 2d6 points of damage to you and any who
You imbue a humanoid skull with negative energy and hurl it.
accompany you.
The skull detonates on impact, releasing the negative energy con-
You can bring along objects as long as their weight doesn’t
tained within. All creatures in
exceed your maximum load. You can also bring one additional
the spell’s area, except for
willing Medium or smaller creature (carrying gear or objects up
undead, gain 1d4 negative
to its maximum load) or its equivalent per three caster levels;
levels (see Energy Drain,
a Large creature counts as two Medium
page 308 of the Monster
creatures, a Huge creature counts as two
Manual, for details
Large creatures, and so forth. All creatures
about negative
to be transported must be in contact with
levels).
one another, and at least one of those
Assuming a
creatures must be in contact with
creature survives
you. As with all spells for which
the effect of the
the range is personal and the
spell, it regains
target is you, you need not make
lost levels after
a saving throw, nor is spell re-
a number of hours
sistance applicable to you. Only
equal to your cast-
objects held or in use (attended)
er level (maximum
by another person receive saving
15 hours). Usually,
throws and spell resistance.
negative levels have
Special: You must have
a chance of draining
the Node Spellcasting feat
a creature’s levels, but the
to cast this spell.
negative levels from necrotic
skull bomb don’t last long enough to Necrotic skull bomb
do so.
An undead creature in the spell’s area gains 1d4×5 temporary
hit points for 1 hour.
Material Component: A humanoid skull.

32
TOOLS OF EVIL

Node Genesis Special: You must have the Node Spellcasting feat to cast this
spell.
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S, XP Pocket Cave
Casting Time: 1 tenday (8 hours/day)
Conjuration (Creation)
Range: Touch
Level: Initiate of Gruumsh 5
Effect: One Class 1 node with a 10-ft. radius
Components: V, S, DF
Duration: Instantaneous
Casting Time: 1 standard action
Saving Throw: None
Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: No
Effect: Extradimensional cave, up to two 10-ft. cubes/level (S)
Duration: 1 hour/level (D)
When you cast this spell, the arcane energies reroute local ley lines
Saving Throw: None
and telluric currents, precipitating the creation of a Class 1 node
Spell Resistance: No
(you determine the type when you cast the spell). The new node is
centered on and emanates from a point on the ground you touch.
You conjure up an extradimensional cave that has a single entrance
The rough boundary of the new node can cross any type of terrain
on the plane from which the spell was cast. You can only cast
or empty space, and can cross different types of materials. You
this spell on a surface made of rock or some form of earth. The
have some leeway in determining the initial shape of your node’s
entry point looks like a dark cave entrance that is 4 feet wide
outer boundary—it doesn’t have to be a perfect sphere.
and 8 feet high. Only those you designate can enter the cave, and
The newly generated node retains its Class 1 status for one
the portal is shut and made invisible behind you when you enter.
year. Thereafter, its diameter increases at rate of 20 feet per year,
You can open it again from your side at will. Creatures entering
until it eventually reaches a diameter equal to 20 feet per the
the cave will find themselves in a dark, wet cavern. The place
caster level you possessed at the time of casting. When the node’s
contains enough oxygen to sustain as many creatures as can fit in
diameter reaches the low end of the range for the next higher
the area for the duration of the spell. Edible fungus grows along
class (see Table 5–1 on page 96), its class increases by +1. For
the walls, and condensation drips down one wall into a pool of
example, a Class 1 node becomes Class 2 when its diameter reaches
fresh, clean water that never seems to run dry.
40 feet, and Class 3 when its diameter reaches 120 feet.
External conditions such as weather do not affect the pleas-
Nodes you create with this spell are automatically considered
ant atmosphere of the cave, and nothing except the designated
node locked by you. They are otherwise just like natural nodes
creatures can pass through the portal in either direction. At the
and subject to destruction in the same ways.
end of the spell’s duration, all within the pocket cave return to
XP Cost: 5,000 XP.
the spot where they entered the cave or else to the nearest open
Special: You must have the Node Spellcasting feat to cast this
space, if that spot is occupied.
spell.

Node Lock Ravage


Necromancy [Evil]
Abjuration
Level: Cleric 7
Level: Sorcerer/wizard 2
Components: V, S, DF
Components: V, S
Casting Time: 1 standard action
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Range: Close (25 ft. +5 ft./2 levels)
Area: 10-ft.-radius cylinder, 40 ft. high
Target: One node
Duration: Instantaneous
Duration: Permanent
Saving Throw: Fortitude negates
Saving Throw: None
Spell Resistance: Yes
Spell Resistance: No
A terrible column of swirling black energy engulfs creatures
A node lock spell cast upon a node magically “locks” it against
and rips at their bodies and souls. All living creatures within
others who might wish to use its power. You can affect a node
the spell’s area take 1d6 points of vile damage per two caster
whose class is equal to one-half your caster level or less. For any
levels (maximum 10d6). Unlike regular damage, vile damage
caster except you, a node lock adds +15 to each Spellcraft DC as-
can only be healed by magic cast within the area of a consecrate
sociated with the use of the node’s standard powers. In addition,
or hallow spell.
the node cannot be detected by a locate node spell. A successful
dispel magic breaks a node lock.

33
TOOLS OF EVIL

Remorseless Charm Serpent Arrow


Enchantment (Compulsion) [Evil, Mind-Affecting] Transmutation
Level: Bard 5, cleric 6, sorcerer/wizard 6 Level: Justice of weald and woe 3, sorcerer/wizard 4
Components: V, S, M Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25 ft + 5ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text Target: Up to eight projectiles, all of which must be within
Saving Throw: Will negates 40 ft. of each other at the time of casting; see text
Spell Resistance: Yes Duration: Up to 10 min./level; see text
Saving Throw: None
This spell eliminates normal inhibitions and silences the subject’s Spell Resistance: No
conscience. Under its effects, a good creature might commit acts
of extraordinary evil without any feelings of remorse. For instance, You transform wooden arrows, darts, or twigs into Tiny vipers
a paladin who strives to never destroy a foe that has surrendered (see Monster Manual page 200). These missiles remain rigid
might decide that she’s better off meting out justice immediately and harmless until fired or hurled. They automatically bite any
and killing the enemy. This spell affects the target’s norms and creature they hit, each dealing 1 point of damage plus poison
expections; for example, once affected, a good-aligned target might (injury, Fortitude DC 11, initial and secondary damage 1d6 Con).
be willing to attack his friends when urged to do so through a sug- The missiles remain in snake form for the duration of the spell,
gestion. This would not eliminate his need to atone, according to fighting the creatures they initially struck using their normal
the tenets and punishments prescribed by his faith or law. attack bonus. If a missile misses its target, or the target originally
The compulsion is permanent until broken by a break en- struck moves out of reach, the snake moves to attack the nearest
chantment spell or similar magic, or until it is removed by the creature other than you. If a target falls dead and no others are
spellcaster. in range, the spell ends even if its duration has not run out. When
Material Component: One piece of masterwork artwork of at the spell expires, the vipers melt away, leaving nothing behind.
least 1,000 gp in value. The artwork must depict acts of debauchery Material Components: Up to eight wooden arrows, darts, or
or evil that are titillating and fascinating, not disturbing or revolt- straight twigs, plus a scale from any sort of snake.
ing. The spell is cast upon the artwork, which is then revealed to
the subject of the spell, triggering its effects. The enchantment on
the artwork lasts for 1 day per spellcaster level, much like a symbol,
Shadow Arrow
until it is viewed and its magical effect is triggered. Necromancy
Level: Assassin 4, justice of weald and woe 4, ranger 4
Components: V, M
Scourge of Force Casting Time: 1 swift action
Evocation [Force] Range: Touch
Level: Sorcerer/wizard 2 Target: One masterwork arrow or bolt
Components: V, S Duration: Instantaneous
Casting Time: 1 standard action Saving Throw: None
Range: Close (25 ft. + 5 ft/2 levels) Spell Resistance: Yes
Effect: One tendril of force plus one additional tendril per
three caster levels (maximum four) This spell is cast upon a masterwork arrow or bolt, transforming
Targets: One or more targets, no two of which can be more it into pure black shadow. Make a ranged touch attack with the
than 30 ft. apart missile instead of a normal ranged attack. Instead of dealing
Duration: Instantaneous normal damage, a shadow arrow deals 1d6 points of Strength
Saving Throw: None damage. The arrow or bolt must be fired during the same round
Spell Resistance: Yes the spell is cast, or the magic dissipates and is lost. The projectile
is destroyed even if it misses its target.
One or more whiplike tendrils of force spring from your hand Material Component: Masterwork arrow or bolt.
and lash targets within range. Make a melee touch attack for
each tendril using your highest attack bonus. If a tendril hits, it
deals 1d8 points of force damage plus 1 point of force damage
Shadow Trap
per two caster levels (maximum 1d8+5). You can lash a target Conjuration (Summoning) [Shadow]
with multiple tendrils. Level: Cleric 7, sorcerer/wizard 7
Components: V, S, M
Casting Time: 10 minutes

34
TOOLS OF EVIL

Range: Touch The conjured green slime does not disappear automatically and
Duration: 1 hour/level (D) must be destroyed in the normal way.
Saving Throw: Reflex half
Spell Resistance: Yes
Spellslayer Arrow
With this spell, you place a magic trap on any object that casts a Transmutation
shadow. If the object is disturbed in any way that causes its shadow Level: Assassin 2, justice of weald and woe 2, ranger 2
to shift (for instance, if it or a nearby light source is moved), a Components: V, S, M
bound greater shadow (see Monster Manual page 221) emerges Casting Time: 1 swift action
from the object’s shadow to attack the nearest living creature. Range: Touch
The shadow can be turned or destroyed as normal; otherwise, it Target: One masterwork arrow or bolt
remains for a number of rounds equal to your caster level. If the Duration: Instantaneous
trapped object resides in a place that has no shadows, the trap Saving Throw: None
does not trigger, although the spell remains in effect. Spell Resistance: Yes
Material Component: A sheet of black cloth large enough to
drape over the warded object. This spell is cast upon a masterwork arrow or bolt, transforming
it into a glowing missile that destabilizes other forms of magic.
In addition to dealing normal damage, a spellslayer arrow deals
Slashing Darkness an extra 1d4 points of damage for each ongoing spell currently in
Evocation effect on the target. For example, an arrow would deal an extra
Level: Clr 3 3d4 points of damage to a creature under the effects of bull’s
Components: V, S strength, haste, and mage armor. The arrow or bolt must be fired
Casting Time: 1 standard action during the same round the spell is cast, or the magic dissipates and
Range: Medium (100 ft. + 10 ft./level) is lost. The projectile is destroyed even if it misses its target.
Effect: Ray Material Component: Masterwork arrow or bolt.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Symphonic Nightmare
Enchantment (Compulsion) [Mind-Affecting]
A hissing, hurtling ribbon of pure darkness flies from your Level: Bard 6
hand. A creature struck by this ray of darkness takes 1d8 points Components: V, S, F
of damage per two caster levels (maximum 5d8). An undead Casting Time: 1 standard action
creature instead heals 1d8 points of damage per two caster levels Range: Touch
(maximum 5d8). Target: Living creature touched
Duration: 1 day/level (D)
Saving Throw: Will negates
Slime Hurl Spell Resistance: Yes
Conjuration (Creation)
Level: Initiate of Ghaunadaur 5 A creature targeted by this spell loses the ability to dream during
Components: V, S, DF sleep or rest. Rather, in place of dreams, the target’s slumbering
Casting Time: 1 standard action mind is filled with the sounds of a discordant orchestra. After
Range: Close (25 ft. + 5 ft./2 levels) the victim’s first attempt to sleep, he incurs a –2 penalty on all
Effect: Three globs of green slime Wisdom-based skill checks. This penalty persists as long as the
Duration: Instantaneous symphonic nightmare effect maintains its hold on him. This spell
Saving Throw: None affects all creatures that sleep or enter sleeplike trances; creatures
Spell Resistance: No without the need to sleep are effectively immune.
In addition, the creature’s sleep is now haunted. It can no
You conjure and hurl three roughly spherical globs of dark green longer gain complete rest from sleeping or resting. The target
slime. You must succeed on a ranged touch attack to strike a target does not regain hit points or heal ability damage naturally, nor is
with a slime glob (roll separately for each glob, using your best it able to prepare spells if doing so requires a full night’s rest. The
ranged attack bonus). Any creature struck by a glob is coated in creature is, however, now immune to the dream and nightmare
a patch of green slime (see Dungeon Master’s Guide page 76) and spells, as well as to other effects that cause nightmares (such as
begins to experience its effects immediately. You can hit a creature the night hag’s dream haunting ability).
with multiple globs, each of which must be dealt with separately.

35
TOOLS OF EVIL

The caster can lift the effect of this curse at will, but it is Target: You
otherwise difficult to remove a symphonic nightmare before its Duration: 1 minute/level
duration expires. A remove curse cast at a higher caster level than
the symphonic nightmare spell removes it, as does a successful break When you cast this spell, a familiar and soothing song wells up
enchantment. Otherwise, a wish or miracle is required to lift the in your mind. The song does not distract you from any task at
curse. hand—on the contrary, by humming along to the tune you can
Focus: A small statue of an opened skull within which is focus your mind with ease. As long as this spell is in effect, you
arranged a miniature orchestra. The quality of this component can use any Perform check in place of a Concentration check. You
must be extraordinary, giving it a value of at least 1,000 gp. must decide which skill to use before any check is made.

Tvash-Prull’s Unholy Beast


Bonefiddle Transmutation [Evil]
Level: Druid 4
Necromancy
Components: V, S
Level: Bard 2
Casting Time: 1 standard action
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 standard action
Target: One animal of up to 1 HD/level
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Target: One creature that has a skeleton or
Saving Throw: Fortitude negates
exoskeleton
Spell Resistance: Yes
Duration: Concentration, up to 1 round/
level

Illustration by Jason Engle


When you cast this spell, the
Saving Throw: Fortitude negates
subject creature temporarily
Spell Resistance: Yes
transforms into a being of
evil, serving you for the
You call up a ghostly fiddle bow in
duration of the spell. The
the air above the targeted creature.
animal’s limbs and face
This bow immediately descends
contort, it sprouts tusks and
into the subject’s body and begins to
bone spurs through its skin, and
saw back and forth against its skeleton.
its eyes turn completely black. The
Although the music produced is eerily beauti-
animal gains a +2 bonus to Strength,
ful, it causes intense pain and anguish to the victim.
Unholy beast Dexterity, and Constitution, and a +2 bonus to
In each round of the duration, the victim takes
natural armor. Furthermore, the damage
1d6 points of sonic damage and has a –20 penalty on all Move
of its natural attacks increases as
Silently checks; the sonic damage is considered to be continuous
if it were one size category larger.
damage for the purposes of disrupting spellcasting. As a standard
An unholy beast serves you as if
action, you can move the bonefiddle to another creature in range,
it were under the influence of a
but the new target gains a saving throw to resist the spell. If a
dominate animal spell.
target ever makes its saving throw, the bonefiddle vanishes and
the spell ends. The spell’s effects continue even if the target
moves so you no longer have line of sight or line of effect to it, Whip of Thorns
but you cannot shift the bonefiddle to a new target unless you
Transmutation
have both line of sight and line of effect to the current target
Level: Druid 2
and to the intended target.
Components: V, S, M
Material Component: A miniature silver fiddle worth at least
Casting Time: 1 standard action
30 gp.
Range: Personal
Effect: 15-foot-long whip covered with sharp thorns
Undersong Duration: 1 round/level, or until discharged
Saving Throw: None
Transmutation
Spell Resistance: No
Level: Bard 1
Components: V
When you cast this spell, a piece of vine grows into a thorn-stud-
Casting Time: 1 standard action
ded whip capable of savagely ripping your opponent’s flesh. You
Range: Personal

36
TOOLS OF EVIL

can wield this whip as if you were proficient, and it follows all Target: One or more objects, including the caster’s phylactery
the rules for a whip except that it deals 1d8+1 points of lethal Duration: Permanent
damage per strike. Any time you strike a Large or smaller Saving Throw: None
opponent successfully with the whip, you can release it and Spell Resistance: No
entangle the creature. Doing this ends the spell, but the thorny To Develop: 210,000 gp; 5 days; 8,400 XP. Seeds: transform
vine continues to wrap around your enemy until the opponent (DC 21), ward (DC 14). Mitigating factors: field specializa-
breaks free with a successful Escape Artist check (DC equal to tion (–5).
the save DC of the spell). On a failed check, the creature takes
an additional 1d4 points of damage and remains entangled. On This spell can only be cast by a lich. It either separates the lich’s
a successful check that exceeds the DC by 10 or less, the creature phylactery into multiple objects or expands the phylactery to
takes the additional damage in the process of freeing itself. A include multiple objects, as determined by the spellcaster. The
creature can also attempt to burst the vine with a DC 20 Strength number of such objects can be no greater than the caster’s modi-
check, although it takes 1d4 points of damage whether or not fier for its spellcasting ability (Charisma for a sorcerer, Intelligence
the attempt succeeds. for a wizard). Thereafter, destroying the lich’s phylactery requires
Material Component: A tiny piece of vine. the destruction of the whole set of objects that comprise the
phylactery. As long as at least one such object of the set exists,
the caster cannot be permanently killed.
Woodwisp Arrow This spell can be cast repeatedly on a phylactery or part
Transmutation thereof. Each time it is cast, the number of objects that comprise
Level: Assassin 1, druid 1, justice of weald and woe 1, ranger 1 the lich’s phylactery can be increased by an amount equal to the
Components: V, S, M caster’s modifier for its spellcasting ability.
Casting Time: 1 swift action
Range: Touch
Target: One masterwork arrow or bolt
Aumvor’s Soulshatter
Duration: 1 min./level (D) Necromancy
Saving Throw: None Spellcraft DC: 51
Spell Resistance: No Components: V, S
Casting Time: 1 minute
This spell is cast upon a masterwork arrow or bolt, enabling the Range: 300 ft.
missile to pass through wood as though it was air, negating any Target: One living creature
cover benefit the target might enjoy because of wooden doors, Duration: Instantaneous
tables, or stockade walls, or negating the AC modifier of a wooden Saving Throw: Fortitude partial
shield. The spell doesn’t grant the spellcaster the ability to see Spell Resistance: Yes
through wooden obstructions, so unless a clairvoyance spell or To Develop: 357,000 gp; 8 days; 14,280 XP. Seeds: slay (DC
similar magic is already in effect, the target is treated as having 25), animate dead (DC 23). Factors: creating a ghost (+8).
concealment instead of cover. The arrow or bolt must be fired Mitigating factors: seed within specialist school (–5).
during the same round the spell is cast, or the magic dissipates and
is lost. The projectile is destroyed even if it misses its target. For any one living creature within range, you separate soul from
its body. The target is entitled to a DC 51 Fortitude save to survive
Epic Spells the attack. If the save is successful, the creature instead takes
3d6+20 points of damage. If the save is failed, the subject’s soul is
The following spells were created using the special rules in dead and passes on to the afterlife, but the body remains alive.
the Epic Level Handbook. They reveal new depths of magical After the successful casting of this spell, the body of the crea-
depravity and represent some of the most dreadful spells Faerûn ture can then be possessed (as by a magic jar spell) or dominated
has ever endured. (as by a dominate person spell) without resistance (automatic
saving throw failure). The body retains the physical characteristics
(Strength, Dexterity, Constution, skills based on those abilities,
Aumvor’s Fragmented and extraordinary abilities) of the departed soul but otherwise
Phylactery reflects the abilities and skills of the possessor or dominator. If
not possessed or dominated, the body lies dormant—alive, but
Transmutation
lacking an animating force.
Spellcraft DC: 30
The soul can be returned to the body by means of a raise dead
Components: V, S
or resurrection spell at any time. The passage of time has no effect
Casting Time: 1 minute
on the success of either spell, assuming the body is still alive.
Range: Touch

37
TOOLS OF EVIL

Bonfire of Insanity (Ritual) This spell is similar to the flame strike spell, in that a pillar of
magical fire descends upon the target. The difference is the size
Necromancy [Chaotic, Evil, Vile]
and destructive power of the spell, and its magical source. A
Spellcraft DC: 217
cataract of fire delivers 500 points of damage, equally divided
Components: V, S, M
between elemental fire and raw magical energy, to everything
Casting Time: 10 minutes
within a 300-foot radius centered on the spellcaster, 250 points
Range: 1-mile radius
of damage to everything outside the 300-foot radius but within a
Duration: Instantaneous
600-foot radius, and 100 points of damage to everything else out
Saving Throw: Fortitude negates; see text
to a quarter-mile. The pillar reaches well into the clouds and can
Spell Resistance: Yes
be used to harm flying creatures. The nature of the spell grants
Development: 1,953,000 gp, 39 days, 78,120 XP; Seeds:
the spellcaster immunity to the magical damage but not the fire
animate dead (DC 23), slay (DC 25); Factors: area effect
damage. A successful Reflex saving throw halves the damage.
(+15) to 20-ft. radius (+2) increased 800% (+32), additional
The magical energy affects even magical matter, energy
160 HD (+160); Mitigating factors: increase casting time
fields, and force effects that are normally only affected by a
(–20), ghouls (–10), uncontrolled undead (–10)
disintegrate spell, such as Bigby’s forceful hand, wall of force,
globe of invulnerability, and antimagic field. Such effects are
A bonfire is built of human bones and burned during a rain-
automatically destroyed.
storm while this spell is cast. The smoke from the fire rises
Material Component: A bronze gong, which is struck when
up and mingles with the rain clouds, filling them with vile
the spell is complete. The gong is consumed in the resulting
power. As the tainted water rains down and soaks the ground,
conflagration.
up to sixty corpses within range rise up as ghouls. Even
skeletal remains are affected. The corpses receive no saving
throw against the spell’s effects, not even if they are buried Diluvial Torrent
in consecrated ground.
Evocation [Water]
Humanoids (including the spellcasters) of up to 80 HD that
Spellcraft DC: 204
are touched by the vile rain must make a Fortitude saving throw
Components: V, S, M
or be afflicted with a magical disease that turns them into flesh-
Casting Time: 1 minute
starved ghouls within 24 hours. The disease is resistant to all
Range: 0 ft.
forms of magical healing less powerful than a heal spell.
Area: 20-ft.-radius cylinder of water, 100 ft. tall, drops from a
The total Hit Dice worth of undead created from this spell,
height of 200 ft.; see text
both from corpses and living creatures, is 180.
Duration: Instantaneous
The spell does not grant the spellcaster any ability to control
Saving Throw: Reflex half
the undead created by the spell. These undead can be commanded,
Spell Resistance: Yes
rebuked, or turned normally.
Development: 1,836,000 gp, 37 days, 73,440 XP; Seeds:
Material Component: A bonfire, at least 10 feet in diameter, made
energy (DC 19), destroy (DC 29), Factors: increased
out of the remains of at least twenty humanoids. These remains are
damage die (+40), increased damage (+70), cylinder (+2),
destroyed by the fire and are unaffected by the vile rain.
increase area (+18), maximized (+28); Mitigating factor:
personal (–2)
Cataract of Fire
This spell is similar to the cataract of fire spell, except that a
Evocation [Fire]
cylinder of magical water drops upon the target area. A diluvial
Spellcraft DC: 204
torrent delivers 500 points of damage, equally divided between
Components: V, S, M
physical damage and damage from raw magical energy, to every-
Casting Time: 1 minute
thing within a 100-foot radius centered on the spellcaster, 250
Range: 0 ft.
points of damage to everything outside the 100-foot radius but
Area: 300-ft.-radius cylinder, 2,000 ft. tall; see text
within a 300-foot radius, and 100 points of damage to everything
Duration: Instantaneous
else out to 750 feet. The nature of the spell grants the spellcaster
Saving Throw: Reflex half
immunity to the magical damage but not the physical damage.
Spell Resistance: Yes
A successful Reflex saving throw halves the damage.
Development: 1,836,000 gp, 37 days, 73,440 XP; Seeds:
At the DM’s discretion, creatures surviving the initial impact
energy (DC 19), destroy (DC 29); Factors: increased
of 628,000 cubic feet of water might also be subject to drowning
damage die (+40), increased damage (+70), cylinder (+2),
and/or being swept away by the resulting flood.
increase area (+18), maximized (+28); Mitigating factor:
Material Component: A silver gong, which is struck when the
personal (–2)
spell is complete. The gong is consumed in the resulting torrent.

38
TOOLS OF EVIL
Illustration by Ralph Horsley

Diluvial
torrent

Horrendous Dessication Necromantic Singularity


Necromancy Necromancy [Death]
Spellcraft DC: 118 Spellcraft DC: 119
Components: V, S, M Components: V, S, M
Casting Time: 1 minute Casting Time: 1 minute
Range: Personal Range: 300 ft.
Area: 300-ft.-radius/level centered on the spellcaster Area: 1-mile radius
Duration: Instantaneous Duration: Instantaneous
Saving Throw: Fortitude half Saving Throw: No
Spell Resistance: Yes Spell Resistance: Yes
Development: 1,062,000 gp, 22 days, 42,480 XP; Seeds: trans- Development: 1,071,000 gp, 22 days, 42,840 XP; Seeds: slay
port (DC 27); Factors: interplanar (+4), unwilling target (+4), (DC 25); Factors: increase HD (+96), target to area (+10),
area effect (+2), increase area (+16), area level dependent area radius (+2), increase area (+36); Mitigating factor:
(+25), damage/volume level dependent (+25), augment minor destroy minor artifact (–50)
magic item ×10 (+40); Mitigating factor: loss of limb (–25)
This powerful spell brings into being a short-lived conduit be-
This spell causes everything within the area to become desic- tween the Material Plane, the magical Weave, and the Negative
cated—withering plants, mummifying flesh, drying up pools Energy Plane, allowing undiluted negative energy to spew into
and ponds, and turning lush land to dust. Any living thing, the world. The energy instantly slays up to 1,000 HD worth
not including the spellcaster, within the area takes 40 points of of living creatures. The spell kills creatures one at a time, in
dessication damage per spellcaster level. order of proximity to the singularity, until all 1,000 HD are
The spell also absorbs 1,000 pounds (120 gallons) of water accounted for.
per caster level from any standing or moving body of water. Material Components: A sphere of annihilation. The sphere
Casting this spell permanently withers one of the spellcaster’s is destroyed by the spell.
limbs.
Material Component: One application of dust of dryness.

39
TOOLS OF EVIL

Magic Items Description: Armors or shields with this property are embel-
lished with scalps, skulls, bones, dried viscera, and other countless
Evil characters and creatures employ almost all the magic items horrors.
and devices available to good beings. In addition, the items and This armor emits a faint odor of rancid meat and a faint
special abilities described below have great appeal to those who like illusory miasma of flies. The flies give off a buzzing sound seem
to dominate, horrify, or flay others. These items and abilities, while to taste the embellishments of flesh and bone.
not necessarily evil themselves, are ideally suited to evil use. Activation: Armor or a shield with the hideous special ability
The expanded format for the descriptions that follow is automatically grants its wearer its bonus.
designed to add depth and detail to each item or ability. Some Effect: Hideous armor provides a +5 competence bonus on
items have a background in the lore of the FORGOTTEN REALMS Intimidate checks and a –2 penalty on Diplomacy checks.
setting, which is provided where it applies. After the item’s physical Aura/Caster Level: Faint conjuration; CL 4th.
description is a prerequisite (if any) that a character must have Construction: Craft Magic Arms and Armor, creator must
to make use of the item, followed by details on how its effect have 5 ranks of Intimidate, +1,875 gp, +150 XP, +4 days (add to
is activated. Further game details, such as the benefit the item the cost of the armor being improved).
provides and its market price, follow thereafter. Variants: Two more powerful versions of the hideous special
ability are sometimes used. The improved version grants a +10
competence bonus on Intimidate checks, costs +7,500 gp, +600
Armor Special Abilities XP, +15 days and has a market price of +15,000 gp. The greater
These armor special abilities are available in addition to the special ability grants a +15 competence bonus on Intimidate
special abilities given in the Dungeon Master’s Guide and other checks, costs +16,875 gp, +1,350 XP, +34 days and has a market
sources. price of +33,750 gp.
Weight: —.
GNASHING Price: +3,750 gp.
Armor with this property bites at a foe that grapples you.
Lore: A character who makes a DC 20 Knowledge (history) OCULAR
check knows that the first suit of gnashing armor was created A suit of armor or a shield with this property grants all-around
by the human cleric Ferstal, a worshiper of Tiamat. Her suit of vision.
gnashing full plate featured carvings of dragon heads. Lore: A DC 25 Knowledge (religion) check yields the fact that
Description: This armor has images of many different faces long ago, a small cult of humanoids living in Skullport venerated
carved into it. The visages show expressions of vicious cruelty. the Great Mother and her progeny. These beholder worshipers
One bares its clenched teeth in a snarl; another’s mouth is open endeavored to create a variety of items to make them more like
as if to bite. their idols.
In most cultures, gnashing armor is crafted to look like the Description: Armor and shields with this property feature
region’s main terrors: devils, demons, mythological creatures, or multiple small eyes on stalks. At any one moment, some of the
popular local or regional villains. For instance, gnashing armor eyes are open and some are closed.
made by humans living in the Nelanther Isles would show scarred Activation: Armor or a shield with the ocular ability automati-
and vicious reavers or fearsome ogres. cally grants its wearer its bonus.
Activation: A suit of gnashing armor automatically bites any Effect: This property grants the wearer all-around vision,
opponent that is grappling the wearer. making her exceptionally alert. The many eyes provide a +4
Effect: When the wearer of a suit of gnashing armor is grap- competence bonus on Spot and Search checks, and the wearer
pling, the carvings of faces animate and begin to bite, striving can’t be flanked.
to tear at the opponent. The suit deals 1d6 points of damage to A blindness spell cast on the wearer negates this property.
each grappling foe. The damage is considered piercing, slashing, Aura/Caster Level: Strong abjuration; CL 15th.
and bludgeoning. Construction: Craft Magic Arms and Armor, arcane eye,
Aura/Caster Level: Strong transmutation; CL 11th. variable gp, variable XP, variable days (depending on the armor
Construction: Craft Magic Arms and Armor, animate objects, being improved).
variable gp, variable XP, variable days (depending on the armor Weight: —.
being improved). Price: +2 bonus.
Weight: —.
Price: +1 bonus. WARY
A suit of armor or a shield with this property improves your
HIDEOUS roguelike ability to be responsive to flanking enemies.
A suit of armor or a shield with this property helps you intimidate Description: Armors or shields with this property tend to be
your enemies. nondescript.

40
TOOLS OF EVIL
Illustrabion by Wayne England

Hideous hide armor (left); an ocular shoeld (top); gnashing breastplate (bottom); wary leather armor (right)

Prerequisite: Improved uncanny dodge ability. name Hellsteel, but other similar suits have appeared since, and
Activation: Armor or a shield with the wary ability only not all of them crafted in the fiery pits of the Nine Hells. A DC
functions if its wearer has improved uncanny dodge. 30 bardic knowledge or Gather Information check reveals that
Effect: This armor property increases your effective rogue a vengeance knight named Cordelia Flametongue (see page 71)
level by four with regard to being flanked. possesses one such suit.
Aura/Caster Level: Faint transmutation; CL 5th. Description: This suit of black full plate armor is made from
Construction: Craft Magic Arms and Armor, cat’s grace, the scales of a remorhaz tempered in the fires of the Nine Hells.
+2,500 gp, +200 XP, +5 days (add to the cost of the armor being Red, marblelike veins run through it.
improved). Activation: Activating the armor’s fire shield ability (see
Weight: —. Effect, below) is a free action. The fire shield ability functions
Price: +5,000 gp. only if the wearer is evil.
Effect: Hellsteel is a suit of +3 full plate that grants its wearer
resistance to fire 5. Upon speaking a command word, the wearer
Specific Armor can use a warm fire shield once per day. Any creature other than
The following suit of armor has served more than one evil the wearer that touches the armor for a full round (such as by
champion since the day it was first forged. grappling or being grappled by the wearer) takes 1d6 points of
fire damage per round as the metal sears its flesh.
HELLSTEEL Aura/Caster Level: Moderate evocation; CL 10th.
This dark, red-veined armor can sheath its wearer in a protective Construction: Craft Magic Arms and Armor, fire shield, resist
fiery aura. elements, +12,825 gp, +1,026 XP, +12 days.
Lore: A DC 20 bardic knowledge check reveals that an abishai Weight: 50 lb.
armorsmith named Nirzayal crafted the first suit to bear the Price: 25,650 gp.

41
TOOLS OF EVIL

Weapon Special Abilities Effect: Any arrow or bolt fired from a splitting weapon
magically splits into two missiles in mid-flight. Both missiles are
The following weapon special abilities are available in addition to those
identical, sharing the nonsplitting properties of the original mis-
presented in the Dungeon Master’s Guide and other sources.
sile; for example, a +1 splitting arrow splits into two +1 arrows in
mid-flight. Both missiles strike the same target. Make a separate
DOOMSTRIKE attack roll for each missile using the same attack bonus.
The wielder of a doomstrike weapon can cleave into an enemy
Aura/Caster Level: Moderate conjuration (creation); CL 7th.
immediately upon sundering his weapon.
Construction: Craft Magic Arms and Armor, Precise Shot,
Description: Doomstrike weapons have blades or heads coated
arrowsplit, +9,000 gp, +720 XP, +18 days.
in a thin layer of blue-black frost or rime. In addition, they tend
Weight: —.
to have sinister yet ornate designs worked into them.
Price: +3 bonus.
Activation: A melee weapon with the doomstrike ability only
functions if its wielder has the Improved Sunder feat.
Effect: After successfully sundering an enemy’s weapon, the Specific Weapons
wielder of a doomstrike weapon can cleave into the enemy, as
Villains and vicious characters enjoy weapons that inflict pain
though using the Cleave feat.
in creative or devastating ways. The following specific weapon is
Aura/Caster Level: Faint evocation; CL 5th.
usually preconstructed with the qualities described here.
Construction: Cleave, Craft Magic Arms and Armor, shatter,
+4,000 gp, +320 XP, +8 days.
Weight: —.
FLENSING GAUNTLET
This hideous spiked gauntlet literally strips flesh from its target.
Price: +1 bonus.
Description: A flensing gauntlet is a ragged-looking, tattered
glove and armband of untanned humanoid skin. When the item
RAVENOUS is activated, the fleshy tatters writhe, and bony hooks sprout from
A ravenous weapon acquires a taste for the blood of those it
the palm and fingers. It is otherwise a +1 spiked gauntlet.
wounds, dealing extra damage on subsequent attacks.
Activation: As a move action, curl your gloved hand into a
Description: Ravenous weapons are adorned with teeth or fangs
claw to activate the gauntlets. The effect lasts for 1 round. You
(real or engraved). They make terrible slurping and gnashing
can activate the gauntlets up to three times per day.
noises as they smash bones and carve through flesh.
Effect: A successful attack with an activated gauntlet tears a strip
Activation: A melee weapon with the ravenous ability only
of flesh away from a living corporeal opponent, causing pain and
functions if its wielder is evil and can make multiple attacks in
trauma that weakens as well as dealing damage. This effect occurs
a single round.
even if the opponent is wearing armor. The opponent takes an extra
Effect: When a ravenous weapon wounds a creature, it acquires
1d6 points of damage plus 1d4 points of Constitution damage and
a taste for that creature’s flesh and blood. Subsequent attacks made
1d4 points of Charisma damage. A Fortitude saving throw negates
against the same creature during the same round deal an extra
the ability damage and halves the extra hit point damage.
2d6 points of damage (of the same type the weapon normally
Incorporeal creatures or creatures of a gaseous nature (such
deals—bludgeoning, piercing, or slashing). For example, Xokarus
as air elementals) are not affected by this item.
the blackguard makes three attacks with his +1 ravenous greataxe,
Aura/Caster Level: Strong evocation; CL 12th.
hitting Andril the paladin all three times. The first attack deals
Construction: Craft Magic Arms and Armor, flensing (see
normal damage, while the second and third attacks each deal an
page 70 of the FORGOTTEN REALMS Campaign Setting), 8,805
extra 2d6 points of slashing damage.
gp, 680 XP, 17 days.
Aura/Caster Level: Moderate necromancy; CL 9th.
Weight: 1 lb.
Construction: Craft Magic Arms and Armor, slay living,
Price: 17,305 gp.
creator must be evil, +9,000 gp, +720 XP, +18 days.
Weight: —.
Price: +2 bonus. Wondrous Items
The following magic items are often found among the resources
SPLITTING of champions of ruin.
Any missile fired from a splitting weapon, or an arrow or bolt
enchanted with the splitting ability, breaks into two identical
missiles before striking the intended target.
CAMELLIA OF THE BLACK LADY
A beautiful flower that beguiles—then punishes.
Description: V-shaped engravings adorn a splitting weapon
Lore: A character who makes a DC 20 Knowledge (religion)
or splitting ammunition.
check knows that the Black Lady was a notorious assassin and
Activation: The splitting ability of a ranged weapon (must
servant of Shar. She used subversion with beauty and poise, and
be a bow, crossbow, arrow, or bolt) only functions if its wielder
the scent of sweet flowers.
has the Precise Shot feat.

42
TOOLS OF EVIL

Description: A camellia of the Black Lady is a creamy-white One vial of sanguine nostrum has one use.
blossom worn in the hair, taking up space on the body as a Aura/Caster Level: Strong divination and necromancy;
headband or helmet. On close inspection, the inner whorls of the CL 15th.
flower suggest unsettling, depraved forms. The item has a sweet, Construction: Craft Wondrous Item, moment of prescience,
overpowering odor that carries a considerable distance. 2,500 gp, 20 XP, 5 days.
Activation: The flower remains perpetually fragrant and Weight: —.
perfectly preserved. The wearer activates the blossom’s dominate Price: 5,000 gp.
person power by choosing a humanoid target and pressing the
stem (a standard action).
The poison effect activates automatically once the dominate
Major Artifact
person effect ends. An artifact is an extremely powerful magic item, beyond the
Effect: When the designated target comes within 20 feet of ability of present-day spellcasters to create.
the wearer, he must make a DC 19 Will save (DC 21 if Selûne
is his patron deity) or be captivated by a dominate person effect. GRAY PORTRAIT
In addition, he is subjected to a remorseless charm effect (no This artifact prevents its owner from suffering negative levels,
save) that stills his moral conscience. The victim must follow the ability drain, and from aging.
instructions of the wearer, no matter how dreadful those orders Lore: A DC 30 bardic knowledge or Knowledge (religion) check
might be. The subject remains in the thrall of the wearer for recalls this myth about the gray portrait. Long ago, almost two
nine days, until the dominate person effect is dispelled, or until millennia in the past, a vain and selfish chaotic neutral follower
the camellia of the Black Lady is destroyed. of Sune named Belarian the Beautiful sought every means avail-
When the dominate person effect ends (either through the able to sustain and enhance his beauty. Firehair’s creed teaches
duration elapsing, a dispel magic effect freeing the victim, or that beauty is not just skin deep, but Belarian only cared about
the destruction of the flower), Shar’s vengeance manifests finally his appearance. His self-infatuation was so great that he turned
as a poison spell, dealing 1d10 points of Constitution damage from his devotion to Lady Firehair and offered to sell his soul
immediately and another 1d10 points of Constitution damage 1 to any god or demon able to preserve his physical perfection.
minute later. Each instance of damage can be negated with a DC One answered, gifting Belarian with immortality and perpetual
19 Fortitude save (DC 21 if Selûne is the victim’s patron deity). beauty through an artifact. Who created the gray portrait, which
A camellia can be used only once. entity gave it to Belarian, or what eventually happened to the
Aura/Caster Level: Strong enchantment and necromancy; vain man is a matter of speculation. Over the last two thousand
CL 13th. years, various personages have owned the portrait, but its current
Construction: Requires Craft Wondrous Item, dominate person, location is unknown.
poison, remorseless charm*, 3,500 gp, 280 XP, 7 days. Description: Initially only a blank canvas, the gray portrait
Variants: A used camellia of the Black Lady still retains its becomes a picture of the owner after one week.
freshness, fragrance, and interesting appearance; it has a price Activation: After an individual possesses the portrait for one
of 200 gp. week, a picture of that individual owner appears on the canvas.
Weight: —. Effect: The owner of the gray portrait does not age or show
Price: 7,000 gp. signs of aging. As long as he owns the portrait, he will appear
*New spell described on page 34. as young and as healthy as he did when he first acquired the
artifact.
SANGUINE NOSTRUM When the owner of the portrait is subject to spells or effects
A powder sprinkled on the heart and mixed with the blood of that bestow negative levels or cause ability drain, such as energy
an enemy. drain spell or a vampire’s touch, he does not suffer their effects.
Description: Sanguine nostrum appears as a simple magical Instead, the portrait absorbs these debilitating effects. His image
powder. in the portrait transforms to look more haggard and depraved
Activation: The powder must be mixed with a recently killed as it suffers the horrors that leave its owner untouched.
enemy’s blood and sprinkled on its heart. Preparing and consuming The portrait stores and preserves all this horrible magic. If it
the heart in this way takes 3 rounds. is ever destroyed, the owner immediately suffers all the negative
Effect: The powder is used to season the fresh heart of an effects of age, negative levels, and ability drain that the portrait
enemy that has been dead for no more than 1 minute. If treated has absorbed. If the owner has outlived his natural life span, he
with sanguine nostrum and eaten immediately, the enemy’s heart instantly dies.
grants you great insight, as through the effect of a moment of Aura/Caster Level: Overwhelming abjuration and necro-
prescience spell. The more powerful the enemy, the greater the mancy; CL 20th.
benefits; the caster level of the spell is equal to the Hit Dice of Weight: 10 lb.
the creature whose heart you consumed with the powder. Price: —.

43
in other parts of Faerûn—notably near the High Forest, in
northern Cormanthor, and in Chult. Some barbaric nature is
necessary to the pursuit of the cult’s powers, and barbarian/rangers

E
are especially potent candidates. Druids rarely want to sacrifice
their studies to become worshipers of abominations, but some
find the savage nature of the cultist to be an irresistible draw.
Strength (for savage attacks), Wisdom (for tracking prey), and
vil lurks in many corners of Toril. These prestige Constitution (to survive deadly melee combat) are key abilities
classes furnish a broad sampling of paragons of for a Black Blood cultist.
viciousness and violence. Devoted worshipers of
Malar, woodland assassins, sporting gladiators, and many other
dark-hearted adventurers will find interesting options for their
ENTRY REQUIREMENTS
malevolence. Alignment: Chaotic evil, chaotic neutral, or neutral evil
Skills: Knowledge (nature) 2 ranks, Survival 8 ranks
Black Blood Cultist Feats: Improved Unarmed Strike, Track.
Special: Ability to rage.
“The power of the beasts is undeniable.”
—Zert of the Wild Brothers
TABLE 3–1: THE BLACK BLOOD CULTIST
Worse things than wolves and orcs hunt the dark forests of Base
the North. The beastly lycanthropes known as the People of Attack Fort Ref Will
the Black Blood venerate Malar with bloody rites that claim Level Bonus Save Save Save Special
hundreds of human, elf, and dwarf lives every year. Black Blood 1st +0 +2 +2 +0 Feral rage (claws),
cultists, worshipers of these lycanthropic horrors, are drawn damage reduction 1/silver
from the totemic barbarian tribes scattered across the northern 2nd +1 +3 +3 +0 Improved grapple
lands. They exhibit fearsome powers drawn from the veneration 3rd +2 +3 +3 +1 Feral rage (bite)
of the tainted animal spirits of their masters. That their rever- 4th +3 +4 +4 +1 Scent, DR 3/silver
ence for the lycanthropes goes unrewarded does not matter to 5th +3 +4 +4 +1 Stranglehold
the unfettered spirits of the cultists—they rage for their cruel 6th +4 +5 +5 +2 Feral rage (rend)
masters and bring death to those who are not touched by the 7th +5 +5 +5 +2 Improved natural attacks
Beastlord’s terrible power. 8th +6 +6 +6 +2 Savage grapple
9th +6 +6 +6 +3 DR 5/silver
10th +7 +7 +7 +3 Feral form
Becoming a
Black Blood Cultist Hit Die: d12.
Class Skills (4 + Int modifier per level): Climb, Handle
Most Black Blood cultists come from an Uthgardt barbarian tribe
Animal, Hide, Intimidate, Jump, Knowledge (nature), Listen,
that has fallen under the sway of a Malar-worshiping chieftain.
Move Silently, Search, Spot, Survival, Swim.
Still, there are cultists dedicated to Malarite lycanthrope tribes

44
PRESTIGE CLASSES

Class Features Savage Grapple: Starting at 8th level, you deal damage as if
you had hit with all your natural weapons (including rend, if you
Black Blood cultists are savage fighters whose natural attacks
are raging) on a successful grapple check.
become more fearsome as they increase in level.
Feral Form: By 10th level, you have gained great control over
Feral Rage (Ex): Black Blood cultist class levels stack with
your bestial nature. You can now use your claw, bite, and rend
barbarian levels for purposes of determining your rage ability. Thus,
attacks even when you are not raging.
an 8th-level barbarian/4th-level Black Blood cultist can use greater
rage four times per day, just as a 12th-level barbarian could.
Black Blood cultists strengthen their fingers and toughen their Playing a Black Blood Cultist
nails with special training. As
You feel most alive when you are
a result, when raging, you gain
far away from the shackles of civ-
two claw attacks at your high-
ilization. The beast burns inside
est base attack bonus. Each claw
you, and you strive to unleash it
deals 1d6 points of damage plus
as often as possible. You look to
your Strength modifier. You can
the People of the Black Blood as
use a one-handed weapon and a
paragons of your ideal—beasts
claw, but when doing so the claw
in humanoid form, the best of
counts as a secondary weapon
both worlds combined into a
(adding only half your Strength
savage package. Your shaman
bonus to damage, and with a –5
guides your spirit through its
modifier on the attack roll).
transformation, and he is your
At 3rd level, you gain a bite
connection to the animal inside.
attack when raging in addition
The most important things
to your two claw attacks. The
Illustration by Marc Sasso

in your life are your territory


claws are still your primary
and your tribe, wherever and
weapons and the bite is your
whoever that might be.
secondary weapon. The bite
You are quick to react to
deals 1d4 points of damage
danger, instantly attacking with a
plus half your Strength modi-
fury unmatched by any civilized
fier. You can use a two-handed
being. Threats are best dealt with
weapon with your bite as a sec-
swiftly—kill or be killed. The
ondary attack, or you can use
righteous transformations you
a one-handed weapon with your
subject your body to are scars of
claw and bite as secondary
honor, seen and respected by
attacks.
the animals of the forest
At 6th level and
and the beasts that rule
higher, whenever you hit
over them. Civilization
with both of your claw attacks
holds nothing for you, and
during a rage, you rend your
you do not share the fears
opponent’s flesh, automatically
of civilized creatures. Death,
dealing double claw damage in
Shuk-ta, a black blood cultist hunger, and loss are all a part of the natural
addition to normal damage.
order, one which you are committed to protect.
Damage Reduction (Ex): At 4th level and at 9th level, you
Combat: While most barbarians prefer blades
gain damage reduction, which stacks with damage reduction from
and clubs in combat, you would rather rend the flesh
other sources. Silvered weapons ignore the damage reduction
of your enemies with your own natural weapons. Your teeth
granted by levels in this prestige class.
can tear as big a hole in your prey as an axe or sword. You
Improved Grapple: At 2nd level, you gain the Improved
are quick to react, closing immediately with the first enemy
Grapple feat even if you do not meet the prerequisites for it.
to dare draw steel against you. Isolate that enemy, put him on
Scent (Ex): At 4th level, you gain the scent ability.
the ground, and rip out his throat before moving on to the
Stranglehold: At 5th level, you learn to snap the necks of
next. Melee combat is where you are most comfortable. An
fallen enemies, allowing you to administer a coup de grace with
enemy that has ranged weapons is best avoided and ambushed,
your bite attack as a move action.
although a frontal assault, if quick enough, can take such an
Improved Natural Attacks: At 7th level, your natural attacks
opponent by surprise. You’ve learned that it is difficult for
become even more deadly. Your claw attacks now deal 1d8 points
such a foe to aim an arrow while your claws threaten to rip
of damage and your bite attack deals 1d6 points.
it limb from limb.

45
PRESTIGE CLASSES

By 3rd level, your melee combat skills have begun to reach When you do seek out magic items, you should look for magi-
their peak. You can make three attacks per round without even cal protections that reduce the number of wounds you take in
wielding a weapon, and you are a dangerous grappler while combat. Enhanced armor is helpful, but items such as cloaks of
raging. Your damage reduction allows you to absorb blows from displacement are even better, since they can negate hits from more
a grappled foe’s allies as your claws and bite deal their damage. powerful creatures more easily. Items that boost the effectiveness
If you are working with a pack or other allies, your stealth can of your natural attacks are good choices as well; several members
help you flank your enemies while they engage in combat with of the elf tribe in Cormanthor have silver and adamantine claws
the rest of the characters. A feral Black Blood cultist charging with magic fang spells woven into them.
out of nowhere is often enough to force even the most stalwart
foes into all-out flight.
As you advance in level, your ability to both absorb and dish
Black Blood Cultists
out damage in melee combat increases. Your rend ability makes in the World
it very difficult for any foe to grapple with you for more than a
Black Blood cultists tend to be territorial predators—they are
couple of rounds, while your increased control over your abilities
not going to run rampant over a region or the campaign world.
make you a dangerous foe whether or not you have flown into
They have been known to attack towns or groups in retribution
a rage. You have the skills to track most foes, and to hide from
for some crime committed against them or their home, but for
those who are tracking you.
the most part they are localized. Tribes are led by shamans—usu-
Advancement: Black Blood cultists can be found all over
ally druids or sorcerers—and almost all follow a sort of totemic
Faerûn; wherever the Malar-worshiping lycanthropes hold sway,
religion, while still venerating gods such as Malar and Talona.
humans, elves, and others look to them as the avengers of the
Characters who make enemies of a tribe of Black Blood cultists
natural world. It is most common for Black Blood cultists to be
can expect to be hunted until the day they die, while those who
reared in the tribe or cult, thereby continuing the tradition of
befriend a tribe and travel with them are likely to witness brutality
their forebears. A tribe always takes care of its young, even after
on levels they could never have imagined.
the parents have been killed or otherwise lost. These young grow
Organization: The Black Blood cultists found across Faerûn
up alongside the other tribe members with no stigma attached,
are some of Malar’s most fanatic followers. Much like the lycan-
and often grow stronger because of their independence. Tribal
thropes they worship, the different cultist tribes are independent
Black Blood cultists are often the most savage, since they have
entities with little or no contact with others like them. Each tribe
trained from a young age in nothing but the ways of the beast.
has a relationship with the People of the Black Blood in its area,
Those not born to such barbaric ways might come to a tribal
although lycanthropes usually pay the cultists little attention.
shaman in search of spiritual and physical fulfillment. These sup-
They do recognize the cultists’ devotion to Malar and to nature,
plicants sometimes succumb to the harsh, bloody rituals inflicted
however, and so they let them roam their tribal lands where no
upon them by the tribe to test their mettle, but others survive
others are allowed.
the tests and emerge harder and more savage than before. Almost
A tribe’s relationship with those around it differs by region.
universally, such trials include an individual hunt during which the
The Chultans have very little civilization around them, and so
seeker must track and slay a great beast to show that he has the
they focus more on their worship of the region’s werebats and
favor of the Beastlord. The most severe of these trials unleash the
of Malar than on bringing down defilers. The barbarians of the
hunter in Black Blood lands, meaning he must not only slay his
North are nomadic, wandering the region around the Night
quarry but avoid the retribution of the native lycanthropes as well.
Trees in search of enemy tribes and caravans, which represent
Those who survive are inducted into the tribe in a blood rite.
the civilized peoples they revile. The elf cultists of Cormanthor
Training in the arts of the Black Blood cultist can be the most
concern themselves with stopping the spread of the drow, who
dangerous undertaking in a character’s life. He toughens his body
tend to rape the lands they inhabit in order to feed their ever-
against blows by crawling through thorny brambles, clawing and
growing numbers.
biting on trees, and jumping from great heights until his bones
As mentioned, tribes of Black Blood cultists are often ruled by
break and heal time and time again. Using specially prepared
a sorcerer or druid who claims to be an intermediary between the
ointments, he toughens and thickens his nails until his fingers
tribe, the lycanthropes, and the animal spirits they worship. Clerics
are like claws. Many cultists file their teeth to sharp points.
of Malar rarely spend much time with these groups, who often
Resources: Black Blood cultists can often count on plenty
prefer to train their bodies rather than engage in sacred hunts.
of aid from other tribe members when they find themselves in
Thus, it falls to other “holy men” to guide the barbarians in the
trouble. Of course, weak members who ask for aid too often run
ways of the beast. It is not for power alone that a shaman guides
the risk of being abandoned or shunned by the tribe, left to fend
a tribe of Black Blood cultists. Often these individuals have had
for themselves in the most dangerous of territories. Black Blood
personal interactions with the Malarite lycanthropes that inspire
cultists often eschew material goods, gold, and the fineries of
their devotion. Sometimes they have barely survived such an
civilized life; most of what they need they either make or take.
encounter, and other times they have witnessed the lycanthropes
A tribe’s leader recognizes that valuable magic items can be of
meting out nature’s justice to trespassers and defilers. Malarite
help to the tribe, but using too many such items can weigh heavily
clerics sometimes encourage the formation of a tribe as a way
on a tribe member’s reputation as a beast of nature.
to gain a weapon against those who would oppose the Beastlord’s

46
PRESTIGE CLASSES

hunts. Whatever the reason for a tribe’s formation, the lands in DC 30: A character who tracks down this much information
which the barbarians roam becomes deadly to those who live in about a local tribe can get lore about a lycanthrope that might
opposition to the natural world. be sympathetic to the characters, some background information
Cultists spend most of their time training their bodies to be on the shaman of the tribe, or similar information that can help
killing machines, and the rest of the time worshiping Malar, the characters defeat the barbarians more easily.
Talona, or local animal gods to whom they build totems and Most locals know of at least the existence of a local tribe of
shrines. While they do not ritually hunt as often as a Malarite, animal worshipers who rampage from time to time. The DM
the tradition of the individual hunt goes far beyond initiation should assign a DC between 15 and 25, depending on the nature
into the tribe. Technically only tribal hunts are required, includ- and recent activities of the tribe in question. Gaining an audience
ing those targeted against the instruments of civilization, but with a tribal chieftain is difficult, if not impossible, for anyone
individual hunting is a major determinant of prestige within that is not close to nature (rangers, druids, barbarians, etc.). Even
the tribe. Large game such as dire animals and dinosaurs is the if an audience is granted, the chieftain might arrange a hunt or a
most prestigious of all targets, and even the children of a tribe run-in with some of the local lycanthropes to test the characters
can take down a wild boar. and determine Malar’s will in the matter.
It is not unknown for an entire tribe to be destroyed, either by
lycanthropes fed up with the tribe’s intrusion upon their hunting
grounds, or by heroes from a nearby city who are determined to
Black Blood Cultists
put an end to the hunting and bloodshed. Sometimes a cultist will in the Game
find cause to leave his tribe; a tribesman might also be shunned
Characters who wander into tribal lands unaware of the danger
for some act that sets him apart, or for reasons of tribal politics,
that lies therein are in for a big surprise. Even if the characters
power, and control. At other times, a renegade cultist might seek
defeat an initial hunting party, or slay a lycanthrope who has
a new pack, or might fall in with adventurers who can handle—or
been stalking them, they will then be hunted to the edges of the
exploit—his animalistic temperament and bloodthirsty rages.
tribe’s territory, or perhaps farther. If the characters can evade
the hunt for an extended period of time, the chieftain is likely to
NPC Reactions call off the hunt and go back to his normal activities.
A player who loves the barbaric aspect of combat and doesn’t
Very few people ever live to tell of an encounter with a tribe
mind putting his character in harm’s way in order to cause griev-
of Black Blood cultists, much less an individual member. Those
ous, personal wounds to his opponents will love this prestige class.
that do speak only of an inhuman lust for blood and a hatred
The natural attacks of a Black Blood cultist make the character
for all life.
much more than just a fighter with a boost to Strength and
The cultists are the enemies of all civilized creatures, whether
Constitution.
they are found in towns, forts, or even below the earth. They have
Adaptation: Black Blood cultists could be adapted to any pack
as little love for the civilizations of the Underdark as they do for
of lycanthropes or beast god in your campaign. Alternatively,
those above ground. One known Black Blood cult has formed in
they could worship a similar group of animallike monsters, such
the Underdark, where a tribe of grimlocks worships a pack of
as the desmodu (see Savage Species page 218).
werebats and hunt drow and duergar in the dark tunnels.
Encounters: Any encounter with a Black Blood cultist is likely
to be deadly for one side or the other. The savage barbarians will
Black Blood Cultist Lore not flee combat, and will continue to tear into their opponents
until one or the other is dead. There is little chance of negotiation
Characters with Knowledge (local Chult, the Dalelands, or the
with the leader of such a tribe, whose loyalties are to his tribe,
Silver Marches) can research the People of the Black Blood or
his territory, and his bestial lords and god.
the Black Blood cultists. The most relevant information will
come from victims, who are often afflicted with terrible wounds
as a result of their meeting with or investigation of a tribe.
SHUK-TA (EL 8)
A lone cultist has been separated from his pack, and, along with his
Lycanthropes in disguise might intentionally mislead a character
pet tiger Unt, has been taking his anger out on local villages.
in order to draw them into a deadly ambush in tribal territory.
When a character makes a skill check, read or paraphrase the
Shuk-Ta: Half-orc barbarian 5/black blood cultist 2; CR 7;
following, including the information from lower DCs.
Medium humanoid (orc); HD 7d12+21; hp 75; Init +1; Spd
DC 10: “They look like animals, they worship animals, they
40 ft.; AC 16; Base Atk +7; Grp +16; Atk +13 melee (1d12+7/×3,
are animals.”
masterwork greataxe) or +15 melee (1d6+8, claw, only when
DC 15: “A pack of shapechangers lives in this area; how the
raging); Full Atk +13/+8 melee (1d12+7/×3, masterwork greataxe)
barbarians have survived so long among them is anybody’s guess.”
or +15/+15 melee (1d6+8, claw, only when raging); SA rage
DC 20: The character picks up information about a hidden
2/day; SQ damage reduction 1/silver, darkvision 60 ft.; AL CE;
route through the cultists’ lands, or a secret hideaway from which
SV Fort +10, Ref +5, Will +2; Str 20, Dex 13, Con 17, Int 10,
the characters could safely gather information about or strike
Wis 12, Cha 5.
out at the tribe.

47
PRESTIGE CLASSES

Skills and Feats: Climb +7, Handle Animal +5, Intimidate +4, energy, soften earth and stone, whip of thorns*; 3rd—cure moder-
Jump +8, Knowledge (nature) +2, Listen +4, Ride +3, Spot +4, ate wounds, dominate animal (DC 17), plant growth; 4th—dispel
Survival +9, Swim +7; Flay Foe*, Improved Grapple, Improved magic, freedom of movement, unholy beast* (DC 18).
Unarmed Strike, Track. Possessions: gloves of magic fang, adamantine battleaxe, cloak of
*New feat described on page 20. elvenkind, +2 wild leather armor, ring of protection +2, headband
Languages: Common, Orc. of Wisdom +2, periapt of proof against poison, three applications
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC of giant wasp poison†, one application of black lotus extract†.
for up to 8 rounds. *New spell described in Chapter 2.
Possessions: Masterwork greataxe, +2 leather armor, gloves of †Kaedthis often coats her hands in poison before entering
magic fang (grants +1 bonus on attack and damage rolls with combat; she is protected from its effects by her periapt.
both claw attacks), 14 gp.
Tsabtarr: Dire wolf animal companion; CR —; Large animal;
Unt: Pet tiger; hp 53; Monster Manual page 285. Shuk-Ta has HD 6d8+18; hp 45; Init +2; Spd 50 ft.; AC 14, touch 11, flat-
trained Unt to perform the following tricks: attack, come, fetch, footed 12; Base Atk +4; Grp +15; Atk or Full Atk +11 melee
heel, guard, and seek. (1d8+10, bite); Space/Reach 10 ft./5 ft.; SA trip; SQ low-light
vision, scent, tricks; AL N; SV Fort +8, Ref +7, Will +6; Str 25,
KAEDTHIS (EL 17) Dex 15, Con17, Int 2, Wis 12, Cha 10.
The chieftain of the Cormanthor tribe takes matters into her Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot
own hands after the PCs dispatch several of her tribesmen as well +7, Survival +2 (+6 tracking by scent); Alertness, Run, TrackB,
as a few of the lycanthropes they worship. Kaedthis travels with Weapon Focus (bite).
a dire wolf animal companion upon which she casts an unholy Trip (Ex): If Tsabtarr hits with a bite attack, it can attempt
beast spell before entering combat. to trip its opponent (+11 check modifier) as a free action without
making a touch attack or provoking attacks of opportunity. If the
Kaedthis: Drow druid 7/barbarian 3/black blood cultist 6; CR 17; attempt fails, the opponent cannot react to trip the dire wolf.
Medium humanoid; HD 7d8+9d12+16; hp 128; Init +3; Spd 40 Tricks: Attack, come, defend, down, fetch, heel, seek.
ft.; AC 21; Base Atk +14; Grp +20; Atk +17 melee (1d8+2/×3,
adamantine battleaxe) or +19 melee (1d6+5, claw, only when
raging); Full Atk +17/+12 melee (1d8+2/×3, adamantine bat-
Justice of
tleaxe) or +19/+19 melee (1d6+5, 2 claws, only when raging) and
+14 melee (1d4+3, bite, only when raging); SA rage 3/day, spell-like
Weald and Woe
abilities; SQ animal companion (dire wolf), animal companion “Make no mistake. If you harm my people or my land, I will
benefits, damage reduction 3/silver, darkvision 120 ft., light hunt you down like a dog and make you curse the hour of your
blindness, nature sense, scent, spell resistance 27, trackless step, birth.”
wild empathy +9 (+5 magical beasts), wild shape 3/day (7 hours), —Talianas Sentherune,
woodland stride; AL CE; SV Fort +14, Ref +11, Will +12; Str 14, Justice of the Suldusk cell of the Eldreth Veluuthra
Dex 16, Con 13, Int 12, Wis 18, Cha 14.
Skills and Feats: Climb +4, Concentration +9, Diplomacy The justice of weald and woe is the go-to person when something
+10, Handle Animal +7, Heal +11, Hide +7, Intimidate +10, unsavory—usually involving the removal of humans—needs
Jump +4, Knowledge (nature) +11, Listen +12, Move Silently +7, doing. When the foes of the elves are well protected physically,
Ride +5, Search +4, Spellcraft +8, Spot +12, Survival +14 (+16 magically, and politically—and the grand lords and ladies dare
aboveground), Swim +5; Combat Reflexes, Daylight Adaptation, not sully their hands with the dirty necessities of preserving the
Deflect Arrows, Improved Grapple, Scribe Scroll, Track. heart of elvendom from human encroachment—it is to you, the
Languages: Chondathan, Draconic, Drow Sign, Elven, Sylvan, justice of weald and woe, that they turn. With your bow in hand
Undercommon. and the power of nature at your command, you strike, a silent,
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC unseen sniper, solving problems a score of diplomats couldn’t solve
for up to 6 rounds. in a hundred years—then melt back into the forest before what
Spell-Like Abilities: 1/day—dancing lights, darkness, faerie is left of the enemy’s forces even knows you were there.
fire. Caster level 16th.
Animal Companion (Ex): Kaedthis has a dire wolf as an BECOMING A JUSTICE OF WEALD AND WOE
animal companion. Its abilities and characteristics are summarized As hunters of men, individuals already skilled in the hunt find
below. themselves drawn to this class. Stealth, skill in making bows and
Animal Companion Benefits (Ex): Link, share spells. PH 36. arrows, and knowledge of the forest are the foundation upon which
Druid Spells Prepared (caster level 7th): 0—cure minor the class is built. Rangers are particularly well suited to become
wounds, detect magic (2), detect poison, purify food and drink, justices, as are rogues, whose sneak attack damage stacks with the
read magic; 1st—claws of the beastPG, entangle (DC 15), long- sneak attack damage gained from this class. Although spellcasting
strider, pass without trace, speed swimMag; 2nd—barkskin, resist ability is not a prerequisite, you will begin to learn to cast spells that

48
PRESTIGE CLASSES

draw upon the divine power of nature itself. Druids can become TABLE 3–2:
justices, but one will always be less skilled in archery than his ranger
and rogue colleagues, and his druid skills will never be as powerful
THE JUSTICE OF WEALD AND WOE
as they would have had he remained a druid. Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
ENTRY REQUIREMENTS 1st +0 +3 +3 +0 Spells
Base Attack Bonus: +6. 2nd +1 +3 +3 +1 Bonus feat,
Skills: Craft (bowmaking) 8 ranks, Hide 8 ranks, Knowledge woodland stride
(nature) 4 ranks, Move Silently 8 ranks, Survival 8 ranks. 3rd +2 +4 +4 +1 Sneak attack +1d6
Feats: Point Blank Shot, Weapon Focus (longbow). 4th +3 +4 +4 +1 Lucky shot, trackless step
5th +3 +5 +5 +1 Poison use
CLASS FEATURES 6th +4 +5 +5 +2 Steady hand
As they gain in level, justices learn the skills they will need 7th +5 +6 +6 +2 Sneak attack +2d6
to become the silent snipers of the forest, able to infiltrate an 8th +6 +6 +6 +2 Bonus feat
enemy camp in the guise of an animal or fire unseen from a 9th +6 +7 +7 +3 Hide in plain sight
concealed position. 10th +7 +7 +7 +3 Death attack,
Weapon and Armor Proficiency: You gain no proficiency with immunity to poison
any weapon, armor, or shield.
Spellcasting: You gain spells according to the tables above. Hit Die: d8.
You do not gain new spells in any other spellcasting classes that Class Skills (4 + Int modifer per level): Balance, Bluff,
you might have had before you took this prestige class, but you Climb, Concentration, Craft, Disguise, Escape Artist, Gather
can still cast spells from your previous class. You can only choose Information, Handle Animal, Hide, Intimidate, Jump,
spells from the justice spell list; justices use their Wisdom modifier Knowledge (local), Knowledge (nature), Knowledge (religion),
for calculating bonus spells and spell DCs. Listen, Sense Motive, Spot, Survival, Swim, Tumble.
Bonus Feats: At 2nd and 8th levels, you gain a bonus archery
feat. When you gain a new bonus feat, you must choose from
the following list: Deflect Arrows, Far Shot, Improved Critical
JUSTICE SPELLS PER DAY
(longbow), Improved Precise Shot, Manyshot, Mounted Archery, Level 1st 2nd 3rd 4th
Precise Shot, Rapid Shot, Shot on the Run, Snatch Arrows, Weapon 1st 0 — — —
Specialization (longbow only), Greater Weapon Focus (longbow 2nd 1 — — —
only), Greater Weapon Specialization (longbow only). You must 3rd 2 0 — —
meet all prerequisites for a bonus feat. Use your justice level when 4th 3 1 — —
determining whether you meet a prerequisite of a minimum 5th 3 2 0 —
fighter level. For example, a ranger 8/justice 8 would meet the 6th 3 3 1 —
requirement for Greater Weapon Focus (fighter level 8th), but 7th 3 3 2 0
not Greater Weapon Specialization (fighter level 12th). 8th 3 3 3 1
Woodland Stride (Ex): At 2nd level, you can move through 9th 3 3 3 2
any sort of undergrowth, as the druid ability described on page 10th 3 3 3 3
36 of the Player’s Handbook.
Sneak Attack (Ex): Beginning at 3rd and 7th level, you deal
an extra 1d6 points of damage when striking an opponent when
JUSTICE SPELLS KNOWN
the opponent is denied a Dexterity bonus to armor class, such Level 1st 2nd 3rd 4th
as when it is surprised and flat-footed, or when you attack from 1st 21 — — —
a flanking position, as the sneak attack ability of rogues. Your 2nd 3 — — —
damage dice stack with any sneak attack damage dice you might 3rd 3 21 — —
have gained from a previous class. 4th 4 3 — —
Lucky Shot (Su): Once per day as a free action, you can gain 5th 4 3 21 —
a +10 insight bonus to one attack roll with your longbow. You 6th 4 4 3 —
must declare the use of this ability before rolling the die. 7th 4 4 3 21
Trackless Step (Ex): At 4th level and higher, you leave no 8th 4 4 4 3
trail in natural surroundings and cannot be tracked. You can 9th 4 4 4 3
leave a trail on purpose if you so desire. 10th 4 4 4 4
Poison Use (Ex): At 5th level, you learn to create and/or 1 Provided the character has sufficient Intelligence to have a
extract natural poisons and apply them to your weapons without bonus spell of this level.
any danger of harming yourself.

49
PRESTIGE CLASSES

Steady Hand (Ex): At 6th level, you become able to fire your or their interests. You are a skilled hunter and a master of using
personal longbow in melee combat without provoking attacks of your surroundings to disguise your movement. Your skill with the
opportunity. You only gain the benefit of this special ability when longbow is unparalleled, and you mix martial skill with magical
wearing light or no armor. ability to both mask your passage and make your arrows more
Hide in Plain Sight (Ex): At 9th level, you gain the ability damaging, frightening, and deadly. You are patient and cautious,
to hide in plain sight, as the ranger ability described on page 48 yet relentless in pursuit of your goals.
of the Player’s Handbook. The class originated within the Eldreth Veluuthra, an
Death Attack (Ex): At 10th level, you gain the ability to study elven nationalist organization dedicated to the destruction of
your victim for 3 rounds and then make a sneak attack with a humankind, to deal with adventurers seeking to exploit the
longbow that, if it successfully deals damage, has the additional ruins of Myth Rhynn. Since that time, the group’s training
effect of possibly either paralyzing or killing the target (your has spread throughout the organization as a whole. Within the
choice). While studying the victim, you can undertake other organization, you often work alone or in concert with several
actions so long as your attention stays focused on the target and other specialists whose skills compliment one another. Your
the target does not detect you or recognize you as an enemy. If missions frequently take you outside the boundaries of acceptable
the victim of such an attack fails a Fortitude save (DC 20 + your warfare as you are called upon to spread terror among humans
Int modifier) against the kill effect, it dies. If the saving throw or eliminate political leaders whose policies lead to human
fails against the paralysis effect, the target is rendered helpless encroachment into elven forests.
and unable to act for 1d6+10 rounds. If the target’s saving throw Combat: Your longbow is your best friend; like a part of your
succeeds, the attack is just a normal sneak attack. Once you have arm, it never leaves your hand. Your arrows are like thoughts
completed the 3 rounds of study, you must make the death attack given form, speeding to do your will. Nature is your ally, hiding
within the next 3 rounds. If a death attack is attempted and fails your passage, covering your steps, guarding your back, and creat-
(the victim makes her save) or if you do not launch the attack ing arrows that terrify and slay. Your best technique is to fire
within 3 rounds of completing the study, 3 new rounds of study from a position of concealment, surprising your opponents.
are required before you can attempt another death attack. When working within a party, you operate best from the
Poison Immunity (Ex): At 10th level, you gain immunity shadows. Do not be afraid to fire into melee; surprise and flank
to all natural poisons and animal venoms. This ability differs attacks are your best tactics. Although at 6th level you gain the
from the druid ability of the same name, in that it only applies ability to use your longbow in melee combat, you prefer to let the
to poisons derived from natural plants or fungi, or from animal brawny ones do the slugging—you are a bringer of swift, silent
or vermin venoms, not to all poisons, such as venoms from death from afar.
celestial animals or outsiders, or poisons derived from minerals Your enemies grow frustrated and begin to believe it is the
or magic. forest itself that opposes them, or that a battalion of elves lies
hidden in the wood, when it is only you, flitting from tree to tree,
crawling through the tall grass like a snake, always striking from
Justice of Weald and Woe the flank, catching your opponents flat-footed. Mix your spells and
Spell List extraordinary abilities with your uncanny longbow skill to drive
fear into their hearts. Your lucky shot, death attack, and poison use
1st—camouflageUnd, detect snares and pits, endure elements,
abilities allow you to assassinate difficult, even heavily armored foes
faerie fire, hide from animals, jump, longstrider, obscuring mist,
and leave little evidence of the manner of their death. As you are
pass without trace, woodwisp arrow*.
taught from the first day of your training, a single arrow, properly
2nd—barkskin, brilliant energy arrow*, cat’s grace, fog cloud,
placed, is often more effective than a storm of bolts.
snare, spellslayer arrow*, speak with plants, spider climb, tree
Advancement: The Eldreth Veluuthra carefully recruits
shape.
prospective justices from the ranks of rangers and rogues already
3rd—arrowsplit*, darkflame arrow*, darkvision, meld into
serving the cause, individuals who have already proven their abil-
stone, serpent arrow*, spike growth, water breathing, wind wall.
ity to follow orders without suffering from any moral qualms.
4th—bloodfreeze arrow*, doublestrike arrow*, freedom of
They seek individuals with superb longbow and survival skills who
movement, poison, scrying, shadow arrow*, spike stones, tree
show promise (though not necessarily current skill) as spellcasters.
stride.
These are sent to train with rangers and druids who are themselves
*New spell described in Chapter 2.
students of the ice lich Lossarwyn (see page 83).
Your first missions as a justice are often as a longbow specialist
Playing a working in concert with other skilled individuals, including rogues,
rangers, sorcerers, druids and wizards. If combat begins, your job
Justice of Weald and Woe is to harass the enemy leaders and spellcasters with your arrows.
You serve two critical roles in elf culture. You are the sniper sent You spend most of your time training with experienced rangers
to harass the enemy’s forces within their own encampment or and druids, who put you through your magical and mundane
stronghold, and you are the punisher sent to the furthest ends paces, though you are also required to make extensive study of
of Toril to execute judgment against those who harm the elves the behavior of your enemies so that you can exploit their weak-

50
PRESTIGE CLASSES

nesses and your strengths. You should learn to handle animals, Justices in the World
especially poisonous snakes, since they become useful to you at
Justices provide a refreshing alternative to the high-and-mighty,
later levels. Finally, you undergo a thorough indoctrination in
“shining beacon of goodness” image of most elves in the game.
elven culture so that, when the time comes for swift deeds on
A justice of weald and woe makes an excellent recurring foe for
behalf of your people, your hand will not falter.
a group of PCs that have stomped upon a few
As you advance in skill, you will be called on more and more
elven toes at some point in their career. If you
often to use your skills as a spy and a hunter of men—thus you
have a justice in the game, provide plenty of
will need to concentrate on those abilities that will best serve
elf-related ties to your adventures to keep
your missions. As a gatherer of information, you will need dis-
the character active.
guise and conceal-
Justices live for
ment skills, plus
the one-on-one en-
the ability to
counter, the chess
escape danger-
match of wits in
ous situations. A
impossible ter-
cloak of elven-
rain against a
kind and boots
worthy foe, such
of elvenkind
as an opposed
are indispens-
ranger or assas-
able pieces of
sin. The justice
your wardrobe.
is a primarily a
As a hunter,
man-killer, not a
you will need
dragon-slayer.
tracking abil-
Illustration by Raven Mimura

Organization:
ity as well as
Justices are lon-
the skills of a
ers, as far as oth-
spy, since your
ers of their kind
quarry might
are concerned.
take you into
Whenever two
the stronghold
justices meet,
of those you in-
friction is likely
tend to slay. Even
to result, since all
the best bow wears out over time,
justices are extraordinarily jealous of their abilities
so you will need to continue to
and secrets, and there is always the chance that the
improve your Craft skill to make Dannae,
justice sitting across the table from you has been sent
better weapons. You might even want to in- a justice of weald and woe
by your last employer to prevent you from talking.
vest in the Craft Magic Arms and Armor feat so
However, like all hunters, justices sometimes come
that you can craft your own magic weapons, such as arrows of
together to tell elaborate lies about their exploits, or to show off
slaying. At the very highest levels, you are almost exclusively
their trophies.
an assassin—the number of arrows in your quiver is a mark
Because their missions sometimes overlap, justices and
of your skill. By this time, you most often train alone, since
Evereskan tomb guardians sometimes cooperate—but more often
few have the skill to teach you. You also begin to teach others
compete—for the glory of bringing tomb defilers to justice. This
your skills.
has, on occasion, led to open conflict between individuals, and at
Resources: This prestige class was born from the Eldreth
least one remarkable friendship.
Veluuthra because of its special needs, and the Eldreth Veluuthra
Tylore Beneshare was a ranger who was recruited into the
remains the primary source of justice training. Here, you can
Eldreth Veluuthra and eventually began her training as a Justice.
always find rangers and druids sympathetic to your cause who
Her political and historical advisor was Ganethra Elderwand, a
are willing to teach you their secrets. The organization also
tomb guardian with whom she spent many an argumentative hour
provides employment in organizational activities after you have
while sharing the responsibility of guarding a three-thousand-
completed a mission, as well as quests and missions needing the
year-old tomb north of Evereska. While Tylore was on a mission
special combination of abilities that can only be found in a party
to ambush a Zhentarim trade caravan in the Anauroch, human
of adventurers. Finally, with its connections to the elf aristocracy,
adventurers from Waterdeep broke into the tomb. Their wizard,
the organization can sometimes provide cover, protection, and
a member of the Arcane Brotherhood, summoned a demon that
an alibi after you have completed a mission that might have
nearly killed Ganethra.
agents of a slain human king hot upon your trail and screaming
When Ganethra healed, he set out alone to restore his honor,
for your blood (but only if you are extraordinarily careless). Just
recover the artifacts stolen from the tomb, and punish the thieves.
don’t abuse their hospitality.
Tylore arrived a month after Ganethra left but was able to track

51
PRESTIGE CLASSES

him by the trail of bodies he had left behind. Finally, she caught Atchoch’t: Male wild elf druid 8/justice of weald and woe 3;
up with Ganethra outside the wizard’s tower at the edge of the CR 11; Medium humanoid; HD 11d8+11; hp 75; Init +3; Spd
Ardeep Forest, where she convinced him to give up his insane 30 ft.; AC 18, touch 16, flat-footed 15; Base Atk +8; Grp +10;
plan to infiltrate the tower and slay the wizard in his conjuring Atk +11 ranged (1d8+3/×3, +1 composite longbow) or +11 melee
chamber. Instead, they lay in wait on the road leading to the (1d6+2/18–20, masterwork scimitar); Full Atk +11/+6 ranged
tower, and when the wizard’s wife rode past accompanied by her (1d8+3/×3, +1 composite longbow) or +11/+6 melee (1d6+2/18–20,
bodyguard, Tylore dropped her from the saddle with a single masterwork scimitar); SA sneak attack +1d6, spells; SQ animal
arrow, while Ganethra battled and slew the bodyguard. Tylore companion (Large viper), animal companion benefits, resist
then restrained one of the horses, and they slung both bodies nature’s lure, trackless step, wild empathy +7 (+3 magical beasts),
across the saddle and sent it on its way. wild shape 3/day (8 hours, Medium or Large creatures), woodland
In a rage, the wizard stormed from his tower and descended stride; AL NE; SV Fort +11*, Ref +8*, Will +8*; Str 15, Dex
on the forest with his servants. But long had the Eldreth 16, Con 13, Int 12, Wis 14, Cha 9.
Veluuthra cell of the Ardeep sought a chance to eliminate this *+4 on saves against spell-like abilities of fey.
human wizard and regain the treasures he had stolen from the Skills and Feats: Concentration +9, Craft (bowmaking) +5,
elven ruins in their forest; coordinating with them, Tylore set Disguise +6, Handle Animal +6, Hide +10, Knowledge (nature)
up an ambush in which all but one of the wizard’s servants +12, Listen +10, Move Silently +11, Search +10, Spot +11,
was slain. Sorely wounded, the wizard teleported to safety, Survival +12; Natural Spell, Point Blank Shot, Precise ShotB,
only to discover his tower already occupied by the Eldreth Track, WoodwiseUna.
Veluuthra. Hunted through the halls he had once considered Languages: Common, Elven, Sylvan, Druidic, Damaran.
his stronghold, he was finally slain in his conjuring chamber Animal Companion (Ex): Atchoch’t has a Large viper as an
by Ganethra. animal companion. Its abilities and characteristics are summarized
below.
NPC REACTIONS Animal Companion Benefits (Ex): Link, share spells.
Because they strongly believe that the end justifies the means and PH 36.
will gladly slay innocents if doing so strikes a blow against a hated Typical Druid Spells Prepared (caster level 8th): 0—detect
enemy, justices are often reviled within normal elven culture. They magic (2), guidance (2), purify food and drink, resistance;
are a political liability of the worst kind. Nevertheless, they are an 1st—camouflageUnd, enrage animals* (DC 13), entangle (DC
effective weapon, and one not to be tossed aside lightly. Elaborate 13), obscuring mist; 2nd—heat metal, resist energy, summon
measures are used to maintain plausible deniability. swarm, warp wood; 3rd—meld into stone, poison (+10 melee
The enemies of the elves are the enemies of the justices. touch, DC 15), sleet storm; 4th—cure serious wounds, spike
Therefore, they have many enemies, both good and evil. Where stones (DC 16).
one elf might see a competitor or an adversary, a justice sees an Justice Spells Known (3 per day; caster level 3rd): 1st—faerie
enemy to be destroyed. fire, longstrider, woodwisp arrow*.
*New spell described on page 37.
Possessions: +1 leather armor, +1 amulet of natural armor,
Justices in the game ring of protection +1, cloak of elvenkind, boots of elvenkind, +1
Because of their inherent racist attitude, justices affiliated with composite longbow (+2 Str bonus), masterwork scimitar, +1 human
the Eldreth Veluuthra might be difficult to work into a group bane arrow, scroll of barkskin, scroll of tree shape.
of PCs that includes humans. Some greater mission must be
involved. Anywhere that elven interests are at stake is a good Saess’rr: Large viper animal companion; CR —; Large animal;
place to insert a justice into the campaign. HD 5d8; hp 22; Init +8; Spd 20 ft., climb 20 ft., swim 20 ft.; AC
Adaptation: Justices fit fairly well into other game worlds, but 18, touch 13, flat-footed 14; Base Atk +3; Grp +7; Atk or Full
you might need to design an organization that both motivates Atk +6 melee (1d4 plus poison, bite); Space/Reach 10 ft./5 ft.;
them and gives them support. They would swiftly be hunted SA poison; SQ evasion, scent; AL N; SV Fort +4, Ref +8, Will
down and destroyed by their fellow elves without some sort of +2; Str 11, Dex 18, Con 11, Int 1, Wis 12, Cha 2.
political protection. Skills and Feats: Balance +12, Climb +11, Hide +9, Listen
Encounters: The justices of weald and woe are swift, silent +5, Spot +6, Swim +8; Improved Initiative, Weapon Finesse.
bringers of death to all who would subvert elven culture—espe- Tricks: Attack, come, down, fetch, guard.
cially humans. Justices are implacable foes driven by an almost Poison (Ex): Bite; Fort DC 11 negates; initial and secondary
fanatic desire to crush those deemed to be an enemy of the people, damage 1d6 Con.
using whatever means are necessary to do so. Evasion (Ex): No damage on successful Reflex save.

ATCHOCH’T (EL 11) DANNAE OF THE GOLDEN FROND (EL 18)


A former druid ambushes soldiers who clear-cut his sacred grove Dannae guards the Border Forest against Zhent rangers and
to build their siege engines. Harper scouts alike. She relies on her owl companion to spy on
interlopers from above.

52
PRESTIGE CLASSES

Dannae of the Golden Frond: Female wood elf ranger 6/rogue


5/justice of weald and woe 7; CR 18; Medium humanoid; HD
Night Mask
13d8+5d6; hp 104; Spd 30 ft.; AC 24, touch 17, flat-footed 24;
Base Atk +14/+6; Grp +17; Atk +23 ranged (1d8+4/19–20/×3,
Deathbringer
oathbow) or +17 melee (1d6+3/19–20, +1 short sword); Full Atk “The winds of change have blown into Westgate, and I am like a
+23/+15 ranged (1d8+4/19–20/×3, oathbow) or +17/+9 melee whisper on that wind. The city does as I bid, as my masters bid,
(1d6+3/19–20, +1 short sword); SA sneak attack +4d6, favored but all it feels is my cool kiss gently guiding its withered will.”
enemy drow +4, favored enemy humans +2, improved combat style —Emuin Nightshade
(archery), poison use, steady hand, spells; SQ animal companion
(owl), animal companion benefits, endurance, evasion, trackless The deathbringers are the phantoms of Westgate, able to walk
step, trapfinding, uncanny dodge, wild empathy +8 (+4 magical among mortal men during the light of day but possessed of some
beasts), woodland stride; AL CN; SV Fort +14, Ref +17, Will +7; of undeath’s most ghastly powers. They are not truly undead
Str 17, Dex 16, Con 11, Int 10, Wis 12, Cha 14. beings, but hybrids bred to go where the masters of the Night
Skills and Feats: Climb +13, Concentration +10, Craft (bow- Masks cannot tread. As a deathbringer, you stalk the shadows
making) +10, Handle Animal +10, Heal +8, Hide +13, Knowledge of Westgate and beyond in search of ways to empower yourself
(geography) +11, Knowledge (nature) +12, Listen +11, Move and your guild. You have tasted the kiss of death, and the fear it
Silently +15, Search +10, Spot +11, Survival +13, Use Magic brought you never quite leaves the back of your mind.
Device +10; Craft Magic Arms and Armor, Improved Critical
(longbow), ManyshotB, Point Blank Shot, Precise ShotB, TrackB,
Weapon Focus (longbow).
Becoming a
Animal Companion (Ex): Dannae has an owl as an animal Night Mask Deathbringer
companion. Its abilities and characteristics are summarized
Night Mask deathbringers are highly trained members of the
below.
Westgate thieves’ guild who have caught the favorable attention
Animal Companion Benefits (Ex): Link, share spells.
of the vampires in charge of the organization. They undergo a
PH 36.
gruesome ceremony involving the drinking of their own blood
Evasion (Ex): No damage on successful Reflex save.
from the veins of a vampire lord, which changes them into
Typical Ranger Spells Prepared (caster level 3rd): 1st—animal
monsters capable of the most vile and depraved acts. Rogues have
messenger, entangle (DC 12).
the easiest time qualifying for this prestige class; other classes
Justice Spells Known (3/3/2 per day; caster level 7th):
generally must stray from their primary training to achieve the
1st—camouflageUnd, longstrider, pass without trace, woodwisp
necessary requirements. Dexterity (for stealth), Wisdom (for
arrow*; 2nd—barkskin, cat’s grace, spellslayer arrow*, tree shape;
perception), and Charisma (for more powerful special abilities)
3rd—arrowsplit*, serpent arrow*.
are key abilities for a Night Mask deathbringer.
*New spells described in Chapter 2.
Languages: Common, Elven, Sylvan.
Possessions: +4 studded leather armor, lesser bracers of archery, ENTRY REQUIREMENTS
gloves of Dexterity +4, ring of protection +2, ring of invisibility
Alignment: Any evil.
(11 charges), oathbow, +1 short sword.
Skills: Hide 8 ranks, Knowledge (local) 3 ranks, Move
Silently 8 ranks.
Zoud: Owl animal companion; CR —; Tiny animal; HD 3d8;
Feat: Great Fortitude.
hp 13; Init +7; Spd 10 ft., fly 40 ft. (average); AC 17, touch 15,
Special: Evasion and uncanny dodge class features.
flat-footed 14; Base Atk +2; Grp –8; Atk or Full Atk +8 melee
(1d4–2, talons); Space/Reach 2-1/2 ft./0 ft.; SQ low-light vision;
AL N; SV Fort +3, Ref +6, Will +3; Str 12, Dex 19, Con 11, Class Features
Int 1, Wis 12, Cha 2.
As they increase in level, Night Mask deathbringers gain more
Skills and Feats: Listen +14, Move Silently +17, Spot +6
of the powers their undead masters possess, increasing their
(+14 in shadowy illumination); Improved Initiative, Weapon
deadliness and skill.
Finesse.
Creature of Darkness (Ex): Animals can sense the death in
Tricks: Attack, come, defend, down, fetch, guard, seek, stay.
you, causing them to fear your presence. As a result, all animals
except for bats, rats, and wolves have their initial attitudes moved
Arrow Spells down one category when you first approach them. In addition, you
take a –2 penalty on all Ride checks due to the beast’s inherent
A number of new spells have come out of the justice training.
nervousness at your presence.
Designed by the ice lich Lossarwyn, these spells expand upon
Hesitating Stare (Su): Deathbringers can force their opponents
the justice’s already formidable archery portfolio. These spells
to confront their own mortality with but a glance. This ability
are listed in the justice of weald and woe spell list (above) and
can be activated once per day at any time, even when you are
are detailed in Chapter 2.
surprised. You cast a glance at any foe within 30 feet, who must

53
PRESTIGE CLASSES

then make a successful Will save (DC 10 + 1/2 your class level + level of the effect equals the deathbringer’s class level, and the
Cha modifier) or be stunned for 1 round. You can use this ability DC to resist the effect equals 10 + the deathbringer’s class level
twice per day at 4th level and higher, three times per day at 7th + Cha modifier.
level and higher, and four times per day at 10th level. You can have a number of outstanding blood bonds, active
Light Sensivity (Ex): In sunlight or bright magical light or not, equal to your Charisma modifier. Should you exceed this
(such as a daylight spell), a deathbringer is dazzled. limit, the oldest blood bond becomes inactive.
Spider Climb (Sp): Starting at 1st level, you can act as if you Sneak Attack (Ex): At 4th level and higher, you deal extra
were under the influence of a spider climb spell (caster level equals damage when you catch a foe flat-footed or flank a foe, as the
your deathbringer class level). You can use this ability a number of rogue class feature described on page 50 of the Player’s Handbook.
times per day equal to your Charisma modifier, minimum one. Sneak-attack dice attained from multiple sources stack.
Feral Senses: At 2nd level, you gain low-light vision—the ability Improved Evasion (Ex): At 5th level, your pseudo-vampiric
to see twice as far as a human in starlight, moonlight, torchlight, celerity grants you supernatural reflexes. You now take no damage
or similar conditions of poor illumination. You retain the ability on a successful Reflex saving throw against area attacks and half
to distinguish color and detail under these conditions. damage on a failed save. You do not gain the benefit of this ability
At 7th level, you gain darkvision out to 60 feet. if you are helpless.
Speak with Creatures of the Night (Ex): When you reach Slippery Mind (Su): When you attain 6th level, your mind is
3rd level, you can speak with rats, bats, and wolves as if you were only partly mortal, allowing you to shrug off mental attacks and
under the influence of a speak with animals spell. This ability compulsions more easily than others. Any time you are affected
does nothing to affect the attitude of such creatures. by an enchantment spell or effect and you fail your saving throw,
Ghost Step (Su): Once per day starting at 3rd level, you you can attempt the save again 1 round later at the same DC.
can make yourself invisible for 1 round. This is a swift action You only get one extra chance to succeed per effect.
(something you can do as a free action once per round) that does Greater Blood Bond (Su): This ability, acquired at 10th level,
not provoke attacks of opportunity. You can use this ability twice works just like lesser blood bond, except the target comes under the
per day at 6th level and higher, and three times per day at 9th influence of a dominate person spell rather than charm person.
level and higher. A deathbringer can have a number of outstanding blood bonds,
Lesser Blood Bond (Su): One of the deathbringer’s most active or not, equal to her Charisma modifier. Should she exceed
insidious powers, this ability helps you break down the will of this limit, the oldest blood bond becomes inactive.
her enemies. To use this ability, a deathbringer of 4th level or
higher must get the target to drink three drops of her blood. She
can do this by hiding the blood in food or drink, or by pinning
Playing a
the target for 1 round and bleeding directly into his mouth. Night Mask Deathbringer
Once this condition has been fulfilled, the deathbringer can
You are a master of night’s dark shadows, a deadly whisper whose
cause a charm person effect to come over the target by speaking
passing leaves blood and destruction. Killing and robbing were
directly to him. The words used are unimportant, only that the
not enough for you, however; you craved power, and the lords
deathbringer wills the target to be friendly to him. The caster
of the Night Masks were willing to share it with you—for a

TABLE 3–3: THE NIGHT MASK DEATHBRINGER


Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +0 Creature of darkness, hesitating stare 1/day, light sensitivity, spider climb
2nd +1 +0 +3 +0 Feral senses (low-light vision)
3rd +2 +1 +3 +1 Speak with creatures of the night, ghost step 1/day
4th +3 +1 +4 +1 Hesitating stare 2/day, lesser blood bond, sneak attack +1d6
5th +3 +1 +4 +1 Improved evasion
6th +4 +2 +5 +2 Slippery mind, ghost step 2/day
7th +5 +2 +5 +2 Hesitating stare 3/day, feral senses (darkvision)
8th +6 +2 +6 +2 Sneak attack +2d6
9th +6 +3 +6 +3 Ghost step 3/day
10th +7 +3 +7 +3 Hesitating stare 4/day, greater blood bond

Hit Die: d6.


Class Skills (8 + Int modifier per level): Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise,
Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock,
Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope.

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PRESTIGE CLASSES

price. You must serve their wicked ends, and sacrifice a little of tives who can operate above ground during the daylight hours.
your humanity in the process. You can now come and go as you Occasionally a prospect from outside the guild is turned into a
please, and the secrets of the night are yours to use for whatever deathbringer. On at least one occasion a rogue who managed to
purpose stokes the fires of your corrupted mind. pierce the vampires’ inner sanctum was captured and, rather than
The night is your time; it is when you are at your most con- facing a long, torturous death, agreed to become an agent of the
fident and most deadly. Still, your masters expect you to carry Night Masks.
out missions in daylight as well, something they themselves are To become inducted into the deathbringer clan is to know
incapable of doing without great risk. While the sun is deadly fear and pain as you have never experienced it. The vampires
to them, to you it is merely an inconvenience. Still, this minor have a ritual that involves bloodletting,
hindrance is the price of a power that you never could have mental domination, and phan-
achieved on your own. tasms from the deepest part of
Combat: You prefer to strike from the shadows, where your the subconscious. Once this ritual
powers are at their greatest. Setting ambushes is your has been completed, a piece of the
tactic of choice, using your ability to speak deathbringer’s mortality has been
with inconspicuous creatures and climbing replaced with the horror of living
where others might fall. Open combat death. While this experience
does not serve you well, especially under does not make her an undead
the brightness of the sun. Your skills are creature, she has to live with a
best utilized in quick combat, with your measure of the suffering such
enemy on the ground before he ever knew creatures face.
what hit him. When combat drags out Once the ritual is complete, the
and surprise tactics are no longer on deathbringer is now officially a
your side, use skills such as Hide and part of the guild’s highest order.
Illustration by Warren Mahy

Tumble as well as your ghost step While no special privileges are


ability to leave combat and prepare granted because of this, death-
another ambush. Leaving your foes bringers do hold greater weight
bleeding and confused is sometimes in the eyes of the guild’s leaders.
better than leaving them dead. Most Night Mask operatives will
By 4th level you are able to defer to a deathbringer in matters of
better spring surprise attacks on guild business, and they are often
your foes, using your abilities to trusted with the most delicate
become invisible and to see better and lucrative jobs. Unless they
in conditions of low light. Since are on a mission for one of their
your sneak attack damage does vampire lords, deathbringers are
not increase at the same rate granted no rights to petition them
as a rogue’s, you must rely for aid or advice. Sometimes the
even more on ambush tactics vampires instruct more experi-
as your level increases. For this enced deathbringers on how to use
purpose, you must improve your Lucia Calefar, a Night Mask deathbringer their newfound abilities, but most of
Bluff and Hide skills, allowing you to the time they assume their creations
attack from the darkness and then retreat there again, even after are smart enough to figure things out on their own.
you have exhausted your uses of ghost step for the day. Resources: Night Mask deathbringers work in service to the
At higher levels you can use your hesitating stare to stun op- guild, and they will ask for help whenever necessary. A particularly
ponents, making them vulnerable to your deadly sneak attacks. powerful enemy or dangerous situation might bring a swarm of
Your slippery mind and improved evasion abilities allow you to deathbringers down upon it, usually spelling doom for whoever
remain in close combat for longer than you could previously, has warranted such attention. Information flows freely between
and your ability to quietly slip out of combat when things turn the deathbringers, and there is no inherent competition for the
against you has peaked. You are still not a combat master, but attention of their masters. Of course, some deathbringers are more
you can hold your own against almost any single opponent, and ambitious than others, but personal rivalries are more often the
you have the tools to leave multiple foes scratching their heads cause of such conflicts than ambition.
or grasping their bloodied throats. You should seek magic items that increase both your stealth
Advancement: Deathbringers are recruited from among the and speed. A ring of jumping allows you to prowl the rooftops,
Night Masks’ most shadowy and ambitious operatives. Taking and shadow armor makes you effectively invisible against the
such rogues into their inner circle accomplishes two goals for the darkness of night. Charisma-enhancing items make some of your
vampires: It keeps the ambitious close to them where they can special abilities even more effective, as well as facilitating access
monitor any treacherous plans, and it gives them loyal opera- to those you wish to see drink your blood.

55
PRESTIGE CLASSES

Night Mask Deathbringers in every shadow. Deathbringers swarm from their hidden holes
and hideaways as soon as the sun falls, ready to implement their
in the World plans and attack their enemies from the shadows. The “phantoms
Night Mask deathbringers make terrible foes for any group of of Westgate” are rarely out to simply rob someone of their
PCs, because deathbringers can sow seeds of distrust between even purse—they stalk likely targets for a blood bond and investigate
the most stalwart companions. Any characters who are active their background; they track powerful adventurers who have
and successful in or near the city of Westgate will eventually run come into town without “registering” with the guild; and they
across a deathbringer, whether they know it or not. Westgate is assassinate merchants and nobles who have proven troublesome
the deathbringers’ city, and they want to know about any potential to their undead masters
threats or allies that come inside its walls. A deathbringer can even Of course, the deathbringers are not without their enemies in
act as a character’s first introduction to the Night Masks guild, and Westgate and beyond. Chief among them are the Five Souls of
potentially bring him inside to work for the guild. If the PCs are the Dead, a group of Kelemvorites who are committed to rooting
looking for a contact in Westgate’s underworld, they could not do out the vampiric lords of the Night Masks. Since Orbakh and the
much better than one of Orbakh’s pseudo-vampiric minions (for Court of Night Masters rarely venture out into the city, the Five
more information on Orbakh, see page 41 of Lords of Darkness). Souls have focused their efforts on the bastard creations known
Organization: The deathbringers are a special arm of the Night as the deathbringers. The Kelemvorites have already destroyed
Masks thieves’ guild. Most of the time they are left to their own three deathbringers since coming to Westgate, and they are on
devices, using their extraordinary powers to further the assets and the trail of at least two more. Ciodaru has managed to maneuver
position of the guild. Occasionally, the vampires at the center of them into his sphere so that he can keep tabs on them, but until
the guild’s power structure command one or more deathbringers he is ready to confront them outright, he is forced to impede
to see to an important bit of guild business. Daytime meetings and their information gathering as best he can from the shadows.
ambushes are typical of the missions to be assigned, as are those
with more far-reaching goals such as the exploration of a ruin, or
contact with an ally outside Westgate or along the Dragon Coast.
NPC Reactions
The deathbringers are like a plague across Westgate, one that The Night Masks are an accepted, if not welcome, part of the
often extends across the Dragonmere into Sembia, and south into Westgate culture and landscape. In some parts of town, guild
Turmish and Amn. Its individual agents have spread out across members can talk freely about their association without care,
the lands that interest the Night Masks and their masters. One while in others such flaunting is looked down upon. One thing
deathbringer, a sorcerer/rogue named Ciodaru Arexis, has risen to is for certain, though—the authorities have long since given up
such power that he now commands the respect of all the others. trying to control the guild and its activities. Those who find
Little do they know that Ciodaru is actually a disguised illithid, themselves on the guild’s good side welcome its members into
working under a special arrangement with Orbakh. Although he their establishments, might give them preferential treatment or
is bestowed with no more power than any other deathbringer, his minor discounts on goods, and won’t betray their confidence for
knowledge of the city’s power structures and the intrigues he has too little coin.
woven throughout them means that nothing goes on in the city Those who find themselves at odds with the guild quickly
without his knowledge. find that they must hire mercenaries to guard them and their
Ciodaru has control of the Purple Lady Festhall, the closest businesses against guild activities. One might even attract the
thing to a central meeting hall the guild maintains. A complex attention of a deathbringer, at which point all the mercenaries
underneath the inn leads to a temple of Talona, where victims, kid- in the world might not be enough protection. Although they do
napped from parties at the festhall, are taken for experimentation not identify themselves as anything but ordinary guild thieves,
with new diseases and poisons. The priests of the temple provide deathbringers have an aura about them that clearly differentiates
Ciodaru with an elixir that dulls the horror permeating the minds them from other individuals. This leads to stronger reactions in
of all those who have undergone the deathbringer transformation; both cases, with guild-friendly NPCs being even friendlier toward
his success is partly attributable to the mental clarity he gets from deathbringers, and those with reason to fear or loathe the guild
the elixir, so no one outside of himself, the inn’s owner, and the reacting strongly in the opposite direction.
temple priests knows of this secret arrangement.
Westgate has a reputation as a city where anything can be
bought for a price. This atmosphere lends itself extremely well
Nightmask Deathbringer Lore
to the Night Masks’ business concerns, and even more so for Characters with Knowledge (local Westgate) can research the
its most shadowy operatives—the deathbringers. Deathbringers deathbringers or the Night Masks. Investigating a deathbringer by
are active day and night, looking for new opportunities to bring name is certain to pique the guild’s curiosity, while trying to find
wealth and power to the guild. During the day, most of their information on the guild itself is certain to warrant a personal
activities include scouting locations and talking to their contacts visit, possibly from a deathbringer if the inquiring character is
in order to stay current with the new faces in town. powerful or influential. When a character makes a skill check,
Everything changes in Westgate at night. The smartest law- read or paraphrase the following, including the information
abiding citizens stay off the streets, where robbers and worse lurk from lower DCs.

56
PRESTIGE CLASSES

DC 10: “The Night Masks have free rein in Westgate. They Hesitating Stare (Su): DC 14; see page 53.
likely already know more about you than you do about them.” Evasion (Ex): No damage on successful Reflex save.
DC 15: “The Night Mask assassins are the greatest in all of Spell-Like Abilities: 1/day—dancing lights, darkness, faerie
Faerûn. I hear they can either kill you or bring you under their fire. Caster level 7th.
control. I’m not sure which one’s worse.” Possessions: +2 leather armor, +1 rapier, masterwork shortbow, 20
DC 20: “There is a group called the Five Souls of the Dead arrows, potion of eagle’s splendor, potion of cure moderate wounds.
that knows more about the Night Masks than anyone else in
the city.” CIODARU AREXIS (EL 21)
DC 30: A character with this level of success can find a Ciodaru Arexis has decided that the characters pose a threat to
particular deathbringer, and will also learn that the individual both his secret identity as well as the guild itself. It is time he
is somehow connected to the city’s vampire lords. looked into the matter personally.

Ciodaru Arexis: Mind flayer rogue 4/sorcerer 4/Night Mask death-


Nightmask Deathbringers bringer 5; CR 21; Medium aberration; HD 8d8+9d6+4d4+21;
in The game hp 119; Init +9; Spd 30 ft.; AC 24, touch 17, flat-footed 24; Base
Atk +14; Grp +15; Atk +20 melee (1d6+2, +1 rapier of wounding)
The deathbringers could be a thorn in your characters’ sides for
or +19 melee (1d4+1, tentacle) or +22 ranged (1d6+4 plus 1d6
quite some time before being discovered. If the characters go to
cold, +2 frost composite shortbow (+1) with +1 arrows); Full Atk
Westgate and seek a high-level audience with the Night Masks,
+20/+15/+10 melee (1d6+2, +1 rapier of wounding) or +19 melee
a deathbringer would likely be their first contact.
(1d4+1, 4 tentacles) or +22/+17/+12 ranged (1d6+4 plus 1d6 cold,
Players who love stealth, assassination, and unusual abilitiess will
+2 frost composite shortbow with +1 arrows); SA improved grab,
be attracted to the deathbringer class for its combination of these
extract, hesitating glare 2/day, lesser blood bond, mind blast,
elements. The discovery of new abilities at each level should be enough
psionics, sneak attack +3d6; SQ creature of darkness, evasion,
motivation to keep a character loyal to his vampiric masters, even
improved evasion, ghost step 1/day, light sensitivity, low-light
if he must occasionally make personal sacrifices to them.
vision, spell resistance 38, spider climb 4/day, telepathy 100 ft.,
Adaptation: The deathbringers fit perfectly into their role as
uncanny dodge; AL LE; SV Fort +8, Ref +16, Will +15; Str 12,
elite agents of Westgate’s vampire lords. They could be former
Dex 20, Con 12, Int 19, Wis 17, Cha 18.
captured adversaries or specially selected lieutenants.
Skills and Feats: Balance +7, Bluff +15, Climb +7, Concentra-
Encounters: Unless the characters have boldly demanded an
tion +15, Decipher Script +8, Diplomacy +10, Disguise +16 (+18
audience with the lords of the Night Masks (or otherwise caught
acting), Escape Artist +14, Forgery +11, Gather Information
their attention), their first encounter with a deathbringer is likely
+15, Hide +16, Intimidate +15, Jump +6, Knowledge (arcana)
to be short and bloody. If they manage to kill the deathbringer,
+11, Knowledge (local) +16, Listen +15, Move Silently +16,
this act would probably bring the full wrath of the Night Masks
Profession (innkeeper) +9, Sense Motive +14, Sleight of Hand +12,
upon them very quickly.
Spellcraft +14, Spot +15, Tumble +15, Use Magic Device +13;
Combat Casting, Deceitful, Eschew Materials, Great Fortitude,
LUCIA CALEFAR (EL 8) Improved Initiative, Strong Mind, Weapon Finesse.
Lucia Calefar has been blood bonding the PCs’ patron in order
Languages: Abyssal, Chondathan, Draconic, Elven, Giant,
to gain information about other nobles in her circle.
Undercommon.
Sorcerer Spells Known (6/7/4 per day; caster level 4th):
Lucia Calefar: Drow rogue 5/Night Mask deathbringer 2; CR
0—dancing lights, detect magic, detect poison, mage hand, pres-
8; Medium humanoid (elf); HD 2d10+4d6+12; hp 41; Init +2;
tidigitation, read magic; 1st—charm person (DC 15), disguise
Spd 30 ft.; AC 18, touch 14, flat-footed 18; Base Atk +4; Grp +7;
self, magic missile; 2nd—invisibility.
Atk or Full Atk +5 melee (1d6+1/18–20, +1 rapier) or +9 ranged
Improved Grab (Ex): To use this ability, Ciodaru must hit a
(1d6/×3, masterwork shortbow); SA hesitating stare 1/day, sneak
Small, Medium, or Large creature with its tentacle attack. It can
attack +3d6, spell-like abilities; SQ evasion, darkvision 120 ft.,
then attempt to start a grapple as a free action without provoking
light blindness, spell resistance 18, spider climb 3/day, uncanny
attacks of opportunity. If it wins the grapple check, it establishes
dodge; AL NE; SV Fort +4, Ref +11, Will +3; Str 10, Dex 18,
a hold and attaches the tentacle to the opponent’s head. A mind
Con 12, Int 14, Wis 11, Cha 16.
flayer can grab a Huge or larger creature, but only if it can
Skills and Feats: Balance +6, Bluff +9, Climb +7, Diplomacy
somehow reach the foe’s head. If it begins its turn with at least
+10, Disable Device +6, Escape Artist +9, Gather Information
one tentacle attached, Ciodaru can try to attach its remaining
+11, Hide +12, Intimidate +5, Jump +7, Knowledge (local) +7,
tentacles with a single grapple check. The opponent can escape
Listen +6, Move Silently +12, Open Lock +8, Search +6, Sense
with a single successful grapple check or an Escape Artist check,
Motive +4, Sleight of Hand +9, Spot +6, Tumble +12, Use Rope
but Ciodaru gets a +2 circumstance bonus for every tentacle that
+8; Dirty Rat*, Great Fortitude, Iron Will.
was attached at the beginning of the opponent’s turn.
*New feat described on page 20.
Extract (Ex): A mind flayer that begins its turn with all
Languages: Chondathan, Drow Sign Language, Elven,
four tentacles attached and that makes a successful grapple check
Undercommon.

57
PRESTIGE CLASSES

automatically extracts the opponent’s brain, instantly killing that ENTRY REQUIREMENTS
creature. This power is useless against constructs, elementals,
Alignment: Any evil.
oozes, plants, and undead. It is not instantly fatal to foes with
Skills: Climb 4 ranks, Decipher Script 4 ranks, Disable Device
multiple heads, such as ettins and hydras.
5 ranks, Jump 4 ranks, Knowledge (dungeoneering) 6 ranks,
Hesitating Stare (Su): DC 16; see page 53.
Knowledge (history) 2 ranks, Search 8 ranks, Speak Language
Lesser Blood Bond (Su): DC 16; see page 54.
(Netherese), Survival 6 ranks, Use Magic Device 5 ranks.
Mind Blast (Sp): At will; Will DC 18; all creatures in a 60-ft.
Feat: Track.
cone are stunned for 3d4 rounds.
Special: Shades as a favored enemy, trapfinding class feature.
Psionics (Sp): At will—charm monster (DC 18), detect thoughts
(DC 16), levitate, plane shift, suggestion (DC 17). Caster level
8th. The save DCs are Charisma-based. Class Features
Improved Evasion (Ex): No damage on successful Reflex save
Shade hunters have become amazingly adept at navigating the
and half damage if the save fails.
dungeons in which the ancient magic of Netheril is often found.
Possessions: +4 studded leather armor, amulet of proof against
They also develop special techniques for fighting the rightful
detection and location, ring of protection +2, minor cloak of displace-
heirs to this long lost treasure.
ment, hat of disguise, +1 rapier of wounding, +2 frost composite
Spellcasting: When you take up this class, you gain the ability
shortbow (+1 Str bonus), 20 +1 arrows, gloves of Dexterity +4.
to cast a number of arcane spells. To cast a spell, you must have
an Intelligence score of 10 + the spell’s level. Your bonus spells
Shade Hunter are based on Intelligence, and saving throws against these spells
have a DC of 10 + spell level + your Intelligence bonus. When
“The return of Netheril can only mean great danger for Faerûn.
you get 0 spells per day, you gain only the bonus spells you would
I must find that which they have come seeking, so that I can use
be entitled to based on your intelligence score for that spell level.
it first.”
You cast spells just as a sorcerer does.
—Daggerdale Thren, shade hunter
Upon reaching 6th level, and at every even-numbered level
after that, you can choose to learn a new spell in place of one
The shade hunter is a breed of adventurer who lives for the thrill
you already know. The new spell’s level must be the same as that
of finding lost treasure, defeating ancient traps, and surviving
of the spell being exchanged, and it must be at least two levels
deadly curses laid by the priests of dead gods. Part historian, part
lower than the highest-level shade hunter spell you can cast.
loremaster, and part graverobber, these artifact hunters will go
Trap Sense (Ex): Your expertise with dungeons gives you an
anywhere and risk anything to acquire the next big score to add
intuitive sense that alerts you to danger from traps, providing
to their hoards. Netherese artifacts have always held a particular
you with a +1 bonus on Reflex saves made to avoid traps and a +1
fascination for anyone interested in history and ancient arcana,
dodge bonus to AC against attacks made by traps. These bonuses
and the return of the Shadovar and the floating City of Shade
increase by 1 every other level, up to +5 at 9th level. Trap sense
above Anauroch has created a frenzy of related activity all across
bonuses gained from multiple sources stack.
Faerûn. The recent damage dealt to Shade’s mythal by five of
Tricks of the Trade (Ex): The experiences and dangers that you
Faerûn’s most powerful mages has caused the city’s leaders to seek
have encountered in your travels begin to coalesce into a practical
out ancient stores of Netherese magic in hopes that something
body of knowledge when you enter the shade hunter class. This
will be able to repair it—and opportunistic treasure hunters have
knowledge grants you a bonus equal to your class level that can
not been far behind them.
be used each day to augment ability checks, skill checks, or attack
rolls. The points of bonus do not need to be applied to the same
Becoming a Shade Hunter roll, and you can divide them up however you like throughout
the day. You must decide whether or not to use a bonus, and if
Shade hunters come from all backgrounds, but a love of adven-
so how large the bonus will be, before you roll the die.
ture and history as well as a total disregard for personal safety
For example, a 3rd-level shade hunter has a total bonus of +3
are traits common to them all. Most hail from the northern
to distribute throughout the day. If he finds himself in mortal
regions—the Dalelands, the Western Heartlands, the North, and
combat, he could apply the entire bonus to a single attack roll,
the Moonsea being most common—around which the ancient
hoping to fell his enemy. Alternatively, he could apply a +1 bonus
empire of Netheril had the most contact and influence. The
to an Open Lock check, then another +1 to a Spot check later
freewheeling style of the class, as well as the need for stealth and
that day, and his final +1 bonus to a Strength check to dislodge
“technical expertise,” best suits rogues and rangers, but occasion-
a coffer from its resting place.
ally a curious bard will find the lure of undiscovered caches of
Low-Light Vision (Ex): At 2nd level, you gain low-light
magic and lore irresistible; other classes find the wide range of
vision. If you already have low-light vision, its effective distance
skills and knowledge a shade hunter needs to be too demanding.
is doubled, so you can now see four times as far as a human in
Intelligence (for skill acquisition and spells), Dexterity (for evad-
conditions of low light.
ing traps), and Wisdom (for following tracks) are key abilities
Sense Ancient Magic (Su): Starting at 2nd level, you can
for a shade hunter.
detect the magical aura radiated by items of Netherese creation.

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PRESTIGE CLASSES

This ability functions like detect magic, except that it is always TABLE 3–4: THE SHADE HUNTER
active unless you consciously suppress it, and it can only detect
Base
the auras of magic items that have been in the same location for
Attack Fort Ref Will
at least one hundred years.
Level Bonus Save Save Save Special
Expert Packer: Starting at 3rd level, you have learned how
1st +0 +2 +2 +0 Trap sense +1,
to get every last bit of utility out of your backpack, belt, and tricks of the trade
bandoleer. Reduce the weight of your gear by 10% for purposes 2nd +1 +3 +3 +0 Low-light vision,
of figuring your load. sense ancient magic
Sneak Attack (Ex): At 4th level and higher, you deal extra 3rd +2 +3 +3 +1 Trap sense +2,
damage when you catch a foe flat-footed or flank a foe, as the expert packer
rogue class feature described on page 50 of the Player’s Handbook. 4th +3 +4 +4 +1 Sneak attack +1d6,
Sneak-attack dice attained from multiple sources stack. tools of the trade
Tools of the Trade: By 4th level, you have picked up so many 5th +3 +4 +4 +1 Trap sense +3,
knickknacks and strange tools on your travels that you’ve lost darkvision 60 ft.
track of everything you own. Once per day, you can “find” any 6th +4 +5 +5 +2 Special ability
mundane piece of equipment (other than weapons or armor) 7th +5 +5 +5 +2 Trap sense +4,
worth up to 10 gp per class level somewhere on your person, locate ancient magic
having forgotten completely about it. When you do so, you must 8th +6 +6 +6 +2 Sneak attack +2d6,
subtract an equivalent amount of gold (or other treasure—gems, improved favored enemy
jewelry, art, etc.) from your savings. If you do not have enough 9th +6 +6 +6 +3 Trap sense +5
gold to cover the cost of the item you want, you might not find 10th +7 +7 +7 +3 Blindsight 30 ft.
the item with this ability.
Darkvision (Ex): At 5th level, you gain darkvision out to 60 Hit Die: d8.
feet. If you already have darkvision, its effective distance extends Class Skills (8 + Int modifier per level): Balance, Climb,
by an additional 60 feet instead. Concentration, Decipher Script, Disable Device, Disguise,
Gather Information, Hide, Jump, Knowledge (arcana),
Special Ability (Ex): At 6th level, you can choose one of the Knowledge (dungeoneering), Knowledge (geography),
following rogue special abilities: defensive roll, improved evasion, Knowledge (history), Knowledge (local), Listen, Move
or skill mastery (see Player’s Handbook page 51). Silently, Open Lock, Profession, Ride, Search, Spot, Survival,
Locate Ancient Magic (Su): When you reach 7th level, your Swim, Tumble, Use Magic Device, Use Rope.
ability to sense the lost magic of Netheril has grown stronger.
You can now locate any magic items that have been in the same SHADE HUNTER SPELLS PER DAY
location for at least one hundred years as if you had cast a locate Level 1st 2nd 3rd 4th
object spell and were familiar with the items in question. Activat- 1st 0 — — —
ing this ability is a standard action, and you can locate multiple 2nd 1 — — —
auras by concentrating for continuous rounds. 3rd 2 0 — —
Improved Favored Enemy (Ex): Starting at 8th level, your 4th 3 1 — —
favored enemy bonuses against shades increase by 2. No other 5th 3 2 0 —
favored enemy bonuses can be increased with this ability. 6th 3 3 1 —
Blindsight (Ex): At 10th level your ability to function in 7th 3 3 2 0
the deepest, darkest dungeons grants you the ability to sense 8th 3 3 3 1
your surroundings using every available sensory input. You gain 9th 3 3 3 2
blindsight out to 30 feet. 10th 3 3 3 3

SHADE HUNTER SPELLS KNOWN


Shade Hunter Spell List Level 1st 2nd 3rd 4th
Shade hunters choose their spells from the following list: 1st 21 — — —
1st—camouflageUnd, delay poison, detect snares and pits, 2nd 3 — — —
identify, jump, longstrider, pass without trace, read magic, sure- 3rd 3 21 — —
footMag. 4th 4 3 — —
2nd—bear’s endurance, bull’s strength, cat’s grace, cure moder- 5th 4 3 21 —
ate wounds, detect metals and mineralsRac, make whole, snare. 6th 4 4 3 —
3rd—continual flame, daylight, locate object, neutralize poison, 7th 4 4 3 21
obscure object, remove disease. 8th 4 4 4 3
4th—commune with nature, dispel magic, freedom of move- 9th 4 4 4 3
ment, nondetection, remove curse, stone shape. 10th 4 4 4 4
1 Provided the character has sufficient Intelligence to have a
bonus spell of this level.

59
PRESTIGE CLASSES

Playing a Shade Hunter are with your sword. Against incredibly powerful foes (except
for shades, which you excel at fighting) it is even more impor-
You can’t wait for the next big score! The joy that some people
tant to strike first from the shadows and flee before suffering
feel at the birth of a first child or the kiss of a new bride is yours
retaliation. You’ve accumulated quite a bag of tricks, and you
only when you uncover a stash of Netherese gold or ancient magic.
shouldn’t be afraid to use its contents to escape from a desperate
Even research can be exciting when it’s leading you to the “X” on
situation. Traveling with allies at this point becomes almost a
the treasure map, and you’ll gladly travel across the continent to
necessity—unless you have enough gold to hire the most loyal
hunt down a parchment or tome that has information you need.
followers money can buy.
The only thing you like better than learning about the things you
Advancement: Scholars and adventurers from all across
are passionate about is actually utilizing what you know in the
Faerûn travel to the lands surrounding Anauroch to research
field. You love the smell of oiled locks and old poison on rusty
and seek out the ancient mysteries of Netheril. Anyone who
spikes, and you love the look on your enemies’ faces as you snatch
grew up in those regions, however, has heard the local tales and
the prize right out from under them. Whatever loot you manage
legends of the fallen Netherese almost from the time that they
to pry from the cold, dead fingers of its former Netherese owner
are born. It is not hard for the ancient empire to get under
is added to your hoard, especially if it is an item that can help
one’s skin, with this fascination—or obsession—perhaps even
you on your next foray.
leading to a career devoted to unearthing its secrets. Some take
Your adventures cause you to cross paths with shades and other
the path of scholar, attending the finest schools of Waterdeep
beings from the floating city as well as treasure hunters of all
and Silverymoon, while others set out at the first opportunity
stripes. You are sometimes willing to work with others as long as
to carve adventure from the remnants of a dead society. Those
you benefit from the transaction, but you worry that revealing too
who do quickly find that they are not alone in their pursuit of
much information might lose you a prize you have so long sought.
Netheril’s artifacts and legacy.
Still, your constant run-ins with powerful shades have taught you
At some point in time, every shade hunter is drawn to leave
the wisdom of sharing combat techniques and lore about your
his books to experience firsthand the majesty of Netheril—inevi-
common enemy with other shade hunters. Silverymoon, Llorkh,
tably leading to confrontations with shades and other explorers
and Dagger Falls are popular sites to meet and trade with other
who are seeking the same things. The Shadovar are particularly
treasure hunters, the first for its amazing historical and arcane
possessive over what they consider their rightful legacy, and will
resources, and the latter two for their proximity to the majority
attempt to destroy anyone who stands in their way. This fact
of ancient Netherese lands. The lands in between are referred
leads many treasure hunters to practice techniques to help them
to by your colleagues as either the ancient lands or the shadow
combat the shades and their mighty powers, the pursuit of which
triangle, depending on their disposition.
is not far off from their normal studies. Most shade hunters
Combat: Exploring inevitably brings you face to face with some
acquire and commission strange tools and equipment based on
of the deadliest traps and monsters on the planet—but you’re a
their experiences in the field, but no matter how much a shade
researcher and seeker first, and a fighter second. You are at your
hunter can learn from books and teachers, Netheril’s trapmakers
best when attacking from an ambush, which means you must be
and arcanists still have a few surprises left for those who would
ready for your enemies when they come. Keen senses help you,
seek their ancient knowledge.
but preparation is the key to your survival. You have researched
It can be difficult for a shade hunter to limit his studies to the
the areas into which you travel, and you always pack a surprise
essentials, since he finds so many skills and talents necessary for
or two for the region’s deadliest denizens. When sneaking and
survival. His tricks of the trade ability allows him to spread his
ambush don’t work, you are still fairly proficient with bow and
skill points around a little more than a dedicated rogue or ranger,
blade, at least enough to cover your retreat or to find the right
because he has a pool of available bonus points to make up for
method of attack.
a deficiency in ranks. Since he relies on skills as an integral part
When you travel without companions, it’s best to hire some
of his activities, even combat, it can be a good idea to use feats
outside muscle to help carry the spoils of your search as well as
to bolster these skills. Feats that grant bonuses to multiple skills
help you stay alive. Your sneak attack ability makes it that much
are best, for the reasons stated above. Feats that help him avoid
more effective for you to fight in a group, and such tactics help
combat and damage, such as Dodge and Mobility, are almost
spread out the damage your foes can cause. As an inveterate
always preferable to those that increase his combat capabilities.
traveler and explorer, you have run across a wide variety of
Resources: Resourcefulness is a hallmark of shade hunters,
weapons and tools created to help defend oneself from harm.
and they seem to have contacts in every city from Waterdeep to
Quirky items such as thunderstones and tanglefoot bags can
Hillsfar. They can sometimes get information or advice from
provide not-so-obvious solutions to tough problems, including
fellow shade hunters, or from local rangers who don’t mind seeing
creatures that are determined to keep a Netherese hoard intact
the Shadovar take a hit. Real information about possible hoards,
for another thousand years. You find a new use for an old item
Shadovar dig sites, and other related info are guarded by shade
just about every time you enter a dungeon, and cataloging these
hunters, however, and will rarely if ever be traded or given up
tricks has helped you survive your dangerous occupation.
without significant persuasion. It is considered good etiquette to
Your fighting abilities suffer the most for your studies, and
share general tips about dungeoneering, however. New and useful
the more knowledgeable you become about Netherese history
tools are described or displayed, and might even be loaned for
and the dungeons where it can be found, the less formidable you

60
PRESTIGE CLASSES

copying from time to time. Techniques for climbing, bypassing Aside from doing research and swapping stories in taverns,
traps, and stalking monsters are also good conversation between shade hunters busy themselves preparing for the inevitable jour-
shade hunters, even ones that consider themselves rivals. neys that will, they hope, lead them to the riches of Netheril. If
With their focus on lost magic, it is no wonder that shade other shade hunters or treasure seekers know a shade hunter is
hunters employ quite a bit of magic themselves. Items that aid preparing to leave, that individual must often take precautions
stealth such as cloaks of elvenkind and rings of invisibility are against being followed. A favorite tactic of the half-elf Cantius
popular, as are those that allow for a quick getaway in times of Valer is to hire a lookalike to leave town the day before he sets
trouble. Boots of striding and springing are almost an essential out, causing would-be trackers to head in the opposite direction
tool, allowing for quick movement and providing the ability to while he leaves town undetected,
jump over chasms, pit traps, and other usually under cover of night.
obstacles. Once a shade hunter sets out,
he doesn’t turn back for any
reason other than to save
Shade Hunters in his hide. He will stay in the
the World field for as long as necessary,
turning over every stone in
Shade hunters travel the north-
search of the secret hoard
ern reaches of Faerûn in search
he knows is there.
of artifacts and lore from the
When he finds a hoard
ancient civilization of Netheril.
that has already been
They regularly interact with
claimed or runs into a
remnants of the most magical
shade dig site, a shade
society the world has ever seen,
hunter acts proactively
Illustration by Lucio Parillo

and often spread this knowledge,


to recover the treasure he
intentionally or not, to Faerûn’s
believes is rightly his. He
living mages. They provide a
will use guerrilla tactics
convenient foil to the shades,
against a dig site, attempt-
who are now scouring their
ing to disrupt the operation
ancestral lands for magic that
enough to drive the shades
will help them reestablish the
away. If fresh tracks lead
Netherese empire and make
away from a site, a shade
the lands inhabitable again.
hunter will follow them
Although they might be doing
and ambush those who beat
the countries of Faerûn a
him to the punch. As in all
favor by denying power to
situations, however, should
the shades, their motives fall
things turn sour, retreat is
well short of being altruistic.
an easy option.
Most shade hunters believe
that the Shadovar have
Loughlin Hale, a shade hunter
returned for a purpose, and they want
to find out why so they can wield the power first.
Organization: Shade hunters are a diverse and independent
NPC Reactions
lot. When they are doing research or training in a city, they are It’s hard to miss a group of adventurers coming into town—they
likely to help one another and pass along information not directly spend gold like water, usually make a mess of the place, and have
related to a recent find. There is a camaraderie between them a penchant for uncovering trouble where there was none before.
born of their mutual fascination with history, Netherese lore, and Shade hunters are no different, although they tend to look for
the thrill of the hunt. They tend to frequent the same haunts in trouble outside town rather than in the middle of it. Still, they
cities across Faerûn, from libraries in Silverymoon to taverns in are a sight to see, with their overstuffed backpacks and jangling
Waterdeep and brothels and thieves’ guilds in Mulmaster. They bandoleers, and they always bring interesting tales and items to
hope to pick up some tidbit of information from fellow shade delight children and tavern patrons alike.
hunters—even if they aren’t forthcoming about their recent Shade hunters are often seen as aloof and distracted because
activities, a glimpse of a book paged through or map examined they are often lost in thought about a recent exploit or future
might provide valuable clues. As the nights wear on, they gather endeavor. They are often excellent storytellers, however, and have
to drink and share stories and lore. Even bitter rivals engage in picked up a millennium’s worth of legends to recount.
these sorts of meets, although their storytelling is often competi- Shades, obviously, have a very strong dislike of shade hunt-
tive or meant to dredge up the failures and embarrassments their ers. Rival artifact hunters and treasure seekers can be jealous at
rivals have suffered in the past. times, but all such individuals share a kinship that allows them

61
PRESTIGE CLASSES

to overcome petty rivalries quite easily. Merchants and arcanists LOUGHLIN HALE AND COMPANY (EL 8)
love shade hunters for the stories and strange objects they bring A fledgling shade hunter mistakes the PCs for enemies. Loughlin
back from their adventures, but town leaders often fear the evil assures the characters that all will be well if they just hand over
that such explorers often dredge up in their wake. More than the loot. Backing him up are his hawk animal companion and
once, a shade hunter has unwittingly unleashed some demon or a pair of hired thugs named Garyn and Sogar (use the 3rd-level
other trapped terror, only to skip town before he even realizes human fighter statistics presented in Table 4–16 of the Dungeon
what devastation he has caused. Master’s Guide, page 117).

Loughlin Hale: Half-elf rogue 2/ranger 4/shade hunter 1; CR 7;


Shade Hunter Lore Medium humanoid (elf); HD 2d6+4d8+1d8+14; hp 46; Init
Characters with ranks in Knowledge (local Anauroch, Dalelands, +2; Spd 30 ft.; AC 18, touch 13, flat-footed 16; Base Atk +5;
High Forest, the North, Shadovar, Silver Marches, or Western Grp +7; Atk +8 melee (1d8+3/19–20, masterwork longsword)
Heartlands) can research Netheril and the shade hunters. A or +9 ranged (1d8+4/×3, +1 composite longbow with +1 arrows);
character with contacts among any adventuring shades can get Full Atk +8 melee (1d8+3/19–20, masterwork longsword) or
quite a bit of information, and asking around at libraries and +7/+7 ranged (1d8+4/×3, +1 composite longbow with +1 arrows);
arcane shops can prove fruitful as well. When a character makes SA favored enemy shades +2, sneak attack +1d6; SQ animal
a skill check, read or paraphrase the following, including the companion (hawk), animal companion benefits, combat style
information from lower DCs. (archery), evasion, low-light vision, trapfinding, trap sense +2,
DC 10: “Treasure hunters come through here all the time. tricks of the trade +1, wild empathy +4 (+0 magical beasts); AL
Give the inn down the road a try; the tavernkeeper used to be CE; SV Fort +8, Ref +11, Will +5; Str 14, Dex 15, Con 14,
one himself.” Int 15, Wis 14, Cha 11.
DC 15: “They don’t so much as hate the shades as they want Skills and Feats: Bluff +2, Climb +7, Decipher Script +9,
their power. Find a shade dig site, and you’ll find a shade hunter Diplomacy +2, Disable Device +7, Disguise +3, Gather Informa-
lurking nearby.” tion +7, Jump +13, Knowledge (dungeoneering) +8, Knowledge
DC 20: The character hears about a shade hunter that has (geography) +5, Knowledge (history) +4, Knowledge (nature) +4,
been in town for some time preparing for a journey, or they are Listen +11, Move Silently +11, Open Lock +7, Search +11, Sense
put on the trail of one who left not too long ago. Motive +4, Speak Language (Netherese), Spot +11, Survival +10
DC 30: At this point the character gains information about (+12 underground or following tracks), Use Magic Device +7 (+9
specific shade hunters, shade operatives who might be seeking to with scrolls); Cosmopolitan, EnduranceB, Iron Will, Point Blank
assassinate a hunter, or even uncover a hidden cache of equipment, Shot, Rapid ShotB, TrackB.
maps, and plans that was left behind by a shade hunter who never Languages: Chondathan, Elven, Netherese.
returned from his last journey. Animal Companion (Ex): Loughlin has a hawk as an animal
companion. Its abilities and characteristics are summarized
below.
Shade Hunters in The game Animal Companion Benefits (Ex): Link, share spells. PH 36.
Shade hunters can be anywhere you want them, even outside the Evasion (Ex): No damage on successful Reflex save.
normal areas of exploration. After all, the sources of ancient Ranger Spell Prepared (caster level 2nd): 1st—longstrider.
Netherese lore are not confined to the northern regions, they are Shade Hunter Spells Known (1 per day; caster level 1st):
just concentrated there. Shade hunters can be used as an excellent 1st—detect snares and pits, identify.
source of knowledge and lore, and might even lead characters Possessions: +2 studded leather armor, amulet of natural
to old dungeons that have long since been “cleared of anything armor +1, masterwork longsword, +1 composite longbow (+2 Str
of interest.” These dungeon experts can play the role of mentor bonus) with 20 +1 arrows, 2 masterwork daggers, boots of strid-
to a rogue, ranger, or even a bard, and can provide specialized ing and springing, type II bag of holding, potion of spider climb,
equipment from all over the world. Whether used as a mentor, a masterwork thieves’ tools, climber’s kit, everburning torch, 10
sage, or a fence, a shade hunter is a fun and intruiging personality caltrops, vial of acid, 2 thunderstones, tanglefoot bag, flask of
to interact with. oil, 50 ft. of silk rope, 100-gp pearl (material component for
Players who enjoy the challenge of dungeons filled with traps identify spell), pouch containing 48 gp.
and gold will enjoy playing a shade hunter, as will those who
crave the power of ancient Netheril. Those who prefer skill use Spirit: Hawk animal companion; CR —; Tiny animal; HD 1d8;
to combat will be well served by the class as well. hp 4; Init +3; Spd 10 ft., fly 60 ft. (average); AC 17, touch 15,
Adaptation: Shade hunters could be hunting the descendants flat-footed 14; Base Atk +0; Grp –10; Atk or Full Atk +5 melee
and magic of any lost empire in your world. (1d4–2, talons); Space/Reach 2-1/2 ft./0 ft.; SQ low-light vision,
Encounters: Shade hunters generally shy away from combat tricks; AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10,
unless they are trapped or their enemy has a treasure they covet. Int 2, Wis 14, Cha 6.
When they do fight, they are liable to call upon all sorts of dirty Skills and Feats: Listen +2, Spot +14; Weapon Finesse.
tricks in order to win the day. Tricks: Attack, come, defend, down, fetch, guard, seek, stay.

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PRESTIGE CLASSES

RATIK (EL 15)


The krinth Ratik will let nothing stand in his way as he battles
Thayan Gladiator
time in a race to find a cache of Netherese artifacts that will “I’ve wielded every weapon man and dwarf have invented, but
allow the shades to repair their floating city. nothing compares to these.”
—Elak, minotaur gladiator, while cleaning
Ratik: Krinth rogue 5/ranger 3/shade hunter 7; CR 15; Medium the gore of his last opponent off his horns
humanoid (krinth); HD 5d6+3d8+7d8+45; hp 119; Init +8; Spd
30 ft.; AC 21, touch 15, flat-footed 21; Base Atk +11; Grp +12; Popular and skillful gladiators fill the arenas of Faerûn
Atk +13 melee (1d4+2 plus 1d6 fire/19–20, +1 flaming dagger) from Calimshan to the Dragon Coast, but the brutal Thayan
or +19 ranged (1d6+4/×3 plus 1d6 cold, +2 frost composite gladiators are the best of the best. Thayans see the misery of
shortbow with +1 arrows); Full Atk +13/+8/+3 melee (1d4+2 plus humans day in and day out, so they demand more out of their
1d6 fire/19–20, +1 flaming dagger) or +17/+17/+12/+7 ranged entertainment. The slave pits of the Red Wizards and the
(1d6+4/×3 plus 1d6 cold, +2 frost composite shortbow with +1 tharchions (the civil rulers in Thay) are filled with monsters
arrows); SA favored enemy shades +2, sneak attack +4d6; SQ and humanoids from around the realms—the sharper the claws
combat style (archery), darkvision 120 ft., expert packer, improved and the longer the horns, the better. Minotaurs and lizardfolk
evasion, locate ancient magic, low-light vision, sense ancient magic, from the Thayan plateau, yuan-ti from the Jungles of Chult,
tools of the trade (70 gp), trapfinding, trap sense +5, tricks of the wemics and gnolls from the Shaar—all of these creatures fight
trade +7, uncanny dodge, wild empathy +4 (+0 magical beasts); in the arenas of Thay’s cities. The greatest and most vicious
AL CE; SV Fort +14, Ref +18, Will +8; Str 12, Dex 18, Con 17, of these fighters are sometimes pulled out of the pits to serve
Int 14, Wis 15, Cha 12. a Red Wizard or other powerful master; the weak are left to
Skills and Feats: Balance +11, Bluff +6, Climb +10 (+12 with fight and die.
ropes), Decipher Script +12, Diplomacy +10, Disable Device
+15, Escape Artist +12 (+14 with ropes), Gather Information
+8, Hide +4 (+6 in shadowy conditions), Intimidate +3, Jump
Becoming a Thayan Gladiator
+13, Knowledge (arcana) +7, Knowledge (dungeoneering) +9, Thayan gladiators are taken from all over Faerûn by slavers who
Knowledge (geography) +7, Knowledge (history) +7, Knowledge know the captives will fetch a high price on the plateau. Some,
(local) +7, Knowledge (nature) +4, Listen +13, Move Silently +12, however, enter the gladiatorial contests voluntarily, either to
Open Lock +15, Search +13, Sense Motive +7, Speak Language avoid work they find frustrating or demeaning or to attempt to
(Netherese), Spot +13, Survival +8 (+10 underground or following win a better life as a Red Wizard’s guard or an adventurer. For
tracks), Swim +6, Tumble +11, Use Magic Device +16 (+18 with creatures of a more savage nature, the arena might be the only
scrolls), Use Rope +9; Alertness, Dodge, EnduranceB, Improved place where they can revel in their true nature without being
Initiative, Nimble Fingers, Point Blank Shot, Rapid ShotB, TrackB, killed on the spot for their transgressions. Most gladiators are
Weapon Focus (shortbow). fighters or barbarians, although a few levels in rogue can grant
Languages: Chondathan, Drow Sign, Dwarven, Elven, Neth- additional mobility and teach them dirty tricks. Strength (for
erese, Orc, Undercommon. brutalizing opponents), Dexterity (for avoiding blows), and
Improved Evasion (Ex): No damage on successful Reflex save Constitution (for withstanding assaults) are key abilities for a
and half damage if the save fails. Thayan gladiator.
Krinth Traits: +1 bonus on saving throws against spells and
spell-like abilities with the shadow descriptor; +4 bonus on saving
throws against fear effects; cannot become shaken.
ENTRY REQUIREMENTS
Shade Hunter Spells Known (4/4/2 per day; caster level Alignment: Any evil.
7th): 1st—camouflageUnd, identify, longstrider, pass without Base Attack Bonus: +5.
trace; 2nd—bull’s strength, cure moderate wounds, detect Feats: Toughness, Weapon Focus (natural weapon).
metals and minerals, make whole; 3rd—locate object, obscure Special: Must possess at least one natural weapon.
object. Special: Must undergo a ritual developed by the Zulkir of
Possessions: +3 slick studded leather armor, +1 flaming dagger, Transmutation that grants the class its abilities.
+2 frost composite shortbow (+1 Str bonus) with 40 +1 arrows,
ring of protection +1, boots of striding and springing, cloak of
resistance +2, bag of holding type IV, ioun stone (clear spindle),
Class Features
wand of cure moderate wounds (24 charges), potion of gaseous Thayan gladiators train to kill quickly and efficiently with their
form, masterwork thieves’ tools, climber’s kit, 4 sunrods, vial natural weapons.
of acid, vial of antitoxin, 4 smokesticks, 2 tanglefoot bags, 5 Improved Natural Attack: When you enter this class,
tindertwigs, 2 flasks of oil, magnifying glass, grappling hook, choose one of your natural weapons to gain the benefits of
50 ft. of silk rope, 50 ft. of hemp rope, pouch of five pearls the Improved Natural Attack feat. The natural weapon you
(100 gp each; material components for identify spells), sack choose is affected by the rest of the abilities you gain through
containing 500 gp. advancing in this class.

63
PRESTIGE CLASSES

TABLE 3–5: THE THAYAN GLADIATOR disruption, flaming burst, icy burst, shocking burst, speed**,
unholy, or wounding.
Base
*In order to choose one of these, the Thayan gladiator’s align-
Attack Fort Ref Will
ment must match the appropriate ability (the character must be
Level Bonus Save Save Save Special
chaotic to choose anarchic or lawful to choose axiomatic).
1st +1 +2 +0 +0 Improved natural attack,
**The effect of this ability stacks with the additional attack
study opponent
gained from the natural weapon focus ability (see above).
2nd +2 +3 +0 +0 Improved critical,
Adamantine Strike (Ex): At 6th level, attacks from your
natural armor +1
chosen natural weapon overcome damage reduction as if they
3rd +3 +3 +1 +1 Stunning critical,
were adamantine weapons.
silver strike
Savage Strike (Ex): At 7th level, the critical multiplier for
4th +4 +4 +1 +1 Natural weapon focus
your chosen natural weapon increases by one. Thus, if you had
5th +5 +4 +1 +1 Imbue natural weapon,
a critical multiplier of ×2, it would become ×3; if it was already
natural armor +2
×3, it becomes ×4.
6th +6 +5 +2 +2 Adamantine strike
Natural Weapon Mastery (Ex): Starting at 8th level, the extra
7th +7 +5 +2 +2 Savage strike
attack you gain from natural weapon focus is at your highest
8th +8 +6 +2 +2 Natural armor +3,
base attack bonus.
natural weapon mastery
Magic Strike (Ex): At 9th level and higher, attacks from your
9th +9 +6 +3 +3 Magic strike
chosen natural weapon overcome damage reduction as if they
10th +10 +7 +3 +3 Imbue natural weapon
were magic weapons.
Hit Die: d12.
Class Skills (2 + Int modifier per level): Bluff, Climb, Playing a Thayan Gladiator
Intimidate, Jump, Sense Motive, Spot.
You have become a finely honed killing machine, spraying the
blood of your opponents across the dirt floors of arenas from
Study Opponent (Ex): You prefer to circle your opponents
Eltabbar to Surthay. Not surprisingly, you want to escape
before engaging them in melee, searching them for weaknesses and
slavery—it chafes at you as roughly as the collar they place
noting the way their bodies move. You can study any opponent
around your neck—but as long as you are someone else’s prop-
within 30 feet as a standard action for a number of rounds equal
erty, you might as well enjoy it as best you can. Occasionally
to your Wisdom modifier (minimum 1 round). For each round
one of your comrades gets his freedom, or as close to it as you
you study, you gain a +1 bonus on attack rolls and AC during
could dream, and this hope gives you the strength you need to
the round that you first engage them in melee combat.
fend off the vicious creatures they pit you against when Arena
Improved Critical: At 2nd level, your improved natural attack
Day rolls around.
gains the benefit of the Improved Critical feat.
Your master also uses you as a political and social weapon,
Natural Armor: Beginning at 2nd level, your natural armor
since a successful gladiatoral stable can open many doors in
improves by 1 point to help you withstand the awesome blows of
Thayan society—and bankrupt rival owners as well. Regardless,
your gladiatorial opponents. At 5th and 8th levels, your natural
the attention is good, and occasionally you are invited to leave
armor improves by an additional point.
the pits and mingle with the men in red. They show you off like
Stunning Critical (Ex): Starting at 3rd level, any time you
a trophy, and marvel at the cold stare that you give them as they
make a successful critical hit with your chosen natural weapon,
analyze your flesh and bone. Losing in the pits means death, and
your enemy must succeed on a Fortitude save (DC 15 + your Str
that is a fate you are not ready to accept.
modifier) or be stunned for 1 round.
Your ultimate goal is escape, or at least to be set free from
Silver Strike (Ex): At 3rd level, attacks from your chosen
the pits to once again taste the open air. The most successful
natural weapon overcome damage reduction as if they were
gladiators become the personal guard of the red-clad wizards and
silvered weapons.
scheming bureaucrats who own the fighting stables. You have
Natural Weapon Focus (Ex): At 4th level, you gain the ability
learned to either love or hate the one who owns you, and while
to make an additional strike at a –5 penalty with your chosen
the latter emotion might be more satisfying, it is the former
natural weapon when you use a full attack action.
that leads to freedom. You look up at the minotaur guardian
Imbue Natural Weapon (Su): At 5th level, your chosen natu-
in the Red Wizard’s box, as he looks down on the pits where
ral weapon gains a special ability as if it were a magic weapon.
he once fought, and you dream that one day it could be you up
Choose one special ability from the following list and apply it
there in his place.
to your natural weapon(s): flaming, frost, ghost touch, shock, or
Combat: You cut a more imposing figure on the battlefield
thundering.
than an average member of your race. You are larger, stronger,
At 10th level, the ritual you underwent upon becoming a
and faster than most, and your natural weapons have developed
Thayan gladiator grants you a final power from the following list
into intimidating tools that frighten your opponents. Ranged
to apply to your chosen natural weapon: anarchic*, axiomatic*,
combat is not your forte, although you are not quick to close

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PRESTIGE CLASSES

with an enemy that might have an advantage on you. You prefer ing whatever weapons and armor they need to win the day on
to circle for a bit first, gauging your opponent’s strengths and, the arena floor. These are the most competitive owners, often
more important, his weaknesses. Once you enter combat, you do politically motivated tharchions or successful merchants with
not break off. You look for the quickest way to get your hands leadership aspirations. They want to see their stable of fighters
around your opponent’s throat, to claw, bite, or gore him until triumph over all comers, and often wager large amounts of
he cannot rise from the arena floor. gold, magic, or favors on the outcome of the battles. Gladi-
You do not always fight alone in the arena, and you can ators with a generous master are in a tricky situation—the
appreciate the benefits of having an ally at your side. If you more successful they are, the more lavish the gifts are likely
are a rogue, you should look to maximize your sneak attack to be, but the chances for freedom under these circumstances
opportunities by pouring skill points into Tumble, allowing you diminish with each victory.
to more easily flank opponents when a friend is nearby. Focusing Once you start down the path of
all your attacks on a single opponent allows you to minimize the Thayan gladiator, there
the dangers you face in the arena. Power Attack and Weapon is no turning back. The
Specialization help you in this regard, training you undergo turns
while Cleave can grant you extra your body into a weapon
attacks when you most need more deadly than any
them. One thing you have sword, spear, or axe. You
learned in the arena, how- can never be disarmed, and
ever, is never to turn your you no longer rely on the
back on your friends; they craftsmanship and magic of
might just be waiting for others to increase your power.
the opportunity to settle You can enchant your body in
Illustration by Thomas M. Baxa

an old score. ways that no others can—and in


As your skills peak, you a land ruled by powerful wizards,
are able to make powerful that can make you more valuable
strikes that stun opponents who, than gold.
because they pose no threat, allow Resources: As mentioned, a
you to focus your attention else- slave’s owner often provides him
where—perhaps at the yuan-ti with the necessary tools to be
attempting to turn your flank. successful in the arenas. This
Just don’t get caught between is doubly true for those
two enraged opponents, gladiators who have been
or your fighting days withdrawn from the fights
will quickly come to a to serve their masters
bloody end. elsewhere; a tharchion
Advancement : or Red Wizard using a
Thayan gladiators are gladiator as a bodyguard
taken from all across or loyal treasure seeker has
Faerûn and brought to every reason to make sure
the plateau to be used as such servants are well equipped.
slaves. They might not make it into Grogan Dal, a Thayan gladiator Nearly any mundane item will be readily
the pits directly, being used for physical available to you should you require it, and
labor or muscle for a while before being sent to train as a magical goods can be procured with little trouble. Thay is a
gladiator. In some cases it is the savage nature of a slave that land of magicians and merchants, brimming with anything an
forces his master to keep him in the dungeons. Once there, adventurer might need.
the gladiator is put in a cage, sometimes with creatures of the Your natural weaponry is sufficient to overcome almost any
same race, depending on their temperament. This is where he enemy, so when you seek out magic items you should look for
stays until his first Arena Day, when the gladiators are armed protective items such as magical armor or amulets of natural
as their masters see fit and sent out to fight. This day, called armor. A cloak of displacement or ring of blur is a good invest-
the “blooding,” is an important one for the gladiators, although ment that can keep you safe from enemies with even more
most do not know it. fearsome physical attacks than your own, although you don’t
Those who survive their blooding are given their own cells encounter such foes very often. There is generally little time
and offered equipment and training facilities. The quality and for potions in your line of work, but having a healing potion
nature of such boons varies from arena to arena, and owners or two handy for times when arena medics can’t get to you will
can provide supplemental equipment to their fighters as they be to your advantage.
desire. Some owners prefer to fully equip their fighters, provid-

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PRESTIGE CLASSES

Thayan Gladiators that when he offers them their freedom they will work for him
with no hard feelings. So far his gambit has been successful, and
in the World he hasn’t had to defend himself against a grudge-holding slave.
Thayan gladiators are among the most fearsome bodyguards and His mercantile interests have more than doubled since he started
adventurers in Faerûn. They have been conditioned to serve their participating in the games, and this bounty is well defended by
masters faithfully and to enjoy the art of combat to an almost his stable of former gladiators. That’s not to say he hasn’t lost
sadistic point. When not fighting in the pits of Thay, they can be any valuables along the way—some of his fighters never return,
found accompanying Red Wizards and other important Thayan and entire groups have been lost to traps and monsters while
luminaries both inside their country as well as on trips to cities searching for lost gold.
far and wide. When a Red Wizard is assigned to a distant enclave,
he often takes some or all of his gladiators, for personal safety
and to present an intimidating front to any who would think of
NPC Reactions
attacking the enclave. The common folk of Thay love to either cheer or jeer the
Organization: Gladiatorial contests are among the most Thayan gladiators. On the one hand, they are seemingly in even
popular entertainments in Thay. The downtrodden population a worse position than the craftsmen and laborers that fill the
never passes up a chance to watch even more aggrieved souls stands. The gladiators are fighting for their lives on an almost
battle each other in the pits. The games also offer those with daily basis, and most of them are beasts to begin with. On the
less power than a zulkir and less influence than a tharchion an other hand, gladiators are a source of amusement for those who
opportunity to compete in the politics of Thay. An apprentice red rarely find any joy in their everyday lives. Some of the gladiators
wizard or merchant can actually elevate his status by building a and stables decorate themselves and their equipment with bright
successful stable of fighters and then wagering on the outcome colors, feathers, or other distinctive garb, allowing spectators to
of the fights. Of course, the tharchions still have an advantage wager on their favorite team or fighters.
in these dealings—they control the nature of each fight, and When they are encountered outside the arena—a rarity unless
can introduce elements to tip the advantage in their favor. Such they are free—gladiators are typically greeted by awe and fear.
underhanded tactics are a time-honored tradition in Thay, and Sometimes a stable will be paraded through town on its way into
no competitor begrudges his host these little games. the arena, and on the way out again if they were particularly
Gladiators who are incredibly successful, or who show a victorious. During these parades the crowd often throws either
determined will above and beyond their fellows, are often rotten fruit or tokens of respect at the gladiators, who are either
chosen by the zulkirs to be the recipients of magical experi- chained together or visible in barred cages atop horse-drawn carts.
ments designed to improve their prowess inside the arena. Their A rival stable might attempt to assassinate gladiators during
strong bodies and weak minds are a perfect combination for these parades; when this happens, the streets are littered with the
the arcane rituals performed by the Red Wizards. Indeed, some bodies of those who were caught in the storm of swords, claws,
of the rituals created ages ago by Druxus Rhym, the zulkir of and blood.
Transmutation, to bestow upon the first Thayan gladiator his
amazing powers, are still in use. Ever since that time, the most
successful gladiatorial stables have paid for their most promising
Thayan Gladiator Lore
fighters to undergo the ritual that will (hopefully) allow them Characters with Knowledge (local Thay) can research the Thayan
to grow into fearsome beasts. gladiators and the arenas they fight in. They can get basic
When they are first captured, potential gladiators are beaten, information of the fights from fans by combing the streets and
told they will be killed, and generally mistreated. Those that are taverns, while more detailed information will have to come from
not shaken by this initiation are the most apt to survive. Once a gladiator or the owner of a stable. When a character makes
he has proven himself in the arena, however, things change a skill check, read or paraphrase the following, including the
quite rapidly—he is moved to a private cell and given food, information from lower DCs.
water, and the opportunity to bathe and dress his wounds. Most DC 10: “The gladiators are the most privileged (poorest) class
gladatorial stables have their own healers, and while many of of slaves in Thay. They get treated the best (worst), have the most
these are not clerics, their skills keep the gladiators fresh and (least) freedom, and often (never) win their freedom.”
healthy for the next fight. Gladiators that do not show signs of DC 15: “There is more than meets the eye to the gladiators.
rebelliousness are often granted access to weapons and armor Their owners use them to settle feuds, curry favor, and gain the
as well. In their down time, the gladiators that aren’t caged up upper hand in the constant political maneuverings that are a
mill about underneath the arena, either training or spending part of the daily life of Thay.”
leisure time with cards, dice, and other games. Friendships DC 20: The character learns of a secret entrance to the arena
among gladiators are rare, however, since they could be pitted dungeons, or learns the location of an upcoming secret meeting
against one another at any time. between free gladiators.
One enterprising merchant named Varouk Pital uses the arena DC 30: A character who tracks down this much information
as a method to train treasure hunters, who he sends out after about the local gladiatorial scene could learn of a plot by the
rumored artifacts and valuables. He treats his gladiators well, so local tharchion to kill a hated rival’s prized gladiator, a planned

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PRESTIGE CLASSES

breakout that could cause the deaths of dozens of innocents, or Improved Uncanny Dodge (Ex): Cannot be flanked and
the secret identity of a Harper agent that has infiltrated the can be sneak attacked only by a character with at least twelve
ranks of a red wizard’s stable. rogue levels.
Possessions: +2 studded leather armor, gloves of mighty fists +1
(acts as amulet of mighty fists +1), potion of cure serious wounds,
Thayan Gladiators potion of blur.
in The game
The characters could be visiting a Thayan city on Arena Day,
GROGAN DAL (EL 20)
An escaped gladiator named Grogan Dal decides that he doesn’t
or be there to see a parade of gladiators come into or leave the
want the party spreading news of his whereabouts.
city. The characters might be contacted by one of a gladiator’s
comrades, who needs help to spring the fighter from the
Grogan Dal: Minotaur fighter 6/Thayan gladiator 10; CR 20;
dungeons, or an escaped gladiator might look to join up with
Large monstrous humanoid; HD 6d8+6d10+10d12+91; hp
a party that can successfully smuggle him out of Thay before
232; Init +2; Spd 20 ft.; AC 27, touch 12, flat-footed 27; Base
he is tracked down.
Atk +22; Grp +32; Atk +31 melee (1d12+14 plus 1d6 electric-
Players who like monstrous characters will particularly enjoy
ity/×3, +3 shocking cold iron greataxe) or +30 melee (2d6+10
this class, since it allows them to take their character’s natural
plus 1d6 electricity/19–20/×3, gore); Full Atk +31/+26/+21/+16
advantages and make them more powerful and interesting. The
melee (1d12+14 plus 1d6 electricity/×3, +3 shocking cold iron
ability to add weapon qualities to natural attacks offers the chance
greataxe) and +28 melee (2d6+7 plus 1d6 electricity/19–20/×3,
to make a unique PC that will be remembered long after the
gore) or +30/+30/+25/+20/+15 melee (2d6+10 plus 1d6 electric-
campaign is over.
ity/19–20/×3, gore); Space/Reach 10 ft./10 ft.; SA adamantine
Adaptation: Any world with monstrous characters and an
strike, magic strike, natural weapon mastery, powerful charge
oppressive society with gladiatorial games could have developed
6d6+9 plus 1d6 electricity, savage strike, silver strike, study op-
the rituals to make their fighters more impressive and exciting.
ponent +1, stunning critical; SQ darkvision 60 ft., imbue natural
It helps if the society in question can tolerate free monstrous
weapon (shock, shocking burst), natural cunning, scent; AL CE;
humanoids wandering the streets and serving as bodyguards
SV Fort +18, Ref +12, Will +12; Str 23, Dex 14, Con 18, Int
and enforcers.
9, Wis 10, Cha 8.
Encounters: Thayan gladiators are not trusting, and they
Skills and Feats: Climb +8, Intimidate +3, Jump +10, Listen
intimidate others to get what they want. Meeting a band of
+7, Search +5, Sense Motive +4, Spot +7; Cleave, Combat Reflexes,
stalwart adventurers that refuse to take any lip from the gladiator
Improved Critical (gore), Improved Natural Weapon (gore), Iron
might be enough to provoke combat—or a respectful interest.
Will, Multiattack, Power Attack, Toughness, Track, Weapon
Focus (gore), Weapon Focus (greataxe), Weapon Focus (gore),
ESSPECH (EL 8) Weapon Focus (greataxe).
A lizardfolk Thayan gladiator named Esspech escorts his master
Language: Giant.
across town, while the PCs track a map that the merchant has
Powerful Charge (Ex): When Grogan charges, his gore attack
on his person.
deals 6d6+9 points of damage plus 1d6 points of electricity
damage.
Esspech: Male lizardfolk barbarian 5/Thayan gladiator 1; CR
Study Opponent (Ex): See page 64.
7; Medium humanoid (reptilian); HD 2d8+6d12+9; hp 63; Init
Natural Cunning (Ex): Immune to maze spells, cannot get
+0; Spd 40 ft.; AC 20, touch 10, flat-footed 20; Base Atk +7; Grp
lost, and cannot be caught flat-footed.
+9; Atk +11 melee (1d6+2, claw) or +7 ranged (1d6+2, javelin);
Possessions: +2 breastplate of electricity resistance, +3 shocking
Full Atk +11 melee (1d6+2, 2 claws) and +8 melee (1d4+1, bite)
cold iron greataxe, helmet of mighty horns +2 (acts as amulet of
or +7 ranged (1d6+2, javelin); SA rage 2/day, study opponent
mighty fists +2), gauntlets of minotaur power (special gauntlets that
+1; SQ hold breath, trap sense +1, improved uncanny dodge; AL
provide a +4 enhancement bonus to Strength), ring of protection
NE; SV Fort +7, Ref +4, Will +1; Str 14, Dex 10, Con 13, Int
+1, amulet of protection from arrows (1/day, CL 7th), 2 potions
9, Wis 10, Cha 10.
of cure serious wounds, potion of displacement, potion of mirror
Skills and Feats: Balance +4, Intimidate +4, Jump +9, Sense
image, potion of invisibility.
Motive +1, Survival +4, Swim +7; Improved Natural Attack
(claw) B, Multiattack, Toughness, Weapon Focus (claw).
Language: Draconic.
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC
Vengeance Knight
“You’ve crossed my employers, and I’m here to make you pay.”
for up to 6 rounds.
—Kade Steele of Athkatla, a vengeance knight
Study Opponent (Ex): See page 64.
Hold Breath (Ex): Esspech can hold his breath for 52 rounds
Vengeance knights roam the Lands of Intrigue in search of
before he risks drowning.
those who have committed acts of treachery against their em-
ployers, the Knights of the Shield. As a vengeance knight, you

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PRESTIGE CLASSES

are a master of steel, as comfortable in your heavy plate armor against your target. In addition, you gain the indicated bonus on
as others are in courtly vestments or adventuring clothes. The all attack rolls and damage rolls against the target.
sword is your weapon of choice, and you use it well to intimidate Counterstrike (Ex): Vengeance knights visit pain upon those
and eliminate the enemies of the Knights. Vengeance knights who would hurt them. As a result, you gain the indicated bonus
often wear fearsome helmets or emblazon their armor with on all melee attack rolls and damage rolls against any creature
symbols that strike fear into the hearts of their enemies before that damaged you in the previous round. This bonus stacks with
steel is even drawn. that from your bringer of vengeance ability.
Improved Shield Bash: At 2nd level, you gain the Improved
Shield Bash feat, even if you do not meet the prerequisites.
Becoming a Vengeance Knight Bonus Feat: At 3rd and 9th levels, you can choose a bonus
Vengeance knights are specially trained warriors who have pledged feat from the fighter’s bonus feat list.
their service to the Knights of the Shield, a group of politicians Arcane Backlash (Su): Any time you successfully save against
and merchants with influence in governments from Athkatla any arcane spell when you are the spell’s only target, the original
to Calimport. They are a special breed of enforcers used by the caster takes the indicated amount of nonlethal damage as you
organization to cow their enemies into compliance. Fighters most lash the energies of his failed spell back at him.
often become vengeance knights, but blackguards and former
paladins also make good fits because of their heavy armor use,
horsemanship, and martial prowess. Strength (for melee combat),
Playing a Vengeance Knight
Constitution (for staying power), and Charisma (for intimidation) You were a cruel warrior before, but the Knights of the Shield
are key abilities for a vengeance knight. have taught you to control and focus your cruelty toward their
own ends. When you walk into a new town, you know that you
are the most dangerous person there. Other people are there
ENTRY REQUIREMENTS simply to give you information and get out of your way. You
Alignment: Lawful evil, lawful neutral, or neutral evil. relish your reputation as a juggernaut, and you will never stop
Base Attack Bonus: +5. until your job is done.
Skills: Intimidate 6 ranks, Ride 4 ranks, Sense Motive 2 The Knights of the Shield (see page 150 of Lords of Dark-
ranks. ness for more information on this organization) employ as
Feats: Iron Will, Weapon Focus (any sword). many vengeance knights as possible at any one time. Vengeance
Special: Proficiency with heavy armor and heavy shields. knights are stationed throughout Tethyr, Amn, and Calimshan
so that their masters’ revenge can be carried out swiftly, and in
some cases by more than one agent. Recruits are gathered from
Class Features the Knights’ pool of informants and enforcers, a few of whom
As they increase in level, vengeance knights become more and
more effective in the use of their armor and in dealing damage TABLE 3–6: THE VENGEANCE KNIGHT
to those who have hurt them.
Base
Armor Training (Ex): As a vengeance knight, you always wear
Attack Fort Ref Will
the heaviest armor available to you, and thus you learn to wear
Level Bonus Save Save Save Special
it more effectively through training. Your armor check penalty
1st +1 +2 +0 +0 Armor training, bringer
imposed by heavy armor and shields for all skills except Swim
of vengeance +1
is reduced by 1, and you can don your armor as if you had help
2nd +2 +3 +0 +0 Counterstrike +1,
(although you still require a servant to help you don half-plate
Improved Shield Bash
or full plate).
3rd +3 +3 +1 +1 Bonus feat
At 6th level, your armor check penalty for armor is reduced by
4th +4 +4 +1 +1 Arcane backlash 1d6
3, and you can make a DC 15 Constitution check to avoid being
5th +5 +4 +1 +1 Bringer of vengeance +2
fatigued from sleeping in your armor. In addition, you take only
6th +6 +5 +2 +2 Improved armor training
half the normal movement penalty for wearing heavy armor.
7th +7 +5 +2 +2 Arcane backlash 2d6
At 10th level, you have truly mastered the art of wearing
8th +8 +6 +2 +2 Counterstrike +2
heavy armor. You can now sleep in your armor without penalty,
9th +9 +6 +3 +3 Bonus feat, bringer
and your armor check penalties for armor are reduced by 5. In
of vengeance +3
addition, you can don half-plate or plate mail without assistance,
10th +10 +7 +3 +3 Arcane backlash 3d6,
although it takes twice the indicated time.
superior armor training
Bringer of Vengeance (Ex): As an agent for the Knights of
the Shield, you are often called upon to avenge some slight or to
Hit Die: d10.
send a message to an enemy of the organization. Whenever you
Class Skills (2 + Int modifier per level): Climb, Craft, Gather
have a specific target, you gain the indicated bonus on Intimidate,
Information, Intimidate, Jump, Knowledge (local), Ride,
Search, Sense Motive, and Spot checks when using these skills
Search, Sense Motive, Spot.

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PRESTIGE CLASSES

are granted access deeper within the organization by virtue of sanctioned bully with the power and resources to force weaker
their talent and temperament. The individual members of the beings to do his bidding.
Knights of the Shield each have in their control a small number The initial offer generally consists of a place to live and train
of vengeance knights, who are sometimes used for purposes in the techniques of heavy armor and devastating melee combat.
outside the purview of the group as a whole. This is not to say Several recruits often train together, living in a common area
that all such knights are not available to the whole membership; that has all manner of equipment and facilities available for their
the relationship is more like that of a mentor and a student than use. During this time, the Knights
a master and a servant. also gauge the recruits’ psychological
Combat: Vengeance knights are masters of melee combat, makeup and their willingness to serve.
using their single-mindedness to harry an opponent until he They feed them information and
is down before moving on to the next one. Your comfort and misinformation that serves to
mobility in heavy armor gives you a defensive advantage confuse the identities of their
over your foes, and your awesome blows can take employers and their true mo-
down many foes with a single stroke. If you can tivations. This is done so that
engage your enemies on horseback, all the the vengeance knights come
better, since your improved ability to ride around to seeing their employ-
in heavy armor makes it easier to utilize the ers in a favorable light and
bonus you receive against grounded enemies. their cause as just; this makes
Many vengeance knights focus on feats such it much easier to inspire the
as Power Attack and Cleave to better improve hatred and zealotry necessary to
their melee power, while others focus on mounted create single-minded instruments
feats such as Mounted Combat and Ride-By of terror. Once a venegance knight
Illustration by William O’Connor

Attack. Vengeance knights who has been properly prepared, he is


bear a shield often use feats such sent out into Faerûn as the
as Improved Shield Bash and Shield voice and presence of the
ChargeCW to give them a surprising weapon Knights of the Shield.
in their arsenal should they ever find themselves You should keep your Intimidate and
without their favorite weapon. Sense Motive skills polished as you advance
As you gain levels and your opponents in level. Intimidating a foe or informant is the
get tougher, you must focus on feats that most important aspect of a vengeance knight’s
maximize your damage potential, such as job, and keeping the local population in check can
Power CriticalCW and Spirited Charge. Great help prevent attempts to get rid of the character.
Cleave is useful for taking down multiple Also, you should try to raise your Strength
weaker foes, but feats such as Improved score whenever possible. If you have not
Sunder will help you get rid of the taken Weapon Specialization, it is worth
most powerful foes first, a task an extra level of fighter or two to
you relish. Since you deal do so before entering the vengeance
maximum damage to op- knight class.
ponents that strike you, it is Cordelia Flametongue, a vengeance knight Resources: Vengeance knights are ar-
essential that you are able to take hits. rogant fighters, and they don’t like help.
It’s more advantageous to square off against a single opponent When a vengeance knight is on a mission for the Knights of
rather than many, even though doing that often pits you against the Shield, he considers it his personal duty to intimidate, shake
the most dangerous foes on the battlefield. down, or murder his target. If another vengeance knight is sent
Things are the same for you at higher levels. You should for the same purpose, the two might openly clash. A vengeance
continue to increase your damage potential with feats such as knight might bring his friends along for support, but he insists on
Improved Critical. Acquiring magic items that improve your Will doing the killing himself. That said, vengeance knights working
save is important to maximize your arcane backlash ability, and the same territory (both stationed in Darromar, for instance)
magic armor is a must. The more powers you can bestow upon will assist each other with information or specialized gear for
your armor, the more feared and unstoppable you will become. missions on which they do not conflict.
Advancement: Vengeance knights are drawn from among the A vengeance knight’s sword and armor are his most prized
most capable warriors that work for the Knights of the Shield. possessions. They allow him to carry out his duties in the most
Most often these individuals do not know for whom they truly brutal and direct fashion, and are the core of his combat capability.
work—the Knights do not always wish their motivations and plans Since a vengeance knight must never flinch from confrontation,
to be traced back to them. Regardless, an invitation to become he should focus on purchasing enhancement bonuses and special
a vengeance knight is one not to be taken lightly. The Knights qualities for his armor as quickly as possible. Spell and energy
are offer a chance for a character to become larger than life, a resistances are good for neutralizing enemy spellcasters, while

69
PRESTIGE CLASSES

fortification provides protection against the lucky shots of his younger nobles, most of whom are far removed from the trade
inferior opponents. Shields can similarly be upgraded, but focus- and politics that make up the knight’s unpleasant business.
ing on shield-specific enhancements such as arrow deflection is a This vengeance knight, Korben Slade, is known as The Rigar, a
better idea. nickname derived from a popular leisure game played in Amn, of
which Korben is a master. The Rigar was already an experienced
adventurer when he was offered a position within the Knights
Vengeance Knights of the Shield. His past earnings were enough to set him up in
in the World relative luxury while he awaited assignments, and his stipend as
a vengeance knight covers some of his more exotic expenses. His
The vengeance knights are a prestigious arm of the Knights
villa features all manner of exotic creatures from around Faerûn,
of the Shield, for whom each knight works solely. They are
as well as several monsters he collected during his adventuring
not so much a group as a conglomeration of individuals with
days. He sometimes uses these monsters to intimidate those who
similar training who perform missions for individual members
have displeased his patron.
of the larger organization. The Knights of the Shield are a
As stated, The Rigar prefers to spend his time among the
clandestine group with mercantile and political interests all
young nobles of the city. The fact that his business sometimes
around the lands of Amn, Calimshan, and Tethyr. Individual
puts him at odds with the area’s older merchants and politicians
members take “ownership” of a vengeance knight, whom they
makes him wary of forming friendships among that group. His
can then dispatch at their whim to cajole stubborn merchants or
parties are always well stocked with the finest food and drink,
eliminate particularly troublesome enemies. While the Knights
and he even invites an associate of his to bring the pleasures of
of the Shield are subtle in their machinations, their vengeance
Sharess to the gatherings.
knights take great pride in being forthright and direct when
The young nobles, in turn, look up to The Rigar and con-
carrying out their duties.
stantly question him about his adventures. He embellishes his
Organization: Every vengeance knight is linked to a particular
tales enough to keep his audience interested, and never seems to
member of the Knights of the Shield, known as his patron. A
run out of fodder for his stories. A quick tour of the more exotic
patron has little authority over another member’s vengeance
monsters in his villa confirms his more outlandish yarns, and
knight, and cannot call him away from his duties, or even force
the monsters’ keeper, a wily, one-eyed half-orc named Crill who
him to obey commands. A patron might “loan” his vengeance
used to travel with The Rigar, throws in his own reminiscences
knight to another patron for a short period of time in exchange
from time to time.
for another favor. Vengeance knights are often played against
Korben Slade is a powerfully built man; his arms are as big
one another as proxies in internal power plays within the Knights
as an ogre’s, and he stands almost six and a half feet tall. He
of the Shield. One might be manipulated into embarrassing his
wears only half-plate armor when called to duty, a personal touch
patron, a situation that often leads to the death of the vengeance
that adds to his mystique. His black-bladed longsword only leaves
knight in order for the patron to save face.
its sheath when blood is going to be spilled, a last resort in The
Patrons use their vengeance knights for a variety of purposes.
Rigar’s mind. He knows that his presence is tolerated in Riatavin
The most common use is the shakedown of a politically trouble-
partially because he keeps the young nobles out of trouble, so
some enemy, usually either a popular but unaffiliated candidate or
he prefers to conduct his business through intimidation rather
an out-of-control ally. Merchants who do not play by the Knights’
than bloodshed.
rules are also often targeted, although this turn of events can lead
Some of the other vengeance knights look upon The Rigar in
to larger issues if the Rundeen or Shadow Thieves have business
disgust, believing him to be an indolent who sullies their ranks
with the individual. Sometimes a public assassination or severe
with his hedonistic lifestyle and aversion to bloodshed. None of
beating can be an effective tool, even if the target has nothing
the other knights have taken action against him—if for no other
to do with the issue at hand.
reason than that he is among the most powerful of them—but
Although every vengeance knight serves a patron, he is
words have flown on more than one occasion, and Slade’s patron
not required to always be at his patron’s beck and call. Most
has been questioned by other members of the Knights of the
vengeance knights are released into an area that coincides with
Shield from time to time. While no formal code binds the knights,
their patron’s interests, and then left to their own devices until
The Rigar’s death would provoke action by his patron, leading to
they are needed.
the death of whoever perpetrated the act.
Vengeance knights are powerful enough that they often hire
themselves out to other wealthy patrons, although their allegiance
always lies first with the Knights of the Shield. Some find a NPC Reactions
group of allies with complementary skills to adventure with,
When a vengeance knight appears, everyone knows something
taking treasure from humanoid strongholds or exploring ancient
bad is going to happen. Even those who are not familiar with
catacombs and abandoned ruins. Not all vengeance knights are
the knight’s line of work cannot ignore his battle gear and grim
active in this way, however. At least one is known to reside in
determination. Easily cowed members of the local populace will
a villa in Riatavin, where he indulges in a variety of pleasures
be immediately friendly to the knight, while those with whom
in between assignments. He is a popular guest among the city’s
the knight might have business will be indifferent or even hostile

70
PRESTIGE CLASSES

as they try to keep the knight at bay. Savvy tavernkeepers and ROGE DANON (EL 6)
merchants know that they can freely overcharge a vengeance Roge Danon is on his way to find one of the town’s wealthier
knight, whose single-minded drive makes no price unpayable, and merchants, when he stops in to the local alehouse to gather
no price hike likely noticed. information and satisfy his thirst. Angry after a couple drinks,
Local authorites are rarely happy to see a vengeance knight he picks a fight with one of the characters.
show up in their jurisdiction. It’s bad enough when adventurers
come blowing through, bringing trouble more often than not, Roge Danon: Male human fighter 5/vengeance knight 1; CR 6;
but a vengeance knight makes trouble that doesn’t end when he Medium humanoid; HD 6d10+12; hp 48; Init +0; Spd 20 ft.;
leaves. Since the knights target successful merchants and politi- AC 19, touch 10, flat-footed 19; Base Atk +6; Grp +9; Atk +11
cians, the stir a visit causes tends to linger for days or even weeks, melee (1d8+5/19–20, masterwork longsword); Full Atk +11/+6
and can mean the loss of one of a community’s most beloved or melee (1d8+5/19–20, masterwork longsword); SA bringer of
beneficial citizens. vengeance +1; AL CE; SV Fort +8, Ref +3, Will +3; Str 17, Dex
11, Con 14, Int 10, Wis 11, Cha 12.
Skills and Feats: Intimidate +7, Jump +5, Knowledge (local)
Vengeance Knight Lore +3, Ride +9, Sense Motive +5; Iron Will, Lightning Reflexes,
Characters with Knowledge (local Amn, Calimshan, or Tethyr) Mounted Combat, Power Attack, Quick Draw, Weapon Focus
can research the vengeance knights or the Knights of the Shield. (longsword), Weapon Specialization (longsword).
An encounter with a vengeance knight is sure to make the Language: Chondathan.
characters curious, whether or not they are his intended targets. Bringer of Vengeance (Ex): See page 68.
When a character makes a skill check, read or paraphrase the Possessions: masterwork half-plate, masterwork heavy steel
following, including the information from lower DCs. shield, masterwork longsword, potion of cure light wounds,
DC 10: “It is an unwise man who crosses the Knights of the 84 gp.
Shield.”
DC 15: “The Knights of the Shield have specialized enforcers, CORDELIA FLAMETONGUE (EL 14)
called vengeance knights, who wreak havoc upon their foes.” Cordelia Flametongue has been sent to kill the PCs’ employer, and
DC 20: “Each vengeance knight has a patron within the she will not hesitate to go through the PCs to get to him.
Knights of the Shield. The easiest way to get to a knight might
be through his patron, and vice versa.” Cordelia Flametongue: Human fighter 6/vengeance knight
DC 30: A character with this level of contacts can find a 8; CR 14; Medium humanoid; HD 14d10+56; hp 141; Init
particular vengeance knight, and will also know the knight’s +1; Spd 25 ft.; AC 25, touch 11, flat-footed 24; Base Atk +14;
patron within the larger organization. Grp +17; Atk +18 melee (1d8+6/19–20, +1 flaming trident)
or +15 ranged (1d8+4/×3, masterwork composite longbow
with +1 arrow); Full Atk +18/+13/+8 melee (1d8+6/19–20, +1
Vengeance Knights flaming trident) or +15/+10/+5 ranged (1d8+4/×3, masterwork
in The game composite longbow with +1 arrow); Space/Reach 5 ft./5 ft. (10
ft. with trident); SA bringer of vengeance +2, counterstrike
A vengeance knight can enter the game either during one of his
+2; SQ arcane backlash 2d6, resistance to fire 5; AL LE; SV
missions or as a foreboding character present in a new location.
Fort +15, Ref +5, Will +5; Str 16, Dex 12, Con 18, Int 10,
If on a mission, the knight could enter a domain familiar to the
Wis 8, Cha 13.
characters, perhaps being is sighted at their favorite inn.
Skills and Feats: Climb +5, Gather Information +5, Handle
The chance to become a vengeance knight should appeal to
Animal +6, Intimidate +6, Jump +5, Knowledge (local) +8, Ride
players who like to be a part of larger organizations, as well as
+8, Search +4, Sense Motive +3, Spot +3, Swim –1; Improved
those who like to throw their muscle around. A vengeance knight’s
Critical (trident), Improved Shield BashB , Iron Will, Mounted
duties to his patron should only occasionally interfere with the
Combat, Point Blank ShotB , Power Attack, Skewer Foe*, Spir-
goals of the character’s party, but they can serve as excellent
ited Charge, Weapon Focus (trident), Weapon Specialization
tools for the DM to provide adventure hooks that interest the
(trident).
other characters as well.
*New feat described on page 22.
Adaptation: Any group could employ specially trained enforc-
Languages: Alzhedo, Chondathan.
ers. The class is especially appropriate for political and mercantile
Bringer of Vengeance (Ex): See page 68.
groups, but could also include thieves’ and wizards’ guilds, slavers,
Counterstrike (Ex): See page 68.
or even brutal governments.
Arcane Backlash (Su): See page 68.
Encounters: The appearance of a vengeance knight could signal
Possessions: Hellsteel (+3 full plate; see page 41 for a full
trouble for the PCs, or it could simply be a chance encounter as
description), +1 heavy steel shield, +1 flaming trident, masterwork
the knight moves on toward another unlucky soul. Vengeance
composite longbow (+3 Str bonus) with 20 +1 arrows, amulet of
knights are not shy about gathering information, so it is quite
health +2, potion of cure moderate wounds, 58 pp.
likely that the PCs will become involved, in one way or another.

71
that will give it eternal life and power beyond imagining. Until
that time, it engages in a number of illegal activities in order
to fund its research and recruiting. Often, living dragons aid

E
a cell in these endeavors for a share of any treasure—and to
bask in the reverence the cult’s members pay them. Even if it

Illustration by William O’Connor


never achieves its ultimate goal of a world ruled by cult-created
dracoliches, a Cult of the Dragon cell can often mean misery
vil is often experienced randomly, like weeds sprout- for its law-abiding neighbors.
ing up between the cracks of a civilized society. In Most of those outside the cult believe its members, or at the
some places, however, evil is carefully cultivated, very least its leaders, to be insane. The idea of creating dracoliches
nurtured, and able to do great harm. Evil organizations are often so that they can rule the world is outside the realm of comprehen-
looking for new recruits: innocents they can corrupt, or powerful sion for most people, although the cult’s successes are undeniable.
characters who can further their goals. A few groups, such as the Harpers, understand that as crazy as
the cult’s goal might be, their methods and activities have dire
Cult of the Dragon consequences for the world.

The Cult of the Dragon is a fellowship of men and women across


Faerûn who believe the prophecies of their founder, Sammaster,
Areas of Influence
a crazed archmage and fallen Chosen of Mystra. He revealed The Cult of the Dragon is as widespread now as it has ever been,
through the translation of obscure prophecies that the fate of aided by the apocalyptic happenings of the past twenty years. One
all the nations of Faerûn was to be ruled by undead dragons. thing is for certain, though—more and more dracoliches are being
Starting from the time of his discovery of this prophetic vision, reported across Faerûn. The cult is also pursuing a new goal—the
Sammaster gathered to him necromancers and others who could construction of a major fortress from which the cult’s activities
assist in preparing for their version of Faerûn’s future. Their first can proceed without interruption. The recent uncovering of the
goal was the creation of a dracolich, or undead dragon, a task Well of Dragons, a legendary dragon graveyard, has agitated
they first accomplished in 902 DR. The rituals and components the cult’s members and caused an upsurge in activity across the
necessary to create a dracolich were transcribed in the Tome of continent. The fortress will give the cult its first serious base
the Dragon, a holy relic that is now used by the cult’s many cells of operations, but its construction has been delayed by dragon
to raise their own dracolich allies. attacks and poor planning. One thing on which all can agree is
The cult is now spread out across Faerûn, with cells in places that should the group complete construction of this fortress, it
as disparate as Amn, the Western Heartlands, and Sembia. Its will become a fearsome power in the Western Heartlands region
leaders are known as The Wearers of Purple, in recognition of and beyond.
the ceremonial robes they wear. The cult’s cells are independent Aside from the Well of Dragons, several other powerful cult
of one another for the most part, and each has a rare, scribed cells have either created a dracolich already or are well on their
copy of the Tome of the Dragon that it guards to the last member. way to it. The Sembian cell is perhaps the most well established;
Each cell cultivates relationships with local dragons in the hope it has produced many of the cult’s leaders, and established the
that one day the dragon will be tempted to undergo the ceremony group’s tradition of wearing purple robes. A troubled cell in

72
EVIL ORGANIZATIONS

A moon elf Harper spies down on a


Cult of the Dragon ceremony
73
EVIL ORGANIZATIONS

Westgate whose refusal to join forces with the Night Masks has usually recruit under the guise of an outlaw band rather than a
caused a feud that leaves it eternally weakened and unprepared cult. In the past, cult activities have been severely disrupted by
to complete the rite of undeath. This cell’s weakness has caused it the Harpers and other enemies, who pose as new recruits to gain
to lose the interest of the true dragons it once courted, and so it access to the group’s inner workings. Despite these troubles, the
has been forced to turn to dragon turtles from the Dragonmere cult has a very lax policy on welcoming new recruits. It believes
as possible candidates for lichdom. that anyone wise (or crazy) enough to follow the words of Sam-
master should be allowed to share in his glory.
REGIONS Recruits come from all areas, but regions with more active
The following regions have cells with enough resources and criminal networks account for the bulk of new members. The
leadership to be strong threats to their neighbors. Many other Sembian cell actively seeks raw, inexperienced recruits who are
cells are spread throughout Faerûn, but these are the most then sent to cells throughout Faerûn. They look for those with
dangerous and organized. nothing to keep them tied to a single location, and who are
Aglarond: The Cult of the Dragon has a long history of weak-willed enough to be indoctrinated and sent on their way.
strife with the Red Wizards, who seek its knowledge for them- More experienced recruits usually stay with the Sembian cell,
selves. Any cells that were in Thay long ago joined together increasing its power; the other cells are left to their own methods
and relocated to the western edge of the Dragonjaw Mountains, to recruit more experienced members. One advantage of joining
where they have easy access to the Sea of Fallen Stars, but find the Cult of the Dragon is that advancement and status are tied
themselves hampered, ironically enough, by the copper dragons to one’s abilities—the recent ascendance of cult member Vargo
that live there. Kent (see page 117) to proprietorship of the Well of Dragons
The Dragon Coast: As mentioned, recent fighting with the is one such example.
Night Masks in Westgate has weakened this cell, but it is still Joining the Cult of the Dragon requires only that one find
dangerous because of its alliance with several of the dragon turtles a cell, or one of its front organizations, and petition its leader.
that roam the nearby waters. Should the cell create a new rite The group will ask for a demonstration of abilities and ask some
for use on dragon turtles, that would lead to the unleashing of general questions meant to gauge the person’s character. If these
even more dangerous creatures upon the world. two trials go well, the character will be invited back for harsher
Sembia: The members of this cell, the oldest and most powerful questioning to make sure he is not a spy—if a cleric is available,
of the cult, believe they hold a sort of stewardship over the rest this questioning might take place within a zone of truth. The
of the organization’s cells. They concern themselves not only second round of questioning might be, and often is, skipped in
with the cult’s ultimate goal of creating dracoliches, but also with favor of just indoctrinating the new member and getting him
aiding other cells when they can and overseeing construction of or her active in the cult’s endeavors. Sammaster prophesied that
the Well of Dragons. While they do not have any direct control the enemies of the cult would become known to them and be
over most of the cells, their oversight does make each cell more crushed in the jaws of dragons, so most of the cult’s leaders just
efficient and sustainable. trust in this, and are happy to use traitors in the meantime.
Western Heartlands: Two factions are at work in this region— The cult needs wizards and clerics who can aid in the ritual
the cell that has existed in the region for decades, which discovered outlined in the Tome of the Dragon, but warriors and even rogues
the Well of Dragons, and the taskmasters and laborers sent by are necessary for the day-to-day operations of the group. Most
the Sembian cell to oversee the construction of this all-important of its members are inexperienced and looking for a place in the
fortress. The original cell has strong relationships with many of world, but sometimes adventurers and powerful spellcasters will
the dragons that live in the Forest of Wyrms, and has even made come to the cult to fulfill their own ambitions. Many of the cult’s
overtures (and generous offerings) to Ringreemeralxoth, a green cells (particularly desperate ones, such as the group in Westgate)
dragon and the self-styled ruler of the Snakewood in northeast will accept just about any prospective member who comes along.
Amn. The members of this cell somewhat resent not being put Those who would infiltrate dragons’ lairs to make new contacts
in charge of the fortress’s construction, but trust in the words for the cult are especially welcomed, as are those rare dragon
of their founder Sammaster, who preaches that “All shall be one hunters who target the good-aligned dragons standing in the way
when the dragons rule the world.” of the cult’s success.

Joining the Cult of the Dragon Costs and Benefits of


The cult’s recruiting efforts are scattershot at best; they direct Membership
most of their energy toward criminal endeavors and maintain-
Once you join the Cult of the Dragon, it becomes your life.
ing relationship with the local wyrms. Those in charge of the
With few exceptions, cell members live in the same area, work
organization’s criminal branches realize they need fresh recruits
together toward the cult’s goals, and interact with those outside
to replace those killed in action or taken prisoner, but they
the cult only when they need something. The cult’s cells remain

74
EVIL ORGANIZATIONS

somewhat secretive in this regard, and thus a new member must them to the cult’s teachings, or be used as a strike force to ter-
leave most of his old life behind him forever. All of a member’s rorize or obliterate the cult’s enemies. The Cult of the Dragon
effort goes toward the advancement of the cult’s goals, whether is at a crossroads right now, and it has become more proactive
it be the creation of weapons, the preparation of arcane rituals, in defending its interests, particularly the Well of Dragons and
or the defense of the cell and its membership. the fortress under construction there.
Exceptions are granted to adventuring members, who are
given far more leeway in exchange for their silence as to who
they work for and what their goals are. These members usually
Acting Outside the
move from cell to cell, finding adventure on their travels and Cult of the Dragon
aiding any cell in need of muscle or magic. These adventuring
Being affiliated with the Cult of the Dragon is not a black mark
members get to keep whatever treasure and magic they feel is
against a character in most evil parties. The other members might
necessary, but must pass on lore and unused magic and treasure
see the cultist as a little deranged, but as long as he proves valuable
to whatever cell they make contact with next. Complete loyalty
to the party, there will probably be little prejudice. Of course, he
is unusual for these adventuring bands, which often refuse to aid
might always keep his affiliation secret, especially if he believes
a cell in trouble—but the cult as a whole rarely pays attention to
that something he is looking for might be in conflict with the
who is doing what and where. It is usually much too focused on
party’s goals. A zealous member might also look to recruit a group
its own far-reaching concerns to hold a grudge against someone
of adventurers, especially if he thinks bringing them into the
who has not hurt the cult directly.
organization might increase his ranking and status within it.
Becoming a member of the Cult of the Dragon has different
benefits, each depending on the strength and skills of the new
recruit. Wizards are granted access to necromantic lore gathered
over the past five centuries that nonmembers might never gain
Cults of the Moon
The Cults of the Moon is the collective name for several lycan-
access to; just to be able to study the Tome of the Dragon fulfills
thrope-worshiping tribal groups found in various areas of Faerûn.
the lifelong quest of many new members. In addition, a cult
Malar (along with Shar, who enjoys the perversion of the moon’s
wizard attempting to attract a draconic cohort gains a +2 bonus
power that lycanthropes represent) subtly guides these groups in
on his Leadership score for that purpose, and cult wizards wishing
their worship, although he does not involve himself directly with
to have a draconic familiar act as if they are two levels higher
their day-to-day affairs. He also compels the lycanthropes that are
for this purpose. Clerics who join most often do so at the behest
worshiped by the cults to accept the fealty of these groups and to
of their gods for one reason or another, or to minister to their
use their devotion to spread evil in the world. The lycanthropes,
faithful. The most common religions found within the cult are
for their part, are generally happy to have servants around. Some
those dedicated to Bane, Shar, Talos, Talona, and Velsharoon.
of them would just as soon eat all the pesky beings or sacrifice
Other faiths, sometimes represented by only a single cleric, include
them to the Hunt without Malar’s influence, however. The cults
those of Cyric, Gargauth, Malar, and Tiamat.
believe that the lycanthropes favor them (by not eating them,
The cult offers little besides protection and kinship to those
mostly) and that one day they will lead the vanguard in the war
without the abilities necessary to bring undeath to a dragon.
on civilization that will tear down Faerûn’s cities and establish
It is not particularly well organized, nor does it have its own
the rule of the wild across the continent.
access to weapons or equipment. The best it can offer is some
Three main cult tribes exist in Faerûn, with smaller ones
limited protection from dragons in the area, a place to sleep
expanding in other areas or joining up with the larger groups
and food to eat, and a steady supply of work, whether it be in
for increased protection and power. The largest tribe is found in
the construction of the Well of Dragons, taking part in one of
the Silver Marches, north of Silverymoon near the Cold Wood.
the group’s many criminal endeavors, or protecting cult leaders
This group of totemic barbarians draws its membership primarily
and sites of importance.
from the Uthgardt tribes that roam the icy plains and cold forests
of the region. Its leader, Chazzar Ne, a human druid with ties
Acting Within the to the Gray Wolf Uthgardt tribe, believes that the lycanthropes
are sent by Malar to defend the North against the orcs that
Cult of the Dragon constantly ravage the region’s natural resources.
Adventurers who take advantage of being under the auspices of A tribe of wild elf and drow cultists in the forest of Corman-
the Cult of the Dragon have far more freedom than they might thor has taken to worshiping the lycanthropes in that wood as
enjoy within another organization. They usually join because they a means of survival. As the sect grows in power, however, there
have similar interests to those of the cult, and so their adventures are rumblings among the ranks that survival is not enough of
are often in line with the cult’s goals. A group dedicated to seeing an incentive to continue paying tribute to the shapechangers.
undead dragons rule the world might go searching for draconic Their leader, Kaedthis, has recently taken on an advisor, Anasta
artifacts, seek audiences with powerful dragons in order to draw Sarth, who is a cleric of Kiaransalee. Sarth is fueling this dis-

75
EVIL ORGANIZATIONS

content in a bid to turn the entire cult over to the worship of Areas of Influence
the Revenancer.
The Cults of the Moon are a fractured group of sects that all
The only other sect of any size can be found in the jungles
have similar goals and direction, thanks to the prodding of Malar
of Chult, under the leadership of a sorcerer who worships a
and his allies. Each sect has a strong leader that brings together
werebat tribe found in the northern Mistcliff Mountains. He
those under him to worship nearby lycanthropes (and it is always
believes that these creatures are the guardians of night, and
a particular group of lycanthropes, not the race in general). The
that without them the planet would burn under the heat of a
three largest groups are a sort of trial run for Malar, and their
never-ending sun.
success (or failure) will determine how much energy he puts into
A pack of lycanthropes means trouble for nearby civilized
directing the formation of more sects across Faerûn.
settlements, but the growth of a cult that worships these beasts
The sect in the Silver Marches operates out of a semiper-
is even worse news. The sects attract disaffected citizens of these
manent tent town on the plains in between the forests of the
towns and villages, who then infiltrate and spy on the townsfolk.
Night Trees. Their leader, the druid Chazzar Ne (see page 119),
The Cormanthor sect is perfectly suited to this type of informa-
was drawn away from her former mentor by Malar’s promise of
tion gathering, since the drow are naturally treacherous beings.
power. Chazzar’s sect is not hostile toward her former mentor
One day soon, Anasta Sarth will unleash these savage cultists
and his allies.
and their shapechanging idols on the drow, who she then hopes
The drow and wild elves in Cormanthor have a settlement
to raise into an army of powerful undead.
northeast of Essembra, two miles north of the River Duathamper
In the North, Chazzar Ne has even more grandiose plans.
and within striking distance of the Halfaxe Trail. They work with
She wishes to bring the Uthgardt under her command so that
a tribe of weretigers that haunts the woods, coordinating hunts
they can swarm north with the lycanthropes to eradicate the orc
and attacks on any drow patrols from the other settlements.
threat forever. Little does she know that the lycanthropes have no
Kaedthis has recently become interested in the ruins of Myth

Illustration by William O’Connor


such plans, even if she does succeed in uniting enough barbarians
Drannor, believing that with the blessings of Kiaransalee and
under her banner. The People of the Black Blood worry that she
Malar—and the muscle of the lycanthropes—she can retake the
might become too powerful, and have considered hunting her
city and bend the mythal to her will.
down in order to stop her plans.
The sorcerer-led Chultan sect is isolated from other human
settlements; it has enough to worry about between dinosaur at-
REGIONS
Cults of the Moon sects are active in the following regions, with
tacks and warding off the goblin attacks that plague its isolated
further expansion possible anywhere lycanthropes.
settlement.
Chult: The tribal village at the base of the Mistcliffs has
little contact with the outside world, but the werebats are only

A Black Blood cultist leaves a sacrifice for a pack of werewolves

76
EVIL ORGANIZATIONS

beginning to understand the gift that Malar has given them. even those towns and villages that are well established but within
With a little prodding, the colony might look for a new haunt reach of the shapechangers are in constant danger. The cult sees a
in one of the forts that dot the Chultan coastline. membership boost in the days leading up to the High Hunts, and
The Dalelands: The Cormanthor drow are often targeted for a few weeks afterward. Some members gain a thrill by being in
by this Kiaransalee-worshiping sect. The cultists have avoided the presence of powerful lycanthropes, and others are enthralled
attacking any of the human-populated Dale cities, figuring that by the charismatic and willful leaders of these cults.
the other drow are already stirring up enough attention as it is. Another benefit for ambitious members is access to the Black
Kaedthis is worried that too much violence will bring down a Blood cultist prestige class (see page 44). Some barbarians are
concerted effort against all drow in the forest, especially on the especially attracted to these wild savages once they have seen one
heels of the recent war against the phaerimm. in action. They might lack the shapechanging ability of a lycan-
The Silver Marches: The Uthgardt tribesmen under Chazzar thrope or druid, but they can combine the best of both worlds to
Ne seek to eradicate the orcs of the North. While the civilized make themselves harbingers of destruction when they rage. Cult
folk of the Silver Marches might agree with this goal, they members become accustomed to the presence of lycanthropes, and
cannot abide by the barbarians’ alliance with the evil People of are granted a +2 bonus on Diplomacy checks when dealing with
the Black Blood. these creatures. Any character with the Leadership feat treats a
lycanthrope as one level lower when choosing it as a cohort.
There are costs associated with membership, however. The
Joining the Cults of the Moon People of the Black Blood take their worship of Malar seriously,
The Cults of the Moon are always accepting new members, and and even if a sect is not strictly an instrument of the Beastlord,
they are rarely suspicious of those who want to join. After all, it is expected to take part in his rituals as fervently as if it were.
who can deny the awesome power of the werebeasts? Most of Tribe members grow more and more uncomfortable in civilization
those who join are barbarians or outcasts—people who cannot the longer they stay with the cult, taking a –1 penalty on all
or do not function in civilized society. Druids sometimes join, Charisma-related checks when inside a town, city, fortification,
especially those looking for a deeper insight into their animal or other construct of civilization. Finally, powerful applicants
being, and evil rangers are sometimes drawn to the group as well. to the tribe are often required to hunt down a good-aligned
The psychological condition of less powerful converts is usually creature—with a CR at least equal to the character’s—and offer
shaky at best; they are simply looking for a place to belong, or are it as a blood sacrifice to the lycanthropes.
so frightened of the world that they feel the need to be protected
by beings greater than themselves. The mere thought of being
eaten by a werebeast is enough to cow them into doing anything
Acting Within the
the sect’s leader desires. Cults of the Moon
While the Chultan sect rarely recruits from outside its tribe,
Cultists can often be found hunting through the forests of
the Cormanthor and Silver Marches sects actively recruit from
Faerûn, seeking wild tribes to subjugate, lycanthropes to recruit
their respective local populations—drow and wild elves in the
as allies, or discovering new lairs for staging raids on civiliza-
forest, and disaffected or dominated Uthgardt barbarians on the
tion. A group might be a tribal assemblage, or applicants sent
cold plains. They generally recruit survivors of a lycanthrope
on a mission to prove their worth. Such missions can often
attack or targeted individuals that they have hunted down.
take months or even years to complete—all the better for a
Sometimes an entire village or tribe will be assimilated into a sect,
cult’s leader, who gets potential rivals out of the way for a long
especially if it is from a culture in which power and leadership
period and gains power and status through their actions. Groups
are synonymous. Powerful adversaries are not recruited—they
of cultists sometimes accompany a pack of lycanthropes on a
cannot be trusted with the sect’s secrets—but some do come to the
mission to intimidate or destroy new settlements that threaten
group through various means. The most obvious example of this
to encroach upon tribal lands.
is the cleric Anasta Sarth, who joined with the Cormanthor sect
in order to bring them under the sway of her patron goddess.
Procreation remains the cult’s most effective means of growing Acting Outside the
its population.
Cults of the Moon
Characters who were either reared in one of the sects or who were
Costs and Benefits of converted later in life have quite a bit of opportunity to adventure.
Membership All three of the sects’ leaders have need of information from
outside the boundaries of the tribal lands. The lycanthropes, too,
The primary benefit to joining a Cults of the Moon sect is survival.
like to keep up with goings-on, and might demand that a human or
Anyone not affiliated with the cult that wanders into lycanthrope-
elf enter the civilized lands to gather news and procure supplies.
controlled territory is liable to be hunted down and torn to bits, and

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EVIL ORGANIZATIONS

While treasure does not motivate any of the sects’ leaders, themselves evil. If anything, they think of themselves as the
they are always searching for hidden bases and lairs within the caretakers of all that is good in the world. They are constantly
civilized lands, and they often send out adventuring groups to surrounded by evil enemies who would like nothing better than
search for such locations. Individuals from the tribe might seek to remove the last vestiges of elfdom from the face of Faerûn.
out others to assist them who know more about local legends If only the other elves would wake up and see their peril, the
and geography. Once their association is no longer beneficial, the threat might be averted. Unfortunately, far too many of their
order member might bring these associates into his tribal lands kin have been deceived by humanity over the centuries, and it
where his kinsman or the lycanthropes can enjoy slaughtering therefore falls upon the Eldreth Veluuthra to act to save those
them during the High Hunt. who are not even aware of their danger.
Because the Eldreth Veluuthra considers itself to be a group
The Eldreth Veluuthra dedicated to the cause of good, its members continue to worship
the traditional elven pantheon. The gods of the elves do not,
The Eldreth Veluuthra is a group of fanatical elf supremacists however, reciprocate these feelings. Therefore, no clerics of
who have vowed to remove the human scourge from the face the good-aligned elven pantheon are members of the Eldreth
of Faerûn. It views humanity as a blight upon the land, little Veluuthra, and no member of the Eldreth Veluuthra would dare
better than an infestation of vermin in dire need of a genocidal worship a nonelf or evil deity. The members are certain that one
housecleaning. Its members operate throughout Faerûn, particu- of their gods (most likely Corellon Larethian) will eventually
larly in ancient elf homelands as well as in those forests largely recognize the merit of their position. For many years, they
abandoned during the Elven Retreat, including Ardeep, the were forced to rely upon whatever healing potions they could
Border Forest, the Chondalwood, Cormanthor, the High Forest, purchase, find or steal. But of late, they have learned (through
the Moonwood, the Neverwinter Woods, and the Winterwood. the instruction of the druid ice lich, Lossarwyn) to tap directly
Wherever human civilization threatens elf interests, the Eldreth into the divine power of nature itself, granting power to druids
Veluuthra works to slow or halt human encroachment—by any and rangers.
means necessary.
The Eldreth Veluuthra was formed in 262 DR, a year after
the founding of Myth Drannor. In that year, five leading elf
Organization
houses declared that they could not support the coronal’s liberal The Eldreth Veluuthra is made up of small cells of like-minded
attitude toward humans, nor could they allow the continued individual elves. Usually, most of the members of a cell are blood
encroachment of humans into ancestral elf lands. Rather than relatives, further assuring the group’s secrecy and the loyalty of
battle fellow elves, the five houses departed Myth Drannor and its members. Each cell is virtually autonomous, acting on its own
began to catalogue the crimes of humans against both nature designs without interference from other groups so long as those
and the land they inhabited. actions further the large-scale goals of the Eldreth Veluuthra.
However, the organization did not formally organize until
the Weeping War (711–714 DR) and the destruction of Myth
Drannor. Naming themselves the Eldreth Veluuthra (Victorious
Regions of Influence
Blade of the People), they began to plan to strike a definitive blow. In addition to haunting ancient forests and ruined elf homelands,
In 757 DR, a series of murderous raids set the stage for their cells of the Eldreth Veluuthra can be found nearly anywhere
protracted battle to end the human infestation of Faerûn. large populations of elves are found.
Although they consider themselves to be true to the most Ardeep Forest: Despite its relatively small size, this forest
traditional and honored elven ideals, most elves are embar- is home to two cells of the Eldreth Veluuthra. One focuses on
rassed by the Eldreth Veluuthra and would prefer to see the guarding the ruins of Phalorm, making sure adventurers from
organization disappear. And it would have, long ago, if it did Waterdeep have as difficult a time as possible. The other cell
not enjoy secret support at the very highest levels of elf society. spends most of its time stalking drow worshipers of Eilistraee,
The Eldreth Veluuthra is reasonably well-funded considering who sometimes visit the Dancing Dell and the sacred rock known
its secretive and destructive ways, and there is no shortage of as the Ladystone. The two cells rarely cooperate. The guiding
elves who publicly espouse cooperation between the races while council of the Eldreth Veluuthra, the Vel’Nikeryma (or Blade
privately funneling money, goods, magic and weapons to the Lords), sometimes dispatches agents to explore the House of
local cell of the Eldreth Veluuthra. Stone, a dwarf- and elf-built ruin on the edge of the Ardeep, in
search of magic and treasure.
The Border Forest: The Eldreth Veluuthra has found allies
Attitude among the fey of this region. Long harried by the Zhents, the
The Eldreth Veluuthra is considered evil because of its methods, fey creatures of the Border Forest have become hostile to all
but the individual members of the organization do not consider intruders. Despite its comparatively small size, the forest offers

78
EVIL ORGANIZATIONS

numerous opportunities to further the organization’s goals, so The Gray Forest: Centuries ago, the moon elves of the Gray
two cells operate within its confines. One cell concentrates on Forest were driven out by hobgoblins. However, a small cell of
ambushing Zhentarim agents, while the other raids along the the Eldreth Veluuthra continues to operate here, sometimes
Daggerdale border. The two cells find many opportunities to attacking the hobgoblins and sometimes alerting them to the
cooperate, since neither is large enough to make significant encroachment of humans into their territory.
headway on its own. The High Forest: This is one of the largest woodlands in
The Chondalwood: This is one of the few areas where the Faerûn and home to several cells of the Eldreth Veluuthra. They
organization has made significant progress. The Chondalwood is are kept busy fighting human encroachment as well as keeping
filled with races sympathetic to its cause, from the centaurs and close watch on Hellgate Keep; one member of the Vel’Nikeryma
satyrs that roam the forest to the ghostwise halflings lurking in was recently slain by the demonfey of that area, and her replace-
the woodland’s heart. The wild elves native to this forest provide ment on the council now leads the northern cell of the High
safe haven for Eldreth Veluuthra operatives and sometimes join Forest. The organization has made an uneasy alliance with the
its larger raiding parties. great treant leader Turlang, and it has working arrangements
Cormanthor: The elf homeland of Cormanthor is the site of with the forest’s centaurs and wild elves. The Vel’Nikeryma
one of the organization’s greatest setbacks. After the Elven Court is anxious to learn more about the human settlement called
of Myth Drannor was abandoned during the Elven Retreat, the Olostin’s Hold, since the humans there live in an almost elven
Eldreth Veluuthra laid plans to set up a base and begin to reclaim harmony with nature.
the entire forest. But before the group could complete its move, it Within the High Forest lies a region known as the Dire
was driven out by the invading drow of House Jaelre. Since then, Wood, where an outer ring of massive albino oaks surrounds an
any Eldreth Veluuthra operating in the area have adopted the inner ring of blackened, petrified trees. Inside these rings lies a
tactic of disguising themselves as drow while attacking human region of hills that seems to stretch far beyond its encompassing
travelers and settlements, thus setting the stage for escalating trees. The Dire Wood is home to numerous aberrations, as well
reprisals between these two hated groups. as Lossarwyn, a druid lich who some believe is responsible for
The heart of the elf realm in Cormanthor, Semberholme, is the “wizard weather” that sometimes erupts from this area. The
home to numerous elves, including several agents of the Eldreth Eldreth Veluuthra is actively courting Lossarwyn (see page 83),
Veluuthra who strive to gain supporters within its leading houses. since he shares many of its goals and motivations.
There are also cells operating around Bristar and Moonrise Hill The Methwood: Talindra Amalith of the Vel’Nikeryma leads
in Deepingdale, as well as near the Tangled Trees. The Vale of a cell within the Methwood. Like her, the members of this cell
Lost Voices is an area sacred to the Eldreth Veluuthra. are wild elves who have suffered many cruelties at the hands of
Evereska: Surrounded by a ring of twelve impassible hills human adventurers.
and protected by a powerful mythal, this ancient city is home The Misty Forest: In the past, the Misty Forest section of
to some of the noblest elf families in all Faerûn. It is also home the caravan route to Daggerford, Secomber, and Boareskyr Bridge
to a powerful cell of the Eldreth Veluuthra. Like other cells was a place where travelers could let down their guard—but not
operating within elf strongholds, the members here spend most of for much longer. A cell of the Eldreth Veluuthra recently began
their time quietly seeking support, advocating the organization’s operating in this area, scouting out promising ambush sites and
goals and spreading its propaganda, all the while sending donated setting up a secret base from which to raid. Though it has not
treasure and supplies out to support the cells operating in the yet made its first attack, it is only a matter of time before this
Graycloak Hills. happens.
Evermeet: A loose cell of spies who report directly to the The Moonwood: This region is home to numerous lycan-
Vel’Nikeryma operates on the isle of Evermeet. While the cell’s thropes, some of whom are members of the Eldreth Veluuthra.
primary purpose is to gather information, it also works to garner The only formal cell of the Eldreth Veluuthra in these woods is
support for the Eldreth Veluuthra among the high families of often harried by the more populous and better organized People
the sun elves. The organization enjoys more support among the of the Black Blood.
most influential sun elves than anyone would dare to admit or The Neverwinter Woods: The Eldreth Veluuthra claims that
even believe. the forbidding reputation owned by this mysterious forest is due
Graycloak Hills: The Eldreth Veluuthra enjoys some of its in no small part to the activities of one of the oldest and largest
strongest support among the moon elves inhabiting these hills cells in the organization. Several other smaller cells also operate
near Evereska. Membership in the Eldreth Veluuthra is almost in the area.
openly tolerated here, because the threat from Anauroch and Urlingwood: This strange forest is the proverbial and literal
the City of Shade seems too great to exclude any ally, even “eastern front” of the organization. Cell leaders and other
unsavory ones. One cell has dedicated itself to hunting down a members who draw too much attention to the organization,
band of human adventurers who have been raiding elven tombs who needlessly risk their members’ lives, who cannot be trusted
in the area. with secrets, or who commit any other crime not serious enough

79
EVIL ORGANIZATIONS

to warrant execution, are sent to Urlingwood in the country of Saeval Calaudra (NE male moon elf rogue 8/assassin 5)
Rashemen. Thus, the Urlingwood cell is filled with miscreants operates across the length and breadth of Faerûn, lending his
and fanatics; they are charged with driving the witches from the special skills to support the activities of any cell that needs him.
wood, a hopeless task if ever there was one. He serves as the voice of the Vel’Nikeryma to those who might
The Wealdath: Two independent cells operate in the Wealdath, never otherwise encounter the leadership of the organization.
each drawn from the two surviving local tribes of elves—the Calaudra is the youngest member of the Vel’Nikeryma.
Suldusk and the Elmanesse. Both groups are mostly concerned Torynnar Rhaevaern (NE male sun elf lich [baelnornMon] wizard
with protecting their tribal areas from human encroachment. 15/archmage 4) is the only surviving member of the original found-
Despite numerous failures, the Vel’Nikeryma continues to send ers of the Eldreth Veluuthra. His wisdom is sought for all important
adventuring parties into the heart of the Wealdath in an effort decisions concerning the society. He has begun to suspect an outside
to retake the ancient elf necropolis of Myth Rhynn and restore influence is at work within the organization, especially among the
its ancient mythal. Cormanthor cells, but he is not yet ready to speak his mind to the
The Winterwood: This forest hosts the only cell of the Eldreth full council. Although uncertain as to its source, Torynnar last felt
Veluuthra made up almost entirely of green elves. Considered such a power during the fall of Myth Drannor.
backward and undisciplined by many other members of the orga- Eldaerneth Spellstalker (CE male sun elf enchanter 7/rogue
nization, the Winterwood cell rarely takes aggressive action against 8) is also a member of the Night Masks, a powerful thieves’
humans, preferring to maintain the borders and punish intruders. guild operating in Westgate. While the Night Masks are not
Instead, members spend much of their time devising ways to drive aware that he is also a senior member of the Eldreth Veluuthra,
Foilsunder, an old male green dragon, from their woods. neither is Eldaerneth cognizant of the vampiric nature of the
Night Masks leadership. He plays a most dangerous game,
using his position in the thieves’ guild to funnel information
Leadership back to the Vel’Nikeryma. Although the Eldreth Veluuthra
Each cell of the Eldreth Veluuthra chooses its own leader. Char- and the Night Masks have vastly different agendas, it is likely
acters wishing to obtain leadership roles within the organization that his employers in Westgate would not look kindly on this
would do well to either acquire the leadership of an existing cell deception.
or form their own cell in a new area. Unlike in other evil orga- Bhyrindar “Silverhart” Tellynnan (CE male moon elf were-
nizations, members of the Eldreth Veluuthra do not normally wolf fighter 9/sorcerer 1/arcane archer 5) is one of the newest,
rise to positions of leadership through the elimination of rivals. brashest and most popular members of the organization. He
The murder of fellow elves is contrary to the ultimate goal of leads a cell operating in the north part of the High Forest. The
the destruction of humanity. However, sometimes a leader might organization’s failure to gain the full cooperation of Lossarwyn
be proven to be incompetent—or worse, in league with the of the Dire Wood and the treant lord Turlang are largely due to
enemy—and unwilling to relinquish control. At those rare times, Bhyrindar’s impatience with these two ancient creatures.
a cell leader might be eliminated, but only with the approval of
the Vel’Nikeryma.
Although the structure of the Eldreth Veluuthra is cellular,
Recruiting
the organization is guided by a council called the Vel’Nikeryma. Obviously, to become a member of the Eldreth Veluuthra, one
At one time, the Vel’Nikeryma was made up of the leaders of must be an elf. Only true elves need apply. This means that drow
the original five families, but all but one of these have long since are forbidden, as are any half-elf combinations. The majority
been replaced as the fortunes of individuals and families wax of members have historically come from sun elf communities,
and wane. Today, the council members are chosen by vote from though recruitment among wild elves has been growing of late,
among the strongest and most senior leaders of individuals cells. especially in the Chondalwood. Moon elves fill out the ranks,
The Vel’Nikeryma collects and analyzes intelligence gathered along with the occasional green elf or sea elf.
from across Faerûn in order to set the long-range goals of the Among the sun elves and moon elves, membership is largely
organization. They rarely interfere with the actions of individual drawn from two distinct social strata: young, poor, disenfranchised
cells unless those actions threaten the exposure of a larger goal. elves, and those of old, wealthy families. Wealthy elves make
Occasionally, individual members of the organization could be attractive members because they bring with them the social
asked by the council to undertake a specific mission or quest. connections necessary to expand the organization’s influence and
The current members of the Vel’Nikeryma are described legitimacy within elf society. At the same time, the organization
below. needs strong, angry, motivated young people to do the dirty work
Talindra Amalith (CN female wild elf barbarian 15) leads of killing humans and stopping the spread of human culture
the Methwood cell of the Eldreth Veluuthra. Of late, she has into elf territory. Wild elves and, to a lesser degree, green elves
divided her time between the Methwood and recruiting among make up many of the shock troops and specialists vital to the
the wild elves of the Chondalwood. organization’s goals.

80
EVIL ORGANIZATIONS

Allies The organization also targets races that it views as elven


abominations, such as any of the half-elf crossbreeds. A number
The Eldreth Veluuthra has few public allies. The majority of
of voices within the organization have argued in favor of ending
elves would rather pretend the extremist organization doesn’t
the war against the drow, but this is unlikely to happen—most
even exist. It enjoys most of its limited support among the sun
of the members hate dark elves nearly as much as they hate
elves, with agents and members reaching to the highest levels of
humans.
society. The other elf races also provide support, though not to
Although technically evil, the Eldreth Veluuthra also wars
the degree of the sun elves. It is only through the influence of
against the more traditional foes of the elves—orcs, goblinoids,
the organization’s powerful secret allies that the elves have not
gnolls, beholders, and evil dragons. In dire circumstances, elf
suppressed the Eldreth Veluuthra completely.
leaders have been known to recruit the Eldreth Veluuthra to
Members of the Eldreth Veluuthra get along with sylvan
help stem some growing evil. The organization’s members have
creatures—especially centaurs, satyrs, and the more aggressive
skills and talents that, when combined with their willingness to
fey—who share their opinion of humanity. They have sometimes
take on unsavory assignments, make them valuable allies against
been willing to form brief alliances with evil humanoid races
the elves’ most ruthless foes.
to accomplish a common goal, such as wiping out a human
In a nutshell, the Eldreth Veluuthra hates nearly everyone who
settlement, but more commonly they work covertly to instigate
is not an elf, and so it is constantly surrounded by enemies.
bloodshed between humans and their evil neighbors.

Enemies Joining the Eldreth Veluuthra


You can’t just join the Eldreth Veluuthra. You have to be invited,
The Eldreth Veluuthra has many enemies, especially among the
and those who seem too eager are rarely asked to join. You don’t
humans it so desperately wants to destroy. The Harpers have, on
find the Eldreth Veluuthra, it finds you.
more than one occasion, thwarted the organization’s plans—so
Illustration by Ralph Horsley

Because of the secret nature of the organization, outsiders


members of the Eldreth Veluuthra take special delight in set-
who wish to join the Eldreth Veluuthra will be recruited only
ting ambushes for anyone associated with that organization.
after a period of observation. What attracts the attention of the
They also lay traps for human rangers who dare to enter their
Eldreth Veluuthra is an individual’s actions and deeds, not talk.
woodlands, since rangers usually presage the arrival of human
Because the organization has suffered significantly at the hands
settlements. Their relationship with human druids is nearly as
of such organizations as the Harpers, those who seem too eager to
violent, although some members of the organization are opposed
find a local Eldreth Veluuthra agent are intentionally led astray
to attacking humans who are so obviously trying to live up to
and sometimes captured and questioned. Individuals who show
the elven ideal.
promise are watched, both normally and magically, to ascertain

Three members of the Eldreth Veluuthra communicate silently and secretly in a crowded macketplace

81
EVIL ORGANIZATIONS

their sincerity. Sometimes, a candidate might be surreptitiously check in with the local cell when entering its area. As agents,
questioned by an agent posing as a barkeep or fellow traveler. Only they have access to weapons, armor, equipment repair, fresh
after the leader of the local cell is satisfied as to her intentions mounts, rest, food and water, safe haven, and healing (magical
will she be approached by a member and invited to join. or otherwise, if available). The cell leader might require a task
The vast majority of members of the Eldreth Veluuthra of an agent if the item is particularly valuable or rare, or if the
are recruited by family members who are already deeply and agent spends more than a tenday enjoying the cell’s hospitality.
sometimes secretly involved in the organization. Often, as much
as ninety percent of any cell will be made up of siblings, parents,
children, aunts, uncles and cousins of the cell leader. In this way,
Acting within the
the organization assures the secrecy and loyalty of its members. Eldreth Veluuthra
Outsiders recruited into a cell sometimes have a hard time gaining
An adventuring band or cell within the Eldreth Veluuthra could
the trust of family members, and are often given assignments
be composed of pureblood elves and their sylvan allies, such as
independent of the cell’s regular activities until they have proven
centaurs, satyrs, and fey. Half-elves, no matter how sympathetic
their loyalty.
they are to the cause, are never accepted into the group. If the
adventuring party is within an area under the control of another
Costs and Benefits of cell, it is expected to clear its mission with the leaders of the local
cell before beginning, since attacking a powerful local human
Membership merchant (for example) might cause more harm than good to
Entry into the Eldreth Veluuthra requires a vow of secrecy those members of the organization who have to live in the area
that not only binds you to never reveal what you know, but after the adventurers have had their fun. Those who neglect to
also requires you to punish those who break their vow. The keep their superiors informed of their activities risk receiving a
vow is binding for life, even for those no longer active within transfer to the Urlingwood.
the organization.
Because of the loose structure of the organization, individual
cells have their own rules about the duties required of their
Acting Outside the
members. Few cells adopt a purely militaristic organization with Eldreth Veluuthra
strict rules of obedience or members living and working together
Individual members of the Eldreth Veluuthra are free (and
on a constant basis; that would attract far too much attention.
sometimes encouraged) to act on their own, sometimes joining
Most members lead independent lives, having professional and
unaffiliated adventuring companies or even other organizations,
familial duties outside the organization. A few adventuring
but only after they have proven their trustworthiness by serv-
company-style cells have formed, but these usually short-lived,
ing within the organization for a period of time. As freelance
due to the high attrition rates common to these activities. In
agents, they are expected to keep secret their association with
general, individuals belonging to a particular cell are expected
the Eldreth Veluuthra, and to pass along any information that
to participate in important operations, unless they are already
might be of interest to the organization. When in the company
employed in another operation or working directly with the
of others, they may not associate with members of the Eldreth
Vel’Nikeryma; low-level members might be asked to take on
Veluuthra or take outsiders to any of the organization’s hideouts,
specific duties or smaller operations.
safe houses, or weapons caches. They are also expected to make
Once members have earned the trust of their superiors, they
a reasonable attempt to notify the leader of a local cell before
might request agent status from the Vel’Nikeryma, which allows
acting in her area. Understandably, this is not always possible, so
them to operate in nearly any area in which the organization
freelance agents of the Eldreth Veluuthra are expected to wear
might have a stake. Since humans and drow are their main en-
in a visible manner the group’s secret markers (which might be
emies, this area includes almost all of Faerûn, both aboveground
a piece of jewelry, a special style of cloak or boots, or the like)
and below. Agents of the Vel’Nikeryma are expected to always act
so that they can easily be identified by other members of the
in accordance with the long-range goals of the organization and to
organization.
regularly pass along information to their superiors. Adventuring
agents are also expected to contribute a reasonable portion of
their treasure and winnings to the nearest cell. Although they Classes
are not required to, they are also expected to occasionally take
The members of several character classes are highly prized and
on missions from the Vel’Nikeryma.
vigorously recruited by the Eldreth Veluuthra. Others have no
In exchange, adventuring agents learn universal pass codes and
place within the organization.
secret symbols and handshakes that allow them to be recognized
Barbarians: Barbarians are welcome recruits in wilderness
by the leaders of any recognized cell anywhere in Faerûn. Since
regions, unwelcome in civilized areas. The organization does not
these secret pass codes change frequently, agents are expected to

82
EVIL ORGANIZATIONS

actively recruit barbarians except in those regions dominated guarded secrets. Justices of weald and woe are called upon for
by wild elves (such as the High Forest, the Chondalwood, and the organization’s most dangerous and vital operations.
the Methwood). Because of their chaotic nature, barbarians are
usually required to undergo a longer period of service to prove
their trustworthiness.
Adventures
Bards: Bards are prized as freelance agents. After a brief Current or prospective members of the Eldreth Veluuthra can
proving period, they are swiftly placed into unaffiliated positions find adventure in many places, and not all of them need involve
as agents, spies and recruiters. attacking human homesteads. They might be asked by a member
Clerics: There are no clerics in the Eldreth Veluuthra, since of the Vel’Nikeryma to perform some task, such as:
the good-aligned elven pantheon does not allow for clerics of evil • Search for portals in the Cloak Wood south of Baldur’s Gate
alignment. (low-level).
Druids: As a class devoted to protecting the elven woodlands • Hunt down a band of adventurers who have been raiding
from human encroachment, druids are accorded special honor ancient moon elf tombs in the Graycloak Hills (mid-level).
within the Eldreth Veluuthra, both for their close association • Drive the human druid Pheszeltan from the Forgotten Forest
with nature and for their healing magic. in the Western Heartlands (high-level).
Fighters: Fighters are valuable members of the organization
but are not especially targeted for recruitment except when some
large-scale action is imminent, or if a fighter is a specialist in
Lossarwyn the Ice Lich
some exotic or unique weapon. In addition to being a druid lich, Lossarwyn has a strong af-
Monks: Because a monk’s first loyalty is to her monastic finity for cold and ice. He became an undead creature and was
order, monks are rarely recruited. Some believe that they cannot trapped inside a glacier for several centuries before being freed.
be trusted. Exceptions to the rule exist, such as outcast monks, Now, his aura and his touch are as cold as the glacier that once
but like barbarians, they are required to undergo a longer period held him.
of service to prove their trustworthiness.
Paladins: Because of the unavailability of good-aligned divine Lossarwyn the Ice Lich: Lich druid 18/hierophant 1; CR 23;
magic, there are no paladins in the Eldreth Veluuthra. Medium undead; HD 19d12; hp 152; Init +5; Spd 30 ft.; AC
Rangers: The warriors of the woodlands are the most com- 21, touch 15, flat-footed 19; Base Atk +13; Grp +16; Atk +17
monly recruited character class. Rangers are the backbone of the melee (1d6+3, staff) or +17 melee (1d8+5 negative energy plus
Eldreth Veluuthra. paralysis, touch); Full Atk +17/+12/+7 melee (1d6+3, staff) or +17
Rogues: Rogues and thieves are recruited as spies and profes- melee (1d8+5 negative energy plus paralysis, touch); SA fear aura,
sional treasure finders. Some thieves within the organization paralysis, spell-like ability (contagion 2/day); SQ damage reduction
specialize in robbing other elves. The Eldreth Veluuthra believes 15/bludgeoning and magic, immunities, a thousand faces (as alter
that all elves should donate to the cause, whether or not they self, at will), trackless step, +4 turn resistance, vulnerability to
agree with it. fire, wild shape 6/day (elemental 2/day), woodland stride; AL
Sorcerers and Wizards: These two character classes are NE; SV Fort +14*, Ref +7*, Will +18*; Str 16, Dex 14, Con —,
heavily recruited in all regions. Magic is essential to the group’s Int 16, Wis 19, Cha 15.
success. *+4 on saves against spell-like abilities of fey.
Skills and Feats: Concentration +12, Craft (alchemy) +30,
In addition to the standard classes, the Eldreth Veluuthra also Heal +25, Hide +18, Knowledge (nature) +25, Knowledge (druid
recruits and/or trains in the following prestige classes: religion) +22, Listen +11, Move Silently +10, Search +8, Sense
Arcane Archer: This prestige class provides vital arcane Motive +10, Spellcraft +22, Spot +8, Survival +10; Improved
specialists within any military strike force. Initiative, Magical Aptitude, Natural Spell, Scribe Scroll, Spell-
Assassin: Assassins fill an essential role in the organization. casting ProdigyFRCS, Spell Penetration, Strong SoulFRCS.
The Eldreth Veluuthra always trains its own assassins and never Typical Druid Spells Prepared (caster level 19th): 0—detect
hires an assassin from other organization. magic (2), guidance (2), putrefy food and drink, resistance;
Evereskan Tomb Guardian: Members of the Eldreth Ve- 1st—camouflageUnd, enrage animals* (DC 15), entangle (DC
luuthra are particularly suited to this prestige class dedicated to 15), jump, longstrider, obscuring mist, endure energy ( fire);
the protection of elven tombs. 2nd—fog cloud, heat metal, resist energy ( fire), summon swarm,
Hierophant: These archdruids offer an additional level of tree shape, warp wood; 3rd—meld into stone, poison (+17 melee
magical power and wilderness knowledge to the organization’s touch, DC 17), sleet storm, wind wall; 4th—blight (DC 18), dispel
activities. magic, ice storm, land wombMag (DC 18), spike stones, unholy
Justice of Weald and Woe: This prestige class originated within beast; 5th—mass contagionRac (DC 19), call lightning storm (DC
the Eldreth Veluuthra and remains one of its most carefully 19), stoneskin, transmute mud to rock, transmute rock to mud;

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EVIL ORGANIZATIONS

6th—antilife shell, greater dispel magic, move earth, transport via BACKGROUND
plants; 7th—harm (DC 21), mark of the unfaithful*, true seeing; In ancient times, Lossarwyn was one of the most powerful elf
8th—finger of death (DC 22), repel metal or stone, whirlwind druids of Cormanthor. As humans began to encroach upon the
(DC 22); 9th—anathema*, storm of vengeance (DC 23). forests, he was one of the strongest voices for war against them.
*New spell described in Chapter 2. But when the elves of Cormanthor signed the Dalelands Pact, he
Languages: Common, Elven, Sylvan, Druidic. despaired for the future of the wild places. He saw humanity as a
Possessions: amulet of natural armor +3, ring of protection +3, disease to be eradicated, and gradually came to realize that humans
wand of baleful polymorph (30 charges), staff of necromancy, have remarkable resilience against nearly every hardship–except
divine scroll of elemental swarm, wall of thorns, and disease. Thus began his long
wall of ice. downfall as he sought a plague
that would destroy humankind
COMBAT once and for all.
Lossarwyn’s natural weapons are treated He began to travel from
as magic weapons for the purpose of land to land, going wherever
overcoming damage reduction. there was rumor of plague,
Fear Aura (Su): Lossarwyn is using his vast knowledge of
shrouded in a dreadful aura of deadly alchemy and healing to
cold and evil. Creatures of less than 5 cure the sick. For those
HD in a 60-foot radius that look at he saved, he seemed a
the lich must succeed on a DC 21 gift from heaven and
Will save or be affected as though won wide renown for his
by a fear spell from a 20th-level medical expertise. What

Illustration by Raven Mimura


sorcerer. A creature that success- he couldn’t heal through
fully saves cannot be affected natural means was cured
again by Lossarwyn’s aura for through the divine inter-
24 hours. vention of the cadre of
Paralysis (Su): Any living crea- priests who followed him
ture struck by Lossarwyn’s touch like disciples. They came
attack must succeed on a DC 21 from many faiths and many
Fortitude save or be permanently lands to join this strange elf
paralyzed. In addi- druid who seemed to have
tion, the victim’s forsaken his forests to help
body temperature mankind. For all his fame,
drops to that of Lossarwyn seemed to resent each
the surrounding en- success, yet his dark moods and relentless spirit
vironment. Remove paralysis or only attracted more followers. Some whispered
any spell that can remove a curse Lossarwyn the ice lich that all was not as it seemed with the great
can free the victim (see the bestow curse spell description, page physician, that at times he disappeared for days or weeks. Others
203 of the Player’s Handbook). The effect cannot be dispelled. said his renown was ill-deserved, since his most difficult patients
Anyone paralyzed by Lossarwyn seems dead and cold, though tended to disappear.
a DC 20 Spot check or a DC 15 Heal check reveals that the His mission to eradicate humanity continued, despite all
victim is still alive. the human lives he had saved. Lossarwyn was searching for a
Spell-Like Ability: As a hierophant, Lossarwyn has chosen plague that had no cure. Whenever he came across a disease that
to give up one 3rd-level spell slot in exchange for being able to seemed especially virulent, he would whisk away its victim for a
use, as a spell-like ability, contagion twice per day. detailed study, research that often ended the life of the one he
Immunities (Ex): Lossarwyn is immune to cold, electricity, had ostensibly come to heal. Many diseases seemed promising,
poison, polymorph (though he can use polymorph effects on but most had the drawback of difficulty of transmission. It
himself), and mind-affecting spells and abilities. seemed that magical assistance was needed, which led Lossarwyn
Wild Shape (Ex): Lossarwyn can change himself into any to study necromancy, thus renouncing the deepest strictures of
animal of Tiny to Huge size six times per day. He can also change his faith.
himself into a Small, Medium or Large elemental twice per day. After many years, just when he seemed on the verge of
Because he is undead, normal animals avoid him even while he discovery, his goal of loosing a plague upon mankind was finally
is in an animal shape. uncovered by a jealous rival, and he was revealed to his fellow

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EVIL ORGANIZATIONS

druids. They declared his crimes unforgivable, and they prescribed independent organization, giving Shar an incredible range of
a secret death by assassination for Lossarwyn rather than allow talents to call on in times of need.
the general public to learn of his plots. But Lossarwyn fled This sect of Sharrans is relatively new to Faerûn. Shar
rather than face punishment and was pursued by three of the chose her most trusted mortal servant, Alorgoth, The Bringer
most powerful druids of that time. They chased him north into of Doom, to recruit and train the first wave of monks, who
the frozen lands and at last cornered him in glacial cavern. A set out from their secret lair around three years ago. Train-
magical battle ensued, and Lossarwyn died and was frozen into ing has since come under the purview of a group of Sharrans
the heart of the glacier, lost forever (or so it seemed). But as representing almost every facet of her worship—three priests
he breathed his last, Lossarwyn made a pact with darker forces tend to the monks’ spiritual development, four monks and an
that resulted in his being cursed with undeath. In their malice, assassin oversee their martial training, and a powerful sorcerer
those dark powers did nothing to free him, and so Lossarwyn whose mastery over the Shadow Weave is unrivaled instructs
remained frozen in the ice for many centuries. recruits in the most dangerous of Shar’s gifts. This group has
At last there came a summer warmer than any in memory. just finished training its second class of monks, and is now
The glacier receded, freeing Lossarwyn. Fearing the long memory fanning out across the continent to recruit more dark hearts
of the elves of Cormanthor (and unaware of the destruction of into service.
Myth Drannor), he traveled west until he came to Amn, and Most Faerûnians are blissfully ignorant of the existence of this
there he fell in league with a cabal of dark spellcasters called group, but Shar’s enemies know only too well of its increasing reach
the Twisted Rune. His unusual status and powers allowed him to and power. Since the first wave of students reached the culmination
rise swiftly in the cabal, and all the while he continued his dark of their training, Shar has wielded them with brutal efficiency—and
research, more determined than ever to destroy humanity. When with little regard for their lives. Monks of the Dark Moon have
at last he approached a priest of Myrkul with his plan, thinking sacked a temple of Chauntea in Purskul, assassinated the leading
he would find a sympathetic ear, he was again betrayed—this time priest of Loviatar in Cormyr, and turned a holy site of Selûne into
by the Twisted Rune. Again Lossarwyn fled, seeking refuge in the an unholy node of evil arcane energy. The fact that the Monks of
High Forest, but his enemies soon caught up with him at the Dire the Dark Moon keep their existence, whereabouts, and identities
Wood. His druid powers made him a formidable opponent even secret is the only thing that has kept them from becoming one of
against the combined might of the Twisted Rune, so rather than the most feared organizations in Faerûn.
fight him, the spellcasters trapped him with a powerful maze
spell. He is able to roam the Dire Wood at will, but cannot find
his way out.
Areas of Influence
Recently, agents of the Eldreth Veluuthra heard rumors of The Monks of the Dark Moon began their existence in an
Lossarwyn, one of their most ancient and revered heroes, and imposing stone monolith in the city of Purskul, the first shrine
they sought him out in the Dire Wood. Although they have not dedicated solely to Shar’s new strike force. The shrine’s existence
yet managed to establish a formal alliance with the druid lich, is known to all, but what goes on within its walls is one of the
he did agree to train several members in exchange for their aid order’s most guarded secrets. Those who enter the shrine to train
in freeing him from the Dire Wood. He has taught them his either become faithful servants of the Lady of Loss or end up
method of drawing upon the divine power of nature, freeing them serving as living training dummies for those within. Even most
of the need to call upon a deity for their spells. The addition of clerics of Shar refuse to enter the shrine, for its deadly reputation
Lossarwyn to the Eldreth Veluuthra would significantly increase is most well known among their ranks.
the organization’s power and prestige, and although he has not The monks have since spread across Faerûn, establishing other
yet been freed from his leafy prison, he remains an extremely shrines and safe havens wherever they go. A shrine beneath the
important figure in the organization’s future plans. northwestern foothills of the Sword Mountains serves as a meet-
ing place and training ground for order members who operate in
Monks of the the northern Sword Coast. A desecrated shrine to Selûne on the
southern edge of Cormanthor now operates as an evil node and
Dark Moon hideout for Dark Moon monks in Cormanthor and the Moonsea.
Sembian and Cormyrian recruits are taken to a mountain base at
The Monks of the Dark Moon are a sect of sorcerer-monks the summit of one of the Thunder Peaks; the mountain refuge
who have dedicated themselves body, mind, and soul to Shar, the is guarded by a clan of manticores that have been swayed to the
Lady of Loss. The monks are her assassins, her enforcers, and dark goddess’s cause. Yet these are not the most remote training
her shadowy agents. Their training is diverse, as are their skills, grounds that the monks have founded: Deep in the Calim Desert,
and their devotion to their Lady is absolute. The organization’s where the worst magical storms blow, is a buried series of tunnels
leaders have direct contact with their goddess, and are not subject scoured out of a hill by the blasting sands of this tormented land.
to the authority or will of her clergy. The monks are a completely The most stoic and doughty of the Monks of the Dark Moon

85
EVIL ORGANIZATIONS

come from this monastery, which takes an individual of unusual the North or the Silver Marches, because Selûne’s influence radi-
constitution and willpower to even reach. ates too strongly from Silverymoon for them to be effective.

REGIONS Joining the


The following regions are prime recruiting spots for the Monks
of the Dark Moon; even though many of them overlap with a Monks of the Dark Moon
number of the Sharran religious cells, the operations of the two
The Monks of the Dark Moon take on a new slate of recruits at
groups are almost wholly independent.
each monastery every fourteen months. The hopefuls are drawn
Amn: The Monks of the Dark Moon began in Purskul, and
from those who are already indoctrinated into Shar’s mysteries, and
that city is still home to the group’s most holy monastery. Amn
even then, only those who show incredible devotion to her ideals
and the surrounding regions continue to be hotbeds of recruitment
are admitted. The rigorous training and vile acts that all recruits
for both the Monks of the Dark Moon as well as their Sharran
must perform weed out most of the order’s enemies; the faithful
comrades.
of Shar guard their secrets better than anyone else in Faerûn.
Calimshan: Although the elite of the great city of Calimport
The first principle is that any new recruit must be a young
are too lazy and pampered to undergo the rites of the Monks of
adult. Children are not drafted, because their capacity to under-
the Dark Moon, the city’s lower classes are inured against the hot
stand the evil to which they are dedicating their lives has not yet
sun and other brutal conditions of their native land. They have
fully developed. Those with sorcerous talents might be watched
learned enough of the ways of the rich to be jealous and vengeful,
and guided from an early age, but full recruitment does not take
however, which plays right into the hands of Shar’s teachings.
place until they have reached maturity. Recruits must be among
Cormanthor and the Moonsea: The Monks of the Dark Moon
the strongest in their faith, but under no circumstances can they
are relative newcomers to this region, but the reemergence of the
have taken the oath of priesthood. Shar commands that her
dark elves and the chaos created by the absence of Lolth have
priests and monks be separate, so both can carry out her will

Illustration by Lucio Parrillo


given Shar hope that she might recruit some of the drow into
without complication. Finally, recruits must have demonstrated
her service.
the potential to develop sorcerous abilities. This last was the most
Sembia: The Sembian monks work more closely with the clergy
stringent requirement that Shar handed down to Alorgoth, and
of the region than any other, and the Sharran infiltration of the
many recruits have fallen under the sacrificial knife for lying
Sembian noble houses is a great aid in recruiting new monks.
about such potential.
Sword Coast: The monks here enforce Shar’s will along the
The Monks of the Dark Moon do not accept any member who
coast from Waterdeep to Luskan. They do not travel too far into
does not undergo their training. The year-long training does not

Monks of the Dark Moon do battle with a contingent of Selûnite clerics

86
EVIL ORGANIZATIONS

always produce powerful members, though, and some graduates group composed of priests, warriors, and rogues dedicated to
have not yet mastered their martial or arcane abilities enough to the Lady of Loss.
harness them on any level. A character who was already a monk
or a sorcerer could be invited to join as long as he fulfilled the
three principles, and his training would focus on the aspect of
Acting Outside the
the training that he lacked. Likewise, green candidates will often Monks of the Dark Moon
show aptitude for one class or the other, but not both, and so
A Monk of the Dark Moon would have a hard time acting in
leave the monastery with only rudimentary skills as a monk or
a group that was not made up of others of his order or at least
sorcerer. The training can certainly have been undertaken before
those of the Sharran faith. He might disguise himself and hide
a character picks up his first class level.
his true motives in order to travel less conspicuously, or he might
even join the group of someone he was tracking in order to gain
Costs and Benefits of an edge when the time came to strike. A Monk of the Dark Moon
might need something a group of PCs has—perhaps a key to the
Membership dungeon in which he can find a holy relic, or some other target
In order to join the Monks of the Dark Moon, an applicant that he has been instructed to destroy.
must completely devote himself to Shar in every facet of life. It
takes fourteen months of one’s life simply to undergo the trials
and training provided by the order, and after that, a lifetime
Sharran Cells
of dedicated service looms. The members of the order are not Shar’s worship is one of the fastest growing evils in Faerûn, and
trained for treasure hunting, but any treasure they do happen her clergy and worshipers threaten the stability of many of the
upon is considered a part of the organization rather than the regions in which they have taken hold. The church of Shar is
individual’s property. That said, the order’s leaders are not unfair composed of cells that act independently of one another, often
in the distribution of such bounties, and they recognize that the without knowledge of the other cells. In fact, the secretive nature
finder is often most benefited by it. of these cells often means that the identities of a cell’s members
Members gain the protection of Shar and her worshipers are known only to that cell’s leader. The primary goal of every
wherever they go. A Monk of the Dark Moon who identifies cell is to bring as many Faerûnians under Shar’s influence as pos-
himself to a Sharran cell will be treated very graciously, since no sible, so that eventually their dark mistress can win her eternal
follower of the Lady of Loss wants to risk hampering someone war against her sister, Selûne. To this end, the worshipers of
who might be on a personal mission from the goddess. Shar spread themselves throughout the populated areas of the
The order also teaches all members the lesser shadow tenta- continent, searching for weak minds into which they can sow
cleLD and greater shadow tentacleLD spells when they reach the thoughts of meaninglessness and revenge.
appropriate caster level. These spells are gifts from Shar, and do Shar’s influence is felt in every region of Faerûn, from urban
not take up the character’s normal spell slots. The Monks of cells that play upon the fears and jealousies of the wealthy,
the Dark Moon are taught to fight alongside their brothers and to rural groups, to the wandering Monks of the Dark Moon,
sisters, and so any time two of them fight side by side, each gains who bring pain to all who oppose her. Everyday citizens know
a +1 circumstance bonus on both Armor Class and attack rolls. little about the cells in their area, often not even realizing
These bonuses disappear if an individual moves to a square that that the Lady of Loss is represented nearby. The church only
is not adjacent to a Dark Brother or Dark Sister, as the monks contacts those it wishes to corrupt or those it thinks can be
call their peers. useful in some way. The Sharrans prefer to go about their
dark business in secret, with as little interference as possible.
If locals did know what the cells were up to—ritual sacrifices,
Acting within the the propagation of murder and revenge, and the establishment
Monks of the Dark Moon of cults that undermine local religions—it would not be long
before they sought the aid of adventurers to protect them from
Sometimes a job is too big for one agent to complete, such as the
the church.
sacking of the temple to Chauntea in Purskul and the assassina-
tion of all its priests. Shar does not hesitate to assign the right
number of individuals to a job, even if it means combining the Areas of Influence
forces of her clerics with those of her monks. She has shown
Because of the secretive nature of the church of Shar, its wor-
this wisdom in the recent pairing of the accomplished Monk of
shipers have no centralized base of operations. The Temple of
the Dark Moon, Alon (see page 121), with the priest Damian
Old Night, the largest temple to Shar in Faerûn, can be found
Krale (see page 115) in the Western Heartlands A trained
in Calimport. This temple in the desert is the closest thing to a
Sharran monk can make an excellent support character for a
rallying point Shar’s clergy has, and hundreds make a pilgrimage

87
EVIL ORGANIZATIONS

to the site each year to gain their Lady’s guidance. The


temple also makes for a convenient place to gather useful
contacts, to spread information that can be disseminated
to the clergy at large, and to cool one’s heels during times
of trouble within a particular cell or after defeat at the
hands of opponents.
The Western Heartlands have seen quite a bit of
Sharran activity of late, leading many to suspect that
the Mistress of the Night has big plans for the region.
Rumors are spreading of a grand new temple being
built in a secret location, although all efforts to find
such a place have ended in failure. Aside from a few
tidbits reported here and there by adventurers and spies
representing the clergy of Selûne, information about
the Sharrans’ intentions has been sparse. In truth, a
strong priest has become a unifying force for the clergy
in the region, backed by a clan of monks who are not
affiliated with the Dark Moon sect. All the cells in
the region have fallen under his sway, although they
are still not unified as a whole. Selûne has commanded
followers from Baldur’s Gate and Waterdeep to go to
the Western Heartlands and determine the nature of

Illustration by Warren Mahy


Shar’s new threat.
Sembia has always been a haven for Shar’s clergy,
who find the intrigues and greed of the city fertile
ground for the goddess’s temptations. The recent chaos
in Cormyr has attracted the attention of some of these
clergy, who have sent underlings into the region to
establish footholds among the bickering noble families.
This act has only served to intensify the strife within
the region, and at least one noble family has fallen so
completely under Shar’s influence that its manor houses
now feature dark dungeons in which blood sacrifices
take place several times a month.

REGIONS
Sharran cells are active throughout Faerûn, but the
following regions have seen increased activity of late or
are bastions of the Dark Goddess’s power.
Calimshan: The site of the largest temple to Shar
in the Realms, Calimport has long been a favored
destination for pilgrims devoted to the Lady of Loss.
Even more than in Sembia, the intrigues and delicate
social customs of Calimshan lend themselves well to the
corrupting influence of Shar. Her priests sow mistrust
between those of the same social status, and manufacture
slights that are sure to infuriate the most respected
merchants and those of noble title.
Cormyr and Sembia: Shar’s network of clergy spreads
throughout these two regions, playing off the greed
and jealousies of their noble families. It is well known
that the Sharrans have their claws in the intrigues of
the merchants of Sembia, but so far their activities in
Cormyr remain out of sight.
The leader of a Sharran cell lures a gullible noble into her clutches

88
EVIL ORGANIZATIONS

The Great Rift: Shar’s insidious message has taken root in an draw from. She prefers those who are strong enough to take care
unlikely place—the tunnels beneath the Great Rift. The Mistress of themselves, but with a physical or psychological weakness that
of the Night counts caverns and the Underdark among her port- draws them to seek comfort from others. Users of the Shadow
folio ever since she killed Ibrandul during the Time of Troubles, Weave are considered particularly attractive recruits, as are
and though she is not known as a patron of the dwarves, she has warriors who have proven unfazed after committing heinous
captured the minds and spirits of one dissatisfied group of gold atrocities. Untrained followers are recruited when the possibility
dwarves in the region. Their leader, Darger Ironmoot, is an ousted exists that they could grow useful to a cell, either by developing
prince who has vowed revenge on his family. In the absence of a martial or magical abilities, becoming devout priests, or by
strong military following, he has turned to Shar’s teachings to providing a useful contact in a city or surrounding region.
find a way to wreak havoc on those who cast him aside.
Shade: Shar has once again taken an interest in the slave race
known as the krinth, and has dispatched one of her most trusted
Costs and Benefits of
priests to infiltrate the City of Shade. So far he has had little Membership
success finding those willing to listen to Shar’s promises, but he
Shar is desperate to gain followers of late, so much so that she is
is clandestinely aiding the city’s growing krinth underground
willing to accept anyone who can prove his or her commitment
movement.
to her evil principles. Those who wish to merely worship Shar
The Western Heartlands: Rumors of strange happenings
must simply declare their affiliation, as with any other god. For
connected to the priesthood of Shar have been coming out of
those who want to work with a local cell, or perhaps even become
Daggerdale and Iriaebor for the past few months. All investiga-
a priest, the price is much higher. Once an individual has been
tions into these rumors have come up empty-handed, yet the
contacted, seduced, and made ready to join, he must commit an
stories of a secret temple and a Sharran plot still spread. A strong
act of great evil in Shar’s name. This act almost always involves
leader has emerged to influence the actions of all the cells in the
violence against the petitioner’s close friends or family. Such acts
region toward a common goal, but just what that goal is remains
are much easier to persuade a new member to perform when
to be seen.
the individual has been recruited based on the revelation of an
unfaithful lover or backstabbing family member.
Joining a Sharran Cell The most immediate benefit to joining a Sharran cell is
protection against the cell’s depredations. Although becoming a
The clergy of Shar is always looking for new recruits, not just to
mere worshiper does not assure an individual of full protection,
fill the ranks of the priesthood but also to act as followers, con-
such an individual is unlikely to be the target of an abduction
tacts, and spies. Recruiting is an ongoing process wherever a cell
or murder in Shar’s name. Becoming a Sharran devotee opens
operates. Because of the nature of Shar’s worship, open recruiting
a number of avenues for personal growth to those with the
is impossible in most places in Faerûn. Most of the work is done
ambition to pursue them. First, the secrets of the Shadow
face to face, individual by individual. Sometimes the conversion
Weave are only safely learned by one loyal to Shar. Renegade
of a new member is a long, slow process; other times it occurs
Shadow Weave users are watched or hunted by Shar’s priests for
quickly, through the promise of forbidden knowledge and power
daring to defile her unholy gift to the world. Second, a person
over others that the recruit finds too enticing to ignore. This type
who works his way up in the ranks of the Sharran clergy or
of rapid recruiting has the additional advantage of maintaining
becomes particularly useful to the cell or the goddess herself
secrecy about the cell. Since an individual likely never has access
gains access to secrets unknown to most. Since the cells work
to more than one member of a cell before he is inducted into the
independently, such a person has great freedom to pursue his
group, no recruiting effort puts the entire group at risk.
own agenda and to call upon the resources and members of the
Becoming a member of the church is no easy matter—Shar
cell toward that end.
demands much of her followers, and each is expected to perform
vile acts from her day of induction until she meets her end. The
secrecy of Shar’s church in most areas means that those interested Acting Within a Sharran Cell
in her teachings usually find it difficult to locate a member
An adventuring party dedicated to Shar is almost always led by a
of the clergy. Most often, a prospective member is contacted
charismatic priest who interprets the Lady’s will and directs the
after the church already knows that the individual is open to
group accordingly. Missions that such a group might undertake
a dialogue. Those who have recently been slighted, for whom a
are varied, from the assassination of an important Selûnite
secret revealed would be devastating, or whose dark hearts would
priest and his entourage, to the recovery of an artifact that
be better bent to Shar’s will, all find themselves targets of her
channels the power of the Shadow Weave. Such a group might
servants’ advances.
work with a cell, be independent (this is often the case if one or
Shar’s teachings appeal to people of all races, professions, and
more members are of the Dark Moon sect of monks), or be a
social standing. Jealousy and secrets prevail throughout societies
cell unto themselves.
everywhere, so Shar has a large base of potential followers to

89
EVIL ORGANIZATIONS

Acting Outside a Sharran Cell stone giant lich called The Dodkong, which spelled trouble for
the illithid priest. Realizing the mind flayer had charmed one of
If a single member of an adventuring party is a Sharran devotee,
his greatest hunters, the Dodkong ordered Qooql to be destroyed.
his companions might not know it—even if they have adventured
The illithid managed to convince his charmed ally that the
with him for years or known him their entire lives. Since Shar’s
Dodkong was insane and meant to kill them both, and the two
faithful thrive on secrets, it would not do for a Sharran working
fled the caves of the stone giants as quickly as they could. Qooql
with others to reveal his true identity and motives. The character
wandered for a few more weeks before running into an ambush
must be charismatic without being a leader, subtly shifting the
prepared by a tribe of grimlocks. Qooql used his mind blast on
party’s goals and movements to benefit his cell. He might suggest
the ambushers, but rather than killing them he granted them
an out-of-the-way destination when it’s time for the party to
“amnesty” and followed them back to their lair after charming
replenish their gear, so that he can make contact with another
all but one of the party, which he consumed after the rest had set
cell member or quietly exterminate a local devotee of Selûne.
out. The grimlocks in the lair were surprised that the mind flayer
If the party is close to discovering a Sharran cell or a Shadow
had not destroyed their comrades, and were doubly impressed that
Weave node (see page 98), the character might contrive some way
he seemed to be speaking with them as though he regarded them
to steer them in another direction. Whatever his motivations,
as something other than slaves. It did not take long for Qooql to
a Sharran in a party of nonbelievers lives a life of lies, trickery,
turn this favorable attitude to his advantage, and the grimlock
and deception.
tribe soon became his servants.
The next group to come under his sway was the Ironhand
The Unworthy of clan of shield dwarves, who lived in a settlement built partly
upon and partly underneath the mountains. The dwarves proved
Ilsensine quite resistant to Qooql’s charm power at first, and their reaction
almost led to a war between them and Qooql’s grimlock servants.
This relatively new cult worships the illithid goddess Ilsensine
The mind flayer eventually wore them down and had the entire
and is directed in that worship by an outcast mind flayer cleric
clan charmed. He convinced the dwarves that he was not evil,
named Qooql (see page 116 for statistics and other details). The
and that he had come to the surface in order to seek redemption
cult resides in a series of winding caverns beneath the Giant Run
from a world that had turned its back on him.
Mountains, south of Trader’s Road along the Dragon Coast.
Now, Qooql has the dwarves working under the assumption
The cult is made up of Qooql, his stone giant cohort, a tribe of
that they are building an army strong enough to drive the Dod-
grimlocks that have come to revere him, and a clan of shield
kong from the mountains and rid the region of giants forever. The
dwarves who have been charmed for so long they now believe
dwarves, naturally inclined to be sympathetic toward that goal,
that Qooql is their only hope in the world.
have allowed themselves to be turned into Qooql’s servants. They
The shield dwarves act as emissaries to the outside world,
now act as his eyes and ears in the world above, often traveling
often traveling to nearby cities to pick up information, gather
to cities as far away as Iriaebor and Westgate for information
supplies, and spread rumors that benefit Qooql and the cult. The
and supplies.
grimlocks, on the other hand, are Qooql’s muscle. They protect
the cult’s caverns from incursions from the Underdark, as well as
the occasional adventuring band or curious interloper from above. Areas of Influence
Although Qooql has just in the past few months consolidated
The Unworthy of Ilsensine works out of an ever-expanding
his power and finalized control over these two groups, the mind
network of caverns and tunnels in the northern part of the
flayer already has big plans for the surrounding region.
Giant Run Mountains. Qooql has not attempted to expand his
Qooql first made his way toward the surface from the mind
network beyond this secret, easily defended position, for fear of
flayer city of Oryndoll, where he had made a pilgrimage to seek
bringing unwanted attention to his work. The shield dwarf clan
out the wisdom handed down by the avatars of Ilsensine, who
has suffered some attrition in its numbers, but the grimlock tribe
had twice made an appearance in that city. For reasons known
has nearly doubled in size under the supervision and control of
only to it, the city’s elder brain rejected Qooql, and he was not
the mind flayer. Even though the Dodkong sometimes sends
allowed to enter the city. Believing this to be a test, the mind
forces underground to root out his enemies, Qooql is content to
flayer lurked at the edges of Oryndoll for weeks. Finally he made
live there until he can make a serious play for control of one of
another attempt to enter, only to be repelled by a force of thralls.
the cities on the surface.
Unable enter the city and suspecting an alliance of false priests
To this end, Qooql has his eyes set on Westgate, and is firmly
was arrayed against him, he turned away from the city and headed
entrenched in the politics of the city—at least the part of it that
toward the surface, where he encountered a band of stone giants
lies outside the purview of the Night Masks. He sends dwarf
from the village of Cairnheim.
emissaries (rogues would be a better term) to the city to make
He successfully charmed the leader of the band and asked for
overtures and bribes, to search for weaknesses in the city’s power
an audience with his chieftain, whom Qooql also thought he could
structure, and to gain contacts and allies that could benefit him
manipulate. The chieftain, however, turned out to be a crafty

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EVIL ORGANIZATIONS

when the time comes to make his move. He has also


recently become interested in Iriaebor, although he
has no real plans for the city at the moment.

REGIONS
Qooql is fairly contained in his cavern home beneath
the Giant Run Mountains, but he sends more and
more agents out with each passing month, and his
list of contacts and allies is growing.
Amn: The Giant Run Mountains jut out of the
ground in this region, and the dwarves and grimlocks
found underneath these mountains might have
some experience with the customs and culture of
the Unworthy of Ilsensine.
Dragon Coast: This region holds the most inter-
est for Qooql, since its reputation and society might
allow for a mind flayer to openly rule a city within
the area. He has a fairly well-established network
of contacts there, and his knowledge of the region’s
inner workings has grown extensively in the past
few months.
The Western Heartlands: While Qooql has little
Illustration by Wayne England

influence in this region, he is almost ready to send


out feelers to the city of Iriaebor. He doesn’t want
to use his shield dwarves for this task, because he
fears too much exposure could bring nosy heroes
around, but he would not be above dominating (or
hiring, if it came to it) a group of freelancers to
give him the rundown on the city’s politics, culture,
and power elite.

Joining the Unworthy


of Ilsensine
Qooql’s recruiting efforts take place outside the
main membership of his cult, as he attempts to
establish contacts and independent agents within
the city of Westgate. He continues to assimilate
smaller groups of grimlocks into the main body of
his organization, and is planning for the long term
by controlling their breeding. He also encourages a
higher than normal reproduction rate among the
shield dwarves, often using his psionic abilities to
“encourage” pairings and speed along the courtship
process. Qooql uses gold to augment his psionics,
especially when it comes to outside recruitment.
His influence spans the Dragon Coast, including
members of several prominent families and guilds.
A band of pirates in the Dragonmere is completely
controlled by the mind flayer, although no one but
the leader is aware of the fact—and even the leader
believes their benefactor to be a powerful noble
rather than an abomination from the Underdark.
Skilled adventurers are of interest to the mind
Shield dwarves and grimlocks, proud to be among the Unworthy of Ilsensine

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EVIL ORGANIZATIONS

flayer as well, since they can travel the surface world and bring Acting within the
back information and treasure, items crucial to the success of
Qooql’s strategies.
Unworthy of Ilsensine
Grimlock and shield dwarf characters could start play as Qooql is increasingly interested in what is going on outside the
members of Qooql’s cult, or some contact with the cult could Dragon Coast, and he might put together a party of adventur-
be worked into the character’s background. Joining the cult ous individuals to seek out information for him. Such a party
after one’s career has already begun usually involves a financial might be a diverse band brought together for this purpose, or
transaction, perhaps a bribe or a payment for services rendered. an established group of adventurers ready to sell their skills to a
While Qooql is not above using his charm monster ability to powerful patron. The mind flayer might use one group to bring
gain friends, this is not the optimal way to introduce player him lore from the surrounding area, and another to seek out and
characters into his service. Adventurers who show no hesita- verify any rumors uncovered by the first party. Qooql is always
tion to commit immoral and unethical acts might come to his interested in tales of lost treasure, hidden magic, and ancient
attention if they are in the area, and he always sizes up visitors terrors that might be brought into his service.
to the dwarf enclave as possible recruits (willing or unwilling)
for his organization.
Acting Outside the
Costs and Benefits of Unworthy of Ilsensine
Qooql often sends a group of shield dwarves out to find worthy
Membership candidates to bring into his network. He has also employed a
Adventurers who join with Qooql can continue their adventuring drow named Tentraan Deil for this specific purpose, although
careers, but must bring him tributes of gold, magic, and informa- the rogue prefers to track his marks and watch them from
tion on a semiregular basis. He expects them to provide him with afar, rather than mingle with them in order to better judge
information on the areas in which he is interested, and particularly their skills. Most groups would balk at including a mind flayer’s
wants to hear about cities in the surrounding regions in which minion in their party, so discretion is often required if one
he has no contacts. Such groups are instructed to make contact wishes to serve Qooql while traveling with unaffiliated friends.
with intelligent evil creatures rather than rush in to kill them, The penalty for being revealed as a mind flayer’s tool is usually
so that Qooql might possibly recruit them into his service. This swift and harsh.
is perhaps the most dangerous task given to those who work for
the mind flayer, and has led to the deaths of many adventuring
groups at the hands of adversaries.
Zhentarim
Working with Qooql does have some benefits, however. Even The Zhentarim is a network of merchants, spies, and assassins
though he enjoys dominating friends and enemies alike, he is not backed by a large army and led by a Chosen of Bane named Fzoul
an unpredictable tyrant—so those who do his bidding can enjoy Chembryl. Also known as the Black Network, the group uses
some measure of security. They are also welcome in the caverns intimidation, treachery, and brute force to establish itself as the
in which he makes his home, which could serve as a safe place foremost mercantile power in every area where it is a significant
to launch adventures from, as well as a haven for allies of Qooql presence. Although its tactics are questionable, the Zhentarim
who are on the run from powerful enemies. Although Qooql has established itself as an integral part of the economy across
disapproves of good-aligned creatures being led toward his caverns much of the Moonsea region. The Zhents’ influence does not
by disciples who are not careful about hiding their trail, this turn stop there, however; they have established strong bases in and
of events would be preferable to having those operatives taken around the desert of Anauroch and the Lake of Steam. They
prisoner and perhaps being forced to give away his plans. also have agents across the North and the Unapproachable
The shield dwarves have a variety of mundane goods that are East who work tirelessly to turn those regions into bastions of
available to Qooql’s minions at discounted prices (a 5% discount is Zhentarim influence.
standard, and Diplomacy checks to reduce the cost even more are The Zhents are a normal part of life in the Moonsea, as ac-
made with a +2 bonus). Small amounts of food and basic lodging cepted there as any other mercantile group would be in another
might be available for free whenever allies of Qooql are staying region of Faerûn. Of course, their methods and tactics are well
in his underground haven. When travel through the Underdark known, but they are also fair traders who bring a lot of foreign gold
is necessary, Qooql offers a grimlock guide to help make the trip and goods within reach of those in the region who can afford them.
easier (and to keep an eye out for traitors who might sell him Along the Sword Coast, the Zhentarim is seen as a faraway enemy
out to other mind flayers, or to The Dodkong). Finally, Qooql that uses blackmail, extortion, and intimidation to get whatever
himself is a repository of lore, both about the Underdark as well it wants. Those who travel under the Zhent banner in Waterdeep
as about matters of religion and the arcane, and he will gladly or Baldur’s Gate are likely to raise a few eyebrows and close a few
act as a sage and advisor to those under his sway who ask for doors, but few citizens in those cities feel overtly threatened by
such aid. the Black Network. The Lords’ Alliance in the North and the

92
EVIL ORGANIZATIONS

merchant princes of Amn know better, however, and both groups if they will soon march on Melvaunt or Hillsfar in an attempt
do all they can to stop the expansion of Zhentarim power and to solidify their control of the region.
interests wherever and whenever they can. The North and the Silver Marches: The Zhents’ infiltration of
these regions, outside of their obvious occupation of Llorkh, has
been more insidious than in other locations. Retired Zhentarim
Areas of Influence soldiers have settled in the region, claiming that they have broken
Because of recent upheavals in the organization as well as the ties with the Black Network and now desire a faraway location
appearance of new threats such as the Shadovar, the Zhents to live out the rest of their lives. The Lords’ Alliance and the
have refocused their efforts on dominating the Moonsea region. people of the regions are skeptical of these claims, however.
They are gathering their forces at both Zhentil Keep and the Thesk: The Black Network is only just now starting to gain
Citadel of the Raven, which is making Hillsfar and Melvaunt a foothold here, but the Theskans still view the orcs, as well as
very nervous. While there has been no overtly aggressive sign their perceived Zhentarim masters, with well-founded mistrust
from either fortress, everyone in the region is beginning to feel and fear.
the weight of Fzoul’s stare.
The city of Mintar on the northwestern shore of the Lake
of Steam is the most likely place for such an expansion, since
Joining the Zhentarim
it is ruled by an army of Banites under the control of Fzoul’s The Zhentarim has slowed its recruiting efforts in recent months
ally, Teldorn Darkhope. This region, with its many independent to focus on reconsolidating it power in the Moonsea region. The
cities and ruthless tyrants, has been dubbed by some to be the Zhents are still working behind the scenes to regain the loyalty of
Moonsea of the South, and soon the Black Network might lend the orc horde in Thesk, and they would like to expand their trade
even more credibility to this nickname. network into the Lake of Steam region to take better advantage
Thesk is another area ripe for Zhentarim expansion, thanks of the incredible opportunities in Calimshan and Amn.
to the massive orc army that the Zhents left in the region after The group is always on the lookout for valuable new recruits.
the war against the Tuigan Horde. The orcs have become a part In areas where its soldiers and caravans are common sites—the
of the Theskan landscape, however, and their loyalty to the Black Moonsea, Anauroch, and parts of the North—the Zhentarim
Network has waned. Fzoul has sent increasing numbers of emis- openly recruit new soldiers from the local population. The Zhents
saries of late to attempt to regain control over the orcs, but so prefer those with some experience, but young recruits are often
far he has succeeded only in reaching tenuous agreements that used to make the arduous journey across the desert from Llorkh
quickly fall apart. Rumors have been circulating that Fzoul has to Dagger Falls and back.
brought in Manxam the beholder to aid in the orcs’ recruitment, Joining the Black Network is a simple matter—one simply
and some of Fzoul’s most trusted assassins and enforcers have finds a Zhentarim outpost or force and states his intentions. The
been called away to the east as well. character is then directed to a local lieutenant, who questions the
prospective recruit in order to gauge his loyalty, talents, and fitness.
REGIONS Those suited to serve as common soldiers are either placed into
The following regions have a significant Zhentarim presence, or whatever unit they happen to approach, or are sent to units in need
have attracted the attention of Zhent agents and recruiters as of reinforcement. Those who show evidence of more specialized
possible locations for expanding the group’s influence: talents are considered more carefully. Mages and clerics, both
Anauroch: Until the City of Shade reappeared over the desert among the most valuable and dangerous recruits the Black Network
sands, the Zhents were the most influential group in the desert. takes in, are often sent to Zhentil Keep so the priests of Bane can
They still control trade through the middle of the desert along further investigate their loyalty. Rogues, druids, and rangers are
the Black Road, and the Zhentarim can be found everywhere most often allowed to act independently in the interest of the
along its winding path. organization, since their talents and proclivities do not mesh well
The Lake of Steam: The Banite stronghold of Mintar is with the structured nature of the Zhentarim military forces.
very friendly to the Black Network, which has begun installing If a character wishes to join the organization but is already
its representatives through the church hierarchy that rules the occupied on a quest of his own, he might still be considered.
city. The Zhents are slowly becoming a part of the Mintaran The Zhentarim use such adventurer-recruits to keep abreast of
landscape, and it is more and more common nowadays to find information not readily available to the organization through
soldiers flying the banner of the Zhentarim alongside that of the its trading network and local contacts. The truth behind legends,
army of Bane that occupies the city. news of activity in ruins and other abandoned sites, and the loca-
The Moonsea: This region is the Zhents’ home base, and their tions of magic artifacts and deposits of natural resources are all
numbers and influence here are greater than in any other part valuable pieces of information that the Black Network can use.
of Faerûn. The local population values the trade and military Those who report such findings back to the leadership can expect
might that the masters of Zhentil Keep bring to the region. The to be rewarded, while those who withhold such information can
growth of the Zhentarim armies has the common folk wondering expect to be severely punished if they are found out.

93
EVIL ORGANIZATIONS

Costs and Benefits procured from the Black Network carries a standard discount of
5%, and Diplomacy checks made by a Zhent character to lower
of Membership the price of magic items or special equipment gain a +2 bonus.
The Zhentarim require active service from all their members,
and complete respect of the authority of those above a character
in the chain of command. That said, even low-level characters
Acting within the Zhentarim
who wish to join the Zhentarim will not necessarily be pressed A group of adventurers might be put together by the Zhentarim
into caravan duty or other such mundane tasks. As long as they in order to further the organization’s goals in nontraditional
continue to provide the Black Network with information about ways. The group might be tasked with rooting out priests loyal
the region in which they are active, new members are free to to Cyricist in the Moonsea region, or beating the Harpers to a
explore and adventure in pursuit of their own goals (assuming rumored artifact or portal. Such groups would be well supported
they are not at cross-purposes with the organization). There is with gold, magic items, and the aid of friendly contacts in the
no real prerequisite for joining, other than a willingness to follow area in which they are operating. Individual Zhentarim might
orders—which usually entails committing evil acts. be paired up with compatible party members from within the
Membership in the organization has many benefits. A Zhent ranks to form these independent adventuring bands, or an entire
is automatically under the protection of the entire network, and group of adventurers might be lured into the fold by promises
should be able to call for aid if he is under attack or the interests of treasure and authority.
of the group are in jeopardy. Treachery among the ranks is rare,
because loyalty is a key component of the Zhentarim philosophy.
A Zhentarim PC can hire allied henchmen and hirelings at a
Acting Outside the Zhentarim
10% discount from the standard rates (including hazard pay), Being a member of the Zhentarim does not make a character
and the character gains a +4 bonus on Diplomacy checks made to unacceptable in an adventuring party—in fact, the member’s

Illustration by Marc Sasso


influence a hireling’s attitude. A character with the Leadership easier access to high-quality weapons, magic items, and special
feat gains a +2 bonus on his Leadership score for the purpose of equipment could be seen as a great benefit. While the entire
recruiting cohorts and followers if he draws solely from a pool party cannot abuse the Zhentarim’s privileges, he can still bring
made up of Zhentarim forces or loyalists. items into the group that might not normally be available. In
Zhentarim PCs can also requisition equipment at discounted the Moonsea and along the Black Road, Zhents are considered
rates if they are within Zhent-controlled territory or a part of everyday life, and thus an independent agent of the
are dealing with affiliated merchants or caravans. In Black Network might even be welcome in a party that is not
such a case, mundane equipment composed entirely of evil characters.

A Zhentarim wizard mounted on a griffon swoops down on a caravan

94
M agic and the energy of the planes flow
freely throughout the world of Toril.
Archmages wield unthinkable powers,
and priests of dark gods perform rituals to
concentrate evil in their unholy shrines. The
direct effects of such power being directed by mortals are obvi-
ous to all—but there are more subtle consequences as well. In Many node locations are already known, especially among
the labyrinth of darkness and stone beneath the surface of the those who travel in evil circles, and others have yet to be dis-
world, such energies pool to create earth nodes, where powerful covered. Nodes manifest themselves in different ways, from a
magic is trapped in the stone itself. This power waits to be constant shadowy aura to an area of stale air that seems to assault
tapped by those sensitive to its presence, but other concentrated the lungs of nonevil creatures that come near. Several example
sources of power exist as well. nodes and their locations are given below, although many more
Nodes of pure evil dot the landscape where acts of unspeak- exist across and underneath Faerûn.
able immorality have taken place. Likewise, the newly formed
Shadow Weave has minor imperfections that cause its energy
to leak onto the Material Plane and infuse the surrounding
Detecting an Evil Node
environment with its corrupt arcane nature. Shrines to evil The boundaries of an evil node are not visible to the naked
deities are imbued with the essence of faith itself, translating eye unless the node itself manifests some visible effect. An evil
into boons for those who follow the god and corruption for node can be detected, however; any creature that comes within
those who do not. Finally, an insidious form of corruption can 30 feet of the outermost layer of an evil node can make a DC
be found where elder evils tread. These beings of pure evil leave 20 Intelligence check, or a DC 20 Spellcraft check if it has the
behind traces of their power that can corrupt for generations appropriate Node Spellcasting feat. Evil creatures gain a +2 bonus
those born in the area. on this check. A successful check of either sort reveals the source
and direction of a concentration of evil power. Characters with
Evil Nodes the appropriate Node Spellcasting feat recognize this power as
an evil node, though they cannot determine its extent, shape, or
Certain concentrations of evil energy radiate like a beacon to class without physically mapping it.
magic-wielding creatures in the area. The power is not visible The shape of an evil node is not determined by the surround-
to the naked eye, but can be detected by those with the ap- ing geography. It might extend for some ways underground, into
propriate knowledge and sensitivity. Evil spellcasters pay dearly the side of a mountain, or through the waters of a river or lake.
for knowledge of the location of evil nodes, which increase In some cases, most of an evil node might be hidden by such
the effectiveness of their spells and allow them to call forth a feature, allowing creatures of an appropriate sort to take it
powers above and beyond their normal ability. Evil outsiders over without much disturbance. Evil spellcasters often excavate
and intelligent undead that can cast spells also lair around such areas for their lairs, extending a tower into the air and a
evil nodes whenever possible—and often fight each other for dungeon underground in order to fully benefit from the node’s
control of such an area. area of influence.

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EVIL PLACES

Evil Node Class and Size Evil Node Powers


The power of an evil node is determined by its class, a number An evil node’s class and the values of its various layers have
that normally falls between 1 and 5. The higher the number, the implications regarding the powers it provides. Except for the
more powerful the evil node. Weak evil nodes are more common bonus the node grants to effective caster level (see below), these
than strong ones. The majority of evil nodes are Class 1 or 2; powers are available only to a character with the appropriate Node
only a few Class 3, 4, and 5 nodes have been discovered. Evil Spellcasting feat. A character must be aware of an evil node in
nodes more powerful than Class 5 have not been found, although order to use any of its powers.
theoretically they could exist. Bonus to Effective Caster Level: Any evil spellcaster (or evil
Evil nodes of Class 2 or higher diminish in strength as they creature with spell-like abilities) can take advantage of this basic
radiate out from the core. The intensity of a powerful node is feature of an evil node. An evil spellcaster standing within an
measured in layers; a node has as many layers as its class. Thus, evil node layer can attempt to add its class to the effective caster
a Class 2 evil node has two layers, while a Class 5 evil node has level of any spell he casts. To succeed, he must make a successful
five. The innermost shell has the highest rating, equal to that of Intelligence check (DC equal to node’s base DC + spell level)
the entire node. Each layer beyond the first has a class rating 1 while casting the spell. (Making this attempt does not change
point lower than the layer it surrounds. For example, in a Class the spell’s casting time.) If the check fails, the spell is simply
3 node, the innermost Class 3 area is encased in a Class 2 layer, cast at the character’s normal caster level. If the check succeeds,
which is surrounded by a Class 1 layer.. the spellcaster adds the layer’s class to his caster level for that
The size of an evil node is linked to its class, as shown on spell. A character with the appropriate Node Spellcasting feat
Table 5–1. can attempt a Spellcraft check instead of an Intelligence check,
against the same DC, for this purpose.
A spellcaster can choose to use less of a node’s power than is
TABLE 5–1: EVIL NODES available in order to lower the DC for the check. For example,
Class Node DC Layer Width Node Diameter a spellcaster might elect to add only two levels to his effective
1 10 5 to 30 feet 10 to 60 feet caster level in the center of a Class 4 node, thereby lowering the
2 15 10 to 40 feet 40 to 160 feet DC from 25 + spell level to 15 + spell level.
3 20 20 to 80 feet 120 to 480 feet A bonus to effective caster level has several effects on spells,
4 25 30 to 120 feet 240 to 960 feet although some forms of magic benefit more than others. All ef-
5 30 40 to 160 feet 400 to 1,600 feet fects dependent on caster level (such as caster level checks, damage
6+ 35+ 50 to 200 feet 600 to 2,400 feet dice, duration, range, and the like) are calculated according to the
new caster level. For example, if a 9th-level cleric successfully
Node DC: This value is the base DC for checks made to uses node magic to improve the caster level of a flame strike
harness the node’s power (see Evil Node Powers, below). cast in the center of a Class 4 node, the spell deals 13d6 points
Layer Width: This value describes the thickness of each of damage and has a maximum range of 230 feet because the
layer in the node. For example, a typical Class 3 node might caster has an effective caster level of 13th (9th-level cleric +
consist of three layers, each 50 feet wide. Class 4 node). The bonus to effective caster level does not allow
Node Diameter: This numerical range represents the a spellcaster to exceed a spell’s maximum damage or other fixed
overall diameter of the node, from one outermost edge of its limit (if applicable).
Class 1 shell to the exact opposite edge of the same shell. A spellcaster using an evil node in this way must make a
separate check for each spell he wants to modify.

New Node Types and Node Magic Feats


Node magic was first introduced in the Underdark supple- Spellcasting more than once, applying it to a different node
ment, with its description of earth nodes. All the node type each time. In this case, the other node magic feats must
magic feats in that book refer only to earth nodes. With the also be selected more than once to apply to different types
introduction of evil nodes and Shadow Weave nodes in this of nodes.
book, the roster of node magic feats has been expanded. Now, A character with the Node Spellcasting feat gains a +2
whenever a character chooses the Node Spellcasting feat, he bonus on his Intelligence check to detect a node of a type to
must attune himself to a specific type of node—earth, evil, which he is not attuned.
or Shadow Weave. Thereafter, any node magic feats he selects Revised node magic feats can be found in Chapter 2, begin-
apply to that type of node only. It is possible to select Node ning on page 25.

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EVIL PLACES

Granted Spells: Evil nodes are often tied to a specific theme, new creatures there. A character attempting to imprison a crea-
such as darkness or undead, and they can grant spells to evil ture instantly knows whether the node is full, although he does
spellcasters who are sensitive to their magic. Every evil node can not know what creatures are imprisoned there if he is not the
grant a number of spells equal to its class, with a maximum spell one who imprisoned them. Objects and nonintelligent creatures
level equal to its class. For example, a Class 4 evil node can grant cannot be stored in a node in this frashion.
four spells of 4th level or lower. A character with the appropriate A character who has imprisoned a creature in an evil node
Node Spellcasting feat can access any of a node’s granted spells can retrieve the creature from any evil node—not just the one
that he is high enough in level to cast normally. To make use he stored it in—by making a Spellcraft check (against the DC
of a node-granted spell, a character must stand inside the node needed to imprison the creature). Success summons the creature
and attempt a Spellcraft check (against the node’s base DC; see wherever the character designates within the area of the node.
Table 5–1). Attempting to release an imprisoned creature is a standard action
A character who prepares spells can prepare each of a node’s that provokes attacks of opportunity.
granted spells that he can cast, provided that he does so while A spellcaster other than the one who trapped the creature
within the node. No extra spell slots are granted; these spells can also attempt to retrieve it, but only within the evil node
must be prepared within the character’s normal allotment and where the creature was originally imprisoned. To retrieve a
in the appropriate spell slots. The character must succeed on a creature stored by another character, the spellcaster must make
Spellcraft check for each spell so prepared (see above). Failure a Spellcraft check (DC equal to the node’s base DC + the caster
indicates that the spellcaster cannot prepare that spell or attempt level of the character who originally imprisoned the creature).
to prepare any other node spells for 24 hours. Once prepared, a Success indicates that a trapped creature (determined at random,
node spell is treated like a normal spell prepared by the character. if more than one is imprisoned) appears at a point designated by
If the spellcaster leaves the node, he can still cast the spells he the character retrieving it.
prepared while there.
A spellcaster who does not prepare spells (such as a sorcerer)
cannot use a node-granted spell outside the node. As long as he
Mining and Modifications
remains within the node, however, he can use the node-granted As noted above, evil creatures and spellcasters might choose to
spell as if it were one of his spells known at the appropriate make their lairs within the area of an evil node. Such creatures
spell level. No extra spell slots are granted; these spells must often modify an evil node or the surrounding geography to better
be accounted for within the character’s normal allotment. The take advantage of its powers or to better defend themselves. A
caster must attempt a Spellcraft check each time he tries to use creature might build a tower or an underground fortress within
a node spell in this way; making this attempt does not change the area of a node, create a temple to an evil deity, or make
the spell’s casting time. Failure indicates that he cannot use another physical modification to the node’s space.
that spell and may not attempt to use any of the node’s spells Customization must be done by the appropriate physical
for 24 hours. means and takes the same amount of time that such a project
Imprison: A character who is attuned to evil nodes can normally takes. Ensuring that the node remains magically
imprison other creatures inside an evil node indefinitely. intact during the process requires a successful Spellcraft
Trapped creatures are not visible, may not communicate with check (DC equal to the node’s base DC + 10) by an overseeing
the outside world, and cannot affect their environment—in character with the appropriate Node Spellcasting feat when the
effect, they are in a state of suspended animation. A node can customization is complete (or after each week of an ongoing
accommodate a number of trapped creatures equal to its class, customization project). Each failed check permanently reduces
and no single creature can have more Hit Dice than three the node’s class by 1.
times the node’s class.
A character attempting to imprison a creature must attempt
a Spellcraft check (against the node’s base DC) while he and the
Example Evil Node
creature are both standing within the node. The creature must be A renegade fey’ri named Entreya lairs near this evil node, which
willing to be imprisoned, whether through charming, compulsion, spoils all of the plant life and water within its area. It can be
bribery, or agreement. Failure on the check indicates that the found on the eastern edge of the High Forest, about seventy-five
creature is not imprisoned, and the character cannot attempt miles south of the ruins of Hellgate Keep.
to imprison that creature against for 24 hours. Attempting to
imprison a creature requires a standard action that provokes HIGH FOREST EVIL NODE
attacks of opportunity. Class: 4
Imprisoned creatures disappear, dispersed within the energy Granted Spells: ray of enfeeblement, shadow sprayFRCS, ray of
of the node itself. They cannot speak or act, do not require sleep, exhaustion, enervation
food, or water, and do not age—essentially, they cease to exist. If
a node has reached its imprisonment limit, no one can imprison

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Shadow Weave Nodes Class: 3


GREAT RIFT SHADOW WEAVE NODE
As more and more of Shar’s followers manipulate the Shadow Granted Spells: silent image, scare, rage, control darkness and
Weave toward their vile ends, it has begun to leave traces of its shadow*
corrupted power across Faerûn. These pools of leaking Shadow *New spell described on page 29.
Weave magic are known as Shadow Weave nodes. Such nodes
are exceedingly rare, but for those Shadow Weave users who
know of their existence and location, they are a very powerful
Shrines
tool indeed. The gods of Toril play an active role in the day-to-day affairs
Shadow Weave nodes follow all the rules for evil nodes with of the world’s inhabitants, and are a force in their lives as much
regard to detection, utilization, class and size, and modifications, as nature, magic, life, and death. Generations upon generations
although only Shadow Weave users can benefit from a Shadow have spent amazing amounts of money and time building grand
Weave node. These nodes do not have the imprisoning ability of temples to venerate these gods, and wars have been fought in
an evil node; in addition, their powers are different from those their names. But, at its heart, all religion is local, especially
of evil nodes, as described below. for deities whose power is linked to the number and strength
Bonus to Effective Caster Level: Evocation and transmuta- of their followers. Not every town has a grand temple, and not
tion spells cannot be modified by a Shadow Weave node, nor can every crossroads inn has a cleric of the local gods (of which
spells with the light descriptor. The Spellcraft DC to increase the there are usually many). For these places, a shrine must suffice
caster level of an enchantment, illusion, or necromancy spell cast as a gathering place and focal point for their worship. A shrine
within a Shadow Weave node is reduced by 4. can be built and dedicated by a priest, or an existing structure
Granted Spells: Shadow Weave nodes almost always grant or physical feature could be recognized as a shrine because of
spells from the enchantment, illusion, and necromancy schools, its common use in ceremonies conducted by local worshipers.
as well as those with the darkness descriptor. They cannot grant However they come into being, the gods certainly recognize and
evocation or transmutation spells (except those with the darkness appreciate these shrines, and the best of them draw more than
descriptor), or those with the light descriptor. their fair share of divine attention.
Empowerment: A character with the appropriate Node Spell- A shrine occasionally serves as a conduit for a minuscule por-
casting feat can draw energy from a Shadow Weave node, making tion of a god’s power. While this transformation most often takes
him stronger, faster, and more robust. To do so, the character place at the hands of a beseeching cleric or lay priest, sometimes
must attempt a Spellcraft check (against the node’s base DC) while a deity takes the initiative to infuse an area personally. Some
standing within the node. Failure indicates that the character shrines are naturally created when a god makes a direct impact
gains no benefit and may not again attempt empowerment within on an area. Many of the known shrines of Faerûn were created
this node for 24 hours. Success grants the character a bonus to during the Time of Troubles, when the gods walked among
Strength, Dexterity, or Constitution equal to the node’s class for mortals and fought terrible battles against one another and the
a period of 1 hour. The character can choose to use the bonus continent’s denizens.
for one ability score or to distribute the bonus among any or
all of those ability scores at the time of empowerment. He can
choose not to take advantage of the node’s full strength in order
Shrine Appearance
to lower the DC of the Spellcraft check. A shrine’s location can take practically any physical form, from
For example, a Sharran priest in a Class 5 Shadow Weave node a carved stone idol, to a natural lake or cavern, to a grove of
decides to empower himself before battling a group of adventurers. sacred trees. A shrine’s form and location usually represent some
If he succeeds on his DC 30 Spellcraft check, he can distribute 5 aspect of the god’s portfolio, but need not do so. Shrines that are
points between his Strength, Dexterity, and Constitution scores. centered around an artifact or specific piece of landscape radiate
If he only wants to boost his Constitution by 2 points for some outward, but their size has no bearing on the potency of their
extra hit points, then he could do so by making a DC 15 Spellcraft effects. In fact, shrines of all sizes exist. Some are no larger than
check (a Class 2 node’s base DC). a tangle of vines that can surround a single worshiper, while
others might encompass an entire mountaintop.
Example Shadow Weave Node
Darger Ironmoot’s clan of dwarf worshipers of Shar has built its
Detecting a Shrine
underground fortress around a Shadow Weave node deep in the Since most shrines appear mundane, they can be difficult to
Great Rift. The node appears as a fractured rock that continually detect for those who do not know of their existence. Sometimes
leaks shadow up into an impenetrable darkness. they manifest minor physical effects connected to their aspect
in some way. A virgin grove dedicated to Silvanus might have

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EVIL PLACES

a sweet wind blowing through it at all times, while the air in a SHRINE NAME
cave dedicated to Bane might cause all nonbelievers to wheeze and A description of the shrine’s appearance, location, and guardians
choke. In order to recognize these signs as signifying the presence (if any) follows the name entry.
of a shrine, a character standing within it must make a successful Ritual: This section describes the ritual that grants a benefit
DC 15 Knowledge (religion) check. If the check result exceeds to followers, and spells out any skill check or ability check, time
the DC by 5 or more, he can determine the strongest facet of commitment, or sacrifice that must be made to complete the
the god’s alignment; for example, a shrine to Mask would radiate ritual. These rituals can be performed by anyone, but only those
chaos, while one dedicated to Loviatar would radiate evil. If the devoted to the god in question can receive a ritual’s benefits. All
check result exceeds the DC by 10 or more, he can determine others suffer some baleful effect for having the arrogance to
which god the shrine is dedicated to. plead to a god that they do not worship.
Ritual Benefit: A description of the benefit conferred to a
follower that successfully completes the ritual.
Shrine Powers Baleful Effect: Nonfollowers who perform the ritual or
Shrines are not just places of worship; they contain a small otherwise desecrate the shrine suffer the effects described this
seed of their god’s power, granting boons to loyal followers section. No saving throw is allowed against these effects unless
and casting curses on those not of the faith. These benefits otherwise noted. Secondary curses are often given and usually
for followers can be fleeting insights into history or matters allow a saving throw of some kind.
of the arcane, or they can be full-fledged powers that last for Additional Information: Guardian creatures, example encoun-
a day or more. Whatever the boon, it exists at the whim of the ters, and any other useful information for DMs and players can
god that provided it, which means that it can be taken away be found here.
as easily as it was granted.
The energy that radiates from a shrine is ambient—it THE VALE OF WHISPERS
becomes a part of the location itself. It cannot be used for any The supplicants of Shar value secrets above gold. Many of Shar’s
purpose other than the benefit of a god’s follower, and even then faithful spend their entire lives gathering and keeping secrets,
only the most dedicated followers gain the god’s favor. A cleric using them as currency to increase their standing within the
or paladin of the appropriate deity can gain a shrine’s benefit church and to stay in the favor of their goddess. Every secret
whenever he wishes—unless the god has decided to punish him whispered to a priest or follower of the Lady of Loss is heard
for transgressions against the faith. Followers of a deity are not by the deity as well, and she stores them all in an unholy shrine
so lucky, and must make either a DC 15 Knowledge (religion) known as the Vale of Whispers.
or Charisma check in order to gain the shrine’s benefit. Having The “vale” is actually a 100-foot-radius, dome-shaped cave
a priest lead the ritual invoking the shrine’s power provides a created by an overhang of rock at the southern end of the Gray-
+4 bonus on this check. A follower can only invoke the powers peak Mountains, just northwest of the Marsh of Chelimber. The
of a shrine once every 24 hours, regardless of the success or cave is said to be as old as Faerûn itself, and its floor and ceiling
failure of the attempt. are covered by thousands of needlelike rock formations. In the
As stated, every shrine has a ritual or other requirement evening, when the light of the setting sun streams in through the
that a follower must perform or fulfill in order to beseech his cave’s only entrance, these stony teeth give one the impression
god’s favor. These rituals vary from the sacrifice of gold and of walking into the maw of a creature of legendary evil.
jewels to blood rites to a prolonged period of prayer or medita- It is only after one walks inside that the true nature of the
tion. Priests of a god automatically know the nature of such place can be determined. All the whispered secrets of Faerûn make
rituals, but others must research them or learn them from their way here, and they bounce around the cave ceaselessly. A
an appropriate cleric. Researching the ritual for a particular hushed cacophony persists in the cave at all times as whispers echo
shrine requires a DC 25 Knowledge (religion) check or bardic off the walls and stones. No matter where one stands within the
knowledge check. cave, every minute or so a secret will reverberate to precisely his
spot, that whisper briefly becoming much louder and clearer than
the others. Otherwise he hears only the gurgle of the other secrets
Example Shrines as they flow around the room. Animals cannot stand the sound
The following shrines are well known to the clergy of their of this incessant whispering and have learned to avoid the cave. It
respective gods. A successful DC 25 bardic knowledge check, requires a successful DC 15 Diplomacy check or Handle Animal
Knowledge (local) check, or Gather Information check reveals check to coerce a familiar or animal companion (respectively) into
their location as well, although poking around too much is certain the cavern; all other animals will refuse to set foot inside.
to raise the curiosity of nearby clerics of the god in question. Occasionally the secrets seem to take form and flit like
Each shrine entry is organized in the same general format, as shadows around the room. In reality, this disturbance is a flock
described below. of ultrapowerful shadows bound by Shar to guard the Vale of

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EVIL PLACES

Whispers against faithless intruders. Anyone not of the Sharran bonus would apply to all Bluff checks made to sway the mayor.
faith (or not accompanied by a cleric or follower in good stand- If, during that period, the character used a Bluff check to feint
ing) who spends more than a few rounds inside the cavern comes in combat or bypass the mayor’s guards, the bonus would not
under immediate attack by the shadows. Fighting them is made apply.
even more difficult by the preponderance of stalagmites and Baleful Effect: Nonfollowers who attempt the ritual are
stalactites, which provide no barrier to the shadows but cause struck with a powerful curse. They suffer the effect of a bestow
major problems for corporeal creatures trying to target their curse spell that reduces their highest ability score by 6 points
attackers. Even if the shadows are slain, they reappear within for 24 hours. There is no save against this effect, and it cannot
the vale in 2d20 hours. be removed by any means short of a limited wish, wish, or
Vale of Whispers Ritual: The ritual used to invoke the miracle spell.
shrine’s power is quite simple. A supplicant must find her way Clerics of other gods who attempt the ritual, or try to cast
to the center of the chamber, where thousands of simultaneous a divine spell, or attempt to turn the shrine’s shadow guardians
whispers can be clearly heard. She must kneel here and listen to suffer even more. Not only are they hit with the above curse,
the whispers until she can discern a single secret that repeats but they must also make a Concentration check (DC 15 + spell
itself over and over again. Doing so requires a successful DC 15 level) in order to cast any spell during the next 24 hours, as Shar
Intelligence check followed by up to 1 hour of meditation. For whispers their darkest fears directly into their minds every time
every 2 points by which her check result exceeds the DC, the they attempt to draw upon their god’s power.
time necessary to discern the secret is lessened by 5 minutes. A
priest of Shar automatically succeeds at the ritual, although if Shadow Guardians (10): CR 8; Large undead (incorporeal); HD
she fails her Intelligence check she must meditate for the full 10d12; hp 65; Init +7; Spd fly 50 ft. (good); AC 15, touch 15,
hour in order to receive the ritual’s benefit. flat-footed 12; Base Atk +5; Grp —; Atk or Full Atk +8 melee
Ritual Benefit: The character gains a +20 circumstance bonus (2d4 Str, incorporeal touch); Space/Reach 10 ft./10 ft.; SA create
on all Bluff checks related to a single course of action for 24 spawn, Strength damage; SQ darkvision 60 ft., incorporeal traits,
hours. Thus, if the character was on a campaign to convince +4 turn resistance, undead traits; AL CE; SV Fort +3, Ref +6,
a town mayor that each of his staff members was corrupt, the Will +9; Str —, Dex 16, Con —, Int 6, Wis 14, Cha 15.

Vale of Whispers
Natural
Stairway

Elevated Area
W E

S Stalagmites

One Square = 5 Feet

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EVIL PLACES

Skills and Feats: Hide +11*, Listen +11, Search +7, Spot +11; or higher) as proper offerings. The creature is strapped to the
Alertness, Dodge, Flyby Attack, Improved Initiative. Claw and ripped over and over again by the ritual leader, using
Strength Damage (Su): The touch of a shadow guardian either his own claws or with a special tool made from the claws
deals 2d4 points of Strength damage to a living foe. A creature of a bear or large predatory cat. As the sacrifice’s blood flows
reduced to Strength 0 by a shadow guardian dies. This is a nega- downward, it is absorbed into the Claw and disappears. The ritual
tive energy effect. takes 2 hours to complete, and the leader must make a successful
Create Spawn (Su): Any humanoid reduced to Strength 0 by DC 20 Heal check in order to keep the victim alive while slowly
a shadow guardian becomes a shadow under the control of its draining his blood. If the ritual is properly performed, Bloody
killer within 1d4 rounds. Rock begins to bleed as if punctured in several places. The blood
Shadow guardians have a +2 racial bonus on Listen and Spot is gathered in a special container for the ritual leader to drink,
checks and a +4 racial bonus on Search checks. and that act ends the ritual.
*A shadow guardian gains a +4 racial bonus on Hide checks Ritual Benefit: Whoever drinks the blood collected from
in areas of shadowy illumination. In brightly lit areas, it takes a Bloody Rock is protected and revitalized by the elixir. Over
–4 penalty on Hide checks. the next 24 hours, if the character is injured in combat, he is
immediately targeted by a cure serious wounds spell. Taking
BLOODY ROCK damage from another source, such as a triggered trap or falling
At the northern edge of the Far Forest, where hills and crags from a great height, does not invoke the effect. The spell has
from the Nether Mountains break through the canopy, lies a a caster level of 20th, and only the ritual leader can benefit
deadly shrine to the Beastlord, Malar, where the bones of the from this effect.
unlucky are doomed to lay. The forest around the shrine is densely Baleful Effect: Any creatures other than the ritual leader that
packed with both trees and animals, and hunting is forbidden in drink the blood (including faithful followers of Malar) suffer no
the immediate area. While Malar’s followers venerate the hunting obvious ill effects, although they might detect a slight increase
of all creatures, this shrine is for the deliberate destruction of in their heartbeat. In truth, their blood thins and runs quicker
sentient creatures only. for 24 hours, causing all wounds they suffer to bleed for an ad-
Surrounded by thick clusters of tall evergreen trees, this clear- ditional 1 hit point of damage per round until such characters
ing is almost impossible to find unless the precise location and receive magical healing.
the path to it are known. The surrounding terrain is rocky and A cleric of another faith who attempts the ritual, drinks the
hilly, obscuring vision and making travel by horseback impossible. blood, or tries to channel divine energy while within the shrine
Bloody Rock is a dagger-shaped stone that juts out of the earth suffers greatly. In addition to being subject to the bleeding effect
to a height of nearly 30 feet. Every edge on the rock is jagged, described above, he must make a DC 15 Fortitude save or be hit
and any creature that attempts to climb the rock would find its with internal bleeding as his veins begin to split and burst. The
hands and feet sliced by every hold. A dozen standing stones of character immediately takes 2 points of Constitution damage,
unknown origin, placed here by the Beastlord himself according and must make another save each hour to avoid further damage
to legend, surround the rock. The final feature in the clearing is of the same sort. This condition persists until the character dies,
a curved stone called the Claw, which has a flat area on which makes three consecutive saving throws, or is the target of a heal
victims are laid as well as a sharp, upturned spike of stone where or miracle spell.
many a sacrifice has met its end. Sample Encounter (EL 10): Ritual leader (CE werewolf
Not only is hunting around the area forbidden, but the beasts druid 6), 4 acolytes (CE human druid 2), 4 guards (CE human
that roam it are considered aspects of Malar himself. The god fighter 2).
even sent a Beast of Malar into the area when it became clear
that hostile adventurers had come to destroy the shrine. All THE THUNDER ROOM
animals in a 500-foot radius around the shrine are automatically The worshipers of Bane have grown more cohesive since the
hostile to anyone not of Malar’s faith, and they are immune to god’s return and the appointment of Fzoul Chembryl as Bane’s
any magical charms and compulsions that would change this infallible mortal representative. They have begun to work more
(although they can still be calmed by successful skill checks and efficiently toward his goals, and their projects continue to become
other mundane means). Animal companions and familiars are more ambitious. In a fit of religious fervor, a Banite general in
unaffected by this, but trained animals must succeed at a DC 15 Mintar named Daren Timbide (see page 121 for statistics and
Will save or be lost to the Beastlord’s influence forever. other details) took over an old government building and built
Bloody Rock Ritual: Clerics and druids of Malar know that a a shrine to his god. He rebuilt the interior of the building to
fresh kill is one of the greatest tributes they can pay their master. resemble a gladiatorial arena he had once fought in on the Dragon
The ritual of Bloody Rock is the most direct way to offer up Coast, and he dubbed it the Thunder Room.
such a sacrifice to the Beastlord, although the shrine only accepts The Thunder Room started as nothing more than a place for
sentient beings (living creatures with an Intelligence score of 3 ritual combat, where slaves, captured monsters, and volunteers

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EVIL PLACES

from the Banite army squared off for fun and profit. The crowds should the cleric of another god attempt to cast a spell or
grew quickly, and a new level of seating was erected over the channel Bane’s divine energy, the deity shows him the folly
roof of the original building. As with all things in the city, the of his hubris. His arms fill with weakness, and his resolve in
arena quickly attracted the attention of Teldorn Darkhope, the combat crumbles. The character is so affected for 24 hours,
city’s ruler, who is also an incredibly powerful priest of Bane. He during which time all damage he causes in melee combat is
attended a three-day festival of violence and gore, even opening considered nonlethal damage.
the event with a ritual sacrifice in the god’s name. The reaction Sample Encounter (EL 11): Ritual performer (LE cleric
was immense, and Bane himself noticed this sudden upswell in of Bane 8), 1 lieutenant (LE human fighter 4), 4 soldiers (LE
the faithfulness of his followers. It did not take long for Teldorn half-orc fighter 3), 14 musicians (N human expert 3).
to requisition the use of the arena several days per month for
celebrations, invocations, and newly christened holidays. Bane THE PIT OF MANY COLORS
was pleased. During the Time of Troubles, Tiamat walked the face of Faerûn
A popular feature of the Thunder Room was the percussion alongside most of the other gods. She took advantage of the op-
show that opened each event. Heavy-sounding drums pounded out portunity to slay Gilgeam, a rival power in the Untheric pantheon.
rhythms as cymbals and hollow shells told the stories of Bane’s A deep pit opened at the site where Gilgeam’s blood was spilled,
greatest triumphs as well as his resurrection. Teldorn crafted a and Tiamat quickly claimed the site as her own before Gilgeam
ritual around these rhythms that involved the severe beating could “corrupt” it and possibly use it as an avenue for resurrection.
of a cleric devoted to one of the weaker gods. The first time he She used the pit to hoard the wealth she collected while in mortal
performed the ritual, he could feel Bane’s power surging within form; once swallowed, the loot was transported safely back to her
him. Fearing that the power Bane had directed to him might realm. Today, the pit still stands in an abandoned section of the
be misdirected during one of the many fights, Teldorn directed town of Unthalass, and Tiamat’s followers and supplicants use
General Timbide to construct an underground chamber linked the pit to give the spoils of their crusade to their queen.
to the arena but well outside the area of battle. The pit is a 20-foot-wide hole in the earth shaped vaguely like a
That chamber is now complete, and has a ritual beating circle falling man. The bottom is filled with reddish-black mud that stays
as well as a stage for the fourteen percussionists it requires to soft no matter what the weather is like. Gems of various colors
beat out the stories of Bane. While everyone who lives in Mintar as well as coins of all types from every nation on the continent
knows of the Thunder Room, very few know of the secret shrine can be seen glittering atop the muddy surface, giving the pit its
to Bane built underneath the city. Those who do know of it wish common name. These objects are always present, although their
they had never found out, because they are usually the ones being composition changes from time to time. Followers of Tiamat
used in the rituals. come here to pay her tribute in the form of coins and gems,
Thunder Room Ritual: Fourteen percussionists and a cleric or which they throw into the muddy pit. The treasure immediately
follower of Bane must be assembled in the shrine beneath Mintar sinks into the pit, and what happens to it after that is a matter
in order to perform this ritual. The musicians are assembled in of theological speculation. Certainly, no one has ever attempted
their staging area, where they perform the Glorious History of to excavate the pit or dig underneath it to find what would presum-
Bane the Conqueror, a series of percussive vignettes that tells the ably be one of the largest treasure hoards in Faerûn.
story of Bane’s rise, fall, and resurrection. During the rites, which The ground on the edges of the pit is treacherous, often sliding
take just over 2 hours to complete, the performer of the ritual down into the pit and taking whoever was standing nearby with
must ceaselessly beat a prisoner in the center of the circle. While it. Despite this erosion, the pit never seems to grow any larger.
any prisoner will suffice for the ritual to take place, the prisoner Parts that slide into the mud are replaced the next time followers
must be a cleric of another faith in order for the performer to approach the pit, and even Tiamat’s clerics never know where
gain the ritual benefit. The prisoner cleric’s level of power does these mudslides might occur next. Anyone standing in the area of
not matter; even the lowliest clergyman will do. a mudslide must make a DC 15 Reflex save to avoid falling in as
Ritual Benefit: The work of beating an individual for more well. If a creature falls into the pit, the mud acts like quicksand
than two straight hours is not without its rewards. If the victim with all check DCs increased by 5 (see page 88 of the Dungeon
was a member of the clergy of some other deity, the ritual Master’s Guide). A cleric of another deity takes 2d6 points of
performer feels the strength of Bane flowing through him, unholy damage per round that he is in contact with the mud.
making him better able to strike down the enemies of the Lord Pit of Many Colors Ritual: The ritual of the pit requires
of Darkness. The character gains the ability to smite his foes the sacrifice of treasure and a personal risk by the leader of
(as the Destruction domain’s granted power, but substituting the ritual. First, an amount of coins and gems with a gold piece
character level for cleric level) a number of times per day equal value equal to 20 times the petitioner’s level must be sacrificed
to his Charisma modifier (minimum one) for a tenday. in the name of Tiamat (thrown into the pit, that is). Then the
Baleful Effect: It is hard to imagine anyone other than a petitioner must walk the entire edge of the pit while chanting
follower of Bane attempting the Thunder Room ritual, but to the Dragon Queen. Clerics of Tiamat who sacrifice enough

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EVIL PLACES

treasure and are in good standing do not have to worry about THE STING
falling into the pit, because the goddess protects them from harm. In the heart of the artistic city of Cimbar lies a secluded glade that
All others must successfully avoid three mudslides in order to holds one of the city’s most painful secrets. Priests of Loviatar,
complete the ritual. Falling into the pit is either a sign of the the Maiden of Pain, have truly found a home in this decadent and
goddess’s displeasure or the unworthiness of the ritual leader. tolerant city. Many of their rites do not even have to be hidden
In either instance, no benefit is gained and the petitioner is at from the populace at large, and those that do are easily explained
risk of drowning in the quicksand. away as underground pleasure parties. Everyone is invited to these
Ritual Benefit: A petitioner who gains the favor of the affairs, and Loviatar has gained a number of converts from this
Dragon Queen takes on the aspect of one of her children. The city of artists and free thinkers. Only a special few, however, gain
character’s physical form changes to resemble a dragon in subtle access to the holy shrine known as the Sting.
ways. This effect confers a +4 bonus on Intimidate checks for The Sting is a natural courtyard surrounded by a house used
24 hours, since the character can manifest her draconic pres- by initiates of Loviatar for purposes of their faith. The courtyard
ence. Also, once during the 24-hour period, the character can area is composed of soft earth covered completely by grass, and
unleash the breath weapon of the dragon she now resembles. various trees obscure the vision of those within. Four walkways
The form and characteristics of this breath weapon are just like made of stepping stones lead from various mansion doors to
those of a half-dragon of the appropriate type (see page 147 of the center of the courtyard, where Loviatar can be properly
the Monster Manual). worshiped. At the center stands a misshapen willow tree that has
Baleful Effect: A nonfollower of Tiamat can attempt the thick leaves and covered with thorns. This is where the faithful
ritual and succeed, although he must sacrifice twice as much make their prayers.
treasure (level × 40 gp) in order to have any chance of succeeding. The Tree of Loviatar is not alive, but it is the conduit for
Those who do not succeed are thrown into the pit as described Loviatar’s power when the ritual is properly conducted. Its leaves
above, the same fate suffered by followers who fail to please the are tough and whiplike, and the thorns can be used to cause
Dragon Queen. grievous wounds or painful stings as necessary. Should the tree
A cleric of another god who attempts the ritual, casts a spell, or worshipers come under attack, the tree will spring to life in
or channels divine energy within 20 feet of the pit catches the defense of the shrine (see below for the tree’s statistics). It attacks
attention of the Dragon Queen, who sends one of her children all nonworshipers mercilessly until it is destroyed or the shrine
(see below) to destroy the offender. The dragon does not attack is free of invaders.
while the character is in Unthalass, but waits for the offender The Sting Ritual: The ritual leader must provide seven
and those traveling with him to leave the city, at which time it objects that have been inside seven different individuals’ bodies
ambushes the group at the first opportunity. and caused them pain. These items could be weapons that were
used to puncture someone’s body, sharp barbs or caltrops that
Antasillix: Male juvenile green dragon; CR 8; Large dragon (air); were swallowed and regurgitated, or any number of other things.
HD 14d12+42; hp 133; Init +4; Spd 40 ft., swim 40 ft., fly 150 These items are placed on a special platform carved into the
ft. (poor); AC 22, touch 9, flat-footed 22; Base Atk +14; Grp +22; trunk of the Tree of Loviatar, at which time the ritual leader
Atk +17 melee (2d6+4, bite); Full Atk +17 melee (2d6+4, bite) kneels and begins to pray to Loviatar. The tree slowly begins to
and +12/+12 melee (1d8+2, 2 claws) and +12/+12 melee (1d6+2, animate—a limb shakes, a leaf jerks, a root creaks—until the
2 wings) and +12 melee (1d8+6, tail slap); Space/Reach 10 ft./5 branches are all shaking and the leaves whipping around in a
ft. (10 ft. with bite); SA breath weapon, spells; SQ blindsense 60 fury. If the goddess is pleased with the offering and prayers, the
ft., darkvision 120 ft., immunity to acid, magic sleep effects, ritual leader’s body will be stung by a hundred shallow cuts from
and paralysis, low-light vision, water breathing; AL LE; SV the thorns on the tree’s leaves; if the goddess is not pleased, the
Fort +12, Ref +9, Will +11; Str 19, Dex 10, Con 17, Int 14, Wis tree animates and attacks.
15, Cha 14. Ritual Benefit: The character becomes virtually immune to
Skills and Feats: Bluff +16, Diplomacy +16, Escape Artist pain for 24 hours, gaining damage reduction 2/— for the duration
+14, Intimidate +16, Knowledge (local) +9, Knowledge (nature) of the effect.
+9, Listen +18, Search +18, Spellcraft +16, Spot +18; Alertness, Baleful Effect: Should the ritual leader fail to please Loviatar,
Blind-Fight, Improved Initiative, Flyby Attack, Wingover. or a nonaffiliated cleric attempt to cast a spell or channel divine
Languages: Chessentan, Draconic, and Untheric. energy within the shrine, the tree animates and attacks. Clerics
Breath Weapon (Su): 40-foot cone of corrosive (acid) gas; 8d6 of Loviatar are not immune to the tree’s attacks, but the tree
acid; Reflex DC 20 half. will not kill such a character. It will attack for a few rounds to
Sorcerer Spells Known (5/4 per day, caster level 1st): 0—danc- teach the errant cleric a lesson, and then drop him to the ground,
ing lights, ghost sound, mage hand, detect magic; 1st—charm person bleeding and properly chastised.
(DC 13), shield.

103
EVIL PLACES

Tree of Loviatar: CR 14; Huge construct; HD 26d10+40; hp 2 – THE CROOKED STAIR


181; Init +0; Spd 0 ft.; AC 18, touch 8, flat-footed 18; Base Atk This staircase is partially natural and partially constructed,
+19; Grp +36; Atk +26 melee (1d8+9, thorny whip); Full Atk as any dwarf can plainly see. It is entered from area 1 by way
+26 melee (1d8+9, 8 thorny whips); Space/Reach 15 ft./15 ft.; of a great crack in the wall. The stair is only wide enough for
SA frenzy, improved grab; SQ construct traits, damage reduction one Small or Medium creature, and the steps tilt dangerously
10/good, darkvision 60 ft., fast healing 5, low-light vision, resis- towards the gaping fissure that borders the left-hand side of the
tance to cold 20, electricity 20, and fire 20, spell resistance 25; stair for most of its course. Anyone who falls into the fissure
AL NE; SV Fort +8, Ref +3, Will +3; Str 28, Dex 10, Con —, drops 100 to 150 feet, depending from what point on the stair
Int —, Wis 1, Cha 1. the fall occurs. If the imp Paxzux (see below) finds the characters
Skills and Feats: — intruding and decides to attack them, it does so on the stair. So
Frenzy (Ex): The Tree of Loviatar can fly into a frenzy, narrow and steep are the stairs that anyone engaged in battle who
striking all creatures in reach with 2d4 thorny whips. Doing misses on an attack roll must make a DC 12 Dexterity check or
so strains the tree, however, causing it to be inactive for topple into the fissure.
1 round after such an attack. It can maintain its hold on
grappled creatures during its down time, but does not deal 3 – THE BRANCHES
damage to them. In this area, the PCs must choose between numerous branching
Improved Grab (Ex): To use this ability, the Tree of Loviatar passages. Most often, passages lead to dead ends. It is possible for
must hit with a thorny whip attack. It can then attempt to start the characters to become separated or lost in this area. If the PCs
a grapple as a free action that does not provoke attacks of op- find their way to the dead end branch marked with a star on the
portunity. The tree has dozens of thorny whips, so it can grapple map, they find the skeleton of a priest of Lathander. The bones
as many creatures as it likes and still make full attacks against are draped in pitiful rags, but the hands still clutch a small iron
nongrappled opponents. box decorated with the symbol of Lathander. The box is locked
(the key can be found under the bones); it contains a potion of
other evil Sites healing and 2 vials of holy water.

Places where evil gathers attract player characters of all align- 4 – THE IMP’S LAIR (EL 5)
ments. There’s always something or someone interesting to be This cave is the lair of an imp named Paxzux. He could be the
discovered, destroyed, or redeemed. servant of a wizard related to the larger adventure, or he could
simply be a free-roaming monster who chose to settle here. He
spends most of the daylight hours here, only leaving near dusk
The Caves of Cwuvain to conduct his business, whatever that might be. If he is aware
Location: This cavern system can be used as the location of a of the PCs’ approach, Paxzux turns invisible and waits to see
great treasure, guarded by the undead spirit in area 7. The elven what they will do.
history of the spirit lends itself to a forested region such as the
Dales or the Chondalwood. Paxzux: Male imp; CR 2; Tiny outsider (evil, lawful, extraplanar);
The entrance to the cave is low and framed by the gnarled HD 3d8; hp 17; Init +3; Spd 20 ft., fly 50 ft. (perfect); AC 20,
roots of an ancient oak tree. At its mouth, the cave floor is strewn touch 20, flat-footed 17; Base Atk +3; Grp –5; Atk or Full Atk
with leaves and forest debris, and it shows the signs of recent +8 melee (1d4 plus poison, sting); SA poison, spell-like abilities;
passage, including a large black smudge on the roof—probably SQ alternate form, damage reduction 5/good or silver, darkvision
scorch marks from a torch. The slightest hint of a breeze issues 60 ft., fast healing 2, immune to poison, resistance to fire 5;
from the mouth of the cave, carrying with it a smell of earth AL LE; SV Fort +3, Ref +6, Will +4; Str 10, Dex 17, Con 10,
and the faintest whisper of a moan. Int 10, Wis 12, Cha 14.
As the PCs progress deeper into the cave, the moaning grows Skills and Feats: Diplomacy +8, Hide +17, Knowledge (the
louder until its source is reached at area 5. planes) +6, Listen +7, Move Silently +9, Search +6, Spellcraft
+6, Spot +7, Survival +1 (+3 following tracks); Dodge, Weapon
1 – THE AUDITORIUM Finesse (sting).
This first and largest chamber is wide and low-roofed (ranging Languages: Common, Infernal.
from 5 to 7 feet high), with many dark alcoves and fissures Poison (Ex): Injury, Fortitude DC 13, 1d4 Dex/2d4 Dex.
in the walls. The floor is strewn with rocky debris, which Spell-Like Abilities: At will—detect good, detect magic, invis-
reduces movement rates by one-quarter. However, a cleared ibility (self only); 1/day—suggestion (DC 15); 1/week—commune
path stretches from the entrance to area 2. Nothing else of (six questions). Caster level 6th.
interest is here. Possessions: wand of fear (17 charges).

104
EVIL PLACES

Entrance
The Caves of Cwuvain
1
2

W E

S
4
5

One Square = 10 Feet 6


7

The imp is able to polymorph at will into a goat or a raven by PCs have the standard chance of detecting a secret door here.
means of his alternate form ability. Paxzux can use his innate The secret door leads to area 6.
power of suggestion to control the actions of those he meets.
When in his lair, Paxzux always keeps his wand of fear nearby 6 – THE STREAM
to use against intruders. Under steady pressure, the wall slides back, and after a last
The south end of the chamber is piled with heavy carpets and gasp the moaning stops. Beyond the wall is a small cave, with
many large soft pillows. Bowls of silver and carved oak are filled a swift stream flowing from a fissure in one wall into a crack
with an assortment of local fruits, nuts, and breads (two silver in another. A brisk wind blows from the crack into which the
bowls worth 10 gp each). A wool blanket has been draped over stream flows. But, strangest of all, is the heavy door in the
an iron-bound chest. The chest contains 240 cp, 40 sp, and 115 opposite wall; its iron bands are carved with runes of guarding
gp, a chime of opening, and a ring of spell storing containing the and warding.
following spells—gaseous form, disintegrate, and passwall. This The stream is only 2 feet deep at its middle, but the water is
area also contains a keg of beer and a barrel of wine, along with icy cold. Careful examination of the door reveals that it is sealed
barrels and sacks of bread, dried meat, and fruit. with lead. The door is locked, but no lock is apparent. The door
One of the barrels is not what it seems—it is a mimic. The was built to lock automatically upon closing because the elves
mimic guards the imp’s treasure in exchange for food. who created it never intended it to be opened again. Therefore,
Mimic: hp 60; see Monster Manual page 186. the lock cannot be picked. It must be opened magically (using a
knock spell or a chime of opening) or not at all.
5 – THE WINDY PASSAGE
This area is the source of the ever-present moaning that fills 7 – THE TOMB OF CWUVAIN
these caverns. Along the west wall are three large cracks. A stiff Beyond the iron-bound door is the final resting place of the
breeze blows through them, producing the noise. The breeze is warrior-princess Cwuvain. The elves who defeated her sealed and
cool and somewhat moist, as is evident by the quantity of lichens hid this area so that no one could enter and unleash her spirit
and fungi growing on the walls here. upon the world.
A dwarf has the usual chance to detect that the west wall of Beyond the door, PCs can see a small sepulcherlike chamber
the passage is false and can be moved (pushed back). Otherwise, studded with large growths of shining crystals. It is like the inside

105
EVIL PLACES

of a geode, only many times larger and more magnificent. In the Description: This large round stone, about 6 feet in diameter,
center of the chamber lies the remains of a warrior, its bones appears to have been shaped by the hand of a mad craftsman. At its
still sheathed in now-rusted armor, its skull cloven by a bronze top is the impression of a hand, as though some wizard had pressed
axe turned green with verdigris. Near its outstretched hand lies his hand into the molten stone as it began to cool. The stone’s
a wooden staff strangely untouched by the ravages of time. dark surface is covered with weird angles and planes that shatter
A strange mist rises above the bones; it glows with a pale any light that falls, reflecting it back in a cacophony of color that
green light, and as the heroes watch, it begins to coalesce into dazzles the eye and befuddles the mind. A character must make a
a humanoid shape. They see the face of a beautiful elf maiden DC 20 Will save to avoid being affected by a telepathic command
take shape in the mist, but it is a face twisted with evil and an to place his hand in the impression on the top of the stone. Some-
undying hatred for all living things. Spectral hands form and one who places a hand into the impression must make
extend toward the characters on ghostly a DC 22 Fortitude save or
arms; cold fingers scrabble at the air as be affected by a strange
the thing advances, floating upon the chill cursed transformation.
air. His hand is replaced
This is the banshee of Cwuvain. She attacks with an oversized de-
as soon as she has fully formed. Evil charac- monic hand that gains
ters can attempt to bargain with her in benefits; the hand is
exchange for whatever treasure red as blood and has
she guards. long, black, clawlike
nails. The character
Cwuvain: 7th-level ghost elf benefits from the great
fighter; CR 9; Medium undead strength of the clawed

Illustration by Lucio Parrillo


(augmented humanoid, incor- hand (+2 Strength),
poreal); HD 7d12; hp 49; an additional claw at-
Init +3; Spd 30 ft., fly 30 ft. tack per round (+2 to
(perfect); AC 22, touch base attack bonus, 1d8
17, flat-footed 19, 50% damage), and the claw
miss chance corporeal is treated as an evil-
weapons; Base Atk aligned weapon for the
+7; Grp +9; Atk +10 purpose of overcoming
melee (1d6+2/19–20, damage reduction.
short sword) or +12 This greater power
ranged (1d8+3/×3, +1 comes at a price. Roll
longbow) or +7 melee 1d6 to determine the
(1d6+2, unarmed); curse of the demon
A female drow finds out about the curse of the demon claw
Full Atk +10/+5 melee claw.
(1d6+2/19–20, short sword) or +12 ranged (1d8+3/×3, +1 longbow) 1 The claw must be bathed in living blood at least once a day,
or +7 melee (1d6+2, unarmed); SA frightful moan, horrific ap- or it becomes limp and useless.
pearance, manifestation; SQ darkvision 60 ft., incorporeal traits, 2 The claw must be bathed in living blood at least once a day,
rejuvenation, +4 turn resistance, undead traits; SV Fort +5, Ref or it attacks the character using his own base attack bonus.
+5, Will +3; Str 15, Dex 16, Con —, Int 10, Wis 12, Cha 18. It continues to attack until it does damage to the character.
3 The character goes into an uncontrollable berserk fury (as a
The banshee of Cwuvain could not escape this chamber because barbarian’s rage) when in combat for more than 3 rounds,
of the spells that sealed the door. If the PCs open it, the spells are attacking friend and foe alike, and only ending when no targets
destroyed and she might escape. Her armor is rusted and beyond are visible to attack. There is no limit to the number of times
repair, as are her sword and other items. The DM can place items per day that this can happen, and the character is not fatigued
here that are important to the completion of a larger quest. by the rage.
4 In combat, the character always drops his weapon or eschews
spellcasting in favor of claw attacks.
The Curse of the Demon Claw 5 The claw attacks the character if his hit points fall to 10 or
Location: Place this stone in a temple dedicated to the worship less.
of demons, or in a place historically associated with the presence 6 Once every 24 hours, the claw separates from the character
of demons, such as Hellgate Keep. while he is asleep and acts as a crawling clawMon, attacking

106
EVIL PLACES

anyone near. For this purpose, the claw has 16 hit points and If the elemental is driven out using banishment, dismissal, or
AC 12, and it attacks with the character’s base attack bonus. similar magic, the shrine can be rebuilt normally. The stones can
If brought to 0 hit points, it vanishes, rematerializes in its also be used in another construction as long as no shrine stone
place on the character’s wrist, and drains off 16 hit points to is within 3 feet of another shrine stone. Of course, magic circle
revitalize itself. against evil will still cause those stones to move, and could result
in the damaging or destruction of the new building.
The Greenstones (EL 7)
Location: This is an ancient ruined shrine once dedicated to
Hagskull Hill
some evil god, such as Bane or Shar. It could be located anywhere, Location: This setting works best when placed at a location
from the wilderness to an urban setting, and introduced to the where the characters are emerging from the Underdark.
party as an opportunity to rebuild and rededicate the shrine, or Description: Hagskull Hill is an uneven mound of black rock
an attempt to recover and use the stones for another purpose. covered with thick patches of witchgrass. Atop the hill sits a 50-
It could simply be a unique encounter to liven up an evening, foot-high skull-shaped rock, while the hill itself rises some 100
or it could be used as a starting point for some greater mystery feet above the surrounding landscape. Anyone climbing to the
involving the greenstones. top of the hill sees a 10-foot-wide stone staircase rising to meet
Description: The description below is written as though the a crenellated platform that gives the skull the vague appearance
ruin lies in a clearing in a forest. of having a protruding stone jaw. Stone doors at the back of the
In the center of the clearing stands the ruin of a shrine—an platform lead to the interior of the skull, as do the skull’s hollow
irregular pile of square-cut greenish limestone, with many other eye sockets.
similar stones scattered around the clearing as though blown
around by a violent wind. 1 – BONE BED AND BREAKFAST
It appears that, rather than having been carried and dropped, It is difficult to tell whether this chamber is dungeon or natural
the stones were rolled or blown to their present positions. The rock, or some combination of the two. The ceiling is low, barely
green stones do not radiate magic due to a masking effect of the high enough for a dwarf to stand, with irregular pillars of rock
magic that prevents their being used to rebuild the shrine, but supporting the ceiling. All about you lie the scattered bones of
they do radiate a faint evil aura. hundreds of creatures—humans, elves, dwarves, goblins, orcs,
If anyone casts magic circle against evil within 10 feet of any ogres . . . all the humanoid races that you know, and some that
of the greenish stones, the stones will begin to slowly move away you might never have seen before. Some are old and brittle,
from the spellcaster. The square stones roll along the ground at a while others look fresh and picked clean. A broad, low opening,
speed of 1 foot. When not in the presence of protection magic, faintly lit by a dim and wavering light, appears to be the only
the stones can be picked up and moved around without anything exit from this place.
happening; they can even be stacked up to rebuild the shrine. But
at night, the stones always attempt to dismantle themselves. The Many of the bones show signs of terrible injury—crushed skulls,
shrine must be completed before it can be reconsecrated. A DC 25 hacked limb bones, shattered ribs. No treasure is here, nor any
Craft (masonry) check is necessary to rebuild the shrine within a weapons or clothing.
12-hour period. Subtract 2 from the DC for each skilled assistant
helping with the rebuilding, and subtract 1 for each unskilled 2 – HELP ME, I’VE BEEN ZOMBIEFIED
assistant. The shrine can only be rebuilt during the day. At night, The low chamber opens into a wider cavern, sloping down to an
the stones always move away from one another. uneven floor broken by pools of reeking black water that con-
Casting a desecrate spell on the stones, or making any attempt tinually bubble with foul-smelling fumes. The floor is littered
to stop them from dismantling themselves at night, causes them with bones and bodies in various states of decay. Balls of foxfire
to clump together and form a Huge earth elemental. and wispy curtains of glowing gases, ever shifting and changing,
Huge Earth Elemental: hp 152; see Monster Manual page 97. provide this chamber with its only source of illumination. A
The elemental attacks the spellcaster or the ones who are at- half-dozen openings of various sizes lead out of the room.
tempting to stop its effort to dismantle the shrine. It continues <pause until characters enter the cavern>
to attack until it is no longer being harassed, at which point it As you enter the cavern, you hear a slipping hiss, like a gasp of
falls apart. The stones begin to roll along the ground in random alarm and anger. A dozen or more creatures rise up from the
directions until each one is at least 3 feet away from any other corpses littering the floor. Shambling toward you, the zombies
shrine stone. erupt in a low chorus of moans.
Long ago, a priest of Selûne destroyed this shrine by sum-
moning an earth elemental into it and binding it there with the The zombies attack anyone who enters this chamber.
command to never allow the stones of the shrine to be rebuilt. Zombies (12): hp 16 each; see Monster Manual page 265.

107
EVIL PLACES

3 – DARK NAGA (EL 8) In addition to these items, the naga also points out a large
The passage brings you to a bowl-shaped cavern. The floor slopes pottery chime. It is black and decorated with a maddening array
down toward the chamber’s center. Numerous weapons, pieces of strange symbols. It warns the PCs not to strike the chime here,
of armor, and common items, perhaps taken from the bodies in but to take it with them, because they will need it. It tells them
the first two rooms, appear to have been carelessly piled here. nothing else about the object, but they can discover on their own
Opposite, a ramp curls up the side of the chamber to just above that it is magical. It is a chime of discord, useful for negating
the entrance. Beneath it and to your right, another passage leads the harpies’ songs (see area 5) and other magical sound-based
off into darkness. charm effects. Once the chime is struck, the harpies will leave
<pause until characters enter the cavern> the party alone.
As you enter, you hear a slithering, scraping noise. A serpentlike The dark naga will defend itself if attacked. The side cham-
creature emerges from the side exit. The weird creature’s skull ber is its lair and contains its treasure: a giant snow adder’s
is that of some kind of humanoid. Its body is covered in purple hide (300 gp), eye of the serpent gem (large amber with dark
scales, and its tail is tipped with a stinger. occlusion, 200 gp), egg of the serpent gem (large milky opal,
“Ah, I see that you have arrived,” the creature says in a grind- 500 gp), and a vial with 2 doses of giant snow adder venom
ing monotone completely devoid of emotion. “The master awaits (injected; Fortitude DC 20; freezing touch plus paralysis or
you above, but first he desires that you arm and clothe yourself 1d3 Con/1d3 Con).
from the items you find before you, if you have need.”
Dark Naga: Large aberration; CR 8; HD 9d8+18; hp 58; Init
This dark naga has been ordered to welcome the group. It attempts +2; Spd 40 ft.; AC 14, touch 11, flat-footed 12; Base Atk +6; Grp
to answer their questions, but it will say nothing of how they +12; Atk +7 melee (2d4 plus poison, sting); Full Atk +7 melee
arrived here or who “the master” is, saying only that “All will (2d4 plus poison, sting) and +2 melee (1d4+1, bite); SA poison,
be revealed in time” or “It is for the master to say, not I.” As for spells; SQ darkvision 60 ft., detect thoughts (DC 15), guarded
the zombies, it apologizes that it cannot be everywhere at once, thoughts, immunity to poison; AL LE; SV Fort +5, Ref +7,
but soon the group will have nothing to fear from such servants Will +8 (+10 against charms); Str 14, Dex 15, Con 14, Int 16,
of the master. The PCs can take any items they wish from the Wis 15, Cha 17.
pile of equipment. Many of the things are rusted beyond use or Skills and Feats: Bluff +9, Concentration +13, Diplomacy +7,
so old and rotten that they cannot be worn. None of the items Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive
are magical, and none are alchemical items such as sunrods or +8, Spellcraft +12, Spot +11; Alertness, Combat Casting, Dodge,
tanglefoot bags. Eschew MaterialsB, Lightning Reflexes.
In each of the following lists, the quality of items is indicated Languages: Common, Infernal.
by their order of appearance, with each group separated from Poison (Ex): Injury, Fortitude DC 16 or lapse into
the next one by a slash: items in good condition / items that nightmare-haunted sleep for 2d4 minutes. The save DC is Con-
are serviceable but needing repair / items in need of immediate stitution-based
repair. Sorcerer Spells Known (6/7/7/5 per day; caster level 7th):
Weapons: light mace, masterwork scimitar, composite short- 0—daze (DC 13), detect magic, electric joltMag (+7 ranged touch),
bow, spear / 2 daggers, 11 light crossbow bolts, quarterstaff, light, mage hand, open/close, read magic; 1st—expeditious retreat,
throwing axe, 2 short swords, longsword, battle axe, heavy pick, magic missile, shocking grasp (+7 melee touch), shield, silent image
warhammer, longbow, 13 longbow arrows, 6 shortbow arrows / (DC 14); 2nd—invisibility, scorching ray (+7 ranged touch),
bastard sword, spiked chain, morningstar, light crossbow summon undead II; 3rd—control darkness and shadow*, lightning
Armor and Shields: human-sized leather, dwarf-sized half- bolt (DC 16).
plate, heavy steel shield / elf-sized studded leather, human-sized *New spell described on page 29.
chain shirt, dwarf-sized chainmail, elf-sized breastplate, buckler,
2 light wooden shields, 2 light steel shields / human-sized 4 – THE STAR CHAMBER (EL 7)
breastplate The ramp spirals up to a passage roughly carved from solid stone.
Clothing: crested helm / 2 pairs of dwarf boots, 5 pairs of It continues upward for some distance at approximately the same
leather boots, cape, 2 cloaks, 6 wool shirts, 1 pirate shirt, kilt, 6 slope and radius, completing approximately two full turns before
trousers, iron cap, mail hood, leather hat, buccaneer’s hat, wizard’s straightening out and turning into steps. The steps lead up another
hat, 3 belts / gauntlets twenty feet or so. They are covered by a thick black patina of
Mundane Items: 2 bone scroll cases, copper scroll case / 2 ancient blood.
backpacks, 4 small belt pouches, miner’s pick, large belt pouch, The stair ends near the center of a large, star-shaped
healer’s kit, iron pot and tripod, iron pry bar, 3 oiled leather chamber, the floor of which is covered with both carved and
bags, drinking horn, 2 wineskins, goatskin waterbag, blacksmith’s painted cabalistic symbols and weird geometric patterns. The
hammer / none center of the chamber is graven with numerous overlapping

108
EVIL PLACES

Hagskull Hill
Overhang with
Stalactites
Hanging Teleporter
From it to Area 4
T
6 5
7

Teleporter
to Area 5
T

Side View

Ramp Down to Area 3

W E

S
2

3
Ramp Up 1
to Area 4

From Underdark
One Square = 10 Feet

109
EVIL PLACES

circles charred into the floor. This appears to be some kind of A whip of purple fire lashes out, striking each character across
summoning chamber; there are no other exits. the forehead or hand (1–4 hand, 5–6 forehead) leaving behind a
As you enter, a shimmering column of hazy purple light bluish welt that never heals. This welt grants the character a +2
springs into being at the room’s center. It rises from floor to bonus to Charisma when dealing with evil creatures, including
ceiling. Within it, you see a shadowy being. Though human in the rebuking or commanding of undead. It is also the shadowy
shape, the creature is utterly featureless, looking as much like a creature’s way of communicating with them, for whenever he
shadow as the ones your own bodies cast on the floor, were it not needs to speak to the group’s members, the welt will begin to
bloodred. ache and burn.
“Welcome,” it says in a voice that seems to echo from across After this, the column of light disappears. The characters can
a great distance. “I expended much of my remain- return below to question
ing energy on this plane to bring you the dark naga more,
here. I need brave ad- or they can attempt
venturers such as you, to use the teleporter.
and called upon favors To do so, they must
owed me by dark gods activate it by blowing a
and demon lords to guide note on a silver flute that they
your steps to this place. can find lying in a corner of
I hope that fate has not the star chamber (Search DC
betrayed me.” 15). After it is activated, the
teleporter delivers anyone
Allow the characters stepping on it to area 5. The
to ask some questions teleporter remains active for

Illustration by Ralph Horsley


before continuing, and 10 rounds. The PCs should
answer the questions as take the flute with them, or
needed by the adventure else they won’t be able to
you have in store for activate the teleporter from
the PCs. The shadowy the other side.
being answers all other The dark naga can instruct
questions with “You will them in how to use the tele-
learn, in time.” Use this porter. If they encounter the
section to describe the harpies and retreat, it will
quest that they are to tell them to use the chime
accomplish. of discord to negate the
If the PCs refuse to help, Danger awaits in the star chamber
harpies’ song.
a horde of shadows emerges through this
portal (the shimmering column of purple light) to attack and STAR CHAMBER SHADOW WEAVE NODE
destroy the group. Class: 5
Shadows (20): hp 19 each; see Monster Manual page 221. Granted Spells: project image, summon undead V

If the characters agree to cooperate, read the following. 5 – THE OPERA HALL (EL 9)
The following text assumes the characters have just teleported
“I see you are wise. Your task will not be easy, but the rewards from area 4.
of success are great. Time is your ally, but do not tarry, for my
power on this plane weakens daily. In a flash, you find yourself in a towering natural cavern. The
“You stand within a chamber wholly dedicated to magic. Not dome-shaped ceiling seems to collect and focus sound, for even
only can it be used to summon allies from other planes, it can also the tiniest noise generates an echo that seems to go on forever.
be used as a teleport chamber. High overhead, two large side caverns appear to be open to the
“Before you go, I will give you each a mark, so that servants outside by the dim light filtering through them. Opposite where
like my zombies will no longer harass you. But beware. Not you stand, a passage leads out of this chamber.
all the evil that once filled this forest is allied with me. You
will face danger within and without. But this should be of A few moments after the PCs appear in this room, the harpies
assistance. . . .” attack. They also will attack anyone approaching from the
outside.

110
EVIL PLACES

With a feathery rustle of wings, several creatures leap out of The Scarab Chamber (EL 16)
the caverns high above and descend toward you. These creatures
Location: Use this location to hold a clue that aids in complet-
look like evil-faced human females with the lower body, legs and
ing a larger quest. The mummies and the treasure suggest an
wings of a huge vulture. They begin to shriek a horrific song that
Egyptian motif, so the location is particularly suited to the area
dulls the mind and slows the wits.
surrounding Skuld, in Mulhorand.
Description: The passage opens out into a large circular
Harpies (5): hp 31 each; see Monster Manual page 151.
chamber. This cavern looks to have been carved from the rock,
or at least its walls have been shaped from some old cave, for
The harpies have their lairs in the two caverns high above the
its circumference is almost perfectly circular and the marks of
main part of the chamber. Their caves grant them access both
the chisel are quite plain upon the walls. Numerous niches have
to the outside and the interior of the hill. They attack anyone,
been carved into the walls; each one holds a badly decayed human
even those bearing the shadowy being’s mark, for they have no
corpse. Visitors would almost mistake this for a burial chamber,
loyalty to him. He allows the harpies to stay here because they
were it not for the strange object in the center of the room.
protect the hill and the swamp from intruders.
Beneath a glass case and resting atop a purple cushion, the
Ringing the chime of discord breaks the power of the harpies’
characters can see a gleaming golden beetle. It looks wrought
song. They know their powers are useless against its magic, and
entirely in gold and encrusted with crushed rubies and tiny black
rather than risk melee combat, they retreat to their lairs. They
pearls. It has the appearance of a beloved idol, but one dedicated
will, however, defend their lairs against all intruders, chime or
to evil.
no chime. Each cavern contains nests made out of feathers,
Once the PCs enter this chamber, they have 2 rounds to
twigs, and marsh grasses. Scattered coins totaling 1,000 sp,
explore before the mummies lying in the niches rise up and begin
plus three gems (total value 530 gp), can be found by a careful
to attack.
examination of both caverns (Search DC 20). The caves are
Mummies (20): 55 hp each; see Monster Manual
located nearly 100 feet up a nearly vertical, uneven, wet rock
page 190.
face (Climb DC 30).
The mummies attack until they are destroyed or turned.
6 – THE NO. 6 DANCE HALL Other than the golden beetle, no treasure is found in this room.
Unlike many of the other passages and rooms in this place, this
The beetle is wrought of solid gold, with a shell encrusted with
broad low hall was obviously constructed by human hands.
rubies and tiny black pearls. Beneath the shell are wings carved
Squat, square columns support the low-hanging roof overhead,
from thinly sliced pieces of a unicorn’s horn. Its base material
while the walls between the columns are carved in low relief
value is 15,000 gp. The beetle can be used as the phylactery of
depicting all sorts of evil scenes, from the burning of villages and
a lich, or it might contain some small scroll or key essential to
slaughtering of humans and elves, to the torturing of victims by
the completion of an adventure.
bestial and demonic creatures and the bloody sacrifice of prison-
To reach the beetle, its glass covering must be removed. This
ers to a variety of dark gods.
is no simple task, since lifting the glass releases the poison gas
contained within. The gas immediately disperses into the room.
This hallway leads from area 5 to area 7. Other than the decora-
Insanity Mist Vapor Trap: CR 8; mechanical; touch trigger;
tions, it is unremarkable.
repair reset; never miss; onset delay (1 round); poison (insanity
mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis; multiple
7 – FALSE TEETH targets (all targets within 5-ft. radius of the trap); Search DC
A pair of squat bronze doors open to the outside world. Beyond,
25; Disable Device DC 20.
a stone landing has been leveled out of the floor of a natural
grotto. The ceiling is thick with hanging stalactites, while outside,
a ramp of roughly hewn stones forms a crenellated wall. Stone Tomb of Queen No’Ris (EL 16)
steps lead beyond the wall down the hillside.
Location: This tomb can be placed in any swampy region or
underground lake (with modifications to the descriptions). It is
Anyone approaching this area from the outside is attacked by the
accessible by water. The setting is designed with the expectation
harpies, whose lairs overlook the staircase. Otherwise, this place
that the party includes dwarf or duergar characters.
is unremarkable except for the fact that, seen from a distance, it
Description: A large grassy mound, more than 120 feet in
gives the appearance of a snaggle-toothed grin. Combined with
diameter, rises up out of the water. Its shape is too regular to
the eyehole harpy caves above, these features give the hill its
be a natural feature. Several large gray stones ring its crown,
name—Hagskull.
some upright, some fallen and broken into pieces half hidden by

111
EVIL PLACES

the tall marsh grass. Several scars on the hillside show evidence The queen is largely dressed in rags. Her breastplate, mask
of ancient excavations. The most striking feature of the mound and helm are actually gold foil over hardened leather, but the
is a large section that has apparently collapsed and slid down leather is rotten and crumbles at a touch, leaving a worthless
into the water, exposing bare black earth and what appears to pile of dust and gold flakes. The belt is a different matter; it is
be masonry. solid gold and encrusted with uncut, polished semiprecious stones.
The characters can beach their boat in the shallow water The primitive craftsmanship speaks of its age; still, the belt is
next to the collapsed section of the barrow mound. The masonry worth 500 gp. The bracelets are also gold and of a serpent design
proves to be a stone wall and heavily corroded bronze door. The with carnelian or amethyst chips for the eyes. Each of the six
characters must clear away the mud, and then make a DC 23 bracelets is worth 100 gp. The axe is a +2 dwarven waraxe that
Strength check to open it. However, the interior of the tomb has glows when a nondrow elf comes within 180 feet of it.
a powerful antipathy spell on it that prevents any nondwarf from Eighteen large ornamental stones are embedded in the floor,
entering (Will DC 22). Those standing at the door can see the connected by etched lines that form an intricate star pattern. The
glint of gold within. An engraved stone above the door records eighteen-pointed star was the symbol of the queen and is repeated
the occupant of this tomb, Queen No’Ris; written in dwarf runes on her helm and breastplate, but it is otherwise meaningless.
below it is a curse upon all nondwarves who enter. Each stone is worth 2 gp.
Squeaking horribly on corroded hinges, the door gives way,
revealing a low circular chamber beyond. It appears that this
place has remained sealed for many centuries, but despite the
The Wizard’s Way
ages that have passed, the chamber appears remarkably clean. Location: This simple but deadly trap can be placed in a
A smooth stone floor stretches out before the characters, with wizard’s lair, either ancient or currently occupied.
only a thin layer of dust obscuring the patterns beneath. Even Description: This passage is only 6 inches tall, preventing
so, they can see here and there the gleam of a jewel embedded characters from entering it normally. To further discourage
in the stone. anyone from finding the way through this area, a greater glyph
Thirteen niches are spaced at regular intervals around the walls of warding holding a greater dispel magic spell has been placed
of the tomb—each contains some kind of tall urn, atop which sits on the floor of the passage about halfway down its length. The
the skull of a dwarf. The far end of the tomb is dominated by a dispel effect is targeted against any spells currently in effect
huge stone altar. A shriveled dwarf corpse rests atop it, dressed on the one who crosses the glyph. The intention is to negate
in the finery of a former time, with golden breastplates and any polymorph, gaseous form, or other effect used to allow the
bracelets and a jeweled belt encircling its skeletal hips. A shining individual to enter the tiny passage, thus forcing him back to
golden helm and face mask covers its head, from which spills his normal size and shape. Any creature of Small size or larger
a profusion of dirty blond curls. The corpse’s shrunken brown reverted to its normal form inside the Wizard’s Way instantly
hands still grasp an axe to its breast. takes 18d6 points of damage, with no save.
Queen No’Ris was a powerful dwarf warrior who ruled with
an iron fist long before an earthquake formed the Iceclutch WIZARD’S WAY (EL 7)
Swamp. A bitter foe of the elf nations, she led a series of brutal Clogged Pipe Trap: CR 7; spell trap; location trigger; no reset;
wars that reduced both the dwarf and elf populations of the bypass-password; spell effect (glyph of warding that triggers
region. The Queen’s spirit has long since fled, but the shadows a targeted greater dispel magic; see page 223 of the Player’s
of her former followers are cursed to guard her tomb. Anyone Handbook; caster level 11th); no attack roll required (18d6,
attempting to despoil the queen draws their ire. They swoop crush); Search DC 31; Disable Device DC 31.
out and attack, first casting darkness to extinguish any flames
or light sources.
Greater Shadows (13): hp 58 each; see Monster Manual
page 221.

Each shadow resides within an urn. The urns are otherwise


empty, except for the skulls atop them. As the shadows emerge,
they appear to pour out of the empty nostrils and eye sockets
of the skulls.

112
S o you want to run an evil campaign? Your players are
determined to take the fight to the Harpers for a change,
and you’re going to give them what they want. There
are many things to consider before doing so, however, such as the
style of your campaign, the depths of evil you and your players
are prepared to act out or encounter, and how the characters will
interact within the party and with the world at large. The following You and your players should discuss which of these acts are
section contains advice for DMs, including advice on how to pres- likely to be present in the campaign, and how obvious they will be.
ent evil in your campaign, how to keep a party of evil characters Some players are comfortable with acts such as drug use, outright
together, and the different goals and methods an evil party might murder, and fetishes as long as they are presented “offstage”; that
use that would not be part of a normal campaign. is, they happen out of the game session but affect it in some way.
Others do not mind the presentation of such acts in character
The Tone of Your Game or in the game. It is very important to determine these limits
before the campaign begins.
How evil is the game going to be? This is a question that should Another consideration is the frequency of evil in your game.
be answered by the entire gaming group, since it’s possible to If you present too much of it, it can become bland and have
cross boundaries that will make the game unpleasant for one or less of an impact on the players. After all, if every villain
more players. Even the DM might find that some of the themes has strange fetish powers and vile, fiendish cohorts, then they
explored or specific actions taken by the characters will diminish become as common as orc chieftains and pickpocketing rogues in
his enjoyment of the game. The first consideration of any new standard games. You want to be able to strike the right balance
campaign should be the enjoyment of all involved. between presenting vile acts and situations and allowing the
The best thing to do is to sit down with all the players and players to experience the regular world so that they will have
discuss the level of evil in the campaign, how far the characters some context for the truly vile things they witness. Again, this
will be allowed to go, and even specific actions or situations you is a consideration that should take into account each player’s
might or might not allow. In Book of Vile Darkness, the fol- viewpoint and desires.
lowing acts are considered evil: lying, cheating, theft, betrayal,
murder, vengeance, worshiping evil gods and demons, creating and
consorting with undead, casting evil spells, damning or harming
What the Players Want
souls, consorting with fiends, creating evil creatures, using others Players might want to play an evil campaign for a number of
for personal gain, greed, bullying innocents, bringing despair, and reasons. Some might feel constrained in their actions by playing
tempting others. Certainly many of those acts are present in a good or neutral characters, or they might want a change of
standard campaign, and even good characters could be driven pace from their normal heroic deeds. It can be fun to turn the
toward them from time to time. But the repeated, deliberate use tables on the heroes of the setting, to perhaps put a crimp in the
of many of these is the hallmark of an evil character. They are Harpers’ plans or help a tribe of orcs smash caravans en route
often the evil character’s first choice rather than his last resort, from Silverymoon to Sundabar. Scheming to dominate Faerûn
because committing an evil act can be easier and faster than has always been a part of the game—but it’s time to stop letting
acting in a moral way. the villains have all the fun!

113
ENCOUNTERS WITH EVIL

There are some warning signs and pitfalls you should try to Players who want to play evil characters in order to act out or
avoid when running an evil campaign. Players might see this as experiment with their darker curiosities can also be disruptive to
an opportunity to backstab their fellow players, stealing their the group. This ties in with the overall tone of your game, so all
treasure and generally making their lives miserable. Unless agreed of the players involved should have agreed beforehand to limit
to beforehand, the presence of one or more players with this in character behaviors and player interactions to a level acceptable
mind can be disruptive and ruin the fun for everyone else. It’s to all involved.
important to strike a balance between the naturally self-serving
nature of evil characters and the goals of the party within the
campaign. Evil works with evil all the time without falling apart
Why Run an Evil Game?
due to internal conflicts, and the characters can still act selfishly There are several reasons for both players and DMs to want an
without endangering the party or committing treachery against evil game. Putting the players in an unfamiliar role can help
the other characters. shake things up and create memorable roleplaying sessions. Evil
characters have almost as many options as good ones, but players
rarely get to use them in the game. An evil campaign allows play-
ers to play priests of Bane, assassins, and evil races such as yuan-ti,
orcs, and drow without diluting their true nature. Roleplaying
opportunities normally closed to good characters are available
in an evil campaign as well. Rather than planning an assault on
an evil necromancer’s lair, the characters might hatch a plan
to steal an artifact from the king’s treasury, interrupt an
agricultural rite that ensures a ripe harvest every year, or

Illustration by William O’Connor


counterattack a force that has driven a horde of orcs back
toward its home. These different tactical and strategic
challenges can add fun and variety to the game.
An evil campaign also opens up rare opportunities for
the DM. He can use good monsters as enemies, affording him
the opportunity to pit the PCs against gold dragons, celestials,
and paladins rather than red dragons, demons, and blackguards.
Benevolent creatures are often less active antagonists—they
don’t rampage through a village, enslave a town’s children, or
any of the other nasty things evil creatures do. Players of evil
characters can formulate their own plots, determining how to
act against normal society to further their own goals.
In addition, good-aligned NPCs provide a roleplaying
challenge to the DM—maniacal overlords and
necromantic wizards are replaced by law-abiding
paladins and good adventurers out to stop the PCs’
plots. The DM still plays nonplayer characters as
antagonists, but their demeanor and methods are
often antithetical to the normal selection of villains.

Keeping it Fun
for Everyone
All of the above advice is geared toward one
goal—keeping the game fun for the DM and the
players. It takes a bit of foresight and work to
pull off an evil game. You must decide before the
campaign how far you and the players are willing
to go in portraying evil characters. In preparing
for the game, you must look to monsters that aren’t
normally thought of as villains and figure out how
to make them into interesting antagonists, albeit

114
ENCOUNTERS WITH EVIL

sometimes good-aligned ones. Then, during the game, the DM and stand in his shadow, and the dark power granted to him by Shar
players must keep the party together even while they might be radiates like a smothering blanket. His black hair has grown
working toward selfish goals using any means possible to achieve long, but he keeps his strong jaw clean-shaven to accentuate his
them. The potential rewards are great, however—your game might sneering visage. He normally wears the black and purple robes
of his faith, and displays his holy symbol on a thick silver chain
find a freshness it has been lacking, while your players enjoy the
new challenges they face as champions of ruin. around his neck. He wears three heavy silver rings accented by
amethyst and onyx gems.
Enemies Krale has been tasked by the Lady of Loss to coordinate the
efforts of the independent Sharran cells in the Western
and Allies Heartland region. His most pressing concern is doing so
in a way that allows each to maintain its independence
“Evil is accompanied by while turning their efforts toward a
opportunity.” common goal. Exactly what that goal
—Dorzad ain Vereet is remains Krale’s secret, one he is
unlikely to share with anyone else.
Evil denizens of Toril might A few of the cell leaders know of
pursue their own dark philoso- Krale’s plan, while the rest are
phies in the shadows, or they being manipulated without their
might actively promulgate vile knowledge. Rumors of the plan
doctrines and activities. Every have begun to leak out of the
great villain needs reliable allies and empathetic or region, but with the construc-
Illustration by William O’Connor

unwitting tools to accomplish her grand plans. Great tion of the fortress over the
evil is constantly challenged and opposed. Well of Dragons, the defend-
Forces of all alignments work against what they ers of righteousness have
perceive as iniquities and injustices. Some foes focus too much on their hands
on promoting their own agendas that conflict with already to investigate
others’ evil plans. In addition, thoroughly.
good-aligned folk often work The earth genasi
to generally oppose evil or end monk, Alon, has recent-
specific manifestations such ly contacted Krale and
as slavery. pledged to aid him in his
Here, you’ll find endeavor. While Alon
characters who can be grand vil- claims to have been sent
lains or simply useful allies of the by Shar, the cleric is skep-
player characters. They make suitable tical. Krale prefers to
Damian Krale
opponents, patrons, cohorts, employers, or summon demons to aid him, and
chance encounters. he is still not certain of how Alon came to know of his plan. Still,
the monk has proven useful in defending him from unwanted
distractions, so for now he is content to use the monk until he
Damian Krale can determine what is really going on.
Damian Krale is a large man. Physically, he is an impressive
specimen, but that is not the extent of it. His deep, booming Damian Krale: Male human cleric 8/shadow adept 4/divine
voice and force of personality make it difficult to ignore his disciple of Shar 5; CR 17; Medium humanoid (evil, native); HD
commands or deny his wishes. His presence intimidates all who 13d8+4d4+51; hp 131; Init +2; Spd 30 ft.; AC 22, touch 12,

New Minor Artifact: Shadowstone


This +2 heavy mace is a Shadow Weave magic item created against the first two energy-draining attacks he suffers each
by Shar and given to Damian Krale to help him unite the day. Finally, any creature struck by the weapon must succeed
Sharran cells of the Western Heartlands. It raises the ef- on a DC 16 Fortitude save or be targeted by a blindness effect
fective caster level of any of his spells with the darkness for 1d4 rounds.
descriptor by one. It protects him, as a scarab of protection, Strong abjuration and necromancy; CL 20th; Weight 8 lb.

115
ENCOUNTERS WITH EVIL

flat-footed 20; Base Atk +11; Grp +12; Atk +14 melee (1d8+3, divination spells [K] at +1 caster level, all Knowledge skills are
Shadowstone); Full Atk +14/+9/+4 melee (1d8+3, Shadowstone); class skills).
Space/Reach 5 ft./5 ft.; SA rebuke undead 7/day (+6, 2d6+13, Possessions: Shadowstone (see sidebar), +3 chain shirt, ring of
9th); SQ darkvision 60 ft., imbue with spell ability, low-light force shield, amulet of natural armor +1, periapt of Wisdom +6,
vision, sacred defense +2, shadow defense +1, shield of shadows; pearl of power (4th), cloak of elvenkind, scroll of restoration,
AL NE; SV Fort +14, Ref +6, Will +20; Str 13, Dex 14, Con scroll of heal, 3 potions of cure serious wounds, potion of fly, potion
16, Int 15, Wis 23, Cha 19. Height 6 ft. 1 in. of neutralize poison, 20 onyx gems (100 gp each; for animate
Skills and Feats: Balance +3, Bluff +10, dead), 110 pp.
Concentration +14, Diplomacy +16, Gather
Information +6, Heal +17, Hide +9, Intimi-
date +6, Jump +2, Knowledge (arcana) +11,
Qooql
Knowledge (geography) +5, Knowledge The mind flayer known as Qooql is a
(local) +12, Knowledge (the planes) +10, weak, sickly member of his race. His
Knowledge (religion) +15, Spell- skin is a pallid pink, and his tentacles
craft +14, Survival +9; Blind-Fight, are covered with tiny, bulbous sacks
Extend Spell, Improved Turning, of tissue that sometimes burst
Initiate of Shar, Insidious Magic, open, draining pus. He wears an
Pernicious Magic, Persistent Spell, oversized coat of cloaker skin
Shadow Weave Magic, Silent Spell, that almost loses him in its folds
Spire Walking, Tenacious Magic. due to his short stature. Despite
Languages: Abyssal, Chondathan, all this, Qooql has an amazing
Draconic. facility for interacting with others.

Illustration by Thomas M. Baxa


Shield of Shadows (Su): As He has learned to read the nature
a standard action, Damian can and mood of his opponents and
surround himself with a globe of allies, and uses this information
purple-black force. This grants him the to get them to do what he wants.
effect of a shield spell and provides He has no problem turning
him concealment. He can use the people against one another, using
shield for up to 17 rounds per day. their fears and jealousies against
Typical Cleric Spells Prepared (caster them, and manipulating their
level 17th): 0—cure minor wounds (2), sympathies. Sometimes he even
detect magicK, detect poisonK, purify food and feigns weakness to elicit pity, if
drink, read magic; 1st—comprehend lan- he believes it will get him what
guagesK, divine favor, faith healingMag (2), he wants.
hide from undead, protection from goodD,E , Partly due to his sickly
remove fear, sanctuary; 2nd—aura nature and partly due to the
against flameMag, cure moderate wounds, perceived lack of respect and
darkness, death knell (DC 19), detect devotion given to Ilsensine in
thoughtsD,K (DC 19), enthrall (DC 19), the mind flayer community, Qooql
Q ooql
hold person (DC 19), silence (DC 18); 3rd—animate decided almost two years ago to leave the
dead, blacklightD, FRCS (DC 20), dispel magic (2), searing light (+14 city and move toward the surface. He reasoned that he could better
ranged touch), skull watchPG, weapon of impactMag ; 4th—air walk, serve Ilsensine by corrupting surface dwellers, and there he would
divine power, doomtideMag (DC 20), freedom of movement, lesser not have to worry about the taunts and treachery of his heathen
planar ally, sending, unholy blightD,E (DC 21); 5th—darkboltFRCS kin. He has now taken command of a tribe of grimlocks, as well
(+14 ranged touch, DC 22), monstrous regenerationMag, soul scourUna as a clan of dwarves who live in shallow caverns on the northern
(+13 melee touch, DC 22), spell resistance, summon undead VPG, edge of the Giant Run mountains (for more on the Unworthy
true seeingD,K; 6th—Azuth’s exalted triadMag, blade barrier of Ilsensine, see page 90). His ultimate goal is the subversion of
(DC 21), heal, prying eyes*, word of recall; 7th—blasphemyD, Westgate, but the undead masters who truly run the city have
ethereal jaunt, persistentFRCS shield of faith, repulsion (DC 23); proven to be an effective roadblock for his ambition.
8th—fire storm (DC 23), greater planar ally, power word blindD;
9th—foresightD,K, implosion (DC 24). Qooql: Mind flayer cleric of Ilsensine 8; CR 16; Medium aber-
D: Domain spell. Domains: Darkness (Blind-Fight bonus ration; HD 16d8; hp 81; Init +6; Spd 30 ft.; AC 20, touch 12,
feat), Evil (cast evil spells [E] at +1 caster level), Knowledge (cast flat-footed 18; Base Atk +12; Grp +13; Atk +15 melee (1d6+2, +1

116
ENCOUNTERS WITH EVIL

light mace) or +14 melee (1d4+1, tentacle) or +16 ranged (1d8+1, him toward the outlook he holds today, that dragonkind will one
masterwork light crossbow with +1 bolt); Full Atk +15/+10/+5 day rule the world.
melee (1d6+2, +1 light mace) or +14 melee (1d4+1, 4 tentacles) That dragon, Amnemis, is still with him, although she now
or +16 ranged (1d8+1, masterwork light crossbow with +1 bolt); acts as his cohort. She was his familiar for a short time once
Space/Reach 5 ft./5 ft.; SA rebuke undead 7/day (+7, 2d6+13, his powers had grown strong enough, but she soon outgrew the
8th), mind blast, psionics, improved grab, extract; SQ darkvision role. Vargo chose another black dragon as his next familiar, a
60 ft., mind flayer traits, spell resistance 33, telepathy 100 ft.; choice Amnemis is still not happy about. She taunts and abuses
AL CE; SV Fort +8, Ref +8, Will +16; Str 12, Dex 14, Con 10, her younger kin, something she gets away with only because of
Int 19, Wis 18, Cha 20. her importance in Vargo’s life.
Skills and Feats: Bluff +17, Concentration +8, Diplomacy Vargo remained independent for some time, seeking to become
+18, Gather Information +7, Heal +12, Hide +10, Intimidate more and more like his dragons through arcane research. After
+19, Knowledge (arcana) +13, Knowledge (local) +10, Knowledge the arcane alchemical process that transformed him into a
(the planes) +8, Knowledge (religion) +13, Listen +13, Move half-dragon left the lower part of his face almost skinless, the
Silently +9, Spellcraft +12, Spot +13; Combat Casting, Improved mage decided to join forces with the Cult of the Dragon (see
Initiative, Leadership, Lightning Reflexes, Persuasive, Weapon page 72) in order to take his research even farther. He knew the
Finesse. organization had lore that could help him, and his closeness to
Languages: Chondathan, Draconic, Dwarven, Giant, Infernal, dragonkind virtually assured him a high position in the group.
Undercommon. Even he was surprised at how high he would rise within only
Mind Blast (Sp): At will; Will DC 19; all creatures in a a few months of joining the cult, when he was given the task
60-ft. cone are stunned for 3d4 rounds. The save DC is Charisma- of sifting through the graveyard at the Well of Dragons and
based. assisting Naergoth in the final stages of construction of the grand
Psionics (Sp): At will—charm monster (DC 19), detect thoughts citadel. Now he has essentially taken over the project by virtue
(DC 17), levitate, plane shift, suggestion (DC 18). Effective caster of his charisma and the cult members’ fear of him. Naergoth is
level 8th. The save DCs are Charisma-based. happy to concentrate more on the defense of the citadel, leaving
Cleric Spells Prepared (caster level 8th): 0—cure minor the administrative work to this new wizard, who does not yet
wounds, detect magic, detect poison, inflict minor wounds (DC even wear the purple. Like Naergoth, Vargo is unaware that a
14), mending, read magic; 1st—commandD (DC 17), entropic mature red dragon named Arsekaslyx has been summoned to
shield, faith healingMag, hide from undead, protection from good, aid in the citadel’s defense.
sanctuary; 2nd—calm emotionsD, cure moderate wounds, owl’s
wisdom, silence (DC 16); 3rd—bestow curse (DC 17), create food Vargo Kent: Male half-dragon evoker 16; CR 18; Medium
and water, dispel magic, suggestionD (DC 19); 4th—air walk, humanoid (human); HD 16d6+48; hp 108; Init +2; Spd 30 ft.;
fearD (DC 20), freedom of movement, neutralize poison. AC 23, touch 14, flat-footed 21; Base Atk +8; Grp +12; Atk +13
D: Domain spell. Domains: CharmFRCS (+4 Cha 1/day for melee (1d6+5, +1 quarterstaff) or +13 melee (1d4+5, claw) or +11
1 minute as a free action), TyrannyFRCS (+2 on save DC for all ranged (1d8, masterwork light crossbow); Full Atk +13/+8 melee
compulsion spells). (1d6+5, +1 quarterstaff) and +8 melee (1d6+3, bite) or +13/+13
Possessions: +1 light mace, masterwork light crossbow with 20 melee (1d4+5, 2 claws) and +8 melee (1d6+3, bite) or +11 ranged
+1 bolts, masterwork light steel shield, leather armor +2, cloak (1d8, masterwork light crossbow); Space/Reach 5 ft./5 ft.; SA
of Charisma +2, helm of comprehend languages and read magic, breath weapon; SQ darkvision 60 ft., familiar benefits, immunity
107 gp. to acid, sleep, and paralysis, low-light vision, spell resistance 20;
AL CE; SV Fort +8, Ref +7, Will +14; Str 18, Dex 15, Con 16,
Int 26, Wis 13, Cha 17.
Vargo Kent Skills and Feats: Bluff +8, Concentration +19, Craft (glassmak-
Vargo Kent is a monstrous figure whose entire life has been ing) +14, Decipher Script +23, Diplomacy +5, Gather Information
devoted to dragons in general, and black dragons in particular. +5, Intimidate +11, Knowledge (arcana) +26, Knowledge (his-
When he was only 7 years old, his parents were chosen—more tory) +14, Knowledge (local) +15, Knowledge (the planes) +15,
pointedly, forced—to care for a black dragon egg that was near Knowledge (religion) +17, Listen +5, Ride +6, Spellcraft +27,
hatching. The creature that came out was fascinating to the Spot +5; Brew Potion, Craft Wondrous Item, Dragon CohortDra,
young boy, who took on the responsibility for its care and feed- Dragon Familiar, Energy Substitution, Leadership, Scribe Scroll,
ing. Despite the fact that it tried to eat him several times, and Signature Spell (Mestil’s acid breathMag), Spell Mastery (dimen-
its saliva repeatedly burned him, leaving scars all over his body, sion door, dispel magic, fly, Mestil’s acid breathMag, shatter), Spell
Vargo wanted to stay around it night and day. As Vargo grew and Thematics, Spellcasting Prodigy.
his aptitude for magic became more evident, the dragon used its Languages: Abyssal, Chondathan, Draconic, Elven, Infernal,
influence with him to shape the new mage’s philosophy. It guided Terran.

117
ENCOUNTERS WITH EVIL

Breath Weapon (Ex): 60-ft. line, once per day, damage 6d8 firebrandMag (DC 23), Lutzaen’s frequent jaunt Mag , Simbul’s
acid, Reflex DC 13 half. The save DC is Constitution-based. spell matrixPG , teleport; 6th—acid stormT, PG (DC 25), disin-
Familiar Benefits: Vargo has chosen a black dragon familiar tegrate (+10 ranged touch, DC 24), prismatic eyePG (+6 ranged
named Enixtryx. The creature’s abilities and characteristics are touch, DC 19), repulsion (DC 24), true seeing; 7th—Bigby’s
summarized below. When his familiar is within 5 feet of him, grasping handT, control undead (DC 25), forcecage, Simbul’s
Vargo gains the benefit of the Alertness feat. He also gains the synostodweomerMag, Zajimarn’s ice claw prisonMag; 8th—light-
following benefits. ning ringT, PG (DC 27), maze, polar ray (+10 ranged touch),
Empathic Link (Su): Vargo can communicate telepathically protection from spells.
with Enixtryx at a distance of up to one mile. He has the same *Vargo almost always leaves a 4th-level spell slot open in case
connection to an item or a place that Enixtryx does. he needs to scry or use another divination.
Scry on Familiar (Sp): Vargo can scry on Enixtryx once per T: Themed spells (+1 caster level). Vargo’s spell theme is black
day as if he had cast scrying. dragons, and combined with his Energy Substitution he can make
Share Spells: Vargo can have any spell he casts on himself also any energy spell appear as, and cause, acid damage. His themed
affect Enixtryx if the latter is within 5 feet at the time. Vargo spells have the following appearances, and his other spells often
can also cast a spell with a target of “You” on Enixtryx. have themed appearances as well.
Wizard Spells Prepared (base caster level 16th; pro- Acid splash: He flings acidic sweat from his brow toward the
hibited schools enchantment and illusion): 0—acid splashT, target.
detect magic, mage hand, read magic, stickUnd ; 1st—corrosive Acid storm: A swarm of black dragons crisscrosses the sky,
graspMag (+12 melee touch), expeditious retreat, feather raining acidic breath upon the area.
fall, magic missileT, shield, spirit wormMag (DC 19), unseen Beltyn’s burning blood: A draconic form appears underneath
servant; 2nd—command undead (DC 20), death armorMag, the target’s skin and writhes, causing ripples in his flesh.
Gedlee’s electric loopMag (DC 20), levitate, Melf’s acid arrowT Bigby’s grasping hand: The hand is shaped like that of a huge

Illustration by Marc Sasso


(+10 ranged touch), resist energy, shatter; 3rd—Mestil’s acid black dragon.
breathMag (DC 21), dispel magic, flashburst FRCS (DC 21), flyT, Fly: A translucent black dragon picks him up on its back.
clairaudience/clairvoyance, scintillating sphereMag (DC 21), Lightning ring: Thousands of tiny acid globules spin around
wind wall; 4th*—fire shield, ice storm, Ilyykur’s mantleUna, his body, lashing out in a spray from time to time (Vargo
polymorph, stoneskinT, Tirumael’s energy spheresMag (DC 22); uses spell thematics and energy substitution to alter this spell
5th—Beltyn’s burning bloodT, Una (DC 23), break enchantment, accordingly).

Vargo Kent

118
ENCOUNTERS WITH EVIL

Magic missile: Miniature black dragons zoom toward the fly 100 ft. (average), swim 60 ft.; AC 18, touch 12, flat-footed
target. 18; Base Atk +4; Grp –4; Atk +10 melee (1d4, bite); Full Atk
Melf’s acid arrow: An oozing black dragon clings to the +10 melee (1d4, bite), +5 melee (1d3, 2 claws); Space/Reach 2-1/2
target, dripping acid each round. ft./0 ft. (5 ft. with bite); SA breath weapon; SQ blindsense 60 ft.,
Stoneskin: His skin changes to black scales. darkvision 120 ft., deliver touch spells, empathic link, immunity
Spellbook: 0—All others except enchantment and illusion; to acid, magic sleep effects, and paralysis, improved evasion, low-
1st—alarm, burning hands, erase, mage armor, Snilloc’s snow- light vision, share spells, spell resistance 21, water breathing; AL
ballUna, Tenser’s floating disk; 2nd—Aganazzar’s scorcherFRCS, CE; SV Fort +5, Ref +4, Will +4; Str 11, Dex 10, Con 13, Int
arcane lock, Balagarn’s iron hornMag, cat’s grace, darkvision, 13, Wis 11, Cha 8.
detect thoughts, flame daggerMag, knock, locate object, scorching Skills and Feats: Hide +14, Listen +6, Move Silently +6, Search
ray, Snilloc’s snowball swarmFRCS, spectral hand, stone bones; +2, Sense Motive +2, Spot +6, Swim +14; Alertness, Improved
3rd—arcane sight, halt undead, haste, nondetection, protection Initiative.
from energy, undead lieutenantMag; 4th—animate dead, lesser Breath Weapon (Su): 30-ft. line, 2d4 acid, Reflex DC 13 half.
globe of invulnerability, Otiluke’s resilient sphere, remove curse, The save DC is Constitution-based.
wall of fire; 5th—ball lightningPG, cone of cold, permanency, Improved Evasion (Ex): No damage on successful Reflex save
sending, wall of force; 6th—acid fog, Bigby’s forceful hand, and half damage if the save fails.
cacophonic shieldMag, contingency, create undead, energy transfor-
mation fieldMag, greater dispel magic, move earth; 7th—delayed
blast fireball, ethereal jaunt, greater teleport, prismatic spray;
Chazzar Ne
8th—Bigby’s clenched fist, create greater undead, Otiluke’s Chazzar Ne grew up in the Gray Wolf tribe of Uthgardt barbar-
telekinetic sphere, skeletal guardMag, temporal stasis. ians, roaming the savage North with them and learning the
Contingency: If Vargo ever comes under the effect of a spell ways of their shamans. She witnessed the orc hordes of 1343
or ability that causes petrification or immobilization, or if he is and 1367 DR, and saw the destruction the humanoids wrought
affected by a hostile enchantment or transmutation, he casts a on the lands as they marched. They burned entire forests to the
break enchantment spell in an attempt to remove the effect. ground, destroyed or ate every animal in their path, and trampled
Permanent Spells: Vargo has had the following spells made the grasslands in mile-wide swaths. It was enough to turn her
permanent on him: comprehend languages, darkvision, magic burning hatred for all things civilized toward those that straddle
fang (both claws and bite), and see invisibility. the line between civilization and savagery. She wanted the orcs
Possessions: amulet of natural armor +2, bracers of armor +3, out of the North forever; she wanted them dead.
ring of protection +2, ring of invisibility, +1 quarterstaff, master- Her first thought was to unite the barbarian tribes under
work light crossbow, 20 masterwork bolts, gloves of Dexterity +2, one banner, hers, and lead them into the Spine of the World to
headband of intellect +4, scarab of protection (6 left), potion of bear’s strike the orcs at their heart. She worked for nearly two decades
endurance, 2 potions of cure serious wounds, potion of displacement, to do so, but her plan was a terrible failure. Not only did the
potion of mirror image, scroll with ethereal jaunt, animate dead, barbarians resist her leadership, but they also drove her into the
and nondetection, contingency statuette worth 2,000 gp, 53 pp. Night Trees, where they believed she would be taken by demons
to their fiery realm. Instead, she met a druid of immense power
Amnemis, Dragon Cohort: Female very young black dragon; CR who controled the many plant creatures that roamed that deadly
4; Small dragon (water); HD 7d12+7; hp 52; Init +0; Spd 60 ft., forest. Chazzar Ne was immediately enthralled, and saw in the
fly 100 ft. (average), swim 60 ft.; AC 17, touch 11, flat-footed druid another opportunity. If only he could be convinced that the
17; Base Atk +7; Grp +4; Atk +9 melee (1d6+1, bite); Full Atk orcs were more dangerous than humans and their cities, he could
+9 melee (1d6+1, bite), +7 melee (1d4, 2 claws); Space/Reach 5 turn his incredible control over nature toward their destruction.
ft./5 ft.; SA breath weapon; SQ blindsense 60 ft., darkvision 120 Unfortunately, he did not agree, and she was allowed to leave the
ft., immunity to acid, magic sleep effects, and paralysis, low-light forest before he turned his creatures on her.
vision, water breathing; AL CE; SV Fort +6, Ref +5, Will +5; For the past few years, Chazzar Ne has been gathering
Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8. strength once again. She created her own totem and drew fol-
Skills and Feats: Hide +8, Intimidate +7, Listen +6, Move lowers to her, foregoing any mention of her ultimate goal. She
Silently +6, Search +5, Sense Motive +6, Spot +8, Swim +15; created a stable place for them to live and provided all they
Enlarge Breath, Multiattack, Power Attack. needed. Things were going very well for the new tribe until the
Breath Weapon (Su): 40-ft. line (60-ft. if enlarged), 4d4 acid, werewolves came. Incensed that these humans had encroached
Reflex DC 14 half. The save DC is Constitution-based. upon their lands, the werewolves swiftly and fiercely brought
death to the tribe. Chazzar Ne traveled into their lands with
Enixtryx, Dragon Familiar: Male wyrmling black dragon; CR her dire wolf, Stonefang, as her only companion, and there she
3; Tiny dragon (water); HD 4d12+4; hp 34; Init +4; Spd 60 ft., met with the local leader of the People of the Black Blood. She

119
ENCOUNTERS WITH EVIL

negotiated an alliance with the lycanthropes after demonstrating greater magic fang, protection from energy, sleet storm; 4th—dispel
her considerable power, and now her tribesmen mingle with and magic, ice storm, land wombMag (DC 19), mass camouflageUnd, scrying
learn from the shapechangers in the woods. She leads them as (DC 19); 5th—animal growth (DC 20), call lightning storm (DC
a cult of the moon, and many of her tribesmen have become 20), commune with earth, stoneskin; 6th—greater dispel magic,
Black Blood cultists, channeling their fury into savage attacks stoneholdMag, transport via plants; 7th—aura of vitalityMag, fire
upon their chosen foes, the orcs of the North. storm (DC 22), heal.
Possessions: +2 hide armor, +1 heavy wooden shield, +1 flaming
Chazzar Ne: Female human druid 14; CR 14; Medium hu- scimitar, 5 masterwork javelins, amulet of mighty fists +1, ring
manoid; HD 14d8+28; hp 100; Init +4; Spd 20 ft.; AC 23, of protection +1, periapt of Wisdom +4, boots of the winterlands,
touch 15, flat-footed 19; Base Atk +10; Grp +12; Atk +13 melee cloak of elvenkind, 2 potions of cure serious wounds, potion of
(1d6+3 plus 1d6 fire/18–20, +1 flaming scimitar) or +15 ranged bull’s strength, two pieces of ivory worth 80 gp each.
(1d6+2, masterwork javelin); Full Atk +13/+8 melee (1d6+3 plus
1d6 fire/18–20, +1 flaming scimitar) or +15 ranged (1d6+2, Stonefang: Dire wolf animal companion; CR —; Large animal;
masterwork javelin); SQ animal companion (dire wolf), animal HD 10d8+30; hp 85; Init +3; Spd 50 ft.; AC 21, touch 12,
companion benefits, nature sense, resist nature’s lure, a thousand flat-footed 18; Base Atk +7; Grp +19; Atk +15 melee (1d8+12,
faces, trackless step, venom immunity, wild empathy +17 (+13 bite); Full Atk +15 melee (1d8+12, bite); Space/Reach 10 ft./5
magical beasts), wild shape 5/day (Large, plant, Tiny, 14 hours), ft.; SA trip; SQ evasion, low-light vision, scent, tricks; AL N;
woodland stride; AL CE; SV Fort +11, Ref +8, Will +14; Str SV Fort +10, Ref +10, Will +7*; Str 27, Dex 17, Con 17, Int 2,
14, Dex 18, Con 15, Int 13, Wis 21, Cha 17. Wis 12, Cha 10.
Skills and Feats: Concentration +11, Craft (glassmaking) *+4 morale bonus on saves against enchantments.
+6, Diplomacy +12, Handle Animal +11, Heal +13, Knowledge Skills and Feats: Hide +1, Listen +7, Move Silently +5, Spot
(nature) +14, Listen +15, Ride +9, Spellcraft +11, Spot +15, Sur- +7, Survival +2; Alertness, Run, Track, Weapon Focus (bite).

Illustration by Warren Mahy


vival +17 (+19 aboveground); Alertness, Brew Potion, Initiate of Trip (Ex): If Stonefang hits with a bite attack, it can attempt
Malar, Leadership, Natural Spell, Track. to trip its opponent (+12 check modifier) as a free action without
Languages: Druidic, Illuskan, Sylvan. making a touch attack or provoking attacks of opportunity. If the
Animal Companion (Ex): Chazzar Ne has a dire wolf as an attempt fails, the opponent cannot react to trip the dire wolf.
animal companion. Its abilities and characteristics are summarized Evasion (Ex): No damage on successful Reflex save.
below. Tricks: Attack, guard, hunt.
Animal Companion Benefits (Ex): Link, share spells. PH 36. Possessions: collar of natural armor +2.
Typical Druid Spells Prepared (caster level 14th): 0—create
water, cure minor wounds, detect magic, detect
poison, purify food and drink, read magic;
1st—camouflageUnd, claws of the beastPG, en-
tangle (DC 16), longstrider, speak with
animals, speed swimMag; 2nd—barkskin,
bull’s strength, cloudburstMag, easy
trailMag, heat metal, soften earth
and stone; 3rd—cure moderate
wounds, dominate
animal (DC 18),

Chazzar Ne

120
ENCOUNTERS WITH EVIL

Alon Sorcerer Spells Known (6/7/4 per day; caster level 4th):
0—daze (DC 12), detect magic, light, mage hand, mending,
Alon’s thick, muscular body gives the impression that he is made
message; 1st—enlarge person (DC 13), obscuring mist, shield;
of solid stone, and those who have been struck by his flying fists
2nd—alter self.
and feet come away with that belief as well—if they come away
Possessions: +1 nunchaku, masterwork sling with 40 +1 bullets,
at all. He keeps his long, black hair knotted into a braid and
amulet of natural armor +2, bracers of armor +3, ring of protec-
slung over the front of his shoulder. He keeps a blade lashed to
tion +2, 2 potions of cure moderate wounds,
the end of the ponytail for emergencies, although
13 gp.
he does not use his hair as a weapon. His only hint
of personality is the baggy clothing he
wears, shining golds and silvers in the Daren Timbide
style of Calishite nobles.
Daren Timbide has risen quickly
Despite his eccentricities, he is a
through the ranks of the Banite
grim assassin, serving at the behest
army stationed in Mintar. He is
of his master, the tiefling sorcerer-
classically handsome, with wild blond
monk, Erent Skall. Recently
hair that whips across his face when
Alon has been assigned to
he speaks, intense blue eyes that can
aid the Sharran priest, Damian
stare a lie out of a person, and a lithe
Krale. Krale is uniting the Sharrans of
body that does not betray his great
the Western Heartlands for a reason
strength. He loves to give speeches
Alon neither knows nor cares about.
and does so with a fervor unseen
His duty is to serve, and that is
outside the ranks of Bane’s clerics,
Illustration by Wayne England

what he is doing—for now.


some of whom secretly wonder why
he never took up the mantle himself.
Alon: Male earth genasi monk
Still, he seems more comfortable
13/sorcerer 4; CR 17; Medium outsider
preaching Bane’s edicts from the
(native); HD 13d8+4d4+51; hp 120; Init
general’s platform than from a
+2; Spd 70 ft.; AC 23, touch 18, flat-footed
temple’s stage.
20; Base Atk +11; Grp +14; Atk +15
General Timbide is a fervent
melee (1d6+4, +1 nunchaku) or +15 melee
worshiper, and spends as much time
(2d6+3, unarmed) or +15 ranged (1d4+4,
celebrating Bane in the shrine he
masterwork sling with +1 bullets); Full
built as he does practicing weapons
Atk +15/+15/+15/+10/+5 melee (1d6+4,
and inspecting troops. He converted
+1 nunchaku) or +15/+15/+15/+10/+5
Alon an old government building near the
melee (2d6+3, unarmed) or +15 ranged
center of Mintar into a gladiatorial
(1d4+4, masterwork sling with +1 bul-
arena and secret shrine to Bane
lets); Space/Reach 5 ft./5 ft.; SA greater
known as the Thunder Room. There he tortures Bane’s enemies
flurry, ki strike (magic, lawful); SQ abundant step, darkvision
to the rhythm of thunderous drums that can be heard through
60 ft., earth genasi traits, evasion, immune to poison, improved
the streets of Mintar on a quiet night. Unlike many zealots,
evasion, purity of body, slow fall 60 ft., spell resistance 23, still
Timbide is not anxious to demonstrate the might of his patron
mind, summon familiar, unarmed strike, wholeness of body; AL
and army. He has no doubt that they could defeat any army on
LE; SV Fort +11, Ref +10, Will +10; Str 17, Dex 14, Con 16,
the continent, but he is content to let them train in Mintar until
Int 10, Wis 14, Cha 14.
the time is right to strike. He knows that Bane will use him and
Skills and Feats: Balance +10, Bluff +5, Climb +7, Escape
the army he has helped create to bring a new age of terror to
Artist +8, Hide +9, Jump +11, Knowledge (arcana) +3, Listen
Faerûn and its weak gods.
+11, Move Silently +9, Spellcraft +2, Spot +11, Swim +6, Tumble
+11; Blind-Fight, Deflect Arrows, Dodge, Improved Disarm,
Daren Timbide: Male human fighter 11; CR 11; Medium
Mobility, Run, Spring Attack, Stunning Fist, Weapon Focus
humanoid; HD 11d10+33; hp 99; Init +1; Spd 20 ft.; AC 25,
(unarmed strike).
touch 12, flat-footed 24; Base Atk +11; Grp +15; Atk +17 melee
Languages: Chondathan.
(1d8+7/17–20, +1 human bane longsword) or +16 ranged (1d8+6,
Improved Evasion (Ex): No damage on successful Reflex save
+1 composite longbow with +2 arrows); Full Atk +17/+12/+7
and half damage if the save fails.
melee (1d8+7/17–20, +1 human bane longsword) or +16/+11/+6

121
ENCOUNTERS WITH EVIL

Dorzad ain Vereet, Krinth


Dorzad ain Vereet is a half-human krinth who tired of his
servitude to the Shadovar and went underground to find a way
out. Little did he know that nine months later he would be the
leader of an organized underground operation whose goal was to
smuggle krinth out of the City of Shade and into the lands below.
Dorzad is a practical realist, and, as such, has formed an alliance
with the Zhentarim, even though he suspects that some of the
krinth he smuggles out never make it to their new homes.
Dorzad is truly a jack-of-all-trades and is moderately successful
across a broad range of skills and disciplines. This made him an
especially valuable slave to the noble house he served, a servant
who could train others in the craft of bowmaking and then turn
around and shake down a debtor or negotiate a fair price for
services and goods. He was always a faithful servant in deed, but
he was frustrated at his captivity. He had many an opportunity to
trade one master for another as several shadow demons tempted
him to their service, but he remained an independent mind who
could never truly serve another.
At first he planned merely to escape, to see what lay beyond
the floating city in the lands below, but at the moment of escape,
he found that he could not bear to let his fellows remain enslaved.

Illustration by Marc Sasso


He stayed in the city and founded the underground movement
that he now runs. He travels to the surface world at least once
a month to gather information and find contacts that can help
him smuggle more of his kin to freedom.

Dorzad ain Vereet: Male krinth fighter 10/rogue 4: CR 14;


Medium humanoid (krinth); HD 10d10+4d6+42; hp 122; Init +3;
Spd 30 ft.; AC 21, touch 15, flat-footed 21; Base Atk +13; Grp +14;
Daren Timbide
Atk +19 melee (1d6+5/15–20, +2 rapier) or +17 ranged (1d6+4,
+1 composite shortbow); Full Atk +19/+14/+9 melee (1d6+5/15–20,
ranged (1d8+6, +1 composite longbow with +2 arrows); AL NE; +2 rapier) or +17/+12/+7 ranged (1d6+4, +1 composite shortbow);
SV Fort +10, Ref +6, Will +6; Str 18, Dex 12, Con 17, Int 13, Space/Reach 5 ft./5 ft.; SA sneak attack +2d6; SQ darkvision
Wis 12, Cha 18. 60 ft., evasion, krinth traits, trap sense +1, trapfinding, uncanny
Skills and Feats: Climb +7, Handle Animal +10, Intimidate dodge; AL CN; SV Fort +11, Ref +10, Will +6; Str 13, Dex 16,
+14, Jump +7, Listen +5, Ride +12, Spot +5, Swim +1; Cleave, Con 16, Int 14, Wis 13, Cha 15. Height 5 ft. 10 in.
Close-Quarters Fighting, Improved Critical (longsword), Iron Skills and Feats: Bluff +7, Climb +11, Craft (bowmaking)
Will, Leadership, Lightning Reflexes, Power Attack, Weapon +9, Diplomacy +9, Gather Information +10, Handle Animal
Focus (longbow), Weapon Focus (longsword), Weapon Specializa- +8, Hide +10, Intimidate +14, Jump +10, Knowledge (local
tion (longbow), Weapon Specialization (longsword). Shade) +7, Listen +6, Move Silently +10, Profession (guide)
Languages: Chondathan, Orc. +3, Ride +13, Search +8, Sense Motive +4, Spot +6; Dodge,
Possessions: +2 full plate, +1 heavy steel shield, ring of protec- Improved Critical (rapier), Investigator, Leadership, Mobility,
tion +1, +1 human bane longsword, +1 composite longbow (+3 Str Point Blank Shot, Weapon Finesse, Weapon Focus (rapier),
bonus) with 20 +2 arrows, greater arrow of giant slaying, potion Weapon Focus (shortbow), Weapon Specialization (rapier),
of freedom of movement, 2 potions of cure serious wounds, potion Weapon Specialization (shortbow).
of neutralize poison, 138 gp. Languages: Abyssal, Chondathan, Netherese.
Evasion (Ex): No damage on successful Reflex save.
Possessions: +2 studded leather of silent moves, +2 rapier,
masterwork buckler, +1 composite shortbow (+1 Str bonus) with
40 arrows, ring of protection +2, cloak of elvenkind, gauntlets of
ogre power, 220 gp.

122
ENCOUNTERS WITH EVIL
Illustration by Lucio Parrillo

Dorzad ain Vereet helps a frightened krinth escape into the underground

Horrsin Zespar, Extaminaar Dock Ward its home. In this way, she can gather information
about the city above without having to risk the streets herself.
Horrsin Zespar was among the first generation of extaminaar
Horrsin is short for her race, but she is extremely agile and
to be hatched, and she has grown to be its brightest star.
uses her size to squeeze through bars, portcullises, and enemies’
Her potential was measured along with all of the other
arms in order to escape danger. She has resisted getting any
young extaminaar as the leaders of House Extaminos
grafts, seeing them as a sign of weakness. She is completely
made their plans. They decided to send Horrsin to the
hairless, and her eyes are thin and
streets of Waterdeep—or, more accurately, beneath them—to
wide. She has a purple and green
begin gathering information on this jewel of the Sword
diamond pattern running from the
Illustration by Jason Engle

Coast. While Waterdeep lies far from Hlondeth, its


base of her neck down to her tailbone, and
importance in the affairs of Faerûn is undeniable.
often dresses to show off these markings.
It was there that they would lay the groundwork
for their plans.
Horrsin Zespar: Female extaminaar rogue 17:
The young extaminaar was arrogant, and
CR 17; Medium humanoid (extaminaar); HD
this was almost her undoing several times.
20d4+80; hp 133; Init +8; Spd 40 ft.; AC 26,
She has grown more canny in the
touch 21, flat-footed 26; Base Atk +12; Grp +13;
intervening years but still over-
Atk +22 melee (1d6+3 plus 1d6 electricity/15–20,
extends herself on a regular basis.
+2 shocking burst rapier) or +21 ranged (1d4+2,
Despite this flaw, she has survived,
+1 dagger); Full Atk +22/+17/+12 melee (1d6+2
and even thrived, in her lair deep
plus 1d6 electricity/15–20, +2 shocking burst
within Waterdeep’s sewers. She has
rapier) or +21/+16/+11 ranged (1d4+1, +1 dagger);
gathered a tribe of kobolds to her,
Space/Reach 5 ft./5 ft.; SA sneak attack +9d6; SQ
and has trained them in several of
defensive roll, improved evasion, improved uncanny
the rogue’s arts, and even keeps
dodge, low-light vision, slippery mind, spell-like abilities,
a mated pair of trolls in the
trapfinding, trap sense +5, extaminaar traits; AL NE;
caverns for greater defense. In
SV Fort +8, Ref +20, Will +7; Str 13, Dex 26,
addition, she claims control over
Con 13, Int 14, Wis 11, Cha 18.
a band of outlaws that makes the Horrsin Zespar

123
ENCOUNTERS WITH EVIL

Skills and Feats: Balance +12, Bluff +19, Diplomacy +17, jaws when he gets excited or is about to enter combat. He loves
Disable Device +9, Disguise +16, Escape Artist +18, Forgery to wade through opponents with his axes whirling, and uses a
+12, Gather Information +18, Hide +19, Intimidate +13, Jump normal-size greataxe so he can wield it even while climbing. For
+13, Knowledge (local Waterdeep) +14, Listen +10, Move Silently a draegloth, Leargath is quite a social creature, and he has even
+19, Open Lock +16, Search +11, Sense Motive +12, Spot +11, been known to tell a joke on rare occasion.
Swim +10, Tumble +20, Use Magic Device +24; Cosmopolitan,
Dodge, Improved Critical (rapier), Point Blank Shot, Quick Draw, Leargath: Male draegloth ranger 8/cavelordUnd 2: CR 15; Large
Weapon Finesse. outsider (native); HD 6d10+8d8+2d10+48; hp 135; Init +4;
Languages: Chondathan, Draconic, Turmic, Yuan-ti. Spd 30 ft.; AC 26, touch 14, flat-footed 22; Base Atk +16; Grp
Improved Evasion (Ex): No damage +26; Atk +23 melee (1d12+8/×3, +2 greataxe) or +20
on successful Reflex save and half ranged (1d8+7, Large +1 returning throwing axe); Full
damage if the save fails. Atk +21/+16/+11/+6 melee (1d12+8/×3, +2 greataxe)
Improved Uncanny Dodge (Ex): and +20/+15 melee (1d8+4, Large +1 returning
Cannot be flanked and can be sneak throwing axe) or +20 ranged (1d8+7,
attacked only by a character with Large +1 returning throwing axe);
at least twenty-one rogue levels. Space/Reach 5 ft./10 ft.; SA favored
Spell-Like Abilities: At will—speak enemy aberrations +4, favored
with animals (snakes only); 3/day— enemy monstrous humanoids +2,
charm animal (snakes only) (DC 14). spells; SQ cave tracker, darkvision
Caster level 17th. 120 ft., draegloth traits, immunity to
Possessions: +3 studded leather poison and sleep, improved combat style
of fortification, +2 shocking burst (two-weapon fighting), lesser cavesense,

Illustration by Warren Mahy


rapier, +1 cold iron dagger, +1 sil- resistance to acid 20, cold 20, electricity 20,
vered dagger, masterwork dagger, and fire 20, wild empathy +9 (+5 magical
ring of protection +2, ring of levi- beasts), woodland stride*; AL CE; SV Fort
tate, wand of Melf’s acid arrow +18, Ref +19, Will +12; Str 22, Dex 19, Con 16,
(22 charges), cloak of resistance +2, Int 15, Wis 15, Cha 12.
boots of striding and springing, 6 doses *Because Leargath has trained in the Under-
of poison (random varieties), gloves of dark and not in forests, his woodland stride
Dexterity +6, masterwork potion ability applies to stalagmite-filled caves
belt, 3 potions of blink, 2 potions and rocky tunnels instead of areas of
of cure serious wounds, potion of overgrowth.
mirror image, scroll of improved Skills and Feats: Balance +11,
invisibility. Bluff +6, Climb +13 (+15 with ropes), Di-
plomacy +5, Gather Information +3, Handle
Animal +9, Heal +12, Hide +12, Intimidate +3,
Leargath, Jump +13, Knowledge (arcana) +8, Knowledge
Draegloth Leargath (dungeoneering) +10, Knowledge (geography) +7,
Knowledge (local Underdark) +12, Knowledge
Leargath has not been particularly
(nature) +5, Listen +13, Move Silently +16, Search
affected by the loss of Lolth in recent
+10, Sense Motive +7, Spellcraft +7, Spot +13, Survival +12 (+14
months, since he was always a somewhat
underground or when following tracks), Swim +13, Use Rope +9;
independent spirit. He has no sponsor-
Blind-Fight, Endurance, Iron Will, Power Attack, Shadows of
ing house and spends most of his time hunting in the caverns
the Soul, Stealthy, Track, TunnelfighterUnd, TunnelrunnerUnd.
of the Underdark. He does not even particularly care for the
Languages: Abyssal, Draconic, Dwarven, Elven, Under-
company of drow, and spends most of his down time in duergar
common.
communities, where he is cautiously welcomed because of his
Spell-Like Abilities: 4/day—darkness; 1/day—dancing lights,
strength and his casual and often demeaning attitude toward the
desecrate, faerie fire, unholy blight (DC 15). Caster level 6th.
dark elves. Leargath has a particular hatred for grimlocks and
Typical Ranger Spells Prepared (caster level 4th): 1st—magic
mind flayers; he has managed to steer clear of large groups of
fang, pass without trace; 2nd—protection from energy.
illithids up until this point, but when he has the chance to hunt
Possessions: +3 chain shirt, +2 greataxe, Large +1 returning
a lone mind flayer down, he takes it.
throwing axe, ring of protection +1, minor cloak of displacement,
Leargath is smaller than most of his race, but this trait helps
gloves of Dexterity +2, potion of invisibility, 2 potions of cure
him better navigate and fight in the crowded tunnels of the
serious wounds.
Underdark. His skin is the deepest black, and bile drips from his

124
F aerûn has known great evils over its history, from the
hubris of Karsus to the machinations of the fey’ri to the
power-hungry Zhentarim under Fzoul Chembryl. There
are three great evils that have been around since the dawn of
Abeir-Toril that dwarf even these, however—three evils so foul,
so corrupt, and so powerful that even the gods tread lightly in
their presence. Dendar the Night Serpent prowls the Fugue Plane, apart the magical underpinnings of Netheril. The momentary
swallowing the nightmares of mortals, Kezef the Chaos Hound absence of magic decimated Aumvor’s legion of living zombies
hunts the Outer Planes and Faerûn looking for fresh souls and the and triggered his contingency magics, whisking him to the depths
weakened god who betrayed him, and Ityak-Ortheel seethes in his of a secret lair in the heart of the High Forest and transforming
Abyssal home, waiting for the day when Malar will once again him into a lich. Aumvor never returned to his castle, leaving it and
call upon him to bring ruin to the elves. Other evils are perhaps the fruits of his studies to his great-grandniece Morasha, but the
more recently spawned, but no less deadly. lich’s only surviving descendant has continued Aumvor’s studies
for centuries since.
Aumvor the Undying What little is known of Aumvor’s activities after the fall of
Netheril has been recorded by his former apprentice, the Archmage
Perhaps the most legendary lich north of Warlock’s Crypt, Aumvor Briel, who last studied under his mentor in the Year of the Watching
the Undying is said to lair amid one of the great mountain ranges Cold (1320 DR). According to Briel’s personal memoirs, entitled
of the Savage Frontier. His reputation for cruelty is second only A Life Lived in the Shadows of Death and held in the library
to Shoon VII, for both are known to have experimented with the of his daughter Brielbara of Baldur’s Gate, Aumvor is calculating,
uses of alicorns and blood of unicorns, earning them the undying paranoid, and utterly devoid of any moral compass, not unlike
enmity of the Fair Folk. Aumvor’s mastery of the necromantic others of his ilk. The lich cares only for his own aims, but he
arts is unmatched; even today, daring wizards seek him out in is unusually willing to adapt his plots as circumstances warrant.
hopes of securing an apprenticeship. Morasha’s diaries, entitled Nesoterica: A Study of the Sublimation
Aumvor rose to prominence during the Netherese Age of of the Soul, date to the period before Aumvor embraced lichdom,
Discovery, during the heady days of the empire’s expansion across but they, too, depict a practitioner of the Art consumed with the
Faerûn. While other Netherese wizards sought out the stars and study of the necromantic arts to the exclusion of all else.
distant shores, Aumvor turned inward, seeking to understand the In life, Aumvor was short and stocky, with fat hands, a sizable
mysteries of death and dying. Aumvor earned the moniker of “the paunch, fair skin, and long, unkempt black hair. As a lich, he has
Undying” by surviving for centuries in the bowels of his black basalt only grown more obese. The Undying One now resembles a bloated
castle in the heart of the Lonely Moor, attended by generation corpse left to rot after a drowning, with his slimy, bone-white skin
after generation of descendants, all the while untouched by the distended from his skeletal frame. His eye sockets are empty save
ravages of time. Instead of resorting to lichdom, the Netherese for two flickering points of crimson light that seem to swim in
necromancer fed off the life force of a long line of “living zombies” pools of infinite, hateful blackness. Aumvor favors the fine robes
he created as servitors, some of them from his own family. of a highborn Netherese arcanist, and is never without his crown-
In the Year of Sundered Webs (–339 DR), another Netherese shaped headband of intellect or rod of the epic spellcasterEL, which
wizard, Karsus, triggered the collapse of the Weave, which tore he plans to use as his regalia once Netheril is reborn.

125
CHAMPIONS OF EVIL

Aumvor’s Lair Deeds of Aumvor


Since abandoning his keep in the Lonely Moor over seventeen As one of the last surviving arcanists of fallen Netheril—if a
centuries ago, Aumvor has laired in the depths of the Endless lich can truly said to be “surviving”—Aumvor hoards every scrap
Caverns, far below the sheltering boughs of the High Forest and of knowledge he can acquire regarding his long-dead homeland,
the forested slopes of the southwestern Star Mounts. The lich in preparation for the day when Netheril rises anew under his
has claimed a series of limestone caverns carved by a forgotten stewardship. The lich is wise enough to realize that founding a
clan of Ammarindaran dwarves, which are periodically enveloped petty kingdom and calling it Netheril will never recapture the
from below by a long arm of Araumycos. glories of that which was lost. So Aumvor seeks to rekindle the
Access to the lich’s lair is restricted to tunnels flooded by culture of magical experimentation and investigation that grew
a tributary of the Unicorn Run that rises as a spring near the up in the early days of Netheril and thus seed the rebirth of a
river’s headwaters. As a result, anyone approaching the complex culture of magecraft that will grow to rule all of Faerûn. He
must survive passage through bitingly cold waters without access also labors to escape Mystra’s strictures on the most powerful
to air. The walls of the lair are lined with naturally occurring workings of the Art, and thereby to remove the limits he feels
veins of lead and painted with gorgon’s blood to render teleporta- might eventually stifle his Netherese empire reborn. Above all
tion into or out of the complex impossible. A one-way portal else, Aumvor sees keeping himself “alive” as of chief importance,
in the heart of the lair exits into the bowels of Aumvor’s old for he is convinced that only he has the vision and the drive to
keep in the Lonely Moor, but the lich has never found cause see his plan through.
to use it. For centuries, Aumvor has quietly observed promising
Aumvor’s quarters are richly appointed with the trappings candidates of strong Netherese bloodlines and placed scrolls
of a highborn Netherese archmage. The lich’s servants scour and tomes of simple spells where they will be discovered by
ruins across the North in search of heirlooms dating back to the those showing promise in the Art. Through his agents, Aumvor
Netherese diaspora. Aumvor particularly prizes tapestries and has then subtly encouraged such individuals to master ancient
sculptures depicting scenes of Netherese society from his youth. Netherese traditions and then teach their insights to others he
The lich also maintains extensive laboratories, well stocked with directs to their door. Although Aumvor’s actions in this regard
the decaying corpses of his experimental subjects. are not unlike that of Mystra’s servitors, the lich’s intent is far
The lich’s storerooms house all manner of magical treasures more sinister, for he deliberately encourages those of Netherese
forged by Netherese artisans. Some of the more legendary descent who rebel against any limitation on their workings of
artifacts he is believed to hold or have held in his living vaultEL the Art.
include the alicorn diadem of Sharrven, the bonestaff of Sade- As an extension of this approach, Aumvor has also labored
breth, the Crown of Horns, the jewel cage of Congenio, and the from the shadows to start schools of wizardry in the lands of the
pyramid-shaped tear of Ascore. In addition, Aumvor is believed Netherese diaspora. Evidence of his guiding hand is seen in Briel’s
to own a massive library of spell tomes, most of them acquired School of the Arcane in Baldur’s Gate, the Brotherhood of the
from dozens of crypts scattered across the North by the first Black Hand in Ascalhorn, and Ulcaster’s School of Conjuration
wave of Netherese emigrants. in Beregost. However, the legacy of such efforts has largely been
Aumvor is personally attended by several dozen absolutely loyal one of spectacular failure, and from such bitter lessons Aumvor
servitors and guards, including both living zombies and various has concluded that he must concentrate his efforts on nurturing
other types of undead. On rare occasions the lich has taken a the master/apprentice relationship, the linchpin on which the
living apprentice, assuming the student shows great promise and culture of Netherese magecraft was built.
is of Netherese heritage, but few survive the apprenticeship. Those Perhaps most disquieting of the lich’s deeds was Aumvor’s
who do not are usually transformed into spectral magesMag and attempt to claim Laeral Silverhand as his bride by placing
forced to serve the Undying One for eternity. the Crown of Horns where it would be discovered by the Nine
adventuring band. It is unclear whether the lich sought to tempt
the Witch-Queen of the North with access to lost Netherese
Aumvor’s Domain magics or simply to bind her will to his, but the plot failed
Aumvor claims all of the Endless Caverns as his domain, although spectacularly when Laeral descended into madness, thanks to
several other powerful creatures (such as Grimnosthtasdrano, the magical conflict between the artifact and Mystra’s silver
the “Riddling Dragon”) and factions (such as a band of illithids fire, and turned on her companions. Although Khelben eventu-
and drow slavers) would strongly contest such a claim should ally rescued Laeral from the stronghold of the Nine, neither
the lich choose to try to enforce it. In practice, Aumvor holds archmage ever learned of Aumvor’s culpability, or the Lord
sway over the northwest quarter of the Endless Caverns, and his and Lady of Blackstaff Tower would have sought revenge on
creations wander freely in this region, far from the unwelcome the Undying One long ago.
light of day. Although Aumvor has yet to escape Mystra’s strictures on
the lost spells of yore, his research into epic spellcasting has

126
CHAMPIONS OF EVIL

proven productive. Fruits of the lich’s study include such spells Aumvor the Undying: Male lich (augmented elite Netherese
as Aumvor’s fragmented phylactery and Aumvor’s soulshatter human) necromancer 15/archmage 5/epic wizard 7/Netherese
(see below). Aumvor’s greatest success is, of course, ensuring his arcanist 5: CR 34; Medium undead (augmented elite humanoid);
continued survival. His creation of living zombies sustained him HD 32d12; hp 208; Init +2; Spd 30 ft.; AC 21, touch 16, flat-
for centuries, until he was forced to embrace lichdom. However, footed 20; Base Atk +18; Grp +18; Atk +18 (1d8+5 negative
his all-consuming paranoia and careful cunning have done more energy plus paralysis, touch); Full Atk +18/+13/+8/+3 touch
to ensure his continued survival than even his magic. (1d8+5 negative energy plus paralysis, touch); Space/Reach
5 ft./5 ft.; SA fear aura, greater spell focus (epic), high arcana
(arcane fire, mastery of counterspelling,
Aumvor’s Magic mastery of elements, mastery of
Aumvor is heir to the shaping, spell power), paralyzing
great tradition of Neth- touch, touch attack, spells, +2
erese magic and a skilled bonus to caster level checks
practitioner in the Art. to overcome spell resistance
The Undying One has (black robe of the archmagi);
created innumerable SQ backlash resistance, damage
spells and magic items reduction 15/bludgeoning,
over the centuries, and epic spell artisan, field spe-
he continues his cease- cialization, immune to cold,
less experimentation. Two electricity, polymorph (though
epic spells of note include he can use polymorph effects
Aumvor’s fragmented on himself), and mind-affect-
Illustration by Thomas M. Baxa

phylactery and Aumvor’s ing attacks, spell resistance 18


soulshatter, both of which (black robe of the archmagi),
are detailed in Chapter 2 +4 turn resistance, undead
of this book. traits, AL CE; SV Fort +16,
Aumvor’s phylactery is Ref +17, Will +25; Str 10,
the rune-inscribed skeleton Dex 12 (14 with ioun stone),
of Dethed, a former ap- Con —, Int 25 (31 with
prentice of Ioulaum and headband of intellect +6 ),
rival of Aumvor. Aumvor Wis 15, Cha 16.
has cast his fragmented Backlash Resistance
phylactery spell on his (Su): Aumvor gains re-
phylactery repeatedly, and sistance 5 to backlash
scattered the individual damage from casting epic
bones of Dethed in caches spells. Each time he casts
hidden throughout the Aumvor the Undying an epic spell with a back-
Endless Caverns (as well as a few in locations lash, that damage is reduced by 5 points.
farther afield). Most of the 206 bones have been cloaked against If the backlash damage continues for more than 1 round, the
all manner of divination, including detection for magic, for reduction is 5 points each round.
undead, or for location of Dethed’s remains. Epic Spell Artisan: Aumvor can develop epic spells with
less expense in time and resources. When determining the cost
of raw materials for researching an epic spell, he multiplies the
Aumvor’s Fate Spellcraft DC by 7,000 gp instead of the usual 9,000 gp and
The return of the Shadovar to the Realms has disrupted many of reduces the development time and XP cost accordingly.
Aumvor’s plans, but also provided the Undying One with great Fear Aura (Su): Aumvor is shrouded in a dreadful aura of
opportunities. The lich has yet to approach the inhabitants of death and evil. Creatures of less than 5 HD in a 60-foot radius
Shade or make himself known to them. Instead, he has chosen to that look at the lich must succeed on a Will save or be affected
observe the shades as they investigate many sites he has already as though by a fear spell from a 27th-level sorcerer. A creature
plundered. Of course, the Shadovar also pose a great threat to that successfully saves cannot be affected again by Aumvor’s aura
the lich, for he holds much of the lost Netherese lore that they for 24 hours.
seek, and, once they become aware of his position, the Princes Field Specialization: Aumvor’s major field of magic is varia-
of Shade might well hunt him down without mercy. tion (epic spell seeds: animate dead, dispel, fortify, reflect, slay,
transform, transport, ward) and his minor field is invention

127
CHAMPIONS OF EVIL

(epic spell seeds: afflict, armor, conjure, destroy, energy, slay, 27), meteor swarm (+19 ranged touch), Mordenkainen’s disjunc-
summon). He cannot cast epic spells based on seeds from the tion; 10th—empowered maximized twinned explosive cascadeMag
field of mentalism. (DC 21), twinned finger of death (DC 25); 11th—empowered
The base Spellcraft DC for developing spells in the variation maximized horrid wilting (DC 26); 12th—quickened time stop;
field of specialization is reduced by 5. 13th—empowered quickened meteor swarm (+19 ranged touch);
Greater Spell Focus (Epic): The saving throw DC for each of Epic—Aumvor’s soulshatter* (DC 51), mummy dustEL, Tolodine’s
Aumvor’s epic spells increases by +2, but the Spellcraft DC does killing windPG (DC 30).
not increase. *New epic spell described on page 37.
Immunities (Ex): Aumvor is immune to cold, electricity, Spellbook: Aumvor knows hundreds of worthwhile spells
polymorph (though he can use polymorph effects on himself), and a few odd spells of particular use to him. He knows all the
and mind-affecting spells and abilities. sorcerer/wizard spells in the Player’s Handbook and many of
Paralyzing Touch (Su): Any living creature Aumvor hits the sorcerer/wizard spells in the FORGOTTEN REALMS Campaign
with its touch attack must succeed on a Fortitude save or be Setting, Magic of Faerûn, and Player’s Guide to Faerûn.
permanently paralyzed. Remove paralysis or any spell that can Possessions: amulet of the planes, black robe of the archmagi,
remove a curse can free the victim (see the bestow curse spell crystal ball with true seeing, darkskull, headband of intellect
description). The effect cannot be dispelled. Anyone paralyzed +6, ring of spell-battleMag, ioun stone (deep red sphere), ring of
by a lich seems dead, though a DC 20 Spot check or a DC 15 wizardry IV, rod of the epic spellcasterEL , staff of skullsMag (25
Heal check reveals that the victim is still alive. charges), various potions, scrolls, and wands (collectively worth
Touch Attack: Aumvor has a touch attack that uses negative 30,000 gp).
energy to deal 1d8+5 points of damage to living creatures; a DC
26 Will save halves the damage.
Skills and Feats: Concentration +38, Craft (alchemy) +25,
Living Zombie
Hide +10, Knowledge (arcana) +45, Knowledge (architecture Living zombies are living creatures reduced to a mindless state by
and engineering) +28, Knowledge (dungeoneering) +28, Knowl- a potent combination of enchantment and necromantic magic.
edge (geography) +28, Knowledge (history) +28, Knowledge Living zombies have no free will and obey only the exact
(local the North) +28, Knowledge (nature) +28, Knowledge commands of their master.
(nobility and royalty) +28, Knowledge (the planes) +28, Knowl-
edge (religion) +28, Listen +10, Move Silently +10, Search Living Zombie Moon Elf, 1st Level Warrior
+18, Sense Motive +10, Spellcraft +42; Spot +10, Craft Staff, Medium Humanoid (Elf)
Craft Wondrous Item, Empower Spell, Epic SpellcastingB , Hit Dice: 1d8+3 (7 hp)
Forge Ring, Improved Metamagic, Improved Spell Capacity Initiative: +1
(10th), Improved Spell Capacity (11th), Improved Spell Capac- Speed: 30 ft.
ity (12th), Improved Spell Capacity (13th), Maximize Spell, AC: 17 (+1 Dex, +3 studded leather, +1 light shield, +2 natural),
Quicken Spell, Scribe ScrollB , Skill Focus (Spellcraft), Spell touch 13, flat-footed 16
Focus (enchantment), Spell Focus (necromancy), Spellcasting Base Attack/Grapple: +1/+2
Prodigy, Twin Spell. Attack: Longsword +2 melee (1d8+1/19–20) or longbow +3
Typical Wizard Spells Prepared (caster level 33rd): 0—arcane ranged (1d8/×3) or slam +2 melee (1d6+1)
mark, detect magic, electric joltMag (+19 ranged touch), mage hand, Full Attacks: Longsword +2 melee (1d8+1/19–20) or longbow
read magic, touch of fatigue (+18 melee touch, DC 18); 1st— +3 ranged (1d8/×3)
alarm, corrosive graspMag (+18 melee touch), know protectionsMag Space/Reach: 5 ft./5 ft.
(DC 18), spirit wormMag (DC 18), Tenser’s floating disk, true strike; Special Attacks: None
2nd—command undead, death armorMag, detect thoughts (DC Special Qualities: Elf traits, life leech
19), spectral hand, touch of idiocy (+18 melee touch), whispering Saves: Fort +2, Ref +1, Will –1
wind; 3rd—blacklightFRCS (DC 20), fireball (DC 20), suggestion Abilities: Str 13, Dex 13, Con 10, Int 1, Wis 9, Cha 1
(DC 21), undead lieutenantMag, undead torchMag; 4th—animate Skills: Hide +1, Listen +2, Spot +2
dead, charm monster (DC 22), crushing despair (DC 22), Feats: ToughnessB, Weapon Focus (longbow)
detect scrying, explosive cascadeMag (DC 21), fire shield, greater Environment: Any land or underground
invisibility, ice storm, summon undead IVMag, wall of evilMag; Organization: Any
5th—dominate person (DC 23), feeblemind (DC 23), Grimwald’s Challenge Rating: 1/2
graymantleFRCS (DC 22), nightmare (DC 22); 6th—create undead, Treasure: None
eyebite (DC 24), globe of invulnerability, translocation trickMag Alignment: Always neutral
(DC 24); 7th—finger of death (DC 25), greater arcane sight, Advancement: —
greater ironguardMag; 8th—create greater undead, flensingFRCS Level Adjustment: —
(DC 26), horrid wilting (DC 26); 9th—dominate monster (DC

128
CHAMPIONS OF EVIL

Combat Attacks: A living zombie retains all the natural weapons,


manufactured weapon attacks, and weapon proficiencies of the
Living zombie elves abandon the caution of their race and wade
base creature. A zombie also gains a slam attack.
into combat without concern. They use their bows only if a target
Damage: Natural and manufactured weapons deal damage
is far off or fleeing. They favor longswords and rapiers, and usually
normally. A slam attack deals damage depending on the living
carry longbows or shortbows. Living zombie elves are graceful
zombie’s size. (Use the base creature’s slam damage if it’s better.)
and deadly in melee, using complex maneuvers that are beautiful
Special Attacks: A living zombie is unable to cast spells,
to observe.
employ spell-like or supernatural abilities, understand language,
or communicate coherently.
Creating a Living Zombie Special Qualities: A living zombie gains the following
special quality:
“Living zombie” is an acquired template that can
Life Leech (Su): Living zombies retain a magical
be added to any corporeal creature (other than
bond to their creator that diminishes the former and
undead) that has a skeletal structure (referred
sustains the latter. For every full day that passes
to hereafter as the base creature).
while the bond exists, the creator of a living zombie
Living zombies appear as they did in life,
ages only half that amount. This effect is cumula-
except their eyes turn solid black.
tive, so a creator of three living zombies would age
Living zombies can be created by a ritual
only 3 hours (1/2 × 1/2 × 1/2 × 24 hours). This
that involves the casting of command
also means that living zombies
undead, dominate animal, person, or
heal naturally at only half the
monster (depending on type), false
normal rate.
life, and feeblemind spells. The process
Abilities: A living zombie’s
Illustration by Thomas M. Baxa

involves embedding a piece of the caster


Intelligence and Charisma
(usually a single strand of hair) in the
changes to 1.
subject. If this piece of the caster is ever
Skills: A living zombie is
separated from the living zombie, the template
unable to use Intelligence- or
is removed. Creating a living zombie costs 1,000
Charisma-based skills.
gp in materials and takes at least six hours to
Feats: A living zombie gains
complete. A spellcaster can concurrently
the Toughness feat.
control at most one living zombie per
Environment: Any land or
ability point bonus in his primary spell-
underground.
casting ability.
Organization: Any.
Size and Type: The
Challenge Rating: +0.
creature’s type changes
Treasure: None.
to magical beast if it is
Alignment: A living
an animal, and it gains the
zombie’s alignment is
augmented subtype. Other-
always neutral. It is unable
wise the type remains unchanged.
Living zombie to act contrary to its creator’s wishes.
It uses all the base creature’s statistics and
Advancement: As base creature, or — if the base creature
special abilities except as noted here.
advances by character class.
Armor Class: Natural armor bonus increases by a number
Level Adjustment: —.
based on the living zombie’s size.

Size AC Bonus Damage In the Realms


Fine +0 1
Living zombies are the creation of Aumvor the Undying, a
Diminutive +0 1d2
Netherese lich rumored to lair amid the mountain ranges of
Tiny +0 1d3
the North. Only his descendants (e.g., his great-grandniece
Small +1 1d4
Morasha) and his former apprentices (e.g., the writings of Briel)
Medium +2 1d6
know the secret of their creation, although it is possible others
Large +3 1d8
have stolen the formula as well. Although Briel never created
Huge +4 2d6
any such creatures, small armies of living zombie servitors serve
Gargantuan +7 2d8
both Aumvor and Morasha. Both particularly prize elf living
Colossal +11 4d6
zombies because of their long life spans.

129
CHAMPIONS OF EVIL

πEltab Eltab’s Lair


After recently escaping the clutches of Szass Tam and the Red
Eltab, the “Lord of the Hidden Layer,” is an ancient and power-
Wizards of Thay, Eltab has found himself in the depths of the
ful demon lord who has wreaked havoc in the eastern reaches of
Citadel of Conjurers, the site where long ago he was first sum-
Faerûn for centuries.
moned to Faerûn by the demonbinders of Narfell. This Narfelli
First summoned by Narfelli demonbinders in the waning
ruin lies in southwestern Impiltur, near the Hill of Tombs in the
years of the great war between Narfell and Raumanthar, Eltab
foothills of the Earthfast Mountains, at the mouth of Moaning
led an invasion of Rashemen and ruled that land for several
Gorge. Although the wizards of Old Impiltur warded the Citadel
decades after the fall of Narfell. After being imprisoned by the
of Conjurers against entry long ago, Eltab was able to gain access
Witches of Rashemen and then released by crusaders of Myrkul
by way of the demoncysts of the Hidden Layer, detailed below.
over twelve centuries ago, Eltab helped establish the theocracy of
The Citadel of Conjurers is the most infamous ruin of
Eltabranar in the Eastern Shaar. He played a pivotal role in the
ancient Narfell, and it has played a prominent role in the
Battle of Thazalhar when the Red Wizards threw off the yoke
history of Impiltur (as discussed below in the write-up of the
of the Mulhorandi god-king, and was then imprisoned beneath
Moaning Crown of Ndulu). The fell dungeons of this place are
the newly constructed Thayan capital city of Eltabbar when the
believed to contain countless Narfelli artifacts and spelltomes,
Red Wizards failed to banish him.
including many that enable the summoning and binding of
demons and other fiendish creatures. The last known mortal
THE GOALS OF ELTAB to tread in the citadel’s depths was the paladin-prince Nord,
Now, after centuries of imprisonment, the Lord of the Hidden
in the Year of the Moaning Gorge (786 DR). His account of
Layer is finally free to seek vengeance against his many enemies.
what he saw therein is carefully guarded by the Paladin-Princes
This grim, hateful creature’s chief foes include the Red Wizards of
of Impiltur in the royal library of the Realm of Sword and
Thay, particularly the lich Szass Tam, the god-kings of Mulhorand,
Wand in Lyrabar.
and the Witches of Rashemen. He also plots against the follow-
ers of Orcus in the Galenas and the paladin-princes of Impiltur,
who long ago destroyed his half-fiend son, Agrosh the Scaled. Eltab’s Domain
Once his quest for revenge is sated (if that is ever possible), Eltab
Eltab once ruled the 248th layer of the Abyss, known as The
intends to establish a powerful empire in eastern Faerûn. From
Hidden Layer. This terrible place is a vast wasteland of boulders
this new base of power, the Lord of the Hidden Layer intends
and fissures, beset by constant electrical storms of incredible feroc-
to reclaim his throne in the Abyss and resume his ancient battle
ity. The howling wind, frequent lightning strikes, and never-ending
with Demogorgon, Graz’zt, and Orcus.
torrential rain make it inhospitable to most creatures, with the
notable exception of demons. Nevertheless, it is home to a riotous
THE CULT OF ELTAB array of extraordinarily deadly plant life, including forests of
Most of Eltab’s former allies and enemies think him dead, a mis-
assassin vines, bloodthorns, ironmaws, and viper trees.
take he has done nothing to correct. However, a small number of
For more than fifteen centuries, Eltab’s Abyssal kingdom has
cultists still venerate the Lord of the Hidden Layer, and Eltab has
been fragmented into ever-changing fiefdoms. Eltab’s balor lieuten-
reached out to a few such groups since his escape from the grasp
ants battle endlessly to seize control of his vacated kingdom. The
of the Red Wizards. Small bands of Eltab’s followers exist in the
most powerful of the balors is Ndulu (32 HD advanced balor), the
city of Eltabbar in Thay, in the city of Lyrabar in Impiltur, in the
general of a demonic host banished back to the Abyss by the Paladin
city of Teflamm in Thesk, and in the outlaw wastes of Dambrath,
Princes of Impiltur at the Battle of Moaning Gorge (786˛DR).
known as the Swagdar. At the demon lord’s direction, members of
Since the Year of the Stone Giant (–160 DR), fragments of
these cabals have recently begun visiting cities in the guise of Red
the Hidden Layer, known as demoncysts, have lain buried beneath
Wizards, committing crimes in their name. Through this tactic,
the lands claimed by the last Nentyarch of Narfell. Somehow,
Eltab hopes to undermine the mercantile might the Red Wizards
in the process of summoning and binding Eltab to their will,
have built through the establishment of enclaves across Faerûn.
the last Nentyarch’s demonbinders inextricably linked Abyssal
The leaders of such cabals typically adopt the Thrall of Eltab
fragments of the Hidden Layer to the lands under the sway of
prestige class (detailed below).
the Nentyarch, creating little islands of the Abyss throughout
northeastern Faerûn, buried just beneath the surface.
THE SERVANTS OF ELTAB Demoncysts of the “Demonlands” are typically 100 or so feet
Eltab is served by a motley array of demons, primarily glazebru
in diameter. Conditions within each demoncyst mirror that of the
and succubi he has liberated from bindings in the upper catacombs
Hidden Layer, but the environment within a demoncyst does not
of the Citadel of the Conjurers. The Lord of the Hidden Layer
usually interact with the surrounding terrestrial environment. (At
continues to seek out new servitors buried in demoncysts across
least one demoncyst in the eastern Thaymount bleeds Abyss-tainted
the Demonlands, but assembling an army in this fashion is a slow
water from the River of Blood into the River Eltar, thanks to the
and laborious process.
actions of the first Zulkir of Conjuration.) All known demoncysts

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CHAMPIONS OF EVIL

lie underground, so reaching a demoncyst usually requires digging in a great decade-long conflagration that consumed both empires
or passage through a tunnel of some sort. Creatures and objects (beginning in –160 DR, the Year of the Stone Giant) and left all
can pass freely into or out of a demoncyst, but environmental manner of summoned beings unchained upon the face of Faerun.
conditions within or outside of a demoncyst cannot push a creature The ruling Nentyarchs of Narfell had long heeded
or object into or out of a demoncyst. the dark whisperings of the Crown of Narfell (said
As a result, a demoncyst typically to have been a gift to the first Nentyarch from the
resembles an odd-shaped cavern with demon lord Orcus, Prince of the Undead) and
a wholly different environment than directed members of the Narfelli court to traffic
the surrounding earth or open spaces. with demonic agents, in the hopes of mastering
Although most of the undis- the dark art of sorcery.
covered demoncysts lie beneath the Perhaps the greatest of the demons
forests of the Great Dale or the Thay- summoned by the Narfelli demon-
mount, a few lie undiscovered beneath binders was Eltab, at the time a
the lands of Damara, Impiltur, the powerful demon lord who rivaled
Priador, Thesk, and Vaasa. Many the ever-warring triumvirate of
demoncysts contain imprisoned Demogorgon, Graz’zt, and Orcus in
fiends, for, in the wake of power and influence in the Abyss.
Narfell’s fall, Nar demonbinders Some say it was Orcus who revealed
placed many calling diagrams the secret of binding Eltab with the
(usually in the form of iron, Adamantine Binding, while others
bronze, or silver signs, as detailed in claim it was a power inherent in the
Unapproachable East) within such planar Crown of Narfell. In an effort
Illustration by Wayne England

pockets to hold demons they might to open a new front against Rau-
later wish to unleash. When Impilturan mathar, the reigning Nentyarch
settlers carved out the Great Dale in directed Eltab to invade Rashe-
the 600s DR, they uncovered many men with a host of demons, who
such demoncysts and inadvertently quickly overran the realm. In the Year
freed many of the demons, half-fiends, of the Black Marble (–148 DR), Eltab
and tieflings bound within during their claimed Rashemen for himself, and the
subsequent explorations of these strange demon lord quickly found he had a taste
“pocket planes.” for ruling in the lands of humankind, with
The largest demoncyst, known as the almost godlike veneration one such
the Hall of the Hidden Throne, lies in as he could inspire.
the depths of the Citadel of Conjurers. In the Year of the Bloody Goad (–105
Over 500 feet in diameter, the Hall of DR), an Illuskan tribe known as the
the Hidden Throne contains the throne Eltab Rus arrived in eastern Faerûn via a mal-
room of Eltab’s long-abandoned palace, functioning portal that deposited them
wrenched from the Abyss by the Narfelli on the eastern shore of Lake Ashane.
demonbinders when they first summoned Eltab to Faerûn in Although quickly integrated into the
the Year of the Stone Giant (–160 DR). Inscribed on the floor native Rashemi population, the Rus
in front of the Hall of the Hidden Throne is the Adamantine were powerful berserkers who sparked an
Binding, an extremely powerful calling circle that ties Eltab and insurrection among the native Rashemi
the Hidden Layer to the eastern Realms. Only the legendary against the court of Eltab. The arrival
sword Hadryllis can shatter this binding. Until such time as the of the Rus coincided with the emergence of
binding is destroyed, Eltab can only be banished to a demoncyst the Witches of Rashemen, a secret sisterhood formed in the dying
and cannot depart the Realms. Moreover, for as long as the bind- days of Raumathar to preserve that empire’s magical lore.
ing persists, the demoncysts of the Hidden Layer are inextricably In the Year of Leather Shields (–75 DR), an alliance of the
tied to lands once claimed by ancient Narfell. Rashemi, the Rus, and the Raumviran witches finally liberated
Rashemen from demonic rule. The hero of this conflict was a
half-Rus/half-Rashemi warrior named Yvengi, who wielded a great
Deeds of Eltab magical blade named Hadryllis against Eltab, severely wounding
The empires of Narfell and Raumathar warred from the Year the demon lord and forcing him to flee. The Witches of Rashemen
of Clipped Wings (–623 DR) to the Year of Recompense (–150 finally caught up with Eltab in the Sharawood, far to the south in
DR) over control of the Priador. Centuries of warfare culminated the Eastern Shaar. They imprisoned him beneath the forest floor

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and bound a dracolich known only as the Everlasting Wyrm to in conjunction with the artifact-throne but, before Szass Tam
be his guardian. could weave all nine runes of chaos, adventurers foiled the lich’s
In the Year of the Adamantine Spiral (106 DR), crusaders of plot, enabling Eltab to escape to a demoncyst, deep below the
Myrkul from the Castle of Al’hanar attacked and (temporarily) Thaymount. Biding his time and recovering his strength, Eltab
destroyed the Everlasting Wyrm. While plundering the dracolich’s began to slowly subvert servants of the Zulkir of Necromancy,
hoard, the followers of Myrkul discovered the imprisoned demon seeking to defeat his foe and re-conquer what he considered
lord, and, in exchange for ninety-nine years of service to the rightfully his. Finally, in the Year of Rogue Dragons (1373 DR),
Church of Myrkul, the crusaders agreed to release the demon Eltab emerged from hiding and confronted Szass Tam but was
lord from his binding. With Eltab’s aid, the followers of Myrkul thwarted by the actions of Thazienne Uskevren, who seemingly
seized control of the city of Shandaular in the Council Hills and vanquished him after a great and terrible battle. In truth, Eltab
established the theocracy of Eltabranar, encompassing most of was magically transported to the Citadel of Conjurers in far-off
the Eastern Shaar. The crusaders of Myrkul might have learned Impiltur by ancient bindings cast on him by wizards of Narfell
from Eltab the ritual of voluntarily transforming themselves over one thousand years ago. There he is free to plot anew and
into death knights, a secret the demon had long ago stolen from wander Faerûn unchecked, seeking his vengeance.
Demogorgon, although church dogma holds (or at least held) that
the Lord of the Dead granted them the “gift” in exchange for
their eternal servitude.
Eltab’s Magic
In the Year of the Fanged Gauntlet (202 DR), Eltabranar Since his escape from the Red Wizards of Thay, Eltab has acquired
undertook an ambitious and ill-fated invasion of southern Unther a potent array of magical items, many of them artifacts dating
and Mulhorand prompted by Eltab, who coveted the might of the back to the empire of Narfell and lost over fifteen centuries ago.
god-kings. Led by an incarnation of Anhur wielding the legendary Perhaps the most prominent of the items he has acquired is the
Hadryllis, the clerics of the god-kings managed to defeat Eltab Moaning Crown of Ndulu, a wraithlike shadow of the legendary
and imprison him in a demoncyst beneath far-off Thaymount. Crown of Narfell.
By the Year of the Greengrass (205 DR), Unther and Mulhorand
had reclaimed all of their lost territory, and by the Year of the MOANING CROWN OF NDULU
Spoiled Splendors (211 DR), the inhabitants of Eltabranar had In the Year of Visions (731 DR), the legendary paladin Sarshel
been forced to abandon their realm and flee south and west. entered the Citadel of Conjurers (which lay near the Hill of Tombs)
In the Year of Spouting Fish (922 DR), Jorgmacdon, the lead- and shattered the fabled Crown of Narfell. In so doing, he broke
ing conjurer of the Red Wizards, tunneled into the Thaymount Orcus’s hold over the artifact and forced the army of demons
demoncyst in which Eltab had been imprisoned for more than led by the balor Ndulu to retreat and scatter. Although Sarshel
seven hundred years. Using a rediscovered ritual of the Narfelli gathered up the physical fragments of the headgear, the souls of
demonbinders, he called forth the demon lord to fight alongside the the long-dead Nentyarchs trapped within the crown quickly fled
Red Wizards at the Battle of Thazalhar. In so doing, Jorgmacdon their ancient prison in the form of powerful wraiths.
inadvertently shattered the boundary that normally keeps the Over the next five decades, Ndulu captured the crown-wraiths
environment of a demoncyst from mixing with the outside world, one by one and brought them to his lair in the depths of the Earth-
and thus created the River Eltar. fast Mountains. Calling on the power of the Prince of the Undead,
With Eltab’s assistance, the Red Wizards routed the god-kings’ Ndulu forged the crown-wraiths into an incorporeal circlet of evil
army and established the nation of Thay. When Jorgmacdon real- and darkness. With the Moaning Crown of Ndulu on his brow,
ized it was impossible to dismiss the demon lord, he imprisoned so named for the endless wailing of the souls it had trapped anew,
him near the mouth of the River Eltar with a variant of the same Ndulu was able to reforge his army of succubi and glabrezu. In the
ritual that had been used by the Narfelli demonbinders nearly a Year of the Moaning Gorge (786 DR), Ndulu’s army was met by
millennium before. The Red Wizards then built their new capitol the great-grandsons of King Sarshel at the mouth of a gorge that
city, Eltabbar, in and around the canals that formed the massive led deep into the Earthspurs, just outside the gates of the Citadel
binding rune. of Conjurers. Employing three shields—Kimeltaar, Naelotaar,
Centuries after Eltab’s imprisonment beneath the Thayan and Dizeltaaar—and the sword Demonbane, the Paladin Princes
capitol city, Szass Tam realized that the demon lord would soon formed a vortex portal and through it drove Ndulu and his horde
break free. Instead of waiting for that to occur, in the Year of back into the Abyss.
the Shield (1367 DR) the lich released the Lord of the Hidden In his final act, Ndulu shattered two of the shields—Naelotaar
Layer, in the process causing a major earthquake in Eltabbar. and Dizeltaar—and their shield-bearers, Essys and Araln. In his
Using the Death Moon Orb, an artifact acquired from the legend- wake, the balor left the Moaning Crown of Ndulu, for it could not
ary Larloch, the Zulkir of Necromancy compelled Eltab to sit in pass beyond this plane. Recognizing the Moaning Crown as the fell
Thakorsil’s seat, another artifact given to him by the Netherese echo of the Crown of Narfell, but unable to destroy it, Prince Nord
lich of Warlock’s Crypt. Szass Tam hoped to permanently enslave secretly carried it to the depths of the Citadel of Conjurers and
Eltab using an epic spell known as the ritual of twin burnings placed it amid the other Narfelli artifacts that lay therein. After

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his sudden reappearance a tenday later, he had the court wizards of ELTAB, LORD OF THE HIDDEN LAYER
Old Impiltur renew their wards on the site, and the Moaning Crown Large Outsider (Chaotic, Extraplanar, Evil)
of Ndulu is believed to remain within, forever locked away. Hit Dice: 35d8+385 (542 hp)
The Moaning Crown resembles an incorporeal circular cloud Initiative: +12
of black smoke. It can be moved only by someone or something Speed: 40 ft., fly 40 ft. (good), burrow 20 ft.
capable of manipulating objects on the Ethereal Plane. (Prince Nord AC: 43 (–1 size, +8 Dex, +6 insight, +20 natural), touch 23, flat-
carried it on the blade of Felthann, Crown Prince Essys’ sword footed 35
with the ghost touch property.) However, if somehow placed atop Base Attack /Grapple: +28/+45
the brow of a sentient creature, it remains firmly in place. Anyone Attack: Gore +40 melee (1d8+13) or +5 keen shock greatsword +45
staring into the depths of the headpiece can discern tortured faces melee (3d6+18/15–20)
swirling through the dark mists, and it is from their mouths that Full Attack: Gore +40 melee (1d8+13) and 2 claws +38 melee
the ever-present moaning emerges. (1d6+13) or +5 keen shock greatsword +46/+41/+36/+31/+26/+21
Physical contact with the Moaning Crown is equivalent to the melee (3d6+18/15–20)
touch of a powerful crown-wraith, dealing 1d8 points of Constitu- Space/Reach: 10 ft./10 ft.
tion drain per round unless a DC 24 Fortitude save is made. (Most Specal Attacks: Death gaze, fear, spell-like abilities, summon
bearers would require some form of negative energy protection to demon
safely wear the crown.) As its name suggests, the Moaning Crown Special Qualities: Damage reduction 20/cold iron and good, fast
radiates a constant moaning. This is a magical sonic effect and can healing 5, darkvision 60 ft., immunity to electricity and poison,
be negated by magical silence. In nonevil creatures, this moaning item master, resistance to acid 10, cold 10, and fire 10, spell
engenders the effect of an emotion (despair) spell, centered on the resistance 39, telepathy 100 ft., true seeing
wearer. In evil creatures, the effect is akin to a bard’s inspire great- Saves: Fort +30, Ref +27, Will +26
ness ability. Evil creatures within 30 feet of the crown-bearer who Abilities: Str 37, Dex 27, Con 33, Int 28, Wis 24, Cha 28
can hear the moaning gain +2 HD (d10s that grant temporary hit Skills: Bluff +37, Climb +41, Concentration +40, Diplomacy
points), a +2 competence bonus on attacks, and a +1 competence +39, Escape Artist +36, Gather Information +37, Hide +36,
bonus on Fortitude saves. Three times per day, at the command Intimidate +46, Jump +43, Knowledge (arcana) +47, Knowledge
of the crown-bearer, the collective moaning of the crown-wraiths (history) +47, Knowledge (the planes) +47, Knowledge (religion)
can rise to the level of a terrifying scream, equal in effect to a +47, Listen +35, Move Silently +36, Search +37, Sense Motive
wail of the banshee spell. +35, Spellcraft +49, Spot +35, Swim +41, Tumble +38
Strong necromancy; CL 20th; Weight 5 lb. Feats: Cleave, Combat Reflexes, Dark SpeechBV, Great Cleave,
Improved Bull Rush, Improved Critical (greatsword), Improved
Initiative, Improved Overrun, Multiattack, Power Attack, Vile
Eltab’s Fate Martial StrikeBV (greatsword), Weapon Focus (greatsword)
The fate of the Lord of the Hidden Layer is inextricably tied to Environment: A chaotic, evil-aligned plane or any land or
future events in eastern Faerûn. The various means of binding the underground
demon lord to one’s will are recorded in a small number of tomes, Organization: Solitary or Eltab plus 1d4 glabrezu and 1d2
but such means have been discovered anew enough times to suggest succubi
that Eltab will be a recurring influence in the unfolding history Challenge Rating: 28
of the eastern Realms. Treasure: Quadruple standard
Removing Eltab’s tie to the Realms (and thus breaking the Alignment: Chaotic evil
enduring ties between the Hidden Layer and the “Demonlands” Advancement: —
of the Easting Reach) would require a quest of epic scope. Eltab’s Level Adjustment: —
lair in the depths of the Citadel of Conjurers is unknown to all but
a handful of demons and cultists. Once it is learned that Eltab is Eltab is a 15-foot-tall, muscular humanoid creature with the head
alive, understanding the nature of the Narfelli binding that ties of a muzzled beast. His body is covered with bony, dark red plates
the Hidden Layer to Faerûn might require a trek into the depths and sprouts dozens of horns and antlers. His slitted eyes are narrow
of the Castle of Al’hanar to the Myrkulyte library guarded by and yellow, with glowing red irises.
the Knights of the Undying Dragon or perusing the Demonsbane Eltab speaks Abyssal, Celestial, Chondathan, Common, Dama-
Annals in the Vault of Sages in Silverymoon. The sword Hadryllis ran, Dwarven, Mulhorandi, Rashemaar, and Nar.
was last seen in the hands of an incarnation of Anhur, and now lies Ordinarily archfiends such as Eltab do not grant spells, but he
forgotten in the depths of the Blood Fortress of Sultim. Banishing might act as a patron for a cleric with the given domain, whether
Eltab requires delving the depths of the Citadel of Conjurers once or not the cleric worships a specific deity. Eltab’s domains include
again, defeating the demon lord and his minions, and shattering Chaos, DemonicBV, Evil, HatredPG, and RetributionPG.
the Adamantine Binding forged when Eltab was brought to this
world centuries ago.

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COMBAT Thrall of Eltab


Eltab loves to wade into melee combat against multiple foes, carving
The thrall of Eltab has embraced the dark legacies of ancient
into their ranks with his greatsword or tearing them asunder with
Narfell. He works to bring the lands once claimed by the Nentyarch
his claws and head spikes.
of Narfell under the rule of Eltab, in hopes of achieving a position
Eltab’s natural weapons, as well as any weapons he wields,
of some power as the demon lord’s lieutenant.
are treated as chaotic-aligned and evil-aligned for the purpose of
Thralls of Eltab often work in small groups, usually led by a
overcoming damage reduction.
demon the group has found and liberated from a binding dating
Death Gaze (Su): Death, 30 feet, Fortitude DC 39. The save is
back to the waning days of Narfell. A few thralls of Eltab
Charisma-based.
are solitary individuals, traitors within an organiza-
Fear (Su): Eltab radiates a fear effect (Will DC 39 negates)
tion hated by Eltab who seek to betray their
at will. The save is Charisma-based.
fellows for personal gain. More than a
Spell-Like Abilities: At will—bestow greater curseBV
few Red Wizard conjurers have heeded
(DC 27), blasphemy, call lightning (DC 22), deeper dark-
the whispers of Eltab and serve as the
ness, desecrate, detect good, detect law, detect thoughts (DC
demon lord’s eyes and ears within the
21), greater dispelling, read magic, suggestion (DC 22),
ruling hierarchy of Thay.
telekinesis, teleport without error, tongues (self only),
unhallow, unholy aura, unholy blight (DC 23), wall of
thorns; 1/day—despoilBV (DC 28), symbol of fear (DC
BECOMING A
25), shapechange, utterdarkBV. Caster level 20th. THRALL OF ELTAB
Item Master (Ex): Although not an actual Clerics and thaumaturgists are most
spellcaster, Eltab can use any magic item, commonly found as thralls of Eltab,
even spell completion magic items such for their spells lend themselves

Illustration by Marc Sasso


as wands and scrolls. toward working with demons,
True Seeing (Su): Balors have a unlike Nar demonbinders, sorcer-
continuous true seeing ability, as the ers, and wizards, whose spells lean
spell (caster level 20th). toward binding and commanding
Summon Demon (Sp): Once per day Eltab demons, a practice Eltab detests.
can automatically summon 1d8 succubi, 1d6 Barbarians, blackguards, fighters,
glabrezu, or 1 balor. This ability is the rangers, and rogues also make
equivalent of a 9th-level spell. good thralls of Eltab, for their
Possessions: Moaning Crown of Ndulu combat abilities blend naturally
(see above), Stormsplitter (+5 keen shock with the abilities of this class.
greatsword).

Thrall of Eltab
TABLE 7–1: THE THRALL OF ELTAB
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Bonus Feat or Spells
1st +1 +2 +0 +0 Bone spurs, scaly flesh +1 Bonus feat or +1 level of existing spellcasting class
2nd +2 +3 +0 +0 Touch of fear —
3rd +3 +3 +1 +1 Burrow —
4th +4 +4 +1 +1 Scaly flesh +2 Bonus feat or +1 level of existing spellcasting class
5th +5 +4 +1 +1 Summon minor demon —
6th +6 +5 +2 +2 Demoncyst jump —
7th +7 +5 +2 +2 Scaly flesh +3 Bonus feat or +1 level of existing spellcasting class
8th +8 +6 +2 +2 Immunity to electricity —
9th +9 +6 +3 +3 Summon major demon —
10th +10 +7 +3 +3 Death gaze, scaly flesh +4 Bonus feat or +1 level of existing spellcasting class

Hit Die: d8.


Class Skills (4 + Int Modifier): Bluff, Climb, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (all skills,
taken individually), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Swim, Use Rope.

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ENTRY REQUIREMENTS Touch of Fear (Sp): Three times per day, a 2nd-level thrall of
Eltab can produce an effect identical to that of the cause fear spell
Alignment: Chaotic evil.
cast by a 10th-level caster.
Language: Abyssal.
Burrow (Ex): A 3rd-level thrall of Eltab can burrow at a speed
Skills: Knowledge (arcana) 4 ranks, Knowledge (the planes)
of 10 feet. If the creature can already burrow, this speed does not
8 ranks.
stack.
Feats: Deformity (Clawed Hands)BV, Thrall to DemonBV, Will-
Summon Demon (Sp): A 5th-level thrall of Eltab can summon
ing DeformityBV.
a demon of 5 HD or less once per day. This functions as a summon
Special: Must have released a bound or otherwise imprisoned
monster spell cast by a 15th-level caster. Once per day, a 9th-level
demon without demanding any assurances or anything in
thrall of Eltab can summon a demon of 10 HD or less.
return.
Demoncyst Jump (Sp): Once per day, a 6th-level thrall of Eltab
can produce an effect identical to that of a teleport spell cast by
CLASS FEATURES a 10th-level caster. This abilty can be employed only within a
All the following are class features of the thrall of Eltab prestige
demoncyst, and the target must lie within another demoncyst.
class.
Off-target results arrive in the desired demoncyst, but not at the
Weapon and Armor Proficiency: A thrall of Eltab is proficient
desired location. Similar area results lead to a randomly chosen
with all simple and martial weapons, with all types of armor, and
demoncyst, somewhere in eastern Faerûn. Mishaps deposit the
with shields.
thrall of Eltab on the 248th layer of the Abyss.
Bonus Feat or Spells: When a thrall of Eltab attains 1st, 4th,
Death Gaze (Su): At 10th level, a thrall of Eltab gains a gaze
7th, and 10th level, the character gains new spells per day as if he
attack: death, 30 feet, Fortitude DC 10 + thrall’s class level + thrall’s
had also gained a level in whatever spellcasting class he belonged
Cha bonus negates. The save is Charisma-based. If the target fails
to before he added the prestige class, or else he gains a bonus feat
its save, it dies.
of his choice. If the thrall chooses +1 spellcasting level, he does not
gain any other benefit a character of that class would have gained.
This essentially means that he adds the new level to the level of Soneillon,
whatever other spellcasting class the character has, then determines
spells per day, spells known, and caster level accordingly. “Queen of Whispers”
If a character had more than one spellcasting class before he
The “Queen of Whispers” has haunted the nation of Impiltur
became a thrall of Eltab, he must decide to which class he adds
since the Battle of Moaning Gorge, although her central role
the level for purposes of determining spells per day.
in Impiltur’s enduring troubles is a carefully hidden secret. This
A thrall of Eltab is free to choose the bonus feat at one oppor-
former consort of Agrosh the Scaled, Ndulu, and the Archmage
tunity and the spellcasting level the next time the decision arises,
Ferentier is a succubus from the Abyss who excels in the twin
or vice versa. Characters who are not spellcasters must choose the
arts of possession and corruption. She has contributed to the
bonus feat.
fall of two royal houses in Impiltur and sown the seeds of civil
Bone Spurs (Ex): A 1st-level thrall of Eltab gains a profusion
war in both Chondath and the Realm of the Sword and Wand.
of sharp bone spurs emerging from his skull, which provide a gore
Banished more than four centuries ago from the kingdom of
attack. If the thrall does not already have this attack form, use the
Impiltur, Soneillon now rules the hobgoblins of the Giantspires
appropriate damage value from the table below. Creatures that have
from the shadows, and claims the death knight Imbrar Heltharn,
other kinds of gore attacks retain their old damage values or use
fallen king of Impiltur, as her undying prince-consort. However,
the appropriate value from the table below, whichever is better.
Soneillon’s desire for revenge against Impiltur remains unslaked,
and she continues to plot against its leadership.
Size Damage Size Damage
Fine — Large 1d8
Diminutive 1 Huge 2d6 Soneillon’s Lair
Tiny 1d2 Gargantuan 2d8
Soneillon is based in the depths of the Giantspire Mountains, having
Small 1d4 Colossal 4d6
claimed a long-plundered crypt of ancient Narfell as her lair, and its
Medium 1d6
twin thrones as her seat of power. The Queen of Whispers nominally
dwells therein, attended by the Fallen King of Impiltur and the
Scaly Flesh (Ex): A 1st-level thrall of Eltab gains dark red,
undead remnants of his Royal Guard, but, in practice, she spends
scaly flesh, which provides a +1 natural armor bonus. At every
much of her time secretly lurking within the minds of mortals,
three levels beyond 1st (4th, 7th, and 10th), this bonus increases
possessing crowns and other symbolic objects as she sows the seeds of
by 1. The bonus from scaly flesh stacks with that of natural armor
corruption. Soneillon is most often found possessing the Coronation
derived from creature type (if the thrall of Eltab is a lizardfolk
Crown of Aliia while it rests atop the brow of the most powerful
or troglodyte, for example), but not from magical sources such as
hobgoblin of the tribes of the Giantspire Mountains.
an amulet of natural armor.

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Soneillon’s Domain There she sowed the seeds of corruption that came to fruition in
the Rotting War that ended in the Year of Queen’s Tears (902
Soneillon claims all the Giantspire Mountains as her domain,
DR), when Whinonas released the evil magics of ancient Netheril.
having secretly proclaimed it to be the kingdom of Naratyr. The
During the war’s last battle on the Fields of Nun, Soneillon was
Queen of Whispers does not rule Naratyr in open court, preferring
seen flitting from one dying warrior to the next, whispering final
instead to whisper to the various hobgoblins chieftains from the
torments in their ears and delighting in the suffering.
shadows. Soneillon seeks to regain the throne of Impiltur, which
In the wake of the Rotting War, the Queen of Whispers
she held briefly centuries ago before being banished forever from
returned to Impiltur, armed with knowledge of all manner of
the realm by Soargar, then the Archmage of Lyrabar.
magical plagues. In the Year of the Spouting Fish (922 DR),
Soneillon unleashed the magics of the Tortoiscab Plague on the
Deeds of Soneillon royals of House Elethlim. Over the next two years, the descendants
of Sarshel fell victim to Talona’s touch one by one, until only
For centuries, the Giantspire Mountains, which today form the
Princess Aliia remained. Two years later, the Queen of Whispers
border between the Kingdom of Damara and the tribal lands
struck again, possessing the ship Nadyra’s Glory as it sailed from
of Narfell, have been home to bugbears, hill giants, ogres, stone
Hlammach to Tsurlagol and forcing it to dive into the depths. As
giants, and countless hobgoblins. Although long considered a deadly
the ship was en route to Suzail, delivering Princess Aliia to her
nuisance, the eternally-warring tribes of hobgoblins did not begin
wedding, its sinking marked the last chapter of House Elethim,
to pose a significant threat to neighboring realms until the Year of
the end of Impiltur’s Golden Age, and the beginning of the era
the Dawndance (1095 DR). However, the roots of their emergence
known as the Kingless Years.
stretch back nearly four centuries before that date.
In the wake of Aliia’s death, Soneillon returned to Impiltur to
In the 600s DR, Impilturan settlers began settling the Great
finally reclaim “her” throne. She spent the next decade whispering
Dale, inadvertently unleashing the fell legacies of ancient Narfell
dark promises in the ears of Impiltur’s patriarchs, inciting the
buried beneath the forest floor. Once again, demons, half-fiends,
realm’s noble houses and cities into civil war. With the kingdom
and tieflings began to plague the region. West of the Easting Reach,
in chaos and those that might oppose her wracked by feuds,
fiends began infiltrating the ruling strata of the Impilturan court,
only the efforts of Soargar, Archmage of Lyrabar, prevented
while others mustered armies under the command of the balor
the Queen of Whispers from desecrating the Crown of Narfell
Ndulu. Once unleashed in the Year of the Dowager Lady (726
and claiming it as her own. The former Mage Royal of Impiltur
DR), the armies of fiends quickly brought Impiltur to its knees.
crafted a spell that forever banished Soneillon from the lands
On the eastern shores of the Easting Reach, the lack of organized
claimed by Impiltur, and the civil war, sparked by Soneillon’s
resistance (outside of Milvarn) allowed individual fiends to rampage
whispers, finally subsided.
unchecked through what is now Thesk.
Soneillon fled north to the abandoned gnome mining tunnels
Among the fiends released during the blazing of the Great Dale
beneath the Rawlinswood, and from there she made her way north
was a succubus named Soneillon. Some scholars specializing in the
into the Giantspires. In the decades that followed, the Queen of
study of fiends claim this is not her true name, but the name of
Whispers slowly formulated a plan to exact her revenge on the
a female demon lord, whose guise she has assumed. The Queen of
Realm of the Sword and Wand. One by one, the succubus seduced
Whispers, as the consort of Agrosh the Scaled styled herself, was
the various hobgoblin tribal chiefs of the region, binding them to her
instrumental in engineering the fall of the Durlarven dynasty, but
will, until she had knit the primitive humanoids into an army and
her reign as queen of Impiltur was short-lived. In the Year of the
realm capable of challenging the might of shattered Impiltur.
Twisted Horn (729 DR), Agrosh, the half-fiend offspring of Eltab,
In the Year of the Dawndance (1095 DR), the Queen of Whis-
the Lord of the Hidden Layer, was slain by Belthar Garshin, a
pers sent her army through the Rawlinswood tunnels to muster
paladin of Torm, at the Battle of Horned Heads; Soneillon nar-
on the northern border of Impiltur. From there, the hobgoblin
rowly escaped with her life.
horde swept into northern Impiltur, leaving only their banished
The Queen of Whispers spent the next five decades skulking
queen behind. Imphras Heltharn, War-Captain of Lyrabar, with
about Impiltur, serving as favored consort and chief spy of Ndulu,
the aid of Soargar, united the city-states of Lyrabar, Hlammach,
the balor general of the demon horde. Just before the Battle of
Dilpur, and Sarshel, the elves of the Grey Forest, and the dwarves
Moaning Gorge (786 DR), she assumed the guise of Prince Nord’s
of the Earthfast Mountains into an army capable of holding off
mistress and nearly succeeded in subverting his will. However,
the hobgoblins. After a terrible struggle, the host of Impiltur was
Prince Nord resisted her insidious attacks and had her imprisoned
driven back to the shores of Bluefang Water in the uplands of
beneath his keep. As such, Soneillon escaped the fate of Ndulu
Impiltur. There Soargar, the young sorceress Sambral, the visiting
and his host of demons, who were banished back to the Abyss. In
archmage Velgarbrin of Baldur’s Gate, and the folk of Impiltur
the immediate aftermath of the battle, while Nord plumbed the
and its allies routed the hobgoblin horde.
depths of the Citadel of Conjurers, Soneillon managed to escape,
Frustrated once again, the Queen of Whispers retreated to
engulfing her captor’s keep in flames in the process.
the Giantspires to rebuild her armies and plot her next attack.
Soneillon spent the next century-and-a-half in Chondath, playing
Meanwhile, in Impiltur, Imphras was crowned king, having learned
the role of consort to Archmage Whinonas Ferentier of Hlath.

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CHAMPIONS OF EVIL

from the dying Soargar where lay the Crown of Narfell and five Imbrar trains his hobgoblin armies in preparation for a future
score fabled blades of the Realm. Imphras I was succeeded by invasion, should Impiltur’s defenders ever lower their guard, the
his son Imbrar in the Year of Rose Pearls (1122 DR). Imbrar’s Queen of Whispers plots from the shadows anew. The succubus
younger sister, Princess Ilmara, became a sorceress under Mhilra has learned to whisper in the minds of Impiltur’s rulers from
of Milvarune and found the Scrying Stones of Myth Drannor. afar, circumventing Soargar’s prohibition, and has corrupted
Ilmara then founded Ilmwatch, to guard against the return of more than one royal of House Heltharn with thoughts of power.
the hobgoblins. Those who have succumbed to her whispered promises of absolute
In the Year of the Luminar Procession (1127 DR), the ever- power include Prince-Consort Rilaun, King Lashilmbrar, Prince
vigilant Ilmara saw the hobgoblins stirring Thaum, Crown Prince Imphras IV, and at least two of the Lords
in one of the Scrying Stones and of Imphras II who administer
alerted her brother to the looming the realm today. In many ways,
threat. Instead of mustering his Soneillon has unleashed far more
army on the northern border of the horrors on mighty Impiltur than
realm and inciting the hobgoblins the legendary Ndulu ever did, and
to come out onto the plains, King her vengeance remains unslaked.
Imbrar foolishly marched north
into the mountains, accompanied
only by his Royal Guard, who bore
Soneillon’s
the blades that were collectively Magic
known as Soargar’s Legacy.
Over the centuries, the Queen
This had been Soneillon’s
of Whispers has acquired an
ploy all along, for her armies
array of magical items, many
Illustration by Marc Sasso

were still too weak to confront


of them of great historical
Impiltur’s defenders directly.
import, which she now regards
Although Imbrar and his
as the regalia of Naratyr.
Royal Guard fought valiantly,
When Imbrar rose as a death
they were no match for the
knight, she allowed him to
Queen of Whispers and her
keep his Impilturan regalia,
minions on their own turf.
so he, too, is suitably attired
One by one they fell, as they
in the fashion of a power-
fled through the treacherous
ful monarch. Three items of
mountain passes, until only
particular historial interest
Imbrar remained. Undone by
are discussed below, and others
his pride and dreams of valor,
are mentioned in the list of
Imbrar realized he had squandered
possessions of each monarch of
Soargar’s Legacy and broken the
Naratyr.
faith of his subjects. The Queen
of Whispers captured him alive,
and the brokenhearted king was Soneillon CORONATION CROWNS OF
then subjected to a stream of torments, until finally his will and ALIIA AND RHIIGARD
faith in the Triad broke as he drew his final breath. To Soneillon’s The Coronation Crowns of Aliia and Rhiigard were crafted in
delight, the fallen king of Impiltur then arose as a death knight the Year of the Fearless Peasant (926 DR) and packed aboard the
and servant to her will. Nadyra’s Glory, along with many other treasures of the realm that
In the two and a half centuries since Ilmara donned the Crown were being sent to Cormyr. After scuttling the bridal ship, Soneillon
of Narfell, the Queen of Whispers and her undead prince-consort kept the crowns as symbols of her eventual rightful rule of Impiltur,
have ruled the Giantspires from the shadows, hidden behind the and they now serve as the royal crowns of Naratyr.
throne of the reigning hobgoblin monarch. Although Soargar The Coronation Crown of Rhiigard usually sits on the brow of
banished Soneillon from Impiltur, he did not recognize the threat Prince-Consort Imbrar; he even wears it into battle. It is an ornate,
she would continue to pose to the realm and breathed his last before almost gaudy, crown, fashioned of gold and adorned with countless
he could mention her existence to anyone else. However, his long- jewels. The Coronation Crown of Aliia usually lies on Soneillon’s
lost notes might detail some of what he learned about the Queen throne, although the Queen of Whispers wears it whenever she
of Whispers, should they someday come to light. manifests in physical form. This crown is often “loaned out” to
Soneillon calls her realm Naratyr, in homage to the terrible the most powerful hobgoblin among the tribes of the Giantspires.
city of her patron, Orcus, Demon Prince of the Undead. While It too is an ornate crown, fashioned of platinum and also adorned

137
CHAMPIONS OF EVIL

with countless jewels. Each crown is worth some 30,000 gp in and wailing demons, and the pommel is carved in the shape of a
materials alone. balor whose torso has been pierced by the blade.
Each of the Coronation Crowns has earned the sobriquet of Strong evocation and necromancy [death]; CL 15th; Craft Arms
the “Crown of Whispers” and acquired the reputation of a fell and Armor, shatter, slay living; Price 54,350 gp; Cost 27,350 gp +
magical artifact among the hobgoblins of the Giantspires. However, 2,174 XP; Weight 15 lb.
despite the legends that surround them, both simply enhance the
Charisma of their bearers (as a cloak of charisma +4). The reason
behind their reputation is that both crowns are favorite targets
Soneillon’s Fate
of Soneillon’s object possession ability, and she often whispers to Having survived the fall of Narfell, sparked civil wars in Impiltur
whomever’s head her crown bestrides. and Chondath, and precipitated the fall of two royal houses in
Moderate transmutation; CL 8th; Craft Wondrous Item, eagle’s Realm of the Sword and Wand, Soneillon has proven herself a
splendor; Price 50,000 gp; Weight 5 lb. cunning survivor and insidious opponent. Her power, however,
comes from her ability to scheme from the shadows, not con-
GREATSWORD OF IMPILTUR front foes directly. Should she ever be unmasked, the paladins
Commissioned to mark the coronation of Sarshel Elethim as king of Impiltur would undoubtedly destroy her, or at least drive her
of Impiltur and forged by the dwarves of Earthfast, the Greatsword back to the Abyss.
of Impiltur was not completed until the Year of the Splendid Stag The fate of Soneillon’s prince-consort, Imbrar Heltharn, is less
(734 DR), during the early days of the reign of Halanter I. The certain. Eventually, he must march his hobgoblin legions back
blade served as Halanter’s ceremonial sword of state from the time into Impiltur, where he is almost certain to be defeated—unless
of its dedication until the Year of the Missing Blade (759 DR), the Queen of Whispers has corrupted enough of his opponents
when it vanished from the royal vaults along with several other to shatter the might of Impiltur’s defenders.
treasures of the realm. Rumors at the time attributed the blade’s
theft to an agent of Ndulu, the balor general who was known Soneillon, Queen of Whispers: Female advanced succubus fiend of
to have survived the Fiend Wars. However, the Greatsword of possessionFF 6/fiend of corruptionFF 6; CR 23; Medium outsider
Impiltur was not among the treasures seized in the aftermath (chaotic, evil, extraplanar); HD 12d8+12 plus 12d6+12; hp 120;
of the Battle of Moaning Gorge twenty-seven years later, casting Init +5; Spd 30 ft., fly 50 ft.; AC 26, touch 11, flat-footed 25; Base
some doubt on this theory. Atk +13; Grp +13; Atk +13 melee (1d3+1, 2 claws); Space/Reach
In the Year of Wolfpacks (826 DR), Eljak Ferenfal, the Horned 5 ft./5 ft.; SA curse, energy drain, spell-like abilities, summon
Ranger, spent the latter half of the winter hunting a pack of winter tanar’ri; SQ ally or enemy, alternate form, animate object, control
wolves across the ice-bound Bluefang Water. During the course of creature, control object, damage reduction 20/+2, ethereal form,
his relentless pursuit, Eljak stumbled across the mauled and frozen fiend’s favor, fiendish graft, geas, grant wish, hide presence, im-
corpse of a Rashemi berserker trapped in the ice. Although the munity to electricity and poison, magic item, major creation, mark
body was clad in simple hide armor and carried nothing else of any of justice, mind shielding, possess creature, possess noncontinuous
worth, the warrior’s scabbard held an impressive greatsword, later object, possess object, resistance to acid 20, cold 20, and fire 20,
identified as Impiltur’s long-missing sword of state. At winter’s end, soul bargain, spell resistance 12, suggestion, telepathy, temptation,
Eljak presented both the Greatsword of Impiltur and a cloak made tongues; AL CE; SV Fort +19, Ref +19, Will +20; Str 12, Dex
from the pelt of the winter-wolf pack leader to King Halanter II, 12, Con 12, Int 16, Wis 14, Cha 26 (30 with Coronation Crown
and both were placed in the royal vaults with the king’s heartfelt of Aliia).
thanks. Skills and Feats: Bluff +14, Concentration +7, Disguise +14*,
In the Year of the Fearless Peasant (926 DR), the Greatsword Escape Artist +7, Hide +7, Knowledge (arcana) +12, Knowledge
of Impiltur was lost en route to Cormyr, during the sinking of (nobility and royalty) +17, Listen +16, Move Silently +7, Ride +7,
the Nadyra’s Glory, along with Princess Aliia and many treasures Search +9, Spot +16; Dodge, Epic Leadership, Expertise, Flyby
of the realm. Thus, it is one of the few royal blades of Impiltur Attack, Hover, Leadership, Improved Flyby Attack, Improved
that is not included in the five-score swords collectively known as Initiative, Mobility, Quick Change.
Soargar’s Legacy. Soneillon recovered the blade from the depths Class Abilities: Soneillon’s class abilities are too numerous and
of the Inner Sea, along with the Coronation Crowns of Aliia and lengthy to repeat in detail. See the Fiend Folio, pages 202–212.
Rhiigard, and eventually bore it back to her court in the depths Her Leadership score is 36. Her cohort is Imbrar. Her followers
of the Giantspire Mountains. The great blade then passed to a are NE/CE hobgoblins (660/66/33/17/9/5/3/2/1), all placed in
succession of hobgoblin champions until the Year of the Luminar positions of authority among the hobgoblin tribes.
Procession (1127 DR), when Soneillon reclaimed the blade and Alternate Form (Su): Soneillon can assume any humanoid form
gave it to her newly risen undead servant, Prince-Consort Imbrar of Small to Large size as a standard action. This ability is similar
Heltharn, who has wielded it ever since. to the polymorph self spell but allows only humanoid forms.
Forged of cold iron, the Greatsword of Impiltur is a +2 ravenous *While using this ability, Soneillon gains a +10 circumstance
doomstrike greatsword. The blade is engraved with images of dead bonus on Disguise checks.

138
CHAMPIONS OF EVIL

Energy Drain (Su): Soneillon drains energy from a mortal 2d6+12, 5th) (10/day with Coronation Crown), fear aura, smite
she lures into some act of passion, or by simply planting a kiss good 4/day, sneak attack +4d6, spellcasting; SQ aura of evil, aura
on the victim. If the target is not willing to be kissed, she must of despair, damage reduction 15/+1, dark blessing, detect good,
start a grapple, which provokes attacks of opportunity. Her kiss fiendish servant (fiendish raven), immunity to cold, electricity,
or embrace bestows one negative level; the victim must succeed and polymorph, lay on hands (1/day, cures 126 hp to self), spell
on a DC 15 Wisdom check to even notice. The Fortitude save to resistance 26, summon mount, turn immunity, undead followers,
remove the negative level has a DC of 18. undead traits; AL CE; SV Fort +20, Ref +13, Will +15; Str 18
Spell-Like Abilities: At will—charm monster (DC 19), (24 with belt of giant strength), Dex 10, Con —, Int 12, Wis 16,
clairaudience/clairvoyance, darkness, desecrate, Cha 20 (24 with Coronation Crown).
detect good, detect thoughts (DC 17), doom Skills and Feats: Concentration +7,
(DC 16), ethereal jaunt (self plus 50 pounds Diplomacy +21, Hide –7, Intimidate +21,
of objects only), suggestion (DC 18), and Knowledge (nobility and roy-
teleport without error (self plus 50 pounds alty) +6, Knowledge (religion)
of objects only); 1/day—unholy blight +6, Listen +7, Ride +5, Spot +7;
(DC 19). Caster level 12th. Cleave, Great Cleave, Improved
Summon Tanar’ri (Sp): Critical (greatsword), Improved
Once per day, Soneillon can Sunder, Mounted Combat,
attempt to summon one balor, with Power Attack, and Weapon
a 10% chance of success. When Focus (greatsword).
she needs to, she usually attempts Abyssal Blast (Su): Once
to summon Ndulu, because he per day, Imbrar can unleash
delights in the opportunity to a blast of eldritch fire. The
Illustration by Raven Mimura

return to the Demonlands blast fills a 20-foot-radius


and temporarily assuage his spread anywhere within a
appetite for revenge. range of 1,120 feet. The
Telepathy (Su): Soneillon blast deals 16d6 points
can communicate telepathi- of damage. Half of the
cally with any creature damage is fire damage,
within 100 feet that has but the rest results di-
a language. rectly from divine power
Tongues (Su): So- and is therefore not
neillon has a permanent tongues subject to being reduced
ability as the spell cast by a by protection from ele-
12th-level sorcerer. She usu- ments ( fire), fire shield
ally uses verbal communication (chill shield), or similar
with mortals and saves telepathic magic. A DC 26 Reflex
communication for conversing with save reduces the damage
other fiends. by half.
Possessions: Blazing Mantle of Aura of Despair (Su):
Horus-Re (robe of scintillating colors), Imbrar radiates a malign
Coronation Crown of Aliia (crown of aura that causes enemies
charisma +4), Scepter of Tharos (rod of within 10 feet of him to
embassy [The Abyss]), Signet Ring of Raumathar take a –2 penalty on all saving
(ring of elemental command [ fire]), Vambraces of throws.
Whinonas (bracers of armor +6). Imbrar Heltharn Aura of Evil (Ex): The power of
Imbrar’s aura of evil (see the detect evil
Prince-Consort Imbrar Heltharn, Fallen King of Impiltur: spell) is equal to his blackguard level.
Male human death knight ex-paladin 8/blackguard 10; CR 21; Dark Blessing (Su): Imbrar applies his Charisma modifier
Medium undead; HD 18d12; hp 117; Init +0; Spd 30 ft. (20 ft. (normally +5, +7 with Coronation Crown of Rhiigard) as a bonus
in full plate); AC 28, touch 20, flat-footed 28; Base Atk +26; Grp on all saving throws.
+25; Atk +26/+21/+16/+11 melee (2d6+10/17–20, Greatsword Detect Good (Sp): At will, Imbrar can use detect good as a
of Impiltur) or +23/+18/+13/+8 melee (1d8+7 plus 1 Con [Will spell-like ability, duplicating the effect of the detect good spell.
DC 25 halves damage and negates Con damage]), touch on Fear Aura (Su): Imbrar is shrouded in a dreadful aura of
living creatures); SA Abyssal blast, command undead 8/day (+9, death and evil. Creatures of less than 5 HD within 15 feet of

139
CHAMPIONS OF EVIL

Imbrar must succeed on a DC 26 Will save or be affected as Attack: +65 melee (4d8+19/19–20 plus nightmare venom, bite)
though by a fear spell cast by a 16th-level sorcerer. Full Attack: +65 melee (4d8+19/19–20 plus nightmare venom, bite)
Smite Good (Su): Imbrar adds his Charisma modifier (nor- Space/Reach: 50 ft./40 ft.
mally +5, +7 with Coronation Crown of Rhiigard) to his attack Special Attacks: Crush, ignore armor, improved grab, nightmare
roll and deals an extra 10 points of damage when using this scales, nightmare venom, spell-like abilities, swallow whole,
ability. For example, Imbrar armed with a greatsword would unleash nightmares
deal 2d6+10 points of damage, plus any additional bonuses Special Qualities: Damage reduction 15/epic and good, darkvision
from high Strength or magical effects that normally apply. If 120 ft., fast healing 10, immunity to charm, death, and fear
he accidentally smites a creature that is not good, the smite has magic, immunity to petrification, immunity to poison, low-light
no effect but it is still used up for that day. vision, resistance to acid 10, cold 10, electricity 10, fire 10, and
Summon Mount (Su): Imbrar has the ability to summon a sonic 10, spell resistance 40, true seeing
mount, typically an advanced 8 HD nightmare, though it can Saves: Fort +45, Ref +35, Will +39
be any other kind of creature normally used as a mount. The Abilities: Str 48, Dex 23, Con 42, Int 23, Wis 26, Cha 24
mount can have no more than 8 HD. If the mount is lost or Skills: Bluff +64, Climb +64, Concentration +73, Diplomacy +44,
killed, Imbrar can summon another one after a year and a day. Hide +47, Jump +76, Knowledge (arcana) +63, Knowledge (the
Turn Immunity (Su): Imbrar cannot be turned. He can be planes) +63, Listen +65, Move Silently +63, Search +63, Sense
banished with holy word, however, just as if he were an evil Motive +45, Spellcraft +43, Spot +65, Survival +31, Swim +76
outsider. (Imbrar would return to the Abyss, specifically to the Feats: Ability Focus (nightmare venom), Blind-Fight, Cleave,
domain of Orcus.) Combat Reflexes, Great Cleave, Improved Critical (bite),
Undead Followers: Imbrar is attended by the undead remnants Improved Bull Rush, Improved Initiative, Improved Natural
of his Royal Guard, four of whom survive as huecavas. Each Armor (6), Improved Overrun, Improved Sunder, Iron Will,
huecava carries one of the five-score blades of Soargar’s Legacy. Power Attack, Quicken Spell-Like Ability (shadow evocation)
These creatures are in addition to any undead creatures that Climate/Terrain: The Fugue Plane
Imbrar can rebuke. Organization: Solitary
Undead Traits: Imbrar is immune to mind-affecting spells Challenge Rating: 26
and abilities, poison, sleep, paralysis, stunning, disease, death Treasure: None
effects, necromantic effects, and any effect that requires a For- Alignment: Neutral evil
titude save unless it also work on objects. Imbrar is not subject Advancement: —
to extra damage from critical hits, nonlethal damage, ability
damage, ability drain, energy drain, or death from massive Dendar the Night Serpent is a vile elder evil as old as the world
damage. Imbrar cannot be raised, and resurrection works only itself. She roams the Fugue Plane, devouring the nightmares
if Imbrar is willing. Imbrar has darkvision out to 60 feet. of the living, and looking forward to the day when she has
Blackguard Spells Prepared (caster level 10th): 1st—strategic collected enough of the fears of humankind to initiate the end
chargeMag (2), summon monster I; 2nd—bull’s strength, darkness, of the world.
death knell (DC 14); 3rd—bedevil*, contagion (DC 15), protection
from energy; 4th—poison (+33 melee touch, DC 18).
*New spell described in Chapter 2.
Combat
Possessions: Cincture of Saint Jasper (belt of giant strength Dendar prefers to confront attackers head-on, using her awesome
+6 ), Tabard of Sarshel (cloak of resistance +4), Coronation Crown bite attack and nightmare venom to incapacitate a single combatant
of Rhiigard (crown of Charisma +4), Shining Mail of Nord at a time. She prefers to target spellcasters first, since her nightmare
(+5 gnashing* full plate), Greatsword of Impiltur (+2 ravenous* scales can eliminate or severely weaken melee fighters before she
doomstrike* greatsword). finishes them off. She often just slithers over creatures in her path,
*New special ability described in Chapter 2. crushing them under her awesome weight. Dendar tries not to kill
her opponents, preferring to put them into an endless sleep with
Dendar the her venom so that she can feed upon their nightmares forever.
Dendar does not need to worry about most mortal challengers,
Night Serpent and it would take a concerted effort by several of the most powerful
angels, demons, or devils to give her pause. Should she ever find
Colossal Outsider (Evil, Extraplanar) her opponents actually damaging her, she would not hesitate to
Hit Dice: 54d8+864 (1,193 hp) unleash the nightmares from her gizzard in an attempt to trap
Initiative: +7 her attackers inside their greatest fears forever.
Speed: 80 ft. (16 squares), climb 80 ft. Crush (Ex): As a standard action, Dendar can jump, roll, or
AC: 42 (–8 size, +6 Dex, +34 natural) touch 8, flat-footed 30 slither onto her opponents, using her whole body to crush them.
Base Attack/Grapple: +54/+89 She can crush creatures of Large size or smaller, up to as many

140
CHAMPIONS OF EVIL

as will fit under her gigantic body. Creatures crushed by the Night Spell-Like Abilities: At will—dream, fear (DC 25), nightmare
Serpent take 4d8+28 points of bludgeoning damage and must at- (DC 26), plane shift, shadow conjuration (DC 25), and shadow
tempt a DC 45 Reflex save. Failure means the creature is pinned evocation (DC 26). Caster level 30th. The save DCs are Charisma-
beneath her body, automatically taking crush damage each round based and include a +4 racial bonus.
the pin is maintained. Swallow Whole (Ex): When Dendar begins her turn with a
Ignore Armor (Ex): Dendar’s incredibly sharp fangs pierce any grappled opponent in her mouth, she can swallow that opponent
armor as if it were paper. Not even the most powerful magic armor with a successful grapple check. Once inside, a creature takes
protects against her vicious bites; as a result, do not count armor 2d10+28 points of bludgeoning damage per round from her
and natural armor bonuses when determining an opponent’s AC muscular contractions. There are worse things inside the Night
against the Night Serpent’s bite attacks. Serpent’s gizzard, however.
Improved Grab (Ex): To use this ability, Dendar must hit with The undigested nightmares of thousands of souls reside within
her bite attack. She can then attempt to start a grapple as a free Dendar’s belly. Anyone trapped within is automatically assailed by
action without provoking attacks of opportunity. these nightmares 1d6 times per round as if they had struck her
Nightmare Scales (Su): Anyone striking the Night Serpent in in combat (the Will save is affected as if Dendar had one of the
melee combat causes one of her scales to fly off. Each scale contains character’s body parts).
a consumed nightmare, which is unleashed on the character in the There are two ways to escape this nightmare prison. The first is
form of a nightmare spell (DC 26). to deal at least 100 points of damage to the Night Serpent’s gizzard
Nightmare Venom (Ex): Anyone struck by Dendar’s bite with a light slashing or piercing weapon (her gizzard has an AC of
attack must succeed on a DC 53 Fortitude save or fall into a coma. 27). Once a creature has escaped in this way, muscular action closes
While in this state, the character is assailed by a constant stream the hole; other swallowed creatures must cut their own way out.
of his worst nightmares. The only way to recover a character in The second method of escape is under Dendar’s control. If she ever
this state is through the use of a wish or miracle spell, and even uses her unleash nightmares ability with a creature in her gizzard,
Illustration by Jason Engle

then the character must succeed on a DC 53 Will save or take the creature is automatically expelled along with the nightmares,
1d4 points of Wisdom drain from the horrible lucid nightmares suffering the nightmare attack along with all others in the area of
he has experienced. effect (and possibly finding its way right back into her belly).

Dendar the Night Serpent

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CHAMPIONS OF EVIL

Dendar’s interior can hold 2 Gargantuan, 4 Huge, 8 Large, 32 gorged on the world’s unremembered nightmares. She lives in a
Medium, 128 Small, 512 Tiny, 2,048 Diminutive, or 8,192 Fine vast cave near the river that surrounds the Fugue Plane, and the
or smaller opponents. hiss of her breathing echoes throughout that plane as she sleeps.
True Seeing (Su): Dendar the Night Serpent continuously uses She is automatically aware of any creature that approaches her
this ability, as the spell (caster level 30th). cave, and she awakens in order to savor the taste of their worst
Unleash Nightmares (Su): The Night Serpent can cause any nightmares before she destroys them.
being on any plane to relive her worst nightmare. Unless the
creature succeeds at a DC 26 Will save, she goes completely insane.
This insanity can be cured only by a limited wish, miracle, or wish
Appearance
spell. Dendar can unleash this ability as a breath weapon in combat The Night Serpent appears as a 300-foot-long serpent with scales
once every 1d4 rounds as well, although she is loathe to do so since that range in color from midnight black to deep green. These
it delays the end of the world just that much longer. If she does so, scales represent the physical embodiment of the nightmares that
all creatures within a 100-foot cone must make the saving throw, she has swallowed over the millennia. Her slit-pupiled eyes are the
and those that fail are carried by their own nightmares into the sickly yellow-black of rotten eggs, and her forked tongue flickers
Night Serpent’s belly, in addition to being driven insane. incessantly over her smooth lips. Dendar’s mouth unhinges at the
jaw to reveal a maw large enough to swallow a dragon without
trouble. She has four jagged fangs that sink deep into the flesh of
History her enemies, injecting a nightmare venom that slowly works to
Some say that Dendar the Night Serpent was created the first destroy their minds. Her tongue is a weapon, too, able to knock
time a mortal creature had a dream. They believe that she was giants from their feet with a single swipe and entangle bitten foes
created to be the dream’s opposite, and that had the first mortal so she can swallow them whole. Beneath her tongue is a viscous
had a nightmare instead, a beautiful creature of goodness and light pit of greasy spittle and the bones of enemies past. She secretes
would now roam the Gray Waste, swallowing good dreams rather the essence of nightmares that she has devoured, and constantly
than nightmares. Debate rages on whether or not this fate would regurgitates the souls of those she has destroyed.
have been better for the world. Since her creation, Dendar has been
devouring the nightmares of mortals, gathering them in her gullet
where they swim in an eternal miasma of fear and hatred. She takes
Dendar the Night Serpent
pleasure in swallowing the fears of mortals and immortals alike, in Your Campaign
particularly enjoying the fancies of kings and gods.
The Time of Troubles was more than just a time when the gods
The Night Serpent is said to be the harbinger of the end of
walked the land. It was also a formidable recruiting tool for apoca-
the world, so that when she has swallowed enough nightmares, she
lyptic cults everywhere. As the gods died right before the eyes of
will come forth from her lair to douse all of existence in darkness
ordinary Faerûnians, it began to seem as if the entire world might
and fear. Even the gods will be unable to stop her, because they are
be in peril. Even though things have calmed and the reorganized
subject to the same nightmares as the mortals who serve them. A
pantheon has begun to rebuild its base, gods continue to disappear
sect of plane-hopping clerics and monks of Kelemvor (formerly
(the recent upheaval in the Underdark because of Lolth’s disap-
Myrkul) believe that it is their sacred duty to stop this from hap-
pearance is a prime example), while others war for dominion of
pening. They train every generation to hunt the Night Serpent on
the various aspects of existence. This was the perfect time for the
her plane, forcing her to expend precious nightmares in defense
cults of Dendar the Night Serpent to make great gains in both
of her lair and her life. Although these religious fanatics know
numbers and resources.
that they go to their deaths when they move against Dendar, they
Cults revolving around Dendar are active across Faerûn, but
believe that they are vital to the continued existence of Faerûn and
the two largest and most devoted can be found in Calimport and
its people.
the Jungles of Chult. In Calimport, the Sacred Order of Akabar
Dendar has been known by many names throughout the ages.
recruits thieves, assassins, and other skulks to fulfill their twisted
Different civilizations have different uses for a legendary creature
purpose. This order of fanatics believes that Dendar the Night
that swallows nightmares in an attempt to bring about the end of
Serpent is the mother of the Night Parade, a congregation of
the world. The ancient Rus called her Nidhogg, and believed that
demonic creatures that oversaw a reign of terror in Calimport
she would gnaw the roots of the world tree that connects all things,
in 1359 DR. Their appearance in the year after the Time of
until it could no longer survive. The people of Calimport believe
Troubles only reinforced their conclusion that the “Serpent
that she is the mother of the Night Parade, although this is not
Mother” was preparing for the end of the world. Since that time,
true. And in Chult, the followers of Ubtao believe that Dendar
they have made it their single-minded goal to feed Dendar enough
lives underneath the Peaks of Flame, and that she will emerge
nightmares to bring about Faerûn’s destruction, at which time
through a massive iron door to devour the sun.
they expect to rule over the remaining planes of existence as the
Although she sometimes slithers across the fiendish planes,
Serpent Mother’s chosen people. They do so by kidnapping and
Dendar is content to spend most of her time in her lair, contentedly
drugging the dregs of Calimport society, who are kept in a secret

142
CHAMPIONS OF EVIL

chamber and feed Dendar with an endless string of poison- and and true believers who are loyal to him because of either their
narcotics-induced nightmares. fanaticism or the gold he lavishes freely upon them.
The other large group of Dendar-related cultists can be found
in the Jungles of Chult, hidden among the caves below the Peaks A. ROAD TO CALIMPORT
of Flame. Unlike the Sacred Order of Akabar, these cultists are This tunnel winds beneath the sands of the Calim Desert, eventually
bent on preventing the Night Serpent from destroying the world. coming to a small cavern hidden beneath a merchant’s warehouse
They believe that they are the guardians of an enormous iron door in Calimport. The tunnel is smooth and well ventilated, making
through which Dendar will one day slither and attempt to eat the it perfect for transporting newly kidnapped victims to the sleep-
sun. The Spearbearers of Ubtao, as they call themselves, believe ing chamber beyond. Two ruts can be detected in the floor of the
that they must maintain a long list of rituals in order to give their tunnel, where the sled used to transport unconscious prisoners has
god the strength to defeat Dendar when she finally hungers for worn away the soft earth floor.
the light of the world. Many of these rituals require the sacrifice The sandy floor is well worn and covered with visible human
of sentient life, however, leading the Spearbearers to commit evil tracks, as well as the paw prints of a tiger the group has trained to
acts in the of saving the world. pull the sled. When the tiger is present in the caverns, its roar can
often be heard echoing through the tunnel, even miles away.
Caverns of the Serpent Mother B. SERPENT’S GORGE
Hidden beneath the sands of the Calim Desert and connected This seemingly bottomless crevice cuts directly across the tunnel,
to a hideout in the city of Calimport, some twelve miles away, and hissing winds can be heard blowing in its depths. In reality, it
the caverns of the Serpent Mother are the secret stronghold of descends nearly a mile and contains nothing more than stale air
the Sacred Order of Akabar. It is here that the Order tends to its and thousands of years of loose rock and sand at the bottom. The
growing herd of victims, who spend weeks or even months at a Sacred Order uses this crevice as a natural defense, and they have
time in a comalike state, feeding nightmares to Dendar the Night constructed a drawbridge that fits into grooves cut into both sides
Serpent. The entire operation is run by Ali Kumara, a godless priest of the pit. When it is drawn up, the bridge can be wheeled over to
of Dendar who actually receives his spells from Cyric, although he a wall where it is out of the way or it can be tilted down to provide
does not know it. He employs a variety of cutthroats, degenerates, cover for those on the cavern side.

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Stalagmites Raised Stone Bed c Trap Door (Ceiling)

Straw Beds Stone Shelf Ladder

143
CHAMPIONS OF EVIL

C. GUARD CHAMBER (EL 7 OR EL 12) prophecies are soon to be fulfilled. Such individuals have every
Just on the other side of the gorge is a small cavern that houses reason to adventure, gathering gold and magic to aid the cult in
any Sacred Order members that are here. Ali typically keeps four their mission.
members of the cult here at all times—a poisoner, a mage, and With their recent expansion and increase in activity, the
two “toughs.” The tiger’s cage is also here, but the tiger itself is Night Serpent cults make for good employers as well. They are in
normally kept in a bazaar in Calimport. If the tiger is here, that constant search for artifacts and relics of their unholy mistress,
means victims have been brought within the last 24 hours and many of which have been scattered across the various planes that
there will be additional guards and Order members around. she sometimes roams.
Encounter (EL 7): Human rogue 5/assassin 1, human wizard
3, human fighter 1 (2). Ali Kumara: Human cleric 9; CR 9; Medium humanoid; HD
Encounter (EL 12): As above plus human expert 7, human 9d8+18; hp 63; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed
rogue 2 (4), tiger. 16; Base Atk +6; Grp +7; Atk +9 melee (1d8+3, +2 heavy mace) or
+8 ranged (1d8, masterwork light crossbow); Full Atk +9/+4 melee
D. SLEEPER CAVERN (1d8+3, +2 heavy mace) or +8 ranged (1d8, masterwork light cross-
The cavern here is incredibly large and riddled by sharp stone bow); SA turn undead 5/day (+4, 2d6+9, 9th); AL NE; SV Fort +8,
formations on the floor and the ceiling. Several beds are scattered Ref +4, Will +9; Str 12, Dex 12, Con 15, Int 16, Wis 17, Cha 15.
throughout the room, either carved from the stone of the cavern or Skills and Feats: Bluff +7, Concentration +9, Diplomacy +11,
made from piles of clothing and straw on the open floor. Motionless Heal +8, Knowledge (arcana) +8, Knowledge (local Calimshan)
men and women can be found on most of the beds, put to sleep +5, Knowledge (the planes) +9, Knowledge (religion) +10, Listen
by the drugs of the Sacred Order and made to play their worst +5, Profession (merchant) +6, Sense Motive +5, Spellcraft +10,
nightmares over and over again in their minds. They are kept here Spot +5; Craft Wondrous Item, Endurance, Negotiator, Scribe
for days or even weeks, depending on the poisoner’s assessment of Scroll, SpellwisePG.
their health (and thus their ability to handle repeated dosages of Languages: Alzhedo, Draconic, Infernal.
the drug). At any one time, between ten and twenty-five sleepers Typical Cleric Spells Prepared (caster level 9th): 0—create
are here, all under the effects of the Sacred Order’s drug. There water, cure minor wounds, detect magic, detect poison, purify
is a 25% chance that the poisoner will be here, checking on his food and drink, read magic; 1st—cause fear (DC 14), cure light
“wards” at any time of the day or night—otherwise, all the caverns’ wounds, disguise selfD, divine favor, doom (DC 14), obscuring
occupants are in the guard chamber. mist; 2nd—calm emotions, cure moderate wounds, delay poison,
An elevated shelf along the northwestern wall holds the Sacred enthrall (DC 15), invisibilityD, spiritual weapon; 3rd—create food
Order’s supply of drugs, as well as food and water for those housed and water, meld into stone, contagionD (DC 16), protection from
here. It is set back into the stone and free of torchlight, making a energy, stone shape; 4th—confusionD (DC 17), discern lies (DC 17),
cool, dark storage area for both the food and the sensitive leaves neutralize poison; 5th—false visionD, plane shift (DC 18).
from which the drug is brewed. Ali has set a magical trap as a last D: Domain spell. Domains: Destruction (smite good 1/day, +4
line of defense against intruders who would steal or destroy this on attack, extra 9 damage), Trickery (Bluff, Disguise, and Hide
essential part of his plans to aid the Night Serpent. Anyone who are class skills).
passes the threshold of the inset cavern without a sacred mark of Possessions: +2 chain shirt, +2 heavy mace, masterwork light
the Mother Serpent conjures five serpents into being, each made of crossbow, 20 +1 bolts, ring of sustenance, potion of bear’s endurance,
pure force. They attack any living creature in the area and attack 2 potions of cure moderate wounds.
like weapons from a spiritual weapon spell in all ways.
A dozen small tunnels lead away from this room into the
Underdark; no activity has ever been seen in any of them.
Kezef the Chaos Hound
Trap: CR 6; magic; location trigger; no reset; Atk +9 melee Huge Outsider (Chaotic, Evil, Extraplanar)
(1d8+3, 5 force serpents); force serpents attack for 9 rounds or Hit Dice: 28d8+280 (426 hp)
until all living creatures are out of the area; Search DC 27; Disable Initiative: +17
Device DC 27. Speed: 60 ft. (12 squares)
AC: 33 (–2 size, +7 Dex, +18 natural) touch 15, flat-footed 26
Base Attack/Grapple: +28/+49
Player Characters and Attack: +37 melee (3d6+13/19–20 plus 1d10 acid, bite) or +36
Dendar the Night Serpent melee (1d8+13, claw)
Full Attack: +37 melee (3d6+13/19–20 plus 1d10 acid, bite) and
The cults of Dendar the Night Serpent have been spreading quickly
+34/+34 (1d8+6, 2 claws)
over the past twenty years, so it’s quite possible that any or all of
Space/Reach: 15 ft./10 ft.
the player characters in a group have had some contact with one
Special Attacks: Acidic bite, breath weapon, corrosion, terrifying
cell or another. Indeed, it’s possible that a character might have
howl
grown up within the cult and to this day believe that the ancient

144
CHAMPIONS OF EVIL

Special Qualities: Damage reduction 15/adamantine and good, where he actually touches the ground. The acidic pools last for 24
darkvision 120 ft., extinguish, fast healing 10, flawless tracker, hours before burning off into empty holes (except where they are
immunity to acid, petrification, and poison; immunity to magically preserved; see the Death Shallows entry below).
charm, death, and fear magic; low-light vision, resistance to Extinguish (Ex): All nonmagical fires within 60 feet of
cold 10, electricity 10, fire 10, and sonic 10, spell resistance the Chaos Hound are extinguished as soon as he moves into
35, superior initiative range due to the fetid, oxygen-deprived breath he spews from
Saves: Fort +26, Ref +23, Will +24 his slavering maw.
Abilities: Str 36, Dex 24, Con 31, Int 15, Wis 26, Cha 20 Flawless Tracker: The Chaos Hound can designate a single
Skills: Balance +35, Diplomacy +23, Hide +31, Intimidate +33, individual as his prey, and thereafter will never fail to catch
Jump +41, Knowledge (the planes) +25, Listen +36, Move the creature’s trail. As soon as he designates his prey, he knows
Silently +35, Search +30, Sense Motive +36, Spot +36, Survival the prey’s birthplace and can use his plane shift and teleport
+36, Swim +28 without error abilities to go there. Thereafter he can use these
Feats: Ability Focus (howl), Blind-Fight, Cleave, Combat Reflexes, abilities to follow the creature’s “emotional scent,” even tracking
Improved Critical (bite), Improved Natural Attack (bite), the entire fabric of their lives until he catches up with them
Improved Sunder, Multiattack, Power Attack, Weapon Focus at the present time. He does all of this with amazing speed,
(bite) once tracking four years of Kelemvor’s life in just one hour.
Climate/Terrain: The Outer Planes and the Material Plane Once Kezef picks up a creature’s scent, it is impossible to hide
Organization: Solitary from him. He can track across worlds and planes as easily as a
Challenge Rating: 21 hunter tracks a bleeding deer.
Treasure: None Spell-Like Abilities: At will—air walk, improved invisibility,
Alignment: Chaotic evil plane shift (DC 20), teleport without error*. Caster level 30th.
Advancement: — *The Chaos Hound does not use teleport without error in the
conventional sense, but he becomes an insubstantial ghost and runs
Kezef the Chaos Hound, the Ravager of Heavens, is a putrid with near-limitless speed. While in this state he can run across or
creature made of pure hatred that roams the Outer Planes eating through any substance or barrier, and moves as fast as he likes, often
the souls of the faithful. moving between two points as if he had teleported. When in this
form, he is perceived as a ghostly blur that leaves behind a lingering
scent of decay and a vague dread of darkened corners and howling
Combat in the night. Spells that prevent teleportation, such as dimensional
Kezef prefers to begin combat by howling to confuse and separate anchor, do not prevent Kezef from using this ability.
his opponents. He follows up with a blast of his acidic breath weapon Superior Initiative: Kezef has a +10 racial bonus on initiative
before wading into melee combat, crunching sinew and bone with checks, and is always considered to have rolled a 20 on his initiative
his powerful bite. He does not fear melee because the maggots that check. In addition, he can never be surprised.
form his body can part to avoid blows as well as splash his enemies Terrifying Howl (Su): The Chaos Hound is so named for his
with scalding slime. He does not normally fight while invisible, terrifying howl that causes panic and confusion to all who hear it.
since he enjoys the terror his form causes other creatures. He will Kezef can howl as a standard action, and all creatures within 100
go invisible against opponents that have the capability to damage feet must make a DC 29 Will save or suffer from confusion for
him, and he will not hesitate to retreat via teleport or plane shift 2d6 rounds. Even if a character makes this save, a second DC 29
in order to save his hide. Will save must be made or else he runs away in panic as if hit by
Acidic Bite (Ex): Kezef’s acidic saliva deals an additional 1d10 a fear spell. The save DCs are Charisma-based.
points of acid damage every time he bites an opponent.
Breath Weapon (Su): 30-ft. cone, once every 1d4 rounds, damage
2d20 acid, Reflex DC 34 half. Any creature that fails its save takes
History
2d20 points of damage the following round as well, as the acid eats Kezef the Chaos Hound, the Ravager of Heavens, is as old as
its way through its flesh. The save DC is Constitution-based. Faerûn itself, although some believe that the god Jergal created
Corrosion (Ex): Kezef’s flesh bubbles and roils with acid-spewing him to deny the other gods the souls of their followers. It is
maggots; any creature that strikes Kezef in melee combat causes an said that Jergal created the Chaos Hound in a fit of madness
acidy cloud to explode outward from his body. Unless the creature when he realized that, though he held sway over death and the
makes a successful DC 34 Reflex save, he is splashed by burning dead, the souls of the Faithful went to live with their respec-
slime that causes 1d12 points of damage per round until wiped tive gods—not with him. He unleashed this terrible evil to
away. A character can take a full-round action that provokes attacks punish the mortals and gods alike, whom he saw as usurping
of opportunity to remove all of the slime from his body. his domains. It is thought that the backlash from this moment
This same acid is found in pools where Kezef stands on the of rage is what caused him to divide his portfolio among Bane,
ground. It is not left while he is running or incorporeal, but only Bhaal, and Myrkul, and his willingness to do penance for the

145
CHAMPIONS OF EVIL

creation of the Chaos Hound keeps him servile to the god of that the time will come when they will be forced to deal with
death to this day. his threat again.
Kezef roams the Outer Planes devouring the souls of the
Faithful before they can reunite with the gods in their respective
planes. He finds their taste intoxicating, and does not discriminate
Appearance
between the gods when he feasts. The souls of the Faithless and the The Ravager of Heavens appears to be a huge mastiff whose flesh
False are disgusting to him, as is the flesh of living beings, which crawls ceaselessly across his body. Upon closer inspection, the creature
is why he rampages across Faerûn from time to time, leaving a can be more accurately seen as a jet-black skeleton covered by millions
wake of destruction and devoured souls. Any souls devoured by of bloated maggots that crawl and squirm as they wait for their next
Kezef are truly and forever destroyed, beyond even the reach of meal. He searches for the Faithful with malevolent red eyes, and his
the gods to restore. jaws drip with the secreted essence of a thousand souls. The maggots
This terrible being was imprisoned for a time by a compact of that make up his flesh and sinew ooze yellow-green pus at all times;
Faerûnian deities, who wanted to protect their worshipers from this pus is left in swirling pools wherever the Chaos Hound goes, as
the depredations of his evil. The story of his imprisonment is well his gigantic paws burn prints into the ground. His teeth flash like
known, and is a popular tale in alehouses across the continent. obsidian daggers as he snarls at his prey.
Centuries ago, somewhere in the Barrens of Doom and Despair, The Chaos Hound’s blood is a corrosive ooze, and he radiates
several deities challenged the Chaos Hound to a contest. They a pestilent aura of decay. His reek can be detected for miles, and
had forbidden mortals and deities alike to traffic with the Chaos lingers for days upon his passing. Demons and paraelementals are
Hound, and they would lift the ban if the evil beast could escape often spawned from the pools of ichor he leaves behind. His breath
bonds crafted by Gond the Wonderbringer. Kezef agreed, but in stinks of hatred and lost souls, and it extinguishes nearby fires by
order to dissuade any treachery, he demanded that Tyr place his smothering them in its stench.
right hand inside his mouth. The gods strapped him into the When the Chaos Hound feeds upon a soul, the maggots from his

Illustration by Thomas M. Baxa


chains, and then Mystra surrounded him with an invulnerable body swarm out like bees and feast upon the soul’s essence. Gorged
nimbus of pure magic that resisted all attempts to dispel or and bloated, they fly back to the hound and reattach, causing him
destroy it. Realizing he had been successfully bound, the Chaos to look fat and agitated. When he speaks, his voice resonates in a
Hound squeezed his powerful jaws shut and severed Tyr’s hand, low, rumbling growl.
the divine essence of which the beast feasted upon for hundreds
of years.
It took the twisted plans of the newly ascended Cyric to release
the hound again, although his plans backfired and helped
to ensconce Kelemvor as the new god
of the dead.
Since that time, the Chaos
Hound has spent his time feeding
on souls and chasing down Mask,
whose enmity he gained during the
Cyric debacle. Mask would certainly
have risen back to greater power by
now had he not been constantly on
the run from this deadly and tireless
opponent. Because the Chaos Hound
has been distracted by this hunt,
he has not yet shown himself to be
the enemy that he once was. The gods
are all aware that one day he will
once again feed on their follow-
ers, and they know

Kezef

146
CHAMPIONS OF EVIL

Kezef the Chaos Hound A. POOLS OF ACID


These pools of acid were created by the Chaos Hound when he
in Your Campaign rested here during his hunt for Mask. Normally they would have
For centuries, gods and mortals alike believed that the Ravager of evaporated quickly, but this area happened to contain strong planar
Heavens had been defeated forever, locked away in the Barrens of magic that not only perpetuated the pools but also allowed elemen-
Doom and Despair never to hunt the Outer Planes again. The mad tal creatures to take up residence in them. The acid has weakened
god Cyric proved them wrong. Now that Kezef has been released to the point that it does not harm the paraelementals living inside
and spends his time chasing Mask across the planes, his presence has the pools, but it still deals 1d12 points of acid damage to other
been noted on Faerûn from time to time. While these “sightings” creatures that enter them, unless these creatures are somehow
amount to little more than rumors, those who know the Chaos resistant or immune to acid normally.
Hound understand that just the lingering aura of hatred he leaves The paraelementals that live here do not always jump out to
wherever he goes is enough to cause concern. attack anyone that visits the shallows. They often wait until a group
Kezef has been temporarily frustrated in his hunt for the Lord is split or sleeping, and sometimes they might simply ignore visi-
of Shadows by the god’s procurement of the sword Houndsbane, tors (which serves to keep the rumors as just that). Any spellcaster
which hides him from the Ravager of Heavens. He spends quite a who tries to tap into the evil node draws their ire, however, and is
bit of time on the Outer Planes hunting souls, but occasionally he attacked immediately. The paraelemental weird that lives in the
makes forays onto Faerûn in an attempt to discern Mask’s location. nearby subterranean cavern commands them for its own purposes
Kezef terrorizes Mask’s clergy where he can find them, and has from time to time as well.
taken to destroying holy artifacts and temples of the faith in order Characters who run, engage in combat, or perform other
to try to draw the god out and weaken his following. Powerful strenuous activities in the shallows must make a DC 12 Balance
thieves dedicated to the masked god might find themselves stalked check each round or fall down. Characters on the edge of an acid
in the night by an invisible foe who radiates hatred for them and pool have a 50% chance of slipping into the pool if this occurs.
their god.
Kezef has no organized following on Faerûn, and most of Ooze Paraelementals (6): CR 3; Medium elemental (earth, water);
Mask’s enemies would never think of using such an evil against HD 4d8+12; hp 30; Init +1; Spd 20 ft., swim 50 ft.; AC 19, touch
him. That’s not to say that Kezef hasn’t left a lasting impact 11, flat-footed 18;Base Atk +3; Grp +6; Atk or Full Atk +6 melee
upon the world, however. During one of his hunts, he happened (1d8+4 plus 1d6 acid, slam); Space/Reach 5 ft./5 ft.; SA acid; SQ
across an evil node that bent heavily toward planar magic darkvision 60 ft., elemental traits; AL N; SV Fort +7, Ref +2, Will
because it sat in a region where travel between the planes was +1; Str 16 Dex 12 Con 17 Int 4 Wis 11 Cha 11.
easier than normal. In this place, the Chaos Hound’s footprints Skills and Feats: Listen +6, Spot +5; Alertness, Power Attack.
became pools of acidic filth through which creatures from the Acid (Ex): Any time an ooze paraelemental makes a success-
paraelemental planes could emerge. It has become known recently ful slam attack, it deals acid damage. Its acid deals 40 points of
as the Death Shallows. damage per round to metal or wooden objects. Armor or clothing
dissolves and becomes useless immediately unless it succeeds on a
DC 13 Reflex save. A metal or wooden weapon that strikes the
The Death Shallows paraelemental also dissolves immediately unless it succeeds on a
This shallow, flat depression lies about 25 miles east of Waterdeep Reflex save. If the ooze paraelemental successfully grapples an
along the River Dessarin, surrounded by high cliffs. It is an area opponent, the foe’s armor takes a –4 penalty on the Reflex save.
rarely seen except by those traveling along the river, who must
sometimes walk along its edge to help their vessels navigate the B. CAVES
shallow water. Kezef rested here while hunting Mask in the city of These caves are home to several ooze mephits that were sum-
Waterdeep, and now foul creatures rise from the slime he left in his moned to the node but prefer not to live in close proximity to the
wake. Several ooze and acid paraelementals have taken up residence paraelementals. Should combat erupt in the shallows, however, the
in the pools and the surrounding cliffs, giving rise to new tales mephits are likely to swoop in to help the paraelementals, especially
of ghosts and an area along the river haunted by those who have if it looks like they can save any interesting treasures from being
died in its strong currents. Riverboats and trading vessels have been eaten away by the acid. The mephits fear the weird, however, and
coming under attack by the paraelementals lately, and Waterdhavian hide in their caves anytime it is active.
merchants are beginning to worry about this new threat. Ooze Mephits (6): hp 19 each; see Monster Manual p. 183.

THE DEATH SHALLOWS EVIL NODE C. LAIR OF THE PARAELEMENTAL WEIRD


Class: 7 The most dangerous creature to appear through the planar conflux
Granted Spells: blink, contact other plane, ethereal jaunt, lesser is a paraelemental weird residing in a pool and a submerged cavern
planar ally, plane shift just to the south of the shallows. This creature is not normally

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CHAMPIONS OF EVIL

hostile to passing boats, but it takes great offense at efforts to poke paraelemental weird also dissolves immediately unless it succeeds at a
around the shallows or to try to use the node’s magic. Reflex save. If the ooze paraelemental weird successfully grapples an
opponent, the foe’s armor takes a –4 penalty on the Reflex save.
Ooze Paraelemental Weird: CR 12; Large elemental (Earth, water); Elemental Command (Su): The ooze paraelemental weird
HD 15d8+45; hp 112; Init +6; Spd 30 ft., swim 30 ft.; AC 15, can attempt to gain control over any elemental within 100 feet,
touch 11, flat-footed 13; Base Atk +11; Grp +20; Atk +15 melee regardless of the latter’s elemental type. The elemental must make
(2d6+7 plus 2d8 acid, slam); Full Atk +15/+10/+5 melee (2d6+7 a DC 23 Will saveor succumb to the weird’s control. An elemental
plus 2d8 acid, slam); Space/Reach 10 ft./5 ft.; SA acid, elemental that saves against this attack is immune to that weird’s elemental
command, spells; SQ damage reduction 10/cold iron, darkvision command ability for 24 hours. There is no limit to the number
60 ft., elemental traits, ooze pool, prescience, regeneration 10, spell of elementals that a weird can control.
resistance 25; AL N; SV Fort +7, Ref +2, Will +1; Str 21, Dex 14, Once under the weird’s control, an elemental serves the weird
Con 17, Int 20, Wis 23, Cha 22. until it or the weird dies, until the weird dismisses it, or until the
Skills and Feats: Concentration +10, Diplomacy +17, Intimidate duration of its summoning expires. It obeys the weird explicitly,
+15, Knowledge (arcana) +12, Knowledge (the planes) +12, Listen +6, even if ordered to attack the being who originally summoned it.
Sense Motive +13, Spot +5, Swim +13; Alertness, Power Attack. The weird does not need to concentrate to maintain control over
Languages: Aquan, Terran. any elemental it commands.
Acid (Ex): Any time the ooze paraelemental weird makes a Ooze Pool (Su): The ooze paraelemental weird’s pool floats atop a
successful slam attack, it deals acid damage. Its acid deals 60 points submerged cavern at the southern end of the shallows. Three times
of damage per round to metal or wooden objects. Armor or cloth- per day, the weird can summon forth 2d4 Huge, 1d2 greater, or
ing dissolves and becomes useless immediately unless it succeeds at 1 elder ooze paraelemental through its pool. Any nonelemental
a DC 20 Reflex save. A metal or wooden weapon that strikes the creature entering the pool without the weird’s permission must

Death Shallows

Caves

Acid Pools

W E

River Dessarin

One Square = 10 Feet

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CHAMPIONS OF EVIL

succeed at a DC 20 Fortitude save each round or be irrevocably death if they can get close enough to him. They try to achieve that
transformed into elemental ooze. by pursuing relics of Kezef’s history, including the pieces of the
The weird cannot leave its pool, although it can rise up 10 feet chain that once bound him in the Barrens of Doom and Despair,
above the ooze’s surface, always keeping its body in contact with and any material objects that have, upon his passing, captured his
the pool. It can retreat through a portal to its native plane, which innate hatred.
exists at the bottom of its pool, but once it does so, the portal closes
and the pool loses its special traits.
Prescience (Su): At will and as a free action, a weird can dupli-
Ityak-Ortheel,
cate the effect of any of the following divination spells: analyze
dweomer, clairaudience/clairvoyance, contact other plane, detect
the Elf Eater
thoughts (DC 18), discern location, find the path, foresight, greater Colossal Outsider (Chaotic, Evil, Extraplanar)
scrying (DC 23), legend lore, locate creature, locate object, tongues, Hit Dice: 42d8+462 (660 hp)
true seeing, vision. Caster level 18th. Initiative: +4
Regeneration: Fire and sonic deal normal damage to a ooze Speed: 60 ft. (12 squares)
paraelemental weird. AC: 35(–8 size, +4 Dex, +29 natural) touch 6, flat-footed 31
Spells: The ooze paraelemental weird casts all arcane spells, as Base Attack/Grapple: +42/+73
well as divine spells from the Earth and Water domains, as an Attack: +50 melee (1d10+15, tentacle) or +49 melee (4d8+15,
18th-level sorcerer. kick)
Sorcerer Spells Known (6/8/8/7/7/7/7/6/5/3 per day; caster Full Attack: +50 melee (1d10+15, 8 tentacles) and +47 melee
level 18th): 0—acid splash, dancing lights, daze (DC 16), detect (4d8+15, kick)
magic, flare, mage hand, message, prestidigitation, touch of fatigue Space/Reach: 40 ft./30 ft. (50 ft. with tentacles)
(+15 melee touch, DC 16); 1st—cause fear (DC 17), chill touch Special Attacks: Constrict 2d8+7, improved grab, maw of destruc-
(+15 melee touch, DC 17), magic missile, obscuring mist, shield; tion, tentacle grappling
2nd—fog cloud, gust of wind, Melf’s acid arrow (+12 ranged Special Qualities: Blindsight 100 ft., carapace defense, damage
touch), scare (DC 18), soften earth and stone; 3rd—dispel magic, reduction 15/adamantine and good, regeneration 10, immunity
haste, stone shape, wind wall; 4th—confusion (DC 20), control to acid, cold, petrification, and poison, immunity to charm,
water, Otiluke’s resilient sphere (DC 20), spike stones (DC 20); death, and fear magic, resistance to electricity 10 and sonic 10,
5th—cloudkill (DC 21), mind fog (DC 21), transmute rock to mud, sense life, spell resistance 36
telekinesis; 6th—acid fog, flesh to stone (DC 22), repulsion (DC 22); Saves: Fort +34, Ref +29, Will +28
7th—control weather, mass hold person (DC 23); 8th—horrid wilt- Abilities: Str 40, Dex 18, Con 33, Int 6, Wis 21, Cha 19
ing (DC 24), incendiary cloud (DC 24); 9th—elemental swarm Skills: Bluff +31, Climb +32, Hide +15, Intimidate +31, Jump +32,
(ooze paraelementals only). Listen +32, Move Silently +31, Search +25, Sense Motive +32,
Skills: An ooze paraelemental weird has a +8 racial bonus on Spot +32, Survival +25
any Swim check to perform some special action or avoid a hazard. Feats: Awesome Blow, Cleave, Combat Reflexes, Crush, Great Cleave,
It can always choose to take 10 on a Swim check, even if distracted Improved Bull Rush, Improved Initiative, Improved Natural
or endangered. It can use the run action while swimming, provided Armor (3), Improved Overrun, Lightning Reflexes, Multiattack,
it swims in a straight line. Power Attack, Weapon Focus (tentacle)
Climate/Terrain: The Abyss
Organization: Solitary
Player Characters and Challenge Rating: 22
Kezef the Chaos Hound Treasure: None
Alignment: Chaotic evil
Followers of Mask, especially his priests, have much to fear from
Advancement: —
the Chaos Hound, for the closer they get to their god, the more
attention they are apt to draw from the Ravager of Heavens. Kezef
Ityak-Ortheel is a terrible creature that lurks in the Abyss,
has been known to hunt down Mask’s most powerful followers in
waiting for its master, the god Malar, to call it forth to
an attempt to glean information on the god’s whereabouts. Once
destroy life.
a character has been tagged by the hound, he might start seeing
signs of being followed: a fetid stench in the air, an aura of hatred
that permeates those around him, or an angry baying in the middle Combat
of the night from somewhere nearby.
The Elf Eater is a machine of pure destruction. It charges its
A loose affiliation of Faithless friars travel Faerûn seeking
enemies, no matter their number, wading in and strangling them
artifacts of the Chaos Hound. They believe (rightly) that their
one by one. If it is surrounded by more than a hundred enemies,
souls will be safe from the Chaos Hound’s depredations only if they
it flails its tentacles wildly, slapping as many foes as possible. When
worship no god, and that they will become chosen souls after their

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CHAMPIONS OF EVIL

confronted by small groups or larger foes, it uses as many tentacles (its legs) in 1d6 minutes, although it can reattach a severed leg
as necessary to grapple, and slams its foes with the rest. It attempts instantly by holding it to the stump.
to eat foes as quickly as possible in order to forever extinguish their Sense Life (Ex): Although Ityak-Ortheel’s blindsight extends
life from the world. only to 100 feet, it can sense all living beings within a radius of
Carapace Defense (Ex): Ityak-Ortheel’s carapace is nearly five miles, and it can instantly differentiate sentience and race
indestructible, so attacking from on top of the creature is (which allows it to hunt down the elves whom it hates so much).
fruitless in most cases. It has a damage reduction of 50/epic
and good, which affects only direct attacks to the carapace, and
the carapace itself has immunity to fire. In times of dire need,
History
Ityak-Ortheel can retreat into its shell, effectively shielding its The Elf Eater has existed since the dawn of Abeir-Toril’s history,
body from further attacks. If its enemies continue to damage having been spawned directly from the mingled blood of the orc
it even after it retreats in this way, it rears back up and lashes god Gruumsh and his hated rival, Corellon Larethian. It was in
out for a final attack. the aftermath of their titanic struggle that the creature known as
Constrict (Ex): The Elf Eater deals automatic tentacle damage Ityak-Ortheel came into being, and it immediately fled to a deep
with a successful grapple check. It can constrict with more than layer of the Abyss, where it hides in solitude to this day. Ityak-
one tentacle, as outlined under Tentacle Grappling, below. Ortheel has plagued the elves from the time of its creation. The
Improved Grab (Ex): To use this ability, Ityak-Ortheel must Beastlord, Malar, summons it to the Material Plane on occasion
hit a creature with one or more tentacle attacks (see Tentacle to punish the elves, and it never fails to wreak havoc and destruc-
Grappling below). It can then attempt to start a grapple as a free tion wherever it goes. Although it might go hundreds, or even
action without provoking attacks of opportunity. If it wins the thousands, of years between trips to the Material Plane (it cannot
grapple check, it establishes a hold and can constrict. go of its own volition, and thus must rely on others to transport
Maw of Destruction (Ex): While it cannot effectively bite with it between planes), it slowly digests the souls of those it eats over
its huge, toothy maw, the Elf Eater can transfer grappled creatures a long period of time, keeping it satisfied and further torturing
to it with its tentacles. Any creature that falls unconscious or dies those whose lives it has ended.
while grappled by the Elf Eater is automatically transferred to its The creature has not always been under the control of Malar,
mouth at the beginning of its next turn. Once inside its maw, the however. It once relied on other deities and powerful mortals to
creature is utterly destroyed by the acidic juices within as if it had transport it from its home. Now that the Beastlord has begun to
been successfully targeted with a destruction spell. favor it as an instrument of terror, it has begun to visit Faerûn at
Tentacle Grappling (Ex): Ityak-Ortheel the Elf Eater is a least once per century, sometimes more often, on rampages that
monstrous creature with forty tentacles flailing out around its spell death to many elf communities across the world. The elves
body. It can attack with all of them in a single round as a full have not taken this lightly, however, and have built a portal on the
round action, but only eight tentacles can attack a single target. It isle of Gwynneth in the Moonshae Isles known as Fey-Alamtine.
can use its improved grab ability on a Large or smaller creature This portal in the kingdom of Synnoria can be accessed by anyone
as long as it hits the creature with a single tentacle. It must hit holding a platinum “Alamtine” triangle, one of which was given
with at least two tentacles to in order to use improved grab on a to each elf community on Faerûn. When the Elf Eater attacked,
Huge creature, four tentacles to grab a Gargantuan creature, and whole villages and tribes would retreat to the Moonshaes, and
all eight to attempt an improved grab on a Colossal creature. It often on to Evermeet from there. This plan worked for centuries,
must use this many tentacles to maintain its hold or initiate a until Malar divined the location of their portal in 1365 DR and
normal grapple as well. sent Ityak-Ortheel to deal with it once and for all. The creature
A grappled creature can attempt to break free of the Elf Eater rampaged across Gwynneth and destroyed the portal, the capital city
normally, or it can try to cut its way out of the tentacles. Each of Chysalis, and the timeless Palace of Ages before being banished
tentacle has 15 hit points and an AC of 23, and if the creature back to the Abyss.
manages to sever all of the tentacles grappling it, it falls to the Ityak-Ortheel has not made an appearance on Faerûn since,
ground (taking 1d6 points of falling damage in the process). Severed but some believe another rampage is imminent, especially with
tentacles grow back at the rate of one per round. the reemergence of the elves on the continent.
If a creature attempts to escape the tentacles normally, it must
contend with the sheer number of grasping limbs. The Elf Eater’s
tentacles grapple as the largest size of creature it could grapple with
Appearance
the number of tentacles being used. For example, if it is grappling Ityak-Ortheel is a monstrous creature, standing 30 feet tall on
with a single tentacle it grapples as a Large creature, but if it has three trunklike legs. Its body is a flat, round blob of flesh with an
four tentacles attached it grapples as a Gargantuan creature. incredibly hard, domed carapace sitting atop it. On the underside of
Regeneration (Ex): Fire deals normal damage to the Elf Eater. the creature is a huge, toothless maw with wet flaps of skin sucking
The creature regrows tentacles at the rate of one per round in in and out of the blackness within. A slurping noise can be heard
addition to its normal regeneration. It regrows other lost limbs coming from the maw at all times as it awaits its next meal of elf

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CHAMPIONS OF EVIL

flesh and bone. This mouth is the color of blood, surrounded by out of their way to kidnap mages and other loremasters to torture
the tannish-brown flesh of the creature’s body. It can expand to a information out of them before sacrificing them the relic. The
great width in order to accommodate huge prey, or it can extend Malarites diligently perform all of the rites of Malar and attempt
downward into a long, probing snout similar to that of an anteater. to bring back a double bounty every time they hunt. So far nothing
The inside of its mouth is filled with hard plates of cartilage that has worked, and Tagress has even considered going outside the tribe
constantly rub together with bone-crushing force, making instant for help. He has amassed a large quantity of treasure that he has
work of anything the Elf Eater puts inside. nothing to do with, so the idea of hiring adventurers to track down
The creature’s body is surrounded by forty 100- other relics or information related to the triangles
foot-long tentacles that thrash and grapple seems appealing and expedient.
any living being that comes within
its awesome reach. These tentacles Tagress: Half-elf werewolf rogue 4/barbar-
are lined by large suckers that help ian 3; CR 8; Medium humanoid
the creature grab and hold onto its (elf, shapechanger); HD 4d6+4
prey before it inserts the unfortunate plus 3d12+3 plus 2d8+6; hp
victim into its horrible maw. The ten- 55; Init +1; Spd 40 ft.; AC
tacles are fully capable of independent 18, touch 11, flat-footed 18;
action, and the creature can use Base Atk +7; Grp +9; Atk +11
them to fend off and grapple melee (1d12+4, +1 greataxe); Full
multiple creatures on all sides Atk +11/+6 melee (1d12+4,
of its body. +1 greataxe); SA rage 1/
Ityak-Ortheel has no eyes day, sneak attack +2d6; SQ
or ears but is keenly aware of low-light vision, trapfinding,
Illustration by Wayne England

its surroundings, and can sense life uncanny dodge; AL CE; SV Fort
in all its forms, out to a distance of +8, Ref +9, Will +4; Str 15, Dex 12,
five miles. This sense is discerning Con 13, Int 11, Wis 14, Cha 14.
as well, allowing the Elf Eater to Skills and Feats: Bluff +5, Climb
track down and destroy as many of +10, Diplomacy +6, Intimidate +11,
its hated enemies as possible during a Gather Information +6, Jump +9,
rampage. Listen +10, Search +4, Spot +8, Sur-
vival +10, Swim +8; Alertness, Power
Attack, Weapon Focus (greataxe).
Ityak-Ortheel Languages: Chondathan, Elven.
in Your Rage (Ex): +4 to Str, +4 to Con,
+2 on Will saves, –2 to AC for up to 6
Campaign Ityak-Ortheel
rounds.
The Elf Eater has made appearances only at the behest of Malar Hybrid Form: As half-elf form except:
in the past few centuries, but that could change at any time. Most Init +3; AC 17, touch 13, flat-footed 14; Grp +11; Atk +12 melee
gods want nothing to do with the unbridled destruction that Ityak- (1d12+4, +1 greataxe); Full Atk +12/+7 melee (1d12+4, +1 greataxe)
Ortheel represents, and those who do probably do not know where and +6 melee (1d6+1, bite) or +11 melee (1d4+3, 2 claws) and +6
to find him. Faerûn is much safer that way. melee (1d6+1, bite); SA curse of lycanthropy, rage 1/day, sneak
A group of Malarites in the Forgotten Forest have come attack +2d6; SQ alternate form, damage reduction 10/silver, low-
across one of the Alamtine triangles that their god used to light vision, scent, trapfinding, uncanny dodge, wolf empathy; SV
track down the elven portal the last time he summoned the Fort +10, Ref +11; Str 17, Dex 16, Con 17.
Elf Eater to Faerûn. They treat the triangle as a holy relic, not Wolf Form: As hybrid form except: Spd 50 ft.; Atk or Full Atk
understanding its true significance (even though it is now power- +11 melee (1d6+3, bite).
less). The Malarites, led by a fiendish werewolf named Tagress, Possessions: +2 leather armor, +1 greataxe, amulet of natural
worship the triangle and offer it blood sacrifices at least four armor +2, boots of speed.
times every moon cycle in order to call forth the Elf Eater to
destroy the lands of Evereska and the elves who reside there. So
far their efforts have proven fruitless, but that has not stopped
Player Characters and
their plotting against the elves who live in the hills beyond their Ityak-Ortheel
home’s eastern frontier.
Although Ityak-Ortheel hasn’t been seen on the face of Faerûn in
This group works feverishly to figure out exactly how the
decades, his presence is felt in every elf community from Evereska
triangle is related to the summoning of the Elf Eater. They go
to Evermeet. Elf leaders worry about the creature’s return and plot

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CHAMPIONS OF EVIL

a way to rebuild the Alamtine portal, or at least emulate its former Larger than an ogre, this hulking creature combines the features
success. In the meantime, the elves have launched an all-out war of a muscular human and a frog or toad. Its skin is a mottled
on the followers of Malar, and while some argue that this only red-gold, and two froglike heads sprout from its shoulders, each
exacerbates the issue, others believe it is the only way to be free of with a gaping maw full of sharp teeth. It carries a huge glaive of
the monster. Of course, the Malarites have not taken this lightly, black iron, wreathed in dark flame.
and are waging their own war against elves wherever they can In the Year of Oaths Forsaken (–626 DR), a cabal of wizards
find them. While most of their plots are not as ambitious as that cast out from Netheril formed an arcane college atop a ruined dwarf
of Tagress, this has meant trouble for elf communities from the stronghold, Andalbruin, in the foothills of the Forest Hills. They
High Forest to the North. built a village and a tower to hold their college of magic, which
they called Selskartur, the Tower of the Star. But in the Year of
Bazim-Gorag, Rumbling Earth (–585 DR), a troll warlord named Harska Thaug
amassed an army of savage humanoids and descended from the
The Firebringer north upon the elves of Rilithar, and the Tower of the Star stood
directly in the troll lord’s path.
Large Outsider (Chaotic, Evil, Extraplanar) In his desperation, the master of the tower, the Ar-Magus Ilvi-
Hit Dice: 25d8+225 (339 hp) roon, cast a gate spell and summoned the slaad lord Bazim-Gorag
Initiative: +7 to destroy Harska Thaug’s army. Bazim-Gorag obliged, driving the
Speed: 30 ft. (6 squares) troll horde from the valley. But the price the slaad lord demanded
AC: 40 (–1 size, +3 Dex, +6 insight, +22 natural), touch 18, flat- in payment for his services was high, and when Ilviroon balked,
footed 37 Bazim-Gorag attacked, razing the Tower of the Star and slaying
Base Attack/Grapple: +25/+40 several of its senior wizards. Ilviroon retaliated by luring Bazim-
Attack: +46 melee (2d8+20/19–20/×3 plus 1d6 fire plus 2d10 Gorag into a trap and imprisoning him, via a powerful binding
flaming burst plus 2d6 unholy, +4 flaming burst unholy glaive) spell cast in cooperation with several of the surviving wizards, in
or +41 melee (2d8+11, claw) a chamber beneath the burned-out tower. As part of the binding,
Full Attack: +46/+41/+36/+31 melee (2d8+20/19–20/×3 plus 1d6 he set the conditions for Bazim-Gorag’s rite of unbinding, but he
fire plus 2d10 flaming burst plus 2d6 unholy, +4 flaming burst told no one the formula.
unholy glaive) and +36 melee (2d10+5, 2 bites), or +41 melee The following winter, Harska Thaug returned with an even
(2d8+11, 2 claws) and +36 melee (2d10+5, 2 bites) greater army, and once more the ar-magus was forced to turn
Space/Reach: 10 ft./10 ft. (15 ft. with glaive) to Bazim-Gorag for aid. But when the slaad lord demurred,
Special Attacks: Incandescent aura, incinerating strike 3/day, Ilviroon was forced to confront the troll horde alone, and in
spell-like abilities the ensuing battle he was slain. With him died the secret rite of
Special Qualities: All-around vision, change shape, darkvision 60 ft., unbinding needed to free Bazim-Gorag from his prison. Harksa
double mind, damage reduction 15/epic and lawful, fast healing Thaug completed the destruction of the tower that Bazim-
10, immunity to fire, petrification, and poison, outsider traits, Gorag had begun.
pernicious fire, resistance to acid 10, cold 10, electricity 10, and In the centuries since the fall of the tower, numerous adventuring
sonic 10, spell resistance 30, summon slaad, telepathy 100 ft. parties have explored the upper levels of the citadel, which has come
Saves: Fort +25, Ref +17, Will +18 to be known as the Dungeon of the Ruins, without ever discovering
Abilities: Str 32, Dex 17, Con 28, Int 19, Wis 18, Cha 24 Bazim-Gorag’s prison. Then, seventeen years ago, a group called
Skills: Balance +23, Bluff +27, Concentration +29, Diplomacy +33, the Company of the Riven Orb unearthed his hidden vault but
Disguise +19 (+21 to act in character), Gather Information +27, were unable to free him from his magical prison. Since that time,
Hide +24, Intimidate +9, Knowledge (arcana) +24, Knowledge Bazim-Gorag has managed to lure dozens of evil beings into his
(the planes) +24, Knowledge (religion) + 24, Listen +29, Move service. Calling themselves the Acolytes of the Hidden Flame, they
Silently +23, Search +26, Sense Motive +29, Spellcraft +26, have been working diligently to discover the rite of unbinding that
Spot +29 will free their lord.
Feats: Cleave, Great Cleave, Great Fortitude, Improved Critical Bazim-Gorag is a slaad lord, one of the most powerful slaadi
(glaive), Improved Initiative, Improved Sunder, Leadership, in existence, tainted by the same malignant forces that transform
Power Attack, Weapon Focus (glaive) gray slaadi into death slaadi. Like the other slaad lords, Bazim-
Climate/Terrain: The Supreme Throne Gorag is a champion of chaos. He hungers to spread chaos through
Organization: Solitary unchecked destruction, murder, woe—and fire. Bazim-Gorag creates
Challenge Rating: 21 conflagrations and wields fire with all the malevolent glee of a
Treasure: Double standard, plus Large +4 flaming burst unholy mighty red dragon.
glaive and +5 ring of protection Bazim-Gorag has come to hate Faerûn, the realm of his long
Alignment: Chaotic evil imprisonment, with a vitriolic ire that can only be sated with a
Advancement: —

152
CHAMPIONS OF EVIL

burning the likes of which the North has never seen—if only he Incandescent Aura (Su): Bazim-Gorag can wreathe his
can be freed to wreak his vengeance. body in a flaming aura as a free action. Anyone within 20 feet
of the slaad lord takes 6d6 points of fire damage per round
and must make a DC 31 Reflex save or catch fire (see page
Combat 303 of the Dungeon Master’s Guide). The save DC is
Bazim-Gorag does not attack those who wander into his reach Constitution-based.
if he believes the would-be foes can be turned to the purpose of Incinerating Strike (Su): Three times per day,
freeing him from his prison. The slaad lord often uses his change Bazim-Gorag can declare an incinerating strike
shape ability to approach potential allies in a nonthreatening with a melee attack. If the attack hits, he deals
guise, usually that of a tall, handsome lord with red hair and 100 points of fire damage (Fortitude save DC
bronze armor. He is willing to offer power, wealth, even a promise 31 for half) in addition to his normal melee
of future service to attain his freedom (although damage. Any creature slain by this attack is utterly
honoring promises is not Bazim-Gorag’s strong consumed in fire, as if subjected to a destruction
suit). Only when he is certain that intruders spell. The save DC is Constitution-based.
into his lair cannot or will not help him Spell-Like Abilities: At will—animate
does he attack. After twenty centuries objects, chaos hammer (DC 21), cloak of
of imprisonment, Bazim-Gorag is chaos, deeper darkness, detect good, detect
inclined to toy with his victims law, detect magic, detect thoughts, fear
and draw out a fight simply for (DC 21), fire storm (DC 25), greater
its entertainment value. dispelling, invisibility, shatter (DC 19),
In a deadly contest, Bazim- telekinesis (DC 22), teleport without
Gorag uses his double mind ability error, wall of fire, word of chaos (DC
Illustration by Wayne England

to launch repeated fire attacks with 24); 3/day—dispel law (DC 22), divina-
his spell-like abilities, while hacking tion, hold monster (DC 22), meteor swarm (+27
his foes to pieces with his physical ranged touch, DC 26), power word stun, true
attacks. He saves his incinerating seeing; 1/day—geas/quest, power word kill,
strike for use against an opponent who vision, weird (DC 26). Caster level 20th.
has managed to seriously annoy or injure All-Round Vision (Ex): Bazim-Gorag gains a
him. Bazim-Gorag’s natural weapons, +4 racial bonus to Search and Spot checks (already
as well as any weapon he wields, included in the statistics), and he cannot be
are treated as chaotic-aligned and flanked.
evil-aligned for the purpose of Double Mind (Ex): Bazim-Gorag has
overcoming damage reduction. He two brains and two personas. One brain
also receives a +6 insight bonus on can direct his body while the other
any attacks (this bonus is factored engages in a completely unrelated activity,
into the statistics above). such as conversation or the use of his spell-
Change Shape (Su): Bazim-Gorag can shift like abilities. In combat, Bazim-Gorag gains a
between his natural form and any humanoid bonus standard action each turn, which can be
form at will as a standard action. He gains the used only to perform a mental activity, such as
size, natural weapons, movement modes, and using a spell-like ability or a skill based on a mental
Bazim-Gorag
extraordinary special attacks of his new form, but ability score.
loses those of his original form. He retains all other special attacks Bazim-Gorag is treated as two independent creatures for pur-
and qualities of his original form. Bazim-Gorag retains the ability poses of targeting him with a mind-affecting effect. A spell that
scores, hit points, and saves of his original form. He remains in affects only one target can affect one of Bazim-Gorag’s minds
one form until he chooses to assume a new one. A change in form but not both. If one of Bazim-Gorag’s minds is incapacitated
cannot be dispelled, but he will revert to his natural form if killed. or affected in some way, Bazim-Gorag loses his bonus action.
A true seeing spell reveals his natural form. When he assumes If Bazim-Gorag is subjected to a mind-affecting effect that can
another shape, his magical glaive automatically adjusts in size to affect two or more creatures at once, each of his two minds saves
suit the new shape. Its base damage adjusts to the new size, but its separately and is affected separately.
other enhancements remain the same. As long as one of Bazim-Gorag’s minds remains unaffected by
Bazim-Gorag gains a +10 bonus on Disguise checks if he uses a particular effect, the affected mind gains a new saving throw
this ability to create a disguise. However, when he speaks, his voice each round to shake off the effect. If both minds are affected
often changes in pitch as his two heads (one hidden by magic but by the same effect, Bazim-Gorag is affected normally.
there nonetheless) finish each others’ sentences.

153
CHAMPIONS OF EVIL

Pernicious Fire (Su): Bazim-Gorag’s spell-like abilities with the chamber as payment to anyone who can release him from his
fire descriptor are empowered, and thus deal 50% more damage prison—of course, the treasure has also been promised to many
than would normally be indicated. of his current followers.
Summon Slaad (Sp): This ability is currently unavailable to Anyone approaching the cult with a professed interest in
Bazim-Gorag in his binding. If free, Bazim-Gorag can automatically joining it is taken to one of its leaders, Flame Lord Moskogg, to
summon 1 death slaad or 1d4+1 blue slaad once per day. be questioned thoroughly by both magical and mundane means.
Telepathy (Su): Bazim-Gorag can communicate telepathically Those who pass this initial test and might be of use in releasing
with any creature within 100 feet that has a language. Bazim-Gorag are then passed on to Flame Lord Durzhal before
finally being brought before the Firebringer himself.
Bazim-Gorag’s Lair
Deep below the Dungeon of the Ruins lies the prison where Bazim-
The Acolytes of the
Gorag has waited out the centuries. It consists of two chambers Hidden Flame
connected by a portal.
Bazim-Gorag has gathered a cult of nearly fifty evil followers who
The entrance to the first chamber is marked by an archway
have dedicated themselves to freeing him from his magical prison.
of red stones scribed with lawful runes. Bazim-Gorag cannot pass
Some are drawn by his promises of reward, both in treasure and
through it by any means, and his spells and powers cannot affect
power, while others are simply attracted by the prospect of chaos
anyone standing beyond it. Within this chamber, he holds audience
and destruction that his freedom would release upon the North.
with his Acolytes, who often bring him captives with which to
Some even hope to one day bend Bazim-Gorag to their own will
amuse himself, usually by tossing them into the lava pool at the
and use him to further their own goals.
room’s center.
The group consists of human brigands who act as foot soliders
The second chamber can be accessed only via the portal, and
and guards; several monsters, including a trio of formorian giants;
consists of a double hall, each with its own row of columns and
and several slaadi of various types. The leaders are spellcasters,
lava pit, with a third lava pit between the two.. Bazim-Gorag can
fiends, or powerful outsiders. Three of the highest-ranking lead-
temporarily block this portal (5 rounds) to prevent others from
ers are Flame Lord Moskogg, Flame Lord Durzhul, and High
following close on his heels if he needs to retreat. This chamber is
Conflagration Jendar Tholm.
Bazim-Gorag’s private sanctum, where he keeps his rather consider-
Flame Lord Moskogg (CE male half-fiend/half-minotaur cleric
able treasure including the scepter of the ar-magus.
9 of Kossuth): Moskogg oversees the group’s raiding and recruiting
efforts and functions as the commander of the lower-level guards
Enemies and warriors; he answers only to High Conflagration Jendar Tholm.
Moskogg lives in the barracks house near the Dungeon of the
Bazim-Gorag’s ancient enemies have been dead for many
Ruins and is usually attended by a young human female named
centuries. As yet, the actions of the Acolytes of the Hidden
Dregadzel (Female Gray Slaad in human form), who serves as his
Flame have not attracted the attention of powerful rivals that
secretary and lieutenant. She also participates in the questioning
could threaten their plans. Their evil is small and localized. The
of new recruits, especially human males.
greatest threat to Bazim-Gorag might actually come from others
Flame Lord Durzhul (CE male durzagonMM2 wizard 13): Dur-
of his kind. The slaad lords Ssendam and Ygorl tolerate Bazim-
zhul is the chief arcane spellcaster of the Acolytes of the Hidden
Gorag’s destructive nature as long as Bazim-Gorag refrains
Flame, and the architect of the efforts to free Bazim-Gorag. It was
from overtly challenging their rule over the race. Bazim-Gorag
he who discovered the particulars of the rite of unbinding. Arcane
naturally schemes to advance the power of the death slaadi
spellcasters seeking to join the cult are eventually brought to him
over the rest of their kind. Doubtless Bazim-Gorag would have
for questioning. He spends most of his time in an area of the
been lured into a fatal confrontation against his more power-
Dungeon of the Ruins called the alchemist’s croft, busily researching
ful fellows long ago—but for the better part of two thousand
the details of Bazim-Gorag’s prison. He is always attended by two
years, he has been imprisoned in a mighty binding beneath the
red slaadi bodyguards.
Dungeon of the Ruins.
High Conflagration Jendar Tholm (CE advanced death
slaad): Jendar is the leader of the Acolytes of the Hidden Flame.
Recruitment As the leader, he coordinates the activities of his lieutenants to
make certain they support one another in the ultimate goal of
Bazim-Gorag’s followers are always on the lookout for new
freeing Bazim-Gorag. He is the liaison between Bazim-Gorag
recruits, especially for spellcasters who could help them complete
and his followers, as well as the paymaster, keeping a tight
the rite of unbinding. Bazim-Gorag himself might attempt to
control over the group’s funds. His residence is deep within the
recruit any adventurers who wander into his lair if he thinks
Dungeon of the Ruins, and he is always attended by a 6th-level
they could be of service to him and they are capable of assisting
troll barbarian.
in his release. He might even offer the treasure located in his

154
CHAMPIONS OF EVIL

The Rite of Unbinding Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Flyby
Attack, Improved Critical (bastard sword), Improved Disarm,
Ar-Magus Ilviroon gave his binding spell additional strength by
Improved Initiative, Leadership, Multiattack, Power Attack,
specifying a rite of unbinding—a set of conditions that must be
Weapon Focus (bastard sword)
met to set Bazim-Gorag free. The specifics of the rite—including
Climate/Terrain: The Barrens of Doom and Despair
its arcane phrases and invocations—were lost when Ilviroon died,
Organization: Solitary
but might be rediscovered via legend lore or similar magic. The
Challenge Rating: 27
requisite conditions for the completion of the rite are as follows:
Treasure: Quadruple standard, plus +3 mithril shirt and +2 silver
Three wizards—one chaotic, one neutral, and one lawful—must
unholy bastard sword
perform the rite.
Alignment: Lawful evil
The rite must be performed in an area uncovered by the Com-
Advancement: —
pany of the Riven Orb called the Chamber of Binding, which lies
deep beneath the Dungeon of the Ruins.
This mighty fiend stands nearly 10 feet tall. Its skin is marble-
Each participant in turn must recite a specific set of arcane
white, and it has two huge wings that shed shabby-looking gray
phrases and invocations in Loross, the ancient language of High
feathers. Its hands and feet are gray with scaly, birdlike talons; a
Netheril.
long, serpentine tail writhes behind it. Small black horns curl from
One of the three wizards must hold the scepter of the ar-magus,
the sides of its head, and a long mane of disheveled hair cascades
currently located in Bazim-Gorag’s lair. The scepter is a +1 light mace
down its back. The creature’s humanoid-shaped face would be
that also functions as a variant of a brooch of shielding (absorbing 20
noble and handsome, but the eyes are cold black pits, and a large,
points of magic missile damage per day). Three times per day, it can
complex sigil or mark has been branded across its face. The raw
also be used to cast a minor globe of invulnerability, and twice per day
brand weeps trickles of foul blood.
it can fire a prismatic ray. Any magic item with identical properties
can be used in its place, if it happens to be destroyed or lost.
Lord of the fiends of Myth Drannor and an outcast archduke of
All three wizards must cast dismissal at the end of the rite.
Hell, Malkizid was once a solar who stood high in the service of
the Seldarine. Long ago he was seduced into betraying Corellon
Malkizid, Larethian by Araushnee (the goddess who became Lolth, Queen of
Spiders) and fell. When Araushnee’s rebellion failed, Malkizid was
the Branded King branded for his treachery and cast down into the Hells. He arose
as a devil prince, and quickly carved out his own kingom.
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
However, Malkizid earned the disfavor of Asmodeus thousands
Hit Dice: 33d8+363 (511 hp)
of years ago and was exiled from the Nine Hells, along with a small
Initiative: +9
host of devils who followed him. The Branded King settled for
Speed: 40 ft. (8 squares), fly 120 ft. (good)
building his infernal realm in the nameless pits of the yugoloths.
AC: 48 (–1 size, +5 Dex, +7 mithril shirt, +6 insight, +21 natural)
Malkizid is therefore both a yugoloth lord and an archdevil in
touch 20, flat-footed 43
exile, and his servants include the devils who followed him into
Base Attack/Grapple: +33/+47
exile as well as the yugoloths of the pits.
Attack: +45 melee (2d8+12/17–20 plus 2d6 unholy, +2 silver unholy
Malkizid is a clever, hateful, and patient devil of surpass-
bastard sword) or +42 melee (2d6+10, tail)
ing power. He absolutely despises Lolth and her drow, blaming
Full Attack: +51/+46/+41/+36 melee (2d8+12/17–20 plus 2d6 unholy,
Araushnee for his fall from grace. Likewise, he hates and fears
+2 silver unholy bastard sword) and +43 melee (2d6+5, claw), or
Corellon, since he feels that Corellon might have shown him mercy,
+48 melee (2d6+10, tail) and +47 melee (1d8+5, 2 claws)
but instead cast him down from Arvandor into the Hells. Since
Space/Reach: 10 ft./10 ft.
Lolth and Corellon Larethian are both above his reach, Malkizid
Special Attacks: Brand, fear aura, prismatic disruption, spell-like
exercises his enmity against their mortal followers—the surface
abilities, spells
elves and the drow.
Special Qualities: Baatezu traits, damage reduction 15/good and
Over thousands of years, Malkizid has played a subtle role in
silver, immune to fire, immunity to poison, regeneration 8,
many of the troubles of the elves. He was a secret patron of the
resistance to acid 10 and cold 10, spell resistance 38
Vyshaanti overlords of Aryvandaar, teaching them many secrets
Saves: Fort +29, Ref +23, Will +27
of powerful magic and encouraging their aggression against the
Abilities: Str 30, Dex 21, Con 32, Int 31, Wis 28, Cha 31
other elven realms of the First Flowering. Later, he sought to
Skills: Balance +23, Bluff +46, Concentration +47, Diplomacy +46,
ensnare the sun-elf realm of Siluvanede in his plots. Malkizid’s
Gather Information +46, Hide +37, Intimidate +46, Knowledge
greatest success came in The Weeping War of 711–714 DR, when
(arcana) +46, Knowledge (history) +46, Knowledge (nature)
three of his servants—powerful nycaloths he dispatched to Faerûn
+28, Knowledge (the planes) +46, Knowledge (religion) +46,
long before—brought about the destruction of Myth Drannor.
Listen +45, Move Silently +41, Search +46, Sense Motive +45,
Malkizid returned to Faerûn in 1355 DR, positioning himself as
Spellcraft +46, Spot +45, Survival +27, Tumble +23

155
CHAMPIONS OF EVIL

the hidden lord of the devils of Myth Drannor while pursuing his polymorph (self only), power word stun, resist energy, summon
dark schemes. monster VII, teleport (self plus 50 pounds of objects only), waves of
fatigue; 3/day—blade barrier (DC 26), earthquake (DC 27), heal,
mass charm monster (DC 28), permanency, resurrection, waves of
Combat exhaustion; 1/day—greater restoration, power word blind, power
Malkizid was formerly a solar of unusual power, and he retains word kill, prismatic spray (DC 27), wish. Caster level 25th.
many of the abilities and characteristics of his original form. He Spells: Malkizid casts divine spells as a 20th-level cleric with
is an awesome foe, capable of besting all but the most powerful access to the domains of Destruction and Evil. While Malkizid
archdevils or demon princes in personal combat, but Malkizid’s no longer serves a deity, he is a servant of the universal forces of
favorite weapons are honeyed words and seductive promises. He evil and woe.
delights in using gifts of power to ensnare those whom he wishes to Typical Cleric Spells Prepared (caster level 20th): 0—detect
defeat, leading his enemies down the paths of their own destruction. magic (3), light, mending, read magic; 1st—comprehend languages,
He resorts to open battle only when directly threatened by a foe deathwatchE , divine favor (2), doom (DC 20), obscuring mist,
who refuses to be caught in his snares. protection from goodD,E , protection from chaos, shield of faith;
Malkizid’s natural weapons, as well as any weapon he wields, 2nd—align weapon (2), bull’s strength, darkness, desecrateD,E ,
are treated as lawful-aligned and evil-aligned for the purpose of hold person (DC 21), undetectable alignment, zone of truth;
overcoming damage reduction. He also receives a +6 insight bonus 3rd—animate deadE , create food and water, deeper darkness,
on any attacks (this bonus is factored into the statistics above). invisibility purge, locate object, magic circle against goodD,E , speak
Baatezu Traits: Malkizid can communicate telepathically with with dead, wind wall; 4th—cure critical wounds, death ward,
any creature within 100 feet that has a language. In addition, he dismissal (DC 23), giant vermin, inflict critical woundsD, send-
can see perfectly in darkness of any kind, even that created by a ing, spell immunity, summon monster IV; 5th—dispel good (+42
deeper darkness spell. melee touch, DC 24), greater command (DC 24), mass inflict
Brand (Su): Malkizid’s face is marked by a horrible, weeping light woundsD (DC 24), plane shift, scrying, slay living (+42 melee
brand. Any creature within 30 feet that meets Malkizid’s gaze is touch, DC 24), true seeing, wall of stone; 6th—banishment (2)
paralyzed for 1 hour and takes 2d6 points of Wisdom damage (Will (DC 25), create undeadD,E, geas/quest, mass cure moderate wounds,
DC 36 negates the paralysis and reduces the Wisdom damage to symbol of fear (DC 25); 7th—blasphemyE (DC 26), destruction
1 point). Baatezu and yugoloths are affected only if Malkizid uses (DC 26), disintegrateD (+37 ranged touch, DC 26), greater scrying,
his brand as a gaze attack. The save DC is Charisma-based. mass cure serious wounds, repulsion (DC 26); 8th—antimagic
Fear Aura (Su): As a free action, Malkizid can create an aura field, discern location, fire storm (DC 27), shield of law, summon
of fear in a 20-foot radius. It otherwise functions as a fear spell monster VIII, unholy auraD,E; 9th—energy drain (+37 ranged
(caster level 15th, save DC 36). If the save is successful, that touch), gate, implosionD (DC 28), mass heal, soul bind (DC 28),
creature cannot be affected again by the aura for 24 hours. Baatezu summon monster IX.
and yugoloths are immune to the aura. D: Domain spell. Domains: Destruction (smite good 1/day,
Prismatic Disruption (Sp): Three times per day, Malkizid can +4 on attack, extra 20 damage); Evil (cast evil spells [E] at +1
create a prismatic disruption that affects all creatures within 30 feet caster level).
currently under the effect of a spell or spell-like ability. Malkizid
makes a dispel check against each spell or effect on each creature
in the area as if casting greater dispelling; Malkizid’s dispel check
Malkizid’s Schemes
modifier is +24 for these checks, and includes a racial +4 bonus. One can never be sure where and how Malkizid is attempting to
Creatures using magic items that grant constant bonuses are not influence elven affairs. A number of scholars have speculated on a
affected, but magic items that replicate or grant spell effects and link between their ancient foe and the drow invasion of Corman-
are actively doing so when Malkizid uses this ability are subject to thor, though few would suggest that an actual alliance exists between
the disruption. the archdevil and Jezz the Lame, or any of the other drow. More
For each spell or effect that is dispelled, one randomly deter- likely, Malkizid seeks to create divisions within the drow ranks by
mined ray of a prismatic spray spell strikes the target creature encouraging independent thought, while at the same time promot-
(save DC 29). The save DC is Charisma-based. This ability is the ing conflict between the surface drow and the elves.
equivalent of a 9th-level spell. It is also possible that Malkizid has been sponsoring elements
Regeneration (Ex): Malkizid takes normal damage from within the Eldreth Veluuthra and encouraging their wars against
good-aligned silver weapons, and spells or effects with the good humanity. The organization has seen a recent influx of new magical,
descriptor. logistical, and monetary support, the source of which remains a
Spell-Like Abilities: At will—aid, animate objects, bestow curse mystery. If the Vel’Nikeryma (the ruling council of the Eldreth
(DC 23), contagion (DC 24), continual flame, dimensional anchor Veluuthra) ever suspected the interference of Malkizid in their
(+37 ranged touch), greater dispel magic, unholy blight (DC 24), affairs, they would surely seek to purge any evil extraplanar influ-
imprisonment (DC 29), invisibility (self only), lesser restoration, ence from their ranks.

156
CHAMPIONS OF EVIL

Because he views them as the perfect corruption of the


elven ideal, Malkizid has been seeking an alliance with the
daemonfey. Though he has managed to recruit a few individuals,
the daemonfey are reluctant to subject themselves to such a
powerful creature as Malkizid. Today, he might prove a valuable
ally—but tomorrow he would surely declare himself overlord
of all daemonfey. Nevertheless, Malkizid is patient and feels
that, sooner or later, the daemonfey will come to realize the
advantages of his rulership.

Recruitment
Malkizid carefully recruits disgruntled members of the elf race.
His spies exist within nearly every elven realm above and below
the ground, as well as in Toril’s seas. His trusted lieutenants spy
and pass information back to their lord, distribute aid to allied
organizations, and subvert any efforts toward elven unity. They
also recruit or corrupt powerful elves and sow the seeds of
dissention wherever practicable. The following are two agents
that characters might encounter.
Niss’nley (LE female half sun elf/half yugoloth fighter 5):
Niss’nley is more than just a paid agent. She’s a member of
Illustration by Raven Mimura

the family, so to speak. Her father was Tremmor, a powerful


yugoloth in Malkizid’s service. He bedded a captive thrall
elf in his lord’s dungeon and set his vile seed to growing inside
her. When the fiendish child erupted from its mother, Tremmor
named his daughter after the sound of her dead mother’s organs
spilling across the scalding hot stones of his bedchamber floor.
Niss’nley grew from a cruel hellion to an enchantingly beauti-
ful fiend at the feet of Malkizid, learning evil from one of its
most accomplished masters. In time, her lord developed a brief
infatuation with her. Her father, Tremmor, dared to protest
and was slaughtered for his impertinence. Niss’nley watched
her father’s murder with delight, but Malkizid soon grew weary
of her overeager attentions. No amount of evil could completely
eradicate her underlying elf nature. But rather than kill her, he
sent her to recruit among the daemonfey, promising that if she
should succeed, she would prove herself a worthy object of his
lust once more. Niss’nley gladly took on this mission, and has
been seducing and murdering her way through the daemonfey
leadership ever since.
Dheembleth (CE male draegloth rogue 7/assassin 2): When
Lolth turned her back on his matron mother for some long-
forgotten offense, Dheembleth survived a disastrous war in
which his patron family was wiped out, narrowly escaping
the drow hunting parties sent to destroy him. After a
century of wandering the Underdark, he was captured by
Malkizid’s minions. Malkizid delighted in completing the
corruption of this former chosen of Lolth and making him one
of his own. Now, Dheembleth is one of Malkizid’s most trusted
assassins and agents. Scouting the fringes of drow society, he keeps
tabs on several enclaves, striking silently and swiftly when the
opportunity arises, slaying female clerics and capturing powerful
males to take back to his lord.
Malkizid

157
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All trademarks are property of Wizards of the Coast, Inc. ©2003 Wizards. Illustration by Wayne Reynolds.

SMARTER

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for head-to-head skirmishing and mass battles, the Miniatures Handbook is reinforced with new
base classes, feats, spells, prestige classes, and monsters—so you can really put up a fight.

Pick one up and charge right in. P L AY MORE


Explore the Darker Side
of the Realms
Every corner of Faerûn harbors its own sinister element. When opportunities arise, malevolent
groups and nefarious individuals emerge from the shadows to make their infamous marks on the
Realms. Within these pages, you will discover everything players and Dungeon Masters need to
create the most evil organizations, treacherous villains, and morally ambiguous antiheroes to
ever afflict the FORGOTTEN REALMS® game setting.

✺ 3 new races ✺ Over 30 new spells ✺ New feats and prestige classes

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Champions of Ruin addresses the evil campaign, both as
a general concept and as it applies to games set in the
F O R G OTT E N R E A L M S Campaign Se t t i n g . T he book also
offers invaluable tips for running evil PCs as well as
overcoming evil NPCs.
Vanrakdoom is a short D&D adventure for four 17th-
VANRAKDOOM level player characters (PCs) that utilizes the new mate-
rial in Champions of Ru i n . It takes place in Waterdeep,
also known as the City of Splendors, which lies on the
A Short Adventure for Four continent of Faerûn in the FORGOTTEN REALMS Campaign
17th-Level Player Characters Se t t i n g . Famed for the legendary dungeon called
Undermountain that lies beneath its streets, Waterdeep
Featuring Material from draws adventurers from all over Faerûn. Dug by the
Champions of Ruin shield dwarves of Clan Melairkyn and their successors,
Undermountain consists of nine major levels and four-
teen subleve l s. Ha l a s t e r, the Mad Mage (detailed on
CREDITS page 180 of the FORGOTTEN REALMS Campaign Setting and
updated on page 294 of the Epic Level Ha n d b o o k), ru l e s
Design: Eric L. Boyd
this sprawling complex. However, many powerful crea-
Editing: Penny Williams t u res have carved out personal demesnes within the
Typesetting: Nancy Walker sprawling caverns and chambers of Ha l a s t e r’s Ha l l s,
Cartography: Dennis Kauth/Rob Lazzaretti and the Mad Mage of Un d e r m o u ntain has largely
Design Manager: Christopher Perkins ignored their presence.
Web Production Bart Carroll A confused tangle of sublevels between levels 4 and 6
of the main dungeon has come to be known as the Dark
Web Development: Mark A. Jindra
Levels of Un d e r m o u ntain. Since many of these sub-
Graphic Design: Sean Glenn, Cynthia Fliege l e vels are accessible only via p o rt a l s , f ew have been
Based on the original DUNGEONS & DRAGONS® game by E. explored by outsiders. Se veral of the Da rk Leve l s, all
Gary Gygax and Dave Arneson and on the new edition of the ruled by undead cre a t u re s, are collectively known
DUNGEONS & DRAGONS game designed by Jonathan Tweet, as dooms.
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. One of these subleve l s, known as Va n ra k d o o m , i s
c o nt rolled by the Church of Sh a r. Penetration of this
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
a rea is a mission appropriate for a group of four 17th-
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses level nonevil characters. T he inclusion of a cleric in a
thereof are trademarks owned by Wizards of the Coast, Inc.
p a rty planning an excursion to this area is highly
This material is protected under the copyright laws of the United recommended.
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited
As always, feel free to adapt the material pre s e nt e d
without the express written permission of here as you see fit to make it work with your campaign.
Wizards of the Coast, Inc.

©2005 Wizards of the Coast, Inc.


All rights reserved.
PREPARATION
Made in the U.S.A. You (the DM) need the D&D core ru l e b o o k s—t he
This product is a work of fiction. Pl a yer’s Ha n d b o o k , the Dungeon Ma s t e r’s Guide, and the
Any similarity to actual people, organizations, places, Monster Manual—as well as Champions of Ruin—to run
or events is purely coincidental.
this adve nt u re. T he scenario also draws on material
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please visit www.wizards.com/d20.
(LoD), Magic of Faerûn ( Mag), Monsters of Faerûn (MoF),
For more DUNGEONS & DRAGONS articles, adventures, and information, Monster Manual II (MM2), Monster Manual III (MM3),
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Planar Ha n d b o o k ( PlH), and Pl a ye r ’s Guide to Fa e r û n
(PGtF). The city of Wa t e rdeep is fully detailed in the
upcoming City of Splendors: Waterdeep supplement, but
1
that publication is not re qu i red to run this adve nt u re . u ntimely death. Consumed with bitterness, the Da rk
Pa re nthetical references such as “Blushing Me r m a i d Ranger, as Vanrak came to be known, secretly embraced
(D36)” refer to the map key in City of Splendors: Water- Selûne’s ancient enemy, the Lady of Loss.
d e e p and are included for the convenience of DMs By the Year of the Howling Moon (1130 DR), House
wishing to run the adventure in conjunction with that Moonstar was in open schism. Those nobles who still
setting. T he information pre s e nted here utilizes the venerated Selûne aligned the m s e l ves with Lo rd
D&D v.3.5 rules. Va n r a k’s sister, Lady Alathene, and the Mo o n m a i d e n’s
The adventure is designed for 17th-level characters. priests, most of whom had taken refuge in the High
If the mission is to clear Vanrakdoom completely, an House of St a r s. Meanwhile, at the Moonstar Villa in
18th- or 19th-level party could also find it a sufficient Dock Ward (now the Blushing Mermaid Festhall; see
challenge. In addition, it can be appropriate for charac- D36 in City of Splendors: Waterdeep), Lord Vanrak and his
ters one or two levels lower if the mission invo l ves a f o l l owers extended their dark influence over much of
quick hit rather than a deep penetration. You can adjust the city’s harbor with the aid of a small army of merce-
the Encounter Levels of most group encounters simply naries and priests of Shar.
by choosing lower-level opponents from among those On the night of the seve nth full moon of the ye a r,
presented. Lady Alathene appeared in open court and asked the
Statistics are given for the more challenging oppo- Lords of Waterdeep to strip her brother of his title and
n e nts in Va n r a k d o o m, particularly those who have banish him from the city. To demonstrate the need for
prestige classes. W he re groups of such characters are such drastic action, she pre s e nted evidence of he r
e n c o u nt e red, feel free to customize the individuals if brother’s numerous crimes, including slavery, arson,
desired, raising or lowering the class levels for some of theft, and murder. The Lords ordered the Dark Ranger’s
them and substituting differe nt equipment. Single- immediate capture, but by the time the Watch had
classed opponents are left for you to develop using the b re a c hed the gates of the Moonstar Villa, Lord Vanrak
NPC tables in the Dungeon Master’s Guide. and his followers had disappeared.
To get started, print out the adventure, including the Unbeknownst to his moon-worshiping kin, Lord
maps. Read through the scenario at least once to familiar- Vanrak had already fled through a secret portal i nt o
ize yourself with the situation, threats, and major NPCs Undermountain. For decades thereafter, he and his fol-
(particularly their motivations). Text that appears in l owers explored Ha l a s t e r’s Ha l l s. Though they lost
shaded boxes is player information that you can re a d many of their number to the wandering beasts that
aloud or paraphrase for the players at the proper times. inhabited the area, they managed to recruit new adher-
For monster and NPC statistics, refer to either the Ap p e n- ents from among the depraved criminals whom the
dix or the appropriate pages in the publications noted. Lords had banished to the depths.
In the Year of the Dark Mask (1171 DR), Vanrak and
ADVENTURE his followers conquered a highly defensible redoubt in
t he Da rk Levels of Un d e r m o u ntain (UM SLM), which
BACKGROUND came to be known as Vanrakdoom. Operating from this
Adherents of the Nightmaiden have long been active in base, the Church of Shar extended its influence
the shadow of Mo u nt Waterdeep, and their missions throughout much of Undermountain, and even period-
have been quite varied. However, the Waterdhavian ically dispatched elite strike teams to battle followers of
church of Shar traces its origins back to a disastro u s the Moonmaiden in the city above.
expedition to the Black Jungles mounted in the Year of The Church of Shar achieved its most dramatic suc-
Da rk Dawn (1104 DR) by Lo rd Vanrak Mo o n s t a r, a cess in the Year of the Tomb (1182 DR), when Vanrak’s
noted explorer in his day. Formerly a charismatic, out- followers managed to infiltrate the High House of Stars
going swashbuckler, Vanrak was but a pale shadow of through its cellars and slaughter most of the inhabi-
his former self when he returned. A scant few tendays t a nts before they could raise an alarm. By the time the
later, Lo rd Andvarran Mo o n s t a r, the family patriarc h, Watch arrived, the temple was a towering inferno of
died of a strange wasting disease that was unknown to s h a d ow magic dark f i re , which appeared impervious to
Wa t e rd e e p’s healers and strangely re s i s t a nt to the i r magic, especially to the ill-pre p a red fire f i g h t e r s. T he
spells. i n vaders also acqu i red enough tre a s u re from the
Upon assuming leadership of House Moonstar, Lo rd temple vaults to fund Lord Va n r a k’s personal quest for
Vanrak publicly broke with the priests of the Hi g h immortality. Within a few ye a r s, the Da rk Ranger had
House of Stars (the temple of Selûne that preceded the voluntarily transformed himself into a death knight—
House of the Moon), whom he blamed for his fathe r’s the perfect, eternal servant of the Lady of Loss.
2
In re c e nt ye a r s, Lord Va n r a k’s followers have failed the adve nt u rers to travel through the portal and deter-
to execute several import a nt plans. In the Year of the mine its destination.
Saddle (1345 DR), the Dark Army of the Night tried but
failed to set the House of the Moon afire as part of the • A noble of House Moonstar (or a well-known cleric of
so-called Night of Temple Fires. In the Year of Shadows the Moonmaiden) is abducted by the minions of Shar.
(1358 DR), the avatar of Shar attempted to subvert the Selûne’s followers ask the PCs to lead a high-stakes
Mo o n m a i d e n’s church by masquerading as the moon rescue mission into the depths of Undermountain to
goddess and imprisoning the avatar of Selûne. Driven find the missing Selûnite.
from the city after followers of the Moonmaiden freed
Selûne from Shar’s clutches, Shar’s faithful were forced • As part of the tit-for-tat skirmishing that has long
to nurse their bitterness anew in the darkness of characterized the war between the churches of the
Vanrakdoom. Moonmaiden and the Lady of Loss, the followers of
Lo rd Vanrak is pre s e ntly focused on building an Selûne and Shar have frequently launched raids on
army of krinth. He has been approaching krint h one another’s strongholds to seize relics sacred to the i r
refugees after they escape from the city of Shade (see rivals. Recently, a relic known as the Rod of Four Moons
Champions of Ruin page 15) and convincing them to was captured during a daring assault on the House of
settle in the depths of Undermountain. the Moon in Waterdeep. The PCs are asked to recover
the missing relic or, failing that, to capture the Shad-
owstaff of Gorothir.
ADVENTURE SYNOPSIS
Vanrakdoom details a layer of Un d e r m o u ntain suited
for exploration by powerful adventurers. A small group BEGINNING THE
might wreak great havoc on the temple through a
series of hit-and- ru n- r a i d s, but a fro ntal assault is ADVENTURE
unlikely to succeed given the collective power of the Va n ra k d o o m is a site-based adve nt u re in which the
creatures lairing within. Many of the temple’s residents action occurs in an isolated section of Undermountain
were drawn here by the personal charisma and faith of ruled by the Church of Sh a r. T he area is inaccessible
t he Da rk Ranger, so a clandestine mission to hunt e xcept via a physical connection to the 6th level of
down and destroy the death knight may cause many of Un d e r m o u ntain and several portals. Thus, PCs must
t he temple’s current defenders to drift away over time. e i t her penetrate Un d e r m o u ntain (a lengthy adve nt u re
in itself ) or locate an access portal to ent e r. The adven-
ADVENTURE HOOKS ture describes the locations of several access portals, but
Vanrakdoom works best as a bastion of evil that the PCs you can alter these as you see fit or create new ones if
d i s c over during the course of their careers. Those who d e s i red. T he adve nt u re begins when the PCs actually
are drawn into the endless war between Selûne’s follow- enter Vanrakdoom.
ers and the minions of Shar may gradually build up a
burning ambition to root out the dark temple that has VANRAKDOOM
been implementing Sh a r’s machinations along the
Sword Coast for so long. Of course, simply divining the
(UM SLM)
location of Shar’s primary temple in Undermountain Vanrakdoom was originally built by Clan Melairkyn as
may involve a whole host of adventures of your devising. a sprawling temple to Moradin Soulforger. After drow
As DM, you know best how to invo l ve your charac- and duergar invaders drove the shield dwarves fro m
ters in an adve nt u re. Howeve r, if yo u’re stuck for an t hese halls, an eve r -changing succession of monsters
idea, you can use any of the following suggestions to from the depths inhabited the temple.
prompt a raid on Vanrakdoom. For nearly two centuries now, this sublevel of
Un d e r m o u ntain has been ruled by the Church of
• House Moonstar and the followers of the Mo o n- Sh a r, and it has become a powe rful bastion of evil
maiden have long sought access to the hidden temple b e yond the reach of either the Lo rds of Waterdeep or
of Shar that is believed to lie in the depths of Under- t he Church of Selûne. From this fortified re d o u b t ,
mountain. Recently, an agent of Selûne re p o rted Lord Vanrak Moonstar now commands several Sh a r-
tracking an assassin of Shar back to a he re t o f o re ran cults (see Champions of Ruin, page 87), which are
unknown portal that the leaders of House Mo o n s t a r a c t i ve along the Sw o rd Coast from Ba l d u r’s Gate to
suspect may lead to that long-sought temple. They ask Luskan.
3
INTERIOR FEATURES Me l a i rkyn as a battleground for fighting int ru d e r s. The
T he stonew o rk throughout the dungeon is mostly dwarves filled these rooms with pit traps, shifting walls,
granite of ancient workmanship. T he floors, walls, and and one-way doors, and then provided their fellow
ceilings are smooth. Unless otherwise noted, the corri- clansfolk with extensive training so that everyone could
dor width remains a constant 5 or 10 feet, as shown on readily exploit these surro u n d i n g s. T he followers of
t he map. Height varies whe re indicated, but the ceil- Shar use this battleground for the same purposes as
ings are usually 10 feet high in 5-foot-wide halls and 12 their predecessors did, but they have added their ow n
feet high in 10-foot-wide halls. The interior doors are modifications.
constructed of metal-bound oak. The shifting walls are used to provide Shar’s follow-
Typical Oak and Iron Do o r : 2 in. thick; hard- ers with advantages in a fight. All the temple personnel
ness 5; hp 20; break DC 28, Open Lock (when appropri- have drilled extensively in these areas and know the
ate) DC 30. terrain well. The four Hands of Shar who occupy the
Typical Masonry Wall: 1 ft. thick; hardness 8; cont rol room in area V16 observe battles in pro g ress
hp 90; break DC 35; Climb DC 15. and operate the shifting walls, giving their compatriots
The entire sublevel is cloaked in overlapping unhal- t he opportunity to launch coordinated amb u s he s, set
l ow spells, and tied to each of these spells is a deeper up flanking attacks, and in some cases, enter rooms
darkness effect. T hese wards are re n ewed annually by unexpectedly. Those in battle with int ruders can also
the clergy of Sh a r. Room descriptions assume that the signal the operators in the cont rol room as to the i r
viewers are capable of seeing within an area of deeper wishes. Unless otherwise noted, any given shifting wall
darkness. If not, adjust the descriptions accord i n g l y. can move as far as the area’s layout will allow in the
A map of Vanrakdoom can be found at indicated directions.
http://www.wizards.com/dnd/images/mapofweek/ T he original one-way doors have been converted
Dec_X14.jpg, and the map key can be found at i nto variable p o rt a l s that function both keyed and
http://www.wizards.com/dnd/images/mapofweek/De unkeyed. An yone using one of these portals without a
c_key.jpg. T hese maps have been re p roduced he re for key always goes to area V23 (50% chance per individ-
your convenience. Unlabeled spiral stairs lead up to ual), or area V39 (25% chance per individual), or are a
secret doors that open into the Seadeeps (UM L6). V40 (25% chance per individual). The results of keye d
use are noted in each area description.
ENTRANCES AND EXITS Since the access portals leading to Vanrakdoom from
Vanrakdoom is physically connected to the 6th level of the outer world transport users to the Labyrinth, it is re a-
Undermountain (UM L6), which is known as the Se a d- sonably likely that the PCs will enter the complex here.
eeps. Three spiral stairc a s e s—one west of V25, one west of
V9, and one south of V11—lead up to a maze of mining KEY TO VANRAKDOOM
tunnels that extends out from the Shaft (UM SLB) under T he following sections describe the individual cham-
t he sea floor. Each staircase is warded by an a l a rm spell bers that make up the temple now known as Vanrak-
(caster level 12th), which triggers an audible alarm. doom. The locations are keyed to the map of the temple.
Nu m e rous portals connect Vanrakdoom to Under-
mount a i n, Waterdeep, and the rest of Faerûn. Portals V1. West Adepts’ Quarters (EL Varies)
leading into and out of the dungeon are located in areas T hese rooms are simply furnished barracks for the
V10, V17, V20, and V24, in a section of the temple t e m p l e’s low - l e vel clerics, who belong to a loosely
known as the Laby r i nth (see below). This area is the o r g a n i zed temple subcult called the Adepts of the
most likely entry point for the party Night. Read or paraphrase the following when the PCs
Te l e p o rt spells into and out of Vanrakdoom are approach any of these chambers.
seve rely restricted by a powe rful ward that enmeshe s
all of Undermountain. Similar wards int e rdict trans- Each of these rooms is furnished with a washbasin
and two to four cots. At the foot of each bed is a
port spells that do not involve teleportation, such as
small chest.
shadow walk. Howe ve r, it is still possible to trave r s e
small stretches of Undermountain via shadow walk, and
T hese sparsely furnished rooms are home to the male
many of Sh a r’s faithful use this route to reach the
Adepts of the Night and their immediate superiors.
uppermost levels of Undermountain.
Creatures: Two to four clerics share each of these
THE LABYRINTH small rooms. Because they are on differe nt shifts, at
T he area known as the Laby r i nth (areas V10, V16, V17, least half of the occupants are out performing temple
4 V20, and V24) was built by the dwarves of Clan duties at any given time.
5
A total of thirty male Adepts of the Night (primarily V2. Hall of Sacred Shadows (EL Varies)
humans and half-o rcs) are based in the temple. No This hallway is the main artery used by living residents
matter when the PCs arrive, 4d4 male Adepts of the of the temple. Read or paraphrase the following whe n
Night and 1d3-1 lower-level nightcloaks (members of a the PCs arrive.
group known as the Watchers) are resting and relaxing
in these ro o m s. Use the following statistics, altering to This long, arc hed hallway appears to run nearly
customize individuals as desired. half the length of the temple. T he walls are
D Adepts of the Night (20): Male human or adorned with images of the endless war between
h a l f -o rc cleric 1 or 2; hp 10 or 16 each; see Dungeon Shar and Selûne, and all of them show the follow-
Master’s Guide page 114. ers of the Moonmaiden suffering horrific losses to
D Adepts of the Night (15): Male human or the forces of darkness.
h a l f -orc cleric 3 or 4; hp 23 or 29 each; see Dungeon
Master’s Guide page 114. Just about all of the temple’s inhabitants walk this corri-
D Adepts of the Night (5): Male human or half- dor from time to time. It connects the barracks used to
orc cleric 5 or 6; hp 36 or 42 each; see Dungeon Master’s house Sh a r’s followers (areas V1, V3, V12, and V 1 8 )
Guide page 114. with the rest of the temple.
D Watchers (3): Male human cleric 6 of T he door at the eastern end of this corridor is not
Shar/nightcloak 1; CR 7; Medium humanoid; HD locked and opens into a room containing a large, odif-
7d8+14; hp 48; Init –1; Spd 20 ft.; AC 20, touch 9, flat- erous refuse pit.
footed 20; Base Atk +4; Grp +5; Atk +6 melee (1d8+2, +1 Creatures: At any given time, 2d8 NPCs of yo u r
morn i n g s t a r) or +4 ranged (1d8+1/19–20, +1 light cross- choice are walking to and from various destinations
b ow); SA rebuke undead 4/day (+1, 2d6+4, 6th); SQ along this hallway.
darkness spells; AL NE; SV Fort +9, Ref +1, Will +12; Str Treasure: Anyone the PCs encounter in this corri-
13, Dex 8, Con 14, Int 10, Wis 16, Cha 12. dor has only the items she usually carries.
Skills and Feats: Bluff +3, Concentration +8, Hide –6,
Jump –12, Move Si l e ntly –6, Pe rform (oratory) +5, Sp e l l- V3. North Barracks (EL varies)
craft +4; Bl i n d-Fight B, Iron Will, Sh a d ow Weave Ma g- These sparsely furnished rooms are home to a cont i n-
icPGtF, Spell Focus (enchant m e nt), Tenacious Ma g i cPGtF. gent of the temple’s defenders. Read or paraphrase the
Languages: Chondathan, Common. following when the PCs enter.
Darkness Spel l s : The Watcher can pre p a re any
Da rkness domain spell as if it we re on his divine spell T hese rooms appear to be simply furnished bar-
list. T he spell uses a spell slot equal to its level in the racks for temple soldiers. Each contains four cots
and a washbasin. At the foot of each bed stands a
Darkness domain list.
small chest.
Cleric Spells Pre p a re d (caster level 6th): 0—c re a t e
w a t e r, detect magic, guidance, read magic, re s i s t a n c e ,
v i rt u e ; 1 s t —b a n e (DC 15), cause fear (DC 15), d i v i n e These sparsely furnished rooms house the temple fight-
f a vo r (CL 5th), doom (DC 15), obscuring mist, pro t e c t i o n ers, who are known as Shadow Guards.
f rom goodD (CL 7th); 2nd—blindness/deafness (DC 16), Creatures: Four fighters share each of these small
d a rkness, desecra t e D (CL 5th), hold person (DC 16), rooms. Because they are on different shifts, at least half
s i l e n c e (DC 16); 3rd —b l a c k l i g h t F R C S (DC 16), d e e p e r of the occupants are out performing temple duties at
d a rkness, dispel magic, magic circle against good D ( C L any given time.
7th); 4th—armor of dark n e s s (+5 melee touch), unholy A total of forty Sh a d ow Guards are based in the
blightD (DC 17). temple. No matter when the PCs arrive, 4d6 male or
D: Domain spell. Domains: Darkness (Blind-Fight as female Shadow Guards are resting and relaxing in these
a bonus feat) and Evil (cast evil spells at +1 caster level). ro o m s. Use the following statistics, altering as desired.
Possessions: +1 full plate arm o r, heavy steel shield, +1 D Shadow Guards (40): Male or female human
morningstar, +1 light crossbow with 10 bolts, 50 gp. or half-o rc fighter 7; hp 57 each; see Dungeon Master’s
Tre a s u re: Each chest contains the personal Guide page 117.
belongings of the owner. Choose treasure appro p r i a t e Tactics: If attacked, the Shadow Guards attempt to
for the Encounter Level used. make a stand in the common room (area V5) so that
t hey can take adva ntage of the pungi stick barricades.

6
Treasure: Each chest contains the personal items V9. Kitchen (EL Varies)
of the ow n e r. Choose tre a s u re appropriate for the In this chamber, food is prepared for all the inhabitants
Encounter Level used. of the complex. Read or paraphrase the following when
the PCs arrive.
V4. North Armory (EL Varies)
T he two 15-foot-s qu a re rooms just east of V3 serve as The warmth of a large, lit hearth makes this room’s
armories for the Sh a d ow Guards who are based in area t e m p e r a t u re almost tolerable. T h ree massive
V3. Read or paraphrase the following when the PCs tables in the center of the chamber are littere d
arrive. with food and cutlery that have appare ntly been
used in the preparation of the next meal.
Weapons and armor of all sorts line the walls and
floor of this room. Lo n g s w o rds and chain shirts K i t c hen duty rotates among the lesser adepts. T he
appear to be the most numerous items in each of temple’s population is large enough that someone is
those categories. almost always looking for a meal, so food preparation
occurs 24 hours a day.
The Sh a d ow Guards keep extra armor and weapons of The two rooms to the south of the kitchen are fully
their preferred types here. stocked pantries.
V5. South Common Room (EL Varies) Cre a t u res: At any given time, 2d8 Adepts of the
This area serves as a common room for the south bar- Night are engaged in food preparation herein.
racks (V6). At any given time, 2d6 Shadow Guards may D Adepts of the Night: See area V1 for statistics.
be relaxing here. V10. West Labyrinth (EL 16+)
V6. South Barracks (EL Varies) The western portion of the Labyrinth looks like all the
This set of rooms is essentially identical to area V3. The other sections (areas V16, V17, V20, and V24), and like
two 15-f o o t -s qu a re rooms nearby are armories, and those, it has its own guardian. Read or paraphrase the
both are identical to V4. following when the PCs arrive.
Cre a t u res: T hese chambers house the same
number of Shadow Guards as area V3, broken down by T he smooth stone walls of these tunnels are
level in the same manner. devoid of any markings, and the corridors seem to
twist and turn without reason.
D Sh a d ow Gu a rds (40): Female human or half-
orc fighter 7; hp 57 each; see Dungeon Ma s t e r’s Guide
page 117. Tr a p s : This area includes three pit traps lined with
poisoned spikes.
V7. East Adepts’ Quarters (EL Varies) a Poisoned Spiked Pit Traps (3): CR 10; see
This set of rooms is essentially identical to area V1. Its Dungeon Master’s Guide page 74.
c h a mbers house the same number of Adepts of the Each of the three pit traps in this area can be locked
Night and Watchers as area V1 does, except that all the or unlocked by a lever in the control panel on the south
occupants of this area are female. wall of the control room (area V16).
Cre a t u re: This area is patrolled by a nightwalker,
V8. Mess Hall (EL Varies) which acts in concert with the other four of its ilk in
This room serves as the primary dining hall for the areas V16, V17, V20, and V24.
temple. Read or paraphrase the following when the PCs D Ni g h t w a l k e r : hp 178; see Nightshade ent ry,
arrive. see Monster Manual page 196.
Other Features: This area includes one shifting
This squ a re chamber looks like a standard dining wall and one portal.
hall. Five low, round tables surrounded by simple s Shifting Wall: T he shifting wall in this cham-
wooden chairs are scattered about the room. ber moves north/south and is cont rolled by the we s t-
ernmost lever in the control room of area V16. The wall
The temple’s occupants come here for meals at any time can also be forcibly moved by pushing it and making a
of the day or night. successful DC 30 Strength check.
Cre a t u re s : PCs who enter this chamber have an s Portal: The one portal in this area has part i a l l y
80% chance of encountering 2d8 NPCs from elsewhere malfunctioned. It serves as the terminus of three dif-
in the temple (DM’s choice) here. f e re nt p o rt a l s: the one -way p o rt a l f rom the more
7
western of the two small rooms north of area V11, the Moonmaiden. Few retain more than a small measure of
portal in area V17, and the southern portal in area V20. their original sanity.
With a sliver of basalt as a key, it acts as a one- w a y D Prisoners: Male or female human or elf com-
p o rt a l to the terminus in area V24. With a sliver of moner 1; hp 3.
black marble as a key, it acts as a one-way portal to the Other Features: The dungeon area contains four
n o rt hern p o rt a l in area V20. With a holy symbol of portals.
Shar as a key, it acts as a two -way malfunctioning s Portals: Use of any portal in this area without a
portal that connects with the Plane of Sh a d ow. Used in key transports the user to area V23 (50% chance per
this way, it transports the user to a swamplike dark- individual), area V39 (25% chance per individual) or
land near Sh a r’s Palace of Loss (see Pl a ye r’s Guide to area V40 (25% chance per individual).
Fa e r û n page 163). A nightcrawler (Monster Ma n u a l When a piece of basalt is used as a key, the portals
page 195) guards this terminus and feeds on those operate as follows.
foolish enough to come through the portal.
Because it has malfunctioned, this portal acts as a • The one-way portal in the west room on the north wall
minor planar breach (see Planar Handbook page 151) to transports the user to the portal in area V10.
the Plane of Sh a d ow. Because of this effect, the hallway
to the north and west of it has the enhanced magic • The one-way portal in the east room on the north wall
trait of the Plane of Shadow (see Pl a ye r’s Guide to Faerûn transports the user to the portal in area V17.
page 163).
• The one-way portal in the north room on the east wall
V11. Dungeon (EL Varies) transports the user to the northern portal in area V20.
This room serves as the tort u re chamber for prisoners
of the Sh a d ow Guard s. Read or paraphrase the follow- • The one-way portal in the south room on the east wall
ing when the PCs arrive. transports the user to the portal in area V24.

This 20-foot squ a re room is lined with doors— V12. Shadowstalkers’ Quarters (EL Varies)
two on the nort hern wall and two on the eastern T hese rooms are simply furnished barracks for mem-
wall. An archway on the south wall opens onto a bers of the temple’s elite cadre of stealth workers, who
spiral staircase leading down. Four manacles are a re known as Sh a d ow s t a l k e r s. Read or paraphrase the
embedded in a man-sized stone table in the center following when the PCs enter.
of the ro o m, and spots of dried blood dot the
table’s surface.
T hese rooms appear to be simply furnished bar-
r a c k s. Each contains two to four cots and a wash-
If the PCs descend the stairs from V11, read or para- basin. At the foot of each bed stands a small chest.
phrase the following.
T he s e s p a r s e l y f u r n i s he d r o o m s h o u s e t he
This long, dank hallway is lined with cells. Fro m s h a d ow s t a l k e r s.
some emanate the piercing cries of lost souls; Creatures: Two to four Shadowstalkers share each
from others wafts the musky odor of death. of these small ro o m s. Because they are on differe nt
shifts, at least half of the occupants are out performing
T he dungeon still serves its original purpose—t o temple duties at any given time.
imprison and torture captives. A total of fifty Sh a d owstalkers (primarily humans
Tr a p : A pit trap (identical to those in area V 1 0 ) and half-o rcs) are based in the temple. While some
blocks the entrance to this room. T he trap is usually h a ve other temple duties, most work outside the
locked and not functioning, but the Sh a d ow Guard s temple on the Dark Lady’s behalf—sometimes for ten-
unlock it when they pour through this room on the i r days or months at a time. No matter when the PCs
way to the Labyrinth via the portals. arrive, 4d4 male and female Shadowstalkers and 1d3–1
a Poisoned Spiked Pit Trap: CR 10; see Dun- shadowdancers are resting and relaxing in these rooms.
geon Master’s Guide page 74. Use the following statistics, altering as desired.
Cre a t u res: At any given time, these cells collec- D Shadowstalkers (20): Male or female human
tively house 2d12–2 prisoners. Most are unlucky slaves or half-orc rogue 1 or 2; hp 7 or 11 each; see Dungeon
purchased in the markets of Skullport, or travelers kid- Master’s Guide, page 123.
napped and then forgotten, or captured followers of the
8
D Shadowstalkers (15): Male or female human when flat-footed or targeted by an unseen foe. (She
or half-o rc rogue 3 or 4; hp 16 or 20 each; see Dungeon still loses her Dexterity bonus if paralyzed or other-
Master’s Guide, page 123. wise immobile.)
D Shadowstalkers (10): Male or female human Possessions: +1 studded leather armor, +1 buckler, +1 short
or half-orc rogue 5 or 6; hp 25-29 each; see Dungeon sword, +1 shortbow with 20 arrows, 2 potions of cure moder-
Master’s Guide, page 124. ate wounds, 100 gp.
D Sh a d owstalkers (5): Male or female human
or half-o rc rogue 7; hp 34 each; see Dungeon Ma s t e r’s V13. Guest Chamber (EL 7)
Guide, page 124. This room is reserved for visiting guests. Read or para-
D Shadowdancers (3): Male or female human phrase the following when the PCs enter.
rogue 7/shadowdancer 1; CR 8; Medium humanoid;
HD 7d6+7 plus 1d8+1; hp 37; Init +3; Spd 30 ft.; AC 19, This bedchamber is handsomely appointed with
touch 13, flat-footed 19; Base Atk +5; Grp +6; Atk +9 an old four-poster bed, a table, a chair, and a
washbasin.
melee (1d6+2/19–20, +1 short sword) or +9 ranged
( 1 d 6 + 1 /✕3, +1 short b ow); SA sneak attack +4d6; SQ eva-
s i o n, hide in plain sight, trap sense +2, trapfinding, For the past few tendays, the temple has hosted Tharag
uncanny dodge; AL NE; SV Fort +4, Ref +11, Will +3; t he De voted, a half-orc emissary of the Monks of the
Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 8. Dark Moon. He is curre ntly engaged in discussions
Skills and Feats: Balance +5, Climb +11, Escape Artist with Lo rd Vanrak and the temple’s senior clergy as to
+14, Hide +14, Jump +5, Listen +11, Move Silently +14, w he t her his order should base a group of monks in
Open Lock +13, Pe rform (dance) +9, Se a rch +12, Vanrakdoom.
Sleight of Hand +14, Spot +11, Tumble +14, Combat Cre a t u re : At any given time, Tharag has a 20%
Reflexes, Dodge, Mobility, Weapon Finesse. chance to be resting or reading in this room. Ot he r-
L a n g u a g e s : Abyssal, Chondathan, Common, wise, he is with either Lo rd Vanrak or a senior night-
Draconic. cloak (see areas V26, V28, V41, V42, or V43).
Sneak Attack (Ex ) : T he shadowdancer deals 4d6 Tharag the Devoted: hp 35; see Lords of Darkness,
extra points of damage on any successful attack against page 163.
flat-footed or flanked targets, or against a target that has V14. Lecture Hall (EL Varies)
been denied its Dexterity bonus for any reason. T h i s This room is used for instructing the faithful in Shar’s
damage also applies to ranged attacks against targets up dogma. Read or paraphrase the following when the PCs
to 30 feet away. Creatures with concealment, creatures arrive.
without discernible anatomies, and cre a t u res immune
to extra damage from critical hits are all immune to T he benches within this arc hed hall are arranged
sneak attacks. The shadowdancer may choose to deliver in four rows divided by a center aisle.
nonlethal damage with her sneak attack, but only when
using a weapon designed for that purpose, such as a sap T he acolytes use the small rooms to the east and we s t
(blackjack). for study. At any given time, the PCs have a 30% chance
Evasion (Ex ) : If the shadowdancer is exposed to to find 1d4 acolytes seated around the table in each of
any effect that normally allows her to attempt a Reflex those rooms.
saving throw for half damage, she takes no damage Cre a t u res: A lecture may be occurring (20%
with a successful saving throw. chance) at any time in this chamber. If so, 1d2 senior
Hide in Plain Sight (Ex): The shadowdancer NPCs from the temple are lecturing, and 4d6 Adepts of
can hide in while within 10 feet of a shadow even while the Night are in attendance.
being observed. D Adepts of the Ni g h t : See area V1 for
Trapfinding (Ex): T he shadowdancer can find, statistics.
disarm, or bypass traps with a DC of 20 or highe r. She D L e c t u rers: Choose from among the NPCs
can use the Search skill to find, and the Disable Device detailed elsewhere in this adventure.
skill to disarm, magic traps (DC 25 + the level of the
spell used to create it). If her Disable Device re s u l t V15. Chapel of Darkness (EL 14)
exceeds the trap’s DC by 10 or more, she discovers how This chamber functions as a lesser chapel for the fol-
to bypass the trap without triggering or disarming it. lowers of Shar. Read or paraphrase the following when
Uncanny Dodge (Ex ) : T he shadowd a n c e r the PCs arrive.
retains her Dexterity bonus to Armor Class eve n
9
V26) immediately use the portal in area V30 to move to
An almost palpable aura of dread cloaks this re c- the control room.
tangular room. Atop a low, basalt dais in the center D Nightwalker: hp 178; see Nightshade ent ry,
of the chamber stands a black marble statue of a Monster Manual page 196.
nude human female. Twin basalt pillars, each 6 D Hands of Shar (4): See area V26 for statistics.
feet tall, flank this dark altar. Atop each pillar Tactics: When the Hands of Shar are in the control
c ro u c hes a black gargoyle with great shadow y
ro o m, they employ the crystal balls to observe and the
w i n g s, curling horns, a lashing tail, a blank face,
p ro g ress of any battle between the temple’s defenders
and pale, lifeless orbs in lieu of eyes. These dread-
and int e r l o p e r s. The Hands of Shar use the levers to
ful statues appear to have been sculpted fro m
purest night. p rovide the followers of Shar with timely strategic
advantages.
Other Features: This area has two shifting walls
T he inhabitants of the temple usually use this chapel that are controlled by levers in the small control room.
for private devotions to the Dark Lady. In the smaller s Small Shifting Wall: The second lever fro m
rooms to the west and the east of the main altar stand t he west in the cont rol room operates this wall, which
smaller altars used for private devotions. m oves north/south. A successful St rength check (DC
Cre a t u re: Two nighthaunts in the service of Shar 20 from the north or south face, or DC 30 from the east
guard the altars here. They permit only followers of the or west face) can also force it to move.
Da rk Lady (whom they re c o g n i ze by a secret sign s Large Shifting Wall: T he easternmost leve r
k n own only to inhabitants of the temple) to worship in the cont rol room operates this wall, which move s
herein. east/west. A successful Strength check (DC 30 from the
The PCs also have a 10% chance to find a follower of east or west face, or DC 50 from the north face) can also
Shar (chosen from among the NPCs detailed else- force it to move.
where) herein at any given time. Tre a s u re: Four crystal balls with clairaudience are
D Ni g h t h a u nts (2): hp 102 each; see Ni g h t- located in the control room.
shades entry, Lost Empires of Faerûn page 185.
Treasure: In the small room behind the altar, atop V17. South Labyrinth (EL 16)
a black marble pillar, rests a talisman of ultimate evil (6 This portion of the labyrinth is similar to area V10 and
charges) in the shape of a holy symbol of Shar. contains the same kind of guardian. Read or paraphrase
the following when the PCs arrive.
V16. Central Labyrinth and Control Room
(EL 16+) T he smooth stone walls of these tunnels are
This section of the Laby r i nth is basically identical to devoid of any markings, and the corridors seem to
area V10. At its center, however, is an octagonal control twist and turn without reason.
room that features four large leve r s, each of which
operates a shifting wall somew he re within the Traps: This area contains six pit traps. The pits func-
L a by r i nth. On the south wall is a panel of smaller tion like those in area V10, although two of them are
l e ve r s, each of which locks or unlocks one of the pit four times as large. Each is controlled by one of the
traps in the complex. T he cont rol room also cont a i n s l e vers in the panel on the south wall of the cont ro l
four crystal balls with clairaudience, which the devo t e e s room (area V16).
of Shar use to monitor battles within the Laby r i nt h . a Small Poisoned Spiked Pit Traps (4): CR
The north wall of the control room is the terminus of a 10; see Dungeon Master’s Guide page 74.
one-way portal that originates in the south wall of area a Large Poisoned Spiked Pit Trap (2): CR
V30. Read or paraphrase the following when the PCs 10; see Dungeon Master’s Guide page 74.
arrive. Cre a t u res: As with area V10, a nightwalker
guards this chamber.
T he smooth, stone walls of these tunnels are D Nightwalker: hp 178; see Nightshade ent ry,
devoid of any markings, and the corridors seem to Monster Manual page 196.
twist and turn without reason. Other Features: This area contains two shifting
walls and one portal.
Cre a t u res: As with area V10, a nightwalker guard s s Western Shifting Wall: This wall is 20 feet
this chamb e r. In addition, whe n e ver int ruders are long and moves north/south. It is controlled by the
detected in the Labyrinth, four Hands of Shar (see area second lever from the east in the cont rol room of area
10
V16. A successful St rength check (DC 20 from the D Darkweavers (5): Male or female human or
n o rth or south face, or DC 30 from the east or we s t half-drow sorcerer 5; hp 19 each; see Dungeon Master’s
face) can also force it to move. Guide page 124.
s Eastern Shifting Wall: This wall is 30 feet D Shadow Adepts (8): Male or female human
long and moves east/west. It is cont rolled by the s o rc e rer 6/shadow adept PGtF 2; CR 8; Me d i u m
western lever in the cont rol room of area V16. A suc- humanoid; HD 8d4+8; hp 30; Init +2; Spd 30 ft.; AC 14,
cessful St rength check (DC 30 from the east or west touch 13, flat-footed 12; Base Atk +4; Grp +3; Atk or Full
face, or DC 50 from the north face) can also force it Atk +4 melee (1d6–1, masterwork qu a rterstaff ) or +7
to move . ranged (1d8+1/19–20, +1 light cro s s b ow); SQ familiar
s Portal: The portal at the western end of this sec- (cat), familiar benefits (Alert n e s s, empathic link, share
tion serves as the terminus of three differe nt portals in spells), low-light vision; AL NE; SV Fo rt +4, Ref +5,
other locations: a one-way portal from the eastern small Will +10; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 17.
room north of area V11, the northern portal in area V20, Skills and Feats: Bluff +6, Concentration +11, Hide +6,
and the portal in area V24. With a sliver of basalt as a K n owledge (arcana) +8, Listen +3*, Move Si l e ntly +5,
key, it functions as a one-way portal that transports the Spellcraft +10, Spot +3*; Alertness B, Combat Casting,
user to the terminus in area V10. With a sliver of black Insidious MagicB,PGtF, Pernicious Ma g i cB,PGtF, Shadow
marble as a key, it becomes a one-way portal leading to We a ve Ma g i cPGtF, Si l e nt Spell, Still Spell, Te n a c i o u s
t he southern portal in area V20. With a holy symbol of MagicB,PGtF.
Shar as a key, it acts as a two-way portal leading to a cave Languages: Chondathan, Common.
in the depths of Kryptgarden Forest. Familiar: Each shadow adept’s familiar is a cat.
The familiar uses the better of its own and the shadow
V18. Darkweavers’ Quarters (EL Varies) adept’s base save bonuses. T he cre a t u re’s abilities and
T hese rooms house the sorc e rers devoted to the Dark characteristics are summarized below.
Lady. Read or paraphrase the following when the PCs
enter. Ma le or fe m a le cat familiar: CR —; Ti n y
magical beast; HD 1/2d8 (effective 8d8); hp 15;
T hese rooms appear to be simply furnished bar- Init +2; Spd 30 ft.; AC 17, touch 14, flat-footed 15;
r a c k s. Each contains two to four cots and a wash- Base Atk +4; Grp –8; Atk +8 melee (1d2–4, 2
basin. At the foot of each bed stands a small chest.
claws) and +3 melee (1d3–4, bite); Sp a c e / Re a c h
2-1/2 ft./0 ft.; SQ deliver touch spells, improve d
T hese sparsely furnished rooms are home to members e va s i o n, low-light vision, scent, speak with
of the sorc e rous subcult known as Darkwe a vers and master; AL NE; SV Fort +2, Ref +4, Will +9; Str 3,
their immediate superiors. Dex 15, Con 10, Int 8, Wis 12, Cha 7.
Creatures: Two to four Darkweavers share each of Skills and Fe a t s : Balance +10, Bluff +1, Climb
these small rooms. Because they are on different shifts, +6, Concentration +10, Hide +18**, Jump +10,
at least half of the occupants are out performing temple Listen +3, Move Si l e ntly +6, Spot +3; We a p o n
duties at any given time. Finesse.
A total of forty Da rk we a vers (primarily humans Deliver Touch Spells: The cat may deliver
and half-drow) are based in the temple. T hese individ- touch spells for its master.
uals play a wide variety of roles within the temple. Im p roved Evasion (Ex ) : If the shadow
Some supplement the Sh a d ow Guard patro l s, and adept is exposed to any effect that normally
o t hers have temple duties, but most work outside the a l l ows her to attempt a Reflex saving throw for
temple on the Da rk Lady’s behalf—sometimes for ten- half damage, she takes no damage with a success-
days or months at a time. No matter when the PCs ful saving throw and half damage if the saving
a r r i ve, 4d4 male or female Da rk we a vers and 1d3–1 throw fails.
s h a d ow adepts are resting and relaxing in the s e Speak with Master (Ex ) : T he cat can
ro o m s. Use the following statistics. communicate verbally with the shadow adept.
D Da rk we a vers (20): Male or female human or Ot her cre a t u res do not understand the commu-
half-drow sorc e rer 1 or 2; hp 5 or 8 each; see Dungeon nication without magical help.
Master’s Guide page 124. Skills: A cat has a +4 racial bonus on Climb,
D Da rk we a vers (15): Male or female human or Hide, and Move Si l e ntly checks and a +8 racial
half-drow sorcerer 3 or 4; hp 12 or 15 each; see Dungeon bonus on Jump che c k s. A cat has a +8 racial
Master’s Guide page 124. bonus on Balance che c k s. It uses its De x t e r i t y
11
modifier instead of its St rength modifier for V20. North Labyrinth (EL 16+)
Climb and Jump checks. **In areas of tall grass or This portion of the Labyrinth is similar to area V10 and
heavy undergrow t h, the Hide bonus rises to +8. contains the same kind of guardian. Read or paraphrase
the following when the PCs arrive.
Familiar Benefits: The shadow adept gains spe-
cial benefits from having a familiar. This creature grants T he smooth stone walls of these tunnels are
her a +3 bonus on Move Si l e ntly checks (included in devoid of any markings, and the corridors seem to
the above statistics). twist and turn without reason.
Alertness (Ex ) : *The familiar grants its master Alert-
ness as long as it is within 5 feet. Trap: This area contains one large pit trap, which func-
Empathic Link (Su): The shadow adept can communi- tions like those in area V10 (although it is four times as
cate telepathically with her familiar at a distance of up large). It is controlled by one of the levers in the panel
to 1 mile. The master has the same connection to an on the south wall of the control room (area V16).
item or a place that the familiar does. a Large Poisoned Spiked Pit Trap: CR 10;
Sh a re Spells (Su ) : The shadow adept may have any see Dungeon Master’s Guide page 74.
spell she casts on herself also affect her familiar if the Other Features: This area contains one shifting
latter is within 5 feet at the time. She may also cast a wall and two portals.
spell with a target of “You” on her familiar. s Shifting Wall: The shifting wall in the south-
Sorcerer Spells Known (6/7/7/6/3 per day; caster level western portion of this chamber is 10 feet long and
8th): 0—acid splash, detect magic, mage hand (CL 7th), m oves east/west. It is cont rolled by the second lever
m e s s a g e (CL 7th), open/ c l o s e (CL 7th), ray of fro s t ( + 6 from the west in the cont rol room of area V16. It can
ranged touch, CL 7th), read magic, touch of fatigue (+3 also be forcibly moved by pushing it and making a suc-
melee touch); 1st—cause fear (DC 15), chill touch (+3 cessful DC 30 Strength check.
melee touch, DC 15), claws of darknessFRCS (DC 15), mage s Portals: The northern portal in this section serves
armor, net of shadowsMag (DC 15); 2nd—darkness, invisibil- as the terminus of three differe nt portals in other loca-
ity, skull watch PGtF; 3rd —bedevilCoR, c o n t rol darkness and tions: a one-way portal from the more nort hern of the two
shadowCoR; 4th—fear (DC 18). small rooms east of area V11, the portal in area V10, and
Possessions: Bracers of armor +1, ring of protection +1, the southern portal in this area. With a sliver of basalt as a
masterwork quarterstaff, +1 light crossbow with 10 bolts, key, it acts as a one-way portal leading to the terminus in
cloak of resistance +1, dust of illusion, potion of blur, 2 potions area V17. With a sliver of black marble as a key, it func-
of cure moderate wounds, potion of haste, 250 gp. tions as a one-way portal leading to the terminus in area
V24. With a holy symbol of Shar as a key, it acts as a two-
V19. Bathing Pool (EL Varies) way portal that connects with a cave high above the Trade
T he temple re s i d e nts use this chamber for bathing. Way, amidst the mountains of the Cloud Peaks of Amn.
T he southern portal in this section of the Laby r i nth
An ova l -shaped pool dominates this sharply serves as the terminus of two different portals: the one-
tapered room. way portal in area V17, and the portal in area V24. With a
sliver of basalt as a key, it acts as a one-way portal to the
Small drains discreetly take overflow water away, chan- nort hern terminus in this area. With a sliver of black
neling it into the depths of the pool in area V25. marble as a key, it functions as a one-way portal to the
Cre a t u re s : Gi ven the large number of occupant s portal in area V10. With a holy symbol of Shar as a key,
the temple has, this room is usually in use. At any given it acts as a two-way portal that connects with a deep,
time, the PCs have an 80% chance of encountering 2d8 heavily shadowed vale in the hills west of the Sh a d ow
bathers he re. In addition, Adepts of the Night carry Sea, within sight of the City of Shade.
water from area V25 to area V9 to be warmed, the n
bring it here. V21. Privy (EL 3+)
D Adepts of the Night: hp 10 or 16; see area V1 This room is the temple’s only designated privy. Read or
for statistics. paraphrase the following when the PCs enter.
De velopment: T he levers in the small room due
west of area V19 can be used to drain this pool com- T he unmistakable odor of a privy wafts from this
pletely and to flush it with cold water via a hidden pipe chamber. Within its confines, wooden walls pro-
from area V22. vide privacy for up to five occupants.

12
Gi ven the temple’s large number of occupant s, the V24. East Labyrinth (EL 16+)
privy is barely up to its task. This portion of the labyrinth is similar to area V10 and
Creatures: Two Adepts of the Night are assigned contains the same kind of guardian. Read or paraphrase
to this room at all times. T heir duties are to ensure the following when the PCs arrive.
that the privy remains as clean as possible. T h u s, both
are constantly busy gathering up chamber pots and T he smooth stone walls of these tunnels are
dumping them into the refuse pit in the small room at devoid of any markings, and the corridors seem to
t he east end of area V2. At any given time, the PCs twist and turn without reason.
h a ve a 90% chance of encountering at least one adept
he re i n, plus 1d6-1 living NPCs from other areas of the Cre a t u res: As with area V10, a nightwalker guard s
complex. this chamber.
D Adepts of the Night (2): Male human cleric 1; D Nightwalker: hp 178; see Nightshade ent ry,
hp 10 each; see Dungeon Master’s Guide page 114. Monster Manual page 196.
Other Features: This area contains two shifting
V22. Sargauth Stream walls and one portal.
The stream that runs through this area serves as the s Northern Shifting Wall: This wall is 20 feet
temple’s water supply. Read or paraphrase the following long and moves east/west. It is controlled by the second
when the PCs arrive. lever from the east in the control room of V16. A success-
ful Strength check (DC 20 from the north or south face, or
A large hearth carved to resemble the gaping maw DC 30 from the east or west face) can also force it to move.
of a purple worm disgorges a small trickle of s Southern Shifting Wall: This wall is 10 feet
water. The stream pools in the center of the room long and moves east/west. It is cont rolled by the we s t-
before draining away through shallow channels ern lever in the control room of area V16. A successful
beneath the three exit doors.
St rength check (DC 30 from the east or west face, or
DC 50 from the north face) can also force it to move .
The worm’s mouth holds the terminus of a one-way s Portals: The portal at the southeastern end of
p o rt a l f rom the depths of the River Sargauth near this section serves as the terminus of three differe nt
Sk u l l p o rt. T h rough it comes a small trickle of p o rt a l s in other locations: a one-way p o rt a l f rom the
potable water that feeds the pool in area V25 and more southern of the two small rooms east of area V11,
keeps the natural cisterns in the surrounding cham- t he portal in area V10, and the nort hern portal in are a
bers full. V20. With a sliver of basalt as a key, it functions as a
V23. Portal Prison (EL Varies) one-way portal that transports the user to the terminus
This rectangular chamber is wholly embedded in in area V17. With a sliver of black marble as a key, it
solid rock and reachable only via portals. It serves as a becomes a one-way portal leading to the southern portal
prison cell for int ruders who dare to use the temple’s in area V20. With a holy symbol of Shar as a key, it acts
portals. as a two-way portal that connects with a small cave on
the western bank of the River Reaching, just within the
This empty, featureless room is about 20 feet wide northern fringe of the Reaching Wood.
and 60 feet in length. V25. Pool of Darkness (EL 9)
T he temple re s i d e nts use this chamber for bathing.
When the portals in the dungeon (area V11) and the Read or paraphrase the following when the PCs arrive.
Labyrinth (areas V10, V16, V17, V20, and V24) are used
without a key, they serve as one-way portals that trans- This chamber houses a large, rectangular pool
port the users here (50% chance) or to area V39 or V40 filled with inky black water. A small stream of
(25% chance each). Those who come here are generally dark water runs under a door at the east end of the
just left to die. Once in a while, followers of Shar who north wall to feed the pool, making a soft shush-
can use the s h a d ow walk ability come and empty the ing sound. Gentle ripples in the water suggest that
room of its contents. some creature may lurk beneath the surface.
Cre a t u re s : At any given time, this chamber con-
tains the decaying remains of 1d10–1 humanoid crea- Despite its dangerous appearance, this water is safe to
tures. At your discre t i o n, it may also contain one or drink. A small crack at the bottom of the pool drains
more living prisoners (DM’s choice). the water down into the Underdark.
13
Cre a t u re : An advanced shadow jelly from the
Plane of Shadow lurks herein. Each of these rooms is furnished with a washbasin
Tactics: The advanced shadow jelly attacks anyone and two to four cots. At the foot of each bed is a
who touches the water or stands next to the pool, small chest.
e xcept for characters opening displaying the holy
symbol of Sh a r. (Although the cre a t u re is nonint e l l i- Several senior Watchers and the select group known as
gent, the Da rk Ma i d e n’s hand stays it from attacking the Hands of Shar live in these chambers.
her followers.) Cre a t u res: Four of the senior temple personnel
D Advanced Shadow Jelly: CR 9; Huge ooze s h a re each of these small ro o m s. Because they are on
(extraplanar); HD 18d10+108; hp 207; Init –5; Spd 10 d i f f e re nt shifts, at least half of the occupants are out
ft., climb 10 ft.; AC 3, touch 3, flat-footed 3; Atk +17 performing temple duties at any given time.
melee (1d8 Str damage, slam); Space/Reach 15 ft./10 ft.; A total of twe nty Wa t c hers and ten Hands of Sh a r
SA improved grab, St rength damage; SQ blindsight 60 a re based in the temple. Six of the Watchers are gar-
ft., ooze traits; AL N; SV Fort +12, Ref +1, Will +1; St r risoned in areas V1 and V7; the rest live here. No matter
23, Dex 1, Con 22, Int –, Wis 1, Cha 1. w hen the PCs arrive, 3d4 watchers and 2d4 Hands of
Skills and Feats: Climb +14, Hide –13. Shar are resting and relaxing in these ro o m s. Use the
Im p roved Grab (Ex ) : To use this ability, an following statistics.
a d vanced shadow jelly must hit with its slam attack. D Watchers (14): Male or female human cleric 6 of
It can then attempt to start a grapple as a free action Shar/nightcloak 1; hp 48 each; see area V26 for statistics.
without provoking an attack of opport u n i t y. If it D Hands of Shar (8): Male or female human
wins the grapple che c k, it establishes a hold and can cleric 6 of Shar/nightcloak 4; CR 10; Me d i u m
automatically deal 1d8 points of St rength damage humanoid; HD 10d8–10; hp 40; Init +2; Spd 20 ft.; AC
each ro u n d . 22, touch 12, flat-footed 21; Base Atk +7; Grp +8; Atk
St rength Damage (Su ) : T he touch of an +9/+4 melee (1d8+2, +1 heavy mace) or +10 ranged
a d vanced shadow jelly deals 1d8 points of St re n g t h (1d8+1/19–20, +1 light cro s s b ow); SA rebuke undead
damage to a living foe. A creature reduced to Strength 0 4/day (+1, 2d6+1, 6th); SQ darkness spells, eyes of Shar,
by an advanced shadow jelly dies. This is a negative s h a d ow talk; AL NE; SV Fort +9, Ref +6, Will +16; St r
energy effect. 13, Dex 14, Con 8, Int 10, Wis 18, Cha 12.
Oo ze Tr a i t s : An advanced shadow jelly is Skills and Feats: Bluff +6, Concentration +8, Di p l o-
immune to poison, sleep, paralysis, stunning, polymor- macy +3, Hide –1, Intimidate +3, Jump –10, Move
phing, and mind-influencing effects. It is not subject to Silently –1, Pe rform (oratory) +5, Spellcraft +7; Bl i n d-
critical hits or flanking. Shadow jellies are blind. Fight B, Insidious MagicB,PGtF, Iron Will, Pernicious Mag-
Tre a s u re: On the bottom of the pool lies a long- icPGtF, Sh a d ow We a ve Ma g i cPGtF, Spell Focus (illusion),
forgotten relic called Su n g l o ry, which is sacred to the Via NegativaCoR.
f o l l owers of Lathander. A company of Lathanderites Languages: Chondathan, Common.
once tracked a noted Sharran assassin through a Darkness Spel l s : A Hand of Shar can pre p a re
mysterious portal to his base in Va n r a k d o o m, intend- any Darkness domain spell as if it we re on her divine
ing to stage a raid on the Sharran stronghold. In the spell list. T he spell uses a spell slot equal to its level in
confusion of the ensuing wild battle, a Knight of the the Darkness domain list.
Aster dropped Su n g l o ry in the pool as he died. T he Eyes of Shar (Ex): The Hand of Sh a r’s eyes are
Sharrans never re a l i zed that their foes had possessed totally black, granting her darkvision to a range of 60
a weapon of such worth, so they never looked for it feet. She can also see through magical darkness to a
after the fight. range of 10 feet in the same black-and-white sight that
Su n g l o ry is a heavy mace that is equ i va l e nt to a sun darkvision provides. She cannot be blinded by magical
blade (see the description on page 228 of the Dungeon effects.
Ma s t e r ’s Guide, but replace all re f e rences to “bastard Shadow Talk (Su): The Hand of Shar can commu-
s w o rd” with “heavy mace” and all re f e rences to “short nicate mystically through the shadows of the mind. She
sword” with “light mace.”) can whisper short messages to other worshipers of Shar
within 500 feet. All Shar worshipers within range of
V26. Quarters of the Hands of Shar (EL Varies) t he message hear it as a whisper in their minds.
T hese modestly furnished chambers house the senior Observers can hear the words if they are close enough
priests of the ord e r. Read or paraphrase the follow i n g to physically hear the Hand of Shar’s actual whispers (a
when the PCs approach any of these chambers. DC 15 Listen check if the listener is within 10 feet,
14
+1 DC per 5 feet beyond that). Sh a d ow talk is a lan- Cre a t u re s : T he PCs have a 15% chance to
guage-dependant free action, and it can be used to com- e n c o u nter 1d4 of the temple’s residents (DM’s choice)
municate with undead worshipers of Shar and undead in this hall at any given time.
creatures in the service of Shar worshipers. De vel o p m e nt : Once the PCs have defeated
Cleric Spells Pre p a re d (caster level 10th): 0—c re a t e anyone they find in the hall, they can examine the stat-
water, detect magic, guidance, read magic, resistance, virtue; ues more closely.
1st—bane (DC 16), cause fear (DC 16), divine favo r (CL T he first statue depicts Go rothir of Sh a r, the Da rk
9th), doom (DC 16), obscuring mist, protection from goodD Pro p het of the Night (see area V44 for furt her details).
(CL 12th); 2nd—blindness/deafness (DC 18), darkness, A successful DC 30 Knowledge (history) check is
desecrateD (CL 9th), enthrall (DC 17), hold person (DC 17), required to identify him.
silence (DC 17); 3rd—blacklightFRCS (DC 17), deeper dark- The second statue is of Dahlia, also known as the
ness, dispel magic (2), magic circle against goodD (CL 11th); Queen of the Night—the greatest high priestess of the
4th—a rmor of dark n e s s (+9 melee touch), greater magic Reign of Night in the Netherese city of Sepulcher. The
we a p o n (CL 9th), poison (DC 18), summon monster IV, Queen of the Night led the entire Netherese church in
unholy blightD (DC 18); 5th—d a rk b o l tD,FRCS (+9 ranged her day and successfully transformed the port city of
touch, DC 19), dispel goodD (CL 11th, DC 19), true seeing Sepulcher into a bastion of Sharran might.
(+9 melee touch). T he third statue depicts Irtemara el Eradsari, the
D: Domain spell. Domains: Darkness (Blind-Fight as Dancer before Da w n, who is the debauched and jaded
a bonus feat) and Evil (cast evil spells at +1 caster level). high priestess of the Temple of Old Night in Calimport.
Possessions: +2 full plate armor, +1 heavy mace, +1 light Since Irtemara still live s, her inclusion in this collec-
crossbow with 10 bolts, sanguine nostrumCoR , periapt of tion is a subtle slight by Lo rd Va n r a k, suggesting that
Wisdom +2, ring of protection +1, ring of feather falling, cloak his rival’s time has passed.
of resistance +1, 5 potions of cure moderate wounds, 50 gp. Tre a s u re : T he statues are fashioned from black
Tre a s u re: Each chest contains the personal chalcedony that has been magically transformed (using
belongings of the owner. Choose treasure appro p r i a t e Tro b r i a n d’s glassteel, a new spell from City of Splendors:
for the Encounter Level used. Waterdeep) into a transparent material with the durabil-
ity of steel. Each is worth 2,000 gp for materials alone,
V27. Shadowstone Hall (EL Varies) and as much as three times that amount to a collector of
This chamber serves as a sort of art gallery in which the religious or historical objects of art.
temple re s i d e nts can take their leisure. Read or para-
phrase the following when the PCs arrive. V28. Darklord and Krinth Quarters (EL varies)
This complex serves as living qu a rters for Sh a r’s most
Eight black marble bases line this hall, four on senior servants and special guests. The five rooms to the
each side. Five of the bases (four on the right, one west of the hallway are occupied by senior temple per-
on the left) are empty, while the other three are sonnel, and the tangle of int e rconnected rooms to the
occupied with black crystalline statues. east houses krinth refugees from the City of Shade who
The first statue depicts a massive bear of a man were rescued and brought here by Lord Vanrak.
with a thick beard, a great belly, and a wild mane Read or paraphrase the following when the PCs
of hair. His thickly muscled arms are open wide, enter any of the western rooms.
as if he is encompassing all the world in his grasp.
He wears the flowing robes of a priest of Sh a r. T hese rooms are finely furnished and obv i o u s l y
The second statue depicts a tall, graceful woman designed for single occupant s. Each contains one
of Nethe rese heritage with long flowing hair. She bed draped in fine linen, a crystal washbasin, an
wears a thin shift and a forbidding expression. oak table and chair, and a small bookshelf filled
The third statue depicts a tiny, wizened woman with books. At the foot of each bed is a small che s t .
of Calishite heritage. She is dressed in traditional
Shoon robes and poised as if dancing.
T hese rooms are home to the senior leaders of the
c h u rc h, who are known as Da rklords and Da rk l a d i e s.
During the rule of Clan Melairk y n, statues of Me l a i r- Creatures: Each chamber has only one occupant.
b o d e’s greatest kings adorned the bases in this hall. Because they work differe nt shifts within the temple,
Lord Vanrak had the dwarven statues destroyed, and he only two are in their rooms at any given time.
is slowly replacing them with statues depicting the D Da rkladies Eveline and Condelia and
most favored servants of the Lady of Loss. Dark l o rd Ju nt h e r : Male or female human cleric 6
15
of Shar/nightcloak 8; CR 14; Medium humanoid; HD b a rd spell modify memories. T he Da rklady can use this
14d8; hp 66; Init +2; Spd 20 ft.; AC 22, touch 12, flat- ability once per tenday as a 10th-level bard.
footed 21; Base Atk +10; Grp +11; Atk +12 melee Cleric Spells Pre p a re d (caster level 14th): 0—c re a t e
(1d8+2, +1 heavy mace) or +14 ranged (1d4+1, + 2 water, detect magic (CL 15th), guidance (CL 15th), re a d
returning chakra m); Full Atk +12/+7 melee (1d8+2, +1 magic (CL 15th), resistance, virt u e (CL 13th); 1st—bane
heavy mace) or +14/+9 ranged (1d4+1, +2 re t u rn i n g (DC 16), cause fear (DC 16), detect secret doorsD (CL 15th),
chakra m); SA rebuke undead 4/day (+1, 2d6+1, 14th); disguise self (DC 16), divine favo r (CL 13th), doom (DC
SQ darkness spells, disk of night, eyes of Sh a r, mind 16), obscuring mist; 2 n d —b l i n d n e s s / d e a f n e s s (DC 17),
of Sh a r, shadow talk, Shar’s care s s, t rue lies; AL NE; SV d a rkness, desecrate (CL 13th), detect thoughtsD (CL 15th),
Fort +11, Ref +6, Will +17; Str 13, Dex 14, Con 11, Int 10, enthrall (DC 17), hold person (DC 17), silence (DC 17);
Wis 19, Cha 12. 3 rd —blacklightFRCS (DC 17), clairaudience/clairvoy a n c eD
Skills and Feats: Bluff +15, Concentration +9, Di p l o- (CL 15th), crushing despair (DC 18), deeper darkness, dispel
macy +8, Hide +6, Intimidate +3, Jump –10, Move magic, slashing darknessCoR (+12 ranged touch, CL 13th);
Si l e ntly –1, Perform (oratory) +5, Spellcraft +7; Bl i n d- 4th—armor of darkness (+11 melee touch), death ward
Fi g h t B, Exotic Weapon Proficiency (chakram), In i t i- (+11 melee touch), divinationD (CL 15th), greater magic
ate of Shar CoR, Insidious Ma g i cB,PGtF, Iron Will, Perni- we a p o n (CL 13th), poison (DC 19), summon monster IV;
cious Ma g i cPGtF, Sh a d ow We a ve Ma g i cPGtF, Spell Focus 5th—darkboltFRCS (+12 ranged touch, DC 19), dispel good
(illusion). (DC 19), true seeingD (+11 melee touch, CL 15th) unhal-
Languages: Chondathan, Common. low (CL 13th); 6th—find the pathD (+11 melee touch, CL
Darkness Spel l s : Vanrak can pre p a re any Da rk- 15th), harm (+11 melee touch, CL 15th, DC 21), prying
ness domain spell as if it we re on his divine spell list. eyes (CL 15th), remorseless charmCoR (DC 21); 7th—
The spell uses a spell slot equal to its level in the Dark- legend loreD (CL 15th), nightmare (DC 22), shadow trapCoR
ness domain list. (DC 21).
Disk of Night (Su ) : Any chakram used by a D: Domain spell. Domains: Darkness (Blind-Fight as
Darklady is treated as if it were a +2 returning chakram. If a bonus feat) and Knowledge (cast divinations at +1
it remains out of her hand for more than 1 round, it caster level).
reverts to its original abilities. Possessions: +2 full plate arm o r, +1 heavy mace, +1
Eyes of Shar (Ex): The Darklady’s eyes are totally chakram, +1 ring of protection, periapt of Wisdom +2, amulet
black, granting her darkvision to a range of 60 feet. She of health +2, camellia of the Black Lady CoR , cloak of
can also see through magical darkness to a range of 10 elvenkind, potion of cure moderate wounds, 200 gp.
feet in the same black-and-white sight that darkvision D Da rklady Se m i o n e : Female human sorc e re r
p rov i d e s. She cannot be blinded by magical effects. 6 / s h a d ow adept 7; CR 13; Medium humanoid; HD
Sh a d ow Talk (Su ) : T he Da rklady can communi- 13d4+13; hp 45; Init +2; Spd 30 ft.; AC 18, touch 14, flat-
cate mystically through the shadows of the mind. She footed 16; Base Atk +6, Grp +6; Atk +7/+2 melee (1d8,
can whisper short messages to other worshipers of Shar m a s t e rw o rk morningstar) or +10 ranged (1d4+2, + 2
within 500 feet. All Shar worshipers within range of chakram); SQ darkvision, familiar (cat), familiar benefits
t he message hear it as a whisper in their minds. ( A l e rt n e s s, empathic link, share spells), low - l i g h t
Observers can hear the words if they are close enough vision, shadow defense +2, shadow walk, shield of shad-
to physically hear the Darklady’s actual whispers (a DC ows; AL CE; SV Fort +5, Ref +6, Will +9; Str 10, Dex 14,
15 Listen check if the listener is within 10 feet, +1 DC Con 13, Int 10, Wis 8, Cha 20.
per 5 feet beyond that). Sh a d ow talk is a language - Skills and Feats: Bluff +21, Concentration +17, Di p l o-
dependant free action, and it can be used to communi- macy +7, Intimidate +7, Knowledge (arcana) +8, Listen
cate with undead worshipers of Shar and undead cre a- +1*, Move Si l e ntly +5, Spellcraft +10, Spot +1*; Alert-
tures in the service of Shar worshipers. n e s s B , Combat Casting, Entangling Sp e l l CoR, Exo t i c
Sh a r ’s Caress (Su): Vanrak can surround a he l d Weapon Proficiency (chakram), Insidious Ma g i cB,PGtF,
chakram, whip, or dagger with Sh a d ow We a ve magic, Lingering Sp e l l CoR , Pernicious Ma g i c B,PGtF , Re a p i n g
giving the weapon the unholy property for 1 round per SpellCoR, Shadow Weave MagicPGtF, Tenacious Ma g i cB,PGtF.
use. The Darklady can invoke this power as a free action Languages: Chondathan, Common.
once per day. She must decide to use this ability before Darkvision (Su): Semione can see in the dark as
t he attack is made, and if the attack misses, that use of though she we re permanently affected by a darkvision
Shar’s caress is wasted. spell.
True Lies (Sp): A darklady can reach into a cre a- Familiar: Semione’s familiar is a cat named Mirra.
ture’s mind and modify its memories as the 4th-leve l The familiar uses the better of her own and Semione’s
16
base save bonuses. The creature’s abilities and character- Shadow Walk (Sp): Semione can use shadow walk
istics are summarized below. (caster level 7th) once per day.
Shield of Shadows (Su): Semione can surround
Mirra, Fe m a le Cat Familiar: CR —; Ti n y herself with a globe of purple-black force as a standard
magical beast; HD 1/2d8 (effective 13d8); hp 22; action. This shield of shadows functions like a shield
Init +2; Spd 30 ft.; AC 17, touch 14, flat-footed 15; spell, granting her a +4 shield bonus to AC and absorb-
Base Atk +6; Grp –6; Atk +10 melee (1d2–4, ing magic missiles cast at he r. In addition, the shield of
2 claws) and +5 melee (1d3–4, bite); Space/Reach s h a d ows provides concealment (20% miss chance)
2-1/2 ft./0 ft.; SQ deliver touch spells, improve d against melee and ranged attacks. Semione can see and
e va s i o n, low-light vision, scent, speak with reach through the shield, so it does not provide cover
master; AL NE; SV Fo rt +4, Ref +6, Will +11; Str or concealment to opponent s. Semione may use a
3, Dex 15, Con 10, Int 8, Wis 12, Cha 7. shield of shadows for up to 14 rounds per day. T h i s
Skills and Feats: Balance +10, Bluff +14, Climb duration need not be consecutive—she may break it
+6, Concentration +16, Hide +18**, Jump +10, up into increments as small as 1 round if she so desires.
Listen +3, Move Si l e ntly +6, Spot +3; We a p o n Creating or dismissing the shield of shadows is a
Finesse. standard action.
Del i ver Touch Spel l s : Mirra may delive r Sorcerer Spells Know n (6/8/7/7/7/7/4 per day; caster
touch spells for her master. level 13th): 0—acid splash, daze (DC 16), detect magic,
Im p roved Evasion (Ex ) : If Semione is ghost sound (DC 16), open/close (CL 12th), prestidigitation
exposed to any effect that normally allows her to (DC 15), ray of fro s t (+8 ranged touch, CL 12th), re a d
attempt a Reflex saving throw for half damage, magic, touch of fatigue (+6 melee touch); 1st—c h a rm
s he takes no damage with a successful saving person (DC 17), chill touch (+8 melee touch, DC 18), corro-
t h row and half damage if the saving throw fails. sive graspMag (+6 melee touch), magic missile (CL 12th),
Speak with Master (Ex ) : Mirra can com- true strike; 2nd—ghoul touch (+6 melee touch, DC 18),
municate verbally with Semione. Other creatures misdirection (DC 18), scare (DC 18), spectral hand, Tasha’s
do not understand the communication without hideous laughter (DC 18); 3rd—bedevilCoR, control darkness
magical help. and shadowCoR, s u g g e s t i o n (DC 19), vampiric touch ( + 6
Skills: Mirra has a +4 racial bonus on Climb, melee touch, DC 19); 4th—contagion (DC 20), enerva-
Hide, and Move Si l e ntly checks and a +8 racial tion, fear (DC 20), phantasmal killer (DC 20); 5th—domi-
bonus on Jump checks. She has a +8 racial bonus nate person (DC 21), necrotic skull bomb (DC 21), shadow
on Balance checks. She uses her Dexterity modi- e vocation (DC 21); 6th—acid fog, circle of death (DC 22).
fier instead of her St rength modifier for Climb Possessions: Amulet of natural armor +1, bracers of armor +3,
and Jump checks. **In areas of tall grass or heavy ring of protection +2, masterwork morningstar, +2 chakram,
undergrowth, the Hide bonus rises to +8. wand of shocking grasp, cloak of Charisma +2, 250 gp.
D Da rk l o rd Raint h e r : Male human ro g u e
Familiar Benefits: Semione gains special bene- 7 / s h a d owdancer 8; CR 15; Medium humanoid; HD
fits from having a familiar. This creature grants her a +3 7d6+7 plus 8d8+8; hp 78; Init +5; Spd 30 ft.; AC 22, touch
bonus on Move Silently checks (included in the above 17, flat-footed 22; Base Atk +11; Grp +12; Atk +14 melee
statistics). (1d6+3/17–20, +2 keen short sword) or +17 ranged
Al e rtness (Ex ) : *Mirra grants her master Alertness as ( 1 d 6 + 1 / ✕ 3, +1 short b ow); Full Atk +14/+9/+4 melee
long as she is within 5 feet. (1d6+3/17–20, +2 keen short sword) or +17/+12/+7 ranged
Empathic Link (Su): Semione can communicate tele- ( 1 d 6 + 1 /✕3, +1 short b ow); SA sneak attack +4d6; SQ dark-
pathically with her familiar at a distance of up to 1 mile. v i s i o n, defensive roll, eva s i o n, hide in plain sight,
T he master has the same connection to an item or a i m p roved uncanny dodge, shadow illusion, s h a d owjump,
place that the familiar does. slippery mind, summon shadow, trap sense +2, trapfind-
Sh a re Spells (Su ) : Semione may have any spell she ing, uncanny dodge; AL NE; SV Fo rt +5, Ref +16, Wi l l
casts on herself also affect her familiar if the latter is +4; Str 12, Dex 20, Con 13, Int 14, Wis 10, Cha 8.
within 5 feet at the time. She may also cast a spell with Skills and Feats: Balance +25, Bluff +17, Di p l o m a c y
a target of “You” on her familiar. +19, Escape Artist +23, Hide +15, Intimidate +11, Jump
Shadow Defense (Ex): Semione has a +2 profane +13, Listen +5, Move Si l e ntly +23, Perform (dance) +9,
bonus on saving throws against spells from the schools Spot +5, Tumble +17; Combat Reflexes, CravenCoR, Dirty
of enchant m e nt, illusion, and necro m a n c y, as well as R a t CoR , Dodge, Mo b i l i t y, Natural Bu l l y CoR , Sp r i n g
spells with the darkness descriptor. Attack.
17
L a n g u a g e s : Abyssal, Chondathan, Common, Sl i p p e ry Mind (Ex ) : This ability re p re s e nt s
Draconic. R a i nt her’s ability to wriggle free from magical effects
Sneak Attack (Ex ) : R a i nt her deals 4d6 extra that would othe rwise cont rol or compel him. If
p o i nts of damage on any successful attack against flat- R a i nt her is affected by an enchant m e nt and fails his
footed or flanked targets, or against a target that has saving throw, he can attempt his saving throw again 1
been denied its Dexterity bonus for any reason. T h i s round later. He gets only this one extra chance to suc-
damage also applies to ranged attacks against targets up ceed on his saving throw. If it fails as well, the spell’s
to 30 feet away. Creatures with concealment, creatures effects occur normally.
without discernible anatomies, and cre a t u res immune Summon Shadow (Su): Rainther can summon a
to extra damage from critical hits are all immune to shadow (see Monster Manual page 221 for the shadow’s
sneak attacks. Raint her may choose to deliver non- statistics, except that it has 2 extra Hit Dice, with the
lethal damage with his sneak attack, but only when re quisite increases to base attack bonus and save s ) .
using a weapon designed for that purpose, such as a sap Unlike a normal shadow, this one’s alignment matches
(blackjack). Rainther’s, and the creature cannot be turned, rebuked,
Darkvision (Su): Rainther can see in the dark as or commanded by any third part y. This shadow serve s
though he were permanently under the effect of a dark- as a companion to Raint her and can communicate
vision spell. i ntelligibly with him. If a shadow companion is
De fe n s i ve Roll (Ex ) : Raint her can roll with a d e s t royed, or Raint her chooses to dismiss it, he must
p o t e ntially lethal blow to take less damage from it. attempt a DC 15 Fortitude save. If it fails, Rainther loses
Once per day, when he would be reduced to 0 or fewer 3,000 XP, though his XP total can never drop below 0 as
hit points by damage in combat (from a weapon or t he result of a shadow’s dismissal or destruction. A
other blow, not a spell or special ability), he can attempt d e s t royed or dismissed shadow companion cannot be
to roll with the damage. He makes a Reflex saving replaced for 30 days.
throw (DC = damage dealt) and, if successful, takes only Trapfinding (Ex ) : Rainther can find, disarm, or
half damage from the blow. He must be aware of the bypass traps with a DC of 20 or higher. He can use the
attack and able to react to it in order to execute his Se a rch skill to find, and the Disable Device skill to
d e f e n s i ve roll. If he is in a situation that would deny disarm, magic traps (DC 25 + the level of the spell used
him any Dexterity bonus to AC, he can’t attempt a to create it). If his Disable Device result exceeds the
defensive spell. trap’s DC by 10 or more, he discovers how to bypass the
Evasion (Ex): If Rainther is exposed to any effect trap without triggering or disarming it.
that normally allows him to attempt a Reflex saving Uncanny Dodge (Ex ) : Rainther retains his De x-
throw for half damage, he takes no damage with a suc- terity bonus to Armor Class even when flat-footed or
cessful saving throw. targeted by an unseen foe. (He still loses his Dexterity
Hide in Plain Sight (Ex ) : R a int her can hide bonus if paralyzed or otherwise immobile.)
while within 10 feet of a shadow even while being Possessions: Amulet of natural armor +1, bracers of arm o r
observed. +4, ring of protection +2, +2 keen short sword, +1 shortbow
Im p roved Uncanny Dodge (Ex ) : R a i nt he r with 20 arrows, g l oves of Dexterity +2, hat of disguise, 200 gp.
cannot be flanked and can be sneak attacked only by a Read or paraphrase the following when the PCs
character who has at least 19 levels of rogue. e nter any of the chambers to the east of the hallway.
Sh a d ow Illusion (Sp): R a i nt her can cre a t e
visual illusions from surrounding shadow s. This abil- These rooms were once finely appointed guest
ity’s effect is identical to that of the arcane spell silent qu a rters for visitors to the temple, but they now
image and may be employed once per day. bear witness to the extended occupancy of far less
Shadow Jump (Su): Rainther can travel between civilized creatures. Each room has two to four cots
shadows as if by means of a dimension door spell. T he and a washbasin. At the foot of each bed is a small
limitation is that the magical transport must begin and chest of personal items.
end in an area with at least some shadow. Rainther can
jump up to a total of 80 feet each day in this manner; T hese eastern rooms are now given over to krint h
this may be a single jump of 80 feet or two jumps of 40 refugees rescued by Lo rd Vanrak from the City of
feet each. This amount can be split among many jumps, Shade. The krinth va ry widely in level and ability, but
but each one, no matter how small, counts as a 10-foot their number includes many would-be adventurers.
increment. D K r i nth (78): Various classes; hp varies; see
Champions of Ruin page 14.
18
Tre a s u re: Each chest contains the personal by billowing d a rk f i reMag/LoD, and each is considered an
belongings of the owner. Choose treasure appro p r i a t e altar to Shar. T he Sharran priests burn their offerings to
for the Encounter Level used. t he Lady of Loss within the dark f i re, thus ensuring that
they are truly lost once consumed.
V29. Darkfire Temple (EL 18+) As shown on the map, the forges produce a large
This immense chamber once housed a temple to volume of smoke that envelops much of the temple.
Moradin. To honor the Lady of Loss, the followers of Any living cre a t u re that spends 1 full round within an
Shar have transformed it into a twisted parody of the area covered by smoke is affected as if by a stinking cloud
Soulforger’s original chapel. Read or paraphrase the fol- spell (caster level 12th).
lowing when the PCs open the doors. The five yellow - g reen lines on the map re p re s e nt
sections of the floor that can be tilted up to form 5-foot-
The double doors part to reveal a 20-foot-wide pas- high, 6-inch-deep barriers. In the raised position, the y
sage that leads 50 feet eastward and then opens function as obstacles, each of which costs 2 squ a res of
i nto a vast room outfitted as a temple. Fashioned
move m e nt to cro s s. Intended to pre ve nt charges and
of black marble blocks inlaid with arcane runes,
other forms of fast movement, they are controlled by a
t he temple appears to be approximately 140 feet
set of levers behind the altar. If forced to defend the
deep and 100 feet wide. Its arc hed ceiling soars
some 60 feet above. temple, Sh a r’s followers stage a fighting withdrawal,
In the center of the temple is a vast forge lit by slowly conceding each barrier as they re t reat. A suc-
black fire. Da rk, noxious smoke billows fort h cessful DC 15 Disable Device check lowers a 5-foot-
f rom it, obscuring all else within. A dozen or so wide section of wall and prevents the lever mechanism
man-s i zed humanoids work the vast bellows that from raising it anew.
maintain the fire. In fro nt of the forge stands a Creatures: The creatures working the bellows are
large altar made of ro u g h - hewn granite and ogre zombies. Twelve of them attend the main bellows,
stained with rivers of dried blood. and two operate each of the lesser bellows.
Dimly visible beyond the billowing smoke is a T he clergy of Shar have transformed the defaced
giant, black statue of a male dwarf with his hands idol of Moradin into a blackstone gigant. It in turn has
bound behind his back. His head is bowed, and he aided them in decorating this temple with statuary.
has been shorn of his beard. Black tears appear to T he five statues that line the south wall were once
gush forth from the statue’s empty eye sockets. shield dwarves. They were purchased as slaves in Skull-
Along the south wall are additional forges, port, attired as nobility, enlarged with magic, then pet-
each burning with the same black fire as the cen- rified by the blackstone gigant and placed he re by the
tral one. Two shadowy humanoid figures work a clergy of Shar to make a mockery of the temple that
smaller set of bellows to maintain each, and a once belonged to their kind. The seven statues that line
large, still figure, barely visible through the the northern wall were agents of House Moonstar who
smoke, stands nearby. Along the north wall stand we re captured by Lord Va n r a k’s followers, petrified by
a few statues of humanoid figure s, but the details t he blackstone gigant, and placed he re as reminders to
are obscured by the smoke.
any others who would try to challenge the power of
Sh a r. T he blackstone gigant can transform the statues
T he dwarf statue is in fact a he retical depiction of the along the south wall into Large animated objects and
Soulforger. Any dwarf re c o g n i zes it as such automati- those along the north wall into Medium animated
cally, and any other character can do so with a DC 15 objects by touch.
Knowledge (religion) check. In addition, 2d8 worshipers of Shar are pre s e nt at
The room actually contains five lesser forges spaced any given time. (Draw these from among the NPCs
e venly along the south wall. The figures next to the m described elsewhere in the adventure.) Furthermore, if
a re Large statues of humiliated dwarf patriarc h s, each t he alarm has been raised, Lo rd Vanrak has assigned
depicted in the same manner as his god. The north wall twe l ve members of the Sh a d ow Guard (see area V3) to
is lined with seven Medium statues, each of a human defend the temple.
wearing tattered black robes and beseeching the he a v- D Og re Zombies (22): hp 55 each; see Monster
ens for mercy. Behind the last of these statues, on the Manual page 265.
north wall in the northeast corner of the room, is a con- D Blackstone Gigant: hp 236; see Fiend Fo l i o
cealed door. page 21.
The large forge in the center of the room and the five D Medium Animated Objects (up to 7): hp
smaller forges along the south wall are permanently lit 31 each; see Monster Manual page 13.
19
D Large Animated Objects (up to 5): hp 52 At any given time, he may be here, or in area V33, or in
each; see Monster Manual page 13. area V35 (25% chance for each). The rest of the time, he
Devel o p m e nt : If the followers of Shar are hard is either hunting in the Un d e rd a rk (20% chance; see
p ressed, those who cannot flee or choose not to do so area V35) or ferrying Lord Vanrak across the night skies
make their final stand in this room. of Faerûn (5% chance).
D Umbraxakar: Male mature adult shadow dragon;
V30. Labyrinth Portal (EL 11+) CR 16; Large dragon; HD 22d12+88; hp 231; Init +0; Spd 80
This chamber serves as the primary access to the con- ft., fly 150 ft. (poor); AC 34, touch 9, flat-footed 34; Base Atk
trol room (see area V16) in the Labyrinth. +22; Grp +32; Atk +28 melee (2d6+6, bite); Full Atk +28
melee (2d6+6, bite) and +22 melee (1d8+3, 2 claws) and +22
This 15-foot-s qu a re chamber is empty save for a melee (1d6+3, 2 wings) and +22 melee (1d8+9, tail slap);
large stone arch piercing the south wall. T he Space/Reach 10 ft./5 ft. (10 ft. with bite); SA breath weapon
swirling mists in the center of the arch suggest ( 4 0 -ft. cone of shadows), frightful presence, spell-like abili-
that it may be a portal.
ties, spells; SQ damage reduction 10/magic, darkvision 120
ft., immunities (energy drain, paralysis, sleep), low-light
Four Hands of Shar (see area V26) are stationed here at vision, shadow blend, spell resistance 25; AL CE; SV Fort
all times. They protect the portal and use it to access the +17, Ref +13, Will +18; Str 23, Dex 10, Con 19, Int 20,
control room if intruders are reported in the Labyrinth. Wis 20, Cha 21.
V31. Wyrmwhisper Landing (EL 0, 2, or 3) Skills and Feats: Concentration +29, Diplomacy +34,
This chamber is the access point for the cavern complex Hide –4, Intimidate +30, Jump +26, Knowledge (arcana)
(areas V31, V32, V33, and V35) claimed by the shadow +30, Knowledge (history) +30, Knowledge (the planes)
dragon Umbraxakar, who serves as Vanrak’s steed. Re a d +30, Listen +30, Search +30, Sense Motive +30, Spellcraft
or paraphrase the following when the PCs arrive . +9, Spot +30, Use Magic Device +30; Blind-Fight, Combat
Casting, Flay FoeCoR, Flyby Attack, Intimidator, Mutilator-
CoR
Two large passageways provide egress from this , Shadow Weave MagicPGtF, Weapon Focus (bite).
20-foot-square room. One corridor leads off to the L a n g u a g e s : Abyssal, Au r a n, Chondathan,
east, and the other gives access to a wide staircase Common, Draconic, Giant, Terran.
leading down to the south. Two crude cots are Breath Weapon (Su ) : Umb r a x a k a r’s bre a t h
tucked in the southeast corner of the room. weapon is an 80-foot cone of billowing, smoky shadows
with an energy drain effect. Each cre a t u re within the
Two 2nd-level Adepts of the Night (see areas V1 and V7) cone gains four negative leve l s. A successful DC 25
are stationed here at all times. Their assignment is to pass Reflex save halves the number of levels lost (rounded
messages from Umbraxakar (see area V33) to the othe r down). This same DC is used for the Fortitude save to
inhabitants of Vanrakdoom and to attend to any othe r overcome the negative levels 24 hours later.
needs the dragon may have. The PCs have a 95% chance of Frightful Presence (Ex): W he n e ver Umb r a x-
finding one or both of the adepts here at any given time. akar attacks, charges, or flies ove r head, each cre a t u re
within a radius of 210 feet that has fewer than 22 HD is
V32. Wyrmhorde Cave (EL 0 or 16) subject to the effect. A potentially affected creature that
This cavern serves as the temple tre a s u ry and as succeeds on a DC 26 Will save remains immune to
Umbraxakar’s bedchamber. Umbraxakar’s frightful presence for 24 hours. On a fail-
u re, a creature with 4 or fewer HD becomes panicked
The walls of this natural cavern glisten with slime, for 4d6 ro u n d s, and one with 5 or more HD becomes
and the air is unnaturally cold. The cavern floor is shaken for 4d6 rounds. Umbraxakar ignores the fright-
littered with the bones of many different crea- ful presence of other dragons.
tures. In the center of the room lies a great horde S p ell-Like Ab i l i t i e s : 3 / d a y —m i r ror image;
of tre a s u re, spread out to form a wyrm-s i zed bed. 2/day—dimension door. Caster level 7th.
S p el l s : Umbraxakar casts spells as a 7th-leve l
In addition to serving as Vanrak’s steed, Umb r a x a k a r sorcerer.
g u a rds the temple treasury by sleeping on it. He con- Shadow Blend (Su): In any condition of illumina-
siders it his, but he allows Vanrak to “borrow” from it as tion other than full daylight, Umbraxakar can disappear
needed. into the shadow s, gaining total concealment. Artificial
Creature: Umbraxakar, a wyrm from the Plane of illumination, even a light or continual flame spell, does not
Sh a d ow, sleeps on the pile of tre a s u re in this chamber. negate this ability. Ad a y l i g h t spell, howe ver, does.
20
S o rc e rer Spells Know n (6/8/7/5 per day; caster leve l T he kegs along the wall contain shadow s y rup ale. This
7th): 0—arcane mark, daze (DC 16), detect magic, ghost c h a mber is now the home of the temple’s mastiff
sound (DC 16), net of shadowsMag (DC 16), read magic, spirit master. Howeve r, the prodigious amounts of shadow
wormMag (+28 melee touch, DC 16); 1st—chill touch (+28 ale and the occasional bite to eat make it a popular spot
melee touch), magic missile (CL 6th), s h a d ow spray (DC for temple patrols to take a short break as well.
17), sleep (DC 17), unseen servant; 2nd—d a rkness, ghoul Cre a t u res: Grimtooth, the gluttonous, grinning
touch (+28 melee touch, DC 18), undead torchMa g; 3rd— shadurakul who keeps and trains the temple’s pack of
shadow wellMag, suggestion (DC 19). s h a d ow mastiffs, resides in this room. He rarely leaves
Tre a s u re : The dragon’s horde includes a greater except to train the shadow mastiffs in area V36. Thus, PCs
shadow staffUnd, a helm of darknessMag, lenses of darknessCAr, a h a ve a 90% chance to find him he re at any given time.
mace of the darkchildrenMag, moon bracers +8Mag, a rod of four Whether or not Grimtooth is pre s e nt, the PCs have
moons (see sidebar), a wand of polymorph, and a staff of a 45% chance to find 2d4 temple NPCs (chosen fro m
nightMa g / C A r, plus gems, art, and coins worth approxi- among those detailed elsewhere) relaxing here.
mately 107,000 gp. D Grimtooth: Male shadurakul; hp 99; see Fi e n d
Folio page 27.
V33. Lair of Umbraxakar (EL 0 or 16) Ta c t i c s : If combat breaks out he re, Gr i m t o o t h
This cavern serves as the entrance chamber to Umbrax- whistles for the shadow mastiffs from area V36. T he y
akar’s caverns. come racing up the stairs to battle int ruders at his
signal—or if they hear any sounds of battle—arriving
Carved stone steps lead up into a natural cave r n . in 1 round.
Its walls glisten with slime, its floor is strewn with
b o n e s, and the air is unusually cold. T h ree rough V35. Sinkhole (EL 0 or 16)
passages lead away into the darkness. This sinkhole near the rear of Umbraxakar’s lair twists
and turns down into the Un d e rd a rk. Read or para-
This cavern provides access to areas V32 and V35. phrase the following when the PCs arrive.
Cre a t u re : Umbraxakar has a 25% chance to be
here at any given time. A large sinkhole has opened in the floor at the
D Um b r a x a k a r : Male mature adult shadow rear of this cavern. A hot, sulfurous breeze wafting
dragon; hp 231; see area V32 for statistics. up from the hole suggests that it leads down int o
the depths of the earth.
V34. Mastiff Master’s Quarters (EL 11+)
This area once served as a small kitchen for the dwarves Umbraxakar typically uses this route to reach his
of Clan Melairkyn. normal hunting grounds. T he path is twisting and tor-
tuous, and in some places the passage is so narrow that
This spacious, square room is almost comfortable, Umbraxakar must employ magic to reduce his size .
given the modicum of warmth provided by the
s l ow-burning coals in its great fireplace. Se veral V36. Kennel (EL 12)
tables placed throughout the room are cove re d The dwarves had hollowed out this cavern in search of
with the remnants of uneaten food and spilled ale, ore, but later abandoned it. Now it serves as the kennel
and crude kegs line the wall. for the temple’s dogs.

pqqqqrs

NEW MAGIC ITEM hold monster, lighting bolt, polymorph, and rope trick. To
The Rod of Four Moons is the personal weapon of the use this relic, the wielder must worship Selûne and
Moonmaiden. During lunar eclipses, Selûne gives a either sacrifice a 7th-level divine spell slot or have
lesser replica of it to a champion of her faith as a the True Believer feat plus at least 13 HD.
symbol of her covenant that her light will return. Moderate abjuration; CL 9th; Craft Magic Arms
Rod of Four Moons: The Rod of Four Moons func- and Armor, Craft Rod, Sanctify Relic CD, polymorph, hold
tions as a +2 defending holy heavy mace. The wielder monster, holy smite, lightning bolt, rope trick, shield or shield
can use each of the following spells once per day: of faith, creature must be good; Price 151,112 gp.

pqqqqrs
21
V38. Deepcrypts (EL 12)
A foul stench suggestive of carrion wafts up from These four crypts were commandeered by the Sharrans
the cavern below. Narrow steps lead down into the to house the mortal remains of their most import a nt
gloom, and beside them runs a greased slide caked priests. Read or paraphrase the following when the PCs
with bits of blood and rotten meat. pass through any of the secret doors that give access to
the crypts.
This rough stone cavern is home to a pack of twe l ve
s h a d ow mastiffs. Most of the temple’s inhabitants are Beyond the secret door, a narrow, sloping passage
afraid to enter the cave, so they feed the hounds by leads downward. At the far end of the rectangular
sending corpses down the slide into the cavern below. chamb e r, a sarcophagus lies atop a narrow bier.
D Shadow Mastiffs (12): hp 30 each; see Mon-
ster Manual page 22. T he southernmost deepcrypt is flooded waist-high,
Tactics: If the extraplanar hounds smell intruders, thanks to a natural spring that recently broke through a
t hey withdraw into the shadows and wait. Once the i r crack in the floor. The others are dry.
p rey has ent e red the cave r n, the shadow mastiffs Each of these chambers contains the remains of a
attempt to encircle it before unleashing their baleful senior follower of Shar.
howls. Trap: T he pit trap at the entrance to each crypt is
Development: If the alarm is raised in the temple i d e ntical to the smaller version of the pit traps in the
but the int ruders cannot be found, twe l ve members of Labyrinth (see area V10). The lever in the southeast sec-
the clergy who are skilled at handling shadow mastiffs tion of area V37 locks the traps.
come get the dogs. T hey split up the cre a t u res int o a Poisoned Spiked Pit Traps (4): CR 10; see
teams of two and order them to hunt down the int e r- Dungeon Master’s Guide page 74.
lopers by scent. If the priests believe that the intruders Cre a t u re : Each crypt is haunted by a gre a t e r
got away via the Seadeeps, Vanrak dispatches a hunting shadow. Combat noise in any one crypt draws the other
party that includes Grimtooth and all twelve mastiffs to shadows.
pursue them through Halaster’s Halls. D Greater Sh a d ows (4): hp 58; see Mo n s t e r
Manual page 221.
V37. Undercroft of Lost Souls (EL 12)
This underc roft once housed the dead of Clan V39. Portal Prison
Melairkyn, but the dwarven remains once interred here Ot her than its size, this chamber is identical to
h a ve been replaced by the fallen followers of the Da rk a rea V 2 3 .
Goddess.
V40. Portal Prison
Twe l ve statues of leering, grinning gargoyles line Ot her than its size, this chamber is identical to
this long hall. Be t ween each pair of adjacent stat- a rea V 2 3 .
ues (except for the first pair on either side) is a V41. Chapel of Loss (EL 17+)
low, narrow passageway lined with bas relief stone This chamber is the private chapel of Lo rd Va n r a k
plaques.
Moonstar.

Shar teaches that the dead are lost, bitterly leaving A large pool dominates the center of this roug h-
behind what they held in life. T h u s, these graves con- hewn cavern. From the center of the pool rises a
tain no treasure. t h re e-step pyramid carved of basalt. Slick stone
Cre a t u re s : T he dwarves once buried herein do steps lead from the eastern edge of the pool to the
not rest easy. Ten of them have risen as spectres to top of the pyramid.
h a u nt the place whe re their remains once rested. Six Atop the pyramid stands a glistening, purple-
n ow haunt the western re a c hes of the underc roft, and black marble cube inscribed with a circ u l a r
the other four haunt the eastern reaches. symbol. Behind it stands a black granite statue of a
D Spectres (10): hp 45 each; see Monster Manual woman, her arms outstre t c hed as if welcoming
page 232. someone into her embrace.
Tactics: T he ten spectres attack any cre a t u re that
d a res disturb their burial place, but the two groups do T he pyramid serves as an altar to Shar, and the symbol
not work in concert. on the cube is her holy symbol. T he statue depicts the
Dark Maiden.
22
Nodes: This chamber is both a Class 3 Evil Node
and a Class 3 Sh a d ow Weave Node. (See Champions of This long, arched chamber is styled in the manner
Ruin, pages 95 and 98, respectively.) of a cathedral. The farthest portion of the ro o m
Evil Node Granted Spells: The Evil Node grants bedevil- contains a raised platform, on which sits a lidless
CoR
, slashing darknessCoR, and vampiric touch. stone sarcophagus surrounded by nine crouching
gargoyle statues. The gargoyles are contorted in
Sh a d ow We a ve Node Granted Sp e l l s : T he Sh a d ow
various positions suggesting fear or supplication.
We a ve Node grants c o n t rol darkness and shadows CoR ,
crushing despair, and lesser shadow tentacleLoD.
Cre a t u re : A sorrowsworn demon lairs in the The chamber is actually 30 feet in width and 60 feet in
rough-hewn tunnels to the southeast of this cavern. length, and the platform dominates the last 20 feet of it.
The creature was drawn to the lingering sorrow of Clan Although Lord Vanrak has no need to sleep, he retires
Melairkyn that clings to this sublevel. to his sarcophagus from time to time to commune with
In addition, Lord Vanrak has imprisoned within this his goddess.
node the undead remains of three failed Sharran priests Creatures: The PCs have a 10% chance of encoun-
who failed to master the Evil Node. He can call upon tering Lo rd Vanrak in this room at any given time.
them to defend him if attacked in his private sanctum, Whether he is present or not, two dread wraiths, drawn
as noted in Champions of Ruin. to the death knight’s service from elsewhere in Under-
The PCs also have a 10% chance to find Lord Vanrak mountain, guard this chamber.
in this room if the alarm has not been raised. Otherwise, Dread Wraiths (2): hp 104; see Monster Manual
he returns to this chamber only if he needs to draw upon page 258.
the power of the Evil Node or the Shadow We a ve Node.
D Sorrowsworn Demon: hp 297; see Mo n s t e r V44. Crypt of Gorothir (EL 17)
Manual III page 36. In the Year of the Sh a d owkin Return (1136 DR), the
D Bodaks (3): hp 28; see Monster Manual page 10. whispers of the Dark Lady led Lord Vanrak to the long-
D Lord Vanrak: hp 104; see Appendix for statistics. lost remains and shattered staff of her servant Gorothir.
Treasure: Atop the altar lies the Book of Stolen Secrets, Once the Dark Ranger had claimed Vanrakdoom as his
a tome that has become legendary among the faithful of ow n, he int e r red Gorothir’s remains the re, in a place
Shar. This item is equ i va l e nt in all ways to a book of vile sacred to his goddess.
darkness. Of the curre nt occupants of the temple, only
Lord Vanrak has thus far perused this tome. This dark, fre ezing cold chamber is filled with
s h a d ows that seem to dance and flicker in an
V42. Gallery of Night (EL 0 or 19) unfelt breeze. At the south end lies a black marble
This area is one of Lord Va n r a k’s favorite places in the s a rcophagus atop a tarnished silver bier. Tw o
complex. extremely tall, humanlike, and repulsive creatures
with long, rotting wings and peeling flesh stand
This long, quiet hall is lined on both sides with guard in front of the sarcophagus. Rivulets of filth
alcove s. T he rectangular ones along the west wall and decay drip down their rotting forms to coat
hold simple wooden benche s. T he trapezo i d a l the floor in a pool of ooze.
alcoves on the east wall hold tapestries of swirling
shadowstuff. Gorothir of Shar, the Dark Prophet of the Night, domi-
nated the Church of the Dark Lady from the waning of
Lord Vanrak spends countless hours here, staring at the Ne t heril (circa –310 DR) until his death in the Year of
otherworldly tapestries while quietly cont e m p l a t i n g t he Unblinking Eye (446 DR). Hated by his count l e s s
the Lady of Loss. d e s c e n d a nts for his tyrannical ways, the Da rk Pro p het
Creatures: The PCs have a 25% chance of encoun- was destroyed by his own grandchildren, who arranged
tering Lord Vanrak herein. for his foes (mages whose magics he had comman-
D L o rd Vanrak Moonstar: hp 104; see Appen- d e e red, clergy of rival gods, and rulers whose thro n e s
dix for statistics. he had usurped) to ambush him while he raided a place
of power sacred to Selûne. The massive conflagration of
V43. Death Knight’s Rest (EL 13+) warring magic destroyed Sh a r’s serva nt, leaving only
Once a crypt for a dwarven laird of Clan Me l a i rk y n, his staff and girdle untouched. An archwizard of Selûne
this chamber now serves as Vanrak’s resting place. Read s h a t t e red the Sh a d owstaff of Go ro t h i r—an act for which
or paraphrase the following when the PCs arrive. he paid with his life—but Gorothir’s girdle survived and
23
has since passed through many hands. (See Underdark Sw o rd Coast. A successful assault on this stronghold
page 134 for more details of this relic.) deals a sharp and devastating check to the ambitions of
Cre a t u re s : Selûne is served by seven shard s, Shar’s followers for years thereafter. It also incites their
angelic cre a t u res of the moon equ i va l e nt to planetars. ever-simmering wrath, inducing an orgy of violence
On rare occasions, the Lady of Loss has managed to cor- not seen since the Year of the Triton’s Horn (697 DR),
rupt these divine serva nts of her eternal rival, trans- w hen the machinations of Lalondra incited Shar’s fol-
forming them into angels of decay. Two such fallen l owers to riot along the length and breadth of the
s h a rds (since replaced) stand eternal guard over the Sword Coast. The PCs may be called to deal with one or
interred corpse of Gorothir. more of these vengeful incident s, or they may suffer
D Angels of Decay (2): hp 198 each; see Li b r i s attacks on their own persons.
Mortis page 83. If the PCs gained possession of the Shadowstaff of
Trap: The lid of Gorothir’s sarcophagus is inscribed Go ro t h i r, Sh a r’s followers will go to any lengths to
with a symbol of death (caster level 18th). reclaim it before it can be destroyed or hidden. A quest
a Symbol of Death Trap: CR 9; spell; location to destroy the staff or to reconsecrate the Pl i nth St o n e
trigger; no reset; spell effect (symbol of death, 15th-level of the Moonmaiden might also be a worthy undert a k-
cleric, death, DC 22 Fort save negates); Se a rch DC 33; ing for the characters.
Disable Device DC 33. Cost: 11,200 gp to hire NPC
spellcaster. APPENDIX:
Tre a s u re : T he bier upon which the sarcophagus
rests is a massive block of tarnished silver weighing VANRAK’S STATISTICS
about 2,000 pounds and worth its weight in silve r. In This section provides complete statistics and a personal
the surface of the silver just beneath the sarcophagus is history for Lord Vanrak Moonstar.
c a rved a symbol of the Mo o n m a i d e n, eclipsed and
defaced by a cloying shadow in the shape of Shar’s holy LORD VANRAK MOONSTAR
s y mbol. This silver block is the Pl i nth Stone of the Lord Vanrak Moonstar, also known as the Dark Ranger,
Moonmaiden, one of the earliest altars used by the fol- long ago betrayed his family’s traditional patro n, the
lowers of Selûne on the slopes of Mo u nt Waterd e e p. Mo o n m a i d e n, to embrace the worship of Sh a r. Lord
Reclaiming it and reconsecrating it to theMo o n m a i d e n Vanrak’s personal history is int e rw oven with the his-
would be a great victory for the followers of Se l û n e . tory of House Moonstar and the City of Sp l e n d o r s, as
Once Gorothir’s remains had been properly interred, detailed in the Adventure Background section.
Shar rew a rded her servant by reforming Gorothir’s shat- Long considered the bogeyman of House Moonstar
tered staff. T he Sh a d owstaff of Gorothir is now a sacre d and the Church of Selûne, Lord Vanrak resides in the
relic (major artifact) of the Church of Shar, equ i va l e nt to depths of Undermountain as the uncontested master of
a shadow magic Sh a d owstaff (see page 281 in the Dungeon Vanrakdoom (UM SLM). Vanrak seeks nothing less
Master’s Guide). T he Sh a d owstaff of Gorothir lies within the than the destruction of the Moonmaiden, but he is con-
s a rc o p h a g u s, atop the pile of shattered bones that was t e nt to begin by destroying House Moonstar and the
once the Da rk Prophet’s skeleton. House of the Mo o n, and subjugating all of Waterdeep
to the bitter comfort of the Dark Maiden.
CONCLUDING THE T he Da rk Ranger stands just over 6 feet in he i g h t ,
his broad shoulders making a striking foil for his strap-
ADVENTURE ping, skeletal frame. He wears a mantle of black velvet
T he PCs can achieve many victories in this adve nt u re. over his gleaming black mithral shirt, and he keeps a
Recovering the Plinth Stone of the Moonmaiden from jet black chakram strapped to the back of each of his
a rea V44 and turning it over to Se l û n e’s followe r s, black leather gaunt l e t s. His eyes are twin pits of dark-
d e s t roying Lord Vanrak and clearing the temple of his ness reflecting a soul that has been utterly consumed
f o l l owe r s, or taking the Sh a d owstaff of Go ro t h i r f ro m by the Lady of Loss.
Sh a r’s faithful are all worthy conclusions, depending D L o rd Vanrak Moonstar: Male elite Tethyrian
upon the level of the PCs and their exact mission. human death knight ranger 2/cleric 4 of Sh a r / n i g h t-
cloak 10; CR 19; Medium undead (augment e d
FURTHER ADVENTURES humanoid); HD 16d12; hp 104; Init +0; Spd 30 ft.; AC 23,
touch 10, flat-footed 23; Base Atk +12; Grp +17; Atk or
Vanrakdoom is the focus of the Dark Maiden’s power in Full Atk +17 melee (1d8+2 plus 1 Con, negative energy
Un d e r m o u nt a i n, Wa t e rd e e p, and up and down the touch) or +12 ranged (1d4+7/19–20/ ✕3, 2 +2 ravenous
24
re t u rning chakramsCoR); SA abyssal blast, fear aura, rebuke Minion of Shar (Sp): Once per tenday as a stan-
undead 5/day (+4, 2d6+6, 4th), touch attack; SQ damage dard action, Vanrak can summon ten shadows to do his
reduction 15/bludgeoning and magic, darkness spells, bidding for 10 ro u n d s. Any shadows that a summoned
disk of night, eyes of Shar, favored enemy (humans +2), shadow creates by draining Strength are under Vanrak’s
immunities (cold, electricity, polymorph), mind of Shar, c o nt rol, but vanish along with the original when the
minion of Shar, shadow talk, Shar’s care s s, spell resistance duration of the effect expires. Vanrak can verbally com-
26, summon mount, true lies, turn immunity, undead fol- municate with the shadows as if he knew their lan-
lowe r s, undead traits, voice of ineffable evil, wild empathy guage. He can also use his shadow talk ability to com-
+4; AL NE; SV Fo rt +15, Ref +8, Will +19; Str 20, Dex 10, municate with them.
Con —, Int 13, Wis 20, Cha 14. Sh a d ow Talk (Su ) : Vanrak can communicate
Skills and Feats: Bluff +8, Concentration +12, Di p l o- mystically through the shadows of the mind. He can
macy +5, Hide +20, Intimidate +5, Knowledge (reli- whisper short messages to other worshipers of Shar
gion) +20, Knowledge (the planes) +20, Move Si l e nt l y within 500 feet. All Shar worshipers within range of
+5, Perform (oratory) +8, Spellcraft +5, Su rvival +10; t he message hear it as a whisper in their minds.
Bl i n d-FightB, Exotic Weapon Proficiency (chakram), Observers can hear the words if they are close enough
Insidious Ma g i c B,PGtF, Iron Will, Node Sp e l l c a s t i n g to physically hear Va n r a k’s actual whispers (a DC 15
( Sh a d ow We a ve ) CoR , Pernicious Ma g i c PGtF, Practiced Listen check if the listener is within 10 feet, +1 DC per
Sp e l l c a s t e r CA, Sh a d ow We a ve Ma g i cPGtF, Spell Fo c u s 5 feet beyond that). Sh a d ow talk is a language-depen-
(necromancy), TrackB, Two-Weapon FightingB. d a nt free action, and it can be used to communicate
Languages: Abyssal, Chondathan, Common. with undead worshipers of Shar and undead cre a t u res
Abyssal Blast (Su ) : Once per day, Vanrak can in the service of Shar worshipers.
unleash a blast of eldritch fire that fills a 20-foot-radius Sh a r ’s Caress (Su): Vanrak can surround a he l d
spread anywhere within a range of 1,040 feet. The blast chakram, whip, or dagger with Sh a d ow We a ve magic,
deals 16d6 points of damage, half fire and half divine giving the weapon the unholy property for 1 round per
(Reflex DC 20 half ). use. Vanrak can invoke this power as a free action twice
Fear Aura (Su): Vanrak is shrouded in a dreadful per day. He must decide to use this ability before the
aura of death and evil. Any cre a t u re with fewer than 5 attack is made, and if the attack misses, that use of
HD within 15 feet of Vanrak must succeed on a DC 20 Shar’s caress is wasted.
Will save or be affected as though by a fear spell (caster Summon Mo u nt (Su ) : Vanrak can summon a
level 16th). mount, typically a nightmare, though it may be of any
Touch Attack: Vanrak’s touch attack uses negative other species used as a mount. The mount may have no
energy to deal 1d8+2 points of damage plus 1 point of more than 8 Hit Dice. If the mount is lost or killed,
Constitution damage to a living creature. A DC 20 Will Vanrak may summon another one after a year and a day.
s a ve reduces the damage by half and negates the Con- True Lies (Sp): Vanrak can reach into a cre a t u re’s
stitution damage. mind and modify its memories as the 4th-level bard
Darkness Spel l s : Vanrak can pre p a re any Da rk- spell modify memories. Vanrak can use this ability twice
ness domain spell as if it we re on his divine spell list. per tenday as a 10th-level bard.
The spell uses a spell slot equal to its level in the Dark- Turn Immunity (Ex): Vanrak cannot be turned.
ness domain list. He can be banished with holy word, howe ve r, just as if
Disk of Night (Su): Any chakram used by Vanrak he were an evil outsider. When banished, he returns to
is treated as if it we re a +2 re t u rning chakra m . If it Shar’s plane.
remains out of his hand for more than 1 round, it Undead Fo l l owe r s : Vanrak attracts lesser
re ve rts to its original abilities. Any additional abilities undead creatures that happen to exist within a 200-mile
(such as ravenous) that the weapon may have still apply. radius. He may have up to 32 HD of such followe r s.
Eyes of Shar (Ex): Vanrak’s eyes are totally black, T hese cre a t u res remain in his service until destroye d
g r a nting him darkvision to a range of 60 feet. He can and are in addition to any undead cre a t u res Va n r a k
also see through magical darkness to a range of 10 feet might be able to command or rebuke as a class ability.
in the same black-and-white sight that darkvision pro- Vanrak’s curre nt followers are the two dread wraiths
vides. He cannot be blinded by magical effects. that haunt area V43.
Fa vo red Enemy (Ex): Vanrak gains a +2 bonus Undead Tr a i t s : Vanrak is immune to poison,
on his Bl u f f, Listen, Sense Mo t i ve, Spot, and Su rv i va l sleep, paralysis, stunning, disease, death effects, necro-
c hecks when using these skills against humans. He mantic effects, mind-influencing effects, and any effect
gains the same bonus on weapon damage. re quiring a Fo rtitude save unless it also works on
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o b j e c t s. He is not subject to critical hits, subdual (DC 19, CL 16th); 5th—commune, crawling dark n e s sMa g
damage, ability damage, ability drain, or energy drain. (+17 melee touch), darkboltD,FRCS (+12 ranged touch, DC
Ne g a t i ve energy heals him, and he is not at risk of 20), righteous might (CL 15th), slay living (+17 melee
death from massive damage, but is destroyed at 0 or t o u c h, DC 22); 6th—c reate undead D (CL 17th), g re a t e r
fewer hit points. He has darkvision to a range of 60 feet. dispel magic, gate sealFRCS, harm (+17 melee touch, DC
Vanrak cannot be raised, and resurrection works only if 23); 7th—blasphemy (DC 22, CL 16th), ravageCoR (DC 24,
he is willing. CL 17th), nightmareD (DC 23, CL 17th).
Voice of In e f f a b le Evil (Sp): Once per day, D: Domain spell. Domains: Darkness (Blind-Fight as
Vanrak can command a cre a t u re as per the dominate a bonus feat) and Evil (cast evil spells at +1 caster level).
monster spell (caster level 10th). The effect lasts for 24 Possessions: Mail of darkness (+4 greater shadow mithral
h o u r s. Unlike most spell-like abilities, voice of ineffable shirt), Shar’s hunger (2 +1 ravenous chakrams that act as +2
evil has a verbal component. returning ravenous chakrams in Vanrak’s hand), whispered
Cleric Spells Pre p a re d (caster level 16th): 0—d e t e c t writings of the night (lesser phylactery of the priesthoodMag).
magic, guidance, inflict minor wounds (2, DC 17), re a d
magic, resistance; 1 s t —b a n e (DC 17), curse water ( C L ABOUT THE AUTHOR
17th), divine favo r (CL 15th), d o o m (DC 18), m a g i c
Eric L. Boyd has been a fan of the FO R G OTTEN REALMS
we a p o n (CL 15th), obscuring mist, protection from good D
p roduct line since the first time Elminster graced the
(CL 17th), shield of faith; 2nd—b u l l’s strength (CL 15th),
pages of D RAGON magazine. When he’s not playing the
d e s e c ra t eD (CL 15th), enthrall (DC 18), hold person (DC
role of software deve l o p m e nt manager or dad, Er i c
18), owl’s wisdom (CL 15th), silence (DC 18), zone of truth
enjoys writing about Faerûn late into the night and
(DC 18); 3rd —animate dead (CL 17th), blacklightD,FRCS
knitting together obscure bits of Re a l m s l o re. Eric has
(DC 18), d a rk f i reMag (+17 melee touch or +12 ranged
written or coauthored nearly a dozen books about
t o u c h, CL 15th), dispel magic, slashing dark n e s s CoR (+12
Faerûn and contributed to many more. His most recent
ranged touch, CL 15th), speak with dead (DC 20); 4th—
credits include Faiths and Pantheons, Races of Faerûn, Ser-
dismissal (DC 19), freedom of movement, poison (+17 melee
pent Kingdoms, Champions of Ruin, and the upcoming
t o u c h, DC 21), scrying (DC 19), tongues, unholy blightD
City of Splendors: Waterdeep.

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