0% found this document useful (0 votes)
23 views160 pages

Remarkable Races Compendium

The Remarkable Races Compendium introduces fifteen unique races for Dungeons & Dragons 4th Edition, designed to enhance gameplay with new character options and adventures. The book is divided into a Player's Guide, detailing each race's traits and abilities, and a Dungeon Master's Section, providing tools for creating engaging campaigns. It includes new racial feats, equipment, and monsters, allowing for modular integration into existing campaigns.

Uploaded by

dylanmccardle
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
23 views160 pages

Remarkable Races Compendium

The Remarkable Races Compendium introduces fifteen unique races for Dungeons & Dragons 4th Edition, designed to enhance gameplay with new character options and adventures. The book is divided into a Player's Guide, detailing each race's traits and abilities, and a Dungeon Master's Section, providing tools for creating engaging campaigns. It includes new racial feats, equipment, and monsters, allowing for modular integration into existing campaigns.

Uploaded by

dylanmccardle
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ALP-RR019:

!" #" $ %
Author Editors
J. Matthew Kubisz Stephanie D. Kubisz
Paul Klein
Cover Artist
Rules Consultant
Dean Spencer Michael Lenahan

Interior Artists Layout & Design


Dean Spencer Tim Adams
Eugene Jaworski Rogue Agent Solutions
Vasilis Zikos
Special Thanks to:
Benjamin R. Barnes Ofelia J. Kubisz
Randall D. Powell Jim Clunie
Tommaso Galmacci EN World
Liz Clarke Team Draconis
Samuel Flegal

REMARKABLE RACES © 2009 Alluria Publishing. All rights reserved.

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D,
PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S GUIDE,
MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER’S VAULT are trademarks
of Wizards of the Coast in the USA and other countries and are used with permission. Certain
materials, including 4E References in this publication, D&D core rules mechanics, and all D&D
characters and their distinctive likenesses, are property of Wizards of the Coast, and are used
with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E
References are listed in the 4E System Reference Document, available at [Link]/d20.

DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy
Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER
MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYER’S HANDBOOK 2,
written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER MANUAL 2, written by
Rob Heinsoo, and Chri Sims; Adventurer’s Vault, written by Logan Bonner, Eytan Bernstein, and
Chris Sims. © 2008, 2009 Wizards of the Coast. All rights reserved.
CONTENTS

Introduction..... ......................................................1 Equipment........ ......................................................103


Player Guide to the Races ......................................2 Weapons ....................................................103
Anumus.....................................................4 Adventuring Gear.....................................103
Boggle. ......................................................8 Vehicles......................................................104
Entobian ....................................................12 Magic Items ...............................................104
Kval............................................................16 of the Anumi................................104
Mahrog ......................................................20 of the Boggles ..............................106
Mahra, Goddess ...............................24 of the Muses.................................107
Mogogol ....................................................26 of the Oaklings.............................108
Muse ..........................................................30 of the Obitu..................................109
Numistian..................................................34 of the Squoles...............................110
Oakling ......................................................38 of the Xax .....................................112
Obitu..........................................................42 Rituals ............. ......................................................113
Relluk.........................................................46 Dungeon Master’s Section .....................................114
Armor Gems .....................................50 Remarkable Realms ..................................115
Squole ........................................................52 The Isle of Benfalas......................115
Taddol .......................................................56 Mnol .............................................117
Xax .............................................................62 Artifacts .....................................................118
Zif...............................................................66 Dagger of Suval ...........................118
Racial Paragon Paths ................................72 Skull of Atakla .............................119
Archeovitus ......................................72 Monsters and NPCs ..................................121
Battletwin..........................................73 Amphibian...................................121
Caveman...........................................74 Anumus .......................................123
Deathseeker ......................................75 Boggle...........................................125
Demolisher .......................................76 Entobian.......................................126
Entrepreneur ....................................77 Kval ..............................................128
Flayer Slayer .....................................78 Mahrog.........................................130
Golden Muse ....................................79 Mogogol.......................................132
Grim Reaper .....................................80 Muse.............................................134
Lightseeker .......................................81 Numistian ....................................135
Mogogoldin ......................................82 Oakling.........................................137
Pharaoh.............................................83 Obitu ............................................139
Reverent of Spring ...........................84 Relluk ...........................................141
Slime Lord ........................................85 Squole...........................................143
Warrior Philosopher ........................86 Taddol ..........................................144
Racial Backgrounds ..................................87 Xax................................................146
Racial Feats................................................90 Zif .................................................148
Heroic Tier Feats ..............................90 Encounters by Level..................................150
Paragon Tier Feats............................95 Monsters by Level.....................................152
Epic Tier Feats ..................................101 Index................. ......................................................153

0
INTRODUCTION

Add new life to your 4th edition Dungeons And what would adventuring be like without
and Dragons game! The Remarkable Races Compendium adversaries and non-player characters? The majority of the
offers players and Dungeon Masters alike a brand new Dungeon Master’s section is packed with over six dozen
selection of truly interesting and unique races. Our creatures based on the new races. The monster entries end
philosophy behind the Remarkable Races was to release with encounter suggestions ranging from level one to
new and unique races that the Dungeons & Dragons thirty. The Remarkable Races Compendium fully supports
universe has never seen before, and will likely never see adventure for heroic, paragon, and epic tiers of play.
published by Wizards of the Coast. Much like authors of Use the whole book or pick your favorites; the
the past have done with dwarves, hobbits, orcs, and elves, Remarkable Races were designed to be modular. Each race
Remarkable Races presents beings that reflect forces in our can be easily added to nearly any existing campaign with
own world. This book consists of fifteen new races, each little effort, and they do not require any other races to be
with full write-ups, racial feats, monster statistics, magic used. So whether it is to populate a new world, or add
items, and lots of extras. Each race is illustrated by some new life to an old one, the Remarkable Races
talented artists from across the world with all-original Compendium will be a priceless resource for your
artwork. Dungeons & Dragons experience.
This book is divided into two sections: The
Player’s Guide to the Races and the Dungeon Master’s
Section. The Player’s Guide begins by giving you the
details to play all fifteen character races, including racial
traits, physical qualities, ecology, player notes, example
adventurers, and suggestions for using each race in your
game.
The Player’s Guide also includes a racial paragon
path for each race, as well as nearly a hundred new racial
feats for the heroic, paragon and epic tiers. Near the end of
the player’s section, one can find unique equipment
related to the new races. New weapons, adventuring gear,
and dozens of new magic items await the player’s perusal.
The player’s chapter ends with a few novel rituals.
In the Dungeon Master’s Section, the focus is on
tools for creating exciting adventures using the new races.
The chapter begins with the specifics of two innovative
realms: the treacherous Isle of Benfalas; home to the two-
headed taddols, and the enigmatic Mnol; the demiplane of
commerce and origin of the money-loving numistians.
Next, spice up your campaign world with two
new diabolical artifacts; the destructive Dagger of Suval
and the sun-hating Skull of Atakla. Each artifact has full
details as one might find the D&D 4E DUNGEON MASTER'S
GUIDE.

1
PLAYER’S GUIDE TO THE RACES

This section contains everything a player would


need to play any one of the fifteen new races that this book
has to offer. The Remarkable Races can be divided into
three groups: the newly discovered, the ancients returned,
and the aliens among us.
The newly discovered are brand new to the
universe, either recently created or newly evolved. What
they lack in history, they make up for in enthusiasm. They
are bold pioneers and brilliant explorers of the unknown.
These races include the boggle, the entobian, the mogogol,
the oakling, and the obitu.
The ancients returned have been lost to this world
for ages, and just recently rediscovered. They are shrouded
in both history and mystery. They teach us much about the
past as well as help lead us into a bold new future. These
races include the anumus, the mahrog, the relluk, the
taddol, and the zif.
The aliens among us are from a rare extraterrestrial
world. They come to this reality seeking refuge, accidently,
or to seek something that is missing from their own world.
Their alien habits show us new ways to do things while
struggling to fit in. These races include the kval, the muse,
the numistian, the squoles, and the xax.
Below are brief descriptions of all the races that
appear in this book.
Anumus: The anumi are pets who have undergone
a radical transformation into humanoid versions of their
former selves. More than just anthropomorphic animals,
they have an ancient secret that once made them direct
representatives of the gods themselves. With this catch-all
bestial race, personify your favorite animal and lead him
into combat against evil! Dogs, wolves, cats, tigers, horses,
pigs, rats, birds, and more are all an option.
Boggle: We all know the legends of the brownie
tinkerers. Many of us have seen a movie or read a book or
two of goblins, gnomes, or other little people gifted with the
ability to craft wondrous objects and strange mechanical
devices. The boggles are the embodiment of that concept.
They are the product of arcane tinkering, derived from
lowly and dim goblin slaves. Boggles are born with an
instinctual knack for building, breaking, and fixing things.
They thrive on solving puzzles, crafting new solutions, and
unraveling mechanical mysteries.
Entobian: These tenacious caterpillar people thrive
in human societies. They hunger for adventure,
individuality, and diversity. Driven by many of the same
desires as other adventurers, they freely and willingly relate
well with other races. They also have all the great aspects
Artwork: Dean Spencer

that make insects so interesting: six appendages, the ability


to spin silk, and a truly different physiology than the other
PC races. As an added bonus, at paragon levels they have
2 the option to metamorphosis into a completely different
insect, gaining not only a new form, but new powers and
abilities as well.
Kval: The kval is about a foot tall, has horns, a tail, obitu rapidly converted to the side of good and became a
and hands as big as a man’s. In an isolated pocket bane to undead ever since.
dimension, the kval appear and begin to slowly multiply, Relluk: The relluks were made to be stony
destroying and consuming the fiends trapped there and protectors for a remote island nation of the distant past.
eventually purging the infested land. When the process is Unfortunately, they failed—the nation was obliterated
complete, the kval are deposited back into world in great before the Relluks could even be activated. They stood in
numbers, thus maintaining balance. Kval quest to find and droves for millennia waiting to spring to life. Rediscover
defeat evil wherever it may be. Introducing the first Tiny- an ancient technology with these odd beings with
size 4E PC race, the kval are certain to raise notice. menacing tribal faces, crystal souls, and bodies crafted
Mahrog: The mahrogs are a primitive human from volcanic rock.
ancestor. Mothered by an overprotective nature goddess, Squole: Expanding the arcane formula that
the mahrogs shun modern conveniences like metal armor created the gelatinous cube, a species of benevolent slime
and fancy swords in favor of wood, bone, and stone. Best created human-shaped ambassadors to help prove to the
of all, it works well for them due to some divine multiverse that not all slime is awful, not all jellies are
intervention on the part of their goddess protector. ochre, and ooze doesn’t have to be a four-letter
Mogogol: Driven by an insane desire to do good word…well not a bad one in any case. Not quite human,
deeds and led by other manic tendencies, a most unusual these mannequin-like slimes take on adventurous tasks to
family of amphibians left the dismal swamps and prove their worth, discover the secret to humanity, and
embarked on a remarkable journey. Nearly two hundred generally add a lot of flavor to any campaign.
years later, the mogogols emerged as a unique race in their Taddol: The taddol is bound to be the talk of the
own right; the descendants of the Mogogol family and table as it offers the first-ever two-headed race meant to be
hundreds of other frog-like people. played as two characters. Taddols are a quirky blend of
Muse: The muse is a munificent denizen of the ettin (two-headed giants; mean, slobbering, stupid) and
demiplane of dreams who can inspire any adventuring eladrin (high elves; sophisticated, beautiful, ingenious).
party to new levels of power. Fleeing terrible nightmares They are strong, smart, and tall.
planted by Hell itself, the muses escaped certain death by Xax: Standing less than four feet tall, these very
invading our world. A vision come to life, these beautiful odd-looking creatures appear more like a hideous monster
and creative creatures continue to inspire greatness in all than a friendly ally. However, they are truly benevolent
who strive to serve the gods. The muse is a truly selfless and intellectual beings that preach tolerance, acceptance,
soul whose power is meaningless alone. No group will and the oneness of the universe. Still, it would be wise not
want to be without a muse to help them succeed. to cross these great thinkers, as the blood of anarchy and
Numistian: Hailing from the largest shopping insanity still runs hot in their veins.
mall in the multiverse are the numistians; a merchant race Zif: It came from the deep dark depths of the sea.
that specializes in making money. Originating from Mnol, It is eons old; it saw the dinosaurs evolve and vanish. It
the mysterious demiplane of commerce, these humanoids survived countless cataclysms. It features a slimy squid-
can vary their height, eat and bleed coins, and have a like parasitic brain inside an amorphous armored body.
great eye for lucrative endeavors. Run! Run for your life! No, wait! It is just the friendly zif.
Oakling: When the first oaklings marched Join this benevolent snail-like PC race on a quest for
inexplicably from the forest, the tree-huggers cheered a knowledge and fortune.
new ally. After all, oaklings have all the hallmarks of a
friend of the wood; being basically Medium-sized living
trees with green leafy faces. However, they turn out to be
quite the opposite of what many expected. Oaklings are an
industrious species that has little regard for sentiment or
emotion. Coldly logical, the oaklings took up branch to
their own cause: the betterment of themselves.
Obitu: The obitu were to be a life force as docile
and obedient as the lich’s other minions, with one marked
difference: they were technically living, breathing entities.
This made the obitu immune to turning and other pitfalls
common to his other low level soldiers. Best of all, they
shared the same visage as the lich’s favorite shock trooper:
that of a skeleton. Created by infecting undead with an
arcane disease, the number of obitu grew quickly to the
thousands. As they marched toward the forces of good,
something else began to grow as well: their free will. The
3
Once loyal animal companions, now personified in
human form by means of an ancient secret

RACIAL TRAITS
Average Height: 5’ 4”–6’ 0”
Average Weight: 135–220 lb.

Ability Scores: +2 Strength, +2 to one other*


Size: Medium
Speed: 6 squares, 8 squares for equine
Vision: Normal (arachnid and ophidian anumi have
darkvision, feline anumi have low-light vision)

Languages: Common, choice of one other


Skill Bonuses: +2 Athletics, +2 to one other*

Bestial Boon: Gain a racial power*


Bestial Defense: Some anumi gain +1 to one defense.
Others gain a +5 bonus on saves versus the listed type
of ongoing condition or damage.*

*based on species, as noted below

Species Ability Defense Skill Power


Amphibian
Con Reflex Endurance Amphibious
(frog)
Arachnid
Dex poison Stealth Web Crawler
(spider)
Avian
Dex blindness Perception Eagle Eye
(bird)
Canine
Cha stunned Perception Tripping Strike
(dog)
Equine
Con Will Endurance Enhanced Speed
(horse)
Feline
Dex death Stealth Cat-like Grace
(cat)
Ophidian
Dex dominated Stealth Contortionist
(snake)
Porcine
Con Will Endurance Tenacious Spirit
(boar)
Reptile
Dex acid Endurance Blood Fury
(lizard)
Rodent
Dex necrotic Stealth Rodent Resilience
(rat)
Ursine
Con Reflex Endurance Bear’s Might
(bear)
Artwork: Eugene Jaworski

44
RACIAL TRAITS, continued OVERVIEW
Fremedi the tomb raider discovered a fabulous
Amphibious: You can breathe normally in water treasure. However, it was not gold nor was it gems. It was
and gain a swim speed of 4. In addition, gain resist not a powerful magical artifact or even a weapon of
acid 5 + one-half your level. wondrous power. Fremedi, a charlatan by reputation,
Bear’s Might: When bloodied, you gain a +1 discovered a clay jar full of perfectly preserved seeds.
bonus to basic melee attack rolls. In addition, each Hieroglyphics on the jar described how to use them, and
round that you sustain a grab on your turn, the with a slight effort, the worldly rogue deciphered the
target of the grab takes damage equal to your antique code. It was then that he hatched a plan that
Strength modifier. would bring a new race to the world.
With a little help from a farmer friend, Fremedi
Blood Fury: When bloodied, you gain a +1 racial cultivated these strange little seeds and soon had a small
bonus to damage rolls. Increase to +2 at 11th level, grove of odd spiky bushes. With time, the shrubbery
and +3 at 21st level. Gain this same bonus to damage finally bore a bluish-purple fruit. It was marketed as
against bloodied foes. “Fremedi’s Wonder Fruit” and sold with special
Cat-like Grace: Once per encounter, when you are instructions and with the classic advertising phrase, “They
hit by a Reflex attack, you may force an enemy to roll gave their lives to you, now give their lives to them!” The
the attack again. The enemy uses the second roll, anumi were born, and Fremedi became very wealthy.
even if it’s lower. In addition, gain a +5 to Acrobatics Long ago, when the gods bore the forms of beasts,
checks related to balancing on a narrow surface. the anumi plant was created with the aid of divine magic
to transform particularly beloved sentry animals into
Contortionist: You can squeeze into narrow special temple guardians. Fremedi simply adapted the
passages as if you were one size category smaller recipe to work for all beloved pets who had reached the
than you are. In addition, you gain a +2 on Athletics end of their service due to infirmity or old age. A humane
or Acrobatics checks to escape a grab. alternative to euthanasia, the fruit is mashed together with
the blood of the animal’s master and mixed in with the
Eagle Eye: Once per encounter, reroll a ranged
animal’s favorite food. Upon digestion of this strange
attack roll. Use the better roll.
mixture, the creature becomes instantly revitalized and
Enhanced Speed: You move at your normal speed transforms into an anthropomorphic form; a swarthy and
(8 squares) when it would normally be reduced by a muscular human body with the head of the animal. Along
heavy load or armor. Other effects that limit speed with the facial semblance, the bestial companion retains
affect you normally. In addition, when your charge rudimentary and dreamlike memories of its former life. It
attack is preceded by moving at least 6 squares from begins life again as a young adult sentient humanoid.
your starting position, you may make both a bull While the long forgotten anumi of the ancient
rush and a melee basic attack, in that order. world had specific purpose and direction, this new
generation often struggled for identity beyond a
Rodent Resilience: Once per encounter, when personified pet. After a few decades, they sought the now
you are bloodied, you may gain a number of aged Fremedi and beseeched him for an answer. For a
temporary hit points equal half of your level plus hefty sum, Fremedi parted with his secret, and the anumi
your Constitution modifier. In addition, you receive a became caretakers of both the sacred fruit and its secret.
+5 racial bonus to Endurance checks made to resist They carried on the business and continued to inspire the
disease. tradition of bestowing new life to animal companions
Tenacious Spirit: When bloodied, you gain resist whose existence was otherwise near an end.
1 to all damage. When reduced to 0 hit points, make
one basic melee attack. Play an anumus if you want…
 to personify your favorite animal.
Tripping Strike: If you have combat advantage  to have a lot of racial options at creation.
against a target, you also knock the target prone on  to have a defensive bonus.
a successful hit with a basic melee attack.  to be strong and well-muscled.
Web Crawler: Gain a climb speed of 4 and ignore  to have versatility in class selection.
the movement effects of spider webs and difficult
terrain related to spider swarms.

5
PHYSICAL QUALITIES The change in form is permanent and irreversible.
Biologically, the anumus begins life with the body of a fit
Anumi, from the neck down, are identical to very
16-year old human. Their countenance reverts to the way
fit Medium-size humans. Their skin tone varies from olive
the animal looked in the prime of its life, adjusted for size
to dark brown and is both flawless and hairless. Gender
proportion to the new body. Afterwards, the anumus ages
cues are exaggerated; females have perfect hourglass
much the same as a human.
forms and males feature bulging biceps and rippling
As to its mental state upon first reaching
abdominals. From the neck up they are entirely bestial
humanoid form, an anumus resembles an amnesiac. At
and extremely varied. While proportionate to a human
best he has blurry memories of a past in which he was an
head, the animal head can be that of just about any
animal, though he seems to have a firm grasp of language
imaginable natural creature. Canines, felines, and avians
and other basic skills needed for survival. During this
are most common. However, bears, boars, horses, and
period of mental confusion, the anumus is typically
even lizards are also well-known. Any natural beast that
nurtured by its original master. In a few short months, the
someone might have considered a beloved pet or
anumus is ready to set out on his own, if he so desires.
companion may become an anumi. If a species type is not
listed, the Dungeon Master may decide to add new
statistics and powers. PLAYING AN ANUMUS
Over the last few decades, the anumi have been Anumi often share the same ideals, virtues, and
trying to create a unique identity in the world. In their vices of their original masters; this is often very similar to a
new forms, many study the crumbling ruins of the parent-child relationship. An anumus who had a very
civilization that invented their magical origins. Some strict master is as likely to be very strict as they are to be
anumi have adopted a style similar to that which they especially lenient. In any case, anumi often show a great
observed depicted in ancient hieroglyphics and often deal of respect and understanding of their original
pattern clothes, jewelry, and other personal effects to master’s values.
reflect this antiquated design. A few anumi even venerate Anumi also harbor an inner struggle with their
these forgotten gods in an effect to resurrect a long dead bestial nature. This makes them especially easy to
religion. In their hearts, however, most hold true to the stereotype by species. For example, canine anumi are often
values of their original master, whom they often regard as very loyal. Feline anumi, on the other hand, are fiercely
a parent figure. Many continue adventuring with their independent. Avian anumi are free spirits, while porcine
original master for several years after they start their anumi are often gluttons. Reptiles can be callous;
second life. arachnids single-minded; rodents jumpy; equines
trustworthy. Unfortunately, these stereotypes do nothing
ECOLOGY good for their already diminished reputations. One of the
Despite their attractive (from the neck down), and biggest obstacles that an anumus faces is to be seen as a
fully-sexed forms, anumi are completely sterile. They serious individual in their own right, and not just a
cannot have children, and have no way of naturally personified animal.
creating offspring. Instead, they defer toward using the It is often this lessened status that drives an anumi
anumi fruit to ensure that the species lives on. to the adventuring life. They have much to prove, and
The juice of the fruit itself is highly magical, often have little trouble finding their niche. Often, an
though inert until mixed with blood. The blood acts as a anumi picks up where their master left off: continuing a
catalyst only if the master truly cared deeply for his or her quest in their absence. In addition, anumi are fueled by the
animal companion. Otherwise, it has no effect. Originally, same goals as most humans: glory, gold, honor, and love.
it was thought that the mixture called specifically for At their core, they are both human and animal. An
human blood. Fremedi’s original directions stated this anumus’s motivations tend to match both.
explicitly. However, experimentation has shown that the Many anumi take up the cause of animal rights,
blood of any sentient creature will suffice, so long as the and are among the first beings in the realm to help
sentiment is true. Regardless of the blood used, the body orchestrate the formation of humane animal shelters,
form always appears human. veterinary clinics, and laws that prevent animal cruelty.
The mixture only works on natural beasts of the Most anumi will not stand by to see an animal be
non-magical variety. The beast’s original abilities, powers, mistreated, and will react in violent opposition. Some
skills, and so on are all replaced by those of the anumus. anumi often adopt pets of their own, many of which
The Dungeon Master may also rule that certain beasts are become anumi themselves after living a long, happy life.
immune to the mixture. Anumi fill a variety of class roles, grouped slightly
by species. Felines, ophidians, and rodents excel as rogues
because of their nimbleness and propensity for stealth.
Canines, equines, porcines, and reptiles typically make
great clerics, fighters, rangers, and warlords. A fair
number of anumus wizards and warlocks do exist as well,
though they are not as common.

6
Anumus Characteristics: Affectionate, bestial,
ANUMI IN YOUR GAME
Anumus add a new dimension to the animal
charitable, cheerful, clever, concerned, dedicated, friendly,
companions in your game, and brings new options to your
humane, inquisitive, loyal, mischievous, playful, pleasant,
table. For example, a local dog pound may spring up in
sly, sneaky, social
the area run by anumi. Anumi might develop new pet
items, new animal cruelty laws, or take a special interest in
Names: Anumi often keep the names given to
a PC’s pet.
them when they were animals. However, some prefer to
Optionally, the Dungeon Master can create a more
adopt names that are reminiscent of the extinct culture that
detailed back story for the anumi. Perhaps there was an
created the anumi fruit.
ancient uprising of the species and they were wiped out.
Now that they are back, a cult with primeval ties may be
Male Names: Ace, Ajax, Amon, Anubis, Bear,
hunting the anumi or watching to make sure they stay in
Bingo, Butch, Dexter, Duke, Fido, Horus, Jaws, Killer,
line. Perhaps the anumi are completely new; the results of
Lucky, Rover, Silver, Snapper, Thoth
recent arcane experiments resulting in a new fad. Then
again, the anumi might be an established race in their own
Female Names: Babe, Daisy, Dixie, Duchess,
right, with a history, biology, and origin akin to other PC
Fluffy, Foxie, Hathor, Isis, Jaws, Killer, Peaches, Pepper,
races.
Precious, Silver, Snapper, Snuffles

ANUMUS ADVENTURERS
Alvilda spent her entire animal life as a raven on
the shoulder of a scoundrel by the name of Captain Gareth
the Black. When Gareth died, his crew took it upon
themselves to give Alvilda the anumi mixture. Many
regard the new Alvilda as a reincarnation of Gareth. They
have the same booming voice, same cantankerous attitude,
and same propensity for swashbuckling. Still, Alvilda
wants to do more than just follow in her former master’s
footsteps. This raven-headed pirate wants to see the land,
taste high adventure beyond the seven seas, and find her
own way in the world. With a flamboyant spirit and
cutlass in hand, she adds a little spice to any situation.
Fenris started life as a as a trained attack dog, and
his adventuring career followed along that path. As a
professional soldier, Fenris is a force to be reckoned with.
A fierce and brutal fighter, this dog-headed myrmidon
rarely backs down from a good fight. Out of combat,
Fenris is a lovable and social soul with a wonderful sense
of humor. He is extremely loyal to his companions, many
of whom consider him more trustworthy and honorable
than most humans.
Arrow came from the noble existence of being one
of the king’s prized falcons. Now he protects the king’s
land as a ranger. While once flying “true like an arrow,”
Arrow now brandishes a bow that is quite deadly in his
hands. While his fellow adventurers often find him to be
rather uptight, they rarely hesitate to admire his prowess
at ranged combat. Arrow is also a very effective hunter,
capable of bringing a meal to an otherwise empty pot
wherever he goes. He credits not only his superior senses,
but his companion: a falcon of his own that he named
“Edward,” after the king.

7
Small goblinoids, once bred to be expert builders, now a
fierce new breed of genius on the cusp of madness

RACIAL TRAITS
Average Height: 3’ 4”– 3’ 8”
Average Weight: 40–50 lb.

Ability Scores: +2 Constitution, +2 Intelligence


Size: Small
Speed: 6 squares
Vision: Low-light

Languages: Common, Goblin


Skill Bonuses: +2 Arcana, +2 Perception
Avoid Catastrophe: You can use avoid catastrophe as an
at-will power. Goblin abilities mingle with boggle
hybridization to create an ability that helps them dodge
sudden catastrophic malfunctions.
Boggle Aptitude: You gain an additional magical item
daily power activation each day. You gain another
additional activation at 21st level.
Goblin Subspecies: You are considered a goblin for the
purposes of spells and effects that specifically target
goblins.
Mechanical Genius: You gain a +2 racial bonus to
Thievery checks involving disabling traps or opening
locks.

Avoid Catastrophe Boggle Racial Power


You may avoid area attacks entirely with supernatural deftness.
Encounter
Immediate Interrupt Personal
Trigger: You are targeted by a burst or blast power.
Effect: You may shift up to 6 squares away from the area of
effect for the attack. You must end your shift when you no
longer have line of sight to the attack's area.

OVERVIEW
Boggles are specially bred and magically engineered
goblins that excel in all things magical and mechanical.
Originally from slave stock of an oni mage named Dianlor,
these small green humanoids vary little in appearance
from their ancestors. Nearly a century of selective
breeding, magical experimentation and subjection to
Artwork: Randall Powell

special serums were designed to turn the common goblin


into an expert builder. Dianlor and his protégés planned to
use a hoard of these altered goblins to build and maintain a
mobile fortress, and then lead this new battle bastion out to
8 conquest. However, with intelligence came cleverness and
independence.
The boggles used scrap to build a secret fleet of
ornithopters, drugged the oni legions with a homemade
ECOLOGY
Due to lack of hair and fashion sense, males and
potion, and flew to far away safety. The oni lords awoke to females are hard to tell apart by a non-boggle. They tend
find their unfinished fortress mostly dismantled for parts to share all roles, and make few distinctions. Males are a
and no trace of the boggles. Dianlor’s legions have since bit heavier-set than females, but this is not a definitive
fallen into anonymity, but the boggles remain. indicator.
With intelligence came a conscience as well, and Boggles have children like most humanoids, with
most boggles turned away from evil and treachery. The a large proportion of twins and triplets. They mature
majority exist as beneficial artificers, spreading works of quickly, reaching adulthood at the age of 10, but have
genius and magic throughout the land. They abhor tragically short lives, living only to their mid-thirties. Old
slavery, and still harbor a grudge towards the oni. age comes on sudden, and is marked by the onset of
Occasionally, an older boggle will go crazy from lack of Boggle Madness (see next page). Their demise is almost
serum, something the race has trouble being open about. always violent.
Though most know about it, few approach the
Play a boggle if you want… subject: elderly boggles need a daily elixir to keep from
 to be a weird little goblin creature. going mad. A mixed-up and unnatural biochemistry
 to play a genius crafter with a terrible secret. requires a constant infusion of special herbs and other
 to be able to potentially dodge blast effect spells. ingredients to keep the boggle’s finely-tuned mind from
 to be smart and sturdy. slipping gears. On the 25th hour of not having this boggle
brew, the poor creature becomes subject to the Boggle
 to be a member of a race that favors the artificer
Madness. This is likely to culminate in an older boggle
(or wizard) class.
becoming a raving lunatic, capable only of attacking every
moving creature or object. Without a dose of this serum,
PHYSICAL QUALITIES only complete immobilization, luck, or death will stop this
Boggles are Small-sized, green-skinned, hairless boggle’s rampage. Some particularly destitute boggles
humanoids. Their faces are particularly goblinoid and procure special garments that can be fastened into a
feature fairly large noses. A boggle’s eyes are most straitjacket, in a pinch.
generally red, but may also be orange or violet. These
goblinoids are known for their long, donkey-like ears that PLAYING A BOGGLE
move according to their mood. This race has short legs and Boggles are born with a mind for mechanics and
long arms that end in four digits—three fingers and a magic. They have an uncanny and instinctual knack for
thumb. problem solving and repair. For some, this is simply a
Boggles look very similar to goblins with larger, lifelong hobby. For most, it is an obsession, driving most
longer ears and no hair. However, the similarity is skin boggles directly to the profession of artificer. Of those
deep. This race is highly intelligent with a mind for artificers, most forgo ritual learning in favor of alchemy.
solving puzzles, crafting devices and unlocking magical Many boggle alchemists are in search of a better boggle
secrets. Many who are used to their less refined cousins brew, or to eliminate the need for the solution entirely.
find a boggle’s appearance and mannerisms a bit comical; Of the non-artificer boggles, most are drawn to the
a mistake that they are quick to forgive. wizard class. Warrior boggles are also known, as well as
Boggles dress in mismatched and patchwork rogues specializing in gadgetry, trap dodging and lock
clothes that are cobbled together more for functionality picking. A few clerics do exist, extolling the virtues of
inventor gods. Beyond that, boggles of other classes are
than fashion. The typical individual of this race, including
exceedingly rare or unheard of, but not impossible.
non-artificers, has a hodge-podge of pouches, tool clips,
Boggles most often adventure for knowledge, to
and other bags placed conveniently around their body.
test their creations, and to gather materials or gold. Some
Some boggles even sport mechanical appendages; a
fight slavery or oppression, while others simply work for
specialty of some artificers.
the good of the world. Another major cause of boggle
adventuring, especially the most dangerous sort, is their
extremely short lifespan and potentially disreputable
demise. When faced with losing one’s mind to the insanity
that is virtually guaranteed in old age, most boggles
would rather die violently for a good cause before it gets
that far.

9
Boggle Characteristics: Analytical, artistic, armor as he can cook a gourmet meal or build a raft. He
creative, driven, enthusiastic, focused, gifted, imaginative, looks at every challenge as an opportunity for invention.
innovative, inventive, light-hearted, obsessive, talented, In a pinch, Splok might try his hand at healing, lock
tragic picking, or even rituals outside of his normal range. In
combat, however, he is a miniature whirlwind of blade
Male Names: Clasp, Clutch, Cog, Gear, Glock, and light; never faltering from that which works best.
Grind, Gyro, Hammer, Hank, Junk, Slag, Ticker, Tin

Female Names: Bik, Brew, Bubs, Chainer, Forge,


Gree, Jundle, Kiln, Lox, Pete, Sander, Vilt

BOGGLE ADVENTURERS
Drem was born a tinkerer, like most of the
boggles. He specializes in what he refers to as “boosters,”
which are potions and items that increase or improve
certain abilities. This hardy little fellow will see a problem
and work tirelessly to fix it. The slow dwarf of the group
now has boots that make him the fastest member of the
party. The forgetful elven ranger now has a potion that
kicks his memory back into gear. Everybody loves Drem,
and they especially adore his gifts.
Lugga was always a bit of an outcast. While good
with tools, she was never much of an inventor. In fact, her
specialty seemed to be in the breaking, not the building.
Harnessing this talent, she was well-suited for the rogue
class. She specializes in busting locks, spoiling traps,
and figuring out ways to get around the most
complex security. Her team finds her
invaluable when it comes to dungeoneering, as there is
seldom a lock that blocks or a trap that springs when
Lugga is on watch.
Splok is a jack-of-all-trades. However, like most
who claim this title, he is master of few, save one: he is an
excellent sword-mage. Always finding ways to combine
magic and steel, Splok is a boon to his allies. He is a boggle
at heart; always tinkering. He can just as easily mend his

Boggle Madness
Boggle Madness is a genetic condition that all boggles have. Symptoms do not typically appear until the boggle is at
least 35 years old. It cannot be passed on to a non-boggle, and even goblins are immune. It cannot be completely
cured, magically or otherwise. Instead, any effect that would remove disease removes only the symptoms for 24
hours.

Boggle Madness Level 1+* Disease (Boggle Only) Endurance stable DC 14+*, improve DC 19+*
The target feels < Initial Effect: The target <> The target automatically fails > Final State: The target loses control and
normal, but is takes a -2 disease penalty all checks related to Wisdom. must attack the nearest mobile creature or
subject to to Will saves. Target is unable to perform object.
onset of the powers which require
disease in 24 concentration.
hours.

*The level of the disease is equal to the level of the boggle carrying the disease. The DC to stabilize is equal to 13 +
the level of the boggle carrying the disease. The DC to improve is equal to 18 + the level of the boggle carrying the
Artwork: Randall Powell

disease. The worsen DC is always one less and lower than the stable DC.

10
BOGGLES IN YOUR GAME
While goblins have been around since the dawn of another world, which just happens to be more
time, boggles are a fairly new race to the world. In any technologically advanced. Yet another possibility is that
campaign that includes goblins, boggles could easily be they were magically created from scratch—the result of a
their descendants or subrace. If such is the case in your powerful wish gone awry.
campaign setting, the boggle race requires almost no Whatever the case, the boggle would make a
adjustment to your world to begin play immediately. welcome addition to any game as the resident tinkerer, an
Because they do have a lineage that they can trace, boggles unusual option for the player who is great at puzzle
do not lack tradition, language, and history common to solving, a challenge for the player who has played
other PC races. everything, or just a good match for those that like to use
In most games, goblins have a terrible reputation their engineering talents.
for being stupid mischief makers or dangerous pests.
Boggle PCs may need to overcome this stereotype. If
boggles are introduced as a brand new development in
you campaign world, boggle PCs may have a slight
disadvantage during social
encounters. Though they also might
have a slight advantage when dealing
with other goblinoids, who may not
realize whose side the boggles are on.
In any case, it will be a surprise to all
when the apparent goblin is the one
who solves a complex puzzle, disables
a deadly trap, or gives sound
engineering advice.
A campaign that lacks the
components of alchemy or artificers
can still harbor boggles without much
trouble. Wizards make great artificers
as well, and alchemy could easily be a
subset of the Arcana skill. Nearly all
fantasy role-playing games have
potions, magic items, and mechanical
devices, so the boggle should feel
right at home.
If your campaign setting does
not include goblins, for whatever
reason, boggles could still be possible
in your game. Perhaps they were a
relatively unknown race until they
entered a spontaneous industrial
revolution. Maybe they are from

11
Spending most of their lives as larva, these insectoids value
freedom, fun, and individuality

RACIAL TRAITS
Average Height: 2’ 6”–3’ 6”
Average Weight: 25–45 lb.

Ability Scores: +2 Dexterity, +2 Charisma


Size: Small
Speed: 6 squares
Vision: Normal

Languages: Common, choice of one other


Skill Bonuses: +2 Diplomacy, +2 Dungeoneering
Hexaped: Gain a +3 racial bonus to all Athletics checks
to climb, and all Acrobatics checks to balance.
In addition, once per move action, you may enter
difficult terrain without spending an additional square
of movement.
Mid-Leg Attack: You have a second pair of scythe-like
limbs. When using these limbs to make an unarmed
melee basic attack, you gain a +3 proficiency bonus to
the attack roll.
Silk Spray: You gain the silk spray encounter power.

Silk Spray Entobian Racial Power


You can use your natural ability to make sticky silk as either a
weapon or as a rope.
Encounter
Minor Action Ranged 5
Target: One Creature
Attack: Strength +2 vs. Reflex, Constitution +2 vs. Reflex,
or Dexterity +2 vs. Reflex. Increase to a +4 bonus at 11th
level, and a +6 at 21st level.
Hit: Target creature of up to Large size is slowed (save
ends).
Special: During character creation, select Strength,
Constitution, or Dexterity as the ability score used to
make this attack. This choice cannot be changed.
Also, you may instead expend this power to create a
40-foot length of silk rope. You may do this a number of
times per day equal to one half your level, minimum 1.
This rope grants a +2 circumstance bonus to climb checks
made using it. The rope is destroyed after you take an
extended rest.
Artwork: Dean Spencer

12
12
OVERVIEW ECOLOGY
Entobians are a small race of insect people that Larvites are sexually immature, and most remain
spend most of their lives as bipedal larvae, looking in this state their entire lives. Reproduction happens with
somewhat like an upright walking caterpillar. They come only the most experienced entobians who decide to
in all colors and varieties, literally and figuratively. undergo metamorphosis (by taking a metamorphosis feat
Perhaps the strangest trait of these already unusual at the paragon or epic levels). Until then, the larvite is
creatures is how human they actually seem under their effectively genderless, though most are considered male
buggy visages. Despite their incredibly alien anatomy, because of their deep and resonating voices. Larvites hatch
they are prone to familiar dispositions, friendly from a clutch of roughly 200 marble-sized eggs of various
demeanors, and values common to mankind. colors. They grow from Diminutive caterpillars to Small-
In addition, entobians are attracted to all walks of sized larvite children in about 6 weeks, eating practically
life. They harbor no favorite class or profession, instead constantly during this time. Larvites are omnivorous; they
going where their desires take them. Many entobians are eat anything. By restricting their diet, and through intense
hedonistic, wanting to get the most out of life’s pleasures. meditation, they can choose when and what they
Others thirst for high adventure, wanting a taste of every metamorphosis into, provided they have endured enough
new experience. Most are a combination of the two. With trials and tribulations beforehand. Larvite children,
experience comes opportunity. Higher level entobians can identical to larvite adults in appearance, generally reach
undergo a metamorphosis that will change their emotional and social maturity in about 14 years. Entobians
appearance and abilities forever. live about a decade longer than humans on average. While
most entobians never gain the ability to lay eggs—only
Play an entobian if you want… epic level entobians can—when they do, they can have
 to be a bug-like creature. thousands of children in their lifetime.
 to play a character that could possibly change The origin of the entobians is speculated to be the
drastically at higher levels. result of environmental contamination from an arcane
 to be able to create rope at-will. waste produced by a particularly reclusive race of
 to be both nimble and charismatic. insectoid creatures that live in deep underground hives.
 to be a member of a race that enjoys most classes. Of what little is known of this race, there is much evidence
that they are experimenting on creatures by implanting
PHYSICAL QUALITIES their own biological components, creating deadly insect
hybrids. A byproduct of this partially alchemical process is
Perhaps the oddest looking of available PC classes,
a purplish goo that is disposed of in great quantity into an
larval entobians, also known as “larvites,” can be likened
underground river. This river eventually leads to the
to vaguely upright walking caterpillars with thin and
surface and into a fertile valley. There, insect life absorbed
elongated limbs. All entobians have six limbs; two arms
the waste and became fundamentally altered, all
and legs like most other humanoids, and a pair of mid-
producing tens of thousands of offspring which became
legs. Their arms end in three digit hands and their legs end
the first larvites. According to eladrin memory of the
in two clawed toes. An entobian’s mid-legs aid in balance,
event, the first larvites were only about one foot tall.
movement, and object manipulation, though these
appendages end only in very sharp points. While these
limbs are sheathed in rubbery chitin, the larvite’s body is PLAYING AN ENTOBIAN
fleshy and covered in coarse hair. Entobians share many personality qualities with
The limbs and eyes of a larvite are almost humans; they are creative, passionate, inventive, and they
universally darker than the body, while their body color, have a sense of humor. Despite their appearance, their
hair color and hair distribution varies greatly from likable and relaxed demeanor can be quite charming. They
individual to individual. Body and hair color is usually are excellent conversationalists, having strong and rich
bright and unnatural, sometimes even fluorescent in hue. voices that give many the feeling that they are wise and
Hair distribution can be sparse, thick, or varied in density; intelligent. They enjoy conversing and interacting with all
sometimes creating wild looking “hair styles.” Patterns of friendly races, and are often quick to lend a helping hand.
stripes and spots are also quite common. Any color or They forge strong and loyal friendships, and feel nearly all
combination is possible. Larvites have silk glands on their emotions that humans do, with a few exceptions.
lower abdomen that appear as a small pouch-like
protrusion.

13
Ironically, their apparently familiar personalities
cause their differences to seem even starker when others
ENTOBIAN ADVENTURERS
Some say that Glastoban was hatched with a
become aware of them. The most evident of which is that
sword in one hand and a spell in the other. It was not
entobians have no sense of romance or romantic love; even
surprising when he took up the path of a swordmage, nor
those that are sexually mature view the process as a
was it surprising that he was particularly good at it. What
required duty rather than a pleasurable interaction. They
is most surprising is the respect this three foot tall pink
also don’t see the need to interact with others of their own
and purple striped caterpillar commands on the
kind, unless it’s a matter of reproduction. Aside from their
battlefield. Sure, those that don’t know of him may laugh,
colossal nurseries, there are no entobian cities or
snicker, or even jeer—but not for very long.
communities, Entobians have no distinct cultures or
With a flash of blade and spark of magic, this small but
languages. They often find each other to be dreadfully
fierce entobian is a devastatingly effective combatant. He
boring.
rarely backs down from a fight, no matter where it might
Entobians adventure for many reasons, though
take him.
there are three reasons that are most common. First,
Malguway was always a sneaky little bugger. His
entobians love nothing more in life than creature comforts:
coloration— bright green with yellow spots—actually
food, drink, and song. They will travel far and wide to
conferred a bit of camouflage in the forest town in which
amass enough wealth to afford a life of luxury and excess.
he grew up in. With this advantage, he learned that he
Entobians that seek this existence often live out their entire
could creep about and steal food from wealthy travelers.
lives as fat and happy larvites. The second reason for
With maturity came a conscious, and Malguway
adventure is simply the love of adventure itself. All
concentrated on spreading the wealth and comforts of
entobians seem to be instilled with the desire to experience
corrupt nobles and merchants. Of course, Malguway
new things, and thrive on the rush of adrenaline in the
would always keep a bit for himself, especially food,
face of great danger.
which he greedily gobbles down in private.
Lastly, some entobians feel a sense of duty to carry
Since the metamorphosis from larvite to farfalite,
on the race, and thus obtain enough world experience in
Delster feels he has become a better wizard. He has
order to master the meditations required for
anticipated this transformation his entire life and worked
metamorphosis. Some combination of the three is often
diligently to master the meditations. Now that he has
encountered, as well as strictly personal reasons common
earned his wings, his arcane power has increased much
to other races; revenge, greed, honor and glory.
more than he anticipated. While generally not as outgoing
as he once was, he enjoys a clearer intellect. As an added
Entobian Characteristics: Adventurous, aloof,
bonus, he has kept his lightning fast reflexes, to which he
ambitious, charismatic, charming, clever, courageous,
credits most of his success.
daring, easy-going, friendly, gluttonous, greedy,
hedonistic, independent, light-hearted, versatile

Names: Drister, Drytun, Haldozan, Malowa,


Miraopay, Morgnan, Pulequay, Telduuk, Tiibay, Vanuuz,
Verduzi, Vesterban, Zimberbim

Artwork: Dean Spencer

Eulite Entobian
14
ENTOBIANS IN YOUR GAME
Whatever the case, the entobian will make a
Entobians in this text are presented as a fairly
welcome addition to any game as a representative of the
fresh race to the world. They are a new race that sprung
insect world, an unusual option for the player who is
from wildlife contaminated with magical residue. This
seeking something different, a challenge for the player
allows them to be placed in virtually any campaign setting
who has played everything, or even a fun alternative for
with little work. As is, they require almost no adjustment
those that thrive on change or metamorphosis.
to your world to begin play immediately. One downside
to this “newness,” is that they lack tradition, language and
history common to other PC races. This has several
ramifications, including no racial heritage, likely no
racial paragon paths and no cool magic relics tailored
especially for this race. However, there are many
boons as well. Entobians player characters can be
bold pioneers, inventing their own paths, their
own history and their own unique traditions. The
Dungeon Master also has an opportunity to
design new magic items for this race, such as
special mid-leg sheaths that confer a magic
bonus.
Entobians are a race that does not
gravitate toward each other. They do not
form hives, as some other insect races do,
and generally have no sense of racial
community. In fact, if it was not for a
female’s ability to lay hundreds of viable
eggs at one time, entobians might have
become extinct long ago. While this
provides even more plug and play ability
for a game, it also means the entobian race
does not benefit from these features as other
races do. It may be necessary to set up
entobian friendly areas in populations of
other races.
Optionally, the Dungeon Master
can create a more detailed back story for the
entobians. They could easily be an ancient
race in their own right. Their unique life
cycle would normally keep their population
fairly low and unnoticed for many
centuries. Another possibility is that
entobians originated from another plane or
an alternate reality; perhaps even a world
entirely populated by insects. Yet another
potential back story is that the entobians
were once human, cursed to live their lives
as insects for acts of excessive greed or an
offense to some nefarious power.

15
Tiny wingless imps that fight evil with entropy

RACIAL TRAITS
Average Height: 8”–1’
Average Weight: 100–150 lb.

Ability Scores: +2 Dexterity, +2 Wisdom


Size: Tiny
Speed: 5 squares
Vision: Low-light

Languages: Common, Abyssal


Skill Bonuses: +2 Acrobatics, +2 Athletics
Big Hands: Due to very large hands, a dense internal
structure, and a knack for acrobatic maneuvers, you
can wield weapons as if you were Small-sized.
Entropic Blood: When you are bloodied, creatures who
begin their turn in the same square as you take 4 points
of necrotic and radiant damage. Kval, who refer to the
energy combination as “entropy,” are immune to this
effect. Increase damage to 6 necrotic and radiant
damage at level 11, and 8 necrotic and radiant damage
at level 21.
Flank From Below: When sharing a square with an
enemy, you count as if you were in any square
adjacent to that enemy for the purposes of flanking
that enemy.
Note: As a Tiny creature, this is the only way that you can
flank an enemy, as you cannot normally attack an enemy
from an adjacent square.
Immortal Origin: You are considered an immortal
creature for the purpose of effects that relate to
creature of origin.
Lost Under Foot: You do not provoke an opportunity
attack when entering a larger enemy’s space from an
adjacent square. In addition, Medium and larger
creatures have a -3 to Perception when opposed to
your Stealth checks.
Tiny: Four kval can fit into one square. You cannot
target adjacent targets with melee attacks and can only
use melee attacks against targets in the square that you
occupy. You can enter and end your turn in a larger
creature’s space.
Artwork: Dean Spencer

16
16
OVERVIEW PHYSICAL QUALITIES
An immense battle had taken place which shook Looking upon a kval, one might be convinced it is
the once great city of Greyward to ruins. In the midst of a wicked, wingless imp. It stands only about one foot tall,
the rubble, Balkion the Foul ripped the final talisman from has goat-like horns, bright orange cat-like eyes, and a long,
the clutched fist of the dead paladin. For centuries, many spade-tipped tail. Its skin is pale blue, and its simian
had stood in his way. This shattered mortal before him mouth is full of sharp teeth. It even smells of fire and
now was just another felled adversary among thousands. brimstone. Perhaps its most alarming feature, however, is
“Anticlimactic,” he whispered under his breath. “I now its large and disproportionate hands. This minuscule,
hold the key to world domination, and this… child was all wiry-looking creature has hands the size of a full-grown
that was left to stand in my way.” With that, the man’s, with three clawed fingers and a thumb. The hands,
archdemon assembled the relics that he had collected which appear far too heavy for the creature to wield, are
through the ages. As the final piece snapped into place, actually capable of grasping and using man-sized
dark power surged uncontrollably through his body. weapons. This creature is amazingly strong for its size.
Suddenly, the great city trembled and shook with
Kval voices are deep and sinister, and often carry
a terrible quake. Balkion’s scream was unexpectedly cut
a thick abyssal accent. They hiss loudly when scared or
short. Even the echo of his cries met a sudden and
angry.
irrevocable hush. A ten mile wide crater was all that
remained. Balkion and his assembly of terrible artifacts
were never heard from again. ECOLOGY
Ages later, from the same crater that was once the The secret of the kval’s strength is their incredible
site of the city of Greyward, scores of tiny demonlings density. While standing only about a foot tall, a kval
poured forth. They came from a dead and terrible world. weighs over 100 lbs. It seems to be made of matter not
The rift imps, or kval, tell of a pocket dimension only a few common to this world. When badly injured, a kval bleeds
miles wide. This tiny demiplane was a prison for terrible a shadowy and insubstantial ooze that is toxic to those
self-consuming evil for millennia. As the evil began to near it. Dissection of these creatures is difficult, as their
decay into oblivion, the kval grew in number, feasting on ichor penetrates nearly any barrier. From what can be
the rot like maggots on carrion. As the kval multiplied, ascertained, the kval have many sack-like, though
they could see the veil between the worlds become unidentifiable, organs, a skeletal system that seems to be
thinner. Some kval even took up arms against the composed of a dark metallic compound, and a fragile
remaining evil to speed up the process. When the crystalline structure in their head that likely serves as a
dimension collapsed, the only creatures small enough to brain. Unfortunately, a kval’s body decomposes very
escape through the tiny rifts between the two worlds were
quickly, leaving an indelible black stain only one day after
the kval. Stranger still, the kval race is not foreign to the
death.
world of men; they have been appearing through similar
Kval have unusual eating habits, consuming just
rifts for ages.
about anything in large quantities. One peculiar habit that
Sages speculate that kval are a product of the
many find particularly disturbing is their propensity to
fabric of reality itself. These scholars believe that the
devour fallen foes. A kval can consume an entire Medium-
universe has a built-in safety mechanism for when the
balance of good and evil becomes violently tipped towards sized corpse in just a few hours, bones and all. While
evil. The world itself quickly expels the evil, excising it many find the act to be particularly ghoulish, the fact that
and the surrounding area as one might remove a kval only find evil creatures to be palatable provides a
cancerous tumor. The offending land then resides in a self- small measure of solace.
contained demiplane where it festers for untold ages and Kval have no sexual organs or any means to
collapses. The kval are part of that processes, acting as reproduce, though seem to spontaneously generate in
agents of entropy to the evil that resides within. When the naturally occurring demiplanes in which great evil is
malevolence is mostly consumed, the energies that contained. As the evil wanes, the population of kval
maintain this microcosm collapse and deposit the kval into increases. The frequency is exponential, so that by the time
the mortal world, sometimes in great hordes. When the demi-realm collapses, most of the rift imps entering the
unleashed upon this world, most kval continue to fight the mortal world are brand-new or only a few days old. While
forces of evil. very naïve at this young age, they are fully grown and
functional adults. Kval are immortal creatures that never
Play a kval if you want… show signs of age. Unfortunately, their unquenchable
 to play a tiny imp-like creature. thirst to destroy evil often brings about their demise in less
 to have monkey-like agility. than a century after entering this realm.
 to be harmful when bloodied.
 to be both deft and keenly aware.
 to be a member of a race that enjoys the avenger,
cleric, ranger, rogue, and wizard classes.
17
PLAYING A KVAL KVAL ADVENTURERS
Kval are often quick-tempered and ill-mannered, Tanjor has devoted his life to hunting evil and
though lack the selfishness and greed that would specializes in neutralizing sentient undead. Tanjor has a
categorize them as truly deplorable. In fact, most view the knack for tracking down even the mostly stealthy vampire
kval as a force of good, as many kval relentlessly stalk and or ghoul. When he first met up with his fellow party
destroy evil at every opportunity. This tendency is members, they were convinced that he would eventually
instinctual; when asked about their motivation they often turn on them. They kept a watchful eye on the disturbing
convey confused responses such as, “Evil is just so little imp as they teamed up and took out several nests of
annoying.” and, “Evil is my natural prey.” fiends. Eventually they learned that Tanjor is a valuable
While many would assume the kval’s miniscule ally, teaching them that you cannot judge a book by its
stature to be a point of contention, it is quite the opposite. cover, not even a very tiny book.
Most kval see their size as an advantage, and view shorter Milort has magic in his veins. He took up the
specimens with envy. Conversely, they commonly view sorcerers cause as soon as he entered this world. The
tall creatures with suspicion and pity. minute world he came from had been ravaged by fire, and
Kval initially have trouble fitting in with other flame is where Milort feels most at home. A bit of a
races. In addition to their odd views on size, they can be pyromaniac, he is well-tempered by his companions who
ripe with bad habits and rash behavior. Kval are also have learned to appreciate his arcane prowess. They also
prone to a dark sense of humor that others may find learned to carry extra water…just in case. While Milort is
tactless and crude. Another difference is that kvals care fascinated by pyrotechnics, he has vowed never to let this
little for notions of love or romance, as they simply cannot world burn; he long ago decided to battle the forces of
relate. However, the kval can also be passionate, witty, Hell wherever they stand.
caring, and inspiring. Once one gets to know a kval, it is Pelkit arrived in this world with a task. He would
much easier to overlook its sinister qualities and admire its destroy the Orb of Venak which came with him from the
fierce spirit. Many who manage to befriend a kval also vile realm that he originated from. This terrible artifact
find a life-long companion. seeks to destroy the world. Pelkit is determined to
Kval tend to become excellent rogues and rangers, annihilate the orb before it has the chance. He has
viewing those classes as the best avenue to hunt and kill gathered several adventurers to aid him in his cause.
evil. They will occasionally take up a religion that is Along the way, they battle terrible evils that the orb calls
congruent with their cause. Kval clerics are typically better to. With roguish skills, he has managed to smuggle the orb
mannered than others of their ilk, as their training teaches quite far, yet the Pillars of Undoing and the end to his
them the patience and humility that the common kval quest still lay distant on the horizon.
typically lacks. Kval also tend to be drawn to arcane
classes, especially the wizard. Kval can be any other class,
but such individuals are somewhat rare.

Kval Characteristics: Blunt,


crude, cunning, eager, energetic,
focused, forceful, ill-mannered, impatient,
quick-tempered, rebellious, sinister, sly,
vengeful, witty

Names: Baccus, Cordo, Felor, Grel, Jart,


Kelkor, Quort, Rarg, Teris, Ukkob, Velus, Wulp,
Zor, Zul Artwork: Dean Spencer

18
KVALS IN YOUR GAME However, if the background will not work with
In a world where demonic-looking tieflings can be
your campaign, there are alternatives. The kvals could
accepted as a player race, the kval may fit in very well. In
easily be a goodly race that has fled from Hell, invading
many ways, they appear much less threatening than
your world in droves in search of sanctuary. Or perhaps
tieflings or dragonborn. However, playing a race that is
the kval are natural creatures; a race of kobolds infused
less than a foot tall can provide some very interesting
with diabolical blood. The kval may also be from another
challenges. First, everything is going to be out of reach, too
reality; a reality in which evil has triumphed and the only
big, and generally giant-sized in comparison to this
goodly survivors are these tiny imp-like creatures.
character. The kval can compensate with large hands, and
Whatever the case, the kval will make a welcome
really good athletic and acrobatic skills. Still, it may be
addition to any game as the tiniest character in the group,
difficult to be taken seriously when you are the size of the
an unusual option for a player seeking something entirely
average housecat.
different, a challenge for the player who likes to play
The size can also be a great advantage. Kval are no
everything, or even a fun alternative for those who want to
less powerful than other races, but they distinctly appear
see the world from a different angle.
to be nothing more than a minor nusiance. Enemies will
likely underestimate or fail to notice the kval, which can be
a fatal mistake. Conversely, kval may be confused for a
diabolic imp, and unjustly targeted by forces of good.
Despite their ancient origins, kvals in this text are
presented as a fairly fresh race to the world. They are
rarely encountered and cannot reproduce naturally. A new
batch may have entered your world eons after the last
batch. Therefore they do not need to be intertwined with
your existing campaign history. This allows them to be
placed in virtually any campaign setting with little work.
As is, they require almost no adjustment to your world to
begin play immediately.
Artwork: Dean Spencer

19
Brutish cavemen, a product of simpler times when man
and beast were one

RACIAL TRAITS
Average Height: 4’ 5”–5’ 0”
Average Weight: 160–220 lb.

Ability Scores: +2 Strength, +2 to one of the


following: Constitution or Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Ancient (described below)


Skill Bonuses: +2 to one of the following: Athletics,
Endurance, Nature, or Stealth
Fist and Stone: You gain a +3 proficiency bonus to
hit with improvised melee weapons. In addition,
when attacking with an improvised melee weapon,
you do damage as if wielding a weapon of one size
category larger. An unarmed attack, for example,
does 1d6 damage instead of 1d4.
Skin of the Beast: You gain a +1 racial bonus to
Armor Class when wearing light armor. You do not
gain this bonus if you are wearing, wielding, or
holding anything made out of metal. This bonus
increases to +2 at level 11, and +3 at level 21.

The Ancient Language


Far older than the culture of the mahrogs, the
Ancient tongue uses the same script as the
dragons, Iokharic, which was likely adopted from
observing the followers of Io. Outside of mahrog
and zif settlements, Ancient would only be found
inscribed in extremely aged ruins and easily
mistaken for Draconic, but undecipherable in that
language. Ancient was the common dialect of
distant ages ago, and was one of the first
languages that mortals ever invented. The
mahrogs were actually one of the last races to use
it as common language. If it were not for the return
of the mahrogs and the emergence of the zif,
Ancient would have been a language that has been
dead for eons.
Artwork: Liz Clarke

20
20
OVERVIEW
numbers were periodically culled to avoid
Humans, as they are now, are a fairly new race to
overpopulation.
the lot. No one god claims to have created the race. Odder
It would have remained this way indefinitely, if it
still, few active gods are associated with early humans at
was not for the valiant effort of a mahrog by the name of
all. With a lot of research, one may find a handful of deific
Cruum. Cruum wanted to know what was beyond his
names that point to forces long dead or forgotten. The
valley. A devout priest and philosopher, he prayed daily
eladrin, with their ancient archives, remember early man
for deliverance from what he saw as a valley prison. His
as a work in progress; half-sentient being and half-animal.
dying wish was that his children might see the other side
In essence, it seems man was less created outright, and
of the mountains. Mahra was touched by his effort, and
more produced by a process of evolution guided by divine
came up with a plan to once again become a world force.
hands. It is also evident that the responsibility of man’s
Now unfettered by her rivals who had since passed to
godly caretaker has passed through many hands over the
oblivion, she could openly intervene with the intention to
ages.
discourage her people from change while safely allowing
One of those hands was a goddess by the name of
them to interact with other races.
Mahra. In her time, the human ancestors had not yet
With a couple of clever divine blessings, she
mastered iron, and would have been considered in a stone
opened a path for the mahrogs to enter the world.
age. They were far less sophisticated than the humans of
Suddenly the mahrogs’ simplicity became a lot more
today; both in form and in culture. By elven standards,
effective. The stick became as lethal as the sword, and even
they were brutish and crude. They were indeed simplistic
the common animal skin became an efficient armor. In
hunters and gatherers. Many loved and venerated Mahra,
essence, the blessings raised the mahrogs from obsolete to
and she returned the sentiment with protection and
competitive, without having to advance. A small
guidance. Under Mahra’s reign, the human ancestors split
earthquake finished the job, revealing a trail leading from
into two groups: those that were protected by Mahra, and
the secluded valley to civilization. While some stayed in
those prodded forward by other forces. As more epochs
their ancestral home, a mass exodus followed. The world
passed, the mahrogs and the humans had more and more
suddenly saw a great influx of this new but ancient race;
differences. The other gods chastised Mahra for stunting
along with its unwaveringly primitive ways and obscure
her disciples with over-protection and under-
customs. The mahrogs finally entered a new age.
encouragement to advance their race. The humans reacted
by declaring war on the peaceful and primitive mahrogs,
Play a mahrog if you want…
and intended to wipe them from the world.
 to play a primitive character.
To history it seemed that the humans were
 to be able to do better damage with simple
successful on all fronts. All trace of Mahra and her
weapons.
beloved mahrogs vanished over 10 millennia ago. Humans
 to have a better AC with light armor.
became the civilized force they are today, and only the
 to be strong, hardy, or wise.
dusty archives of the eladrin ever mention their primitive
 to be a member of a race that enjoys the barbarian,
cousins. When the first mahrog set foot in a human city in
cleric, fighter, and ranger class.
eons, people were utterly baffled as to where this race
came from.
The secret was Mahra’s. Foreseeing the
impending demise of her favorite worshippers, she
directed the survivors to a secluded yet fertile valley
through cruelly inhospitable mountains and dangerous
terrain. There the mahrogs flourished, completely isolated
from the rest of the world. Ten thousand years passed, but
it might as well have been a day; the mahrogs were urged
by their goddess with every generation to remain exactly
as they are; never questioning their lot in life, or why their
21
PHYSICAL QUALITIES PLAYING A MAHROG
Mahrogs are vaguely human in appearance, but According to most who view them, mahrogs are a
shorter, ranging in height from four to five feet tall. They primitive race. They stubbornly cling to strange
are also quite squarely built with well-defined superstitions, have brutish mannerisms, and face most
musculature. A mahrog’s shoulders are stooped and gait problems with either fear or hostility. Many see a
slightly hunched. Their arms are longer and their legs mahrog’s typical demeanor to be rather bestial. In many
shorter in proportion to a human. Their fingers are stubby, ways, they seem very simple.
while their feet are large and flat. They also have However, mahrogs are sophisticated in other
considerable body hair, though they are not prone to have ways. They are deeply religious, and feel close ties to
more hair on their face than on the rest of their skin. Their Mahra. Mahrogs are also very close to their family and
heads, however, feature a shaggy mane of bright red hair. tribe. If one member of their family needs something, they
Their faces seem primitive and almost simian. Mahrogs will go through great personal sacrifice to get it. In many
have sloping foreheads, heavily ridged brows, weak chins, ways, mahrogs are a very sensitive people. They focus
and broad noses. Their ears are large and round. Their eye greatly on emotion and feelings rather than power or
color is usually blue or grey. Mahrogs typically dress in glory.
animal skins, and prefer primitive weapons and attire. Perhaps it is these traits that led them to become a
Mahra, their personal goddess, would not approve of any matriarchal society. Women are the leaders and the
other way. directors. Males are expected to obey, protect, and serve
females. Females are seen as direct emissaries of their
ECOLOGY goddess, and are encouraged to behave accordingly.
Occasionally, a male mahrog will rise to power, but only if
Biologically, mahrogs are nearly identical with
he demonstrates great humility and piousness. Despite
humans. Some might even mistake some mahrogs for
this balance of power, male and female roles have a blurry
human, and some humans for mahrogs. Mahrogs are built
line. Both become hunters, priests, gatherers, child
for a brutal existence. They have a high pain threshold,
caretakers, and so on. With the exception of leadership,
seem to be better at withstanding harsh environments, and
rolls seem to be divvied up more by skill and preference
are generally very strong.
than by gender.
Mahrogs mature slightly faster than humans and
Mahrogs, perhaps because of their closeness to
live shorter lives. They typically have children early in
nature, have an affinity for beasts. Most have pets or
their lives; age eleven or twelve is not uncommon for a
animal companions. Many mahrogs have an uncanny
mahrog parent. Child rearing is similar to humans, though
bond with a certain animal type, which they refer to as
at a faster pace. Five-year-olds are expected to participate
their power animal. Many times, they will dress in furs
in hunting and gathering expeditions, and they do so with
and collect other body parts (fangs, claws, horns, etc.)
some success. This rapid maturation may lead some to
related to that animal.
believe that mahrogs are actually intellectually superior to
Mahrogs most often adventure to help or further
humans, especially at a young age. However, humans and
their family or tribe. Occasionally, they will adventure to
mahrogs have the same cerebral capacity, with strengths
further their personal standing within their group, or to
that focus in different areas.
redeem themselves for a misdeed. Wealth, glory, and fame
mean little to a typical mahrog. They also seem to have a
lower propensity towards greed and vengeance than other
races.
Most mahrogs become barbarians, warriors,
clerics, or rangers. Wizards, and those that have an arcane
power focus, are exceedingly rare among the mahrogs.
Besides having a divine or martial focus, Mahra also
allows a primal focus, so druids are possible so long as

22
they continue to revere Mahra in addition to the forces of Zara worships Mahra. She has been a cleric since
nature. Warlocks and priests of other faiths are nearly she was six years old. Mahra gives her strength and
unheard of, as they would not have the blessing of their perseverance. While her party members find her ways to
goddess. To the mahrogs, these blasphemers exist as be strange and confusing, they seldom hesitate to receive
pariahs and sad examples of why one should always Mahra’s blessings. Her mission is merely to bring the
revere Mahra. wisdom of Mahra into the world; fighting change,
Mahrog Characteristics: Bestial, blunt, brutish, embracing old ways, and returning to uncomplicated
cautious, crude, direct, feral, hardy, humble, pious, times. Surely life would be less difficult for these
primitive, savage, simple, social, superstitious, traditional, “sophisticated” races if they just learned to embrace a
unrefined, wild simpler existence. The rogue in the party now uses a hand-
Male Names: Ack, Agg, Az, Daz, Doz, Dzon, Ekh, chiseled obsidian blade, so perhaps it is rubbing off a bit.
Gat, Igg, Oog, Ooz, Rez, Rog, Tez, Ugh, Uk, Zoog
Female Names: Dozi, Ekha, Gata, Gera, Goya,
Igga, Kara, Ooga, Oza, Reza, Rooga, Teza, Tya, Uki,
Zooga

MAHROG ADVENTURERS
Tika brandishes a large, stone-tipped spear. It was
her father’s spear, in fact, which was her
grandmother’s spear before that. She is proud of
her family and her heritage. She is a barbarian
by vocation and spirit. By most accounts,
she is crude, direct, and dangerous.
However, Tika’s fellow
adventurers also see a
tender side. She listens and
seems to feel genuine
empathy with all she is
close to.
Tog comes from a
long line of trackers.
Before leaving the valley,
Tog was known for his
excellent hunting skills. When
Tog learned of evil lurking in far
away realms, he felt compelled to
exterminate it. Since then, he has
become a tireless adversary of evil-
doers. Perhaps not the most creative of
rangers, Tog tends to take a direct
approach; track evil down and beat it to death with a pair
Artwork: Randall Powell

of clubs. His friends often have to advise him to come up


with a plan, lest he charge into danger unprepared. Tog
often surprises them, however, by repeatedly surviving
impossible odds.

23
THE GODDESS
Mahra has several rules that she vehemently expects her
MAHRA (Unaligned) followers to abide by:
Domains: Protection, Strength, Wilderness
 Honor your family and savor their traditions. Do
Mahra began as a goddess of preservation, and as your mother would do.
was called upon to be a caretaker of the fledgling human  The wilderness is not yours to tame. Live in
race during a time of great hardship. The proto-humans harmony with nature. Treat all beasts with respect.
were on the edge of extinction. Under her watchful eye,  Avoid innovation. Resist change. Civilization and
the race once again flourished. progress only exist to trick you into complicating
At first, she encouraged the race to evolve. The your life.
people needed to learn better survival tactics and become  Simpler is better. Always seek to find the most
more adaptable in order to thrive in an ever changing direct solution to any problem.
environment. However, as soon as they began to prosper,  Destroy any who would force you to change.
her domain suddenly spread into all areas of life for her Mahra does not tolerate manipulation.
worshippers. Not only was the species preserved, but all  Never question the will of Mahra, nor put faith in
that made that species unique. She loved her worshipers. any other god or power. Mahra is the only entity
However, much like an over-protective mother, she was above nature. All other gods and beings are
not willing to let them go. subversive to nature.
This meddling stance made her especially  Honor the females, they are to be my living
unpopular with gods of progress, innovation, and emissaries in this world. Their words shall echo
civilization. These gods quickly became the patrons of a my words.
rapidly evolving mankind. As the race split into two, the  Teach the wisdom of Mahra to those that do not
progressive gods beseeched their followers to eliminate all understand.
barriers to advancement. Many saw Mahra and her
worshipers as a threat.
However, this is now ancient history. While
unpopular with the followers of the more progressive
deities, Mahra’s disciples are not viewed as being
particularly threatening or evil. In Mahra’s view, the
modern gods have become somewhat apathetic to the
plights of the mortals. She sees this indifference as the
perfect place to plant the seeds of preservation. She
intends to bring the world back to simpler times. She
works through the mahrogs who, to her, exemplify life in
harmony with nature.
Mahra encourages ties with primal forces. She
wants her followers to find things within themselves that
they have in common with the beasts around them. She
discourages waste, destruction of natural habitats, and
senseless killing of natural beasts.
It would be easy to mistake a cleric of Mahra for a
worshiper of Melora or even a druid. They tend to be clad
in all sorts of fur, animal parts, and plants. Mahrogs do not
typically brandish fancy holy symbols either. Instead, they
prefer handmade symbols of natural clay or stone.
Artwork: J. Matthew Kubisz

24
MAHROGS IN YOUR GAME
Unlike most new PC races, mahrogs come with a Whatever the case, the mahrog will make a
divine element. While this aspect could easily be added to welcome addition to any game as the savage PC, an
any game with little revision, some Dungeon Masters may unusual option for the player seeking a challenge, an
be hesitant to adjust their existing pantheon for one new option for the player who likes to play everything or even
race. In such cases, it may be easier to present the mahrogs a fun alternative for those that enjoy the simpler approach
as agents of some other nature god. Mahra and Gaia are to life.
similar, for example, and may foster a similar race of
people.
In games that include human
creator gods, or have differing
creation stories, the mahrogs
could simply be a human-
like race that is
unrelated to humans.
Optionally, the mahrogs
could be a recent
development; humans
transformed into more
primitive people to better serve a
nature goddess. Or perhaps the
mahrogs hail from a parallel plane
of existence that is still locked in
the stone age.
Otherwise, mahrogs in
this text are presented as a
fairly fresh race to the world.
While they do have ancient
origins, it does not need to
be entangled with your
existing campaign history.
This allows them to be
placed in virtually any
campaign setting with little work.
As is, they require almost no
adjustment to your world to begin
play immediately.
Another feature that would work
very well with mahrogs would be to include
ice-age animals. It is very plausible to expect
that Mahra’s secluded valley sheltered more than just
mahrogs. Mastodons, cave bears, and giant sloths could all
be reintroduced to the world along with the primitive
people who are familiar with interacting with them.
Artwork: Randall Powell

25
A subrace of bog-bullies driven to goodness and mania
by an unknown affliction

RACIAL TRAITS
Average Height: 3’ 6”–5’ 6”
Average Weight: 85–350 lb.

Ability Scores: +2 Constitution, +2 Charisma


Size: Small or Medium (chosen at creation)
Speed: 6 squares (swamp walk*), Swim 5 squares
Vision: Normal

Languages: Common, Primordial


Skill Bonuses: +2 Acrobatics, +2 Perception
Aquatic: You can breathe normally in water and
ignore rough water while swimming.
Grasping Tongue: You may make a grab against a
target within three squares. If you succeed, pull the
target adjacent to you. Since you are making the attack
with your tongue, you do not need a free hand
available to initiate the attack.
Natural Jumper: You are always considered to have a
running start when making Athletics checks to jump.
The distance you jump can exceed your speed. In
addition, you may use leap as an encounter power.
Natural Climber (Small mogogol only): You gain a +5
on Athletics checks to climb.

Leap Mogogol Racial Power


Your powerful legs have granted you incredible jumping
distance and height, allowing you to take a phenomenal leap.
Encounter
Move Action Personal
Effect: You may fly up to 6 squares and then land.

* For rules on swamp walk, refer to the D&D 4E


MONSTER MANUAL.
Artwork: Tommaso Galmacci

26
OVERVIEW ECOLOGY
The mogogols began as a small family of bog- Male and female mogogols are virtually identical
bullies (frog people) about two centuries ago. Normally, in appearance, and gender has little meaning for the
bog-bullies are selfish and evil, but this clan was species. Additionally, if the population has a shortage on
inexplicably doomed with a positive and altruistic outlook one gender, the older members of the tribe automatically
on life. What first drove these frog-men from their transform into the gender that is needed. The reproductive
swampy homes, eventually led to their salvation. The system of the mogogol is highly adaptive. Occasionally,
mogogol family grew in number and became well-known mogogols will be born with no reproductive facilities at all
seafarers. They specialized in transporting cargo and in (and therefore no gender.) This is a permanent condition.
fishing; neither of which they excelled at. Regardless, their Mogogols hatch from eggs the size of golf balls.
honest nature (combined with their naively cheap fees) These eggs are soft and have a jelly-like consistency, and
made them popular among the other races. During a time must stay underwater to remain viable. Mogogols start out
of intense flooding, many other frog-like people called to as larger— though normal looking— tadpoles, and are
the mogogol ships for help, and eventually intermingled, unable to breathe air or move on land until they are 3
providing unnatural genetic diversity in the species. The years old. At that point, they begin looking less like a
curse, however, was never diluted. tadpole and more like a miniature mogogol, with a tail
and tiny under-developed arms. By age 6, they look like
Play a mogogol if you want… normal, albeit small (two to three feet tall) mogogols. At
 to look like a frog. this age they are able to learn skills and speech. By age 12,
 to have a character that must always do the right a mogogol is sexually mature. They tend to reach old age
thing. at about 50, aging slightly quicker than humans.
 to be able to jump around in combat.
 to be hardy and charismatic.
 to be a member of a race that favors the barbarian, PLAYING A MOGOGOL
fighter, warlock, and cleric classes. Some speculate that the mogogol ancestors
strayed too close to the Feywild, or that the eggs were
PHYSICAL QUALITIES hatched in brambleberry wine. Whatever the cause, the
mogogols think differently than the average PC race. All
Mogogols are essentially overgrown frogs that
mogogols seem to have an impeccable sense of right and
managed to learn to speak, walk upright, and wear
wrong, and are compelled to avoid the wrong. Their
clothes. It is immediately apparent to anyone visiting a
warped altruistic nature leads them away from the dismal
mogogol village that there really is no standard look for a
swamps and into civilized areas. In addition, mogogols are
mogogol, except that they are frog-like. The clan has
prone to wild obsessions that they tend to pursue their
amazing physical diversity, which has proven an enigma
entire lives. A young mogogol who becomes fascinated
to sages who study the mogogols. A mogogol’s form can
with ships, for example, is very likely to devote his entire
be patterned after tree frogs, toads, bullfrogs, and can have
life to them, becoming a ship builder or captain. It is hard
just about any sort of coloring, spots, stripes, bumps, or
to predict exactly what will catch a mogogol's eye, but
superficial differences that make each individual a little
when it does, little can be done to steer the creature away
different from the other.
from the new obsession.
Mogogols also differ in size greatly when
When playing a mogogol, one must remember
compared with other races. This is likely due to their
that they are indelibly good and optimistic. It’s not a
ancestral mingling with a plethora of humanoid frog
choice, it’s a virtual curse. A particularly downtrodden
species, some of which were Small-sized. Mogogols have
mogogol will still seem upbeat, though his mania may be
no prejudice related to height, and treat all members
particularly acute at this time as well. Performing an evil
equally. About seven out of every ten mogogols grow to
act makes a mogogol physically ill, and they learn early to
be Medium-sized. Players choose the size of their
avoid it if at all possible.
character at the time of creation.
Some sages believe the strange mogogol behavior to be the
Despite their prolific variety, mogogols do have a
result of a magical curse, although no style of divination
few things in common. All mogogols have three fingers
has yet been able to prove that the mogogols have any
and one thumb on each hand. Their clawed, webbed feet
magical taint. Others believe it to be the result of some
enable them to be excellent swimmers. They have
sort of neurological disease that only infects intelligent
extremely muscular legs, which aid in swimming and
jumping. Small mogogols can utilize their
disproportionately long limbs, finger pads and light
weight to climb extremely well.

27
amphibians. However, this theory is also shot down, as no Nearly all mogogols are guaranteed the title of
magical or mundane methods to cure disease or remove Father or Mother if they have children, and Grandfather or
poison has altered a mogogol’s personality in any way. Grandmother if they live to see their children have
Whatever the cause, mogogols are here to stay. children. However, the more prestigious titles are ones
They will venture from their dismal marshes in search of earned from another race. Among the most memorable of
good deeds and a worthy title. Other amphibian races these are Captain Mogogol, Friar Mogogol, Doctor
have come to fear and loath the mogogols. Adding to the Mogogol, and Dread Pirate Mogogol. Generally mogogols
validity of the disease theory, normal bog-bullies usually make no distinction between male and female (in fact, the
flee rather than face a mogogol, for fear they too will title of Father and Mother is often awarded incorrectly).
succumb to the forces of good. A bog-bully’s worst
imaginable fate is to be forever doomed to help old ladies MOGOGOL ADVENTURERS
across busy streets, defend the helpless, and be generally Mogogol with the Golden Eyes loves the elven
optimistic and nice.
people. Just barely over a tadpole in size, Gold Eyes (as the
Mogogols, much like humans, are found in just
elves often call him for short) peered up from the marsh
about any class. Their simplistic nature draws them away
muck and saw a beautiful elven face peering down. The
from arcane magic, but mogogol wizards exist regardless. face smiled and waved, and that was it; he knew he must
Their innate sense of right and wrong prevents them from
live with the elves. Since then, Mogogol with the Golden
truly profiting from roguery, but the occasional “Robin
Eyes has adopted elven attire, and speaks Elven fluently.
Hood” mogogol is well known. They truly excel at divine
He is a champion of Correlon; becoming a cleric at the age
magic, where their fanatical obsession and good nature of 12. Many think that this mogogol even believes himself
makes them the perfect servants of goodly deities. Their to be an elf; but he knows better than that-- he could never
manias drive them in unpredictable directions, and it is
be so perfect. That doesn’t stop him from trying.
not uncommon to meet a mogogol who is not physically or
Sir Mogogol was born a bit small, as some
mentally well-suited for his class; the wizard with a low
mogogols often are. Though size is no excuse when evil is
intelligence, the warrior weakling, and the clumsy rogue afoot! This mogogol took up sword and armor at an early
are just a few examples. Still, they usually manage to
age. She joined the military and rode fearlessly into battle.
overcome these shortcomings with a positive attitude and
Her amazing courage, tireless practice, and intense
uncanny preservation.
devotion resulted in her being knighted by the queen. One
could easily underestimate this small green frog in
Mogogol Characteristics: Altruistic, ambitious, knight’s armor, but that would most certainly be a fatal
dependable, eccentric, energetic, enthusiastic, fanatical,
mistake. She faces any challenge with the enthusiasm and
good, gullible, happy, honest, manic, oblivious, obsessed,
vigor that only a mogogol could muster. Few know that
trustworthy, weird
she is actually female, and she does not find it necessary to
correct anyone.
Mogogol Names: Mogogols have three important
Wizard Mogogol has been studying the arcane
naming practices. The first, and most confusing tradition,
since he saw his first magic trick in the town square during
is that all mogogols are named Mogogol. The second,
his youth. It has taken a lifetime of study and
whose name is probably a corruption of the word concentration, but he has finally mastered the basics of
“epitaph” (and an unfortunate one at that), is the ever-so- spell casting. His racial tendency towards excitability has
common “epitab”. An epitab, as the mogogols describe it,
been quelled; Wizard Mogogol is calm and collected. In
are words that people tack onto the end of your name. So
fact, if it weren’t for his frog-like appearance and
one would know one mogogol from another by calling one
mannerisms, he would be a stereotypical wizard; quiet,
“Mogogol with the green spots” or “Mogogol who broke reserved, studious, and focused. His fellow adventurers
his leg”. The epitab carries with it no honor, and its use
love him, and affectionately refer to him as Grandpa.
generally denotes a mogogol who has not yet succeeded at
anything worthwhile. All of the noteworthy mogogols
have a title, which to the race, just means that someone
decided to tack on a noteworthy prefix to their name
rather than a suffix.

28
MOGOGOLS IN YOUR GAME
The mogogols in this document are presented as a
fairly new race to the world. However, bog-bullies
(perhaps known by a different common name in your
campaign world), the mogogol ancestor, as well as other
frog-like races are rumored to have existed for eons. If
such is the case in your campaign setting, the mogogol
race requires almost no adjustment to your world to begin
play immediately. Because they do have a lineage that
they can trace, mogogols do not lack tradition, language,
and history common to other PC races.
However, if your campaign setting does not allow
for an ancient race of frog people that the mogogols could
have descended from, then there are other possibilities
that can be explored to bring the mogogols in. Perhaps
they are from a different world or plane—trapped
in this new and alien world.
Maybe mogogols are
the result of a mad
experiment gone
wrong—an attempt
to make kindly
helpers out of
common frogs.
Lastly, mogogols
may have always
been around, but in
very small
numbers and
easily overlooked.
Whatever
the case, the
mogogol will make a
welcomed addition to
any game as the only
aquatic member of the
adventuring party, an
unusual option for the
player who likes frogs,
a challenge for the
player who has
played everything, or
just a good match for
those that could use a
little more motivation
to be a hero type.
Artwork: Tommaso Galmacci

29
Benevolent forces from the Dream realm, here to inspire
divine greatness

RACIAL TRAITS
Average Height: 6’ 0” – 7’ 0”
Average Weight: 130 – 230 lb.

Ability Scores: +2 Charisma, +2 Intelligence


Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other


Skill Bonuses: +2 Diplomacy, +2 Insight
Dream Origin: Your ancestors were native to Dream,
so you are considered a creature of anomalous origin
for the purpose of effects that relate to creature of
origin.
Source of Inspiration: You grant allies within 10
squares of you a +1 racial bonus to all skill checks
that involve skills that you are trained in.
Touch of the Muse: You have the touch of the muse
power.
Trance: Rather than sleep, muses enter a meditative
state known as trance. You need to spend 4 hours in
this state to gain the same benefits other races gain
from taking a 6-hour extended rest. You are fully
aware of your surroundings while in this state.
Unearthly Presence: When not bloodied, you have a
+1 bonus to all defenses against attacks made by
adjacent creatures.

Touch of the Muse Muse Racial Power


Your touch can replenish an ally’s power.
Encounter
Standard Action Melee touch
Target: One adjacent ally
Effect: The target can regain the use of a racial
encounter power or their second wind.
Artwork: Dean Spencer

30
30
OVERVIEW PHYSICAL QUALITIES
The thickness of the air seemed to hamper Muses, undeniably, are beautiful creatures. They
immediate comprehension of the terrible landscape ahead. are tall, ranging in height from 6 to 7 feet. Their pale white
As his eyes came into focus, he saw bleak and jagged rocks skin is silky and opalescent. A muse’s neck and limbs are
jutting through blackened sand. The red sky crackled with preternaturally long and thin. While their bodies are also
silent lightning. Jets of fire flashed haphazardly on the very slender, they have round and cheerful faces with
horizon. The knight pressed forward with great effort as pleasant little noses, wide smiles, small pointed ears, and
the ground sucked aggressively at his feet. Strangely, he large bright eyes. It is their eyes, in fact, that most mark
did not question how he got here, or where he was. That them as a creature not of this world, as they are black orbs
should have been the first indication. filled with swirling stars. Muses are hairless, though they
Instead, the armored man plodded do have a small, antenna-like point at the top of their head.
unquestionably onward, as if driven by some unseen From their backs, iridescent fins sprout forth, resembling
force. Suddenly the ground shook violently, knocking the vestigial faerie wings. These strange appendages flutter
knight to the hungry sand and razored rocks that daunted vibrantly with the muse’s mood, changing color and
his effort as he cried in agony. Just as sudden as the intensity accordingly. With these characteristics, many
earthquake, she also came. She was a vision; both radiant often mistake these creatures as originating from the
and alien. Sight of her filled his heart with both hope and Feywild, though few Feywild inhabitants would make the
courage. “Stay strong, noble sir,” she whispered in a silver same mistake. Elves and eladrin view the muse to be just
voice, “this is only a dream.” With that, Sir Calderi awoke as alien as humans and dwarves.
to lead his legion to victory. Muses are known to be pleasant smelling, with
The demiplane of Dream has long been a soft, cool, and smooth voices. A muse’s voice alone has
battleground for good and evil. The stark division between been known to sooth angry beasts and violent men alike.
dream and nightmare exists only in one’s perspective,
which is easily shifted by the inhabitants of the realm. Evil ECOLOGY
can twist the most benevolent fancy towards despair, Muses can be either male or female, having only
while the tiniest spark of good can free a dreamer from a slightly suggestive sexual characteristics compared to
nightmare. It is not surprising that both gods and devils other races. It would be difficult to classify a muse as a
have invested some of their own agents to influence the mammal; while they do nurse their young, they also hatch
visions of mortals. The legacy of the muse began in this from perfectly spherical crystal eggs. These eggs, about six
way. inches in diameter, take a decade to incubate. Luckily, they
Originally, they served to both protect good from are extremely resilient. A mother muse will often carry her
evil agents of dreamland and to inspire great men towards eggs with her, as they require no special care in particular.
success and creativity. Muses themselves originated from Muses typically lay eggs in clutches of two to six, once in
the dreams of particularly talented angels. Once divinely their lifetime. Hatchling muses look just like miniature
inspired, the muses became prolific, and were common in adults. Muses mature very quickly, reaching adulthood in
the world of Dream. This changed with the arrival of the just seven years. During that time, they learn and grow at
terrorkin. Terrorkin were the antithesis of the muse; an amazing pace; absorbing knowledge like a sponge—
dreamed-up by despicable demons specifically to seek out sometimes literally. Muse children can read books and
and destroy any agent of the gods in the demiplane, other written works simply by touching them. This talent
especially the muses. The terrorkin were dreadfully usually fades by the time the muse is mature.
successful in their campaign. Facing extinction, many The internal structure of a muse is wholly alien to
muses fled to other planes. Some came to this world to anything else on this world. Their organs consist of
carry out their mission. With newly mortal and substantial spherical orbs that glow, pulse, and hum softly, and when
forms, the muses could no longer inspire dreams directly. injured, a muse bleeds a bright blue blood. Muses do not
However, many muses still work to help others champion eat meat, though are fond of milk and dairy. They also
the values of divinity, beauty, and progress. have an unquenchable sweet tooth, seeking out desserts
before any other sort of meal. Despite this seemingly poor
Play a muse if you want… diet, muses cannot become overweight. Like eladrin,
 to play an inspirational character whose power muses do not need to sleep and live long lives. A muse
resides in helping. does not show signs of age, though will suddenly fade
 to play a race that is harder to hit up close. away at some point during its venerable years.
 to be able to help fellow adventures become more
powerful.
 to be both beautiful and smart.
 to be a member of a race that enjoys the Bard,
Sorcerer, Wizard, and Warlord classes.
31
PLAYING A MUSE MUSE ADVENTURERS
Muses are generally selfless creatures that live to Cassielle began in a small village where her voice,
spread divine inspiration to any being willing to aid their charm, and vision of progress eventually elevated her to a
cause. This paints the picture of a benevolent being, leadership role. However, just as her town began to
capable of only kindness, generosity, and compassion. prosper, it was besieged by ogres led by a powerful
While the majority seems to fit that image, malevolent demon. While she vanquished the ogres, the demon
muses do exist. Twisted to the cause of a dark god, these escaped. Now she leads a group of adventurers
muses serve to inspire the best in the worst sorts of determined to defeat the demon. Her bardic skills inspire
creatures. Regardless of their alignment, almost all muses her party to heroism and victory.
refuse to deal with evil from elemental chaos, especially When Sedath was younger, his community was
demons. terrorized by a blue dragon. Unwilling to have his friends
Nearly all muses have pleasant characteristics, pushed around by this overgrown brute, he organized a
both physically and mentally. Muses have gentle ragtag band of heroes, and set out to the dragon’s lair.
demeanors, and tend to remain calm in even the worst While valiant, the effort failed and many of his allies were
situations. Since the majority of a muse’s power revolves slain. Sedath was not deterred however. Today, Sedath is a
around aiding others, they are almost never found alone. powerful warlord who leads a small army. His armor is of
This communal spirit supplants any negative personality sparkling azure scales; a trophy he took to remind him to
traits. Few would find a muse annoying, self-serving, learn from his mistakes and to never give up.
impolite, or ill-mannered. Amilla began life as an artist. Many found her
Muses enjoy the controller and leader roles most paintings to be both inspirational and striking. However,
of all, reveling in their ability to make their allies better. Amilla, being a perfectionist, was never really satisfied
Being creatures of beauty and art, their natural profession with her work. Her ceaseless studies lead to arcane
is bard, and most muses gravitate towards this class above references. Eventually, Amilla’s paintings were replaced
all others. However, their nature lends well to both divine with works of a magical nature. Seeing her natural
and arcane endeavors. While a few muse clerics exist, aptitude, she was hired on by goodly clerics for a mission
sorcerer, warlock, and wizard muses are the most to counterbalance the influence of an evil cult, growing in
common. Most martially inclined muses are warlords who popularity. The cult has since lost many members, both to
inspire soldiers to victory. her powerful spells and to the unearthly beauty with
which they are woven.
Muse Characteristics: Beautiful, calm, charitable,
courteous, creative, happy, inspirational, mystical,
pleasant, selfless, talented, thoughtful, well-mannered

Male Names: Anfef, Atheah, Aveb, Bavar, Eben,


Elvaf, Gahal, Galath, Hivval, Iannef, Kevel, Madaf, Mahar,
Mavash, Nehel, Oref, Rahal, Salem, Seveth, Tayav, Veveth,
Zashev

Female Names: Abea, Atha, Athava, Chara,


Danah, Darlelle, Elra, Enarah, Harna, Haya, Idna, Itha,
Jaeda, Kara, Kavia, Lehlu, Mae, Nathia, Nola, Pazla,
Rathia, Rivendi, Satha, Shava, Tivia

Artwork: Dean Spencer

32
MUSES IN YOUR GAME
Muses, despite their alien heritage, have the
distinct advantage of appearing both familiar and comely
to most other races. While some measure of
distrust will be apparent when dealing with
any new race, the muse should find
miniscule prejudice among humans, elves,
eladrin, and other races with similar features.
The daeva race in particular may find
a kindred spirit in the muse, as both are
partially descended from divine servitors.
However, some muses result from the dreams
of darker servitors, which can actually cause a
great deal of apprehension between the two
races.
Muses in this text are presented as a
fairly fresh race to the world. The exact date
of their exodus to this world was
purposefully left out so the Dungeon
Master can introduce them as needed.
They do not need to be intertwined
with your existing campaign history.
This allows them to be placed in
virtually any campaign setting with
little work. As is, they require almost no
adjustment to your world to begin play immediately.
However, if the back story will not work with
your campaign, there are alternatives. In games with a
different cosmology, the muse can come from nearly any
astral plane or dominion of the divine. If other planes of
existence are absent entirely, the muse could be a natural
creature, descended from a pious group of isolated fey
creatures. Or perhaps they are fabricated creatures,
brought into existence through an obscure ritual.
Whatever the case, the muse will make a welcome
addition to any game as a powerful supporting character
of the group, an unusual option for a player seeking to
play a cooperative character, a challenge for the player
who wants to assume a leader role, or even a fun
alternative for those who want to be attractive and
inspiring.
Artwork: Dean Spencer

33
Souls of commerce, born with a silver tongue and a
golden thumb

RACIAL TRAITS
Average Height: 3’ 0” – 6’ 0”
Average Weight: 130 – 210 lb.

Ability Scores: +2 Charisma, +2 Wisdom


Size: Small and Medium (See adjust size racial feature
below)
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other


Skill Bonuses: +2 Diplomacy, +2 Streetwise
Adjust Size: As a move action, you can become Small
if Medium-sized, or Medium if Small-sized. You can
be any height between three and six feet tall.
Astral Origin: Your ancestors were native to the Astral
Plane, so you are considered a creature of immortal
origin for effects that relate to origin.
Bribe Fate: You may use the bribe fate racial power.
Detect Coins: Metallic money shines like a candle to
your eyesight. You gain +5 to Perception checks to
notice coins.
In addition, you can see metallic money in
darkness and through any material that is less than
one inch thick.
Money is Life: As a minor action, you may spend a
healing surge and consume 50 gp. Instead of the hit
points you would normally regain, you regain 10 +
your Wisdom modifier hit points. By consuming
1,000 gp in the same way, you regain 25 + your
Wisdom modifier hit points .
Consuming 25,000 gp in this way will allow you to
regain 50 + your Wisdom modifier hit points.
Silver Stomach: You have a +1 racial bonus to
Fortitude.

Bribe Fate Numistian Racial Power


With a small sacrifice, you may acquire another chance to
Artwork: Eugene Jaworski

avoid a bad fate.


Encounter
Free Action Personal
Effect: When you fail a saving throw, you may lose
half your level in hit points to reroll that saving throw.

34
34
Play a numistian if you want…
OVERVIEW  to play a character who is obsessed with money.
Money has long been the desire of mortals. Even
 to play a race with strange origins and unusual
before the first gold coins clanked around in protected
customs.
purses, this blood of commerce was deeply coveted. In the  to be able to heal easily or make better saving
mists of creation, the land of mortal men was mirrored in throws.
the astral worlds. Man’s vices were reflected in the Hells;  to be both charming and witty.
his virtues in the Heavens. Man’s love of wealth and  to be a member of a race that enjoys the cleric,
buying, however, manifested in a more clandestine form. paladin, rogue, wizard, and sorcerer classes.
Thus was the origin of Mnol, the Demiplane of
Commerce.
Known more commonly to its visitors as the
PHYSICAL QUALITIES
Numistians look similar to humans, with long,
Mystic Marketplace, it was long a secluded realm
narrow noses and slightly pointed ears. However, it would
accessible to the privileged few. Only the wealthiest astral
be difficult to describe the height and general appearance
beings knew of its existence. The markets of Sigil and the
of a numistian, as both are variable. At rest, they appear as
City of Brass combined pale in comparison to this vast a wrinkled, elderly individual, roughly three feet tall. At
plane of markets, shops, and bazaars. Anything and this height, they are fairly squat and might even be
everything can be found for sale here. Cities are divided mistaken for a very short dwarf. However, they can
up by what is sold. In the city of Ring, for example, rings double their height to 6 feet, or appear as any height in-
of all varieties are sold. With patience, travel, and enough between.
money one could virtually buy their heart’s desire in When they increase height, their skin stretches
Mnol. taught and appears smooth and youthful. At six feet tall,
For centuries, the Mystic Marketplace experienced they look somewhat elven, with narrow features and long,
great prosperity; cities expanded, and their population delicate limbs. Thus, with a minor disguise, they can
boomed. During this time, the numistian evolved. infiltrate nearly any mortal community — short or tall. If
Numistians are the indigenous inhabitants of the realm. age is respected in the community they are in, a numistian
Originally, they were a simple merchant people who may appear a bit shorter and older. If youth would be an
became shopkeepers, craftsmen, slavers, and entertainers. asset, they can appear tall and vibrant. The numistian is a
Anything that could be sold, a numistian could sell it. As natural marketing chameleon.
time went on, the numistians expanded into planar However, numistians do have a few
exploration and began to scour the planes for new distinguishing and immutable traits. First, their pale skin
merchandise and worthy customers to frequent their has a metallic luster which can appear coppery, silvery, or
plane. During the time of prosperity, some numistians even golden. Second, they have a third eye in the center of
even moved from Mnol to set up shops in other realms. their forehead. While the two eyes in the normal position
Mnol could have been quite possibly the richest are often a cloudy blue or grey, the third eye is perfectly
realm in all the cosmos, and would have remained so if it round, cat-like, and brilliant green. They often hide this
were not for a series of cataclysms that rocked the financial eye with the aid of a hat, helmet, or turban.
sector of the entire multiverse. As these worlds served as While males have no hair on their heads, or most
the financial backbone of the planar economy, the Mystic of their bodies, they do tend to grow long white, pale blue,
Marketplace suffered. Shops began to close. Unemployed or grey colored beards and mustaches, regardless of their
numistians overpopulated Mnol. Many dispersed to other age. Females have long hair on their heads of the same
realms. Not surprisingly, some numistians set out as colors as the male’s beards.
adventurers in other realms to secure a profit, and Numistian gender cues are entirely superficial.
continue to survive. Males and females, from the waist down, are identically
featureless. Neither gender has nipples, though females
have the slight suggestion of breasts. Both genders tend to
dress in clothing common to the realm that they are
traveling in, though they do prefer the fanciest styles. A
numistian’s clothing often appears ill-fitting because of
their ability to change height and girth.

35
ECOLOGY PLAYING A NUMISTIAN
Biologically, the numistian is a complete alien. To a numistian, money is life. They live for the
First, they have no organs; they are basically a dry husk clatter of coins, the thrill of the sale, and the pride of being
filled with glittery sand, coins, and a collapsible skeleton. wealthy. Each numistian goes about his own quest in his
An injured numistian actually bleeds sand and coins. own way. Many are innovative entrepreneurs, seeking out
Numistians have no sense of taste, and do not eat food, new markets or interesting ways to sell old ideas. Others
nor drink liquids. Instead, they ingest gold, silver, and seek riches through treasure hunting or pirating. Some
copper coins. In some unknowable way, these coins act as numistians may even hone one particular skill to
nourishment and are eventually absorbed by the perfection and use it to make their livelihood.
numistian’s body. In a sitting, they eat as many coins as Whatever the means, numistians are all business.
the cost of a typical meal. Of course, they can eat more if They have little time for romance, find entertainment to be
desired. more of a commodity than a pleasure, and generally shun
Numistians can however smell things and can any emotional endeavors that will not give them some sort
sniff out precious metals. They can generally tell what sort of gain. Still, they know the intricacies of charm, the flair
of metal is nearby and in what quantity. Their two normal of personality, and the power of good humor—as all are
eyes are very close to a human’s in acuity, though many needed to be successful in the world of commerce. Cold-
suffer from nearsightedness. This is compensated by the hearted as their true nature may be, a numistian’s
third eye which is highly sensitive, and has low-light demeanor is friendly and warm. Unfortunately, loyalty,
vision and provides the numistian with its detect coins honor, and amity may easily go to the highest bidder.
racial feature. Their pointed ears are as keen as an elf’s. Numistians even excel at certain human callings,
All numistians carry a certain amount of mystical particularly in the religious sector. A numistian can easily
coins within their body. This money appears to bleed from relate to the selfless zeal with which one pursues a
them when they lose hit points. The type of coin changes religion, as they do the same with money. In addition,
with the numistian’s tier—copper for a numistian of the nearly all faiths that have temples or churches require
heroic tier, silver for paragon, and gold for epic. The coins, finance. Numistian clerics and paladins often become
however, are completely insubstantial and disappear as extremely successful evangelists; collecting both large
the numistian is healed. One mystical coin bleeds for every sacks of coin and throngs of new followers. While a
hit point lost. pleasant percentage of spoils stays in their personal
A numistian’s mystical coins also serve as a accounts, the organizations for which they collect benefit
reproductive tool. When a male passes half of his mystic nicely from a numistian’s exploits.
coins to a female, a numistian infant is conceived. Six Of the other adventuring numistians, rogues are
months later, a small golden egg is expelled from the most often encountered. These treasure-seekers make their
mouth of the female. The egg hatches immediately when coin through plunder, theft, and con-artistry. Still other
placed on a small pile of gold coins, and the infant numistians turn to the arcane arts, searching for a way to
ravenously eats all of the coins. turn magic into money, either directly, or by selling their
Growth is dependent on how much money the services to those who need them.
child eats. The child reaches adult-size when it consumes
at least a thousand gold in coins. Emotionally and Numistian Characteristics: Acquisitive,
mentally, numistians mature similarly to humans. avaricious, business-minded, charming, civilized, clever,
Numistians also have a lifespan cold, courtly, greedy, mercenary, patient, polite, refined,
similar to humans, though they remain vibrant and sophisticated, stylish, well-mannered, witty
healthy most of their lives. Towards the end of their
lifespan, they begin to bleed coins spontaneously from Male Names: Auran, Argent, Cash, Cupro,
their coin pool. It is subtle at first, starting with only a few Curren, Darragh, Deynar, Golden, Merko, Odwulf, Orro,
coins a day. Numistians have even been known to hide Otho, Prospero, Quarto, Rich, Theomund, Udolf,
this disorder for months. Eventually, the condition Wellington, Welth, Yen
worsens and the numistian succumbs to death from old
age. Female Names: Ada, Aurana, Argenta, Casha,
Dolla, Darlelle, Edris, Goldie, Merka, Neda, Odella, Pay,
Penny, Prospera, Salla, Silves, Tresha, Thriva, Udela, Victa

36
However, if the back story will not work with
NUMISTIAN ADVENTURERS your campaign, there are alternatives. In games with a
The God of Progress has been kind to Midas. He
different cosmology, the numistian can come from an
has been dedicated to the church for many years as a
alternate dimension, or even a free-floating, non-astrally-
faithful cleric, which is periodically demonstrated by his
related demiplane. If other planes of existence are absent
generous fifteen percent tithing. While his fellow party
entirely, the numistian could be a natural creature,
members do share his zeal for the religion, they
descended from a fanatic race of merchant people. They
occasionally bicker about Midas’s tendency to require
could also be the living representatives of a money god; a
donations in exchange for divine favors such as healing.
sacred race of capitalists and entrepreneurs.
Regardless, Midas has saved them all much more money
Whatever the case, the numistian will make a
through sound financial advice, finding the best deals, and
welcome addition to any game as bookkeeper of the
excellent accounting skills. Currently, they are hunting a
group, an unusual option for a player seeking to play a
notorious green dragon—for its treasure hoard, of course.
greedy character, a challenge for the player who wants
Nickel’s parents were wealthy merchants, as
their character to be rich, or even a fun alternative for
numistians often are. Nickel however, had no desire to sit
those who want to be well-dressed with an eye for the
in a shop and wait for the money to come to her. It started
finer things in life.
small; a few coins here and there from her mother’s purse.
Now Nickel relies on a good eye and a quick wit to make
her fortune. While not known to be the nimblest of thieves,
the adventurers that she travels with most admire her
ability to talk herself out of any bad situation. Nickel’s
knack for sniffing out the treasure in a cluttered dungeon
is also quite handy.

NUMISTIANS IN YOUR GAME


Numistians, despite their alien heritage,
have the distinct advantage of appearing familiar to
most other races. Some can even pass as human or
elven, with certain features covered or disguised.
While distrust will be apparent when dealing with
any new race, the numistian should find
miniscule prejudice among humans, elves,
eladrin, and other races with similar features.
Numistians also adopt the style of the
area that they do business in. Clothes are
important to a numistian, and whatever a
society considers most fashionable, a
numistian will deem most desirable. This
alone will help them fit in well with the
majority, as they are not fixated on racial
traditions or cultural preferences prevalent in
most other races.
Numistians in this text are presented as
a fairly fresh race to the world. The relative
anonymity of their home world rendered it
nearly nonexistent to the realm of the
adventurers. The Dungeon Master can introduce
this new astral realm and its inhabitants as he sees
fit. Numistians do not need to be intertwined with
your existing campaign history. This allows them to be
placed in virtually any campaign setting with little
work. As is, they require almost no adjustment to your
Artwork: Eugene Jaworski

world to begin play immediately.

37
Tall, tree-like humanoid plants with leafy,
expressionless faces that favor logic over emotion

RACIAL TRAITS
Average Height: 6’ 6” – 7’ 4”
Average Weight: 300 – 450 lb.

Ability Scores: +2 Strength, +2 Wisdom


Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Plant (see below)


Skill Bonuses: +2 Insight, +2 Nature
Sun Heal: You can use sun heal as an encounter
power.
Plant: While you eat and breathe much like any other
creature, you do not sleep (though you are not
immune to sleep effects). Spells and effects that affect
plants also affect you.
Protective Sap: While you are bloodied, you gain
resist 1 to all damage except fire. At level 11, increase
to resist 3 to all damage except fire. At level 21,
increase to resist 5 to all damage except fire.
Rooted Foot: Whenever a power, condition or effect
would render an oakling prone, make a saving
throw. If you succeed, the oakling does not fall
prone.

Sun Heal Oakling Racial Power


You can channel bright light into vitalizing energy.
Encounter
Standard Action Personal
Special: You must be in bright light to use this power.
Effect: You can spend a healing surge and gain an
additional number of hit points equal to your level plus
your Wisdom modifier.

Plant Language
Plants communicate at high frequencies beyond
the range of human hearing. They can communicate
only their status: hungry, thirsty, injured, and so on.
Anything beyond a one word remark concerning the
Artwork: Vasilis Zikos

immediate state of the speaker’s self cannot be


conveyed in this “tongue,” and plant language has no
written form. It is a universal language that only other
plants know. It cannot be learned by a non-plant. All
38
38 plants, sentient and otherwise, speak this language.
OVERVIEW ECOLOGY
Oaklings are unusual plant creatures distantly Oaklings are plants which lack the same internal
related to treants, though much further removed from the organs common to other organisms. In fact, they lack most
energies of the Feywild. While a fairly new race, their organs entirely, having only a crude digestive, circulatory,
origins are a mystery even to themselves. The first and nervous system— similar to those found in
oaklings crept from the darkest forests en mass a little over invertebrates. A cross section of oakling flesh reveals a
a dozen decades ago, with little memory of or interest in sponge-like inner structure that maintains many functions
where they came from. at once. Oaklings have no bones, hearts, brains, lungs, or
Survival is of primary concern to an oakling, and other such internal features as non-plant creatures know
they are seldom known to be self-sacrificing or precocious. them. The skin of an oakling, with the exception of their
Unlike most plant and tree-like creatures, oaklings are not faces, is a pliable grey-brown bark which is in a perpetual
bound to the forest in any way. Instead of getting a feeling state of growing, drying, and peeling. Their “blood” is a
of comfort being close to nature, they feel crowded and sticky yellow sap that becomes hard and brittle when
uneasy. Though many find this race to be sinister and exposed to air. It has been noted that oaklings smell like
alien, oaklings are not necessarily evil and find no benefit autumn leaves, and this odor is especially prevalent in
in angering other sentient beings. They simply find it their sap.
difficult to relate to the concepts of sympathy and Oaklings eat and drink much like any other
sentiment; seeing no advantage in preserving useless creature (through their mouths), though they lack a
historical relics, common non-sentient plants and animals, refined palate and will consume just about any organic
or keeping anything that cannot be put to good use. material, preferring food that is high in nitrates. They
enjoy sunning themselves regularly and derive some
Play an oakling if you want… nourishment from that as well.
 to be a sentient plant. Oaklings have a male and female gender; females
 to have a character with an alien outlook. being slightly more slender in the trunk. Gender is also
 to be able to heal yourself more effectively. expressed through their leaf-faces. Male oaklings have
 to strong and wise. more masculine faces and many more leaves than the
 to be a member of a race that favors the warrior, females. They reproduce much like plants. The female is
ranger, and cleric classes. pollinated once in her life via facial contact with the male
and begins to sprout several fruit from her shoulder
PHYSICAL QUALITIES branches. When ripened, these pale blue acorns are buried
in fertile soil and will sprout within two weeks. Oakling
Oaklings have long, tree-like appendages with
sprouts look much like any other tree sapling and do not
two arms that end in three to six spindly fingers and a
develop their distinguishing and mobile features until
thumb. Their legs end in rooty clumps. The oakling’s
they are nearly an adult, about 2 decades later.
grayish-brown, bark-covered torso is much like a tree
Seedlings are often and deliberately planted near
trunk; round and uniform. From their backs and shoulders
civilized areas so that they may observe and learn. When
sprout branches that meander off several feet above their
they “spring to life” they often have a great deal of
total height (making them appear even taller). The heads
information about the area they were planted in—the fruit
of the oaklings are simple wooden orbs. However, their
of 20 years of uninterrupted and unfiltered observation.
faces are composed of an intricate pattern of green oakish
While a bit unsure of their movements and slightly
leaves that form an impressive mane. The leaf mane hides
awkward in speech, the newly mobile oaklings have many
the oakling’s thin neck and generally makes its head
years to learn, enjoying a lifespan comparable to elves.
appear quite a bit larger than it is. An oakling’s face is a
rather plastic and emotionless mockery of humanity. They
also have solid dark blue expressionless eyes. Many find
the face of an oakling even more unnerving than that of an
obitu.

39
Oakling Characteristics: Alien, analytical, blunt,
PLAYING AN OAKLING calculating, calm, clear-minded, cold, emotionless, frank,
When faced with the cause of survival, oaklings
honest, humorless, insensitive, logical, non-judgmental,
are relentless— often shocking others with chillingly
patient, remorseless, selfish, strong, wise
logical maneuvers which rarely give remorse or sympathy
a second thought. They prefer open spaces; fields and
Male Names: Brawnheart, Burlyroot, Deathshade,
small towns especially. Oaklings often view large cities the
Doomtree, Fastleaf, Grimfoot, Hard-head, Iron-bark,
same as they view forests—over-crowded. Unlike most
Nimble-limb, Oakhammer, Stone-eyes, Strong-branch,
nature-folk, the oaklings are not conservationists. Some
Swiftbeam
would call them cruel and heartless; though they seldom
do anything for the sake of pleasure or sport. In actuality,
Female Names: Deeproot, Flitterleaves,
they are coldly neutral, preferring to side with their own
Greenbud, Keen-eyes, Mudfoot, Red-thorn, Silverleaf,
well-being over that of others. Cool logic pervades an
Snowbark, Tangle-branch, Townsprout, Willowheart,
oakling’s mind, expressing any emotion very weakly
Wise-root, Woodsong
compared to other races.
It is important to note that despite their frigidly
rational tendencies, oaklings are not evil creatures. They OAKLING ADVENTURERS
do not take pleasure in killing, nor do most feel that Crashingroot believes that combat prowess is the
deception and corruption are logical paths. While they most logical path. When something gets in your way,
lack sympathy, they also lack malice. This puts them squash it—and he often does with the aid of a huge spiked
coarsely on the neutral path. mace. His fellow adventurers appreciate his strength and
Oaklings adventure for personal gain of some sort; skills in combat. He is also the party anchor, keeping them
usually something tangible, such as wealth or powerful on track if they get distracted from their goal. While
magic. Sometimes, an oakling can be found on a quest for negotiation is not his strong point, his frank honesty is
knowledge or to strengthen connections with an important often welcomed in a time of need.
ally. It is very rare to find an oakling adventuring for Goldbough is a brilliant tactician. Heading the call
fame, glory, or vengeance as they do not often value these of the warlord, she has studied combat since she was a
things. Likewise, they only bond with a strong group of sapling. Some mistake her for a wizard, as her packs are
adventurers, leaving the weak to perish. full of documents and scrolls. Closer inspection reveals
Another aspect that redeems the oakling is its military diagrams and historical books. Eschewing the
clear logic and wisdom. While in it for strictly selfish brash approach of others of her race, Goldbough may
reasons—something they are quite up front about—they pause for several minutes before engaging the enemy,
also believe in sharing the benefits. Oaklings understand devising the best strategy for felling her quarry, while
the worth of powerful allies and that even though they do using the best that her group has to offer. While her fellow
not share the same sentiment, other races will feel adventurers often find her to be a bit boorish and single-
indebted to them for the execution of good deeds. This minded, they seldom hesitate to heed her advice.
will drive oaklings to perform many seemingly charitable Timberbash started life outside of the local
services, thus improving the overall bad reputation of wizard’s school, and the fruit hasn’t fallen far from the
their race. tree. He applies the best of the arcane arts to create a
Oaklings make good rangers and warriors, barrage of catastrophic magic against his foes. Knowing
preferring a direct and final approach to most things. only the most destructive spells and rituals, his teammates
Often their motto is “kill or be killed,” and they take consider him the cannon of the group and have already
threats very seriously. Occasionally an oakling will take learned to steer clear when the spells start slinging.
up the cause of a neutral or unaligned deity and find the Although he rarely singes party members, he is not very
relationship to be mutually beneficial, thus becoming a forgiving if one happens to ignore his booming cries of
cleric. Although physically well suited to the barbarian “TIMBER!”
class, many oaklings find it difficult to get in touch with
their “inner rage” and deem such an act to be illogical.
Oaklings can be found in most other classes, as all provide
some sort of benefit that would be appealing and useful.

40
OAKLINGS IN YOUR GAME
Oaklings in this document are presented as a fairly
new race to the world. Their origin is a mystery, even to
them. This allows them to be placed in virtually any
campaign setting with little work. As is, they
require almost no adjustment to your
world to begin play immediately. One
down side to this “newness” is that
they lack tradition, language, and
history common to other PC races.
This has several ramifications
including no racial heritage, likely
no racial paragon paths and no
cool magic relics tailored
especially for this race. However,
there are many boons as well.
Oakling player characters can be
bold pioneers, inventing their own
paths, their own history, and their own
unique traditions.
Optionally, the Dungeon Master can create
a more detailed back story for the oaklings.
Perhaps they are an ancient race of dryads who
starkly split from the Feywild to pursue earthly
gain. Or maybe they are simply highly evolved
plants from a forgotten time, resurrected
accidently by some quirk of nature. Another
possibility is that oaklings were the result of
an experiment gone awry—an
attempt to blend man and plant.
Whatever the case,
the oakling will make a
welcomed addition to any game
as a representative of the plant
kingdom, an unusual option for the
player seeking something different, a
challenge for the player who has played
everything, or just a good match for those
that like to cast aside humanity for a little
while and see things from a different
angle.
Artwork: Vasilis Zikos

41
Skeletal living dead, morose and sullen; bane to the
undead, yet easily mistaken for such

RACIAL TRAITS
Average Height: 5’ 6” – 6’ 2”
Average Weight: 27 – 44 lb.

Ability Scores: +2 Dexterity, +2 Strength


Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Common, choice of one other


Skill Bonuses: +2 Acrobatics, +2 Perception
Fossil Fortitude: You gain a +5 racial bonus to
Endurance checks against disease.
Necrotic Resistance: You have built up a resistance
to negative energy, thus having resist 5 necrotic.
Increase to resist 10 necrotic at 11th level and resist
15 at 21st level.
Alacrity of the Dead: You can use alacrity of the dead
as an encounter power.

Alacrity of the Dead Obitu Racial Power


You can make vicious lunges at an unpredictable and
unnatural speed, due to having very thin and agile limbs.
Encounter
Free Action Personal
Effect: When making an opportunity attack, you gain
a +2 bonus to the attack roll and deal an extra 1d6
damage. Increase to 2d6 damage at 11th level, and 3d6
damage at 21st level.

OVERVIEW
Obitu (“Oh-Bee-Two,” singular and plural) are
neither dead nor undead. They are magically created
living creatures that have undead origins. In ages
past, a lich by the name of Varquil designed the obitu
to be the ultimate weapon against the goodly clergy
he so despised – a skeleton animated by radiant life
energy in place of dark, necrotic energy.
They were immediately successful; completely
Artwork: Vasilis Zikos

immune to turning and sharing none of the


vulnerabilities of their creator. Thousands of obitu
were created through a process that involved infecting
true undead with obitu blood—slowly transforming
the infected into mindless living skeletons. These were
merely fledgling obitu, however. A few years later,
42
42 their young psyches matured and the obitu turned on
their creator, destroying him outright.
Play an obitu if you want… undead skeleton, but lacking sufficient blood, a brain, and
 to look like a skeleton or the undead. other organs to truly be called a living thing.
 to have a mysterious past. They behave much the same as skeletal undead;
 to have a darker, scarier character. mindlessly obeying commands and following orders.
 to have superior dexterity and strength. However, this is an obitu in its infancy. In just three short
 to be a member of a race that favors the warrior, months, sentience sets in. The brain and organs develop,
ranger, and rogue classes. and the remaining necrotic energy is consumed by the
infection. The green orbs of light appear in the eye sockets
PHYSICAL QUALITIES about the time that the obitu gains true consciousness. For
several years the obitu is still considered a fledgling,
At first and even second glance, an obitu appears
learning how to fully communicate and defend itself.
to be the undead or animated skeleton of a deceased
While still a bit naïve, an obitu is considered mature
humanoid, most often human, but always of Medium size
around 5 years of age.
(the process of vivification fails if the subject is too small or
too big, thus destroying the undead host, and not yielding
a viable obitu). They are, in fact, walking skeletons. Their PLAYING AN OBITU
form is also one of death; they wear the shell of a skeletal Obitu are morose, sullen and generally
corpse. pessimistic. Having arisen from death, negativity
Closer inspection reveals a few differences. Most generally sets the tone for their entire life. Beginning their
observers first notice their eyes; vibrant sparks of green existence in the form of a monster with the mind of a child,
luminescence. Obitu bones are warm to the touch; smooth, they often see society as cruel and superficial. They
pulsing, and devoid of the dryness and wear that is despise being connected with undead and often avoid evil
common to undead skeletons. The bone color is almost acts because of this. They also hate being manipulated and
always a deep beige. However, the most effective way to will fight for freedom at great cost. They strive for
tell an obitu from an undead is by wounding one; if bright individuality as well, dressing or acting in their own
red living blood issues forth, it is likely an obitu. Some less unique way. In addition, many feel a sense of duty to their
noticeable differences include a thin membrane under the body’s original owner—often going on great quests to find
jawbone, pinkish tendons slightly visible at the joints, and out whose bones they are walking around in.
if one listens closely, shallow respiration can be heard While the obitus’ nature tends to gravitate
emanating from the obitu’s skull. towards antisocial, untrusting, and introverted, they feel a
need to prove themselves. Consequently, they will thrust
ECOLOGY themselves into social situations, inferiority complex
intact, especially if they can prove they are not evil undead
Obitu have no true gender, despite the gender of
creatures. Likewise, a mission revolving around uprooting
the bone donor. Their voices are universally similar—a
tyranny, evil, or oppression will also see the obitu working
hollow, harsh whisper that actually radiates from inside
well with others.
the skull. In actuality, most of the biological functions of
an obitu take place within its skull. A small, wormlike
Obitu Characteristics: Brooding, cautious, dark,
feeding tube extends into its mouth cavity when it eats.
depressed, dexterous, distant, eccentric, free-willed, good-
Regardless of its appearance, obitu eat, drink, and breathe
at-heart, morose, mysterious, paranoid, pessimistic, quiet,
much like other living beings, consuming as much as a
sullen, wary, worried
creature of Small size. An obitu has no heart, relying on
muscular contractions inside its bones to circulate blood.
Names: Obitu are often initially named by those
They have an unnaturally long lifespan, comparable to
eladrin. around them, and consequently start with funny sounding
While obitu do not reproduce naturally, they do nicknames like “Johnny Longbones” or “Skinny.”
have means of making others of their kind. The secret, However, as time goes on and they realize the jest, they try
referred to by the obitu as “vivification”, is in their blood; to come up with unique and ostentatious names such as
an infectious organism that activates when exposed to “Plaxtarius the Good” or “Vardullisto the Death Slayer.”
sustainable amounts of necrotic energy, such as inside the As the obitu matures, however, these names get shortened.
body of an undead creature. This is a disease that affects Some obitu, if they are fortunate enough to find their
undead regardless of their immunity to disease and infects mortal origins, will re-name themselves in honor of their
undead exclusively. Being blood-borne, the undead must bone donor, especially if their donor was noble and good.
ingest the blood, be injected with it, or be in contact with
large amounts of it. Afterwards, the magical infection
works much like a disease does for the living (described
later).
At the demise of the undead creature, provided
that it is a Medium-sized humanoid, all remaining flesh on
the subject drops off, and the corpse reanimates. At this
stage, the creature is nearly indistinguishable from an
43
OBITU ADVENTURERS
Grinning Jack takes solace in his name. It seems
happy, right? If only he could grin. Even grinning on the
inside would be something. He will live up to his name; he
will have the last laugh. The world is a dark place and
serving A sun god just seemed the best thing to worship.
Grinning Jack was among the first obitu to join the clergy
of the sun god, and take up the sword and shield as an
avenging paladin. While preferring lighter weapons and
armor than his peers, he excels at combat. He truly comes
alive against the undead, and when they are vanquished,
he really does seem to smile.
Sulornius the Hunter stalks the forest in search of
evil doers. He is the strong and silent type, and his party
members rarely hear him speak at all. When he does, it is
of a higher purpose, but he rarely expounds on what that
purpose might be. Part of that purpose must require
excellent tracking and bowman skills, of which Sulornius
rivals any of his ranger allies. His party members both
fear and respect him, as he is unwavering in his focus and
determination. Sulornius is a great asset to his group,
despite his somewhat absent social graces.
Skullak the Cleaver revels in blood and gore
among the cheers of a crowd. He has been a gladiator for
as long as he can remember, and it’s the only life for him.
Occasionally, he’ll help out a group of adventurers who
could use his lethal combat prowess
to help their cause. Still, he lives for his day in the arena.
Unlike many warriors with his fame, he is not the least bit
egotistical or self-absorbed. In fact, Skullak is fairly shy
when it comes to casual conversation and non-combat
situations. Death is all he knows, and when not dealing it
or avoiding it, he feels empty and lost.

Obitu Infection (Vivification Virus)


The Obitu Infection bypasses a corporeal undead’s normal immunity to disease. In addition, this disease has no effect whatsoever on the living. This
disease only affects corporeal undead. All obitu carry this disease, and some even manage to master control over it through certain feats. Undead
who are not Medium-sized humanoids (and die from this disease), do not rise as obitu. Vestiges related to the type of undead, as well as any
damage to the skeleton itself, disappear by the time the obitu reaches basic sentience (at about 6 months old). This disease cannot be cured by
magical means.

Obitu Infection Level 1* Disease (Undead Only) Endurance stable DC 14*, improve DC 19*
Initial Effect: The target
Final State: The target dies, flesh melts off
The target is regains only half the normal The target cannot heal from
cured. < number of hit points from <> healing effects > bones (if any), and rises as a fledgling obitu
within 3 rounds.
healing effects.

*The level of the disease is equal to the level of the obitu carrying the disease. The DC to stabilize is equal to 13 + the level of the obitu carrying the
disease. The DC to improve is equal to 18 + the level of the obitu carrying the disease. The worsen DC is always one less and lower than the stable
DC.
Artwork: Vasilis Zikos

44
OBITU IN YOUR GAME
The obitu in this document are presented as a
fairly new race to the world. As a newly developed life
form, they are still struggling to find their place in an
already well-established social ecosystem. This allows
them to be placed in virtually any
campaign setting with little work.
As is, they require almost no
adjustment to your world to
begin play immediately.
One downside to this
“newness” is that they lack
tradition, language and history
common to other PC races. This
has several ramifications,
including no racial heritage, likely
no racial paragon paths, and no
cool magical relics tailored
specifically for this race.
However, there are many boons
as well. Obitu player characters
can be bold pioneers, inventing
their own paths, their own
history, and their own unique
traditions.
Optionally, the Dungeon
Master can create a more detailed
back story for the obitu. Perhaps
the lich creator was using an old
recipe from a fallen empire, not
knowing the full consequences. It
is even possible that other
powerful creatures stumbled
upon the obitu formula, and the
race has been thriving for
centuries. Yet another possibility
is that the obitu infection arose
naturally in an environment that
was terribly infested with
undead; thus turning the tide
towards the forces of good.
The obitu will make a
welcomed addition to any game
as the spookiest member of the
adventuring party, an unusual
option for the player seeking
something different, a challenge
for the player who has played everything, or just a good
match for those who revel in the absurdity of the macabre.
Artwork: Vasilis Zikos

45
Strange living constructs from an age gone by; the
primordial chaos runs in their veins

RACIAL TRAITS
Average Height: 5’ 10”–6’ 2”
Average Weight: 275–325 lb.

Ability Scores: +2 Constitution, +2 Charisma


Size: Medium
Speed: 6 squares
Vision: Normal

Language: Common
Skill Bonuses: +2 Endurance, +2 Intimidate
Armor Gems: You can use small quartz crystals and
gemstones to emulate armor and gain access to special
racial powers. Wearing an armor other than armor
gems causes you to become dazed and slowed. These
effects end immediately only when the armor is
removed (the penalties cannot be removed through
other means). Please see the Armor Gems and Ecology
section for details.
Breath of Steam : You can use breath of steam as an
encounter power.
Construct: You have the construct keyword, so you are
considered to be a construct for effects that relate to
that keyword.
Light and Heat: Your crystal head constantly glows
As bright as a torch and can light flammable objects
on fire.
Living Construct: You are a living creature that does not
need to consume food (you still need air and water),
though this does not render you immune to any effect.
You only need 4 hours to benefit from extended rest,
and you gain a +2 bonus to saving throws against
ongoing damage. When you roll a death save, you take
the better of your die roll or 10 as the result.

Breath of Steam Relluk Racial Power


A cloud of steam pours forth from your torso-mouth, scalding
Artwork: Benjamin R. Barnes & Dean Spencer

enemies and obscuring vision.


Encounter  Fire, Zone
Move Action Close burst 1
Effect: Hot steam fills a close burst 1 until the end of your
next turn. This zone of steam provides concealment to all
creatures within it. Any creature other than you that starts
its turn within the zone takes 1d4 fire damage. Increase to
2d4 damage at 11th level, and 3d4 damage at 21st level.
46
46
OVERVIEW Play a relluk if you want…
They stood for over a millennia in the dark  to play a new type of living construct.
recesses of the decaying temple; scores of them. Poised for  to use an alternate form of armor.
combat, armed, and silently watching, these primitive  to breathe out hot steam for both concealment and
statues lay undisturbed, unmoving, and largely forgotten
to damage your foes.
for ages. When rediscovered about three centuries ago,
 to be both tough and charismatic.
they were a novel mystery. Some speculated they were
 to be a member of a race that enjoys the fighter,
part of a plan to save the Altowan civilization from an
warlock, warlord, and paladin classes.
attempt to purge them from the world. It was a plan that
evidently failed. The Altowans are now only known by
their mysterious and ancient ruins and relics; not the least PHYSICAL QUALITIES
of which was their army of strange stone soldiers and the Relluks look like a thing from a forgotten time and
huge iron molds that formed them from molten rock. a lost culture. Their bodies are of volcanic rock pressed
Through time, they became a small wonder of the ancient into the shape of a crudely fashioned humanoid. The front
world. of their torso features a stylized tribal face. On this face,
Ninety years ago, it was a mogogol that mouths are typically large and tooth filled, noses are
discovered the ageless shipwreck in the cold waters. If it simple and roughly formed, and eyes are slanted ovals,
wasn’t for the accumulation of sea life, this now fossilized half-circles, or crescents that flicker with orange fire. These
drakkar would have gone unnoticed. Inside, the mogogol torso-faces are unique to each body; vaguely similar only
found gold, gems, and thousands of unusual crystal in style and proportion. Their upper arms are somewhat
points. The crystals glowed with unknown power and thin and featureless, with massive forearms that end
proved to be impervious to damage. Their purpose, bluntly in stubby-fingered mitts. A relluk’s legs resemble
however, was as great a secret as the standing statues on those of a muscular human.
Relluk Isle a few hundred miles east. Channels of golden metal run in circuit-like stripes
Still, it would take another two decades before throughout the relluk’s frame. These circuits are dotted
someone would connect the two. Self-proclaimed with circular disks, many of which feature round
archaeologist Vigo Malstoson procured one of these gemstones. The circuit pattern is as unique to the
crystal oddities and brought it to the statues on Relluk Isle. individual as the torso-face. Where a head might be on a
Each statue had a hexagonal fissure in its top. This humanoid is a large uncut crystal point that glows with
opening was just the right size for the crystal point. Upon heat and light.
inserting the soul crystal, Vigo witnessed the first Relluk From this crystal, the relluk sees, hears, and
roar to life. The previously cold and lifeless basalt first speaks. Its voice sounds almost metallic, with many echoes
began to glow with heat. Then, with a great creaking and reverberations regardless of the environment in which
stretch, it stepped deftly forward and asked in a dialect of they are speaking. A dense odor of boiling rock emanates
common that had not been heard for a thousand years, from their bulky mass, along with a great deal of heat.
“Who am I?”
They came to be known as relluks, named after the
isle that was likely named after them. It was not long
ECOLOGY
The body of a relluk appears to be made of hard
before the whole lot of them bellowed to life and began a
quest to figure out who and what they are. Almost volcanic rock banded together with solid gold circuits.
instinctual memories of a bygone era led them to clues; However, this is not entirely the case. Much of a relluk’s
hidden chambers, lost texts, and more ruins. The relluks interior is actually a porous, pumice-like stone riddled
puzzled together their history. with hollow tubes. A living relluk is also full of hot water,
Relluks were the product of two dead civilizations steam, and ashy mud which they bleed when injured.
facing the same threat; an enemy that neither would name Much to the chagrin of treasure hunters who may
for fear the deadly foe might take notice. Over the course spend several days stripping out the gold circuitry from
of several decades, the two doomed nations forged a plan. relluk corpses or relluks that were not yet activated, the
They would craft an army of stone and steam that would metal is actually mostly copper and nickel with only about
strike fear into that which they feared. The Altowans 20% genuine gold. A relluk body yields about 30 gp worth
worked diligently on mass producing the stone bodies. of pure gold, which is hardly worth the time and energy it
The other culture, whom Altowans referred to as the takes to process it.
“Shining Folk from the West,” were in charge of procuring
the large crystal points. From what the relluks could
discern, it was the crystal points that acted as the relluks’
soul and power source. Through some great disaster,
crystal was not destined to meet stone until long after their
creators had perished.
47
Unlike many other types of living constructs, At last count, there are exactly 4,023 known soul
relluks need both air and water in order to thrive. Their crystals in the world, most of which are attached to
interior mechanisms mimic life through a complex internal relluks. More could exist somewhere, yet to be found.
elemental chaos of fire, water, air, and earth. Their soul When the relluks first came to life, there were only about
crystal provides heat and the spark of life, while their five hundred relluk bodies left—the survivors of erosion,
bodies provide substance and form. Air and water must be treasure hunters, vandals, and other such adversities
added regularly. Without water, the relluk at first loses common to all ancient relics. This provided something of a
access to its breath of steam power, and then becomes conundrum to the newly conscious relluks; their species
brittle and likely dies from crumbling. Without air, the was imminently doomed to extinction.
relluk behaves much like other life-forms; it slows down However, guided by an almost instinctual
and dies. A relluk consumes water through grates around memory of ages gone by mixed with a need to awaken the
the soul-crystal head. Air intake holes are actually the thousands of souls still sleeping in crystal form, they
“eyes” of the torso face. quickly unraveled the mystery of relluk body creation. The
Most of the pseudo-biological processes inside a bodies must be created at a font of power using molten
relluk have to do with the transfer and management of rock directly from a volcanic source, and generally take
heat. This is the number one reason that they do not wear months of painstaking labor to complete. Luckily, the
normal armor. While the relluk can expel heat from its ancients left many of the necessary tools in place at the
torso mouth in the form of steam, this only provides fonts of power, and production began very quickly.
temporary cooling. The circuits themselves radiate A small group of relluks formed to build new
warmth, drawing heat away from the core of the body.
bodies, recover crystals from dead relluks, find new soul
Blocking this exit of heat from the body of a relluk causes
crystals, and generally act as caretakers for the new
it to slow down considerably. In addition, most armor
species. They now call themselves the Archeopatroni, and
does not fit a relluk's body shape and may obstruct the exit
one can expect their agents to show up wherever a relluk
of steam or the intake of air.
was known to be slain to collect its soul crystal. The
The skin of a relluk without the enhancement of
Archeopatroni are the closest thing that the relluks have to
armor gems is actually somewhat spongy, despite its
parents. Most relluks alive today have new bodies
appearance, and many liken it to reptilian scales in
constructed by this society.
suppleness. While uncomfortably hot to the touch by
Unfortunately, the memory of a relluk is thought
human standards (about 175 degrees Fahrenheit), it is still
fairly cool compared to its crystal head (which is about 550 to be contained in its complex circuitry, not the soul
degrees Fahrenheit). A relluk can greatly alter the crystals, and thus is destroyed when the relluk is slain. A
consistency of its skin by adding armor gems, to the point newly awakened relluk is generally a blank slate. The soul
of making the skin as hard as the stone it appears to be. crystal does seem to convey a few important aspects,
One might assume that a relluk is either resistant however. Personality traits, class tendencies, and general
to fire or cold, from its appearance and its ability to disposition all seem to be some intangible quality of these
generate large amounts of heat, as well as thrive crystals. For example, when a soul crystal is retrieved from
unharmed in its own scalding hot steam cloud. However, a relluk that was known to be a capricious rogue, it is very
such is not the case. While they do not outwardly appear likely that this crystal will yield another impulsive
to be harmed by fire or cold, it does throw them terribly scoundrel type— though of first level, without memories
out of balance internally, which in turn causes damage or experience. It is also quite possible that although both
within. However, in regards to their breath of steam power, relluks started out as the same class with the same general
the expulsion of this steam provides just enough personality, they will lead markedly different lives.
temporary cooling to help them withstand the duration of Relluks do not age, have gender, or share many
its effect externally. biological processes common to other races. Still they seem
The composition and nature of the crystal head is somewhat more organic than many other living
the biggest mystery. The crystals are impervious to constructs, as they still need to breathe and drink. In
damage, and, aside from glowing softly, are completely addition, their makeup prevents embedded and attached
inert when not inside a relluk body. While resembling components, aside from the armor gems.
natural hexagonal quartz points, these crystals are
flawless. About three-quarters of the crystal rests inside
the body of the relluk, to which it bonds until the body is
destroyed. The remaining quarter acts as the head of the
relluk; providing both visual and auditory input in some
inexplicable fashion.

48
PLAYING A RELLUK RELLUK ADVENTURERS
Relluks are extremely varied in personality, Tuktuki has been a warrior since the day he was
despite their small population. Relluks are surprising in activated. When most relluks ask “Who am I?” Tuktuki
that such an alien-looking creature is still very capable of asked “Where’s the battle?” He eagerly signed on with a
depths of emotion, humor, and even love. Of course group of bold adventurers who enjoy his company. While
matters of gender and reproduction confuse them a bit single-minded, Tuktuki is a fairly generous
somewhat, though they often relate to the concept of conversationalist who loves to swap stories about brain-
family as they share the same reverence for the bashing brawls and precarious clashes. Outside of battle,
Archeopatroni society. In some ways, they are envious of his jovial torso-face seems to put people at ease. In battle,
the natural born; often believing that the other races are however, it has quite the opposite effect.
much more advanced than they are. This may lead to a bit Tuwa has pored through many an ancient tome in
of an inferiority complex in some cases. search of an answer. He has studied arcane texts, scoured
Relluks are generally kindhearted creatures who ancient ruins, and even studied under several great
seem to have a hard time comprehending senseless historians and sages. Despite becoming quite an
violence and cruelty. They can also be quite fierce, and are accomplished wizard, he has not yet unlocked the secret to
often overprotective, territorial, and suspicious of his own creation. He happily accompanies his friends on
strangers. Many express feelings of being lost or without even the most mundane of missions in hopes he may find
purpose. Much of this is attributed to the reason they were a new lead. His companions do not mind. Tuwa’s arcane
created in the first place; as protectors and guardians. knowledge and power has always been a great asset to
Unfortunately, their charge has long ago crumbled into any conflict they have
oblivion. encountered. In addition, they
Often, relluks adventure to find clues of their past. find him to be quite personable
Some intend to unravel the mystery of the soul crystals. and a good person to go to for
Others are simply trying to recover relics of lost advice.
civilizations in order to glean some more hints of their
ancient creators. Relluks will also join an adventure to
protect the land they live in, recover lost property, or to
gain power.
Most relluks are of martial classes, though often
too big and clumsy to be rogues. Relluks do have a natural
attraction to arcane and primal forces as well, feeling that
they are a mystical merger of both. Wizards and druids
among them are not terribly uncommon. They often
have trouble relating to divine power, as they
have no patron deity and they know little of
the religion of their human creators. In
addition, they do not believe in an
afterlife, as they think of their souls
as tangible objects—the soul crystals.
Of the few divinely focused relluks,
paladins are much more common
than priests, and can often be found
defending goodly temples.

Relluk Characteristics:
Caring, considerate, defensive,
ferocious, fierce, friendly, gentle,
guarded, just , kindhearted,
peaceful, pleasant, protective,
reasonable, territorial, warm, wary
Artwork: Benjamin R. Barnes

Names: Baluk, Diwi,


Fujow, Gerwiki, Hiwu, Iji, Kuwu,
Lonu, Muluki, Nimuku, Pakwuk,
Rukk, Tugwi, Ulu, Wuki, Zuwuki

49
ARMOR GEMS other requirements for enchanting armor. Actual
First of all, many “armor gems” are not true
gemstones count as masterwork armor, and their price is
gemstones at all, but merely common quartz crystals or
included in the cost of enchanted armor.
semi-precious stones which are cut and faceted to appear
It is not easy to remove or place armor gems, as
gem-like. Eleven of these stones are embedded throughout
they are tightly set and must be latched into the circuitry
the relluk’s golden circuitry. Quartz armor gems need not
receptacles. It takes about the same amount of time to don
be enchanted, though they are specially crafted from
or remove regular armor. The effect begins when the last
extraordinary mineral specimens specifically for the
gem is placed and ends when the first gem is removed.
purpose of fitting into the relluk’s circuitry receptacles.
Armor is fully emulated; including type and category as
To be at all useful, armor gems must be comprised
well as check and speed penalties.
of a homogenous and complete set; eleven armor gems of
The weight added is actually subtracted from your
the same type. Any variation and they cease to function.
own body weight, and is typically only about three-
When activated by placing them in the correct receptacles,
quarters that of normal armor of the same armor bonus
they radically change the consistency and toughness of the
and type. The skin texture of the relluk stays the same in
relluk’s skin; thus emulating armor. In addition, each set
appearance as well. What changes is the density and
confers one other racial bonus that is usually defensive in
composition of the skin. This will cause a minor variation
nature.
in the color of the relluk’s stony hide; generally taking on a
Actual gemstones can be used in place of the
more subtle shade of the armor gems that are being used.
quartz variations, though they must be enchanted first
The soul crystal’s hue changes to match the armor gems as
using the Enchant Armor ritual. This works much like
well.
enchanting regular armor: the armor gems must be
enchanted as a set (like a suit of armor), must obtain at
least the minimum enhancement bonus, and fulfill all

Minimum
Armor Base Price per
Light Armor Gems Type Enhancement Check Speed Weight
Bonus Set
Bonus
Rock Crystal cloth +0 -- -- -- 11 gp 2 lb.
Amethyst cloth +1 +4 -- -- special 3 lb.
Alexandrite cloth +2 +6 -- -- special 4 lb.
Aventurine leather +2 -- -- -- 22 gp 11 lb.
Peridot leather +3 +4 -- -- special 12 lb.
Aquamarine leather +4 +6 -- -- special 13 lb.
Rose Quartz hide +3 -- -1 -- 33 gp 19 lb.
Garnet hide +4 +4 -1 -- special 21 lb.
Ruby hide +5 +6 -1 -- special 23 lb.
Minimum
Armor Base Price per
Heavy Armor Gems Type Enhancement Check Speed Weight
Bonus Set
Bonus
Citrine chainmail +6 -- -1 -1 44 gp 30 lb.
Topaz chainmail +9 +4 -1 -1 special 33 lb.
Jacinth chainmail +12 +6 -1 -1 special 36 lb.
Prasiolite scale +7 -- -- -1 55 gp 34 lb.
Emerald scale +10 +4 -- -1 special 38 lb.
Diamond scale +13 +6 -- -1 special 40 lb.
Onyx plate +8 -- -2 -1 66 gp 37 lb.
Sapphire plate +11 +4 -2 -1 special 39 lb.
Astral Diamond plate +14 +6 -2 -1 special 42 lb.

50
Types of Armor Gems RELLUKS IN YOUR GAME
Armor gems convey special racial powers by the The relluk race is full of mystery. Who were their
type of armor they emulate. Listed below are these creators? What were the “Shining Folk of the West” and
granted powers and a brief description of each armor gem. where did they get the soul crystals? What was the
mysterious dark force that sparked the need to create this
CLOTH EMULATION new race? These questions could simply be unsolvable
You gain resist psychic equal to half your level. mysteries. However, they may also make interesting plot
Rock Crystal: clear quartz crystal hooks and spur on other remarkable adventures. Some
Amethyst: transparent purple gemstone features of this race may also provide launching platforms
Alexandrite: transparent reddish-purple gemstone for further adventure. Perhaps the rumor of a large cache
of soul crystals has surfaced. Even the armor gems may
LEATHER EMULATION provide a source of adventure. It is very possible that the
You can breathe underwater. Altowan civilization enchanted several sets, now pilfered
Aventurine: translucent blue-green quartz and scattered throughout the world. Since they do not
Peridot: transparent dark green gemstone work without all eleven gems, the relluk PC may find
Aquamarine: transparent sea-green gemstone itself on a perilous odyssey to assemble a complete set
with particularly strong enchantments.
Despite their prehistoric roots, relluks in this text
HIDE EMULATION
are presented as a fairly fresh race to the world. While they
Your healing surge value is equal to one-quarter of your
do have ancient origins, this does not need to be entangled
maximum hit points + your Constitution modifier.
with your existing campaign history. After all, the relluk
Rose Quartz: translucent pink quartz
spent most of recorded history as motionless statues. This
Garnet: clear violet-red gemstone
allows them to be placed in virtually any campaign setting
Ruby: transparent red gemstone
with little work. As is, they require almost no adjustment
to your world to begin play immediately.
CHAINMAIL EMULATION However, if this ancient spin does not work well
You gain resist fire equal to half of your level.
with the concept of your game world, there are
Citrine: transparent yellow-orange quartz
alternatives. The relluks may be a new invention. It is
Topaz: transparent yellow gemstone quite possible that a primitive but highly mystical culture
Jacinth: transparent reddish orange gemstone
stumbled upon the secret of creating life. They could also
be a spawn of the elemental chaos itself— an aspect of
SCALE EMULATION order from the astral plane manifested in the four
You gain both resist acid and resist poison equal to one- elements.
quarter your level. Whatever the case, the relluk would make a
Prasiolite: translucent mint-green quartz welcome addition to any game as an alternative to the
Emerald: transparent green gemstone war-forged, an unusual option for the player who is bored
Diamond: colorless transparent gemstone with standard equipment, a challenge for the player who
has played everything, or just a good match for those that
PLATE EMULATION enjoy adding a bit of ancient mystery to the game.
Choose a damage type: lightning, necrotic, or radiant. You
gain resistance to that damage type equal to one-fifth your
level. As a minor action, you can change the type of
resistance to any other listed damage type. This resistance
lasts until the end of the encounter.
Onyx: opaque black quartz
Sapphire: transparent deep-blue gemstone
Astral Diamond: colorless transparent glowing gemstone

51
Humanoid elemental slimes trying to improve their
image to the multiverse

RACIAL TRAITS
Average Height: 5’ 6” or 6’ 2”
Average Weight: 135 or 220 lb.

Ability Scores: +2 Strength, +2 Constitution


Size: Medium
Speed: 6 squares
Vision: Blind, Blindsight 8

Languages: Common, Primordial


Skill Bonuses: +2 Athletics, +2 Perception
Elemental Origin: Your ancestors were native to the
Elemental Chaos, so you are considered a creature of
elemental origin for the purpose of effects that relate
to creature of origin.
Blind: You cannot detect objects or creatures by sight.
You cannot make Perception checks to notice things
beyond the range of your blindsight. You are
immune to gaze attacks and other effects that rely on
sight.
Blindsight: You can clearly see creatures or objects
within 8 squares and within line of effect, even if
they are invisible or obscured.
Boneless: You have a +1 racial bonus to Reflex. In
addition, you can move and attack normally during
a squeeze move.
Elemental Oozing : When you create your character
choose a damage type: acid, cold, fire, or lightning.
This choice remains throughout your character’s life.
When you make a successful melee basic attack, you
may add 1d4 damage of the chosen type. Increase
damage to 1d6 damage at level 11, and 1d8 damage
at level 21.
Elemental Resistance: You gain resist 5 to the same
damage type chosen for your elemental oozing racial
feature. At 11th level, the resistance improves to 10 of
this same type. At 21st level, the resistance improves
to 15 of the same type.
Pliable Grasp : When you make a Strength check for
grab attacks, roll twice and use either result.
Artwork: Eugene Jaworski

52
52
Diversity among the squoles is found mostly in
OVERVIEW the color of their “skin,” which can come in every color of
The Elemental Chaos teams with mingled
the rainbow. The race actually consists of several
elements. Fire and earth create great expanses of lethal
subspecies, each affected by a different aspect of the
lava. Water and fire spin great clouds of scalding steam.
elemental chaos, which is reflected in their color and the
However, some reaches of the Elemental Chaos are far less
type of energy that they are at home with. Fire squoles are
magnificent. One such case is when large fragments of
reddish or orange. Ice squoles are any shade of blue or
elemental earth mingle with elemental water they create
indigo. Lightning squoles range in color from violet to
the effervescently putrid realms of ooze.
deep purple. Acid squoles are yellowish or green. The skin
Many horrid creatures are native to the dominions
of all squoles is glossy, smooth, and hairless.
of ooze. In fact, most of the oozes, slimes, and jellies that
While their bodies mimic most of the features that
plague mortals originated from these terrible realms.
would be found on a human, it is in shape only. No facial
Primordial in nature, the dripping facelessness of the
features are actually functional or moving; a squole’s eyes
region’s inhabitants have granted them a bad reputation
do not move or see, its nose and ears have no inlets, and its
among mortalkind. The word slime has become
mouth does not open. They lack organs, and are
synonymous with evil. Great efforts have been made by
somewhat translucent; light passes through them as it
forces of good to eradicate these territories and their
does through murk-tinted water. When squoles move,
inhabitants.
they appear to bend in all the wrong places and are
However, not all ooze is evil. In fact, most oozes
capable of motions that would pale even the most skilled
and slime are completely neutral; acting purely out of
contortionists. Their voices consist of androgynous
instinct to protect themselves or to feed. Though sentience
muffled gurgles. Squoles exude odor reminiscent to their
and benevolence are rare among oozekind, some species
energy affinity; red squoles smell smoky, blue squoles
do exist that can exhibit both. Such is the case of the
smell like fresh frost, green squoles smell acrid, and purple
multicolored squoles. The squole race began their
squoles smell of ozone.
existence as a collective of amorphous sentient slimes.
After growing weary of frequent persecution,
unwarranted attacks, and an ever-shrinking territory, they ECOLOGY
came together and completely altered the form of their Despite their suggestive form, sqoule lack gender
entire race. Using alchemical formulas and arcane rituals and reproductive facilities. In fact, squoles are made-up
derived from the creation of gelatinous cubes, they gave entirely of homogenous, multifunctional cells. Once per
themselves a definable and permanent appearance and decade, any squole with a full hit point total can split into
shape. Squoles used humans, the most well-received race two squoles. The original takes damage equal to half its hit
of the multiverse, as a model. points. The other begins its life as a first level squole of the
same class of the original. They often depart from each
Play a squole if you want… other after only a few days, as the new squole is a fully
 to play a character with special senses. functional adult with rudimentary memories of its
 to play a race that is good at making a grab attack. originator. Squoles live about as long as humans.
 to have elemental powers and resistances. Squole are omnivorous, and can ingest any
 to be both strong and resilient. organic material simply by engulfing it into any section of
 to be a member of a race that enjoys the barbarian, their body. Food is digested in a matter of minutes, a
fighter, and warden classes. process visible to observers through the squole’s
transparent skin. They can choose what they wish to
PHYSICAL QUALITIES ingest, expelling unsavory materials at will. A squole’s
The first squoles all had the same form; that of a fit sense of taste and smell is very discerning, and they can
and muscular male human. Later, they adopted an often tell one individual from another by its scent.
additional form; a slender and well-proportioned female.
Being ooze, they lacked a good eye for detail, and all
squoles appear somewhat featureless. With the exception
of color, all male forms look alike and all female forms
look alike, as they are all born from the same mold. All
male-appearing squoles are 6’2” and 220 pounds. All
female-appearing squoles are 5’6” and 135 pounds. Many
have compared the appearance of a squole to that of a
mannequin or roughly hewn statue.

53
PLAYING A SQUOLE SQUOLE ADVENTURERS
All squoles face the challenge of trying to behave King Cedric lived more than a century ago, yet his
and interact as if they were human, while having a deeds lived on as a positive example to mankind. Cedric
mindset and biology vastly dissimilar from a human. They the squole fighter, however, still has far to go. While he
exist to emulate what is, to them, the most successful race follows the teachings of his namesake, he has faced many
in creation. Consequently, their behavior is highly failures. Undaunted, he has joined a group of adventurers
exaggerated and stereotypical. For example, if a squole worthy of his cause. Together they vowed to uphold the
discovers that humans enjoy a particular food, that squole old ways; fight evil, end oppression, and never let the
might eat that food above all else, all the while praising its works of good King Cedric become unraveled.
taste (even if the squole actually dislikes it). For every The only blue-skinned member of his tribe,
squole, it is a struggle to understand human ways. William faught hard for his place. Originally a prisoner,
Emotion is likewise an act of mimicry. A squole this hardy squole learned quickly from his captors. The
loves because the object of their love has met a set of primitive tribe that imprisoned him let him join their cause
parameters that they believe humans require for love. after he won them over with a respectful display of
Younger squoles have trouble with literal interpretation unarmed combat. Now part of a small band of barbarians,
and seem lost at the nuances of figurative meaning. By the William never fails to impress. Their mission is simple:
time the squole has reached venerable years, it may seem eliminate all threats in the northern steppes. Of course, the
extremely human, having honed its mimicry act to northern steppes are known for their unlimited supply of
perfection. peril, so the task is not an easy one.
Aside from following in the footsteps of man,
squoles also aspire to make a good name for ooze-kind.
They typically model their personality and role after a
popular human example. This human role model is
studied extensively and incorporated into the squole’s
mannerisms and outlook. Eventually, a squole builds his
entire persona based on several human role models. This
is an ongoing process, and a squole is constantly observing
and changing, endeavoring to be benevolent by human
standards.
Originating from primitive pools of mud, squoles
generally gravitate towards less sophisticated means of
combat. An overwhelming majority of squoles are
barbarians, fighters, and wardens. Melee combat is
favored, as that is where a squole has the most advantage.
They commonly avoid long range combat, as their senses
do not permit it.

Squole Characteristics: Abnormal, blunt, bold,


curious, determined, direct, dramatic, exaggerated, fanatic,
forthright, heroic, militant, robotic, single-minded,
unabashed, unusual, valiant

Names: Squoles idealize humans, and therefore


have adopted their naming practices. Occasionally,
squoles will also use names common to other humanoid
races.
Artwork: Eugene Jaworski

54
SQUOLES IN YOUR GAME
Squoles offer an opportunity to add a character to Whatever the case, squoles will make a welcome
the party who has very different strengths and weaknesses addition to any game with a new way to see things, an
when it comes to senses. While blindsight has several unusual option for a player seeking to play a grappler or
distinct rewards (see in the dark, immune to blindness, melee type, or even a fun alternative for those who want to
etc), there are also several drawbacks. The first is that explore a more alien side of life.
squoles are extremely nearsighted…a foe that is only nine
squares away is effectively invisible. This creates a certain
balance, where the squole will have the advantage in some
situations, and disadvantage in others.
Consequentially, the squole may face more of a
struggle in some games than in others. Scenarios with an
overwhelming majority of long range opponents may be
extremely challenging for a squole who won’t be able to
see these adversaries. On the other hand, if opponents
rely on invisibility or darkness, the squole will
have the upper hand.
Squoles in this text are
presented as a fairly fresh race to the
world. The exact date of their
migration to this world was
purposefully left out so the Dungeon
Master can introduce them as
needed. They do not need to be
intertwined with your existing
campaign history. This allows them
to be placed in virtually any
campaign setting with little work. As
is, they require almost no adjustment
to your world to begin play
immediately.
However, if the back story
will not work with your campaign,
there are alternatives. If using the classic
DUNGEONS & DRAGONSTM cosmology of
previous editions, the squole would most
definitely come from the paraelemental Plane of
Ooze. If other planes of existence are absent
entirely, the squole could have naturally evolved
from creatures such as the ochre jelly and gelatinous
cubes presented in the core rule books. Another
possibility is that they are a cursed race of humans that
descended from a primordial cult.
Artwork: Eugene Jaworski

55
Tall, stately, and two-headed, the taddols are the
descendants of eladrin and ettin

RACIAL TRAITS
Average Height: 7’ 0”–8’ 0”
Average Weight: 300–550 lb.

Ability Scores: +2 Strength, +2 Intelligence


Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Elven


Skill Bonuses: +2 Insight, +2 Perception
Big: You may wield any one-handed melee weapon as
if it had the off-hand property.
Fey Origin: Your ancestors were native to the
Feywild, so you are considered a fey creature for the
purpose of effects that relate to creature origin.
Twin Mind: Gain a +3 racial bonus to saves against
dazed and stunned conditions and charm effects that
a save can end. In addition, each head can read the
other’s mind.
Two In One: One taddol is two PCs. This means two
sets of statistics, including ability scores, hit points,
and two complete turns each round on individual
initiatives. They also have separate powers and
abilities (one character cannot use the other’s feats or
powers). They count as two characters for battle and
experience purposes, as well. Treat the taddol as two
characters with the exceptions listed below.

The taddol counts as two PCs with the following


exceptions:

1. The taddol characters occupy the same space


simultaneously. They can never occupy two
separate spaces. With the exception of their heads
and necks, they are always wearing and wielding
exactly the same thing in exactly the same way at
precisely the same time. When one moves or acts,
it forces the other to move or act in the same way
simultaneously. Only the heads, each representing
a different PC, may move or act independently of
each other. For example, they can speak at the
same time while saying different things. However,
if it is one character’s turn and he draws his sword,
Artwork: Vasilis Zikos

the other must draw the sword, regardless of


whether he wants to or not.
56
56
Two PC exceptions, continued.
OVERVIEW
2. The two taddol characters (twins) have different In the annals of ancient eladrin history, a small
hit point totals, healing surges, and so on. footnote refers to a tiny volcanic island in the icy northern
However, when targeted by a single attack, sea. This island was originally noted as a place of extreme
choose one of the twins to take the damage. danger, for its coast is an inward facing waterfall featuring
Targeted effects work the same way; choose one jagged rocks and a countless fathom plummet to certain
twin to take the effect. The player or players death. Many speculated it was created by a rift between
controlling the characters decide which twin is this world and the elemental chaos. This theory is
targeted. Powers and other abilities that have a supported by the land’s active but stable volcano, and the
range of personal only affect the twin who fact that the entire perimeter has terrible influences on
activated them. Blasts, bursts and other area powers dealing with teleportation. The isle’s unusual
effects affect both of the twins, simultaneously. nature and remote location made it a perfect place for the
For example, a blast that does 5 points of damage eladrin to imprison some of the more notorious criminals
does so to both twins. When checking against the convicted by the high eladrin court.
taddol’s defenses, however, only one roll is made Specifically, two groups became important on this
per attack (see below). island, even after the eladrin elders deemed it
overpopulated and ceased dumping more prisoners onto
3. The taddol shares defenses. Always use the lesser
it. The first group was a family of particularly despicable
defense score of the two characters for Armor
ettin. This family flourished by feasting on many of the
Class, Reflex and Fortitude, and the greater
defense score for Will. other prisoners. The second clan was made up of eladrin
themselves; a band of eladrin pirates, murderers, and con
4. The taddol characters receive only one artists. The island was locked in conflict for over a century.
opportunity attack per opportunity. Either twin When the smoke settled, only the two groups
may respond to the opportunity and may make remained. The eladrin clan emerged victorious, and had
an opportunity attack if normally able, but only enslaved the ettins. The eladrin and the first generation of
one may do so. eladrin children to be born on the isle directed many
generations of ettins to build several great works designed
5. The taddol characters share the same conditions
to help with an escape from the island. Unfortunately,
and position. For example, if one is blind,
violent earthquakes, the relative stupidity of the slaves,
stunned and prone, then both are blind, stunned
and the isle’s unique properties foiled every plan. What
and prone. When one sleeps, both sleep. When
was worse, ettins, who mature very quickly, began to
one dies, they both die.
outnumber the slow-aging eladrin.
6. For magic items, the taddol (both PCs together) That is about where recorded history leaves off.
have the same slots as a single character with The archives of the eladrin elders tell us how they got
twice the number of head and neck slots. One there, and well- preserved written logs left by the eladrin
magic item affects both characters as if they were prisoners and their children tell us the rest.
one. For example, a Ring of Protection protects However, when and how the taddols came about can only
both characters while wearing it. However, head be speculated at. Taddol lore states that the eladrin became
and neck items only affect the twin who is envious of the ettin for its two heads. According to the
wearing them. For instance, if one twin wears a legend, the eladrin magically crafted their own second
neck item, only that twin recieves its bonus to heads and slaughtered the ettin, as they were no longer
Fortitude, Reflex and Will defenses. The taddol needed. This is, of course, is a preposterous notion.
characters count as one character for purposes of
calculating suggested treasure amounts.

57
Many sages believe that there was an ettin uprising, and ECOLOGY
that the eladrins were enslaved in a most vicious manner.
How exactly the taddols came about, biologically
The taddols were the resulting offspring. Others believe
speaking, is a mystery that is pondered by many sages.
that the taddol hybrids were intentional; the eladrin’s way
Eladrin and ettins are dissimilar creatures in many
of making smarter slaves. In any case, two millennia after
respects, and should not have produced viable offspring.
the island had faded into obscurity, it was rediscovered by
While some speculate there may have been some arcane
a troop of elven eagle riders. The Isle of Benfalas was
tampering, eladrin elders are quick to point out that the
populated entirely by taddols.
prisoners did not have that sort of magic or knowledge at
their disposal. Another theory is that ettin are giants with
Play a taddol if you want…
fomorian blood, which may potentially mix with the blood
 to play part of a two-headed character.
 to be able to use large weapons. of other creatures of fey origin. If such is the case, this
 to have some unique options only available to opens the way to many other questions.
those that share a body with another character. However it happened, the taddol are similar to
 to be both strong and smart. both ettins and eladrin. They mature slightly quicker than
 to be a member of a race that enjoys the barbarian,
humans, reaching adulthood at age 12 (unlike ettins who
fighter, warlord and wizard class.
reach adulthood around age 3). They practice polygamy,
and each will often have multiple wives or husbands.
PHYSICAL QUALITIES
They never have multiple births, and rarely have more
It is undisputed that taddols are the unlikely
than two children in their lifetime. The heads are always
hybrid of elf and ettin. Their abilities, appearance, and
identical, like identical twins. However, the personalities
even culture seem to be a strange mix of the two. They
of each head may be markedly different. They live as long
stand from seven to eight feet tall and have lean and
as humans, but remain vigorous their entire lives.
muscular frames. Their skin ranges in color from cream to
tan. Their hair distribution is very similar to humans,
though they do not grow facial hair and males customarily PLAYING A TADDOL
keep their heads clean shaven. Taddols have the unique experience of being the
The most distinguishing feature of the taddols is only civilized race that has two heads. They were also
their two identical heads. Their faces are average looking relatively undisturbed by other sentient races for
by human standards; not nearly as ugly as their ettin thousands of years. This, combined with a keen intellect,
ancestors, but rarely as sublime as most elvish kin. As the has produced a most unusual culture that could seem very
originating races both have pointed ears, so do the taddols. alien to the outside observer.
Eye color is of reddish hue and can range from violet to The first cultural difference that one might notice
orange. Unlike the eladrin, the taddols have sclera (whites is that taddols are not overly possessive. The concept of
of the eye) and pupils, though the iris is of solid hue. “mine and yours” is a bit blurry for a being who shares a
Taddols typically dress in primitive, but well- body. While they do claim ownership, it is a rather loose
made attire and are fond of symbols, glyphs, and runes. association, and it is usually with the attitude of “its mine
They also enjoy tattoos of this same theme, especially on because no one else wants it.” For this reason, they may
their faces. Despite their origins, their demeanor is cross the line on what other races feel comfortable with on
somewhat demure and civilized. matters of personal space and private property.
One item of note is that it may be very difficult to
ascertain when to use singular or plural adjectives when
referring to a taddol. Each individual creature is actually
two distinct beings. Taddols each refer to their body as if
they were two, not one. “Those people over there” might
refer to one taddol body. However, “That person standing
there on the left” would refer to the left head of the taddol.

58
Using “taddols” as a plural form refers to multiple bodies. while the other benefits. With their non-possessive
They tend to get upset when someone does not respect the philosophy, however, this is rarely an issue. Watching a
fact that the taddol is actually two distinct people. taddol train is a dizzying experience, as they take turns in
Individuals prefer to be referred to as a twin, rather than rapid succession doing entirely different things. It happens
just a head. so fast sometimes that it appears that they are literally
Taddol are also fairly superstitious, and most doing two things at once.
elaborately so. Many feel this to be strange since the taddol Taddol characters tend to gravitate towards
are also highly intellectual. However, one must also martial classes, as they have no recent legacy of tapping
remember their ancestor’s propensity for the arcane and arcane or divine sources. They will occasionally utilize
that the taddols had little or no guidance with either primal fonts, however, and have been known to
arcane or spiritual matters. Most of what they came up spontaneously muster workable druids. They are curious
with was interpreted from ancient manuscripts and and adventurous creatures, however, and are quick to
manufactured on their own. It would be impossible to list devour new information. It is very likely that taddol
all of the Taddol superstitions, as the list is long, often wizards and clerics will become more common in the near
contradictory, and varies from taddol to taddol. future.
Upon speaking with a taddol, one can easily see Taddols adventure most often for the sake of
how the superstitions became so intricate. Taddols love adventure. For eons, they had been confined to Benfalas
conversation and talk frequently, about virtually any topic. Isle, and most long to see the rest of the world. Taddols
They are master philosophers, but often fall victim to the have since purchased scores of giant eagles from the elven
folly of being able to rationalize nearly anything. Having people and have scattered to the four winds. They often
two heads has also made them quite sympathetic and leave all of their possessions behind, as the eagles already
diplomatic, and they are quick to act as mediators to strain under the weight of their unencumbered bodies.
quarrelling parties. Taddols do not often adventure for wealth or
While taddols will occasionally have villains fame, as they cannot relate well to these concepts. They
among them, they are generally a peaceful race. Despite will, however, adventurer for a concept, ideal, or
having descended from monsters and murderers, they are philosophy. Some say that a taddol values their beliefs
not evil, nor do they have habits that most would consider over anything else.
evil. While they do eat a lot of meat, they wouldn’t even Taddol Characteristics: Adventurous, caring,
think of eating a sentient creature. They will occasionally chatty, condescending, cooperative, curious, elf-like,
fight amongst themselves over philosophical differences, friendly, glib, inquisitive, intelligent, open-minded,
and these disputes have a history of turning ugly very fast philosophical, sensitive, superstitious, talkative,
and lasting a long time. understanding
Taddols view other races with a great degree of Male Names (right head & left head): Adan &
pity, and see them as disabled and sometimes lesser Ardan, Berro & Berrin, Carick & Darick, Eldin & Ertin,
beings. While some measure of ancestral eladrin arrogance Gondal & Thal, Ian & Eltrin, Lucan & Lucus, Rolen &
has undoubtedly trickled into their own psyche, the Theren
taddols try to fight back a condescending attitude with Female Names (right head & left head): Adrie &
understanding. They often adopt the role of caretaker Sadie, Birel & Biren, Chaedi & Chaeda, Dala & Dasa,
when among other races. Emmi & Enni, Fralas & Frelas, Keyla & Freyas, Mialen &
Taddol characters most often choose two Maylen, Shala & Shela
complementary classes for each head, or opt to be of the
same class. They are individuals, however, and no two
taddol heads think exactly alike or focus on precisely the
same things. One head may focus on an entirely different
skill set than the other head. Sometimes they do choose
different or even seemingly opposing classes, and this
often means that one taddol twin must sacrifice a bit,
59
TADDOL
ADVENTURERS enemy never knows what to expect. One moment they are
being swatted with a gigantic maul, and the next they are
Tadis is a barbarian and his twin Tedas is a ranger.
being filleted by a longsword and shield routine. This
They find their vocations to be complementary and believe
taddol’s companions enjoy their company, and seldom
that the combination makes them both more effective.
mind standing behind them in battle.
Tadis loves hand to hand combat, and enjoys wielding a
Jeck & Zeck have two very different personalities.
mighty great axe. Tedas prefers ranged combat with his
Jeck prefers tricks of the sneaky variety; he always has a
longbow, but doesn’t mind trading off a few blows with
dagger up his sleeve and a smile on his face. Zeck
his brother’s axe in close melee. Their fellow party
however, is more the bookish sort and is learning to
members feel that Tadis & Tedas are both very important
master arcane arts. Somehow the two manage to get along
members of the team. In combat, they can be quite a sight,
fine; meshing stealth and spell nearly seamlessly. Jeck is
especially if Tadis is raging; one head is frothing and wild
always coming up with new ways that Zeck could
while the other seems calm and focused.
improve his success, which in turn provides Zeck with
Talia & Zalia are both accomplished
access to more and more power and knowledge. While
fighters. While Talia prefers large weapons, Zalia likes
party members have trouble trusting either one, they
using one weapon and a shield. To compromise, they
appreciate their two-headed friends’ ability to gain access
change up their fighting style and weapons often. This
to treasure and riches.
actually has a beneficial effect on the battlefield—the
Artwork: Vasilis Zikos

60
TADDOLS IN YOUR GAME
Unlike other races, taddols present an unusual Whatever the case, the taddol will make a
option: play two PCs in one body. This can be done in a welcome addition to any game as a the only two-headed
variety of ways. First, for the player who absolutely wants PC, an unusual option for a couple of players who are
to play two PCs at once, this is an option with the taddol. seeking something different, a challenge for the player
Or perhaps two players really enjoy working together; the who likes to play everything, or even a fun alternative for
taddol would work well for them as well. Yet another those that really enjoy working together on everything.
option is to have a player play one half of the Taddol,
and the Dungeon Master treats the other as an NPC. In
any case, the taddol is a race that requires two
character sheets, and which can both be twice the
work and twice the fun.
Taddols in this text are presented as a
fairly fresh race to the world. While they do
have ancient origins, it does not need to be
entangled with your existing campaign
history. This allows them to be placed in
virtually any campaign setting with little
work. As is, they require almost no
adjustment to your world to begin play
immediately.
In games that lack either
eladrins or ettins, other creatures
can be substituted. Elves work
well in place of eladrins. For
ettins, substitute nearly any
two-headed giant. If nothing
like that currently exists in
your game, those races could
have easily existed and have
since gone extinct after the
creation of the taddols.
Optionally, the
Dungeon Master can create an
alternative back story for the
taddols. Perhaps, like ettins,
they are simply a naturally
occurring race that has been
relatively rare. Then again,
maybe they are from another
plane, such as the Feywild, and
are fleeing to your campaign
world from a terrible menace.
Taddol could also be a brand new race
Artwork: Vasilis Zikos

that arose from an arcane experiment; a


clone machine that has gone horribly wrong.

61
The product of madness and anarchy, these small,
bizarre creatures find meaning in both

RACIAL TRAITS
Average Height: 3’ 3”–3’ 9”
Average Weight: 80–100 lb.

Ability Scores: +2 Constitution, +2 Intelligence


Size: Small
Speed: 6 squares
Vision: Normal

Languages: Common
Skill Bonuses: +2 Athletics, +2 Insight
Chaotic Resistance: At character creation, roll a d10,
and gain resistance to the corresponding damage type
equal to 5 + one-half your level. This resistance is
permanent, and does not change. 1: fire, 2: cold,
3: lightning, 4: acid, 5: psychic, 6: radiant, 7: necrotic,
8: poison, 9: thunder, 10: force
Dual Heritage: You are considered an elemental
creature and an aberrant creature for the purpose of
effects that relate to creature of origin.
Memory of Conflict: At character creation, gain
proficiency in one superior weapon of your choice.
We Are One: At the beginning of an encounter, roll a
d8, and gain access to the corresponding racial
encounter power, even if you do not meet the
prerequisites for the race.

1. Dragon Breath (Dragonborn Racial Power)


Roll d10 for damage type: 1-2: acid, 3-4: cold, 5-6:
fire, 7-8: lightning, 9-10: poison
2. Elven Accuracy (Elven Racial Power)
3. Fade Away (Gnome Racial Power)
4. Fey Step (Eladrin Racial Power)
5. Furious Assault (Half-Orc Racial Power)
6. Infernal Wrath (Tiefling Racial Power)
7. Second Chance (Halfling Racial Power)
8. Choose one PC ally within your line of sight who
has access to a racial encounter power. Gain
access to that ally’s racial encounter power as if
you were a member of the chosen ally’s race. If
there are no PC allies in line of sight with racial
encounter powers, re-roll for this power.
Artwork: Dean Spencer

62
62
musculature dominates the creature’s back and shoulders,
OVERVIEW covered by hairless, smooth grey skin that fades to a
Deep in the swirling quagmires of Elemental
bluish tinge around its face. It has four pointy tongues that
Chaos, a mad cult of unnamable creatures vied for power.
wriggle forth from its mouth when it eats. Despite its
Their chants and gibbers rose to a violent cacophony when
appearance, xax have an uncannily clear and intellectual
the swirling portal opened. When black clusters of
sounding voice.
tentacles, eyes, and maws erupted from the conjured
gateway, nearly half of the group was forced to end their
ritualistic wailing — they were devoured by the pre- ECOLOGY
primordial forces emanating from the portal. Fierce winds Xax do not have gender and reproduce through a
roared up against the encroaching madness. In a moment, form of budding. A xax will randomly develop a large
the two realities merged—absolute chaos mingled howling tumor on its back, which will eventually erupt into a
and frenzied with ageless insanity. The scene twisted into youngling xax. These younglings grow to maturity in
something no words could ever describe, and no mortal about a week, and are ready for adventure within a
man could witness and survive. Then, with a sudden month. They are born with the common knowledge of the
explosion, the portal closed. What seemed like shrapnel at area they were born into. For example, if a youngling xax
first, later turned out to be countless small, grey creatures starts life in a farming community, it will begin with a
jettisoned in every direction. Appearing as twisted and basic knowledge of agriculture. Xax have a lifespan
alien as any creature native to Elemental Chaos or the Far comparable to humans, though they become extremely
Realm, one could only imagine their dark intentions, wrinkled as they age, and the bluish tinge of the face
warped minds, or depraved desires. eventually expands to encompass their entire body as the
However, no one would ever imagine that the creature enters its venerable years.
product of the two most unfathomable realms in existence Xax are omnivores who enjoy a wide variety of
would gaze upon the twisted landscape of Elemental food and drink. Their blood is a purplish tar, and their
Chaos and exclaim, “We do not belong here!” This was the organs are all squirming tentacles that writhe from open
birth of the xax, which was immediately followed by their wounds. The unique physiology of a xax demands strange
exodus to the prime material plane. Xax, despite their nutrients. They will often consume large quantities of
origins, have strictly ordered minds. Out of madness and substances that other races would not find palatable at
pandemonium arose a race that gravitates towards logic, such a scale.
reason, and philosophy. Xax are introspective creatures,
who seem at odds with their forms. In mind, they relate
well to mortal folk, even feeling a sense of morals and PLAYING A XAX
honor. Xax are often devout philosophers with dizzying
intellects. They have a fondness for finding patterns in
Play a xax if you want… seeming chaos, discovering connections between
 to play a bizarre-looking creature with a unique unrelated things, and generally solving mysteries that
heritage. most fear to fathom. Xax are seldom selfish creatures,
 to play a race with random qualities. subscribing to the belief that we are all part of the great
 to be able to use a superior weapon without taking cosmic consciousness.
a weapon proficiency feat. Bordering on ascetic, the xax rarely adventure for
 to be both tough and smart. wealth, greed, fame, or glory. They will, however,
 to be a member of a race that enjoys the artificer, adventure to gain knowledge, test theories, restore
invoker, bard, shaman, and warlock classes. balance, and protect the innocent. Unlike most benevolent
or peaceful creatures, they are not repulsed by creatures of
evil or chaos. Instead, they see these beings as a necessary
PHYSICAL QUALITIES element in the universe. While many with such a
While their minds can be comparable to the mortal philosophy would become pacifists, xax do not consign to
folk, in body, the xax are another thing entirely. Standing that either. To a xax, violence can be a positive agent of
at only three and a half feet tall, the xax is a small, change, and they are quite willing to destroy anything that
somewhat ape-like creature, with long arms that end in they feel needs to be rebuilt.
three-fingered hands that can drag along the ground as it
walks on haunched legs terminating in long, two-toed feet.
The xax completely lacks a neck, though does have a bony
ridge atop its head that is suggestive of one. Its face, if one
can call it that, is near the middle of its chest. Two eyes,
one slightly larger than the other, rest on top of each other
right above a vertical tooth-filled mouth. Bulbous
63
As one can see, keeping up with a xax’s rationale
can be quite confusing. On one hand, they are peaceful
XAX ADVENTURERS
Like most xax, Primus sees the order in the chaos.
philosophers who tote the virtues of brotherhood and
Unlike most xax, however, he believes that he is a divine
“oneness,” and on the other they are brutal combatants
piece of that order. Primus, a powerful invoker, believes
capable of grisly acts of carnage and destruction. Only one
himself to be the living emissary of a fragmented deity.
thing can be said for certain; the xax will always have a
According to his preaching, this deity, primordial and
rational explanation for everything they do, and that
ancient in origin, lays shattered throughout the multiverse.
explanation will likely be convoluted.
Primus believes that by bringing order to the chaos, he
Xax take a large variety of professions. They
will eventually be able to resurrect the shattered god and
revere the creative side magic, so they can be natural
ascend to godhood himself. He is accompanied by zealots
artificers and bards. Xax artificers often build insanely
who believe in his cause, spurred on by his charismatic
multifarious devices that help to solve some obscure
sermons and promises of great power and understanding.
mystery. Xax bards enjoy complex musical instruments,
If asked, Triskaideka would say he is a peaceful
and will often design their own unique versions. Xax are
star-gazer. While he does gaze at the heavens, what he
also keenly interested in the mysterious aspects of magic
isn’t saying is that he feels a strong presence gazing back,
and commonly become powerful warlocks, almost always
spurring him towards acts of violence and destruction. As
partaking in the Star pact to better comprehend their
a warlock who draws power from the Far Realm, he
heritage. Xax can also be very spiritual, taking up the
believes that the madness that people see there is simply a
invoker or shaman class. More rarely, a xax may even take
deficit of perception. Others fear the Far Realm simply
on the role of a cleric. A variety of other professions can be
because they cannot comprehend it. Triskaideka, however,
found among their race, though not nearly as commonly.
is beginning to believe he can. This worries his fellow
Among those, the martial arts are most prevalent, due to
adventurers who are just now getting used to his strange
the xax’s enduring bodies and natural weapon skills.
ways and incoherent ramblings.
.
To say that Null was born with a bastard sword in
Xax Characteristics: Accepting, adaptive, ascetic,
his hands would not be that far from the truth. Null came
chaotic, complicated, contemplative, dynamic, intellectual,
into being on a battlefield during a great war. Having
philosophical, smart, thoughtful, unpredictable, violent
absorbed the basic knowledge and training of a soldier, he
felt compelled to continue on that path. At the tender age
Names: Bipok, Cosine, Eleven, Faren, Gravity,
of three weeks, he had already found his favored weapon,
Infinity, Jeva, Kelvin, Quark, Radar, Rhombic, Tetra,
and chose a side to fight for. Null finds harmony in killing,
Uradium, Velocity, Wolden, Zero
and sees a sort of balance in the state of conflict. He is
accompanied by likeminded mercenaries; each with their
own agenda, but unified in the belief that without war,
there would be no peace.

Artwork: Dean Spencer

64
XAX IN YOUR GAME
In a world where demonic-looking tieflings can be
accepted as a player race, the xax may fit in very well. In
many ways, they appear much less threatening than
tieflings or dragonborn. In other ways, the xax are much
more hideous and alien. Not only do they have a rather
slanted view of the world, but they lack many of the
biological similarities that tie other races together.
However, this can be an advantage. One can never
be certain what to expect from a xax. With their complex
philosophies and sweeping paradigms, the xax could
potentially justify just about any action. Without love,
romance, or a familiar sense of family the xax are far
from predictable.
Xax in this text are presented as a fairly
fresh race to the world. The exact date of their
creation was purposefully left out so the
Dungeon Master can introduce them as
needed. They do not need to be intertwined
with your existing campaign history. This
allows them to be placed in virtually any
campaign setting with little work. As is,
they require almost no adjustment to
your world to begin play immediately.
However, if the back story
will not work with your campaign,
there are alternatives. In games
with a different cosmology, the
Far Realm and the elemental
chaos could easily be replaced
by Pandemonium and
Limbo. If other planes of
existence are absent
entirely, the xax could be
the product of intense chaos or
wild magic. Perhaps they are the
direct result of tampering with the
universal fabric; a terrible side-affect
for those who dare delve into the more
eldritch facets of reality.
Whatever the case, the xax will make
a welcome addition to any game as a the
strangest character in the group, an unusual option
for a player seeking to play a philosophical character, a
Artwork: Dean Spencer

challenge for the player who likes to play everything, or


even a fun alternative for those who like to roll lots of dice.

65
An ancient race of mollusks that are enjoying their new
life on land

RACIAL TRAITS
Average Height: 5’ 0”–5’ 6”
Average Weight: 150–200 lb.

Ability Scores: +2 Intelligence, +2 Wisdom


Size: Medium
Speed: 5 squares
Vision: Normal

Languages: Common, Ancient (described on next page)


Skill Bonuses: +2 Diplomacy, +2 Perception
Inborn Knowledge: You gain training in one
additional knowledge skill.
Odd Anatomy: You cannot equip items to your feet slot,
as you have no feet. However, you can wear one
additional waist slot item.
Retract into Shell: You can use retract into shell as an
encounter power.
Sucker Foot: You gain a +5 on Athletics checks to climb.
In addition, when an attack would knock you
prone, you can immediately make a saving throw to
avoid falling prone with a +2 racial bonus.

Retract into Shell Zif Racial Power


You can pull your entire body into the shell on your back to
avoid most damage.
Encounter
Standard Action Personal
Effect: You gain resist 8 to all damage. While using this
effect, you are considered blinded, immobilized and
cannot take any actions, except to sustain or end this
effect. You can end this effect as a free action. You may
sustain this effect with a standard action. Increase
damage resistance to 13 at 11th level, and 18 at 21st level.
Special: You cannot activate this power if you are
immobilized, being grabbed, or taking on-going damage.
Artwork: Dean Spencer

66
66
For the next several eons they would survive in
The Ancient Language the bodies of colossal deep sea squids. At oppressive
By all accounts, the zif were the first to use this depth and darkness, they could continue their civilization
language, which may have been the first language
unmolested. For millions of years they persevered through
ever invented by a mortal race. Originally, the
ancient tongue was scribed in a tactile-based writing countless rises and falls of their civilization, which was
that was meant to be read much like Braille. Later, accompanied with ages of great discovery and dark times
the zif adopted Iokharic, the script of the dragons. when much knowledge was lost. At the dawn of the age of
This was likely a measure to better interact with the man, the zif had declined into a race of nearly solitary
newly emerging sentient races of their world.
individuals, teetering on the edge of extinction.
Outside of zif and mahrog settlements, Ancient
would only be found inscribed in extremely aged They first learned of mankind from its shipwrecks,
ruins and easily mistaken for Draconic, but and a new movement was sparked. They began to once
undecipherable in that language. Ancient was the again dream of roaming free in the world. To do this, they
common dialect of distant ages ago. If it were not for would have to shed their bulky forms and inky lairs. They
the return of the mahrogs and the emergence of the
searched far and wide for a new host that would suit their
zif, Ancient would have been a language that has
been dead for eons. needs.
Their travels brought them to the snillorgs; a
OVERVIEW cowardly species of primitive snail people. Snillorgs were
In the primordial eons of forgotten times, before a pest on the tiny island that they inhabited. They were
any beast roamed on land, the sea was teaming with life. known for nocturnal raids of farmland, their timid nature,
Some of these creatures are still around in similar forms and their deplorable stupidity. At the time, the entire
such as the shark, the horseshoe crab, and the sea slug. snillorg population was only about two thousand
Others fell into extinction. Among those were the individuals. This changed immediately after the zif began
ammonites. Ammonites were squid-like creatures with an aggressive breeding program.
spiral shaped shells. We know them by countless fossils The population of snillorgs grew in secret, while
suggesting that they were once quite prolific. all the zif of the world congregated, plotted, and dreamed.
With their general simplicity, one would assume Suddenly and without warning, the land was inundated
ammonites were simple creatures; not much more with countless snail creatures. While it had all the
intelligent than the modern octopus or cuttlefish. This is appearances of a wide-scale invasion (and many land
only partially correct, however. During the age of the creatures mistook it for such) the zif were on a mission of
ammonites, another creature was also quite successful. peace. In exchange for new concepts, commodities, and
This mollusk did not have teeth like the shark, nor did it secrets the zif only wanted a place in the world. Most areas
have a hard shell like the crab. It could not swim very fast, welcomed them and greedily accepted all of the strange
nor did it have particularly good camouflage techniques. It new elements that only a race as old as time could offer. In
did have two amazing abilities, however, that helped it to areas which would not accept the zif, they simply
survive the countless ages. First, it was a parasite. It could retreated apologetically.
attach itself to the nervous systems of other mollusks and
Play a zif if you want…
assume control over the host’s body. The zif, as they came
 to play a snail-like creature.
to call themselves, were also extremely intelligent.
 to be able to avoid massive damage.
The zifs preferred the ammonites as hosts. With  to be able to climb walls with ease or avoid being
the ammonite forms, they built great cities. In the course of knocked prone.
a million years, they had a thriving undersea civilization.  to be both smart and wise.
They ruled the world for ages, until a terrible and  to be a member of a race that enjoys the wizard,
cleric, druid and ranger class.
mysterious force from beyond threatened their existence.
The peaceful world that the zifs created ended in a
cataclysmic apocalypse of fire, ice, and lightning. The
ammonites were wiped from the realm. The zifs, however,
retreated and survived.
67
PHYSICAL QUALITIES system. Once attached, it begins to root itself permanently
into the other creature. In the matter of a decade, the zif
Zifs as they are today are known by their snillorg
matures and becomes an enduring feature of the host
forms. These odd creatures have all that one would expect
individual. The host’s original brain and the parasite’s
from a humanoid snail. Standing about five feet tall, they
internal organs both atrophy into oblivion and the two
glide along on one muscular foot. This motion is powered
organisms effectively become one. The zif parasite
by succeeding waves of muscular contraction which move
(referred to as a larva by the zif) can only attach to other
down the ventral of the foot. A small, flat shell known as
mollusks.
an operculum rests on top of this foot. They have a long,
The current host species is the snillorg. A zif can
thin body with arms that are almost skeletal in width.
be discerned from a common snillorg by the operculum
These arms end in equally long and thin three-fingered
feature; the zif brain resides under this smaller shell.
hands. A larger four foot diameter spiraled shell protrudes
Snillorgs, and most terrestrial snails in general, do not
from their backs, much like a backpack. Their heads
have an operculum. Snillorgs start life as shelless slugs,
extend practically neckless from their torso and have wide
about the size of a large cat. They mature quickly, reaching
and flat mouths filled with smooth, grinding teeth. Two
adulthood at age five, at which point they are chosen as
bulbous antennas protrude from where their nose should
hosts for the zif larva. Snillorgs are very prolific, but do
be. Their heads are capped with two long eye stalks. Zif
not typically care for their young. Naturally, many more
eyes are simple black orbs. The most remarkable aspect of
snillorg children die than live to grow to maturity. They
the zif’s body is that it is entirely retractable, and fits
are voracious herbivores, and love the taste of cultivated
snugly into the shell that they wear on their backs. When
food. Before the zif, however, the snillorgs lacked the
retracted into their shell, the foot shell fits neatly over the
intellect required for horticulture and often resorted to
main shell’s opening providing maximum protection.
stealing and raiding. Barring a violent death, which the
Zifs speak in gurgling voices and smell a bit
pre-zif snillorgs were pretty much assured, snillorgs can
musky, but not as terribly unpleasant as one might expect.
live for about 80 years without signs of old age.
Their yellowish brown skin is particularly slimy as it
Afterwards, their health declines sharply. The zif die with
exudes purplish mucus that aids in movement and
their host.
maintains the elasticity of their skin. Their shells vary in
One might assume that zifs would choose a
color and pattern, but are typically black, white, pink,
variety of host organisms. However, this has never been
brown, or yellow. Unlike the zif’s previous forms, the
the case. Zifs often refer to a “collective intellect” that
snillorg form is primarily terrestrial, and lacks the biology
prevents this as an option. While they cannot read each
necessary for prolonged underwater life.
other’s mind, they do have some uncanny sense of each
other’s status, knowledge, and memories. When many zif
ECOLOGY die, the entire race feels it. Inborn knowledge comes to
them through this bond, and they are often well-versed on
Zifs are mollusks, and like many of this category
matters that they never studied themselves. Apparently, if
they are also functional hermaphrodites. Any two zifs can
they choose hosts that are not similar, the connection that
get together to create children. It is even possible for a zif
they share becomes interrupted. Therefore, it is customary
to spontaneously create children without a mate, though
for the vast majority of zif to all agree on a new host
this is generally reserved for times of very low population.
species before they decide to use it. Because of this, the zif
Beyond this, zif biology is extremely complicated.
have had only three different species of hosts in their
First, zif are actually two distinct organisms in
entire existence as a species, which spans hundreds of
one. The intelligent part, the actual zif species, starts life as
millions of years.
a tiny squid-like mollusk that burrows into the base of
another mollusk’s tail and effectively hijacks its nervous

68
As a mollusk, they lack a skeleton, but do have Other zif adventure for the sheer wonder of it; hungering
several floating structures in their body made of hard, but- for new sights, new knowledge, and new experiences. Still
flexible, cartilage. All of their extremities are designed to other zif adventure solely to catalogue worldly facts for
retract, fold, and generally diminish greatly in size in future use. These zif almost seem like reporters that are
order to fit neatly into their shell. They exude slime searching for that perfect “scoop.”
through their pores regularly, and because of this zif Zif are not particularly strong, nor does armor
generally require about twice as much water as a human work well for them. Therefore, most zif avoid the martial
of the same weight. The shell of a zif is extremely hard and classes. Zif warriors are very rare, and usually use light
resilient. It is designed to take a lot of damage and protect and ranged weapons. Zif rogues are slightly more
the soft parts within. common than warriors, and prefer to use their skills to
explore ancient ruins, lost temples, and dangerous
PLAYING A ZIF dungeons. Zifs are most often wizards, preferring to rely
Zif are a mature race, and usually have a mellow on arcane knowledge to get by. However, they are usually
and gentle demeanor. In many ways, they seem to have very open-minded to the plethora of beliefs, customs, and
the attitude of a man in his golden years. This can be a ideas the world has to offer. If a zif finds a cause, ideal, or
deep wisdom and understanding mixed with childlike force that he believes in, he will pursue it with hobby-like
wonder, or even a crotchety disposition with a kind heart. zeal. In this spirit, there are many cleric, druid, and
While they are a race that is millions of years old, with a warlock zif. Of these classes, however, most zif avoid the
strong racial memory, this is their first foray on dry land. darker applications. Zif clerics usually choose deities of
Many show great interest in things that are not useful in good alignment, while zif warlocks most often avoid
the sea; from finesse-style weapons to ancient paper infernal and star pacts.
books. As a race, zif are generally good aligned. Zif do not The latter aversion comprises a sort of mystery
see any wisdom in evil deeds, and many feel they are too about the zif. The far realm terrifies most zif on an
sophisticated for “primitive” motivations such as greed, instinctual level, and many have an inborn loathing of
egotism, and vengeance. anything to do with it, especially “mind slayers.” Sages of
However, zif do tend to have a few alien views. other races have even speculated that the zif race may be
The most obvious is their disregard for sentient races that the terrestrial ancestor of the mind slayers; based on a
fail to rise above selfishness or evil. Most zif view these similar life cycle, squid-like features of the larva, ancient
races as others view beasts; to be respected as life forms, heritage, and the zif’s strange phobia regarding them and
but also used or disposed of as needed. This manifests as a the far realm. Zifs, however, feel insulted by the
prejudice against any individual member of these races, comparison. Many zif are ardent destroyers of all creatures
regardless of their actions. Drow, gnolls, and even tieflings with an aberrant origin, and seem to have an instinctual
often feel the cold sting of condescension and disregard insight on how to fight them.
from the zif. Zifs look upon the snillorg in the same Zif Characteristics: Alien, arrogant, clever,
respect; seeing the race as cattle to be used for their own condescending, cultured, eccentric, educated, inquisitive,
purposes. It boils down to an indelible perceptual magical, mature, mellow, mysterious, reserved, smart,
difference; the zif simply cannot see their disregard for sophisticated, wise
these races as any more evil than a farmer who raises pigs Names: Bariarti, Conordrum, Fremestor,
for food, or a knight using a horse for combat. Some Grelesior, Julesti, Kelkestor, Qualestri, Reviarti,
translate the zif attitude as extremely arrogant, though it Timbledere, Umblebleme, Vevosum, Warsotrum,
seems absent when dealing with members of races who Zembleblam
have proven to be predominantly good.
Zif adventures have a variety of motivations that
drive them. Most often, they see a great imbalance in the
world and wish to right it. Some feel a sort of
responsibility to help out the younger races, and perhaps a
tinge of guilt for not being there for them in their infancy.
69
ZIF ADVENTURERS
adventurers with similar goals, and together, they form an
Hecalistor is a wizard, a common vocation among
effective team. All benefit from Zelobini’s cunning mind
the zif. However, this wizard likes to get up close,
and expert tracking and survival skills. Zelobini welcomes
preferring the heat of combat and the burn of melee. His
the company and realizes this is one fight he should not
close-range spells certainly help in combat, but his
face alone.
methods are often a subject of worry. Hecalistor’s fellow
adventurers think he has a death wish; he is a frail fighter
at best, and seemingly not well-suited for taking multiple
blows. He is confident however, and his calm
approach in the face of adversity mixed with a
hard shell have allowed him to persevere where
other races would have perished.
Milunglam worships Avandra, the god
of change. He is both an effective cleric and an
agent of change for the better. Where most zif
express prejudice, Milunglam sees
opportunity for growth. He sees a time when
the zif must even allow the snillorgs to
grow beyond their lot in life. He
adventures alongside both a drow and
a tiefling, who have similar ideals.
While he does sometimes resort
back to typical zif ways, the
others view him as a fairly
tolerant zif with many keen
insights. In his spare time,
Milunglam preaches to other
zif on the virtues of a higher
level of respect to all sentient
life. Most zif, however, just
think of him as a crazy zealot.
Zelobini has been a
ranger from the time his first
arrow plunged into the dark
abomination that called itself a
mind slayer He relentlessly
scours the underdark for any
sign of this tentacled menace or
its allies. A bit stronger and
more nimble than his kin,
Zelobini still fights with all the
cleverness and sophistication of
any zif. He has recently joined a
small band of
Artwork: Dean Spencer

70
ZIFS IN YOUR GAME Playing a race without feet may provide some
Zifs have an unmistakably Lovecraftian quality, interesting challenges. While they can jump, run, and
and may help to add these elements to the player side of move like most other races, they do not leave distinctive
your game. They are an acceptable counterbalance to mind tracks except perhaps a slime trail. Riding mounts may
slayers, aboleths, and other strange creatures from the Far also pose some questions; special equipment may be
Realm. With the zif’s expansive and mysterious history, it required. Their anatomy may preclude them from wearing
would be relatively easy to interweave any unspeakably certain equipment. Alternatively, equipment can be
ancient terror or dark eldritch aspect in with this race for specially designed for them by the Dungeon Master.
added flavor. Perhaps a similar race, or a creature of aberrant origin, has
equipment suitable for a zif PC as well.
Despite their prehistoric roots, zifs in this text are
presented as a fairly fresh race to the world. While they do
have ancient origins, this does not need to be entangled
with your existing campaign history. After all, the zif
spent nearly all of the recorded history of the other races
as reclusive giant deep-sea squids. This allows them to be
placed in virtually any campaign setting with little work.
As is, they require almost no adjustment to your world to
begin play immediately.
However, if this ancient spin does not work
well with the concept of your game world, there
are alternatives. The zifs could easily be a
race that has fled from the Far
Realm, invading your world in
droves in search of sanctuary
from a sinister and alien force.
Or perhaps the zif are recently
evolved creatures from the
Underdark, hardened with
frequent encounters with
nefarious races. The zif may
also be from another reality;
one in which mollusks have
evolved as the dominant
species.
Whatever the case,
the zif will make a welcome
addition to any game as a the only
player with a shell, an unusual option
for a player seeking something entirely
different, a challenge for the player who likes
to play everything, or even a fun alternative
for those thirsting for an eldritch edge.
Artwork: Dean Spencer

71
RACIAL PARAGON PATHS
ARCHEOVITUS
“The past lives on within each of us. I embrace both the then and
the now.”

Prerequisite: Relluk

You have become an elite member of the


Archeopatroni. The archeovitus are expected to be living
representatives of their ancient heritage. You tend to
collect antiques and often wear and use items that are
hundreds of years old. In addition to collecting soul
crystals, you are charged with the task to uncover the
mystery of the past. You embrace the past fully as a way of
bringing it into the future.
You have a knack for archeology, and all that comes
with it. You are able to expose items hidden by ages or by
magic. In addition, you have discovered many arcane
secrets along the way that aid you in your quest. You are
truly a living relic; well versed in ancient history and
cultures long dead.

ARCHEOVITUS PATH FEATURES


Wisdom of Eons (11th Level): You may add your
Wisdom or Constitution modifier to your Arcana and
History checks. You may add one-half your Wisdom or Eyes of the Ancients Archeovitus Utility 12
Constitution modifier to Initiative checks. Your eyes can see through veils both magical and
Insightful Action (11th Level): When you spend an mundane.
action point to take an extra action, you also gain an extra
move action that you can use during the next turn. Daily
Lore of Ages (16th Level): Your attacks deal 3 extra Minor Action Personal
damage on a hit against creatures whose origins are within Effect: Until the end of the encounter, you gain the
the scope of your trained skills. For example, if you are ability to perceive invisible creatures and objects as
trained in Dungeoneering, your attacks deal 3 extra if they were visible. In addition, while this power is
damage on a hit against aberrant creatures. active, creatures and objects in total concealment
you may regard as lightly concealed and normally
ARCHEOVITUS POWERS concealed creatures are not treated as concealed.

Primeval Strike Archeovitus Attack 11


You channel ancient wisdom into one deadly strike. Mists of Time Archeovitus Attack 20
Encounter  Weapon A cloud of mist pours forth from your torso-mouth,
Standard Action Melee weapon ravaging enemies and obscuring vision.
Special: This power can be used as an opportunity Daily  Necrotic, Radiant, Zone
attack. Standard Action Close burst 2
Target: One creature Hit: A thick gray mist fills a close burst 2 until the
Attack: Constitution, Wisdom, or Intelligence vs. end of your next turn. This zone of mist provides
Reflex total concealment to all creatures within it. Any
Hit: 3[W] + Constitution, Wisdom, or Intelligence creature other than you that starts its turn within the
modifier damage. zone takes 4d8 necrotic and radiant damage.
Artwork: Dean Spencer

72
BATTLETWIN
“We long since gave up on our individuality. We are stronger as
one.”

Prerequisite: Taddol

Taddols always have a strong connection to their


twin. Still, many strive for individuality. You and your
twin, however, decided to focus on working as a
singular unit. Consequently, the battletwin paragon
path requires both you and your twin to take it to be
effective. If your twin does not take this path, you will
not gain its benefits or powers, and must choose a new
path.
By effectively combining two brains in one body, you
are capable of remarkable wonders that can be helpful to
both you and your twin. You work as a cohesive unit with
your twin; combining your separate attacks into one more
powerful attack. Together, you prove that two heads are
definitely better than one.

BATTLETWIN PATH FEATURES


Special: Your twin must also take this paragon path.
The following powers are granted only if both characters
have access to them.
Twintellect (11th Level): Add your twin’s Intelligence
modifier to Knowledge checks that you are both trained
Watch My Back Battletwin Utility 12
in.
Twin Action (11th Level): When you spend an action You use your twin’s perception to gain all-around sight.
point to take an extra action, your twin may make an extra Daily  Stance
move action on his next turn. Minor Action Personal
Double Jeopardy (16th Level): You and your twin may Effect: Until the stance ends, you cannot be flanked
both respond to an opponent who provokes an for the rest of this encounter.
opportunity attack. Normally, taddols only receive one
such response per set of twins.
One Heart Battletwin Attack 20
BATTLETWIN POWERS You smite an opponent who has hurt your twin.
Daily  Weapon
Twin Attack Battletwin Attack 11
Immediate Reaction Melee weapon
You borrow your twin’s action to make a ferocious
Trigger: An adjacent enemy bloodies your twin
assault.
with a melee attack
Encounter  Reliable, Weapon
Target: The triggering enemy
Standard Action Melee weapon
Attack: Strength vs. AC
Special: Your twin loses his next standard action.
Hit: 3[W] + Strength or Intelligence modifier
Targets: One or two creatures damage and the target is knocked prone.
Attack: Strength vs. AC, two attacks Miss: Half damage, and not knocked prone.
Hit: 2[W] + Strength and Intelligence modifier Effect: Your twin gains a +2 bonus to hit the
damage per attack. triggering enemy on his next turn.
Artwork: Dean Spencer

73
CAVEMAN
“A real man uses only what he can kill with his bare hands.”

Prerequisite: Mahrog

Mahrogs are known to be primitive with brutish


tendencies. You revel in this. You are a true caveman;
using only what you can make yourself. Draped in animal
skins and wielding crudely fashioned weapons, you are
the epitome of savage. You are considered holy by your
people, as you are a self-proclaimed agent of Mahra and
the preservation of your people’s ways. You may smell
bad, be infested with fleas, and appear generally barbaric,
but you are also a formidable force of nature.
By dedicating yourself to Mahra’s way, she has given
you several blessings. In addition, you have become even
more skillful at using primitive weapons and armor. You
are in tune with the natural world, and have learned to
harness your inner beast.

CAVEMAN PATH FEATURES


Beasthide (11th Level): Your Skin of the Beast racial
trait grants you an additional +1 bonus to AC when
wearing light armor.
Savage Action (11th Level): You can spend an action
point to make a melee basic attack against each adjacent
enemy, instead of taking an extra action. You gain a bonus
to each damage roll equal to your Constitution or Wisdom
Beast Within Caveman Utility 12
modifier (whichever is higher).
Brutal Strike (16th Level): Whenever you score a You unleash your inner animal.
critical hit with an improvised weapon or a mace, the Daily  Stance
attack deals extra damage equal to twice your Constitution Minor Action Personal
or Wisdom modifier (whichever is higher). Effect: Until the stance ends, you gain a +2 bonus to
damage rolls and gain resist 5 to all damage.
CAVEMAN POWERS
Savage Whomping Caveman Attack 20
Pummel the Earth Caveman Attack 11
You wallop your foe into his allies, bowling them over.
You savagely beat the ground, causing waves of
destruction. Daily  Weapon
Standard Action Melee Weapon
Encounter  Weapon
Standard Action Close burst 3 Target: One enemy
Targets: Each enemy in burst Attack: Strength vs. AC
Attack: Strength vs. AC Hit: 4[W] + Strength modifier damage, and you
Hit: 2[W] + Strength modifier damage, and you push enemies adjacent to the target 1 square and
either knock the target prone or push it 2 squares. knock them prone.
Weapon: If you are wielding an improvised weapon Weapon: If you’re wielding an improvised weapon
or a mace, the number of squares you can push the or a mace the attack deals extra damage equal to
target equals 1 + your Constitution modifier or your Constitution modifier or Wisdom modifier
Wisdom modifier (whichever is higher). (whichever is higher.)
Miss: Half damage, and you push enemies adjacent
to the target 1 square.
Artwork: Dean Spencer

74
DEATHSEEKER
“It does not matter when or where I die, what matters is who I
take with me.”

Prerequisite: Kval

Kvals are a bane to evil; drawn to it like moths to


a flame. You are no exception. Your life revolves around
seeking out and destroying evil in its lair. You have no
fear; this is your purpose. Even when the odds seem
stacked against you, you persevere. Many have tried to
dissuade you from your quest, but you are undaunted.
Supernatural evil must be eliminated.
You are well-suited to monstrous environments,
for that is where they dwell. If a creature is much more
powerful than you are, you rise to the occasion. When
your enemies draw blood, you are bolstered. Even your
death holds one last surprise.

DEATHSEEKER PATH FEATURES


Reciprocal Ravage (11th Level): Whenever you are
bloodied by an opponent, that opponent takes ongoing
necrotic and radiant damage equal to your Dexterity
modifier or Wisdom modifier (save ends). If you are
slain by an opponent, that opponent takes ongoing
necrotic and radiant damage equal to your Dexterity
or Wisdom score (save ends).
Resilient Action (11th Level): When you spend an
action point to take an extra action, you gain resist 10 to all
damage until the end of your next turn. Fountain of Doom Deathseeker Utility 12
Entropic Wash (16th Level): When you use your Your corrupting blood sprays in all directions.
second wind, each enemy within 5 squares of you takes Daily Stance
1d10 + your Wisdom modifier or Dexterity modifier Immediate Reaction Personal
necrotic and radiant damage. In addition, you gain Trigger: An enemy bloodies you with a melee
temporary hit points equal to the damage that was rolled. attack.
Effect: Your entropic blood racial power has an area
DEATHSEEKER POWERS
of close burst 1 until the stance ends.
Bloodbond Deathseeker Attack 11
You spit entropic blood at an opponent, which flares up Reckless Spite Deathseeker Attack 20
whenever you are injured.
You put yourself in harm’s way to make a devastating
Encounter  Necrotic, Radiant attack.
Standard Action Ranged 5
Daily  Weapon
Targets: One creature
Standard Action Melee weapon
Attack: Dexterity +4 or Wisdom +4 vs. Reflex
Target: One creature
At level 21: Increase to Dexterity +6 or Wisdom +6
Attack: Dexterity or Wisdom vs. AC
vs. Reflex
Hit: 7[W] + Dexterity modifier or Wisdom modifier
Hit: 2d6 + Dexterity modifier or Wisdom modifier
damage.
necrotic and radiant damage. Until the end of your
Effect: After the attack, the target may make a basic
next turn, when you take damage, the target takes
melee attack against you as a free action.
half that amount of necrotic and radiant damage.
Artwork: Eugene Jaworksi

75
DEMOLISHER
“A boggle’s birthright was forced upon him; our brain says to
build, our heart, however, says to break.”

Prerequisite: Boggle

Boggles are heavily conflicted creatures. While


they do have highly developed intellects, at their core they
are bloodthirsty goblins. Their civilized reputation is a
testament only to a victory of reason over instinct.
Some boggles wish to embrace their inner nature;
balancing both their technological wits with more base,
goblinoid cravings. As a demolisher, you have mastered
that balance. You use your keen insight into all things
artificial to find weaknesses. Not only can you tear down
marvels of engineering, but you have learned to harness
the power of alchemy to inflict damage. As a demolisher,
you have also learned how to emerge relatively unscathed
from the thick of catastrophe.

DEMOLISHER PATH FEATURES


Break and Bend (11th Level): Whenever you score
a critical hit against an opponent that is wielding a
weapon, that opponent gains a cumulative -2 to hit with
the weapon or weapons it was wielding until the end of
the encounter. Bear the Boom Demolisher Utility 12
Destructive Action (11th Level): You can spend an
You know how to weather a terrible blast and its
action point to open a lock, shatter a mundane object, or
aftermath.
gain a +10 bonus to disable an adjacent trap.
Scratch and Dent (16th Level): When you hit an Daily
enemy, that enemy takes a -1 penalty to AC until the end Immediate Interrupt Personal
of your next turn. If that enemy is a construct, it also takes Trigger: You are targeted by a burst or blast power.
a -1 penalty to Fortitude defense until the end of your next Effect: You gain resist 15 to all damage until the end
turn. of your next turn.

DEMOLISHER POWERS
Mangle Mail Demolisher Attack 20
Boggle Bomb Demolisher Attack 11 With a precision strike, you eradicate the defenses of a
single opponent.
You unleash a powerful explosion upon your foes.
Daily  Reliable, Weapon
Encounter  Fire, Thunder
Standard Action Melee weapon
Standard Action Area burst 3 within 10 squares
Target: One creature
Targets: Each enemy in burst
Attack: Intelligence vs. Fortitude
Attack: Intelligence +4 vs. Reflex
At level 21: Intelligence +6 vs. Reflex Hit: 2[W] + Intelligence modifier damage. The target
takes a -4 penalty to AC and gains vulnerable 5 all
Hit: 2d6 + Intelligence modifier fire and thunder
(save ends both).
damage, and the target is knocked prone.
Aftereffect: If the target is a construct, it takes a -4
penalty to AC and gains vulnerable 5 all until the
end of its next turn.
Artwork: Eugene Jaworksi

76
ENTREPRENEUR
“Even Hell has opportunity for those that seek it.”
Prerequisite: Numistian
You hunger for riches. All three of your eyes are
always wide open for even the slightest opportunity to
gather more gold. Long ago, you decided that one
cannot sit around and wait for a fortune to come to him,
one must go to the fortune! You have become a traveler,
an adventurer, and a salesman of words.
You have learned how best to pilfer dungeons
and dangerous lairs. You procured ways to slay
monsters while keeping them in one piece for later sale
of their hides and other valuable extremities and
innards. You have the gift of the gab, and can even talk
your way out of harm. Most importantly, you make a
living out of adventuring.

ENTREPRENEUR PATH FEATURES


Knowledge is Power (11th Level): You gain a +2
bonus to Arcana checks, Dungeoneering checks, History
checks, Religion checks, and Streetwise checks.
Lucrative Action (11th Level): When you spend
an action point, you may use your Money Is Life racial
trait at half the normal cost of gold. Ask and Receive Entrepreneur Attack 12
Trustworthy Aura (16th Level): Adjacent Your words afflict a target, making it impossible for it to
creatures, at your discretion, may incur a penalty to disobey.
Insight and Initiative checks equal to your Charisma Daily  Charm
modifier or Wisdom modifier. At 21st level, increase the Standard Action Range 10
range to 5 squares. You choose what creatures are affected Target: One creature
and when. Attack: Charisma +4 or Wisdom +4 vs. Will
At level 21: Increase to Charisma +6 or Wisdom +6
ENTREPRENEUR POWERS vs. Will
Preservative Damage Entrepreneur Attack 11 Hit: The target is dominated until the beginning of
your next turn.
You release a wave of damaging energy that leaves no
visible wounds and repairs physical damage without
restoring hit points. Frozen Assets Entrepreneur Attack 20
Encounter  Cold, Poison, Thunder Your stare freezes an enemy in his tracks, literally.
Standard Action Close burst 3 Daily  Cold, Gaze
Targets: Each enemy in burst Standard Action Ranged 20
Attack: Charisma +4 or Wisdom +4 vs. Reflex Target: One creature
At level 21: Increase to Charisma +6 or Wisdom +6 Attack: Charisma +4 or Wisdom +4 vs. Reflex
vs. Reflex At level 21: Increase to Charisma +6 or Wisdom +6
Effect: All physical damage on target is healed, yet vs. Reflex
no hit points are gained or restored. Effect: Target takes ongoing cold damage equal to
Hit: Choose the cold, poison, or thunder damage your Charisma modifier or Wisdom modifier (save
type. Enemies in burst take 2d8 + Charisma ends).
modifier or Wisdom modifier damage of the chosen Hit: 4d10 + Charisma modifier or Wisdom modifier
type. cold damage and the target is immobilized (save
Miss: Half damage. ends).
Artwork: Eugene Jaworksi

77
FLAYER SLAYER
“Tentacles writhe in the darkness. I will be there to ensure
they wriggle no more.”

Prerequisites: Zif, Flayer Slayer feat

A deep hatred exists between the inhabitants and


descendants of the Far Realm and the Zif. The origin of
this enmity is unimportant to you. All that matters is
that they must die. You hunt them in their lairs, you
stalk them in the dark bowels of the underdeep, and you
eradicate them wherever you go. Aberrant creatures
must die, their plots must be overthrown, and their
minions abolished if the world is to survive.
All of your skills are designed to better match the
aberrant foe. Your defenses center on protection from
psychic attacks, a favorite among their kind. You are
well-suited to hunting and killing them in their
underground lairs. They will fear you as they have
others fear them.

FLAYER SLAYER PATH FEATURES


Flayer Slayer’s Action (11th Level): You can spend
an action point to reroll an attack roll against an aberrant
creature, or to end a condition currently affecting you
that originated from an aberrant creature, and that a
save can end.
Mental Shell (11th Level): You gain resist 5 psychic.
While using your retract into shell racial power, you gain
resist 20 psychic.
Vengeance Surge (16th Level): When an aberrant See the Darkness Flayer Slayer Utility 12
creature reduces an ally that you can see to 0 hit points or You become keenly aware of your surroundings.
fewer, you can spend a healing surge.
Daily
Minor Action Personal
FLAYER SLAYER POWERS
Effect: Until the end of the encounter, you gain
Mind Cracker Flayer Slayer Attack 11 darkvision and tremorsense 10.
You expel a psychic burst, dealing damage and
debilitating those who use psychic powers.
Gaze of Elders Flayer Slayer Attack 20
Encounter  Psychic
Standard Action Close burst 3 Your eyes project mental scorn that sears the mind and
Targets: Each enemy in burst soul of an enemy.
Attack: Intelligence +4 or Wisdom +4 (whichever is Daily  Psychic
higher) versus Will Standard Action Ranged 10
At level 21: Increase to Intelligence +6 or Wisdom +6 Targets: One enemy
(whichever is higher) versus Will Attack: Intelligence +4 or Wisdom +4 vs. Fortitude
Hit: 2d6 + Intelligence modifier or Wisdom modifier At level 21: Intelligence +4 or Wisdom +6 vs.
psychic damage, and the target is dazed until the Fortitude
end of your next turn. The target cannot use a Hit: 4d10 + Intelligence modifier or Wisdom
power that has the psychic keyword until the end of modifier psychic damage, and the target is dazed
your next turn. (save ends). If the target is an aberrant creature, it is
instead stunned (save ends).
Miss: Half damage and no daze or stun effect.
Artwork: Dean Spencer

78
GOLDEN MUSE
“I exist solely so that the righteous may prosper.”

Prerequisite: Muse, Lawful Good alignment

A life as a muse often means a life dedicated to


helping another’s cause. In your case, there is no
exception. You seek out the servitors of good aligned
deities and inspire them to overcome evil. You are deeply
religious and hold the values of your temple above all else.
These values often include virtue, honor, and compassion.
You are the living embodiment of these principles.
Drawn to the path of divine good, you are well-
suited to aiding the cause of other divine classes. You are
charged with pure radiant energy, and all those who use
that type of energy can benefit from having you nearby.
You may also harness this energy into powerful radiant
attacks.

GOLDEN MUSE PATH FEATURES


Golden Light (11th Level): Allies within 5 squares
of you gain a +2 to damage with powers that use the
radiant or divine keyword.
Brilliant Burst (11th Level): When you spend an
action point to take an extra action, all enemies adjacent to
you take radiant damage equal to one-half your level +
your Charisma modifier or Intelligence modifier. In
addition, each enemy adjacent to you is blinded until the
beginning of your next turn
Divine Presence (16th Level): Your Unearthly
Presence racial trait now grants a +2 bonus to all defenses Touch of Gold Golden Muse Utility 12
against attacks made by creatures within 2 squares of you.
Your touch can replenish an ally’s divine power.
GOLDEN MUSE POWERS Daily
Standard Action Melee touch
Golden Strike Golden Muse Attack 11 Target: One adjacent ally
Your weapon, bathed in golden light, sends shards of Effect: The target can regain the use of one daily
inspiration to your allies on a successful strike. power with the radiant or divine keyword.
Encounter  Radiant, Reliable, Weapon
Standard Action Melee weapon
Targets: One Creature Let it Shine Golden Muse Attack 20
Attack: Charisma or Intelligence vs. AC You glow with brilliant radiant light.
Hit: 2[W] + Charisma modifier or Intelligence Daily  Radiant
modifier radiant damage. Each ally within 2 squares Minor Action Personal
of the target gains a bonus to his or her next attack Effect: You shine with brilliant light until the end of
roll against that target equal to 1 + your Charisma the encounter, illuminating the area like a bonfire.
modifier. While this power is active and you are able to take
actions, any enemy that starts its turn adjacent to
you is dazed until the end of your next turn and
takes radiant damage equal to your Charisma
modifier plus your Intelligence modifier.
Artwork: Eugene Jaworksi

79
GRIM REAPER
“There is a cycle to all things. I serve as both a reminder and an
enforcer of that edict.”

Prerequisite: Obitu
You came from death. Your bones were laid to rest
once by loved ones in hopes their owner would find peace.
Instead, some cruel twist of fate stole that right. It is not
fair, it is not natural, and you are outraged. To honor the
bones you walk in, you feel a duty to hunt and destroy the
undead. While you did not rob the peace from the bones
you now walk in, you can at least set them in motion to
atone for those that did.
You draw on the powers of life and death to
destroy supernatural evil. Bestowing the obitu infection to
the undead is only half the battle. If the beast cannot be
turned, it must be destroyed. You hunt vampires, you
stalk ghouls, and you haunt the haunts. Your hooded
visage and shining blade will strike fear in those that deal
in terror.

GRIM REAPER PATH FEATURES


Reaper’s Action (11th Level): You can spend an
action-point to re-roll a saving throw or re-roll an attack
roll against an enemy. If the attack hits and the
enemy is undead, gain an extra standard action this turn.
Undead Slayer (11th Level): When you deal your
Alacrity of the Dead damage to an undead target, you deal
an additional +5 damage. Increase to + 10 damage at 11th
level and +15 damage at level 21. In addition, you gain a
+2 bonus on monster knowledge checks regarding undead
and on Perception checks to notice undead. Death’s Visage Grim Reaper Utility 12
Sow Weakness (16th Level): When you deal
You suddenly reveal that death has entered the battlefield.
damage to an undead target, that target loses all
resistances until the end of your next turn. When you score Daily  Fear
a critical hit on an enemy that is not undead, that creature Minor Action Close burst 5
loses all resistances until the end of your next turn. Targets: Each humanoid enemy in burst that can see
you.
GRIM REAPER POWERS Effect: You throw back your hood, and the targets
take a –2 penalty to attack rolls against you until the
Deathbane Strike Grim Reaper Attack 11 end of the encounter. If you’re trained in Intimidate,
You make a death-infused strike laden with obitu virus. you additionally gain combat advantage against the
Encounter  Weapon targets until the end of your next turn.
Standard Action Melee weapon
Target: One creature Circle of Balance Grim Reaper Attack 20
Attack: Strength vs. AC You expel a powerful radiant burst, harming your
Hit: 1[W] + Strength modifier damage, and ongoing enemies and healing your allies.
10 damage (save ends). If this attack kills an undead Daily  Radiant
target, it rises as a fledgling obitu in three rounds. Standard Action Close burst 5
Targets: Each enemy in burst
Attack: Str +4 vs. Fortitude
At level 21: Str +6 vs. Fortitude.
Hit: 4d8 + Strength modifier radiant damage.
Artwork: Eugene Jaworksi

Effect: Your allies in the burst regain 5 hit points,


plus an additional 5 hit points for each undead hit
by this attack.
80
LIGHTSEEKER
“Our duty is to find the light in the darkness, even if we
have to build the flame ourselves.”

Prerequisite: Entobian

Much like your insect brethren, you are


drawn to the light. In the case of the entobians,
however, this has much more metaphorical
connotations. All entobians begin life with a thirst
for adventure. They want to experience new things,
see new landscapes, and climb to new horizons.
You, however, are not satisfied with simply seeing
things as they are. You purposefully creep into the
darkest of dwellings, most dangerous of locales,
and most sinister places in search of the diamond
in the rough.
You are convinced that no matter how dire
the situation, something positive might be found.
Failing that, you feel it is your duty to set things
right. As a lightseeker, your deeds epitomize the
entobians sense of adventure, as well as their
incredible sense of humanity. You live for the thrill
of finding the good in every situation, and bringing
light out of the darkness. Your talents revolve
around keen powers of observation, unhindered
movement, and neutralizing those who intend to cause
harm.
See the Unseen Lightseeker Utility 12
LIGHTSEEKER PATH FEATURES Your eyes become keenly aware of everything.
Darksense (11th Level): When in darkness or low Daily
light, you gain a +2 bonus to initiative checks and to Minor Action Personal
Perception checks. Effect: Until the end of the encounter, you gain
Resilient March (11th Level): When you spend an darkvision and truesight 6 (you can see invisible
action point to take a move action, you also gain resist 10 creatures and objects within six squares and within
to all damage until the end of your next turn. The your line of sight.)
resistance increases to 20 at 21st level.
World Walker (16th Level): You ignore difficult
terrain if that terrain is naturally occurring. Appeal to the Heart Lightseeker Attack 20
LIGHTSEEKER POWERS Your words strike confusion into the heart of an enemy.
Daily  Charm
Enlighten Lightseeker Attack 11 Standard Action Ranged 20
You channel radiant energy to alight your foes. Target: One enemy
Encounter  Radiant Attack: Charisma+8 vs. Will
Standard Action Close burst 4 At level 21: Charisma +10 vs. Will
Targets: Each enemy in burst Hit: The target is stunned (save ends).
Attack: Charisma +4 vs. Reflex Miss: The target is dazed (save ends).
At level 21: Charisma +6 vs. Reflex Aftereffect: (for hit only) The target is dazed until
Hit: 2d8 + Charisma modifier radiant damage. In the end of your next turn.
addition, until the end of your next turn, all attacks
against the target have combat advantage, and the
target cannot benefit from invisibility or
Artwork: Eugene Jaworksi

concealment.

81
MOGOGOLDIN
“My blood may be cold, but my heart is noble and true. My
sword can say the same.”

Prerequisite: Mogogol

The desire to do right boils in the veins of


every mogogol. With you, however, it also pounds
with every beat of your heart. Enamored with the
concept of the champion of good, it has become your
obsession. You wear the armor, you wield the sword.
Even if the armor is leather, the sword actually a
dagger, and you may be a rogue by vocation, you are
still every bit the valiant knight. You adhere to a strict
code of honor, and have honed your combat abilities
to best defend the helpless, uphold the righteous, and
destroy the wicked.
Whatever your class, you have learned to
inspire others to feats of action and courage, to make
the most of meager arms and armor, and harness
uncanny luck. Your idealistic nature and impeccable
moral compass gives you an air of nobility.

MOGOGOLDIN PATH FEATURES


Armor of the Heart (11th Level): You receive
a +1 bonus to AC when wearing light armor.
Inspiring Aura (11th level): Allies gain a +1 bonus
to attack rolls whenever they are adjacent to you.
Inspirational Action (11th Level): When you
Face the Fear Mogogoldin Utility 12
spend an action point to take an extra action, each ally
within 10 squares of you gains a +2 power bonus to attack Your fearlessness inspires courage in nearby allies.
rolls until the start of your next turn. Daily
Fool’s Luck (16th Level): As a free action, if you or Minor Action Close burst 5
an ally within 5 squares of you misses a saving throw, you Targets: You and all allies in burst.
can spend an action point to allow the target to reroll that Effect: Negate any fear effects affecting the target.
saving throw with a +3 bonus.

MOGOGOLDIN POWERS Leap of Fury Mogogoldin Attack 20


Claws of the Meek Mogogoldin Attack 11 You unexpectedly launch yourself through the air at your
opponent.
You unleash a ferocious assault, doing more damage than
one would anticipate. Daily  Weapon
Standard Action Melee weapon
Encounter  Invigorating, Weapon
Target: One creature
Standard Action Melee weapon
Attack: Constitution vs. Reflex
Targets: One or two creatures
Attack: Charisma vs. AC, two attacks Effect: Before the attack, you fly up to 5 squares to a
space adjacent to the target and gain combat
Hit: 1[W] + Charisma modifier damage per attack.
advantage against it until the end of your turn.
Weapon: If you’re wielding a light blade or
Hit: 4[W] + Constitution modifier damage.
improvised weapon, the attacks deal extra damage
Miss: Half damage.
equal to your Constitution modifier.
Artwork: Eugene Jaworksi

82
PHARAOH
“I was once a lowly servant of humanity. Since, I have risen to
humble servant of the gods.”

Prerequisite: Anumus

The anumi fruit harkens to a time when strange gods


ruled the realm. The divine magic used to create the fruit
was part of a cherished dedication to these beastly deities.
While much of this tradition was lost in the desert sands
when this civilization died, many anumi feel drawn to
these forgotten times. You heard this call most of all.
The blood of the primeval gods flows in your veins.
You feel compelled to serve the gods as your ancient
ancestors did. You follow a faith that has been puzzled
together from the artifacts of countless ruins. While much
is still shrouded in mystery, you have gleaned great power
from what you have uncovered. You are the new
representation of the old pantheon. You are the pharaoh.

PHARAOH PATH FEATURES


Ancient Secrets (11th Level): You gain the Alchemist
feat and training in Religion and History. You also gain a
+3 bonus to death saving throws.
Light of the Gods (11th Level): When you spend an
action point to take an extra action, you regain hit points
equal to your level, and until the end of your next turn, Crook and Flail Pharaoh Attack 12
your attacks that hit deal extra radiant damage equal to You bring an ally close and put an enemy in harm’s way.
your Strength modifier..
Resplendent Power (16th Level): When you use a class Daily  Teleportation
power against a creature and score a critical hit, the attack Move Action Close burst 10
Target: One ally and one enemy in burst
deals 2d10 extra radiant damage to that creature.
Attack: (enemy only) Strength + 4 vs. Fortitude
Level 21: Strength + 6 vs. Fortitude
PHARAOH POWERS
Hit: Target enemy is teleported up to 3 squares.
Effect: Target ally is teleported to a space adjacent
Flames of Judgment Pharaoh Attack 11
to you.
You blast an enemy with a beam of holy fire which flares
up whenever you hit him.
Divine Decree Pharaoh Attack 20
Encounter  Radiant
You command obedience or torment, opponent’s choice.
Standard Action Ranged 20
Target: One enemy Daily  Charm, Radiant
Attack: Strength +6 vs. Reflex Standard Action Close burst 5
At level 21: Strength +8 vs. Reflex Target: Each enemy in burst
Attack: Strength +4 vs. Will
Hit: 3d6 + Strength modifier radiant damage, and
At level 21: Strength +6 vs. Will
until the end of the encounter, each subsequent time
you hit the target with an attack, it takes additional Hit: The target chooses either to be dazed and
radiant damage equal to your Strength modifier. immobilized until the end of your next turn, or to
take ongoing 20 radiant damage (save ends).
Miss: The target chooses either to be slowed until
the end of your next turn, or to take ongoing 10
radiant damage (save ends).
Artwork: Dean Spencer

83
REVERENT OF SPRING
“Now is the time to plant the seeds of progress; let them take
root in the carcasses of our enemies, let their leaves choke out the
light for those beneath us.”

Prerequisite: Oakling

You know the truth about nature. It is not all


about conservation, fuzzy animals, and pretty flowers. To
you, nature’s law is simple and unforgiving: kill or be
killed. From the lowly weed that siphons nourishment
from those above it to the mighty oak whose branches
starve sunlight from those below it, you feel nature has
taught you many lessons.
You have learned to harness your inner nature to
overcome your obstacles. You have developed your body
to become more effective in combat. You have rid your
mind of illogical feelings and sentiments that can only
stand in the way of progress. You are a force of nature
now; your limbs twisted, your body wild, and your mind
in tune with the cold, hard truth of reality.

REVERENT OF SPRING PATH FEATURES


Reaching Branches (11th Level): When you spend
an action point to take an extra action, your melee reach
increases by 1 until the end of your turn.
Wild Roots (11th Level): Enemies treat each square
adjacent to you as difficult terrain.
Oaken Will (16th Level): Whenever a creature
makes an attack against your Will and misses, you gain
temporary hit points equal to your Wisdom modifier. Tame the Mind Reverent of Spring Utility 12
You can shake off charm and fear affects.
REVERENT OF SPRING POWERS Daily
Free Action Personal
Strangling Root Reverent of Spring Attack 11 Trigger: You are affected by a charm or fear power
You send a constrictive root sprawling after your foe. that a save can end.
Encounter Effect: You automatically succeed your saving
Standard Action Ranged 5 throw versus this power.
Target: One creature
Attack: Strength or Wisdom vs. Reflex Blood Heal Reverent of Spring Attack 20
At level 21: Strength or Wisdom + 2 vs. Reflex You crush the blood from your foe, so that you may drink
Hit: 2d8 + Strength or Wisdom modifier damage, it and heal.
and the target is restrained until the end of your Daily  Weapon
next turn. Standard Action Melee weapon
Effect: You gain combat advantage for this attack Target: One creature
unless the target has tremorsense. Attack: Strength or Wisdom vs. Fortitude
Special: When you gain this power, choose Strength Hit: 3[W] + Strength or Wisdom modifier
or Wisdom as the ability for this power. Miss: Half damage
Effect: You can spend a healing surge and gain
an additional number of hit points equal to half of
your level plus your Wisdom modifier.
Artwork: Eugene Jaworksi

84
SLIME LORD
“I am a face for the faceless ones.”

Prerequisite: Squole

You are the willing representative of ooze-kind.


You have learned how to work with non-sentient oozes,
slimes, and jellies and use them to further your cause.
Your goal is to cultivate a positive relationship between
the denizens of ooze and the world of men. Your hope is
that the next time an adventurer encounters these
creatures, they see an opportunity for positive gain,
instead of an adversary that needs to be destroyed.
Your skills and powers allow you to better locate
and interact with ooze-kind. At higher levels, you can
even summon an ooze to aid you in combat. In addition,
your closeness to these creatures has given you the ability
to assume their form.

SLIME LORD PATH FEATURES


Ooze Whisperer (11th Level): You gain a +5 bonus
to all Perception checks or Dungeoneering checks to find
any oozes and other amorphous creatures in your line of
sight. In addition, you can communicate with ooze as if
speaking a language that the ooze knows. Oozes with an
Intelligence of 1 only know what has occurred within their
Amorphous Body Slime Lord Utility 12
perception
Splashing Action (11th Level): When you spend You become amorphous and can move like ooze.
an action point to take an extra action, you deal damage Encounter
equal to your Strength modifier or Constitution modifier Move Action Personal
to one, two, or three creatures of your choice within 5 Effect: You shift your speed, including through squares
squares of you. This damage is of the same type as your occupied by enemies. For the rest of the encounter, you
Elemental Oozing racial trait. gain a +5 bonus to checks to escape a grab.
Acidic Resistance (16th Level): Your Elemental
Resistance racial trait now grants the same resistance to Summon Purple Ooze Slime Lord Attack 20
acid as your other chosen damage type. If acid is your You summon a terrible purple ooze to attack your foes.
chosen damage type, increase this resistance by 5. Daily  Summoning
Minor Action Ranged 20
SLIME LORD POWERS
Effect: You summon a Large purple ooze in an
Slime Shot Slime Lord Attack 11 unoccupied 2-square-by-2-square space within range. The
You squirt elemental ooze at a foe, slowing him down. purple ooze has reach 2 and a speed of 4. It has a bonus to
AC equal to your Constitution modifier or Strength
Encounter  Acid, Cold, Fire, or Lightning
modifier. You can give the purple ooze the following
Standard Action Ranged 5
commands.
Targets: One creature
Standard Action: Close blast 3; Constitution + 4 vs.
Attack: Constitution +4 or Strength +4 vs. Reflex
At level 21: Increase to Constitution +6 or Strength +6 vs. Fortitude (At level 21: Increase to Constitution + 6 vs.
Reflex Fortitude); 2d8 + Constitution modifier acid damage, and
the target is grabbed. Sustain Standard: The purple ooze
Hit: The target is slowed and takes ongoing 10 damage sustains the grab, and the target takes 2d8 acid damage
(save ends both). This damage is of the same type as and loses a healing surge. A target that has no healing
your Elemental Oozing racial trait. surges instead takes damage equal to its level.
Opportunity Attack: Melee reach 2; targets one creature;
Strength + 4 vs. AC (At level 21: Increase to Strength + 6
vs. AC); 2d8 + Strength modifier damage, and ongoing 10
Artwork: Eugene Jaworksi

acid damage (save ends). The purple ooze can make this
opportunity attack against a creature that attacks you.
Move Action: The purple ooze shifts 4 squares.

85
WARRIOR PHILOSOPHER
“The philosophy of war is the philosophy of peace.”

Prerequisite: Xax

You were born of conflict; on a battlefield or


betwixt mortal combat. Consequently, your mind is
finely tuned toward military endeavors. As a xax, you
felt compelled to enwrap this motivation with an
elaborate philosophy. You endeavor to unravel the art
of war, both philosophically and in practice.
Your study of combat has expanded your
martial abilities. Regardless of class, you tend to be seen
on the battlefield as an astute warrior. You are able to
fortify brawn with a keen intellect. You powers reflect a
keen understanding of the flow of battle and the tactics
of a seasoned soldier.

WARRIOR PHILOSOPHER PATH FEATURES


Combat Precognition (11th Level): You can act
during a surprise round even when surprised and do
not grant combat advantage from being surprised.
Strategic Action (11th Level): When you spend
an action point to take an extra action, all allies within
your line of sight gain a +1 bonus to attack rolls and
damage rolls until the start of your next turn.
Army of One (16th Level): For your We Are One
racial trait, roll twice and gain access to both racial Impossible Odds Warrior Philosopher Utility 12
encounter powers. You can turn a catastrophic miss into a spectacular hit.
Daily
WARRIOR PHILOSOPHER POWERS Free Action Personal
Trigger: You roll a natural 1 to hit.
Forceful Strike Warrior Philosopher Attack 11 Effect: The roll is considered to be a natural 20.
Use a superior weapon to drive foes away.
Encounter  Invigorating, Weapon
Awaken Experience Warrior Philosopher Attack 20
Standard Action Melee weapon
With an expert hit, you awaken more potential within
Requirement: You must be wielding a superior
yourself.
weapon.
Daily  Reliable, Weapon
Target: One creature
Standard Action Melee weapon
Attack: Constitution or Intelligence vs. Fortitude
Target: One creature
Hit: 2[W] + Constitution modifier or Intelligence Attack: Constitution or Intelligence vs. AC
modifier damage, and you push the target a number
Hit: 3[W] + Constitution modifier or Intelligence
of squares equal to your Intelligence modifier.
modifier damage, and you gain an action point. The
action point disappears if it’s not used by the end of
the encounter. You can use this action point
regardless of whether or not you have spent one
during this encounter.
Artwork: Eugene Jaworksi

86
RACIAL BACKGROUNDS

Something in your background sets you apart ENTOBIAN


from others in your race. Hive Born: You come from a rare community that
consisted exclusively of entobians. You grew up never
ANUMUS having met a member of a different race. Why did this
Ancestral Dreams: You are plagued with dreams community isolate themselves? Do you share their views?
of an age-gone-by. From these dreams, you learn details of Why have you decided to mingle with other races?
ancient religions and cultures. What do the dreams mean? Associated Skill: Religion
Do you search for clues of this ancient past? Should you Vagabond: Your wanderlust knows no bounds,
resurrect the old ways? and you call only the open road your home. What drives
Associated Skills: History, Religion your need to travel? Are you a fugitive? Have you made
Bestial: You are especially bestial; you have thick any friends and how do you keep in contact with them on
fingernails and substantial body hair (or other species
your travels?
related trait). How do you temper your animal side with Associated Skills: Nature, Streetwise
your rational side? What typically dominates your
personality, man or beast? Why are you different? KVAL
Associated Skill: Intimidate Cursed: The fiend whose realm you once helped
Guard Animal: You spent your animal life as a to bring down personally cursed your existence. How does
watchdog or similar sentry animal. In your anumus life, this curse manifest? Are there any physical signs? Do
you still have a knack for patrolling and protecting. What others of your race consider you a pariah or a saint?
will your new charge be? Will you take up the role of a Associated Skills: Religion
defender? What were you guarding? Nemesis: You have gained the mutual enmity of
Associated Skill: Perception
an infernal fiend. Who is this villain and why have you
chosen him as your nemesis? What are you doing to
BOGGLE
vanquish this evil? What is your enemy doing to stop you?
Inflicted: Onset of the boggle madness affliction
Associated Skill: Heal, Intimidation
has started early. You teeter on the edge of insanity, and
Rift Born: You sprang into existence just as your
without a near-constant infusion of the elixir you will turn
pocket dimension collapsed, and consequentially have no
into a raving psychopath. What will you do to keep your
memory of the realm that your brethren came from. Do
wits? What caused this affliction to affect you so young?
you have the same drive to destroy evil? Do you get along
How will you insure that have enough boggle brew?
with others of your brood? Does being born in this world
Associated Skills: Bluff, Stealth
bring you closer to humankind?
Obsessed: You are absorbed in a life’s work, and
Associated Skill: Diplomacy
have trouble thinking of anything else. This could be
anything from a great invention to a detailed manual. MAHROG
What will be your obsession? How does your obsession Civilized: For a mahrog, you are
mesh with the goals of the adventuring party? What will uncharacteristically urbane. Your speech and mannerisms
you do once you have completed your objective? express that you are much more refined than the typical
Associated Skill: Arcana savage. Will you use this talent to bridge the gap between
Throwback: You exhibit more goblin-like savage and sophisticate? Will you use your glib
tendencies than other boggles. While still very intelligent, conversation skills to promote or renounce Mahra? Will
you tend to shun mechanical endeavors in favor of you reject your savage ways?
mischief-making and carnage. How do you rationalize Associated Skills: Streetwise, Diplomacy
these urges? How will you fit in with other boggles? Will Orphan: You were raised by humans who thought
you return to your goblin roots or be at odds with your you were one of their own. At puberty, you began to hear
inner nature? Mahra calling to you. Do you heed the call? Do your
Associated Skills: Streetwise, Thievery parents suspect that you might be a mahrog? Will you
contact your race? How did you end up with the humans
to begin with?
Associated Skill: Insight

87
Six-Fingered: You were born with six fingers on NUMISTIAN
each hand which marks you as both ill-fated and an agent Mercenary: You sell services rather than
of Mahra. Your tribe sought to educate you in all of the wares. You possess a skill that is valuable to others.
deeper aspects of religion, but also prevents you from ever What is this skill? How do you advertise your
finding a mate or having children. Do you believe in this services? What makes you better than your
superstition? Will you go against your tribe and take up a competitors?
different path? Associated Skill: Diplomacy
Associated Skills: Insight, Religion Panhandler : Instead of selling goods and
services, you routinely acquired money through
MOGOGOL begging and con artistry. What are your methods?
Curseless: While not necessarily evil, you do not Why have you eschewed more ethical means of
feel the undeniable urge to be good. Even at a young age, acquiring gold? Have you resorted to panhandling
you had trouble fitting in with the steadfast mogogol out of desperation or was the choice intentional?
mindset. Do you let other mogogols know? What does Associated Skills: Streetwise, Thievery
this mean? Could your lack of curse spell a cure for other Rare Coin: The mystical coins that you
mogogols? bleed when injured appear to be of a rare or ancient
Associated Skill: Bluff
mint. You are a source of intrigue to other numistians,
Mania Inclined: While most mogogols are prone and you have extensively researched their origin. Have
to having a lifelong obsession, your focus tends to waver. you found the origin of the coin? What is the significance
One week, magic may fascinate you, the next it could be of this phenomenon?
religion. What is your current obsession? How have your Associated Skill: History
manias impacted your personal relationships? Can you
manage any long term goals? What caused you to be this
way?
OAKLING
Associated Skills: Any two knowledge skills. City Grown: Your wise parents decided to plant
you in the heart of a great metropolis. Your formative
Orphan: You were captured as a tadpole and
years were spent absorbing urban discourse, day and
raised by a race other than your own. What is your
night. You feel very uneasy in natural surroundings. Why
relationship with your captors? Why did they capture
were you planted in the city? How will you cope with
you? Do you look fondly upon the race that raised you?
being associated so strongly with nature?
Do you intend to reconnect with your mogogol brethren?
Associated Skills: History, Streetwise
Associated Skill: Diplomacy
Primal Touched: Unlike many of your kin, you
MUSE feel a oneness with nature and the need to protect it. This
Bad Dream: You are the spawn of a darker deity, puts you at constant odds with others of your race who
here to help those that serve this cause. Since you are rare feel nature exists to be exploited. What caused you to feel
among your kind, you often hide your true nature. What this way? How will you convince your race of your ideals?
god do you serve? Do you work secretly or overtly? Associated Skill: Nature
Would you aid those who do not serve your cause, or
hinder them?
OBITU
Associated Skill: Bluff Heroic Bones: You walk in the bones of a great
hero. Who was this hero and what did he do? How did he
Scribe of the Gods: You are a keeper of legends
meet his fate? Can you atone for what he did as an
and recorder of history. The gods have hidden knowledge
undead? Do you honor his life or reject it?
in you so that it might inspire others. What sorts of lore do
Associated Skill: History
you keep? Who do you share your knowledge with? Did
Shadow Touched: An unusual amount of shadow
your thirst to observe and record inspire you to become an
energy still pulses in your soul. You are unnaturally
adventurer?
Associated Skill: History, Religion attracted to all aspects of death and dying. How does this
manifest in your goals? Why are you even darker than the
typical obitu?
Associated Skill: Arcana or Religion
Telltale Bones: Your skeleton is that of a obvious
nonhuman, perhaps tiefling or dragonborn. Were your
bones were the result of a terrible menace to your bone
donor’s race? Do you fit in well with that race? Does your
even more sinister appearance cause you hardship?
Associated Skill: Intimidate

88
RELLUK XAX
Ancient Body: Your body is not newly built. It Blank Birth: You were born in a desolate area, and
was retrieved in a remote region, far away from the have therefore not acquired any innate skills or
relluk’s ancestral home, and brought to life by the knowledge. Consequently, it has taken you much longer to
Archeopatroni. What is the significance of your body’s mature than the typical xax. Where were you born? How
location? Why was it retrieved? Does your body hold a did you overcome your initial naivety? What lead you to
clue as to what happened to the relluks’ creators? the path you are on now?
Associated Skills: History Associated Skill: Insight
Modern Design: Your body was designed by Cosmopolitan Birth: You were born amidst a
another race. Consequently, you appear very different large city and have acquired a large variety of experiences
from your brethren. Who made your body and why? What and motivations. Where were you born? With so much
do other relluks think of you? Where did your builders diversity, how do you determine which path to take?
obtain a soul crystal? Associated Skill: Streetwise
Associated Skills: Diplomacy
Strange Memories: Your soul crystal was
ZIF
imprinted with vague memories of a lifetime in a bizarre
Incomplete Symbiosis: You did not merge well
realm, not of this world. What exactly do you remember?
with your snillorg and consequently have some less-
What is the significance of these memories? Are these
civilized quirks. Instead of eradicating the snillorg’s
recollections pertinent to the creation of your race?
memory and personality, you assimilated some of it into
Associated Skill: Arcana
your own. What interfered with your unification? How do
other zifs view you? Does the snillorg side of you resent
SQUOLE the zif race?
Clear: You were born as clear and colorless as Associated Skills: Thievery, Stealth
pure water. While you still harbor an elemental affinity, Slayer Scarred: You bear the scars of an encounter
you show no outward signs of it. How do other squoles with a mind slayer. What happened during the encounter?
view this rare condition? Did your parent have the same Has this encounter increased your hatred or your fear of
features? Do you use your natural ability to blend in with these creatures?
your surroundings to your advantage? Associated Skills: Dungeoneering, Heal
Associated Skills: Stealth Outcast: Your race has collectively turned its back
Slime Hunter: You have rejected the cause of your on you. What did you do to deserve such treatment? Are
race and actively hunt and destroy slime, oozes, and you trying to redeem yourself, or do you continue on the
jellies. Why are you on this quest? Do you seek the path away from your race?
acceptance of your race, or have you condemned them as Associated Skill: Bluff
well?
Associated Skills: Dungeoneering

TADDOL
Bi-gendered: You and your twin are of a different
gender, which is extremely rare among the taddols. Others
of your race consider you to be a freak or bad omen. Do
you turn to other races for acceptance? Do you agree with
others of your kind? What caused this mutation?
Associated Skills: Diplomacy, Insight
Sibling Rival: You and your twin disagree more
often than you agree. Why do you argue so much? What
caused this rift? How do you typically manage to solve
disputes?
Associated Skills: Bluff, Insight

89
RACIAL FEATS

Remarkable Races have a number of feats all their own. ARCANE APTITUDE [BOGGLE]
Prerequisite: Boggle
Metamorphosis Feats Benefit: You gain a +1 feat bonus to attack rolls
Entobian larvites may choose from several made with a magic item power.
metamorphosis feats at the paragon tier, and another
is available at the epic tier. They are not required to ARCANE CRAFT [BOGGLE]
take any of these feats and may remain a larvite for Prerequisites: Boggle, 4th level, Int 13
their entire lives. Metamorphosis is a planned event. Benefit: You can master the Enchant Magic Item
For one, the larvite must take the Prepare for ritual without studying from a book or scroll. You may
Metamorphosis feat at some point beforehand. cast this ritual without the Ritual Caster feat.
Immediately preceding the event, the larvite prepares
and consumes a large feast roughly equal to their body ARCANE RUIN [BOGGLE]
weight. The ingredients of the feast vary according to Prerequisites: Boggle, 6th level
what metamorphosis feat the entobian is taking; rare Benefit: You can master the Disenchant Magic
herbs for coleophites, exotic fruits for farfalites, Item ritual without studying from a book or scroll. You
uncommon grains for eulites, and meat from may cast this ritual without the Ritual Caster feat.
dangerous beasts for moscanites. After consumption,
the larvite then enters a state of intense meditation for BARGAIN [NUMISTIAN]
8 hours. This meditation culminates in the spinning of Prerequisites: Numistian, Wis 14
a cocoon. In this pupa state, the entobian is completely Benefit: You may add your Wisdom modifier to
helpless and unconscious for roughly 7 days. The Streetwise and Diplomacy checks to find and negotiate the
newly emerged and transformed entobian is best deal on an item for purchase.
considered weakened for 24 hours. The transformation
is both physical and psychological. The original racial BIG SPINNER [ENTOBIAN]
ability bonuses (+2 Dexterity, +2 Charisma) vanish Prerequisite: Larvite
and are replaced by new racial ability bonuses. Benefit: Your silk spray power now has a range of
Retroactively adjust statistics such as hit points, and so 10. In addition, you may use the special function of silk
on to match the new ability scores. Any feats for which spray an additional two times per day, and create a 50-foot
you no longer meet the requirements can be retrained length of rope with each use.
for free. Paragon tier metamorphosis feats assign a Special: You may retrain this feat for free when
male gender to the entobian, while the epic tier feat you take a metamorphosis feat.
denotes a female gender. The new form bares a very
BRUTE STRENGTH [MAHROG]
small resemblance to the old form. Metamorphosis
feats can only be taken by a larvite (thus only one, Prerequisites: Mahrog, Str 15
once, ever). Metamorphosis is irreversible and Benefit: You gain a +4 feat bonus to Strength
permanent. Please see individual feats for more checks made to break or burst items and objects (refer to
D&D 4E PLAYER’S HANDBOOK).
details.
CHAOTIC SURGE [XAX]
HEROIC TIER FEATS Prerequisite: Xax
These feats are available to any character who meets the Benefit: If you score a critical hit, you may add
prerequisites. 1d6 damage per tier of a random damage type by rolling a
d10 and applying the following damage type: 1-2: acid, 3-
ALMOST HUMAN [MAHROG] 4: cold, 5-6: fire, 7-8: lightning, 9-10: poison.
Prerequisite: Mahrog
Benefit: Gain the benefits of one other feat with
human as a prerequisite, as long as you meet the other
prerequisites.

90
HEROIC TIER FEATS
Any Race Prerequisites Benefit
Mahrah’s Perseverance Channel Divinity class feature, Shake off any effect that would alter your mind or form.
must worship Mahra

Racial Feats Prerequisites Benefit


Almost Human Mahrog Gain the benefits of one feat normally reserved for humans
Arcane Aptitude Boggle Gain a +1 feat bonus to attack rolls made with a magic item power
Arcane Craft Boggle, 4th level, Int 13 You can master the Enchant Magic Item ritual without studying from a book
and without the Ritual Caster feat.
Arcane Ruin Boggle, 6th level You can master the Disenchant Magic Item ritual without studying from a book
and without the Ritual Caster feat.
Bargain Numistian, Wis 14 Add your wisdom modifier to Streetwise and Diplomacy checks when making
purchases
Big Spinner Larvite Entobian Your silk spray power now has range 10 and makes more rope.
Brute Strength Mahrog, Str 15 Gain a +4 feat bonus to Strength checks to break or burst items
Chaotic Surge Xax Add 1d6 of a random damage type to a critical hit
Club and Spear Mahrog, proficiency with a Your fist and stone power now applies to spears and maces
simple weapon, Str 15
Crystal Gore Relluk, Str 13 Instead of breath of steam, gore opponents with your crystal head
Death Spawn Obitu Increase resist necrotic value by 5
Deep Roots Oakling As a move action, root yourself into place to prevent being forcibly moved
Dodgy Kval, Dex 15 Gain a +1 bonus to AC and Reflex versus Medium or larger foes
Elemental Acclimation Squole Increase the resist value conferred by elemental resistance by 5
Elude Grasp Zif Gain a +3 feat bonus to escape a grab
Evade Grasp Squole Escape a grab as a minor action with a +3 feat bonus to Athletics checks
Fantastic Tongue Mogogol Grasping Tongue can grab targets up to 4 squares away with a +2 bonus
Fearless Oakling Gain a +2 feat bonus to saving throws against fear effects, and a +1 feat bonus to
your Will defense against charm effects.
Flee to Shelter Zif, Dex 13 Use retract into shell as a move action
Foster Fortitude Taddol Use your twin’s Fortitude defense once per encounter
Glowworm Entobian Shed light like a torch as a free action
Inspire Courage Muse Grant allies within 10 squares a +2 racial bonus to saving throws versus fear
effects, and a +1 feat bonus to Will defense against fear effects.
Into the Rough Kval Ignore the effects of difficult terrain when shifting
Leaping Strike Mogogol Make both a bull rush and a melee basic attack when charging
Lend Health Taddol Loose hit points and give them to your twin as temporary hit points.
Manifest Claws Anumus, species with claws Use your claws as if they were sickles with a +3 bonus
Manipulate Probability Xax Once per encounter, roll 5d4 instead of a d20
Mantis Grab Entobian, Str 15 Use your Mid-Leg Attack to grab opponents, with +2 bonus if a hand is free
Mismatched Gem Relluk Mix armor gems to get bonus of one set, with the power of the odd gem
Money is Power Numistian Expend an encounter power to activate bribe fate without a hit point loss
Monkey Wrench Boggle Get a second chance to disable a trap or lock
Natural Instinct Anumus Gain training in Nature and +2 feat bonus to Streetwise or Dungeoneering
One of Many Xax Better your odds with the We Are One racial trait
One With Wood Oakling Gain a feat bonus to damage when using wooden weapons.
Penny Saved Numistian Recover some gold when using the Money Is Life racial trait
Plagueborn Obitu Gain a +1 feat bonus to Fortitude and become immune to disease
Power Ooze Squole Deal an additional 2 damage with your elemental oozing racial feature
Prepare for Entobian Allows you to take a metamorphosis feat, and increases your healing surges by 2
Metamorphosis until you take a metamorphosis feat.
Poisonous Entobian Unarmed attackers take poison damage when they hit you
Rescuing Reflex Taddol Use your twin’s Reflex defense once per encounter
Rising Steam Relluk Increase range of breath of steam power to close burst 2
Servitor’s Diplomacy Anumus Gain training in Diplomacy and +2 feat bonus to Bluff or Insight
Slayer Flayer Zif Gain a +1 bonus to attack aberrant creatures
Spiker Entobian Gain a +1 bonus to attack and damage of Mid-Leg Attack
Thorns Oakling Unarmed attackers take damage when they attack you
Trickey Target Kval Gain a +1 bonus to AC against opportunity attacks.
Triple Jointed Obitu Move normally when squeezing, and gain +2 to avoid a grab
Twinspike Entobian, Dex 15 Increase the die of Mid-Leg Attack to 2
Uncanny Will Mogogol Gain a +3 feat bonus against charm effects
Vicious Bite Anumus Make unarmed attacks with your mouth as if armed with a sickle
Waking Dream Muse Sleeping allies within 10 squares do not have a penalty to Perception
Waterjot Mogogol Run over the surface of water
Wings of a Dream Muse Reduce falling damage

91
CLUB AND SPEAR [MAHROG] ELEMENTAL ACCLIMATION [SQUOLE]
Prerequisites: Mahrog, proficiency with a simple Prerequisite: Squole
weapon, Str 15 Benefit: Increase the resist value conferred by
Benefit: Your fist and stone power now applies to your elemental resistance by 5.
all spears and maces that are simple weapons in addition
to improvised melee weapons. Your proficiency bonus ELUDE GRASP [ZIF]
with these weapons does not change from the feat, Prerequisite: Zif
however. Benefit: You have learned to use your slimy skin
and retractable body to help you escape from enemies that
CRYSTAL GORE [RELLUK] have grabbed you. You gain a +3 feat bonus to Acrobatic
Prerequisites: Relluk, Str 13 or Athletics checks to escape a grab.
Benefit: You may use the crystal gore encounter
power in place of your breath of steam encounter power. EVADE GRASP [SQUOLE]
Prerequisite: Squole
Crystal Gore Relluk Racial Power Benefit: You can attempt to escape a grab with an
You charge an enemy and gore it with your crystal head. Athletics check as a minor action instead of as a move
action. In addition, you gain a +3 feat bonus to Athletics
Encounter  Fire
checks to escape a grab.
Standard Action Melee 1
Requirement: You must charge and use this power
FANTASTIC TONGUE [MOGOGOL]
in place of a melee basic attack.
Prerequisite: Mogogol
Target: One creature.
Benefit: When using Grasping Tongue, you can
Attack: Strength + 2 vs. Reflex. Increase to +4 at
attempt to grab a target up to four squares away and gain
11th level, +6 at 21st level.
a +2 feat bonus on the attempt.
Hit: 1d8 + Constitution modifier fire damage.
Increase 2d8 + Constitution modifier fire damage at FEARLESS [OAKLING]
11th level and 3d8 + Constitution modifier fire Prerequisite: Oakling
damage at 21st level. Benefit: You gain a +2 feat bonus to saving throws
against fear effects, and a +1 feat bonus to your Will
DEATH SPAWN [OBITU] defense against charm effects.
Prerequisite: Obitu
Benefit: Increase resist necrotic value by 5. FLEE TO SHELTER [ZIF]
Prerequisites: Zif, Dex 13
DEEP ROOTS [OAKLING] Benefit: You may use the retract into shell power as
Prerequisite: Oakling a move action rather than a standard action. For example,
Benefit: As a move action, you can root yourself in now you can make a standard action and then retract into
place. You become immobile and count as a creature two shell.
size categories larger than you are for push, pull, and slide
effects. In addition, you gain a +2 feat bonus to the saving FOSTER FORTITUDE [TADDOL]
throw conferred by your Rooted Foot racial trait. A move Prerequisite: Taddol
action ends this effect. Benefit: Once per encounter, use your twin’s
Fortitude defense. This feat is taken by the twin with the
DODGY [KVAL] lowest Fortitude, which is the score normally used for the
Prerequisites: Kval, Dex 15 entire Taddol.
Benefit: You gain a +1 bonus to AC and Reflex
defense against the attacks of Medium or larger foes. GLOWWORM [ENTOBIAN]
Prerequisite: Entobian
Benefit: You have special glands that allow you
shed light as a torch from your abdomen at-will, as a free
action. You can extinguish your light at-will, as a free
action.

92
INSPIRE COURAGE [MUSE] MANTIS GRAB [ENTOBIAN]
Prerequisite: Muse Prerequisites: Entobian, Str 15
Benefit: You grant allies within 10 squares of you Benefit: You can attempt grab attacks with your
a +2 racial bonus to saving throws versus fear effects and a mid-legs (even with both hands occupied). If you have at
+1 feat bonus to Will defense against fear effects. least one hand free, you gain a +2 racial bonus on your
Strength attack when making a grab attempt.
INTO THE ROUGH [KVAL]
Prerequisites: Kval MISMATCHED GEM [RELLUK]
Benefit: You ignore the effects of difficult terrain Prerequisite: Relluk
when shifting. Benefit: Replace one armor gem with another
armor gem of a different type. Keep the armor emulation
LEAPING STRIKE [MOGOGOL] of the majority, but gain the bonus racial power of the odd
Prerequisite: Mogogol gem. You can only have one mismatched gem at a time.
Benefit: When you charge, you may make both a Switching gems takes a short rest outside of combat.
bull rush and a melee basic attack, in that order.
MONEY IS POWER [NUMISTIAN]
LEND HEALTH [TADDOL] Prerequisite: Numistian
Prerequisite: Taddol Benefit: As a minor action, you may expend a
Benefit: Once per encounter, lose 10 hit points as single encounter power to activate your bribe fate racial
long as this does not bring you below 1 hit point. Your power without losing hit points.
twin gains 10 temporary hit points. Increase both the loss
and the gain to 20 hit points at 11th level, and 30 hit points MONKEY WRENCH [BOGGLE]
at 21st level. Prerequisite: Boggle
Benefit: If you fail a Thievery check to disable a
MAHRA’S PERSEVERANCE [DIVINITY] trap or open a lock, you may immediately reroll and use
Prerequisites: Channel Divinity class feature, the second result instead.
must worship Mahra
Benefit: You can invoke the power of your deity NATURAL INSTINCT [ANUMUS]
to use Mahra’s Perseverance. Prerequisite: Anumus
Benefit: Gain training in Nature, and gain a +2
Channel Divinity: Mahra’s Perseverance Feat Power feat bonus to either Streetwise or Dungeoneering,
depending on character background or species. Choose
Mahra’s will allows you to shake off any effect that would alter
your mind or for. only one of these skills at the time of taking this feat.
Encounter ONE OF MANY [XAX]
Immediate Interrupt Personal
Prerequisite: Xax
Trigger: You suffer an effect that has the Charm, Fear, or
Benefit: At the beginning of the encounter, before
Polymorph descriptors that a save can end.
you roll for your We Are One racial trait, choose and write
Effect: You make a saving throw against the effect with a down two numbers from 1 to 8. You may reroll for your
bonus equal to your Wisdom or Constitution modifier We Are One racial trait if either number that you have
(whichever is higher). written down is rolled.

MANIFEST CLAWS [ANUMUS] ONE WITH WOOD [OAKLING]


Prerequisites: Anumus, species with claws. Prerequisite: Oakling
Benefit: You can sprout bestial claws at-will and Benefit: You gain a +1 feat bonus to damage when
retract them at-will, as a free action. You can use these using a weapon that is made of mostly wood (club,
claws as weapons with a +3 proficiency bonus. quarterstaff, greatclub, longbow, shortbow, or weapon
For purpose of powers, feats, and damage, you can treat made of special materials, such as bronzewood.)
your claws as sickles, and you are considered to have one At 11th level, this bonus increases to +2. At 21st
in each hand. You cannot enchant your claws. level it increases to +3.

MANIPULATE PROBABILITY [XAX]


Prerequisite: Xax
Benefit: Once per encounter, roll 5d4 in the place
of a d20.

93
PENNY SAVED [NUMISTIAN] SERVITOR’S DIPLOMACY [ANUMUS]
Prerequisite: Numistian Prerequisite: Anumus
Benefit: After activating your Money Is Life racial Benefit: You gain training in Diplomacy, and gain
trait, the next time that you are damaged from an attack a +2 feat bonus to either Bluff or Insight, depending on
during this same encounter, one gold piece per hit point of character background or species. Choose only one of these
damage from this attack will drop into your square from skills at the time of taking this feat.
your wounds. Subsequent attacks will not release gold
pieces. The maximum number of gold pieces that appear is SLAYER FLAYER [ZIF]
equal to the amount consumed during the last time that Prerequisite: Zif
you activated your Money Is Life racial trait. Benefit: You gain a +1 racial bonus to attack rolls
against creatures with the aberrant origin.
PLAGUEBORN [OBITU]
Prerequisite: Obitu SPIKER [ENTOBIAN]
Benefit: You gain a +1 feat bonus to Fortitude. In Prerequisite: Entobian
addition, you are immune to disease. Benefit: Gain a +1 bonus to unarmed attack and
damage rolls made using your Mid-Leg Attack racial trait.
POWER OOZE [SQUOLE]
Prerequisite: Squole THORNS [OAKLING]
Benefit: Deal an additional +2 damage whenever Prerequisites: Oakling, 1st level
you activate your Elemental Oozing racial trait. This Benefit: Any creature that attacks you with an
damage is the same damage type as your racial feature. unarmed attack takes 1d4 damage from thorns. Increase to
1d6 at level 11 and 1d8 at level 21.
PREPARE FOR METAMORPHOSIS [ENTOBIAN] Special: This feat must be taken at 1st level.
Prerequisite: Entobian
Benefit: You may take a metamorphosis feat when TRICKY TARGET [KVAL]
you are at least level 11 or above. Prerequisite: Kval
In addition, until you take a metamorphosis feat, you may Benefit: You gain a +1 bonus to AC against
increase your number of healing surges by two. You may opportunity attacks.
not retrain this feat if you take a metamorphosis feat.
TRIPLE JOINTED [OBITU]
POISONOUS [ENTOBIAN]
Prerequisite: Obitu
Prerequisite: Entobian
Benefit: You can move and attack normally
Benefit: You exude a mild contact poison through
during a squeeze move. In addition, you gain a +2 to
your pores. Any creature that makes a successful unarmed
Reflex when avoiding a grab attack.
attack (standard melee attack without the weapon
descriptor) against you takes 2 points of poison damage. TWINSPIKE [ENTOBIAN]
You can turn this on and off at-will, as a free action. Prerequisites: Entobian, Dex 15
Entobians are immune to this poison. Increase to 5 points
Benefit: You can attack with both mid-legs as one,
of poison damage at 11th level, and 10 points of poison effectively increasing the number of dice of your Mid-Leg
damage at 21st level. Attack racial trait to 2. For example, a larvite attacking
with Twinspike would do a base 2d4 points of damage
RESCUING REFLEX [TADDOL]
instead of 1d4.
Prerequisite: Taddol
Benefit: Once per encounter, use your twin’s
UNCANNY WILL [MOGOGOL]
Reflex defense. This feat is taken by the twin with the
Prerequisite: Mogogol
lowest Reflex, which is the score normally used for the
Benefit: You gain a +3 feat bonus against charm
entire Taddol.
effects.
RISING STEAM [RELLUK]
VICIOUS BITE [ANUMUS]
Prerequisite: Relluk
Prerequisite: Anumus
Benefit: When using your breath of steam power,
Benefit: You may make an unarmed attack with
you may chose to have a range of close burst 2, instead of
your mouth as if you were armed with a sickle. Treat as an
close burst 1.
off-hand attack. You cannot enchant your bite.

94
WAKING DREAM [MUSE] In addition, you gain the following powers:
Prerequisite: Muse Deadly Mid-legs: Increase the damage dice for
Benefit: All sleeping allies within 10 squares of unarmed attacks using your Mid-Leg Attack racial trait to
you do not take the -5 penalty to Perception checks for 1d6.
being asleep. Hard Shell: Gain the hard shell utility power. You
cannot use this power while flying.
WATERJOT [MOGOGOL]
Prerequisite: Mogogol Hard Shell Entobian Racial Power
Benefit: You can run over the surface of water You hunker down and expose only layers of tough chitin,
without sinking. When you stop running, you sink thus taking less damage.
normally.
Encounter
Move Action Personal
WINGS OF A DREAM [MUSE]
Prerequisite: Muse Effect: Forfeit all actions until the beginning of your
Benefit: When making an Acrobatics check to next turn. You gain resist 10 to all damage until the
reduce falling damage, reduce the amount of falling beginning of next of your next turn. Increase to resist
damage that you take by your entire check result, instead 15 at level 21.
of half of the result.

PARAGON TIER FEATS CORROSIVE ICHOR [KVAL]


Prerequisite: Kval
These feats are available to any character of 11th level or
Benefit: When bloodied, you deal an additional 3
higher who meets the prerequisites.
points of necrotic and radiant damage with your Entropic
Blood racial trait.
BESTIAL DEFENSE [MAHROG]
Prerequisites: Mahrog
Benefit: While gaining the benefit of the Skin of
the Beast racial trait, you also gain a +1 feat bonus to your
Reflex and Fortitude.

BOILING STEAM [RELLUK]


Prerequisite: Relluk
Benefit: Use d6s for your breath of steam power
instead of d4s.

COLEOPHITE [METAMORPHOSIS]
Prerequisites: Larvite, Prepare for Metamorphosis
feat
Benefit: You metamorphose into a beetle-like
entobian. Your racial ability scores are now modified to +2
Constitution and +2 Strength. You can no longer use the
silk spray power, and instead can use the surge of flight
(coleophite) encounter power.

Surge of Flight Entobian Racial Power


(Coleophite)
You can fly for a short burst.
Encounter
Minor Action Personal
Effect: Gain fly speed 5 (Clumsy) until the end of
your next turn. You may sustain this effect with a
minor action. This effect automatically ends if you Coleophite Entobian
are bloodied.
Artwork: Dean Spencer

95
DEATHBANE TOUCH [OBITU] In addition, you gain the following powers:
Prerequisite: Obitu, Plagueborn feat Razored Mid-legs: Gain a +3 bonus to damage
Benefit: Gain the deathbane touch encounter power. rolls using your Mid-Leg Attack racial trait.
Electric Burst: Gain the electric burst encounter
Deathbane Touch Obitu Feat Power power. You cannot use this power while flying.
Your touch drains the life from undead foes.
Encounter Electric Burst Entobian Racial Power
Standard Action Melee touch You generate a crackling bioelectric burst that harms
Target: One creature with the undead keyword those nearby.
Attack: Strength, Constitution, or Dexterity +4 vs. Encounter  Lightning
Fortitude. Minor Action Close burst 1
Hit: Target takes ongoing 10 damage (save ends). Target: Each creature in burst
Effect: Whenever the target takes 10 damage as a Attack: (Strength or Wisdom) + 4 vs. Reflex
result of this attack, you gain 5 hit points. Hit: 2d8 + (Strength or Wisdom) modifier lightning
At level 21: Increase hit points gained to 10. damage.
Special: When you take the Deathbane Touch feat, Increase to +6, and 3d8 + (Strength or Wisdom)
choose Strength, Dexterity, or Constitution as the modifier lightning damage at 21st level
ability score that you use when you make attack Special: When you take the Eulite feat, choose either
rolls with this power. If this attack kills a target, it Strength or Wisdom to use for the attack and
rises as a fledgling obitu in three rounds. damage rolls when using this power. This choice is
permanent and cannot be changed.

ELEMENTAL GRASP [SQUOLE]


Prerequisite: Squole
Benefit: Each round that you sustain a grab on
your turn, you may also do damage through your
Elemental Oozing racial trait as though you succeeded
with a basic melee attack.

EULITE [METAMORPHOSIS]
Prerequisites: Larvite, Prepare for Metamorphosis
feat
Benefit: You metamorphose into a moth-like
entobian. Your ability scores are now modified to +2
Strength and +2 Wisdom. You can no longer use the silk
spray power, and instead can use the surge of flight (eulite)
encounter power.

Surge of Flight Entobian Racial Power


(Eulite)
You can fly for a short burst.
Encounter
Minor Action Personal
Effect: Gain fly speed 5 (hover) until the end of your
next turn. You may sustain this effect with a minor
Eulite Entobian
action. This effect automatically ends if you are
bloodied.
Artwork: Dean Spencer

96
Flutter Entobian Racial Power
Your colorful, fluttering wings can deceive opponents as
to where you actually are.
Encounter  Illusion
Move Action Personal
Effect: You shift one square and the next targeted
attack against you has a 50% chance of missing,
unless it is a critical hit (which hits normally). You
can sustain this effect as a free action. The miss effect
ends if you use another move action.

GAMBLE [NUMISTIAN]
Prerequisites: Numistian
Benefit: You may activate your bribe fate racial
power without losing hit points. If you succeed at your
second saving throw, you immediately lose your level in
hit points.

GOLDEN EYE [NUMISTIAN]


Prerequisite: Numistian
Benefit: Your Sense Coins racial trait also applies
to all things made of gold metal.

HONED SENSES [SQUOLE]


Prerequisites: Squole, Wis 13
Farfalite Entobian Benefit: Your blindsight range increases by a
number of squares equal to your Wisdom modifier.

INDOMITABLE WILL [MOGOGOL]


FARFALITE [METAMORPHOSIS]
Prerequisites: Mogogol, Uncanny Will feat
Prerequisites: Larvite, Prepare for Metamorphosis
Benefit: If you fail a saving throw versus a charm
feat
effect, you may immediately make another saving throw,
Benefit: You metamorphose into a butterfly-like
taking the second result.
entobian. Your ability scores are now modified to +2
Dexterity (stays the same) and +2 Intelligence. You can no JURY-RIG [BOGGLE]
longer use the silk spray power, and instead can use the Prerequisites: Boggle, Arcane Craft feat
surge of flight (farfalite) encounter power. Benefit: You can wear an item meant for one item
location slot in an entirely different slot. For example, you
Surge of Flight Entobian Racial Power can wear a feet slot item in a waist slot. This only applies
(Farfalite) to items with an “Item Slot” entry. You may wear only one
You can fly for a short burst. item affected by this feat at a time.
Encounter
Minor Action Personal LARVITE LIFER [ENTOBIAN]
Prerequisite: Larvite
Effect: Gain fly speed 5 (Hover) until the end of Benefit: You grow to Medium size after resting 8
your next turn. You may sustain this effect with a
hours. Increase the damage dice for unarmed attacks using
minor action. This effect automatically ends if you
mid-legs to 1d6. This change in size and damage is
are bloodied.
permanent.
Special: Much like metamorphosis, the larvite
In addition, you gain the following powers: prepares by eating a huge feast of rare herbs followed by
Wicked Mid-legs: You may use your Dexterity meditation. If you take this feat you can never take a
modifier in place of your Strength modifier for attack and metamorphosis feat. You do not need to take the Prepare
damage rolls for unarmed attacks using your Mid-Leg
Artwork: Dean Spencer

for Metamorphosis feat in order to take this feat.


Attack racial trait.
Flutter: Gain the flutter utility power. You cannot
use this power while flying.
97
LEND SURGE [TADDOL] Acid Spit Entobian Racial Power
Prerequisites: Taddol, Lend Health feat You can spit a stream of acid at a single foe.
Benefit: Once per encounter, give one of your
Encounter  Acid
healing surges to your twin. On his next turn, if he can
Minor Action Range 10 squares
spend one healing surge, he can spend both.
Attack: (Dexterity or Constitution) + 4 vs. Reflex
LIGHT AFLAME [RELLUK] Hit: 2d8 + (Dexterity or Constitution) modifier acid
Prerequisites: Relluk, Crystal Gore feat damage.
Benefit: Creatures damaged by your crystal gore Increase to +6 and 3d8 + (Dexterity or
power now take an additional ongoing 5 fire damage (save Constitution) modifier acid damage at 21st level.
ends). Special: When you take the Moscanite feat, choose
either Dexterity or Constitution to use for the attack
MANIFEST ADAPTATIONS [ANUMUS]
and damage rolls when using this power. This
Prerequisite: Anumus
choice is permanent and cannot be changed.
Benefit: If Endurance is granted as a skill bonus
by your race, gain resist 5 poison. If Perception is granted
as a skill bonus by your race, gain blindsight 3. If Stealth is
granted as a skill bonus by your race, gain an additional
+3 feat bonus to Stealth checks when you have any cover
or concealment.

MOSCANITE [METAMORPHOSIS]
Prerequisites: Larvite, Prepare for Metamorphosis
feat
Benefit: You metamorphose into a fly-like
entobian. Your ability scores are now modified to +2
Constitution and +2 Dexterity (stays the same). You can no
longer use the silk spray power, and instead can use the
surge of flight (moscanite) encounter power.

Surge of Flight Entobian Racial Power


(Moscanite)
You can fly for a short burst.
Encounter
Minor Action Personal
Effect: Gain fly speed 5 until the end of your next
turn. You may sustain this effect with a minor
action. This effect automatically ends if you are
bloodied.

In addition, you gain the following powers:


Toxic Mid-legs: Your Mid-Leg Attack racial trait
does +2 points of poison damage in addition to regular
damage.
Acid Spit: Gain the acid spit encounter power. You Moscanite Entobian
cannot use this power while flying.
Artwork: Dean Spencer

98
PARAGON TIER FEATS
Racial Feats Prerequisites Benefit
Bestial Defense Mahrog Skin of the Beast racial trait gives +1 feat bonus to Reflex and Fortitude
Boiling Steam Relluk Use d6s for your breath of steam power
Coleophite Larvite entobian, Prepare for You metamorphosis into a beetle-like entobian with a hard shell
Metamorphosis feat
Corrosive Ichor Kval Deal an additional 3 points of damage with Entropic Blood racial trait
Deathbane Touch Obitu, Plagueborn feat Damage undead with touch attack and gain hit points
Elemental Grasp Squole Deal Elemental Oozing damage while sustaining a grab
Eulite Larvite entobian, Prepare for You metamorphosis into a moth-like entobian with an electric burst attack
Metamorphosis feat
Farfalite Larvite entobian, Prepare for You metamorphosis into a butterfly-like entobian with a displacing effect
Metamorphosis feat
Gamble Numistian Only lose hit points with bribe fate if you succeed at your second saving throw
Golden Eye Numistian Use Sense Coins to detect all gold
Honed Senses Squole, Wis 13 Your blindsight increase in range equal to your Wisdom modifier
Indomitable Will Mogogol, Uncanny Will feat Make another saving throw versus a charm effect
Jury-Rig Boggle, Arcane Craft feat Wear magic items in a different slot from which they were intended
Larvite Lifer Larvite entobian Stay a larvite, grow to Medium size, and do more damage with your mid-legs
Lend Surge Taddol, Lend Health feat Once per encounter, give your twin a healing surge
Light Aflame Relluk, Crystal Gore feat Light foes on fire (ongoing damage) with your crystal gore attack
Manifest Adaptations Anumus Gain resistance to poison, blindsight, or a bonus to Stealth checks
Moscanite Larvite entobian, Prepare for You metamorphosis into a fly-like entobian that can spit acid
Metamorphosis feat
One of Few Xax, One of Many feat Better control the outcome of your We Are One racial trait
Primeval Brutality Mahrog, Savage Beating feat, All weapons affected by fist and stone have the high crit property
Str 17
Quick Inspiration Muse Use touch of the muse as a minor action
Quickstrike Obitu, Dex 15 As an immediate interrupt to a shifting opponent, make a basic melee attack
Retune Resistance Xax Reroll for chaotic resistance racial feature, and increase resist value by 5
Rolling Shell Zif, Flee to Shelter feat Shift 2 squares while using retract into shell power
Savage Beating Mahrog, Str 15 Gain a +2 feat bonus to damage while using Fist and Stone
Share Dexterity Taddol, Rescuing Reflex feat Use your twin’s Dexterity modifier instead of your own, once per encounter
Share Strength Taddol, Foster Fortitude feat Use your twin’s Strength modifier instead of your own, once per encounter
Shielding Sap Oakling Protective Sap increases resist value by 1, and protects against fire
Song of the Muse Muse Use touch of the muse at a range of 10
Spring Loaded Boggle Your first attack of the encounter gains a +2 to attack and damage
Strongfoot Zif, Str 15 Better resist pushes, pulls, or slides and avoid getting carried away
Taste of Blood Anumus, Vicious Bite feat Make a Vicious Bite attack when you bloody an opponent
Tongue Lash Mogogol Make an unarmed basic attack with a reach of 2 with your tongue
Vile Vendetta Kval When bloodied, gain a +2 to attack and damage versus the attacker who
bloodied you.
Wicked Thorns Oakling, Thorns feat Spray thorns in a close burst 2
Zig Zag Boggle Use avoid catastrophe power to shift up to 6 squares

QUICKSTRIKE [OBITU]
ONE OF FEW [XAX]
Prerequisite: Obitu, Dex 15
Prerequisites: Xax, One of Many feat
Benefit: As an immediate interrupt to an adjacent
Benefit: When using your One of Many feat, you
opponent shifting, you may make a basic melee attack
may choose two additional numbers to reroll on.
against that opponent.
PRIMEVAL BRUTALITY [MAHROG]
RETUNE RESISTANCE [XAX]
Prerequisites: Mahrog, Savage Beating feat, Str 17
Prerequisite: Xax
Benefit: Treat all weapons affected by your Fist
Benefit: Reroll for your chaotic resistance racial
and Stone racial trait to have the high crit property,
feature and replace the old damage type with the new. In
including those affected through the Club and Spear feat.
addition, increase the resist value provided by your
chaotic resistance by 5.
QUICK INSPIRATION [MUSE]
Prerequisite: Muse
ROLLING SHELL [ZIF]
Benefit: Your touch of the muse power now uses a
Prerequisites: Zif, Flee to Shelter feat
minor action to activate, instead of a standard action.
Benefit: While under the effect of retract into shell you may
shift up to 2 squares. All other effects remain the same.

99
SAVAGE BEATING [MAHROG] TONGUE LASH [MOGOGOL]
Prerequisites: Mahrog, fist and stone racial power, Prerequisite: Mogogol
Str 15 Benefit: You can make an unarmed basic melee
Benefit: You gain a +2 feat bonus to damage rolls attack with a reach of two with your tongue. Increase to a
made while using your Fist and Stone racial trait, reach of three if you have the Fantastic Tongue feat.
including those affected through the club and spear feat.
VILE VENDETTA [KVAL]
SHARE DEXTERITY [TADDOL] Prerequisites: Kval
Prerequisites: Taddol, Rescuing Reflex feat Benefit: When bloodied from an attack, you gain a
Benefit: Once per encounter you can use your +2 bonus to attack rolls and damage rolls against the
twin’s Dexterity score to modify a single roll instead of creature that attacked you until the end of the encounter.
your own.
WICKED THORNS [OAKLING]
SHARE STRENGTH [TADDOL] Prerequisites: Oakling, Thorns feat
Prerequisites: Taddol, Foster Fortitude feat Benefit: You can use thorn spray as an encounter
Benefit: Once per encounter you can use your power.
twin’s Strength score to modify a single roll instead of
your own. Thorn Spray Oakling Feat Power
You can eject thorns in a painful burst.
SHIELDING SAP [OAKLING] Encounter
Prerequisite: Oakling Free Action Close burst 2
Benefit: Your resist value from the Protective Sap Target: Each creature in burst
racial trait is increased by 1, and now protects you against Attack: Your Strength, Dexterity, or Constitution score
fire. (whichever is higher) vs. Reflex
Hit: 2d8 damage + 1 per level.
SONG OF THE MUSE [MUSE]
Prerequisite: Muse
Benefit: Your touch of the muse power now has a ZIG ZAG [BOGGLE]
range of 10 squares, and can target any ally in range. Prerequisite: Boggle, avoid catastrophe racial power
Benefit: The effect of avoid catastrophe is now,
SPRING LOADED [BOGGLE] “You may shift up to 6 squares.” The line of sight and
Prerequisite: Boggle direction are no longer stipulations.
Benefit: Your first weapon attack of the encounter
gains a +2 to hit and damage rolls.
EPIC TIER FEATS
STRONGFOOT [ZIF] These feats are available to any character of 21st level or
Prerequisites: Zif, Str 15 higher.
Benefit: When an effect forces you to move
because of a push, pull, or slide action, you can move 1 ARCHAIC FEROCITY [MAHROG]
square less than the effect specifies. If the effect forces you Prerequisites: Mahrog, Primeval Brutality feat, Str
to move only one square, you do not move at all. 21
In addition, you are considered to be of Large size Benefit: When attacking while using your Fist and
in regards to effects that lift or carry you from your current Stone racial trait, you can score a critical hit on a roll of 19
position. For example, a roc cannot target you with its claw or 20. This includes those weapons affected through the
snatch power, as that can only be used against Small or Club and Spear feat.
Medium targets.
BOOBY TRAPPED [BOGGLE]
TASTE OF BLOOD [ANUMUS] Prerequisites: Boggle, Spring Loaded feat
Prerequisites: Anumus, Vicious Bite Benefit: If your Spring Loaded feat has not yet
Benefit: When you bloody a foe with a melee activated, the first successful melee attack against you
attack, you can choose to make an additional Vicious Bite triggers a free basic weapon attack against the foe that
attack. attacked you, as an immediate reaction. This attack has the
bonus conferred by Spring Loaded, which is also
expended by this effect.

100
COLLECTIVE INTELLECT [ZIF] Benefit: Once daily, you can change shape (see the
Prerequisite: Zif glossary of the D&D 4E MONSTER MANUAL for details) into
Benefit: Gain a +5 feat bonus on all knowledge an animal of your species, according to the chart below.
related skill checks that you are not trained in. You cannot use equipment that obviously does not suit
this new form (you cannot wield a sword as a wolf, use
CHOOSE THE ONE [XAX] gloves as a horse, and so on). You revert back to your
Prerequisites: Xax, One of Few feat original form at the end of the encounter, or after a short
Benefit: Instead of rolling for your We Are One rest (whichever is first).
racial trait, you may choose one out of the list instead at
the beginning of the encounter. Species Type of Animal
Amphibian Battle Woggart*
DEATH DRAIN [OBITU] Arachnid Deathjump Spider
Prerequisite: Obitu, Deathbane Touch feat Avian Griffon
Benefit: Whenever you succeed on an armed Canine Dire Wolf
melee attack, you may use deathbane touch as a free action. Equine Warhorse
It is still expended as if you had used it normally. Feline Spectral Panther
Ophidian Crushgrip Constrictor
ENTROPIC CONTROL [KVAL] Porcine Dire Boar
Prerequisites: Kval Reptile Vicejaw Crocodile
Benefit: You can activate or cancel the effect of Rodent Dire Rat
your Entropic Blood racial trait as a standard action, even Ursine Cave Bear
when you are not bloodied. If you activate the racial *see Amphibians in Monsters section
feature in this way you deal an additional 2 points of
necrotic and radiant damage.

GOLDEN DESTINY [NUMISTIAN]


Prerequisite: Numistian
Benefit: After activating your bribe fate racial
power, gain your Wisdom modifier as a racial bonus to
your second savings throw.

HEAVENLY PRESENCE [MUSE]


Prerequisite: Muse
Benefit: You gain the benefit of the Unearthly
Presence racial trait even when bloodied.

INTERNAL EPIPHANY [MOGOGOL]


Prerequisites: Mogogol, Indomitable Will feat
Benefit: You gain a +1 bonus to all Wisdom-
related skill checks.

LEND TURN [TADDOL]


Prerequisites: Taddol, Lend Surge feat
Benefit: Once daily, you may sacrifice your turn
so that your twin may take another turn on your initiative.

LIQUEFY [SQUOLE]
Prerequisites: Squole, Evade Grasp feat
Benefit: Once per encounter as a minor action,
you can automatically escape a grab or free yourself from
all bonds or shackles.
Artwork: Eugene Jaworksi

MANIFEST FORM [ANUMUS]


Prerequisites: Anumus, Manifest Adaptations feat
or Manifest Claws feat

101
EPIC TIER FEATS
Racial Feats Prerequisites Benefit
Archaic Ferocity Mahrog, Primeval Brutality feat, Fist and Stone can score a critical hit on a 19 or 20
Str 21
Booby Trapped Boggle, Spring Loaded feat Respond to the first successful hit against you with a free basic melee attack
Collective Intellect Zif Gain a +5 feat bonus on all untrained knowledge checks
Choose the One Xax, One of Few feat Choose the power for your We Are One racial trait , instead of rolling randomly
Death Drain Obitu, Deathbane Touch feat Use deathbane touch when you succeed on an armed attack
Entropic Control Kval Deal 2 more damage with Entropic Blood, and choose when to turn it on or off
Golden Destiny Numistian Gain your Wisdom modifier to the second save provided by bribe fate
Heavenly Presence Muse Your Unearthly Presence is always active
Internal Epiphany Mogogol, Indomitable Will feat Gain a +1 bonus to all Wisdom-related skill checks
Lend Turn Taddol, Lend Surge feat Once per day, sacrifice your turn so that your twin may take another turn
Liquefy Squole, Evade Grasp feat Once per encounter, automatically escape a grab or bindings
Manifest Form Anumus, Manifest Adaptations Once per day, change shape into a large animal
feat or Manifest Claws feat
Matron Larvite entobian, Prepare for Metamorphosis into a blend of any two paragon metamorphosis feats, or blend
Metamorphosis feat with the larvite form
Mighty Oak Oakling Grow taller and be able to wield one-handed melee weapons as if they had the
off-hand property
Never Ending Steam Relluk Sustain breath of steam power with a minor action
Quick Retreat Zif, Flee to Shelter feat Use retract into shell as a minor action

MATRON [METAMORPHOSIS] QUICK RETREAT [ZIF]


Prerequisites: Larvite, Prepare for Metamorphosis Prerequisites: Zif, Flee to Shelter feat
feat Benefit: You may use the retract into shell power as
Benefit: Choose two different paragon a minor action rather than a move or standard action.
metamorphosis feats to draw from, and you become a
physical blend of the two. Choose one of the surge of
flight powers. Choose two different modifiers of the
four ability modifiers to apply (you cannot choose two
modifiers that affect the same ability). Gain all of the
additional powers for each feat (chose the higher damage
dice for the Mid-Leg Attack racial trait). In addition, you
grow to Medium size. Optionally, you may blend larvite
statistics (treat as a metamorphosis feat and keep the silk
spray power) with one paragon metamorphosis feat. There
are 10 possibilities! Form may be patterned somewhat
after an insect that looks similar to the blended form. For
example, a Farfalite/Moscanite combination looks much
like a dragonfly, and the form can have minor alterations
to appear as such.

MIGHTY OAK [OAKLING]


Prerequisite: Oakling
Benefit: Upon taking this feat, you permanently
grow another foot taller, though you are still considered
Medium-sized. You may now wield any one-handed
melee weapon as if it had the off-hand property.

NEVER ENDING STEAM [RELLUK]


Prerequisite: Relluk
Benefit: Sustain your breath of steam power with a
minor action, as long as you are adjacent to any square of
the zone.

102
EQUIPMENT
Some Remarkable Races have their own unique
equipment.

Weapons
Here are a few weapons common to the boggle
arsenal.

BATTLE WRENCH
One-Handed* Simple Melee Weapon
This oversized monkey wrench is used as a hammer,
grapple hook, vice, crowbar, weapon and, of course, a
wrench.

BUZZBLADE
One-Handed Superior Melee Weapon
This weapon is a toothy, circular blade vertically mounted
on the end of a short handle. A tightly wound spring
keeps the blade spinning when a trigger is pressed on the
handle (free action). The blade can spin for the duration of
the encounter before it needs to be rewound. Unwound, it
works as a handaxe. The buzzblade takes 2 minutes to
wind.

SNIPER CROSSBOW
Two-Handed Simple Ranged Weapon
A relatively small crossbow with superior range, the
sniper crossbow comes with a scope and adjustment dials A boggle warrior with a battle wrench and a
for long distance accuracy. mechanical arm

BOGGLE WEAPONS
Name Proficiency Damage Range Price Weight Group Properties
Battle Wrench* +2 1d8 -- 15 gp 10 lb Hammer Versatile
Buzzblade +2 1d10 -- 50 gp 4 lb Axe Off-hand
Sniper Crossbow +3 1d6 25/45 50 gp 3 lb Crossbow Load free

*Since this is a versatile weapon and boggles are Small, they must wield it with two hands (and get no bonuses for doing
such).

Adventuring Gear These are small Everburning Torches that are


Boggles are known for many mundane, but
rigged with specially designed lenses and a harness
wonderful, inventions. Among these, headlamps can be
for wearing them on one’s head. When worn, light is
very useful for a clandestine rogue.
shown only on what the wearer is looking at. Thus, it
sheds light in a 5-square long beam, rather than in a
HEADLAMPS radius. This is a common tool for boggle rogues.
Adventuring Gear
Market Cost: 100 gp, Weight: 2 lb.
Artwork: Randall Powell

103
VEHICLES
Boggles often invent new forms of transport. The
turbopter is the most memorable of these vehicles.

TURBOPTER
A leather harness straps this
device to your back. A turbopter is
essentially two propellers mounted on a
“V” shaped metal beam. At the ends of
the propeller blade are magically enchanted
torches that spew orange flame. These boosters power A boggle assassin with a
the vehicle. In flight, the machine sounds like a nest of sniper crossbow and a
hornets. turbopter

Turbopter
Medium Vehicle
HP 10 Space 1 Square Cost 1,800 gp
AC 5; Fortitude 11; Reflex 5
Speed: 0, fly 5 (clumsy)
Pilot
The pilot must be strapped into the harness and
Anumi Fruit Level 1
have at least one hand free to operate the levers at
his waist. This bluish-purple fruit, which looks something like a
Load tiny apple, holds the key to creating the anumi.
One Small creature; 50 pounds of gear. Price: 260 gp
Out of Control Power (Consumable): The fruit becomes activated
When not directed, the turbopter descends 5 when it is mashed together with the blood of a
squares per round. If it hits the ground while out master who truly cares for the creature, and mixed
of control, it is destroyed. in with the animal’s favorite food. Upon complete
consumption of this mixture, the animal transforms
into a level 1 anumus within 24 hours. It has no
effect on creatures that are not natural beasts. The
mixture is specific to the animal it was intended for;
MAGIC ITEMS it will not transform an animal that the blood donor
did not care deeply for.

Many Remarkable Races have their own unique


magic items. Bowl of Everfood Level 2
This heavy iron bowl produces a nutritious meal that
only a beast would find palatable.
ANUMI MAGIC ITEMS Wondrous Item 440 gp
THE MAGIC OF PETS
Power (Daily): Upon command word the bowl fills
Anumi often inherit items they wore or used while
with a nutritious meal of liver and fish flavored
they were animal companions. Listed below are just a few mush. Most carnivorous animals enjoy the flavor,
of the items that can spice up any game that may and some anumi find that the meal bears a sense of
adventure with some four-legged friends. nostalgia. Other creatures find it to be inedible.
Artwork: Randall Powell

104
Collar of Beast-speech Level 7 Pet Carrier Level 12
This stylish black leather and gold-studded collar confers This three-pound iron orb is covered in strange glyphs. It
the ability of speech upon an animal. can store and recall one willing creature of low
intelligence.
Item Slot: Neck 2,600 gp
Property: If the wearer is a non-magical natural Wondrous Item 13,000 gp
beast, the collar grants the ability to speak and Power (Encounter): Upon command word and
understand Common. It does not, however, increase touch, the item stores one willing creature with an
the beast’s Intelligence. On other creatures, it Intelligence of 8 or less in a temporary demiplane.
prevents the wearer from speaking or understanding The creature can be recalled at-will and at any time
Common. with a second command word by anyone who is
Enhancement: The wearer gains a +2 bonus to holding the orb. The orb can transfer a creature of
Fortitude, Reflex, and Will. size Large or smaller. Regardless of size, the unique
properties of the demiplane prevent more than one
Invisible Leash Level 6 creature to be held there at a time. If used to store
another creature, the previous creature is expelled.
This item consists of a short metal wand and an adjustable
Due to the fragile nature of the demiplane, any
hinged steel collar. It works as an adjustable leash.
creature that suddenly gains Intelligence or becomes
Wondrous Item 2,000 gp unwilling to be there is also immediately expelled.
Property: This device creates an unbreakable bond Creatures called or expelled from the demiplane
between the wand and the collar that is both appear in the nearest unoccupied adjacent square to
intangible and invisible. Dials on the wand control the pet carrier.
several functions of the leash. Settings include off (no
bond), one square, three squares, and ten squares. If
the collar is outside of the maximum range of the
collar (10 squares) it cannot activate. Once activated,
a creature wearing the collar cannot move or be
moved out of the range that the wand is set at.
Collars come in three sizes (all separate items): Small,
Medium, and Large.
Artwork: Eugene Jaworksi

Anumi Magic Items

105
Tag of Homing Level 4 Boggle brew Level 1
This golden dog tag inscribed with magical runes can This small vial of bright green bubbly and bitter solution
guide anyone wearing it back to a person or location. prevents older boggles from entering a murderous
rampage.
Wondrous Item 1,000 gp
Alchemical Item 6 sp
Property: This tag can be tied to any other piece of
Power (Consumable): Minor Action. One boggle is
equipment. The wearer will know the direction of a
immune to the symptoms of Boggle Madness for 24
location or person that the tag was previously set to
hours. This does not prevent further mind-altering
(see Power below). The tag does not impart distance.
effects. This potion has no effect on non-boggles.
If the target is on a plane different from that of the
tag, the tag does not function.
Power (Daily): Hold tag and speak a command
MECHANICAL LIMBS
word to either set the tag to point to current location
Mechanical limbs are magically crafted metal
or point to the person holding the tag.
appendages. These items do not take up a slot on the
Power (At-Will): The last person who activated the
body, though they do require the space of one limb.
tag via command word may utter another command
Mechanical limbs can be made for Small or Medium-
word, regardless of distance, to impart a strong urge
sized creatures. In the case of arms, they can be made
upon the wearer of the tag to go in the direction that
for the left or right arm. Mechanical legs replace both
the tag is set to point to. However, this urge is only
legs at once. Your original limb must be replaced to
about as powerful as a stern verbal command, and
use this item which is something that usually only
may be disregarded. This does not work if the
boggles look upon as favorable. Attachment of a
speaker is on a different plane than the tag.
mechanical limb is considered permanent; though
they can be removed via gruesome means.
Mechanical limbs relay the sense of touch,
and are similar in features to that of the warforged
BOGGLE MAGIC ITEMS race, components can be attached (though not
INGENIOUS CREATIONS embedded). These limbs, once attached, are
It is no secret that boggles are great considered to be the part of your body that was
inventers, magic item makers, and potion brewers. replaced.
Included here is a small sampling of some of their
more popular items. Mechanical Arm Level 6+
This metallic arm looks as if it was removed from a
BOGGLE BREW living construct. It is crafted of many different metals
Level: 1 and seems intricately designed. The arm increases
Category: Curative strength and agility.
Time: 15 minutes Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Component Cost: 3 sp Lvl 16 45,000 gp
Market Price: 6 sp, See below Wondrous Item
Key Skill: Arcana (no check) Property: You gain a +1 item bonus to Strength
checks and Dexterity checks. You do not gain this
Boggles rarely drink this potion straight, as it bonus to Strength or Dexterity attacks.
is quite bitter and unpalatable. Often, the brew is Level 16: +2 item bonus
mixed with some other drink or added to food. Level 26: +3 item bonus
Boggles will often purchase or create large quantities Power (daily): Free action. Add a +5 power bonus
of this substance at one time; keeping it in bottles or to hit with one melee or ranged attack.
even small casks. A bottle of boggle brew costs 10 gp Level 16: +10 power bonus.
and holds about 20 doses. A cask costs about 1,000 gp Level 26: +10 power bonus to all melee or ranged
and holds 2000 doses. attacks for one round.

106
Mechanical Legs Level 16 DREAM CREATURES
These sleek metallic legs look something like the lower half of When a sleepwalker stone is found, it embodies
some alien full plate armor. They aid in speed and jumping. one of the following dream creatures. This creature
remains the same throughout the item’s existence. The
Wondrous Item 45,000 gp
creature type confers additional properties and new
Property: You gain a +1 item bonus to speed.
powers to the person activating the stone, as well as a new
Power (Encounter): Free action. You make an Athletics
appearance and physical characteristics. The sleeper’s
check to jump with a +5 item bonus. If you jump
original size, ability scores, defenses, and other aspects are
vertically, you may make the check as though you were
not affected by the stone.
jumping horizontally.
Type: Apparition
Form: The apparition appears as an insubstantial humanoid
MUSE MAGIC ITEMS entirely enshrouded in long strips of billowy white cloth.
Item Level: 5 Cost: 1,000 gp
SLEEPWALKER STONES Property: You gain resist 10 necrotic, insubstantial.
Hailing from the plane of Dream, muses often Property: You gain phasing.
bring with them strange items that are made from the very Power: (standard, at-will) You become invisible until you attack or
fabric of this extraordinary realm. One such object is the until you are hit by an attack.
sleepwalker stone, a materialized essence of a denizen of
Type: Dream Brute
Dream. It appears as a small, faceted, spherical stone, two Form: The dream brute is completely covered in dark blue hair. Its
inches in diameter, and is both translucent and luminous. face consists of two dark eyes peering out from a shaggy mane.
Sleepwalker stones come in a variety of colors and glow The dream brute appears to have massive and powerful arms.
more brightly when near a sleeping subject. Item Level: 15 Cost: 25,000 gp.
Property: Gain a +2 item bonus to Athletics checks and Strength
ability checks.
Sleepwalker Stone Level 5+ Property: When you hit with a melee attack, add a +5 power bonus
A strange object of dreams that allows you to take on a to the damage roll.
Power: (minor, encounter) When you charge and hit with an
new life while sleeping. attack, you deal an extra 5 damage, push the target 2 squares, and
Wondrous Item: 1,000+ gp knock the target prone.
Power: (minor, encounter) When you hit with a melee attack, the
Power: (standard, daily) The sleepwalker stone can
target is knocked prone.
only be activated at the start of an extended rest. Power: (minor, encounter) When you hit with a melee attack, the
Upon falling asleep, the sleepwalker stone activates target is pushed 1 square.
and the stone erupts into an incandescent tar that
eventually coalesces around you. You take on Type: Dream Weaver
Form: Wholly wrapped in spiderwebs, the dream weaver seems to
another form and awake. Form, additional
be a humanoid spider with six walking legs, and two normal arms.
properties, and additional powers are dependent Item Level: 10 Cost: 5,000 gp.
on type, and described in the “Dream Creatures” Property: You gain climb 6 (spider climb).
section. Property: You gain resist 10 poison.
Property: When you hit with a melee attack, the target takes
This effect ends after 8 hours, or can be
ongoing 5 poison damage (save ends).
cancelled at any time by you as a standard action. Power: (standard, encounter) Area burst 2 within 2; the burst
Once cancelled, you immediately “wake up” back creates a zone of webs that fills the area until the end of the
in your original form. All powers, properties, and encounter or for 5 minutes. The zone is considered difficult terrain.
Any creature that ends its move in the web is immobilized (save
effects related to the sleepwalker stone end
ends).
immediately when this effect ends. The time spent
under this effect can be considered deep sleep for Type: Weedling
the purposes of rest and relaxation. Form: Appearing as a shambling mass of briars, dandelions,
Property: (when activated) You cannot use any powers crabgrass, and ragweed, the weedling takes on a vaguely
humanoid form.
that are not directly conferred by the sleepwalker stone. Item Level: 10 Cost: 5,000 gp.
This includes both racial and class-based powers. Property: Gain regeneration 5.
Property: (when activated) You cannot use action points. Property: aura 1; enemies treat the area within the aura as difficult
Property: (when activated) Your memory of the time spent terrain; at the start of your turn, enemies in the aura take 5 damage.
Power: (standard, encounter) You spray thorns in a burst. Close
under the effects of the stone fades quickly upon waking. burst 2; Constitution vs. Reflex; 2d8 damage, plus the target is
You cannot gain experience while under the effects of this slowed until the end of the your next turn.
item.
Special: Creatures that do not sleep or dream cannot use
this item. Price and level of the sleepwalker stone is
dependent on the creature it contains, as listed below.

107
It should be noted that these are living plants with
OAKLING MAGIC ITEMS arcane properties and not technically magic items. While
MAGIC MISTLETOE they share many properties with magic items, magic
Magic Mistletoe is created by coaxing common mistletoe are in a category all their own.
forms of mistletoe, a parasitic plant that grows on oak
trees, towards beneficial uses through arcane and BRAINWORT
alchemical processes. The process itself is a closely The pink berries of this mistletoe are mildly
guarded secret among druids and forest fey folk, though it poisonous. Their juice can be applied to weapons and
is known to takes decades to get a good batch of seedlings ammunition.
and that extensive knowledge of herbalism and
horticulture is required. Brainwort Level 4+
Magic mistletoes have varying “levels” of power, A bushy-leafed variety of mistletoe sprouts from the top of
which is reflected in their market cost, rarity, and difficulty your head, regardless of where it is initially planted. Its
to obtain. A level 4 magic mistletoe, for example, would be pink berries are mildly toxic.
most easily procured by someone level 4 or above, as it Market Cost:
may be protected by guardians or hidden in a trapped Lvl 4 160 gp Lvl 14 3,200 gp
grove. When obtained, it is either a tiny seedling or off of a Lvl 9 620 gp Lvl 19 16,800 gp
deceased plant creature. Adult varieties which are not Power: (Consumable  Poison): Standard Action.
cultivated on a sentient plant lose their special properties Apply the juice of one berry to your weapon or
and become normal mistletoe. ammunition. The next successful attack with that
When cultivated on a sentient plant, a symbiotic weapon or ammunition immediately initiates a
relationship is formed. The mistletoe derives nourishment secondary attack at +5 vs. Fortitude. On a hit, the
and protection from its host and the host can benefit from target takes 2 points of poison damage. The plant
a variety of effects depending on the type of mistletoe. The produces 3 berries once per day. Berries melt and
host plant must sacrifice 1 hp from its hit point pool the toxin fades after one day, regardless of
permanently to gain the mistletoe’s advantage. A sentient preservation.
plant can only maintain 1 magic mistletoe every 10 levels.
The mistletoe plant must be intentionally burned off Level 9: Plant produces an additional 3 berries per
(specifically targeted by a fire effect) in order to day. +10 vs. Fortitude
permanently remove it. Removing the mistletoe does not Level 14: Plant produces an additional 6 berries per
return the hit points sacrificed to it, and it also leaves a day. +15 vs. Fortitude
nasty scar. The only exception is when a new mistletoe of Level 19: Plant produces an additional 12 berries per
the same variety is being immediately introduced. This day. +20 vs. Fortitude
typically happens when the oakling finds a specimen of
higher level. The new mistletoe replaces the old mistletoe GLOWBERRY MISTLETOE
with no hit point cost. The tiny, greenish-white berries of this mistletoe
Originally designed for treants and dryads, magic glow brightly at the will of its host.
mistletoes are of little use to the average adventurer.
However, these little plants were introduced to the Glowberry Mistletoe Level 1
oaklings since they emerged from the forest, and have This leafy shrub thrives on whatever part of your body it
been favorites ever since. is planted on, growing in a large bushy patch. It produces
and sheds several tiny berries daily (20 berries total on
average).
Market Cost: 80 gp
Power: Free Action. Light or extinguish the
glowberries (one action per round). They collectively
can provide as much light as a torch (which is
enough to use sun heal). When one or more berries
are removed while lit, they independently shed light
equivalent to a single candle, though can no longer
be extinguished at will (although the berries can still
be smashed into darkness). Lit glowberries fade
within one minute after being picked.

108
HEALER’S MISTLETOE
The ice-blue berries of this mistletoe provide
OBITU MAGIC ITEMS
minor healing, and can even stabilize a dying friend. HEART SLOT ITEMS
Unavailable to most creatures, heart slot items are
Healer’s Mistletoe Level 8+ traditionally only useful for the undead— creatures with a
This small leafy shrub thrives on whatever part of your large empty chest cavity. They were typically crafted by
body it is planted on. It produces berries daily, which have liches for their minions or even themselves. These items,
minor healing effects. also called “Heart Stones,” normally increase hit points, or
Market Cost: enhance healing surges. Heart Stones are usually 5 to 10-
Lvl 8 500 gp Lvl 18 13,600 gp inch crystals mounted on several bindings that affix the
Power (Consumable  Healing): Standard Action. item securely inside the ribcage, in place of the heart.
Consume one or more berries to regain 5 hit points When secured, the item pulses with light in a rhythm
per berry consumed. Plant produces 4 berries once similar to a beating heart. It takes as much time to secure
per day. Berries dry up and become useless after one and remove a heart stone as it does armor, due to
day, regardless of preservation. complicated latching mechanisms and multiple fasteners.
Level 18: Plant produces an additional 4 berries per This means it takes five minutes to secure or remove,
day. which is usually done outside of combat.
While most living things cannot survive without a
WATERBERRY MISTLETOE real heart beating in their chest, obitu are the exception.
The pale white berries of this mistletoe burst when Obitu can wear and benefit from these items.
exposed to intense heat, thus preventing some of the
damage associated with fire-based attacks. Black Heart Level 25
This spiky blue-black obsidian ball is seven inches in
Waterberry Mistletoe Level 3+ diameter and fastened with a dozen black leather cords.
This small-leafed variety of mistletoe sprouts up all over When worn, it converts necrotic or radiant energy to hit
your body, regardless of where it is planted. It provides points.
some resistance to fire, as long as it has berries.
Item Slot: Heart 625,000 gp
Market Cost:
Property: Gain a +2 item bonus to all Constitution-
Lvl 3 120 gp Lvl 8 500 gp
based skill checks.
Lvl 13 2,600 gp Lvl 18 13,600 gp
Power: Immediate Interrupt. Prevents one point of Power (Encounter): Immediate Interrupt. When
fire damage per berry. Berries burst immediately an enemy makes an attack against you using
upon preventing damage. Plant produces 10 berries necrotic or radiant energy, you gain temporary hit
once per day. Berries burst after one day or instantly points equal to your healing surge.
upon being picked, regardless of preservation.
Bleeding Heart Level 9+
Level 8: Plant produces an additional 6 berries per This smooth red ovoid crystal is about six inches long and
day. suspended on four gold chains. When worn, it increases
Level 13: Plant produces an additional 12 berries per your healing surge value.
day. Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Level 18: Plant produces an additional 20 berries per Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
day. Lvl 18 +4 85,000 gp
Item Slot: Heart
Enhancement: Apply the enhancement bonus to
MAGIC MISTLETOE IN YOUR GAME your healing surge amount.
Any sentient plant-based creature can use magic Power (Daily): Minor Action. Use this power when
mistletoe. Dungeon Masters may add them to their you are bloodied to gain temporary hit points equal
treants for a dash of flavor or something new. to five times the item’s enhancement bonus.
Perhaps a local coven of briarwood dryads
cultivates them and uses them for their own
nefarious needs as well.
The plant can also be transplanted from a
fallen (dead) creature to a living creature, with a
successful Nature check (DC 25). A failure indicates
that the mistletoe was destroyed. The plant cannot
be transplanted from one living host to another.
109
Dark Heart Level 22 A conjured creature has hit points, defenses, and
attacks as indicated in its statistics block. It has no healing
This chiseled grey crystal sphere is about five inches in
surges and cannot be healed, though it can still benefit
diameter and secured with six steel chains. When worn,
from temporary hit points. Conjured creatures lack basic
you may gain hit points as if spending a healing surge.
attacks and therefore cannot make opportunity attacks.
Item Slot: Heart 323,000 gp While the conjured creature exists, the magic item does not
Property: Gain a +4 bonus to your death saving exist.
throws.
Power (Daily): Move Action. Gain hit points as if Helm Orb Level 13
you had just spent a healing surge.
This clear rubbery orb encompasses your entire head. It
protects you from drowning and from becoming
Stone Heart Level 14 deafened.
This clear green crystal point is carved with arcane Price: 17,000
runes and is about 10 inches long. It is secured inside the Item Slot: Head
ribcage with two mithril bars (one attaches to your Property: You can breathe water as well as air.
sternum, the other to your spine). When worn, it Property: You cannot be deafened.
increases your hit point total. Power (Daily): Minor Action. Use this power to
Item Slot: Heart 21,000 gp gain tremorsense 5 until the end of your next turn.
Property: Gain a +10 item bonus to your hit point Power (Daily  Conjuration, Polymorph):
total. Standard Action. The orb jumps off of your head
and transforms into a gelatinous orb (see below for
SQUOLE MAGIC ITEMS statistics).
MAGIC OOZE
The squole ancestors brought many beneficial Gelatinous Orb
Small natural beast (blind, ooze)
slimes and oozes with them from the Elemental Chaos. Initiative: As conjurer Senses: Perception +9, blindsight 10,
Among those, magic ooze has become the most popular. tremorsense 5
All magic oozes share the same thing in common: they can HP 20; Bloodied 10
become powerful magic items. These magic items also AC 26; Fortitude 29, Reflex 22, Will 26
Immune gaze; Resist 10 acid
have the ability to revert back to a living ooze under Speed 8
control of its master.
When the magic ooze transforms from its magic mSlam (standard; at-will)  Acid
item form, the conjured creature appears in a space +17 vs. AC; 1d8+7 damage plus 1d6 acid damage.
adjacent to the conjurer, provided the space is large mEngulf Head (standard; at-will)  Acid
enough to contain the creature without squeezing. The Target one Medium or smaller adjacent creature; +13 vs. Reflex
creature obeys only the conjurer, responding to commands (automatically hits an immobilized creature); the orb is pulled
spoken in any language. The creature remains for one into the target’s space, the target is grabbed, dazed, and takes
encounter, until the conjurer uses a minor action to ongoing 5 acid damage until the grab ends. When the grab
ends, the orb shifts to a square of its choosing adjacent to the
dismiss it, or until it is reduced to 0 hit points or less. creature that was grabbed.
When expelled by any means, the creature reverts back to Translucent
magic item form. The conjured creature acts on the same A gelatinous orb is invisible until seen (Perception DC 25) or
initiative count as the conjurer. Every action it takes costs until it attacks.
Alignment: Unaligned Languages: --
the conjurer a minor action (which the conjurer uses to
Str 24 (+13) Dex 14 (+8) Wis 7 (+4)
issue commands), and a conjured creature cannot exceed Con 20 (+11) Int 1 (+1) Cha 1 (+1)
its normal allotment of actions (a standard, a move, and a
Description: This clear gelatinous sphere rolls quickly and
minor action) during its turn. If the conjurer spends no stealthily towards its victims, trying to engulf and dissolve their
minor actions on the conjurer’s turn to command the heads.
creature, it remains where it is without taking any actions
on its turn.

110
Slime Armor Level 16 Sticky Weapon Level 8
This translucent green armor looks as if it was poured This weapon appears to be made of thick black tar.
onto the wearer. It allows the wearer to assume an ooze- Price: 3,800
like form at a price. Weapon: Mace
Price: 45,000 Enhancement: +2 attack rolls and damage rolls
Armor: Scale Property: On a critical hit, you may pull the target
Enhancement: +3 AC adjacent to you at the beginning of your next turn.
Power (Daily  Acid): Immediate Reaction. Use Power (Daily): Free action. Use this power when
this power when an enemy misses you with a you hit with the weapon. The target is restrained
melee attack. The attacker takes ongoing 10 acid until the end of your next turn. You cannot attack
damage (save ends), and you shift 3 squares. with this weapon while the target is restrained.
Power (Daily  Polymorph): Move Action. You Power (Daily  Conjuration, Polymorph):
transform into green ooze and move up to your Standard Action. The weapon jumps out of your
speed. You can move through small cracks and hands and transforms into a tar jelly (see below for
tight spaces without difficulty. You automatically statistics).
escape a grab or bonds. While in this form, you
become blinded, and gain blindsight 10. You can
Tar Jelly
only take move actions until you return to your
Small natural beast (blind, ooze)
natural form, which you can do as a free action. Initiative: As conjurer Senses: Perception +4, tremorsense 10
While in slime form, you take 10 acid damage at the HP 12; Bloodied 6
start of each of your turns until you return to your AC 19; Fortitude 22, Reflex 21, Will 20
natural form. Immune gaze
Speed 5
Power (Daily  Conjuration, Polymorph):
Standard Action. The armor jumps off of your body mSlam (standard; at-will)
and transforms into an emerald slime (see below +12 vs. Armor Class; 1d8+4 damage, and the tar jelly makes a
for statistics). secondary attack.
Secondary Attack
+10 vs. Fortitude; the target is immobilized (save ends).
Emerald Slime
Medium natural beast (blind, ooze)
mConsequential Strike (immediate reaction, when an enemy
succeeds with a melee attack against the slime, at-will)
Initiative: As conjurer Senses: Perception +15, blindsight 10
+10 vs. Fortitude; the target is immobilized (save ends).
HP 34; Bloodied 17
AC 33; Fortitude 30, Reflex 27, Will 26 mAttach (minor; at-will)
Immune gaze; Resist 10 acid Targets an immobilized creature of Medium size or smaller;
Speed 6 +10 vs. Fortitude; the target is grabbed (escape ends). While
mSlam (minor; at-will)  Acid the target is grabbed, that creature takes 5 damage at the start
of its turn, and when the tar jelly is hit by an attack, the tar jelly
+22 vs. AC; 1d8+3 damage plus 1d6 acid damage, and the takes half damage from the attack and the grabbed creature
target is grabbed (until escape). An emerald slime cannot take takes the other half.
actions other than absorbing acid while grabbing a creature. Alignment: Unaligned Languages: --
Str 15 (+5) Dex 14 (+5) Wis 12 (+4)
mAbsorbing Acid (standard; at-will) Con 16 (+6) Int 1 (-2) Cha 1 (-2)
If an emerald slime begins its turn with a target grabbed, it
Description: This small black ooze bubbles and bounces as it
makes an attack against the grabbed creature; +20 vs. Reflex;
attacks. Its object is to immobilize and grab opponents so it can
2d6 acid damage.
crush the life out of them.
Miss: Half damage.

mDouble Attack (standard; at-will)


The emerald slime makes two slam attacks.
Alignment: Unaligned Languages: --
Str 24 (+14) Dex 18 (+11) Wis 16 (+10)
Con 23 (+13) Int 1 (+1) Cha 1 (+1)
Description: This brilliant green amorphous ooze bounds after
opponents like a vicious panther. Terribly ferocious in combat,
the emerald slime uses its slam attack to pin opponents and
dissolve them with its acid.

111
XAX MAGIC ITEMS Probability Weapon Level 3+
AN EXPLORATION OF REALITY This weapon betters the probability to hit without
From time to time, xax become accomplished increasing accuracy.
artificers. Like most xax, these crafters are obsessed with Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
the nature of reality and its two most crucial elements: Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
probability and perception. The following are a few Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
examples of their unique works. Weapon: Any
Enhancement: Attack rolls and damage rolls.
Blank Slate Level 13+ Critical: +1d6 per plus
This amulet is a circular piece of black slate in a gold Property: Roll 2d10 instead of a d20 for attack rolls
frame. It emulates the word written on it. with this weapon.
Level 23 or 28: Roll 5d4 instead of a d20 for attack
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
rolls with this weapon.
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, Will Schrödinger’s Box Level 15
Special: When a single word is written on the slate This small ornate ivory box may mean the difference
with a piece of normal chalk, the slate takes on the between life and death.
additional property as listed below. The first word Wondrous Item: 25,000 gp
written activates the property. The six words that Property: Immediately after failing your second
can activate the following property are “strong,” death saving’s throw, the box activates, and you
“nimble,” “healthy,” “smart,” “wise,” and and all of your equipment is transferred to a
“charming.” They correspond to Strength, solitary pocket dimension on the astral plane. The
Dexterity, Constitution, Intelligence, Wisdom, and box is your only possession that remains behind in
Charisma respectively. the square that you left. In the pocket dimension,
Property: Item grants a +1 bonus to skill checks and time does not pass, and you do not have to make
non-attack checks involving a single stat modifier. further death saves. When the box is opened, you
Select this ability when the item is received. You are immediately transferred to the nearest empty
may change it as a standard action. The specific square adjacent to the box, and time resumes
ability is matched to the word written on the normally for you.
amulet.
Level 23 or 28: +2 item bonus. Twinned Weapon Level 3+
One weapon of an inseparable pair, one blade can benefit
Placebo Potion Level 18
from the fortunate swing of the other.
This multihued potion always comes in an ornate bottle
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
with a blank label. Upon writing a name on the label, the
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
potion takes on a specific power.
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Potion: 3,400 gp Weapon: Any
Power (once): Standard Action. After writing the Enhancement: Attack rolls and damage rolls.
name of the potion on the label, the potion Critical: +1d6 per plus
irrevocably transforms into any potion of level 15 Special: These weapons are always made in
or lower, as the label would signify. For example, if perfectly identical pairs (twins). Their magical
“healing” was written on the label, it will become a power does not work unless its twin is being used
potion of healing. This power does not activate in the same combat encounter. This pair of
until the name of a potion that qualifies as level 15 weapons must always share the same exact weapon
or lower is written on it. It will however, transform type, statistics, enchantments, and bonuses or the
to the highest level potion available. For example, twinned power ceases to function.
writing “clarity” on the label will create a level 15 Power (at-will): Free Action. Instead of making an
Potion of Clarity. If imbibed with a blank label, the attack roll, use the last attack roll made by its twin
potion does nothing. this round as the attack roll, once per round. If the
weapon’s twin did not yet attack this round, you
cannot use this power.

112
DISENTHRALL
RITUALS The aboleth servitor squirms helplessly in its chains, hissing
curses in accursed deep speech. Suddenly, all vestiges of evil
vanish, and the pinkish hue of health returns to his flesh. The
human rests peacefully.
THE RITES OF THE ANCEINTS
The rituals detailed below are a small sample of Level: 14 Component Cost: 500 gp
the knowledge that the zif used to weather countless ages. Category: Restoration Market Price: 1,000 gp
Time: 1 hour Key Skill: Heal
CRYSTALLIZE Duration: Instantaneous
With a touch, a greenish glow encircles the dying sage and he is
suddenly encased in hardened crystal. His wisdom will endure
This ritual works exactly like Remove Affliction,
until the time is right.
except that it removes all enduring effects (instead of just
one effect) on the subject that were placed there by a
Level: 9 Component Cost: 100 gp
creature of aberrant origin, such as an aboleth or mind
Category: Warding Market Price: 200 gp
slayer. However, much like with Remove Affliction, the
Time: 10 minutes Key Skill: Arcana
subject may not survive.
Duration: Instantaneous
One willing subject that you touch at the SHELTER OUT OF TIME
conclusion of this ritual and up to 200 lbs of equipment The paladin standing in the circle of runes suddenly vanishes
becomes encased in magical crystal. The subject is into a realm without time. He will return in a few days as if he
effectively petrified and gains additional resistance to all had just left.
damage (in addition to the 20 gained from being petrified)
according to the result of the Arcana check and the chart Level: 12 Component Cost: 1,000 gp
below. The subject’s petrified condition can be removed Category: Exploration Market Price: 2,500 gp
with a Remove Affliction ritual or when conditions you set Time: 1 hour Key Skill: Arcana
are met. Duration: Special

Arcana Check Result Additional Resistance During the ritual, you inscribe runes around a
0 or lower none single square of space. All creatures and objects within
1-9 +10 that square at the conclusion of the performance of this
10-19 +20 ritual are instantly transferred to a temporary demiplane
20-29 +30 in which time does not pass. Once the ritual ends, the
30 or higher +40 demiplane disappears, and any creatures or objects in the
demiplane appear in the nearest unoccupied space to the
EXTRACT KNOWLEDGE original square exactly the same as when they left.
The mind slayer’s corpse rests among expertly placed glowing
Duration lasts according to the result of the Arcana check,
crystals. He vowed in life never to disclose the whereabouts of
or less if so designated by the ritual caster during
his lair. He cannot keep that vow in death.
performance of the ritual. The ritual caster cannot end the
spell before the designated duration expires.
Level: 8 Component Cost: 300 gp
Category: Exploration Market Price: 500 gp Arcana Check Result Duration
Time: 10 minutes Key Skill: Arcana (no check) 0 or lower 1 day
Duration: Instantaneous 1-9 2 days
You touch the disembodied brain of the corpse of 10-19 3 days
any sentient being and instantly know details related to 20-29 4 days
one specific person, place, or thing as the subject knew 30 or higher 5 days
them in life. This applies only to information directly
related to the particular subject at hand. For example, if
the subject is the mind slayer’s lair, you could get
directions to the lair and a list of contents inside the lair.
However, it will not convey things about the lair that the
mind slayer did not know, or about any hazards along the
way, or what the contents in the lair are used for. Access to
the information gained through this ritual fades from the
caster’s mind after an extended rest.
113
DUNGEON MASTER’S SECTION

New races can add a lot to your game. By now, the


experienced player is extremely well-versed in the
standard character races available from the core books.
Even the enigmatic dragonborn and mysterious tiefling
have lost their sense of uniqueness. The world of Dungeons
& Dragons, regardless of setting, is a world of unending
wonder, where something unknown lurks around every
corner. This sense of surprising adventure can be difficult
for a Dungeon Master to maintain. The Remarkable Races
Compendium is a remedy for these issues. Instead of the
run-of-the-mill elemental, what if the adventurers
encounter an oozelord squole? Tired of the typical
dwarven merchant? The numistians offer a fresh
alternative. Whatever you choose to use from this book, it
will not likely have been encountered in previous
campaigns. Remarkable Races are a unique addition to the
game, never before seen in previous editions.
The design concepts of Remarkable Races were
required to fit three important criteria. The first was that
each new race concept must be something that has never
been seen before in the history of Dungeons and Dragons.
Many concepts were ruled out simply because they were
far too similar to creatures found in previous editions.
While minor similarities are bound to exist, we have
ensured that the core flavor of each race was entirely new
and unique. Next, we designed each race to be modular
and easily fit into even the most established campaigns.
With simple and adaptive racial histories, each race can be
added without too much upset to the story continuity of
the game. Last, each race needed to be something we felt
Wizards of the Coast would not produce for their product
line. Each race touches design aspects that we knew the
core books would shy away from. This bold approach
guarantees that Remarkable Races will continue to be fresh
and innovative for years to come.
The Dungeon Master’s Section of this book is
tailored to helping you incorporate Remarkable Races into
your game beyond the player character. This section offers
a few new realms, new artifacts, and over six dozen new
monsters and non-player characters. Each race is furnished
with at least four monster statistics, including an example
Artwork: Eugene Jaworksi

for each tier of adventuring. A simple, level-by-level


encounter guide follows, which provides possible
encounters from level one to thirty. Monsters are also listed
114
114 by level and role, for easy substitution when building your
own remarkable encounters.
REMARKABLE REALMS

Some Remarkable Races come from even more The island itself has an active volcano in its center.
remarkable realms. Two of those lands are detailed here: While the volcano does not have violent eruptions, small
Benfalas Isle and Mnol, Demiplane of Comerce. lava flows and mild earthquakes are not uncommon. It
periodically belches smoke and ash. Hot springs and
THE ISLE OF BENFALAS geysers dot the island. The island also has another unique
feature that taddol refer to as “river spouts.” At the top of
The island that harbored the taddols is still a
some of the larger hills, water constantly boils over and
source of mystery and intrigue. While much of the
out—forming the source of four separate river systems on
indigenous population has left, a good number of taddols
the island.
still remain. Many also return in search of a mate or to
This constant heat and numerous sources of fresh
visit family. How it has kept this bright and crafty race
water have made this island quite tropical. This is most
from leaving it for thousands of years is what makes it
unusual because it exists in arctic waters. This creates a
most interesting.
constant weather front that shrouds the island in clouds
First, and most obvious, is that the Isle of Benfalas
and fog for most of the year.
is missing a coast. Around the entire perimeter of the
One might think that the constant fog, combined
island is a strange mile-wide, infinitely deep canyon. The
with the smoke and ash from the volcano, would make
ocean flows down into the canyon in a tremendous
visibility non-existent on the island, but then one must
waterfall. Where the canyon ends is yet another mystery.
also take into consideration the strange winds on and
Many believe that it drains somewhere into the elemental
around the island. Over the canyon, wind howls
chaos, though no one yet has proved it.
downward at a terrible speed. With it, much of the fog,
A jagged and ominous rocky reef surrounds the
ash, and other vapors are sucked away like a vacuum. On
outskirts of the canyon. The taddols refer to this reef as
the island, wind seems to blow towards the volcano and
“The Teeth of Benfalas.” The reef is so named because the
upward. This later turned out to be the only exit from the
current pulls things rapidly towards the island, battering
island. Only a flying creature with fairly good
them violently against the rocks. By the time anything
maneuverability can fly to those heights and escape the
reaches the edge it is likely already chewed to bits by the
narrow funnel of wind back into more normal
reef.
surroundings.
Artwork: J. Matthew Kubisz

115
115
The most mysterious feature, which many
speculate was added by the ancient eladrin to make it
an even more effective prison, is that the island
and its entire boundary has terrible effects on
all powers with a “Teleportation” descriptor.
Anyone who tries to use such a power is
instead drawn in the direction of the
volcano for the same amount of
squares of the effect. A powerful
teleportation effect would undoubtly
land one in the heart of the volcano.
The taddol and their
ancestors have tried several ways to
get off the island. Bridges crumble
from earthquakes, hot air balloons
are buffeted by the winds, and all
manner of sea craft are smashed to
bits by the reef and the current, even if
it does survive the one mile launch over
a windy bottomless canyon.
The taddols, with little other choice,
calls this isle home. Despite its inhospitality to
travelers, it can be a rather nice place to live. The
weather is warm and the water is plentiful. All
manner of fruit and vegetables grow wild there.
Indigenous wildlife is limited to rodents, fox, deer, and
several variety of birds, one of which, a large flightless
variety called a toog by the taddols, has been
MAP KEY
domesticated and is their main source of meat. It is about
the size of a large turkey, quite plump, and yields meat
1. The volcano. The crater is about a half-mile
similar to ostrich in flavor and texture.
wide.
One deterrent to many potential non-taddol
2. The taddol city of Torech. This is built upon the
settlers (who manage to make it onto the island) is the
same encampment built by their eladrin
near constant noise of the falls, which is a dull roar at all
ancestors.
times. The taddols claim they are used to it, and barely
3. Boiling Hill. This is the largest river spout on
notice it at all. In fact, many taddol complain that it is too
Benfalas. It is also a place that harbors a small
quiet in other lands. They often make this excuse when
keep where taddol mystics, monks, and
being accused of talking too much.
philosophers congregate.
4. Torrid Hill. A great white wyrm was slain here
by an army of taddol, two centuries earlier. It is
the second largest river spout.
5. The taddol city of Thavron. This city split off
from Torech because of a different philosophy.
They believed in continuing to try to get off the
island by improving upon existing methods,
while those that stayed in Torech believed that
they needed to come up with something new.
6. The Bridge of Failure. This massive structure
teeters over the chasm several hundred feet,
only to lay in crumbling ruin at its end. A
massive ark-like ship rests at the foot of the
Artwork: J. Matthew Kubisz

bridge and has been remodeled into a tavern,


market, and apartment complex.

116
MNOL: therefore only invited the wealthiest outsiders, and
DEMIPLANE OF COMMERCE charged a handsome fee for entry into their markets. The
rest of the multiverse had no idea that Mnol even had
Anything and everything that can be sold can be found by the markets.
barrel in the bazaars of Mnol Nowadays, a few brave numistians mark the
surface entrances to some of the cavern markets with
MNOL TRAITS impossibly large billboards that can be seen for great
Type: Astral dominion. distances in the Astral Sea. As business suffers, the
Size and Shape: Extremely mountainous planet, roughly merchants of Mnol try many things to bring in customers,
5000 miles in diameter, riddled with unending caverns; and are far less discriminating. Times are hard, and the
recursive. inhabitants of Mnol have adapted.
Gravity: Normal. The cavern markets, lit both magically and with
Mutability: Divinely mutable. (Economancers can firelight, are busy at all hours. Night and day are
collectively change the environs of the entire dominion.) nonexistent in this realm. Colossal rows of caverns make
Alignment: Unaligned. up a merchant city. Each city has its own specialty, for
Cold Affinity (surface only): Attacks with the cold which it is named. The city of Wand, for example, sells
keyword gain a +1 bonus to the attack roll, and attacks primarily wands and wand accessories.
with the fire keyword deal half damage (ongoing fire Only one commodity is slightly lacking in Mnol,
damage is not affected). and that is food. While the raw materials exist (exotic
meats, rare spices, and unusual herbs abound), prepared
Mnol has many names. To the wealthy outsiders, meals are something amiss. Numistians eat money, and
it is known as the Mystic Marketplace. To the sages and therefore have little need for food, except to sell it. Their
bookkeepers it is the Demiplane of Commerce. Whatever lack of taste means they make terrible cooks.
the name, it is known for its fantastic underground Mapping Mnol is nearly impossible, as a council of
markets. elder numistians, who were recently nicknamed the
From the Astral Sea, Mnol appears as a small, “economancers,” are constantly redesigning it for
spiky, and inhospitable planet. The entire surface is rock, “maximum economic potential.” A guide is required to
ice, and uninhabited. For eons, this worked to Mnol’s navigate the realm, and one is always conveniently nearby
advantage. The numistians who evolved there did not to offer his services, at a reasonable price, of course.
want competition from other races, and
Artwork: Eugene Jaworski

117
117
ARTIFACTS

DOOMSDAY ARTIFACTS OF THE KVALS GOALS OF THE DAGGER OF SUVAL


Occasionally a demiplane will return a terrible  Bring about the end of civilization through mass
artifact back to this realm trusted to the care of hundreds destruction.
of kvals. Some kvals often devote their lives towards  Cause as much destruction and anarchy as
keeping these artifacts out of the hands of evil. Featured possible.
below are examples of two such artifacts.  Kill anyone who stands in the way of the
apocalypse, especially leaders.
THE DAGGER OF SUVAL
The Dagger of Suval is appropriate for epic-level characters. ROLEPLAYING THE DAGGER OF SUVAL
The Dagger of Suval communicates telepathically to
Dagger of Suval Epic Level its bearer. It starts with messages of how the world needs
to be cleansed, pointing out all the injustices and atrocities
This dagger is intricately carved from the armbone of an
of the world. It then begins telling of rich rewards in the
archfiend. Its blade is etched with eldritch runes that waver
afterlife for bringing an end to it all.
and shift with the thoughts of its wielder.
However, this does not stop with atrocities.
The Dagger of Suval is a +5 terror dagger with the following
Eventually the dagger demands blood and destruction of
properties and powers.
everything. It sees everything as corrupt, and thus in need
Property: You gain all-around vision.
of final cleansing. It eventually tries to convince the bearer
Property: You gain a +1 item bonus to attack and
that he cannot do his service alone, and to gather
damage rolls against creatures with the leader role.
luminescent runes to help summon an even greater agent
Property: You gain a +2 item bonus to Bluff, Stealth,
of “purification.”
and Thievery checks.
If the concordance score continues to decline, the
Power (Encounter): Free Action. When you hit with
dagger will call for the suicide of its bearer, all-the-while
the Dagger of Suval, the target takes ongoing 15 poison
telling him how worthless he is and how much better the
damage (save ends).
afterlife will be.
Power (Daily): Free Action. When you hit with the
Dagger of Suval, the target takes ongoing 15 necrotic
CONCORDANCE
damage (save ends). Saving throws made to end this effect
Starting Score 5
take a -2 penalty. If a creature taking ongoing necrotic Owner gains a level +1d10
damage from the dagger dies and is of higher level than
Dagger gains a luminescent rune (maximum +2
any souls currently trapped by the dagger, the dagger 1/day)
traps the target's soul and gains a luminescent rune. If a Owner completes a quest to that causes mass +2
creature taking ongoing necrotic damage from the dagger destruction and mayhem
dies and is of lower level than any souls currently trapped
Owner kills a leader (maximum 1/day) +1
by the dagger, the dagger loses all luminescent runes (the Owner doesn’t improve concordance over -1
souls are freed). the course of a day
Power (Daily): Standard Action. When the Dagger of
Owner releases souls from dagger -2
Suval has at least thirteen luminescent runes, you can call
forth an astral stalker (detailed in the D&D 4E MONSTER TRANSCENDANT (21 OR HIGHER)
MANUAL). The dagger does not confer any control over “The end is now.”
this creature, though the stalker will not attack you unless The wielder explodes with great force, dealing
it is provoked. Once surfacing, the astral stalker goes on a 10d10 fire damage to everything in a three mile radius.
murderous rampage until it is destroyed. This power The Dagger will survive, the wielder is disintegrated.
consumes all luminescent runes on the Dagger of Suval (the
souls are vanquished).

118
PLEASED (16-20) MOVING ON
“The time of purification is nigh. Prepare for the “The dagger seeks cleansing elsewhere.”
end!” If several attempts to kill the wielder fail,
The Dagger and it’s wielder are on the the dagger teleports to a random location of great
same page; unfortunately it is near the end of conflict. It can appear in the midst of a battlefield,
the book.
or on the table during heated negotiations. If the
The Dagger’s enhancement bonus
Dagger ever meets a former wielder, it will instruct
increases to +6.
its new owner to kill that person as soon as possible,
Property: The item bonus to attack and
citing a great threat to the purity of the universe.
damage rolls against creatures with the leader
role increases to +3.
Property: The item bonus to Bluff, THE SKULL OF ATAKLA
Stealth, and Thievery checks increases to +5. The Skull of Atakla is appropriate for paragon-level
characters.
SATISFIED (12-15)
“I now see that it all must end, still we have far to The Skull of Atakla Paragon Level
go.” This human skull appears unremarkable aside from its pale
The Dagger sees great potential in its green color and topaz eyes. The eyes glow with a sickly
wielder. yellow radiance.
Property: The item bonus to attack and
Body Slot: Held
damage rolls against creatures with the leader
Property: You gain darkvision. If you already
role increases to +2.
have darkvision, gain blindsight 5.
Property: The item bonus to Bluff, Stealth,
Property: You gain a +1 item bonus to attack
and Thievery checks increases to +3.
and damage rolls against worshippers of a sun god.
NORMAL (5-11) Property: While in dim light or darkness, you
“I see all of the horrors of this world.” are treated as having cover against area and ranged
The Dagger makes the wielder aware of attacks. This property applies even against attackers
everything that makes this world a terrible place. It who can see you normally or otherwise ignore
shows the bearer visions of a idealized afterlife in concealment penalties.
the wake of destruction. Power (At-Will  Illusion): As a minor
action, you cause all active light sources within 10
UNSATISFIED (1-4) squares of you to be suppressed until the end of the
“The dagger thinks I am part of the problem with this encounter. Light sources activated after you use this
world.” power function normally.
The Dagger has decided that its best that the Power (Encounter): Standard Action. You can
wielder move on to the afterlife. It urges that use Frigid Darkness (warlock 3).
suicide is the best solution. Power (Daily): Free Action. On your next
Special: You take a -2 penalty to all attack successful attack, your target is blinded (save ends).
and damage rolls against any creature that does not Saving throws against this effect are made with a -8
have a leader role. This penalty applies whether or penalty.
not you are wielding the Dagger of Suval.

ANGERED (0 OR LOWER)
“The dagger is trying to kill me.”
The Dagger informs the wielder that it
intends to exterminate his life.
The dagger’s bonus drops to +4, and it loses
its terror property.
Property: The Dagger telepathically calls out
to random beings within sight of the wielder,
informing them that the wielder intends to do them
harm. It will do this intelligently, telling a paladin
that the wielder is a fiend in disguise, or a warden
Artwork: J. Matthew Kubisz

that the wielder intends to threaten his charge.


Special: You take a -5 penalty to all attack and
damage rolls against any creature that does not have a
leader role. This penalty applies whether or not you
are wielding the Dagger of Suval.
119
GOALS OF THE SKULL OF ATAKLA UNSATISFIED (1-4)
 Plunge the world into darkness. “The sun smiles upon me, the skull does not.”
 Destroy those that venerate the sun, especially The skull is convinced that its owner is “addicted
worshippers of a sun god. to the light” and tries to convince the owner to pass it on
 Teach others the virtues of darkness. to someone who can appreciate it more.
You lose the frigid darkness power, and the ability
ROLEPLAYING THE SKULL OF ATAKLA to blind opponents.
The Skull of Atakla speaks in telepathic whispers to Special: You take a -2 penalty to all attack rolls
its owner. It encourages the owner to shun daylight, and against anyone who is not a worshipper of a sun god.
preaches that true power resides in darkness.
The Skull slowly perverts its owner to believe that ANGERED (0 OR LOWER)
the sun is actually an enemy, and the world would be “The skull seeks darkness and that is all it shows me now.”
better off plunged into darkness. Furthermore, it tries to The Skull is highly annoyed with the owner, and
convince the owner that the worshipers of a sun god are continually berates and taunts him.
actually members of a terrible cult hell-bent on burning up Special: You become blinded (and lose blindsight,
the world in a solar fire. if you had that ability) until you regain favor with the
If the concordance score continues to decline, the Skull or find it a new owner. This blindness cannot be
Skull will plead to be passed on to someone who better cured for as long as you own the skull.
understands the plight of darkness.
MOVING ON
CONCORDANCE “The skull seeks darker pastures.”
Starting Score 5 If the Skull remains angered for three or more
Owner gains a level +1d10 days, it immediately teleports to the nearest dark cavern to
Owner slays a follower of a sun god +2 await discovery.
(maximum 1/day)
Owner kills a target in complete darkness +1
(maximum 1/day)
Owner does not see sunlight for 24 hours +1
Owner kills a target in bright light -1
Owner passes an opportunity to kill a -2
follower of a sun god

PLEASED (16-20)
“Darkness is my true element!”
The owner has essentially become a sun-hating
nocturnal agent of doom, much to the pleasure of the Skull.
Power (Encounter): Free Action. On your next
successful attack, your target is blinded (save ends).

SATISFIED (12-15)
“I can feel the darkness in my veins.”
The Skull is pleased with its new acolyte of
shadow.
Power (Encounter): Standard Action. You can use
Hunger of Hadar (warlock 5).

NORMAL (5-11)
“It teaches me the virtues of the night.”
The Skull of Atakla begins mixing lies with half-
truths about a sun god, the sun, and darkness. Its goal is to
first convince the owner that darkness is the better choice
for him. Afterwards, the Skull will attempt to convince the
Artwork: J. Matthew Kubisz

owner that darkness is the better choice for the world.

120
MONSTERS AND NPCS

Remarkable Races can make amazing adversaries. HEROIC TIER FAMILIAR


Listed below are these races and their cohorts in monster The following familiar is available to anyone who qualifies
format. At the end of this section, several encounter blocks for a familiar.
exemplify a typical encounter in a world of many races.
Purple Peeper Familiar
No wizard mogogol is complete without an obnoxious purple frog
chirping on his shoulder.
Speed 3 (swamp walk), climb 3, swim 3
Constant Benefits
You gain a +2 bonus to Endurance and Perception checks.
Active Benefits
Disquieting Effect: Any adjacent enemy that spends an action
The soft spot that mogogols have for stray point or a healing surge is weakened until the end of its next turn.
amphibians is well known. Consequently, it is no big
surprise they have collected and domesticated a menagerie BATTLE TOAD
of frogs and toads to serve as both companions and Battle toads are tenacious, four foot wide toads,
mounts. While most other races prefer the company of a with stubborn attitudes and vicious demeanors. They look
furry dog or sleek stallion on their journeys, mogogols very much like regular, albeit largish, toads with red, gray
take comfort in their version of man’s best friend: a slimy, or brown warty skin. Mogogols often keep them on a
googly, high jumping, fly eating frog. Below are a few collar and leash. Their warty skin exudes a mild irritant
examples of the standard, steadfast pals a mogogol might that prevents them from making effective mounts.
bring along for the ride. Non-mogogols occasionally
befriend a few of these creatures as well. Battle Toad Level 2 Brute
Medium natural beast (aquatic) XP 125
PURPLE PEEPER Initiative +3 Senses Perception +4
HP 47; Bloodied 23
Purple peepers are housecat-sized tree frogs who AC 14; Fortitude 15, Reflex 14, Will 14
chirp like birds when happy or excited. Aside from Speed 6 (swamp walk), swim 4
providing moral support (which they do about as well as
you expect a frog might) they tend to be fairly useless.
MBite (standard; at-will)
+5 vs. AC; 2d6 +3 damage
Nethertheless, mogogols love these little creatures and
treat them like family. RGrasping Tongue (standard; at-will)
Ranged 5; +5 vs. Reflex; grab and pull 2.
Purple Peeper Level 1 Minion
Small natural beast (aquatic) XP 25 m Leaping Lunge (standard; encounter)
Initiative +3 Senses Perception +5; low-light vision +5 vs. AC; 3d8 +3 damage and the target is pushed one square
HP 1; a missed attack never damages a minion. Prodigious Leap (move; at-will)
AC 15; Fortitude 13, Reflex 15, Will 12 Jump 4 squares without provoking opportunity attacks.
Speed 3 (swamp walk), climb 3, swim 3 Alignment: Unaligned Languages: --
Str 11 (+1) Dex 14 (+3) Wis 14 (+3)
M Bite (standard; at-will) Con 17 (+4) Int 2 (-4) Cha 11 (+1)
+6 vs. Armor Class; 2 damage. Market Price: 70 gp
Prodigious Leap (move; at-will)
Jump 3 squares without provoking opportunity attacks.
Alignment: Unaligned Languages: --
Str 12 (+1) Dex 17 (+3) Wis 10 (0)
Con 12 (+1) Int 2 (-4) Cha 6 (-2)
Market Price: 20 gp

121
NEW BEAST COMPANION CATEGORY: AMPHIBIAN Leaping Charge (while mounted by a friendly rider of 7th level or
higher; at-will)  Mount
Amphibians consist of frogs, toads, and salamanders. They When charging, the battle woggart may use a prodigious leap in
are aquatic creatures that are equally at home on land. place of its normal movement. If it does so, the rider deals an
Mogogol rangers are often found in the company of a extra 1d8 damage when he attacks after the battle woggart
giant toad or frog. charges.
Prodigious Leap (move; at-will)
Jump 4 squares without provoking opportunity attacks.
AMPHIBIAN STATISTICS Alignment: Unaligned Languages: --
Ability Scores: Strength 12, Constitution 18, Str 20 (+8) Dex 17 (+6) Wis 9 (+2)
Dexterity 12, Intelligence 6, Wisdom 12, Con 20 (+8) Int 2 (-1) Cha 7 (+1)
Charisma 6 Market Price: 1,800 gp
Size: Medium Carrying Capacity:
Defenses: AC 14 + level, Fortitude 14 + level, Reflex Normal: 250 lbs, Heavy: 500 lbs, Push/Drag: 1,250 lbs
10 + level, Will 12 + level
DWARF BATTLE WOGGART
Hit Points: 14 + 12 per level
Ideal for small riders, the dwarf battle woggart is
Attack Bonus: Level + 4
of Medium size and is a bit faster than its larger cousin.
Damage: 1d8
They are typically very bright colors such as yellow,
Melee Basic Attack: Bite; level +4 vs. AC; 1d8 +
orange or red with patches of black, blue or purple on
Strength modifier damage.
their backs.
Trained Skills: Endurance, Perception

WOGGART Dwarf Battle Woggart Level 3 Brute


Medium natural beast (aquatic) XP 150
Woggarts are giant domesticated frogs. In
Initiative +3 Senses Perception +2; darkvision
appearance, they seem to be little more than extremely HP 58; Bloodied 29
overgrown bullfrogs. To a mogogol, they make fine AC 15; Fortitude 17, Reflex 14, Will 13
mounts. One down side to woggarts is that although they Speed 7 (swamp walk), swim 7
Per Hour: 3½ miles / swim 3½ miles
only eat once a week, they eat huge amounts, and they
Per Day: 35 miles / swim 35 miles
prefer meat. A woggart can consume an entire pig or five
good-sized geese in a few minutes. They also dislike dry M Bite (standard; at-will)
climates and do not travel well in the desert. +6 vs. Armor Class; 1d6+5 damage.

BATTLE WOGGART RGrasping Tongue (standard; at-will)


Ranged 5; +6 vs. Reflex; grab and pull 3.
The battle woggart is a beefy variety of woggart—
typically with dark green skin, white stripes, and fierce red m Lunging Leap (standard; recharge 16)
eyes. The occasional black-skinned battle woggart surfaces +6 vs. AC; 3d8+5 damage and the target is pushed one square.
now and then as well. Battle woggarts have no trouble Hopping Charge (while mounted by a friendly rider of 5th level
or higher; at-will)  Mount
fighting if provoked or encouraged by an able rider. When charging, the battle woggart may use a prodigious leap in
Battle Woggart Level 6 Brute place of its normal movement. If it does so, the rider gains a +2
Large natural beast (aquatic) XP 250 bonus to attack rolls when he attacks after the battle woggart
charges.
Initiative +6 Senses Perception +2
Prodigious Leap (move; at-will)
HP 90; Bloodied 45
Jump 5 squares without provoking opportunity attacks.
AC 18; Fortitude 20, Reflex 18, Will 14
Alignment: Unaligned Languages: --
Speed 6 (swamp walk), swim 6
Str 21 (+6) Dex 14 (+3) Wis 9 (+2)
Per Hour: 3 miles / swim 3 miles
Con 18 (+5) Int 2 (-1) Cha 7 (+1)
Per Day: 30 miles / swim 30 miles

M Bite (standard; at-will) Market Price: 250 gp


Carrying Capacity:
+9 vs. Armor Class; 2d8+5 damage. Normal: 210 lbs, Heavy: 420 lbs, Push/Drag: 950 lbs
RGrasping Tongue (standard; at-will)
Ranged 10; +9 vs. Reflex; grab and pull 4.

m Lunging Leap (standard; recharge 16)


+9 vs. AC; 4d8+5 damage and the target is pushed one square.

122
RIDING WOGGART against the target until the end of the assassin's next turn.
Riding woggarts are a slim and timid variety. Combat Advantage
The anumus assassin deals an extra 2d6 damage against any
They are typically bright green with black spots and
target it has combat advantage against.
yellow eyes. Rarely, yellow specimens can be found with Contortionist
red, orange, or blue spots. Riding woggarts only fight if An anumus assassin can squeeze into narrow passages as if it
cornered. Most mogogols prefer this mount for long were one size category smaller than it is. In addition, he gains a
journeys. +2 bonus on Athletics or Acrobatics checks to escape a grab.
Alignment: Any Languages: Common, one regional
Skills Athletics +14, Bluff +9, Stealth +14
Riding Woggart Level 4 Brute Str 18 (+7) Dex 21 (+8) Wis 16 (+6)
Large natural beast (aquatic) XP 175 Con 16 (+6) Int 19 (+7) Cha 12 (+4)
Initiative +4 Senses Perception +1 Equipment: 5 daggers
HP 69; Bloodied 34
AC 16; Fortitude 18, Reflex 16, Will 13
Speed 7 (swamp walk), swim 8 ANUMUS ASSASSIN TACTICS
Per Hour: 3½ miles / swim 4 miles
Per Day: 35 miles / swim 40 miles The assassin lurks in the shadows or tight area
until his target is in sight. If a swift assassin’s strike does not
M Bite (standard; at-will) neutralize his quarry, he will attempt to regain combat
+7 vs. Armor Class; 2d6+4 damage advantage, using snake eyes. Once his target is slain, he will
Prodigious Leap (move; at-will)
attempt to flee.
Jump 5 squares without provoking opportunity attacks.
Alignment: Unaligned Languages: --
Str 19 (+6) Dex 14 (+4) Wis 9 (+1)
Con 19 (+6) Int 2 (-2) Cha 7 (0) Anumus Watchdog
"I’ve been guarding this place since I was a puppy.”
Market Price: 200 gp
Carrying Capacity:
Normal: 237 lbs, Heavy: 475 lbs, Push/Drag: 1,187 lbs This burly, chainmail clad, mastiff-headed guard
brandishes a wicked cutlass. He eyes passersby with
scrutiny. He does not appear the type that is easily
distracted from his charge.

Anumus Watchdog Level 2 Soldier


Medium Natural Humanoid XP 125
Initiative +5 Senses Perception +9
HP 41; Bloodied 20
AC 24; Fortitude 18, Reflex 14, Will 15
Anumus Assassin Speed 5
"Quick and deadly as a snake, and I should know!”
MCutlass (standard; at-will)  Weapon
+9 vs. AC; 2d6+3 damage
It would be easy to mistake this cobra-headed man
who is dressed all in black and glittering with deadly m Protective Swing (standard; recharge 56)  Weapon
implements for a treacherous yuan-ti malison. Actually, in +9 vs. AC; 2d10+3 damage, and the target is marked until the
end of the watchdog’s next turn.
this case, it would be just as bad either way. Tripping Strike
If the anumus watchdog has combat advantage against a
Anumus Assassin Level 7 Lurker target, it can also knock the target prone on a successful hit.
Medium Natural Humanoid XP 300 Alignment: Any Languages: Common, one regional
Initiative +12 Senses Perception +13, darkvision Skills Athletics +11
HP 64; Bloodied 32 Str 19 (+5) Dex 14 (+3) Wis 16 (+4)
AC 21; Fortitude 20, Reflex 23, Will 19 Con 17 (+4) Int 12 (+2) Cha 11 (+1)
Speed 6 Equipment: cutlass, chainmail
MDagger (standard; at-will)  Weapon
+12 vs. AC; 1d4+5 damage and ongoing 5 poison damage ANUMUS WATCHDOG TACTICS
(save ends). The anumus watchdog will attempt to get
RDagger (standard; at-will)  Weapon, Poison between the enemy and his charge as often as possible. He
Ranged 5/10; +12 vs. AC; 1d4+5 damage and ongoing 5 will mark the more dangerous opponents to distract
poison damage (save ends). them from their target. The watchdog will also
mAssassin’s Strike (standard; recharge 6) encourage allies to help him flank opponents so he can
+10 vs. Reflex; 4d8+5 damage, and ongoing 5 poison damage gain the advantage of his tripping strike power.
(save ends).

mSnake Eyes (minor; at-will)


+10 vs. Reflex; the anumus assassin gains combat advantage
123
Anumus Witch Knight of the Hoof
"My mentor taught me from familiar to familiar face.” "Rule number one: Know thy horse.”

Bright green cat eyes shine out from the shadows Clad in shining full plate, and wielding a magic
of her cloak. The anumus witch speaks with a playful tone. longsword, this horse-headed soldier seems to epitomize a
This good humor unfortunately extends to combat as well; surreal representation of all that knighthood represents.
the anumus witch enjoys toying with her prey. On his shield blazes a rampant stallion; just a clue to the
ferocity one might witness while in combat with the noble
Anumus Witch Level 12 Controller creature.
Medium Natural Humanoid XP 700
Initiative +13 Senses Perception +14, Low-light vision Knight of the Hoof Level 23 Soldier
HP 123; Bloodied 61 Medium Natural Humanoid XP 5100
AC 26; Fortitude 25, Reflex 28, Will 24 Initiative +20 Senses Perception +23
Speed 6 HP 219; Bloodied 109
MClaw (standard; at-will) AC 47; Fortitude 39, Reflex 36, Will 35
Speed 8
+17 vs. AC; 3d6+5 damage

mRake the Eyes (standard; at-will) MLongsword (standard; at-will)  Weapon


+30 vs. AC; 4d6+8 damage, and the target is marked until the
+17 vs. AC; 1d6+5 damage, and the target is blinded until the end of the knight of the hoof's next turn.
end of the witch’s next turn. The witch shifts 2 squares before or
after making this attack. mLightning Strike (standard; at-will)  Lightning, Weapon
rFace Full of Sparks (standard; at-will)  Illusion Targets a creature marked by the knight of the hoof; +30 vs.
AC; 4d12+8 damage, and ongoing 10 lightning damage (save
Ranged sight; +16 vs. Reflex; the target’s vision is heavily ends).
obscured (-5 penalty to attack rolls, save ends).

aCat’s Cradle (standard; recharge 56)  Conjuration, cElectrifying Burst (standard; recharge 56)
Close burst 2; +28 vs. Reflex; 4d12+8 lightning damage to
Zone
enemies in the burst. Allies within the burst (including the
Area burst 2 within 10; +17 vs. Reflex; 4d8+6 damage and the
knight of the hoof) deal an extra 2d8 lightning damage with
target is immobilized (save ends). This attack’s area becomes
melee attacks until the end of the knight of the hoof’s next
a zone of difficult terrain (web-like string) until the end of the
turn.
encounter. Any creature that enters or starts its turn in the zone
Enhanced Speed
is weakened until they leave the zone. The anumus witch is
When the knight’s charge attack is preceded by moving at
immune to its own string.
least 6 squares from his starting position, he may make both a
Catlike Grace (immediate reaction, when the anumus witch is hit
bull rush and a melee basic attack, in that order.
with a Reflex attack; encounter)
Alignment: Any Languages: Common, one regional
The anumus witch may force the attacker to reroll the attack
Skills Athletics +26, Endurance +25
and use the second roll.
Str 29 (+20) Dex 24 (+18) Wis 24 (+18)
Alignment: Any Languages: Common, one regional
Con 27 (+19) Int 26 (+19) Cha 24 (+18)
Skills Acrobatics +20, Arcana +17, Athletics +18, Religion +14,
Equipment: longsword, plate armor
Stealth +20
Str 21 (+11) Dex 24 (+13) Wis 17 (+9)
Con 19 (+10) Int 22 (+12) Cha 19 (+10)
KNIGHT OF THE HOOF TACTICS
Equipment: cloak, spellbook The knight is a fearless adversary. He will attack
with his longsword to mark a foe, and then subsequently
ANUMUS WITCH TACTICS hit them with lightning strike on the next round. He will
The anumus witch will annoy as many of her wait to use electrifying burst to obtain the maximum effect.
enemies as she can with her powers, while her allies pick
The knight of the hoof will use his speed to his advantage
them off. If they get too close, however, she will rake the
eyes, and attempt to gain a more strategic position. as well, overtaking ranged combatants who may be at a
safe distance for slower foes.

124
Boggle Grease Monkey
“One good bash fixes just about anything.”

Covered in oil and dirt, this little guy could easily


be mistaken for a beggar. However, one should not
underestimate his handiness with a wrench.
Boggle Demolitions Expert Boggle Grease Monkey Level 6 Soldier
"Kaboom!" Small Natural Humanoid XP 250
Initiative +8 Senses Perception +9; low-light vision
While certain boggles enjoy breaking things, this HP 71; Bloodied 35
AC 22; Fortitude 19, Reflex 18, Will 18
boggle goes one step further and blows them to
Speed 6
smithereens. He sports quite a few burns and wears
singed clothing. MBattle Wrench (standard; at-will)  Weapon
+13 vs. AC; 1d8+4 damage
Demolitions Expert
Small Natural Humanoid
Level 11 Artillery
XP 600
mUnhinged Grasp (standard; encounter)  Weapon
+13 vs. AC; 3d8+4 damage and target has been grabbed by the
Initiative +10 Senses Perception +14; low-light vision
wrench if Medium-sized or smaller. Target is immobilized
HP 89; Bloodied 44 until it escapes the grab (treat as if the boggle succeeded on a
AC 23; Fortitude 23, Reflex 24, Will 23 grab attack). Creatures grabbed in this manner take an ongoing
Speed 6
1d8+4 damage until they escape the grab.
MBuzzblade (standard; at-will)  Weapon Boggle Dodge (Immediate interrupt, when within the burst effect
area as the effect goes off )
+18 vs. AC; 1d10+5 damage
The boggle shifts 6 squares away from effect.
RIncendiary Missile (standard; at-will)  Fire, Weapon Alignment: Any Languages: Common, Goblin
Ranged 5/10; +18 vs. AC; 2d6+5 fire damage Skills Arcana +10
Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
mCatastophic Touch (standard; encounter) Con 15 (+5) Int 15 (+5) Cha 13 (+4)
+16 vs. Reflex; Magical or mechanical item of Small size or Equipment: battle wrench
smaller ceases to function for the rest of the encounter. No
effect on items greater than 11th level.
BOGGLE GREASE MONKEY TACTICS
aIncendiary Bomb (standard; encounter)  Fire A boggle grease monkey prefers the direct
Area blast 1 within 20; +18 vs. AC; 3d8+5 fire damage.
Boggle Dodge (Immediate interrupt, when within the burst effect
approach—slam the target over the head repeatedly with a
area as the effect goes off ) wrench. When bloodied, he will try to use unhinged grasp
The boggle shifts 6 squares away from effect. to neutralize his foe. If that fails, he will attempt to flee.
Alignment: Any Languages: Common, Goblin
Skills: Arcana +13
Str 18 (+9) Dex 21 (+10) Wis 18 (+9)
Con 17 (+8) Int 17 (+8) Cha 15 (+7)
Equipment: buzzblade, leather armor

DEMOLITIONS EXPERT TACTICS


A boggle demolitions expert will lob incendiary
missiles at his targets, always looking for the right
opportunity to use his incendiary bomb. He will use his
Arcana skill to assess what object his adversaries would
get the most use out of, and he then targets that item for
destruction with his catastrophic touch ability. When
fleeing, if he has not yet used incendiary bomb, he uses it to
cover his escape.
Artwork: J. Matthew Kubisz

125
Boggle Ninja Mechnomancer Level 25 Soldier
"Quick as my sword, strong as my wrench." Large Natural Humanoid (living construct) XP 7000
Initiative +21 Senses Perception +31; low-light vision
Trained in exotic lands, this darkly clad boggle HP 232; Bloodied 116; also see jury-rig repair
excels at subterfuge. Like most boggles, she has a few AC 41; Fortitude 39, Reflex 37, Will 37
gadgets to help out. Speed 8

MSlam (standard; at-will)


Boggle Ninja Level 8 Lurker
Reach 2; +32 vs. AC; 3d8+9 damage
Small Natural Humanoid XP 350
Initiative +13 Senses Perception +11; low-light vision RElectric Cannon (standard; at-will)  Lightning
HP 70; Bloodied 35 Ranged 30; +32 vs. AC; 3d10+10 lightning damage
AC 22; Fortitude 20, Reflex 21, Will 20
Speed 6 aFlame Thrower (standard; encounter)  Fire
MKatana (standard; at-will)  Weapon Close blast 3; +30 vs. Reflex; 4d10+9 fire damage

+13 vs. AC; 1d10+5 damage aRadioactive Pulse (standard; encounter)  Radiant
Area burst 2 within 20; +30 vs. Reflex; 4d10+9 radiant
RShuriken Slinger (standard; at-will)  Weapon damage.
Ranged 20; +13 vs. AC; 1d4+5 damage Jury-Rig Repair (minor, usable only while bloodied; encounter)
The mechnomancer gains 87 temporary hit points.
aRain of Shurikens (standard; encounter)  Weapon Alignment: Any Languages: Common, Goblin
Area burst 1 within 10; +11 vs. Reflex; 3d8+5 damage. The
Skills Arcana +24
boggle is out of shurikens at the end of this power.
Str 30 (+22) Dex 25 (+19) Wis 25 (+19)
Boggle Dodge (Immediate interrupt, when within the burst effect
Con 24 (+19) Int 24 (+19) Cha 22 (+18)
area as the effect goes off )
The boggle shifts 6 squares away from effect. Equipment: large plate armor
Combat Advantage
The boggle deals +1d6 damage on melee and ranged attacks
against any target it has combat advantage against.
MECHNOMANCER TACTICS
Alignment: Any Languages: Common, Goblin A mechnomancer wades fearlessly into battle,
Skills: Stealth +14, Thievery +14 zapping enemies with his electric cannon whenever
Str 17 (+7) Dex 20 (+9) Wis 17 (+7) possible. Enemies that get too close will feel the wrath of
Con 16 (+7) Int 16 (+7) Cha 14 (+6) his slam attack and flame thrower. If worse comes to worst,
Equipment: katana (bastard sword), 20 shurikens, dark clothing
he will use a radioactive pulse and then run quickly away.
He will use jury-rig repair as soon as he becomes bloodied.
BOGGLE NINJA TACTICS
A boggle ninja attacks with her shuriken slinger,
from the shadows if possible. If her position is
compromised, she will use rain of shurikens to cover her
escape. When cornered or bloodied, she will fight valiantly
with her katana, attempting to carve a path to escape.

Mechnomancer
"We are all just machines, aren’t we?”

A mechnomancer has mastered the connection


CATERPILLAR ZEALOT
between man and machine. In fact, he has hard-wired "Life is change, change is god.”
himself into a mechanical giant. A mechnomancer appears
as a large and menacing suit of armor, with clockwork The caterpillar zealot has discovered that the life
gears protruding at odd intervals. One of its hands of the clergy has its benefits. He is clad in simple robes,
appears to be a cannon. A small circular window in the though he carries an ornate gold holy symbol. The
chest region of the construct reveals what is left of the lavishness of his divine icon appears stark against his
living part of the mechnomancer: a begoggled boggle face rather plain coloration; green skin with light brown fuzz.
with various tubes and wires running from it to other
internal mechanisms.

126
FARFALITE MAGE
"I’m more than just a flashy pair of wings.”

Metamorphosis has been kind to this mage; a


heightened intellect has led to a greater understanding of
arcane arts. Master of flash and fire, this entobian has
bright orange wings and clothing to match.

Farfalite Mage Level 15 Controller


Small Natural Humanoid XP 1200
Initiative +8 Senses Perception +10
HP 141; Bloodied 70
AC 29; Fortitude 25, Reflex 29, Will 27
Resist 5 fire
Speed 6, fly 5 (hover)

MMid-leg Attack (standard; at-will)


+20 vs. AC; 2d6+8 damage

R Flaming Ray  Fire (standard; at-will)


Ranged 10; +19 vs. Reflex; 2d6+6 fire damage, and ongoing 5
fire damage (save ends).

Caterpillar Zealot Level 5 Controller (Leader)


rHalo of Stars (standard; at-will)  Illusion
Ranged sight; +19 vs. Reflex; the target’s vision is heavily
Small Natural Humanoid XP 200 obscured (-5 penalty to attack rolls, save ends).
Initiative +4 Senses Perception +3
Deathless Fanaticism: aura 5; allies below the zealot’s level in the aFlutterfire (standard; recharge 6)  Fire
area remain alive when reduced to zero hit points. They die at the Area burst 2 within 20; +19 vs. Reflex; 2d6+7 fire damage, and
end of their next turn if they are still at zero or below. the target takes an additional 1d6+7 fire damage on its next
HP 64; Bloodied 32 turn.
AC 19; Fortitude 18, Reflex 17, Will 18 Flutter (move; encounter)  Illusion
Speed 6 Shift one square and the next targeted attack against the mage
has a 50% chance of missing, unless it is a critical hit (which
MMid-leg Attack (standard; at-will) hits normally).
+10 vs. AC; 2d4+4 damage Alignment: Any Languages: Common, one regional
Skills Arcana +19, Bluff +17
RLight of Reason (standard; at-will)  Radiant Str 9 (+6) Dex 12 (+8) Wis 16 (+10)
Ranged 5; +9 vs. Fortitude; 1d8+4 radiant damage, and the Con 16 (+10) Int 25 (+14) Cha 20 (+12)
target is dazed until the end of the caterpillar zealot’s next turn. Equipment: robes, spellbook

Inspiring Faith (standard, recharge 56 )  Healing


Target ally within 10 squares gains a +4 bonus to attack rolls FARFALITE MAGE TACTICS
until the end of its next turn. Additionally, the target heals 12
The farfalite mage will first soften opponents with
hit points.
Alignment: Any Languages: Common, one regional flutterfire. Then, he will attempt to neutralize stronger foes
Skills Religion +8 with halo of stars. He will dash the battlefield liberally with
Str 17 (+5) Dex 14 (+4) Wis 12 (+3) flaming ray, setting as many enemies on fire as he can. In
Con 16 (+5) Int 11 (+2) Cha 17 (+5) melee, he will use his mid-leg attack and flutter to escape.
Equipment: robes, holy symbol

LARVITE MARAUDER
CATERPILLAR ZEALOT TACTICS
"Food and combat, who can ask for anything more?”
In the service of his deity, the caterpillar zealot is
both fearless and frenzied. He usually only travels with
This battle-scarred, blue caterpillar has a swarthy
those who share a similar sentiment. He feverishly slings
patch over one eye and brandishes a hefty scimitar. He
light of reason while bolstering and tending to his allies.
doesn’t appear to be the friendly sort.
Artwork: Samuel Flegal

127
Larvite Marauder Level 7 Skirmisher
Small Natural Humanoid XP 300 MMid-leg Attack (standard; at-will)
Initiative +7 Senses Perception +3 +28 vs. AC; 2d6+9 damage
HP 78; Bloodied 39
AC 21; Fortitude 19, Reflex 19, Will 16 RShining Ray (standard; at-will)  Radiant
Speed 6 (8 while charging) Ranged 15; +28 vs. Reflex; 2d6+9 radiant damage, and the
target is blinded (save ends).
MScimitar (standard; at-will)  Weapon
+12 vs. AC; 1d8+5 damage
aBlazing Glory (standard; recharge 56)
 Healing, Radiant
rDagger (standard; at-will)  Weapon Close burst 3; targets enemies; automatic hit; the target takes 10
Ranged 5/10; +12 vs. AC; 1d4+5 damage radiant damage and is blinded until the end of the sun-scarab’s
next turn. The sun-scarab regains 2 hit points for each enemy
mMid-leg Attack (standard; at-will) who takes damage from this power.
+12 vs. AC; 1d4 damage
aBlinding Light (standard; encounter)
mSurge of Battle (standard, usable only while bloodied, Close burst 3; +26 vs. Will; the target is blinded until the end
encounter)  Healing, Weapon of the encounter.
The larvite marauder makes a melee basic attack, spends a Flutter (move; at-will)  Illusion
healing surge, and regains 10 hit points. Shift one square and the next targeted attack against the mage
Combat Advantage has a 50% chance of missing, unless it is a critical hit (which
The larvite marauder deals an extra 2d6 damage on melee hits normally).
attacks against any target it has combat advantage against. Alignment: Any Languages: Common, one regional
Poisonous Skills Arcana +15, Diplomacy +24, History +15, Insight +21,
Unarmed attackers take 2 points of poison damage for each Intimidate +24, Nature +21
successful unarmed attack against the larvite marauder. Str 17 (+13) Dex 28 (+19) Wis 22 (+16)
Alignment: Any Languages: Common, one regional Con 22 (+16) Int 17 (+13) Cha 29 (+19)
Skills Endurance +10, Intimidate +7 Equipment: robes
Str 17 (+6) Dex 15 (+5) Wis 10 (+3)
Con 14 (+5) Int 8 (+2) Cha 9 (+2)
Equipment: scimitar, 5 daggers, leather armor SUN-SCARAB TACTICS
The sun-scarab intends to blind all of her enemies and
then flee combat. She is a defensive fighter who rarely
LARVITE MARAUDER TACTICS
fights a sighted foe one on one, preferring to use shining
A larvite marauder will enter combat like a typical
ray.
fighter, slashing foes and throwing daggers. When
bloodied, however, his tactics suddenly change and he
becomes a more opportunistic fighter; looking to gain
combat advantage. He is poisonous and may also
encourage unarmed combat.

SUN-SCARAB
"I have three thousand children; don’t speak to me of pain.”

At the pinnacle of her lifecycle, this entobian Kval Demon Hunter


matron is a blend of the farfalite and coleophite forms, " Evil has always been my prey.”
appearing something like a humanoid scarab beetle. Her
brilliant yellow butterfly wings are only visible while she This darkly cloaked kval has a hand crossbow
is flying. She enjoys her new form, and combined with her strapped to his back, which is about the same size as his
love of radiant energy, she has become affectionately body.
known as the “Sun-Scarab.”
Kval Demon Hunter Level 7 Artillery
Tiny immortal humanoid XP 300
Sun-scarab Level 21 Artillery
Initiative: 7 Senses Perception +7, low-light vision
Medium Natural Humanoid XP 3200
HP: 67; Bloodied: 33
Initiative +19 Senses Perception +16
AC: 19 Fortitude: 21 Reflex: 20 Will: 20
HP 160; Bloodied 80
Speed 5
AC 33; Fortitude 33, Reflex 35, Will 36
Resist 25 necrotic, 25 radiant RHand Crossbow (standard; at-will)  Weapon
Speed 6, fly 5 (hover)
Ranged 10/20; +14 vs. AC; 1d8+5 damage

rHead Shot (standard; recharge 56)  Weapon


Ranged 10/20; +14 vs. AC; 3d8+3 damage and the target is
dazed (save ends).
Entropic Blood (when bloodied)  Necrotic, Radiant

128
Creatures who begin their turn in the same square as a KVAL THUG TACTICS
bloodied kval take 4 points of necrotic and radiant damage.
The kval thug can easily hide in almost any
Kval are immune to this effect.
Flank From Below terrain. It simply pops out, attacks heavily with its
When sharing a square with an enemy, the kval counts as if it poisoned mace, and then attempts to escape. If it does
was in any square adjacent to that enemy for the purposes of escape, it repeats the process until its victims are too worn
flanking that enemy. down to fight.
Lost Under Foot
A kval does not provoke an opportunity attack when entering
a larger enemy’s space from an adjacent square. In addition, Kval Vindicator
Medium and larger creatures have a -3 to Perception when “Vengeance is sweeter served cold.”
opposed to a kval’s Stealth checks.
Alignment: Any Languages: Common, Abyssal The kval vindicator is lightly armored, and
Skills Endurance +13, Stealth +12
brimming with weapons. He is so well armed that at first
Str: 20 (+8) Dex: 18 (+7) Wis: 18 (+7)
Con: 19 (+7) Int: 16 (+6) Cha: 16 (+6) glance one might mistake him for a walking pile of
Equipment: hand crossbow, 20 crossbow bolts armaments.

Kval Vindicator Level 12 Skirmisher


KVAL DEMON HUNTER TACTICS Tiny immortal humanoid XP 700
The kval demon hunter hides out of sight, and Initiative: 14 Senses Perception +9, low-light vision
relentlessly attacks enemies with his crossbow, using head HP: 124; Bloodied: 62
shot whenever possible. AC: 26 Fortitude: 24 Reflex: 25 Will: 25
Speed 5

MBattle Axe (standard; at-will)  Weapon


Kval Thug +17 vs. AC; 2d6+5 damage

"I rob from the tall, and give to me!” rDagger (standard; at-will)  Weapon
Ranged 5/10; +17 vs. AC; 1d4+5 damage
The kval thug ignores his instincts to destroy evil.
Instead, he wishes to increase his own power and wealth. rDagger Rain (standard; at-will)  Weapon
He wields a wicked-looking mace. The kval vindicator makes three dagger attacks against the
same target.
Combat Advantage
Kval Thug Level 5 Lurker The kval vindicator deals an extra 3d6 damage to any target it
Tiny immortal humanoid XP 200
has combat advantage against.
Initiative: 9 Senses Perception +7, low-light vision Entropic Blood (when bloodied)  Necrotic, Radiant
HP: 55; Bloodied: 27
Creatures who begin their turn in the same square as a
AC: 19 Fortitude: 19 Reflex: 18 Will: 18
bloodied kval take 9 points of necrotic and radiant damage.
Speed 5
Kval are immune to this effect.
MMace (standard; at-will)  Poison, Weapon Flank From Below
+10 vs. AC; 1d10+4 damage, and the kval thug makes a When sharing a square with an enemy, the kval counts as if it
secondary attack. was in any square adjacent to that enemy for the purposes of
Secondary Attack flanking that enemy.
+8 vs. Fortitude; the target takes ongoing 3 poison damage and Lost Under Foot
is slowed (save ends both). A kval does not provoke an opportunity attack when entering a
Entropic Blood (when bloodied)  Necrotic, Radiant larger enemy’s space from an adjacent square. In addition,
Creatures who begin their turn in the same square as a Medium and larger creatures have a -3 to Perception when
opposed to a kval’s Stealth checks.
bloodied kval take 4 points of necrotic and radiant damage.
Kval are immune to this effect. Alignment: Any Languages: Common, Abyssal
Skills Athletics +14, Stealth +16
Flank From Below
Str: 20 (+11) Dex: 22 (+12) Wis: 21 (+11)
When sharing a square with an enemy, the kval counts as if it Con: 20 (+11)I nt: 19 (+10) Cha: 21 (+11)
was in any square adjacent to that enemy for the purposes of
flanking that enemy. Equipment: battle axe, 8 daggers
Lost Under Foot
A kval does not provoke an opportunity attack when entering a
larger enemy’s space from an adjacent square. In addition, KVAL VINDICATOR TACTICS
Medium and larger creatures have a -3 to Perception when The kval vindicator will often use a cooperative
opposed to a kval’s Stealth checks. effort with allies to gain combat advantage.
Alignment: Any Languages: Common, Abyssal
Skills Acrobatics +13, Athletics +8, Stealth +11, Streetwise +9,
Thievery +13
Str 19 (+6) Dex 14 (+4) Wis 14 (+4)
Con 15 (+4) Int 11 (+2) Cha 10 (+2)
Equipment: mace

129
Knight of Entropy
"I simply speed up the process.”

A fully armored imp is indeed a strange sight, but


one brandishing a full sized longsword can be even
stranger. The knight of entropy packs a lot more punch
than his size would suggest.

Knight of Entropy Level 23 Elite Soldier Mahrog Hunter


Tiny immortal humanoid XP 10,200 "If the spear fails, bring out the club.”
Initiative: 9 Senses Perception +17, low-light vision
Extended Entropic Aura (Necrotic, Radiant) aura 1; Enemies
who begin their turn in the aura take 5 points of necrotic and
Covered in furs, beast parts, and tree branches,
radiant damage. Kval are immune to this effect. this filthy-looking brute looks quite dangerous and
HP: 440; Bloodied: 220 unstable. Strangely, his mannerisms tell the story of a calm
AC: 41 Fortitude: 40 Reflex: 38 Will: 36 and focused individual with much patience and training.
Saving Throws +2
Speed 5
Action Points 1 Mahrog Hunter Level 3 Brute
Medium Natural Humanoid XP 150
MLongsword (standard; at-will)  Necrotic, Radiant, Weapon Initiative +3 Senses Perception +8
+30 vs. Armor Class; 2d6+8 damage and 2d6 radiant HP 59; Bloodied 29
and necrotic damage, or 2d10 + 8 and 2d10 radiant and AC 15; Fortitude 17, Reflex 15, Will 15
necrotic damage against a weakened creature. Speed 6

mTriple Threat (standard; at-will) MSpear (standard; at-will)  Weapon


 Necrotic, Radiant, Weapon +6 vs. Armor Class; 1d10+3 damage
The knight of entropy makes two longsword attacks. If both
longsword attacks hit a single target, the knight of entropy
mBattle Fury (free, when first bloodied; encounter)
The mahrog makes a melee basic attack with a +4 bonus to the
makes a secondary attack against the same target.
attack roll and deals an extra 1d6 damage on a hit.
Secondary Attack
Alignment: Any Languages: Common, Ancient
+28 vs. Fortitude; the target is weakened (save ends).
Skills: Athletics +12, Endurance +12
Entropic Aura  Necrotic, Radiant
Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
Creatures who begin their turn in the same square as the
Con 19 (+5) Int 12 (+2) Cha 12 (+2)
knight of entropy take 11 points of necrotic and radiant
Equipment: spear, leather armor
damage. Kval are immune to this effect.
Flank From Below
When sharing a square with an enemy, the kval counts as if it
MAHROG HUNTER TACTICS
was in any square adjacent to that enemy for the purposes of
flanking that enemy. The mahrog hunter is an accomplished combatant
Lost Under Foot that prefers to fight up close. He is also a berserker, and
A kval does not provoke an opportunity attack when entering a will become even more dangerous when bloodied. He
larger enemy’s space from an adjacent square. In addition, fights like a rabid animal and will not back down until
Medium and larger creatures have a -3 to Perception when
opposed to a kval’s Stealth checks.
brought to unconsciousness or death.
Alignment: Any Languages: Common, Abyssal
Skills Diplomacy +22, History +18, Insight +18, Intimidate +24
Str 19 (+6) Dex 14 (+4) Wis 14 (+4) Mahrog Witchdoctor
Con 15 (+4) Int 11 (+2) Cha 10 (+2) “Walla walla bang bang.”
Equipment: longsword
Clad in animal skins and wearing deer antlers, this
KNIGHT OF ENTROPY TACTICS jovial soul does not appear to be much of a threat.
The knight of entropy is a direct assailant, who uses his However, when danger is abound, his eyes darken and his
longsword and triple threat power to cripple his foes. continence twists into fits of simultaneous rage and
concentration.

130
Mahrog Witchdoctor Level 12 Artillery Alignment: Any Languages: Common, Ancient
Medium Natural Humanoid XP 700 Skills: Religion +13
Initiative +10 Senses Perception +12 Str 22 (+10) Dex 17 (+7) Wis 19 (+8)
HP 100; Bloodied 50 Con 20 (+9) Int 17 (+7) Cha 21 (+9)
AC 24; Fortitude 26, Reflex 24, Will 26 Equipment: club, leather armor, spear
Speed 6

MSpear (standard; at-will)  Poison, Weapon PRIEST OF MAHRA TACTICS


+19 vs. AC; 1d10+5 damage and the mahrog witchdoctor The priest of Mahra will rush into combat
makes a secondary attack against the same target.
swinging her club and behaving like a berserk barbarian
Secondary Attack
+17 vs. Fortitude; 1d4 poison damage and the target is dazed until wounded. Then, she will retreat to a safe distance
until the start of the mahrog witchdoctor’s next turn. and use Mahra’s fury. The rest of combat she will mitigate
the battlefield with Mahra’s icy wrath, and use her recharge
rFreezing Ray  Cold (standard; at-will) power whenever possible.
Ranged 10; +17 vs. Reflex; 2d6+5 cold damage and the mahrog
witchdoctor makes a secondary attack against the same target.
Secondary Attack
+17 vs. Fortitude; target is slowed until the start of the mahrog
Upholder of the Way
witchdoctor’s next turn. "The old ways are unforgiving and so am I.”

aAcid Bomb (standard; encounter)  Acid This impossibly well-muscled caveman is dressed
Area burst 2 within 20; +17 vs. Reflex; 4d8+5 acid damage, and in furs of powerful magical beasts and adorned with the
the target takes an additional 1d6+5 acid damage on its next
turn.
teeth of a dragon. He carries an exquisitely carved great
Skills: Arcana +15 Religion +17 club. The scars on his face tell the story of countless
Str 24 (+13) Dex 18 (+10) Wis 23 (+12) victories.
Con 22 (+12) Int 19 (+10) Cha 19 (+10)
Upholder of the Way Level 25 Brute
MAHROG WITCHDOCTOR TACTICS Medium Natural Humanoid XP 7000
The mahrog witchdoctor will start off far away, Initiative +19 Senses Perception +18
HP 292; Bloodied 146
slowing down stronger opponents with his freezing ray, in
AC 37; Fortitude 41, Reflex 37, Will 36
order to wait to catch them all with his acid bomb. Speed 6
However, he is still rather formidable up close with his
poisoned spear. If the battle goes sour, he will use freezing MGreatclub (standard; at-will)  Weapon
+28 vs. AC; 2d10+9 damage (crit 6d10+21). Can
ray to help cover his escape. score a critical hit against an enemy on a roll of
19-20.

mBack Swing (standard; at-will)  Weapon


Priest of Mahra The upholder of the way makes two attacks with
his greatclub against the same target.
"Change is another word for chaos.”
cThunder Bash (standard; recharge 56)  Thunder
Clad simply, this humble priest follows the ways Close blast 3; +26 vs. Fortitude; 5d10+9 thunder
damage and the target is knocked prone.
of Mahra. She carries a club and spear, dresses in furs, and Alignment: Any Languages: Common, Ancient
seems to have never touched a modern convenience in her Skills: Intimidate +23
life. Str 34 (+24) Dex 25 (+19) Wis 23 (+18)
Con 32 (+23) Int 22 (+18) Cha 21 (+18)
Priest of Mahra Level 9 Controller (Leader) Equipment: greatclub, hide armor
Medium Natural Humanoid XP 400
Initiative +7 Senses Perception +8
HP 100; Bloodied 50 UPHOLDER OF THE WAY TACTICS
AC 23; Fortitude 23, Reflex 21, Will 23 The upholder of the way is a fairly straightforward fighter.
Speed 6
He will rush into the thick of combat, use his thunder bash,
MClub (standard; at-will)  Radiant, Weapon and then continually beat his foes with his greatclub until
+14 vs. Armor Class; 1d8+5 damage plus 1d6 radiant damage.
he is victorious or his foes have been vanquished.
rMahra’s Icy Wrath (standard; at-will)  Cold, Radiant
Ranged 10; +13 vs. Reflex; 1d8+5 cold and radiant damage,
and one ally in the priest of mahra’s line of sight gains a +2
power bonus to its next attack roll against the target.

aMahra’s Fury (standard; recharge 56)  Lightning


Area burst 2 within 10; +13 vs. Fortitude; 3d10+5 lightning
damage the target slides 3 squares.

131
MPoisoned Scalpel (standard; at-will)  Poison, Weapon
+7 vs. Armor Class; 1d6+1 damage, and ongoing 5 poison
damage (save ends).

rSplash of Medicine (standard; recharge 56)  Acid


Ranged 10; +6 vs. Fortitude; target is blinded (save ends), and
Corporal Mogogol doctor Mogogol makes a secondary attack.
Secondary Attack
"Ready for action, Sir!" Close burst 1 centered on primary target; +6 vs. Reflex; 1d4+4
acid damage, and ongoing 2 acid damage (save ends).
Corporal Mogogol is a thriving member of the city
guard. He has a rather stately presence, which says quite a
r Sedentary Capsule (standard; at-will)  Poison
Ranged 5/10; +6 vs. Reflex; 1d6+4 damage, and the target
lot when dealing with a talking frog. takes -2 penalty to attack rolls until the end of the doctor
mogogol's next turn.
Corporal Mogogol Level 11 Soldier Prodigious Leap (move; at-will)
Medium Natural Humanoid (Aquatic) XP 600 Jump 3 squares without provoking opportunity attacks.
Initiative +11 Senses Perception +9 Alignment: Good Languages: Common, Primordial
HP 115; Bloodied 57 Skills Arcana +6, Heal +9
AC 27; Fortitude 24, Reflex 23, Will 23 Str 11 (+1) Dex 12 (+2) Wis 14 (+3)
Speed 6 (swamp walk), swim 5 Con 15 (+3) Int 11 (+1) Cha 18 (+5)
Equipment: scalpel (treat as a short sword), bag of medicines,
MLongsword (standard; at-will)  Weapon smock
+18 vs. AC; 1d8+5 damage
DOCTOR MOGOGOL TACTICS
rDagger (standard; at-will)  Weapon When threatened, Doctor Mogogol opens up
Ranged 5/10; +18 vs. AC; 1d4+5 damage
his medicine bag to reveal an arsenal of medicines that can
m Leaping Strike (standard; encounter)  Weapon hurt, as well as heal. He will start out with a splash of
+18 vs. AC; 4d8+5 damage and the target is pushed one square medicine, using that as often as possible. Then he will use
Prodigious Leap (move; at-will) his sedentary capsules to weaken opponents. As a last resort,
Jump 3 squares without provoking opportunity attacks.
he’ll use an oversize poison scalpel to take down foes.
Alignment: Good Languages: Common, Primordial
Skills: Streetwise +12 However, Doctor Mogogol will also tend to the hurt
Str 21 (+10) Dex 18 (+9) Wis 18 (+9) whenever he can— using first aid through his Heal skill.
Con 19 (+9) Int 15 (+7) Cha 15 (+7) He is willing to risk his life to save an ally.
Equipment: longsword, 3 daggers, chainmail armor

CORPORAL MOGOGOL TACTICS


Mogogol with the Axe
"Axes are so cool, don’t you agree?"
Corporal Mogogol will follow orders
unwaveringly. If assigned to a duty, he will complete it to
Many times, a mogogol’s obsession is ridiculously
the best of his ability. However, when not under direction,
simple. Such is the case of Mogogol with the Axe. This
or the directions are unclear, the mogogol will likely
portly mogogol loves axes—especially to chop things with.
retreat. He is no coward however, and will gladly give his
life in the name of the King. Mogogol with the Axe Level 3 Brute
Medium Natural Humanoid (Aquatic) XP 150
Initiative +3 Senses Perception +3
HP 55; Bloodied 27
Doctor Mogogol AC 15; Fortitude 16, Reflex 15, Will 15
"Healing is helping, and I love to help.” Speed 6 (swamp walk), swim 5

Doctor Mogogol is of the short variety, and


MGreataxe (standard; at-will)  Weapon
+6 vs. AC; 1d12+3 damage
dresses in a long white smock, and carries a doctor’s bag.
Doctor Mogogol Level 2 Controller
RHandaxe (standard; at-will)  Weapon
Ranged 5/10; +6 vs. AC; 1d6+3 damage
Small Natural Humanoid (Aquatic) XP 125
Initiative +2 Senses Perception +3
HP 39; Bloodied 19
mLeaping Strike (standard; encounter)  Weapon
+6 vs. AC; 4d8+3 damage and the target is pushed one square
AC 16; Fortitude 14, Reflex 13, Will 16
Speed 6 (swamp walk), swim 5 rGrasping Tongue (standard; at-will)
Ranged 5; +4 vs. Reflex; grab and pull 3.
Prodigious Leap (move; at-will)
Jump 3 squares without provoking opportunity attacks.

132
Alignment: Good Languages: Common, Primordial SORCERESS MOGOGOL TACTICS
Str 17 (+4) Dex 14 (+3) Wis 14 (+3)
The sorceress starts off on the defensive, using
Con 15 (+3) Int 11 (+1) Cha 11 (+1)
vexing visage to buy time and talk her way out, and then
Equipment: greataxe, 4 handaxes, hide armor
frost ruse to scare off those that might continue. If all else
fails, enemies will be barraged by the full gambit.
MOGOGOL WITH THE AXE TACTICS
This mogogol’s tactics are rather simple; chop
enemy with axe. If the enemy is out of range, throw some
hand axes at it (this mogogol can retrieve thrown axes
with his tongue, if they are in range). Mogogol with the
Axe is essentially fearless, but can be convinced to retreat
if needed.

Sorceress Mogogol
"Spells are simply the spice of life…care for a taste?”

Mogogols often have trouble learning to wield


magic. However, mogogols are also relentless in the
pursuit of an obsession— when they master something,
they are quite formable. This red-toed mogogol has a few
tricks up her sleeve.

Sorceress Mogogol Level 21 Elite Artillery


Small Natural Humanoid (Aquatic) XP 6400
Initiative +13 Senses Perception +12
HP 306; Bloodied 153
AC 35; Fortitude 34, Reflex 36, Will 29
Speed 6 (swamp walk), swim 5
Action Points: 1

RElectrifying Tongue (standard; at-will)  Lightning


Ranged 5; +26 vs. Reflex; 2d6+5 lightning damage.

rBlazing Ray (standard; at-will)  Fire


Ranged 20; +28 vs. Armor Class; 2d8+8 fire damage and
ongoing 8 fire damage (save ends).

rFrost Ruse (standard; recharge12)  Illusion


Ranged 5; the target believes it is turning to ice; +26 vs. Will;
4d8+10 damage. If this damage doesn’t reduce the target to 0
hit points, the target takes no damage and is stunned until the
end of its next turn.

rVexing Visage (standard; recharge12)  Charm


Ranged 10; +26 vs. Will; the target cannot attack the sorceress
mogogol and if the target is adjacent to the mogogol when she
is targeted by a ranged or melee attack, the target interposes
itself and becomes the target instead. Effects last until the end
of its next turn.

aFrostblast (standard; at-will)  Cold


Area burst 1 within 20; +26 vs. Reflex; 2d6+8 cold damage.
Prodigious Leap (move; at-will)
Jump 3 squares without provoking opportunity attacks. Corporal Mogogol
Alignment: Good Languages: Common, Primordial
Skills Arcana +23, History +23, Religion +23
Str 14 (+12) Dex 16 (+13) Wis 14 (+12)
Artwork: Tomasso Galmacci

Con 21 (+15) Int 26 (+18) Cha 15 (+12)


Equipment: robes, staff

133
Muse Charmer
“Of all the stars that shine at night, none match the beauty of
your eyes.”

Divine Muse Wearing the finest clothes and a feathered hat, the
"Who can deny the will of the gods?” muse charmer is obviously a debonair spirit. He turns
The divine muse is dressed in silvery robes and is to you with a cheerful smile, a tip of the hat, and a
bathed in radiant light. She seems to be armed only with flourish of his rapier.
unearthly beauty.
Muse Charmer Level 3 Controller
The Divine Muse Level 21 Elite Controller Medium anomalous humanoid XP 150
Medium anomalous humanoid XP 6400 Initiative +3 Senses Perception +8, low-light vision
Initiative +16 Senses Perception +17, darkvision HP: 48; Bloodied: 24
HP: 406; Bloodied: 203 AC: 17 Fortitude: 16 Reflex: 16 Will: 16
AC: 37 Fortitude: 37 Reflex: 34 Will: 37 Speed 6
Immune disease, poison, necrotic, radiant
Saving Throws +2 MRapier (standard; at-will)  Weapon
Speed 6 +8 vs. AC; 1d8+3 damage
Action Points 1
cDazzling Gaze (standard; at-will)  Charm
MRadiant Touch (standard; at-will)  Radiant Close blast 5; targets enemies; blind creatures are immune; +7
vs. Will; the target is dazed until the end of the muse charmer’s
+26 vs. AC; 2d6+7 damage, and the target is blinded and takes next turn.
ongoing 10 radiant damage (save ends both).

RDivine Ray (standard; at-will)  Radiant m Touch of the Muse (standard; encounter)
The targeted ally can regain the use of one encounter power.
Ranged 20; +25 vs. Reflex; 2d6+7 damage, the divine muse Unearthly Presence
pushes the target 1 square, and the target takes ongoing 10
When not bloodied, the muse has a +1 bonus to all defenses
radiant damage (save ends). against attacks made by adjacent creatures.
Aftereffect: Ongoing 5 radiant damage (save ends).
Alignment: Any Languages: Common, one regional
mDivine Fury (standard; at-will) Skills Arcana +9, Bluff +9, Intimidate +9
Str: 17 (+4) Dex: 14 (+3) Wis: 14 (+3)
The divine muse makes two basic attacks.
Con: 16 (+4) Int: 16 (+4) Cha: 17 (+4)
cDivine Radiance (Standard; encounter)  Radiant, Zone Equipment: rapier
Close burst 3; targets enemies; +25 vs. Will; 2d6 radiant damage,
and the target is blinded (save ends).
Effect: The area of the burst becomes a zone until the end of the MUSE CHARMER TACTICS
divine muse’s next turn. Any creature that starts its turn within The muse charmer uses his dazzling gaze whenever
the zone is subject to an attack; +25 vs. Will; 2d6 radiant possible, while providing support for his allies. The rapier
damage, and the target is blinded (save ends). is reserved for direct melee confrontation, which he will
Sustain Minor: The zone persists.
try to avoid.
r Song of the Muse (standard; recharge 6)
Ranged 10; The targeted ally can regain the use of one
encounter power. Muse Musician
Heavenly Presence “Music is the soul of progress.”
The muse has a +1 bonus to all defenses against attacks made by
adjacent creatures.
Alignment: Any Languages: Common, one regional From the lute strapped to her back, one would
Skills Arcana +23, Religion +23, Insight +17, Nature +17 assume she was a musician of sorts. However, the sword
Str: 26 (+18) Dex: 23 (+16) Wis: 23 (+16) at her side is her instrument of choice.
Con: 27 (+18) Int: 26 (+18) Cha: 28 (+19)
Muse Musician Level 11 Skirmisher (Leader)
DIVINE MUSE TACTICS Medium anomalous humanoid XP 600
The divine muse is a whirligig of radiant light that Initiative +12 Senses Perception +9, low-light vision
HP: 116; Bloodied: 58
tries to keep his enemies both blinded and burning. His
AC: 25 Fortitude: 24 Reflex: 24 Will: 24
song of the muse power ensures his allies are doing the Speed 6
same.
MSonic Sword (standard; at-will)  Weapon, Thunder
+16 vs. AC; 1d8+5 damage, and the target takes ongoing 5
thunder damage (save ends).

cCacophonic Scream (standard; at-will)  Thunder


Close burst 2; +14 vs. Reflex; 2d6+5 thunder damage, and the
target is pushed 1 square and knocked prone.

134
Miss: Half damage, and the target is neither pushed nor MUSE WARMASTER TACTICS
knocked prone. The muse warmaster is a selfless adversary who values the
m Touch of the Muse (standard; encounter) lives of his allies over himself. He will use all of his powers
The targeted ally can regain the use of one encounter power. so that his allies get the most from combat.
Unearthly Presence
When not bloodied, the muse has a +1 bonus to all defenses
against attacks made by adjacent creatures.
Victory Dance (free, when muse musician scores a critical hit or
reduces an enemy to 0 hit points; at- will)
Muse musician may teleport 10 squares.
Alignment: Any Languages: Common, one regional
Skills Diplomacy +15, Insight +12, Intimidate +15, Stealth +12
Str: 19 (+9) Dex: 20 (+10) Wis: 18 (+9)
Con: 20 (+10) Int: 19 (+9) Cha: 20 (+10)
Equipment: lute, longsword
Economancer
"Money makes the world go ‘round”

MUSE MUSICIAN TACTICS Clad in golden coinmail, the economancers are the
The muse musician will cooperate with allies to enforcers and protectors of Mnol. They appear as average
bring down one foe at a time, teleporting to the next foe gold-skinned numistians, with the most lavish and
with the aid of victory dance. When cornered, the muse extravagant equipment imaginable.
musician will use cacophonic scream to escape.

Muse Warmaster
“Many refer to the art of war, though few extol its beauty.”

Clad in golden plate armor, the muse warmaster is


equipped with implements of both death and exquisite
beauty. His peaceful countenance seems at odds with his
superlative martial skill.

Muse Warmaster Level 7 Soldier (Leader)


Medium anomalous humanoid XP 300
Initiative +8 Senses Perception +5, low-light vision
HP: 84; Bloodied: 42
AC: 23 Fortitude: 21 Reflex: 20 Will: 20
Speed 5

MLongsword (standard; at-will)  Weapon


+14 vs. AC; 1d8+5 damage

mBedeviling Strike (standard or opportunity attack; recharge


56)  Weapon, Charm
Requires longsword; +14 vs. AC; 3d8+4 damage, and the target
is restrained until the end of the muse warmaster’s next turn.
The muse warmaster cannot attack with its longsword while the
target is restrained.

rCharismatic Challenge (standard; encounter)


Ranged 10; the target is marked until the end of the encounter
or until the muse warmaster dies, taking 5 damage each round
it does not attack the muse warmaster.

m Touch of the Muse (standard; encounter)


The targeted ally can regain the use of one encounter power.
Unearthly Presence
When not bloodied, the muse has a +1 bonus to all defenses
against attacks made by adjacent creatures.
Alignment: Any Languages: Common, one regional
Artwork: Eugene Jaworksi

Skills Arcana +7, Athletics +12, History +7, An economancer of Mnol


Nature +9
Str: 20 (+8) Dex: 16 (+6) Wis: 15 (+5)
Con: 20 (+8) Int: 18 (+7) Cha: 18 (+7)
Equipment: plate armor, longsword
135
Economancer Level 30 Artillery
Small immortal humanoid XP 19,000 MDivine Ray (standard; at-will)  Radiant
Initiative +23 Senses Perception +23; low-light vision Ranged 10; +12 vs. Fortitude; 2d6+5 radiant damage.
HP: 211; Bloodied: 105
Regeneration 10
mDebilitating Blow (standard; recharge 56)  Weapon
AC: 42 Fortitude: 41 Reflex: 43 Will: 46 Requires warhammer; +13 vs. AC; 3d8+5 damage, and the
Speed 6 target can only make basic attacks (save ends).

MMagic Maul (standard; at-will)  Weapon, Thunder rMarvelous Murmur (standard; recharge 56)  Psychic
Ranged 5; deafened creatures are immune; +10 vs. Will; 4d8+5
+37 vs. AC; 2d8+10 damage, 2d8 thunder damage, and the psychic damage, and the target is slowed (save ends). If the
target is deafened until the end of the economancer’s next turn. target is already slowed, it is dazed instead (save ends).
RCoin Shot (standard; at-will) Radiant Bribe Fate (free; encounter)
When the numistian fails a saving throw, he may lose 4 hit
Ranged 25; +35 vs. Reflex; 2d8+10 damage, 1d8 radiant
points to re-roll that saving throw.
damage, and ongoing 5 radiant damage (save ends).
Alignment: Any Languages: Common,1 regional
cCoin Spray (standard; recharge 56)  Radiant Skills: Insight +10, Religion +10
Str: 17 (+7) Dex: 17 (+7) Wis: 23 (+10)
Close blast 3; +35 vs. Reflex; 4d10+9 damage, 1d12 radiant
damage, the target is knocked prone, and the target takes Con: 18 (+8) Int: 18 (+8) Cha: 22 (+10)
ongoing 5 radiant damage and is blinded (save ends both). Equipment: robes, holy symbol, warhammer

aRain of Coins (standard; recharge 56) Radiant


Area burst 3 within 20; +35 vs. Reflex; 4d10+9 damage, 1d12 NUMISTIAN EVANGELIST TACTICS
radiant damage, the target takes ongoing 5 radiant damage The evangelist’s main attack is his awe inspiring
(save ends) and the target is blinded until the end of the divine ray. He will use marvelous murmur as often as
economancer’s next turn.
Buy Fate (free; encounter) possible. When threatened with melee attacks, he will
When the economancer fails a saving throw, he may lose 15 hit weaken his attackers with debilitating blow.
points to automatically succeed the saving throw.
Alignment: Any Languages: Common,1 regional
Skills:, History +31, Bluff +22, Diplomacy +28, Insight +28,
Streetwise +28
Numistian Mercenary
Str: 26 (+23) Dex: 27 (+23) Wis: 37 (+28) "My life is the most valuable resource that I have.”
Con: 25 (+22) Int: 31 (+25) Cha: 35 (+27)
Equipment: scale armor, maul Wearing plate armor with the words “For Hire”
emblazoned in red on the front, this muscular numistian
has a look of confidence and experience.
ECONOMANCER TACTICS
The economancer attacks much like the numistian
Numistian Mercenary Level 5 Elite Soldier
merchant, and prefers hitting as many targets as possible Medium immortal humanoid XP 400
as often as possible. Initiative +6 Senses Perception +3; low-light vision
HP: 132; Bloodied: 66
AC: 23 Fortitude: 21 Reflex: 17 Will: 20
Speed 6
Numistian Evangelist Action points: 1

“The currency of faith is blood.” MMaul (standard; at-will)  Weapon


+12 vs. AC; 1d10+4 damage
The numistian evangelist dresses as the paragon
of his faith; holy robes of the finest white silk, bejeweled
mHeavy Swing (standard; at-will)  Weapon
Requires maul; +12 vs. AC; 1d10+4 damage, and mercenary
golden holy symbols, and a fashionable pontiff-style hat. can shift 1 and make a secondary attack.
Secondary Attack
Numistian Evangelist Level 8 Controller +12 vs. AC; 1d10+4 damage
Medium immortal humanoid XP 350
Initiative +7 Senses Perception +7; low-light vision
cSlam the Ground (standard; at-will)  Weapon
HP: 90; Bloodied: 45 Requires maul; close burst 2; +10 vs. Reflex; 1d6+4 damage.
AC: 22 Fortitude: 20 Reflex: 20 Will: 23 Bribe Fate (free; encounter)
Speed 6 When the numistian fails a saving throw, he may lose 3 hit
points to re-roll that saving throw.
MWarhammer (standard; at-will)  Weapon Hired Hit
+13 vs. AC; 1d8+5 damage The employer of the numistian mercenary may designate one
creature as a special target. The mercenary’s melee attacks deal
an extra 2d4 damage to that target, and if he reduces the target
to 0 hit points, he heals 30 hit points. The employer can
designate only one target at a time.

136
Alignment: Any Languages: Common,1 regional
Skills: Endurance +12, Intimidate +8
Str: 20 (+7) Dex: 15 (+4) Wis: 18 (+6)
Con: 18 (+6) Int: 15 (+4) Cha: 17 (+5)
Equipment: plate armor, maul

NUMISTIAN MERCENARY TACTICS


The numistian mercenary does as he is directed by his
employer, usually devoting all of his attacks towards a
Oakling Burglar
"You like, you take. Simple as that."
target of his employer’s choice.
Daring and direct, the oakling burglar excels at his
Numistian Merchant craft, despite his rather large stature. In fact, combined
“Do I have a deal for you!” with his calm and collect demeanor, his height and
apparent awkwardness often preclude him from being
Selling wares from all around the realm, the suspected of his crimes.
numistian merchant appears friendly, calm, and jubilant.
Oakling Burglar Level 7 Lurker
When his goods are threatened, however, he snaps into Medium Natural Humanoid (Plant) XP 300
action like a deadly cobra. Initiative +11 Senses Perception +15
HP 61; Bloodied 30
Numistian Merchant Level 13 Artillery AC 21; Fortitude 20, Reflex 20, Will 20
Small immortal humanoid XP 800 Speed 6
Initiative +10 Senses Perception +12; low-light vision
HP: 106; Bloodied: 53
MShortsword (standard; at-will)  Weapon
AC: 25 Fortitude: 26 Reflex: 25 Will: 27 +12 vs. AC; 1d6 + 5 damage
Speed 6
rDagger (standard; at-will)  Weapon
MFalchion (standard; at-will)  Weapon Ranged 5/10; +12 vs. AC; 2d6 + 5 damage
+20 vs. AC; 1d10+6 damage Combat Advantage
The oakling burglar deals an extra 2d6 damage on melee and
RCoin Shot (standard; at-will) ranged attacks against any target that it has combat advantage
Ranged 10; +18 vs. Reflex; 2d8+6 damage. against.
Sunheal (standard; encounter)
aRain of Coins (standard; recharge 6) Oakling can heal 22 hit points if it is in bright light.
Area burst 3 within 20; +18 vs. Reflex; 3d8+6 damage, and the
Rooted Foot
target is knocked prone.
Bribe Fate (free; encounter) Oaklings gain a saving throw to avoid falling prone.
When the numistian fails a saving throw, he may lose 7 hit Alignment: Any Languages: Common, Plant
points to re-roll that saving throw. Skills: Stealth +12, Thievery +12
Alignment: Any Languages: Common,1 regional Str 18 (+7) Dex 19 (+7) Wis 18 (+7)
Skills: Streetwise +19, Bluff +16, Insight +12 Con 13 (+4) Int 13 (+4) Cha 13 (+4)
Str: 22 (+12) Dex: 19 (+10) Wis: 22 (+12) Equipment: shortsword, 6 daggers
Con: 22 (+12) Int: 19 (+10) Cha: 24 (+13)
Equipment: falchion, robes
OAKLING BURGLAR TACTICS
An oakling burglar assesses the situation logically.
NUMISTIAN MERCHANT TACTICS If he thinks he can defeat his foes, he will try to—in order
The numistian merchant’s secret is that he can shoot from weakest to strongest. If he feels outmatched, he will
mystic coins at incredible speeds with coin shot. At the attempt to talk his way out of the situation. If that fails, he
beginning of combat, he will make this ability apparent will attempt to flee. If fleeing fails, he will attack the fastest
with rain of coins. The coins become insubstantial and fade members first, and try again to flee and hide.
away 1 round after being released.

137
Oakling Mercenary Level 4 Soldier
Oakling Evoker Medium Natural Humanoid (Plant) XP 175
"Wood is not the only thing that burns!" Initiative +6 Senses Perception +6
HP 52; Bloodied 26
The oakling invoker embraces that which scares AC 20; Fortitude 17, Reflex 16, Will 17
Speed 6
her the most: fire and flame. By wielding scorching fury,
this oakling assures both power and control. MLongsword (standard; at-will)  Weapon
+11 vs. AC; 1d10 + 4 damage
Oakling Evoker Level 14 Artillery
Medium Natural Humanoid (Plant) XP 1000 mHarvest Sweep (standard; encounter)  Weapon
Initiative +10 Senses Perception +19 +11 vs. AC; 3d8 + 4 damage
HP 107; Bloodied 53 Sunheal (standard; encounter)
AC 26; Fortitude 27, Reflex 27, Will 27 Oakling can heal 17 hit points if it is in bright light.
Speed 6 Rooted Foot
RFlaming Globe (standard; at-will)  Fire Oaklings gain a saving throw to avoid falling prone.
Alignment: Any Languages: Common, Plant
Ranged 10/20; +21 vs. AC; 1d10 fire damage and ongoing 2
Skills: Insight +10, Nature +10
fire damage (save ends).
Str 18 (+6) Dex 15 (+4) Wis 17 (+5)
mEnchanted Dagger (standard; at-will)  Fire, Weapon Con 12 (+3) Int 12 (+3) Cha 12 (+3)
+21 vs. AC; 1d4 + 10 damage and ongoing 1 fire damage (save Equipment: hide armor, longsword
ends).

rFan the Flames (standard; encounter)  Fire OAKLING MERCENARY TACTICS


Ranged sight; +21 vs. AC; 3d10 + 6 fire damage. If target is Oakling mercenaries lack any great finesse. They
already taking ongoing fire damage, increase that damage to typically wade into battle, kill the weaker foes first, saving
ongoing 10 fire damage (save ends).
harvest sweep for the most powerful enemy. They show no
aFireblast (standard; encounter)  Fire mercy, but will listen to better offers.
Area burst 3 within 20; +19 vs. Reflex; 3d10 + 6 fire damage
and ongoing 3 fire damage (save ends).
Sunheal (standard; encounter)
Oakling can heal 48 hit points if it is bright light.
Reverent of Autumn
"By the autumn goddess’s hand, I live and you die."
Rooted Foot
Oaklings gain a saving throw to avoid falling prone.
A reverent of autumn reveres the goddess of
Alignment: Any Languages: Common, Plant
Skills: Arcana +18 autumn, and has grown strong with her guidance.
Str 22 (+13) Dex 17 (+10) Wis 22 (+13) However, never fully appreciating the concept of love
Con 17 (+10) Int 23 (+13) Cha 17 (+10) brings this oakling’s interpretation of her deity to colder
Equipment: enchanted dagger, robes
and darker places.

OAKLING EVOKER TACTICS Reverent of Autumn Level 23 Controller


An Oakling evoker starts by softening up her Large Natural Humanoid (Plant) XP 5100
Initiative +18 Senses Perception +30
enemies with a fireblast. Then she will try to take out the HP 213; Bloodied 106
strongest enemy with fan the flames. Later, she picks off AC 37; Fortitude 36, Reflex 35, Will 37
other enemies at range. Melee is a last resort. Speed 6

MLarge Quarterstaff (standard;at-will)  Weapon


Reach 2; +28 vs. AC; 2d4 + 8 damage

Oakling Mercenary rFreezing Wind (standard; sustain minor; at-will)  Cold


"Just tell me where to chop 'em, boss." The reverent of autumn evokes a powerfully cold wind to
besiege the target. Ranged 5; +27 vs. Fortitude; 4d8 cold
damage, and the target is immobilized until end of reverent of
The oakling mercenary sells his sword to the autumn’s next turn. This power can be sustained as a minor
highest bidder. He is completely in it for the money and action, dealing 2d8 cold damage to the target (without making
cares little for the cause. an attack roll) and keeping the target immobilized until end of
reverent of autumn’s next turn.

cFrostblast (standard; recharge 56 )  Cold


Close blast 3; +27 vs. Fortitude, 4d10 + 10 cold damage, and the
target is immobilized until end of reverent of autumn’s next
turn.

138
cFrostburst (standard; at-will)  Cold
Close burst 1; +27 vs. Fortitude, 1d10 + 8 cold damage, and the
target is stunned until end of reverent of autumn’s next turn.
Greater Sunheal (standard; encounter)
Oakling can heal 76 hit points, even when not in bright light.
Greater Rooted Foot
Oakling cannot be knocked prone.
Alignment: Any Languages: Common, Plant Fledgling Obitu
Skills: Religion +21 "bwains..."
Str 26 (+19) Dex 24 (+18) Wis 29 (+20)
Con 21 (+16) Int 21 (+16) Cha 21 (+16)
Equipment: large quarterstaff, robes Fledgling obitu are unintelligent living skeletons.
Many still have some of the vestiges of undeath: sharp
teeth, claws and so on. They will not learn to speak or
REVERENT OF AUTUMN TACTICS think for themselves for several months.
The reverent of autumn is an expert at damage control;
immobilizing those that can deal the most damage, while Fledgling Obitu Level 3 Minion
attempting to take out the weaker opponents with her Medium Natural Humanoid XP 37
staff. When bloodied, and out of healing, the reverent of Initiative +4 Senses Perception +3; darkvision
autumn will attempt to flee. HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 16, Will 15
Resist 5 necrotic
Speed 6

MClaws (standard; at-will)  Weapon


+8 vs. AC; 5 damage.
Alacrity of the Dead
+2 bonus on attack rolls and +1d6 damage when making
opportunity attacks.
Alignment Unaligned Languages ---
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (-3) Cha 3 (-3)

FLEDGLING OBITU TACTICS


Fledgling obitu mindlessly follow the first orders
given to them, and they will continue to follow the first
person who ordered them until they gain sentience. At this
stage they are without fear, remorse, or conscience. They
attack exactly as directed to—without improvisation or
deviation. If attacked while they have no orders to
respond, they simply flee.

Obitu Friar
"This is not my idea of life after death."

Dedicated to metaphysical endeavors, the obitu


friar feels a need to connect with and learn from those
around him. He is dressed in simple robes and carries a
gnarled quarterstaff.
Artwork: Vasilis Zikos

139
Reverent of Autumn
Obitu Friar Level 4 Skirmisher Alacrity of the Dead
Medium Natural Humanoid XP 175 +2 bonus on attack rolls and +2d6 damage when
Initiative +10 Senses Perception +6; darkvision making opportunity attacks.
HP 52; Bloodied 26
AC 18; Fortitude 16, Reflex 19, Will 16
Ghost Blade (minor; recharge 456 )  Fire, Force
The knight's greatsword become ghostly and insubstantial,
Resist 5 necrotic
attacking the target's Reflex instead of AC and dealing 1d10+6
Speed 6
force damage plus 6 fire damage instead of melee damage. This
MQuarterstaff (standard; at-will)  Weapon lasts until the start of the knight's next turn.
+9 vs. AC; 1d8+4 damage Alignment Any Languages Common, one regional
Skills Endurance +16, Intimidate +12
mFleeting Strike (standard; at-will)  Weapon Str 22 (+11) Dex 20 (+10) Wis 19 (+9)
+9 vs. AC; 1d8+4 damage; an obitu friar can move its speed Con 17 (+8) Int 10 (+5) Cha 15 (+7)
and make this attack. The obitu friar gains a +5 bonus to AC vs.
Equipment: quiver of 20 arrows, greatsword, longbow, plate
opportunity attacks incurred by this movement.
armor
Alacrity of the Dead
+2 bonus on attack rolls and +1d6 damage when making
opportunity attacks.
OBITU KNIGHT TACTICS
Alignment: Any Languages: Common, one regional An obitu knight will defend the helpless, first and
Skills: Religion +9, Stealth +13 foremost. If possible, he will get between the weakest
Str 15 (+4) Dex 22 (+8) Wis 15 (+4) beings and the largest threat. The largest threat is usually
Con 12 (+3) Int 12 (+3) Cha 12 (+3)
the first target of direct attack.
Equipment: quarterstaff, robe

Vitomancer
OBITU FRIAR TACTICS "Life can be more pain than death!"
An obitu friar prefers to avoid combat, but will try
his best to quell a dangerous situation with strategic blows The vitomancer has dedicated her life to the study
to quickly weaken his enemies to the point of negotiation. of radiant energy. She appears unarmed and
underequipped. Looks can be deceiving.
Obitu Knight Vitomancer Level 25 Controller
"If only I were worthy of these old bones." Medium Natural Humanoid XP 7000
Initiative +22 Senses Perception +31; darkvision
His quest is not only to prove his worth, but to HP 230; Bloodied 115
add a little more light in a dismal world. He is dressed in Regeneration 5
AC 39; Fortitude 37, Reflex 39, Will 37
full armor and brandishes a flaming greatsword Resist 15 necrotic
menacingly. With his visor down, one could hardly tell he Speed 6
was an obitu.
RRadiant Ray (standard; at-will)  Radiant
Obitu Knight Level 11 Soldier Ranged 20; +29 vs. Reflex; 3d8+9 radiant damage.
Medium Natural Humanoid
Initiative +12 Senses Perception +14; darkvision
XP 600
rOrb of Light (standard; at-will)  Radiant
Ranged 20; +29 vs. Fortitude; 3d8+9 radiant damage, and the
HP 113; Bloodied 56
target is blinded (save ends).
AC 27; Fortitude 25, Reflex 24, Will 23
Resist 10 necrotic
Speed 5
aVitalistic Flash (standard; recharge 56)  Radiant
Area burst 2 within 20; +29 vs. Reflex; 5d10+10 radiant
MGreatsword (standard; at-will)  Fire, Weapon damage.
Second Wind (standard; encounter)  Healing
+18 vs. AC; 1d10+6 plus 3 fire damage, and the target is
marked. The vitomancer spends a healing surge and heals 57 hit points.
The vitomancer gains a +2 bonus to all defenses until the start
RLongbow (standard; at-will)  Weapon of her next turn.
Ranged 20/40; +18 vs. Armor Class; 1d10+1 damage, and the Alacrity of the Dead
target is marked. +2 bonus on attack rolls and +3d6 damage when making
opportunity attacks.
mQuick Strike (immediate reaction, when an adjacent enemy Alignment: Any Languages: Common, one regional
shifts; at-will)  Weapon Skills: Arcana +23
The obitu knight makes a melee basic attack against that Str 25 (+19) Dex 30 (+22) Wis 25 (+19)
enemy. Con 22 (+18) Int 22 (+18) Cha 22 (+18)

140
VITOMANCER TACTICS
The vitomancer likes to start with vitalistic flash to
Relluk Rune Master
"The world is simply the sum of its symbols.”
scare her enemies into submission. Afterwards, she’ll pelt
the battlefield with alternating uses of radiant ray and orb of Runes have been carved into this relluk’s hide in
light. When bloodied, she will use second wind and then perfect vertical columns. His torso-face accentuates these
try to retreat. runes with a permanently mournful expression. The relluk
rune master appears to be unarmed.

Relluk Rune Master Level 7 Controller


Medium Natural Humanoid (living construct) XP 300
Initiative +4 Senses Perception +6
HP 78; Bloodied 39
AC 20; Fortitude 16, Reflex 16, Will 21
Resist 4 fire
Speed 6

Archeopatronus Agent MRunic Slam (standard; at-will)


"Where is the soul crystal?” +11 vs. AC; 2d4+5 damage and the target is dazed until the
end of the rune master’s next turn.
The Archeopatroni are all business, and care little rFlying Runes (standard; at-will)  Fire, Radiant, Lighting,
for the plights going on around them. Their fanatic Necrotic, or Thunder
purpose is to collect soul crystals, which can easily be Ranged 10; +9 vs. Reflex; 1d8+5 fire, radiant, lighting,
necrotic, or thunder damage (rune master’s choice).
compared to a dragon recovering a lost egg. Never get
between an Archeopatronus and his quarry. rMark with Ruin (standard; encounter)  Charm
Ranged 10; +12 vs. Will; the target is marked and weakened
Archeopatronus Agent Level 5 Soldier until the end of the rune master’s next turn.
Medium Natural Humanoid (living construct)
Initiative +8 Senses Perception +4
XP 200
cBreath of Steam (move; encounter)  Fire, Zone
Close burst 1; Hot steam fills area until the end of the relluk’s
HP 63; Bloodied 31
next turn. This zone of steam provides concealment to all
AC 22; Fortitude 20, Reflex 18, Will 18
creatures within it. Any creature other than the relluk that
Resist 2 acid, 2 poison
starts its turn within the zone takes 1d4 fire damage.
Speed 5
Alignment: Any Languages: Common, one regional
MMaul (standard; at-will)  Weapon Skills Endurance +10, Intimidate +7
Str 17 (+6) Dex 15 (+5) Wis 10 (+3)
+9 vs. AC; 2d6+5 damage, the target is marked until the end of Con 14 (+5) Int 8 (+2) Cha 9 (+2)
the archeopatronus agent’s next turn. Equipment: citrine armor gems
cBreath of Steam (move; encounter)  Fire, Zone
Close burst 1; Hot steam fills area until the end of the relluk’s RELLUK RUNE MASTER TACTICS
next turn. This zone of steam provides concealment to all
creatures within it. Any creature other than the relluk that
The relluk rune master attacks with flying runes,
starts its turn within the zone takes 1d4 fire damage. choosing the best energy type to do the most damage, or
Protect the Crystal (when a disembodied soul crystal is in the
alternating if one is not evidently better than the other. He
agent’s line of sight)
The archeopatronus agent gains a +2 bonus to attack rolls. will use mark with ruin on targets that do the most damage
Alignment: Any Languages: Common, one regional to his allies.
Skills Athletics +10, History +8
Str 19 (+6) Dex 14 (+4) Wis 14 (+4)
Con 15 (+4) Int 11 (+2) Cha 10 (+2)
Equipment: maul, prasiolite armor gems
Relluk Sentinel
“Watch and wait; it was what I was built to do.”

ARCHEOPATRONUS AGENT TACTICS The relluk sentinel believes it is his duty to guard,
The agent is only interested in retrieving the soul and he will do so with sleepless vigilance. He might easily
crystal and leaving. If the crystal is not in the area, he will be mistaken for a statue, if he didn’t occasionally brandish
simply avoid all combat. If he sees one, however, he will his sword when potential intruders drew near.
stop at nothing to retrieve it.

141
Relluk Sentinel Level 13 Soldier
Medium Natural Humanoid (living construct) XP 800 MFlaming Stone Fist (standard; at-will)  Fire
Initiative +11 Senses Perception +15 +31 vs. AC; 2d12+6 damage, and the warden makes a
HP 131; Bloodied 65 secondary attack against the same target.
AC 29; Fortitude 28, Reflex 23, Will 24 Secondary Attack
Resist 2 lightning, 2 necrotic, 2 radiant +29 vs. Fortitude; ongoing 15 fire damage and target is dazed
Speed 5 (save ends both).
Primordial Steam (standard; at-will)  Teleportation
MRed-hot Greatsword (standard; at-will)  Fire, Weapon
+20 vs. AC; 1d10+7 damage plus 1d10 fire damage. After using breath of steam, up to three times per turn the
warden can teleport adjacent to an enemy in the zone and use
m Double Attack (standard; at-will)  Fire, Weapon the flaming stone fist attack.
The relluk sentinel makes two red-hot greatsword attacks
against the same target, dealing an extra ongoing 5 fire
cBreath of Steam (move; encounter)  Fire, Zone
damage (save ends). Close burst 3; Hot steam fills area until the end of the
encounter. This zone of steam provides concealment to all
m Crystal Gore (standard; encounter) creatures within it. Any creature other than the relluk that
The relluk sentinel makes a charge attack ; +19 vs. Reflex; 4d8 starts its turn within the zone takes 3d6 fire damage.
fire damage and ongoing 5 fire damage (save ends) Alignment: Any Languages: Common, one regional
Skills Arcana +28, Diplomacy +28, History +28, Insight +26
cBreath of Steam (move; encounter)  Fire, Zone Str 22 (+19) Dex 27 (+21) Wis 26 (+21)
Close burst 2; Hot steam fills area until the end of the relluk’s Con 25 (+20) Int 30 (+23) Cha 30 (+23)
next turn. This zone of steam provides concealment to all Equipment: 1 jacinth, 10 sapphires
creatures within it. Any creature other than the relluk that
starts its turn within the zone takes 2d4 fire damage.
Alignment: Any Languages: Common, one regional WARDEN OF THE WAYS TACTICS
Skills Perception +15 The warden will start combat with a breath of steam, and
Str 24 (+13) Dex 16 (+9) Wis 18 (+10)
Con 19 (+10) Int 10 (+6) Cha 14 (+8)
remain inside it for the duration of the encounter,
Equipment: greatsword, onyx armor gems
attacking all enemies who enter the zone with the aid of
the primordial steam power.

RELLUK SENTINEL TACTICS


The relluk sentinel attempts to eliminate foes in
order of most to least powerful, concentrating his effort on
one foe at a time. He usually starts combat with a crystal
gore attack. if surrounded, he will use breath of steam.

Warden of the Ways


"Dust and ash are all that remain.”

Covered in moss and weathered by the ages, this


relluk features a body forged in ancient times. Among the
first awakened, he has learned much in his travels.

Warden of the Ways Level 27 Solo Skirmisher


Medium Natural Humanoid (living construct) XP 45000
Initiative +23 Senses Perception +26
HP 1205; Bloodied 602
AC 44; Fortitude 39, Reflex 42, Will 42
Resist 15 fire, 7 poison, 7 acid
Speed 6, teleport 3
Action Points 2
Artwork: Benjamin Barnes

142 Relluk sentinel


Squole Herald
“In the beginning, there was only ooze.”

Clad in chainmail and a white tabard, the squole


herald appears to be a holy emissary. His bright red
translucent skin, however, seems to offset any hope of a
Oozelord hallowed visage.
"I am the face for the faceless ones.”
Squole Herald Level 6 Skirmisher
Naked and frightening, this fierce-looking green Medium elemental humanoid (blind, ooze) XP 250
Initiative +8 Senses Perception +8, blindsight 10
squole turns unnaturally towards you. It is unarmed,
HP: 76; Bloodied: 38
though intimidates through movement alone. AC: 20 Fortitude: 20 Reflex: 18 Will: 19
Resist 5 fire
Oozelord Level 25 Elite Artillery Speed 6
Medium elemental humanoid (blind, ooze) XP 14,000
Initiative +19 Senses Perception +16, blindsight 15
MMace (standard; at-will)  Fire, Weapon
HP: 378; Bloodied: 189 +11 vs. AC; 1d8+4 damage plus 1d4 fire damage.
AC: 39 Fortitude: 43 Reflex: 39 Will: 37 Combat Advantage
Resist 20 acid
The squole herald deals an extra 1d4 fire damage on melee
Speed 6
attacks against any target it has combat advantage against.
Action points: 1
Slippery Step (move; at-will)
MSlimy Fist (standard; at-will)  Acid The squole herald moves up to 5 squares, gains a +4 bonus to
AC against opportunity attacks, and gains combat advantage
+32 vs. AC; 3d8+11 acid damage, and ongoing 10 acid damage
against any target that it ends its move adjacent to.
(save ends) .
Pliable Grasp
RGlob of Slime (standard; at-will)  Acid When a squole makes a Strength check for grab attacks, he may
roll twice and use either result.
Ranged 15; +30 vs. Reflex; 2d8+9 acid damage, and the target
Alignment: Any Languages: Common, Primordial
takes ongoing 10 acid damage and the target takes a -2 penalty
Skills Religion +8, Stealth +8
to AC and Fortitude (save ends both).
Str: 21 (+8) Dex: 16 (+6) Wis: 18 (+7)
rJet of Slime (standard; daily)  Acid Con: 20 (+8) Int: 16 (+6) Cha: 17 (+6)
Equipment: chainmail, tabard, mace
Ranged 10; +30 vs. Reflex; 5d8+9 acid damage, and the target
takes ongoing 10 acid damage (save ends).
Aftereffect: Ongoing 5 acid damage (save ends).
Miss: 3d8+9 acid damage, and the target takes ongoing 5 acid SQUOLE HERALD TACTICS
damage (save ends). The squole herald uses slippery step to move into
position to gain combat advantage, and therefore do the
cSlime Explosion (standard, when first bloodied; encounter) most fire damage to a foe. He will continue to use slippery
 Acid
Close burst 5; +30 vs. Fortitude; 2d8+8 acid damage, and the step and his mace, each round if able.
target is pushed 3 squares.
Pliable Grasp
When a squole makes a Strength check for grab attacks, she may
roll twice and use either result.
Alignment: Any Languages: Common, Primordial
Skills Arcana +25, History +20, Nature +21,
Religion +23
Str: 32 (+23) Dex: 25 (+19) Wis: 25 (+19)
Con: 33 (+23) Int: 23 (+18) Cha: 23 (+18)

OOZELORD TACTICS
The oozelord lobs slime at every foe, through use
of the glob of slime power. Getting close to a oozelord offers
no reprieve, as you will likely become victim to its jet of
slime, then its slimy fist, and finally its slime explosion.
Artwork: Eugene Jaworksi

143
Squole Mediator Squole Muscle Level 10 Soldier
“I am quite used to being in the middle of things.” Medium elemental humanoid (blind, ooze) XP 500
Initiative +11 Senses Perception +7, blindsight 10
This violet-skinned, female-formed squole wears HP: 111; Bloodied: 55
simple leather armor and wields an oaken quarterstaff. AC: 26 Fortitude: 24 Reflex: 22 Will: 22
Resist 5 cold
Speed 5
Squole Mediator Level 11 Controller
Medium elemental humanoid (blind, ooze) XP 600 MGreatclub (standard; at-will)  Cold, Weapon
Initiative +9 Senses Perception +6, blindsight 10 +17 vs. AC; 2d4+5 damage plus 1d4+2 cold damage.
HP: 118; Bloodied: 59
AC: 25 Fortitude: 25 Reflex: 23 Will: 23 mPushing Strike (standard; recharge 56)  Weapon
Resist 15 lightning Requires greatclub; +17 vs. AC; 2d4+5 damage, and the target
Speed 6 is pushed 1 square and knocked prone.
MQuarterstaff (standard; at-will)  Lightning, Weapon Grapple (standard, sustain standard; at-will)
+16 vs. AC; 1d8+5 damage plus 1d6+2 lightning damage. Requires combat advantage; +15 vs. Reflex; 1d10+5 damage,
and the target is grabbed (until escape). A target trying to
rDazzling Bolt (standard; at-will)  Lightning escape the grab takes a -4 penalty to the check. The squoles
Ranged 8; +15 vs. Reflex; 1d8+5 lightning damage, and the muscle can sustain the power as a standard action, dealing
target is dazed until the end of the squole mediator’s next turn. 1d8+2 cold damage and maintaining the grab.
Entangled With Foe
rMagnetic Bolt (standard; at-will)  Lightning While a target is grabbed by the squole muscle, and when the
Ranged 10; +15 vs. Reflex; 1d8+3 lightning damage, and the squole muscle is hit by an attack, the squole muscle takes half
target is pulled 3 squares towards the squole mediator. damage from the attack and the grabbed creature takes the
cBlinding Blast (standard; recharge 56)  Lightning other half.
Pliable Grasp
Close blast 3; +15 vs. Will; 2d6+5 lightning damage, and the
When a squole makes a Strength check for grab attacks, he may
target is blinded until the end of the squole mediator’s next
roll twice and use either result.
turn.
Alignment: Any Languages: Common, Primordial
Pliable Grasp
Skills Intimidate +11, Stealth +12, Streetwise +11
When a squole makes a Strength check for grab attacks, she may
Str: 23 (+11) Dex: 18 (+9) Wis: 18 (+9)
roll twice and use either result.
Con: 23 (+11) Int: 17 (+8) Cha: 17 (+8)
Alignment: Any Languages: Common, Primordial
Equipment: plate armor, greatclub
Skills Arcana +17, History +17, Religion +11
Str: 22 (+11) Dex: 18 (+9) Wis: 19 (+9)
Con: 22 (+11) Int: 18 (+9) Cha: 18 (+9) SQUOLE MUSCLE TACTICS
The squole muscle starts combat using his
Equipment: leather armor, quarterstaff
greatclub, resorting to pushing strike when overwhelmed or
flanked. When bloodied, its tactics change to grab the
SQUOLE MEDIATOR TACTICS strongest opponent.
The squole mediator prefers dazzling bolt while
enemies are over 6 squares away. He may also use
magnetic bolt to drag enemies into range.

Squole Muscle
“Slime to die.”

From the cold, shiny full plate armor, only the Hack & Slash
slightest hint of glossy blue skin can be seen. He raises his
"I hack ‘em, I slash ‘em.”
greatclub and gives you an icy stare.
Clad in iron with an axe in one hand and a sword
in the other, this two-headed warrior appears ready for
combat. Scars, missing teeth, blood soaked armor and
fresh bruises show that this isn’t his first battle of the day.

144
Hack & Slash Level 2 Brute The taddol gain a +3 bonus to saving throws against dazed
Medium Natural Humanoid XP 125 and stunned conditions and against charm effects that a save
Initiative +3 Senses Perception +10; low-light vision can end.
HP 47; Bloodied 23 Fey Origin
AC 20; Fortitude 16, Reflex 15, Will 14 Taddol are considered a fey creature for the purpose of effects
Speed 6 that relate to creature origin.
Alignment: Any Languages: Common, Elven
MLongsword (standard; at-will) Skills Insight +15, Perception +15
2d6+5 vs. AC; 2d6+5 damage Str 21 (+11) Dex 15 (+8) Wis 14 (+8)
Con 18 (+10) Int 20 (+11) Cha 13 (+7)
MAxe (standard; at-will) Equipment: longsword
2d6+5 vs. AC; 2d6+5 damage
Double Actions SWORD & SORCERY TACTICS
A taddol rolls initiative twice, gets two turns during a round, Sword & Sorcery swing a sword and then shoot a
and has a full set of actions (standard, move, minor) on each lightning ray in the same round. One head focuses on the
turn. Each set of actions corresponds to a different head. The
meanest looking enemy in front, while the other picks off
taddol’s ability to take immediate actions refreshes on each of
its turns. any enemies lurking in the background. They can both use
Twin Mind the longsword, in a pinch.
The taddol gain a +3 bonus to saving throws against dazed
and stunned conditions and against charm effects that a save
can end.
Taddol Trailblazer
Fey Origin
"I know these woods like the back of our hand.”
Taddol are considered a fey creature for the purpose of effects
This perfect blend of druid and ranger wears
that relate to creature origin.
Alignment: Any Languages: Common, Elven green dragon scales and wields a deadly longbow. He
Skills Insight +10, Perception +10 steps through the thick forest as if it was a walk on the
Str 19 (+5) Dex 15 (+3) Wis 14 (+3) beach. Both faces bear a serious expression.
Con 17 (+4) Int 16 (+4) Cha 14 (+3)

Equipment: longsword, axe, armor Taddol Trailblazer Level 24 Artillery


Medium Natural Humanoid XP 6050
Initiative +20 Senses Perception +23; low-light vision
HACK & SLASH TACTICS HP 178; Bloodied 89
Hack has an axe, and will trade off attacks with his AC 36; Fortitude 38, Reflex 37, Will 38
Speed 6
brother who prefers the sword. They hold one in each
hand. These twins are fairly direct fighters that wade into RLongbow (standard; at-will)
the think of battle and begin tearing apart the largest foe. Ranged 20/40; +31 vs. AC; 3d6+8 damage

Sword & Sorcery rPoison Arrow (standard; recharge 56)  Poison, Weapon
Ranged 15; +29 vs. Reflex; 4d12+8 poison damage, and
“My sword will end your days, My magic will haunt your ongoing 5 poison damage (save ends).
nights.”
aScorpion Rain (standard; encounter)  Poison, Weapon
Lightly armored and armed with a longsword, Area burst 1 within 15; +29 vs. Reflex; 4d12+8 damage, and
ongoing 5 poison damage (save ends). Miss: Half damage, and
this taddol at first seems to be the typical fighter.
no ongoing damage. This must be used on its first turn of the
However, in a flash, her stance seems to change and she round, and the second head loses its turn this round.
has all the focus of an accomplished mage. Double Actions
A taddol rolls initiative twice, gets two turns during a round,
Sword & Sorcery Level 12 Controller and has a full set of actions (standard, move, minor) on each
Medium Natural Humanoid XP 700 turn. The taddol’s ability to take immediate actions refreshes
Initiative +8 Senses Perception +15; low-light vision on each of its turns.
HP 122; Bloodied 61 Twin Mind
AC 26; Fortitude 25, Reflex 24, Will 22 The taddol gain a +3 bonus to saving throws against dazed
Speed 6 and stunned conditions and against charm effects that a save
MLongsword (standard; at-will) can end.
Fey Origin
+17 vs. AC; 2d6+6 damage Taddol are considered a fey creature for the purpose of effects
RLightning Ray  Lightning (standard; at-will) that relate to creature origin.
Alignment: Any Languages: Common, Elven
Ranged 15; +16 vs. Reflex; 4d8+5 lightning damage, and Skills Insight +28, Perception +23
ongoing 2 fire damage (save ends). Str 30 (+22) Dex 26 (+20) Wis 29 (+21)
Double Actions Con 28 (+21) Int 27 (+20) Cha 25 (+19)
A taddol rolls initiative twice, gets two turns during a round,
Equipment: longbow, scale armor
and has a full set of actions (standard, move, minor) on each
turn. Each set of actions corresponds to a different head. The
taddol’s ability to take immediate actions refreshes on each of
its turns.
Twin Mind
145
TADDOL TRAILBLAZER TACTICS
The taddol trailblazer avoids melee if at all
possible, preferring to pincushion and poison enemies
from afar.

Champion of Chaos
Taddol Truthkeeper "Blame it on the butterflies.”
"We keep the lies out.”
Dressed in shining plate armor and
Dressed in full plate armor, this taddol tank brandishing a bastard sword, the champion of chaos
wields a wicked greataxe. His faces tell of experience and appears to be a perfect blend of knight and madness.
wisdom. Four eyes stare intently at you, as if peering into
your soul. Champion of Chaos Level 25 Soldier
Small aberrant elemental humanoid XP 7,000
Taddol Truthkeeper Level 6 Soldier Initiative: +21 Perception +18
Medium Natural Humanoid XP 250 HP: 238; Bloodied: 119
Initiative +7 Senses Perception +13; low-light vision AC: 41 Fortitude: 39 Reflex: 37 Will: 37
HP 77; Bloodied 38 Resist 22 thunder
AC 30; Fortitude 20, Reflex 19, Will 18 Speed 6
Speed 5
M Chaotic Bastard Sword (standard; at-will)  Fire, Cold,
MGreataxe (standard; at-will)  Weapon Radiant, Lighting, Necrotic, Thunder
+32 vs. AC; 2d8+9 damage and the target takes ongoing 15
+13 vs. AC; 2d6+4 damage variable damage (save ends). The variable damage type
cRight Circle Sweep (standard; encounter)  Weapon changes each round, and is determined by a die roll (d6):
1: fire, 2: cold, 3: radiant, 4: lighting, 5: necrotic, 6: thunder
Close burst 1; +11 vs. Reflex, 3d8+4 damage

cLeft Circle Sweep (standard; encounter)  Weapon M Bull Rush (standard; at-will)
+30 vs. Fortitude; the champion of chaos pushes the target 1
Close burst 1; +13 vs. AC, 4d6+4 damage
square and shifts into the vacated space.
Double Actions
Area burst 1 within 15; +29 vs. Reflex; 4d12+8 damage, and mSudden Strike (immediate reaction, when an adjacent enemy
ongoing 5 poison damage (save ends). Miss: Half damage, and shifts; at-will)
no ongoing damage. This must be used on its first turn of the The champion of chaos makes a melee basic attack against the
round, and the second head loses its turn this round. enemy.
Twin Mind
The taddol gain a +3 bonus to saving throws against dazed
cDragon Breath (minor; recharge 56)  Fire, Cold, Acid,
and stunned conditions and against charm effects that a save Lighting, Poison, Thunder
can end. Close blast 3; +27 vs. Reflex; 2d6+6 variable damage. The
Fey Origin variable damage type changes with each use, and is determined
by a die roll (d6): 1: fire, 2: cold, 3: acid, 4: lighting, 5: poison,
Taddol are considered a fey creature for the purpose of effects
6: thunder
that relate to creature origin.
Alignment: Any Languages: Common, one regional
Alignment: Any Languages: Common, Elven
Skills Athletics +27, Endurance +25
Skills Perception +13
Str: 29 (+21) Dex: 25 (+19) Wis: 21 (+17)
Str 21 (+8) Dex 14 (+5) Wis 16 (+6)
Con: 30 (+22) Int: 26 (+20) Cha: 25 (+19)
Con 21 (+8) Int 18 (+7) Cha 16 (+6)
Equipment: greataxe, plate armor Equipment: bastard sword, plate armor

TADDOL TRUTHKEEPER TACTICS CHAMPION OF CHAOS TACTICS


The taddol truthkeeper swings twice each round, The champion of chaos goes into battle swinging
making its way to the heart of combat. At the thick of his sword with a mighty battle cry. When confronted by
battle, they usually use the circle sweeps in succession, several melee opponents, he uses dragon breath.
trying to take out a large number of foes at once.

146
Xax Magician rFlying Runes (standard; at-will)  Fire, Radiant, Lighting,
“Now you see it, now you’re blind.” Necrotic, or Thunder
Ranged 10; +6 vs. Reflex; 1d10+3 fire, radiant, lighting,
necrotic, or thunder damage (xax philosopher’s choice).
Clad in black and silver and wearing a tall hat, the
xax magician is sure to have a few tricks up his sleeves. cSwitch Places(move; recharge 6)  Teleportation
Close burst 5; Choose 2 allies in burst and switch their places.
Second Chance (immediate interrupt, when hit
Xax Magician Level 14 Artillery
Small aberrant elemental humanoid XP 1000 by an attack; encounter)
The xax philosopher forces the attacker to reroll the attack and
Initiative: +12 Senses Perception +9
take the new result.
HP: 114; Bloodied: 57
Alignment: Any Languages: Common, one regional
AC: 26 Fortitude: 28 Reflex: 28 Will: 26
Skills Religion +7
Resist 12 acid
Str: 17 (+4) Dex: 14 (+3) Wis: 14 (+3)
Speed 6
Con: 19 (+5) Int: 16 (+4) Cha: 14 (+3)
MDagger (standard; at-will) Equipment: robes

+21 vs. AC; 1d4+6 damage


XAX PHILOSOPHER TACTICS
rBlinding Arc (standard; at-will)  Fire The xax philosopher prefers to avoid melee, using
Ranged 10; +19 vs. Reflex; 1d10+6 Fire damage, and target is fist of force to discourage attackers, and then moving out of
blinded (save ends). range to use flying runes. Whenever advantageous, the xax
aFire of Life (standard; at-will)  Necrotic, Radiant philosopher will not hesitate to use switch places to
Area burst 1 within 10; targets enemies; +19 vs. maneuver his allies into better positions.
Reflex; 1d10+6 necrotic and radiant damage.
Fade Away (immediate reaction, when the xax
magician takes damage; encounter)  Illusion
The xax magician turns invisible until it attacks or until the end
Xax Randomizer
of its next turn. “Some protect the balance. I just make sure it’s truly random.”
Alignment: Any Languages: Common, one regional
Skills Arcana +19, Dungeoneering +11 Multicolored polyhedral dice buzz around the
Str: 23 (+13) Dex: 20 (+12) Wis: 20 (+12) xax’s head like strange ioun stones. He is dressed in a
Con: 24 (+14) Int: 24 (+14) Cha: 20 (+12)
random assortment of clothes; metal boots, a tunic, a cape,
Equipment: cloak, dagger
and a bandoleer—all of clashing hues. He wields a rapier.
As he looks at you, he rolls a die.
XAX MAGICIAN TACTICS
The xax magician has a weak melee attack and Xax Randomizer Level 9 Controller
prefers to throw his tricks from afar. His favorite attack is Small aberrant elemental humanoid XP 400
fire of life which he uses liberally on groups of enemies. If Initiative: +7 Perception +5
HP: 102; Bloodied: 51
one target stands out above the rest, he will concentrate a AC: 23 Fortitude: 23 Reflex: 22 Will: 22
blinding arc on it. If threatened directly, the xax magician Resist 9 fire
will use fade away to maneuver into a better position. Speed 6

M Rapier (standard; at-will)


Xax Philosopher +14 vs. AC; 1d8+5 damage
"I think, therefore you die.” r Blinding Bolt (standard; at-will)  Radiant
Ranged 10; +13 vs. Reflex; 1d8+5 radiant damage, and the
This xax is dressed in long, flowing, multicolored target is blinded until the end of the xax randomizer’s next
robes and mutters quietly to himself. He turns to you and turn.
seems to smile, though it could also be a frown. rBolting Bolt (standard; at-will)  Teleportation
Ranged 10; +13 vs. Reflex; 1d8+5 damage, and the target is
Xax Philosopher Level 2 Controller teleported up to 3 squares. The target cannot be teleported into
Small aberrant elemental humanoid XP 125 an unsafe space.
Initiative: +3 Senses Perception +6
HP: 43; Bloodied: 21 cBinding Blast (standard; recharge 56)
AC: 16 Fortitude: 16 Reflex: 15 Will: 14 Close blast 3; +13 vs. Will; 3d8+5 damage, and the target is
Resist 6 lightning immobilized until the end of the xax randomizer’s next turn.
Speed 6

M Fist of Force (standard; at-will)  Force


+7 vs. AC; 1d6+3 damage, and ongoing 5 force damage (save
ends).

147
Infernal Wrath (minor; encounter) SNILLORG TACTICS
The xax randomizer gains a +1 power bonus to its next attack The snillorg ambushes its victims and then
roll against an enemy that hit it since the xax randomizer’s last
turn. If the attack hits and deals damage, the xax randomizer
attempts to flee. If that fails, it will retract into its shell and
deals an extra 5 damage. attempt to wait out the danger. A snillorg will rarely
Alignment: Any Languages: Common, one regional attack large groups or intimidating adversaries. Instead,
Skills Arcana +16, History +16, Nature +10 they prefer to attack those solitary individuals that
Str: 20 (+9) Dex: 17 (+7) Wis: 19 (+8)
Con: 22 (+10) Int: 19 (+8) Cha: 19 (+8)
appear weak or injured.
Equipment: a set of polyhedral dice, rapier

Zif Enforcer
XAX RANDOMIZER TACTICS “What you cannot enforce, do not command.”
The xax randomizer likes to begin with a binding
blast to help his allies move into the best positions Brandishing a rapier and a short sword, this
unhindered. This will likely be followed by a bolting bolt educated zif fighter appears ready for anything
against the most threatening target, to move that enemy despite an evident lack of equipment. He wears a few
into a position detrimental to the opposing side. Blinding trinkets on his shell and a condescending smirk on his
bolt is used as a delay measure, allowing allies to slip into face.
better positions as needed.
Zif Enforcer Level 11 Soldier
Medium Natural Humanoid XP 600
Initiative +11 Senses Perception +10
HP 117; Bloodied 58
AC 27; Fortitude 24, Reflex 25, Will 24
Speed 5

MRapier (standard; at-will)  Weapon


+18 vs. AC; 1d6+5 damage
Snillorg M Short Sword (standard; at-will)  Weapon
"Me like cabbage!”
+18 vs. AC; 1d6+5 damage

Slobbering viscous slime and behaving much like m Combination Strike (standard; recharge 56)  Weapon
a timid dog, this snail-like creature has none of the grace, +18 vs. AC; 4d8+5 damage, and the target is marked until the
charm, or wit of a zif, though it looks very similar. end of the enforcer's next turn.
Retract into Shell (standard; encounter)
The zif gains resist 13 to all damage. While using this effect, the
Snillorg Level 1 Lurker zif is considered blinded, immobilized and cannot take any
Medium Natural Humanoid XP 100 opportunity or immediate actions. The zif may sustain this
Initiative +5 Senses Perception +1 effect with a standard action.
HP 28; Bloodied 14 Alignment: Any Languages: Common, Ancient
AC 15; Fortitude 14, Reflex 13, Will 13 Skills Intimidate +11, History +13
Speed 5 Str 21 (+10) Dex 18 (+9) Wis 20 (+10)
MClub (standard; at-will)  Weapon Con 21 (+10) Int 22 (+11) Cha 18 (+9)
Equipment: rapier, short sword
+6 vs. AC; 1d10+3 damage
Combat Advantage
The snillorg deals an extra 1d6 damage against any target it has ZIF ENFORCER TACTICS
combat advantage against. The zif enforcer fights directly, utilizing both
Retract into Shell (standard; encounter)
blades simultaneously. When the chance arises, he will use
The snillorg gains resist 7 to all damage. While using this effect,
the snillorg is considered blinded, immobilized and cannot take his combination strike to mark a foe. He will not hesitate to
any opportunity or immediate actions. The snillorg may sustain go after stronger foes, retracting into its shell if he is
this effect with a standard action. getting too low on hit points, waiting for the pounding to
Alignment: Any Languages: Common
stop, and then coming back with a vengeance when least
Skills Stealth +8, Thievery +8
Str 16 (+3) Dex 13 (+1) Wis 13 (+1) expected.
Con 16 (+3) Int 9 (-1) Cha 11 (+0)
Equipment: club

148
Zif Mind-Cracker
“What’s on your mind, if you will permit the overstatement?” rBlinding Gaze (minor; at-will)  Gaze, Radiant
Ranged 20; +31 vs. Reflex; the target takes ongoing 10 radiant
damage and is blinded (save ends both).
This zif wears a colorful robe over his shell, and is
covered in multiple tattoos of arcane symbols. He looks at rBlack Lightning (standard; at-will)  Lightning, Necrotic
you sternly, as if peering into your soul. Ranged 10; +30 vs. Fortitude; 5d10+9 lightning damage, and
the target is slowed and weakened (save ends both).
Aftereffect: The target is weakened (save ends).
Zif Mind-Cracker Level 9 Controller Retract into Shell (standard; encounter)
Medium Natural Humanoid XP 400
The zif gains resist 18 to all damage. While using this effect, the
Initiative +7 Senses Perception +8
zif is considered blinded, and cannot take any opportunity or
HP 100; Bloodied 50
immediate actions. The zif may sustain this effect with a
AC 23; Fortitude 22, Reflex 23, Will 22
standard action. The zif legend may still use move actions
Speed 5
while in the shell.
MDagger (standard; at-will)  Weapon Alignment: Any Languages: Common, Ancient
Skills Arcana +15, Diplomacy +24, History +15, Insight +21,
+14 vs. AC; 2d4+5 damage Intimidate +24, Nature +21
rDagger (standard; at-will)  Weapon Str 29 (+22) Dex 26 (+21) Wis 29 (+22)
Con 29 (+22) Int 28 (+22) Cha 31 (+23)
Ranged 5/10; +14 vs. AC; 2d4+5 damage
Equipment: quarterstaff
cMind Spray (standard; at-will)  Fear
Close burst 5; +13 vs. Will; the target is pushed 3
squares and immobilized (save ends). ZIF LEGEND TACTICS
The zif legend explodes into a fury of attacks, saving his
cMind Scream (standard; recharge 56)  Psychic sonic staff for when enemies come within melee reach.
Close burst 5; +13 vs. Will; 1d6+5 psychic damage.
Blinding gaze and black lightning are used liberally to
Secondary Attack
Area burst 1 within 5; centered on a target hit by mind scream’s neutralize the stronger foes on the battlefield. If all else
primary attack; targets enemies only; +13 vs. Will; 1d6+5 fails, the zif legend retreats to his shell and rolls away at
psychic damage. top speed.
Retract into Shell (standard; encounter)
The zif gains resist 8 to all damage. While using this effect, the
zif is considered blinded, immobilized and cannot take any
opportunity or immediate actions. The zif may sustain this
effect with a standard action.
Alignment: Any Languages: Common, Ancient
Skills Arcana +14, Intimidate +14
Str 20 (+9) Dex 17 (+7) Wis 19 (+8)
Con 20 (+9) Int 21 (+9) Cha 20 (+9)
Equipment: 3 daggers, robes

ZIF MIND-CRACKER TACTICS


The zif mind-cracker prefers to avoid getting into
melee, preferring to push his enemies into combat with his
allies using mind spray whenever possible.

Zif Legend
"Prehistoric is a subjective term.”

Aside from the bright star-like sparks for eyes, this


appears to be an ordinary zif. He wields a simple
quarterstaff, or so it appears.

Zif Legend Level 26 Elite Controller


Medium Natural Humanoid XP 18,000
Initiative +21 Senses Perception +22
HP 490; Bloodied 245
AC 42; Fortitude 41, Reflex 39, Will 42
Speed 5
Artwork: Dean Spencer

MSonic Quarterstaff (standard; at-will)  Thunder, Weapon


+31 vs. Reflex; 3d8+9 thunder damage, and the target is
deafened until the end of the zif legend’s next turn.
149
\
ENCOUNTERS BY LEVEL

Below are a few examples of encounter groups, presented Level 7 Encounter (XP 1,500) : The Holy Rollers
by level.  1 muse war master (level 7 soldier)
 1 numistian evangelist (level 8 controller)
MM1: From the D&D 4E MONSTER MANUAL  1 human cavalier MM2 (level 7 soldier)
MM2: From the D&D 4E MONSTER MANUAL 2  1 taddol truthkeeper (level 6 soldier)
 1 kval demon hunter (level 7 artillery)
Level 1 Encounter (XP 500) : Snillorg Raiding Party
 2 dire ratsMM1 (level 1 brute)
Level 8 Encounter (XP 1,800) : Little Random Ninjas
 3 snillorgs (level 1 lurker)
 4 boggle ninjas (level 8 lurker)
 1 xax randomizer (level 9 controller)
Level 2 Encounter (XP 625) : The Lone Doctor
 1 doctor mogogol (level 2 controller)
Level 9 Encounter (XP 2,100) : Heralds of Ooze
 2 battle toads (level 2 brute)
 4 squole heralds (level 6 skirmisher)
 1 dwarf battle woggart (level 3 brute)
 1 black pudding MM2 (level 8 elite brute)
 4 purple peepers (level 1 minion)
 1 young rust monster swarm MM2 (level 9 soldier)

Level 3 Encounter (XP 800) : Friar and his Merry Men


Level 10 Encounter (XP 2,700) : Squole Ambassadors
 1 obitu friar (level 4 skirmisher)
 3 squole muscles (level 10 soldier)
 1 anumus watchdog (level 2 soldier)
 2 squole mediators (level 11 controller)
 3 elf archers MM1 (level 2 artillery)
 1 hack & slash (level 2 brute) Level 11 Encounter (XP 3,100) : Cavemen Convoy
 4 priests of Mahra (level 9 controller)
Level 4 Encounter (XP 900) : Mounted Mogogols
 1 mahrog witchdoctor (level 12 artillery)
 3 mogogol with the axe (level 3 brute)
 1 hill giant (level 13 brute)
 3 riding woggarts (level 4 brute)
Level 12 Encounter (XP 3,600) : Battalion of Weird
Level 5 Encounter (XP 1,150) : The Zealot’s Lash  1 minotaur warrior (level 10 soldier)
 1 squole herald (level 6 skirmisher)  1 corporal mogogol (level 11 soldier)
 1 caterpillar zealot (level 5 controller)  1 obitu knight (level 11 soldier)
 4 oakling mercenaries (level 4 soldier)  1 zif enforcer (level 11 soldier)
 1 sword & sorcery (level 12 controller)
Level 6 Encounter (XP 1,200) : A Hellish Ambush  1 boggle demolitions expert (level 11 artillery)
 1 oakling burglar (level 7 lurker)
 1 anumus assassin (level 7 lurker) Level 13 Encounter (XP 4,000) : Stone Soldiers
 1 larvite marauder (level 7 skirmisher)  3 relluk sentinels (level 13 soldier)
 1 hell hound MM1 (level 7 brute)  2 eidolon (level 13 controller)

Level 14 Encounter (XP 5,200) : Artillery Caravan


 1 oakling evoker (level 14 artillery)
 1 xax magician (level 14 artillery)
 4 numistian merchants (level 13 artillery)

150
Level 15 Encounter (XP 6,000) : Butterfly Brigade Level 24 Encounter (XP 31,300) : Company of the Hoof
 3 farfalite mages (level 15 controller)  3 knights of the hoof (level 23 soldier)
 1 chimera MM1 (level 15 elite brute)  1 centaur campaigner MM2 (level 25 soldier)
 1 storm gorgonMM1 (level 26 skirmisher)
Level 16 Encounter (XP 7,200) : The Hive Guard
 1 sun-scarab (level 21 artillery) Level 25 Encounter (XP 36,300) : Ride the Lightning
 2 farfalite mages (level 15 controller)  3 taddol trailblazers (level 24 artillery)
 2 hellstinger scorpions (level 13 soldier)  3 behir stormsteeds MM2 (level 24 soldier)

Level 17 Encounter (XP 8,000) : The Frog Duo Level 26 Encounter (XP 54,000) : Life and Death
 1 sorceress mogogol (level 21 elite artillery)  3 vitomancers (level 25 controller)
 1 blue slaad MM1 (level 17 brute)  3 sorrowsworn reapersMM1 (level 27 soldier)

Level 18 Encounter (XP 10,400) : Lightning Inspiration Level 27 Encounter (XP 63,000) : Legends of Yore
 1 divine muse (level 21 elite controller)  2 zif legends (level 26 elite controller)
 2 storm archon lightning walkers MM2 (level 18  3 dragonborn champions MM1 (level 26 soldier)
skirmisher)
Level 28 Encounter (XP 68,000) : Defenders of Mnol
Level 19 Encounter (XP 13,100) : Autumn’s Chill  2 economancers (level 30 artillery)
 1 reverent of autumn (level 23 controller)  1 godforged colossusMM1 (level 29 elite brute)
 2 bralanis of the autumn winds MM1 (level 19 controller)
 1 ghael of winter MM1 (level 21 artillery) Level 29 Encounter (XP 80,000) : Mnol Bill Collector
 1 economancer (level 30 artillery)
Level 20 Encounter (XP 14,700) : Wooden Wrath  3 efreet karadjinsMM1 (level 28 soldier)
 1 reverent of autumn (level 23 controller)  2 retrieversMM2 (level 27 soldier)
 2 blackwood treants MM1 (level 19 elite soldier)
Level 30 Encounter (XP 107,000) : Construct Convoy
Level 21 Encounter (XP 16,000) : Hot Bugs  1 mechnomancer (level 25 soldier)
 1 sun-scarab (level 21 artillery)  1 slaughterstone hammerer MM2 (level 25 soldier)
 1 larva mage MM1 (level 21 elite artillery)  1 warden of the ways (level 27 solo skirmisher)
 1 remorhaz MM2 (level 21 elite brute)  1 primordial colossus MM2 (level 28 elite brute)

Level 22 Encounter (XP 23,350) : Army of the Gods


 2 divine muses (level 21 elite controller)
 4 angel of valor legionnaires MM1 (level 21 minion)
 3 marut blademasters MM1 (level 21 soldier)
 1 angel of authority MM2 (level 22 controller)

Level 23 Encounter (XP 29,750) : Three Knight Stand


 1 knight of entropy (level 23 elite soldier)
 1 knight of the hoof (level 23 soldier)
 1 rakshasa dread knight MM1 (level 24 soldier)
 3 rimefire griffons MM1 (level 20 skirmisher)
Artwork: Benjamin Barnes

151
MONSTERS BY LEVEL

Every monster and NPC in this book appears on Monster / NPC Level and Role Page
Corporal Mogogol 11 Soldier 132
this list, which is sorted alphabetically by level and Obitu Knight 11 Soldier 140
monster role. Leaders are indicated with an (L). Zif Enforcer 11 Soldier 148

Monster / NPC Level and Role Page Mahrog Witchdoctor 12 Artillery 131
Snillorg 1 Lurker 148 Anumus Witch 12 Controller 124
Purple Peeper 1 Minion 121 Sword & Sorcery 12 Controller 145
Kval Vindicator 12 Skirmisher 129
Battle Toad 2 Brute 121
Hack & Slash 2 Brute 144 Numistian Merchant 13 Artillery 137
Doctor Mogogol 2 Controller 132 Relluk Sentinel 13 Soldier 142
Xax Philosopher 2 Controller 147
Anumus Watchdog 2 Soldier 123 Oakling Evoker 14 Artillery 138
Xax Magician 14 Artillery 146
Dwarf Battle Woggart 3 Brute 122
Mahrog Hunter 3 Brute 130 Farfalite Mage 15 Controller 127
Mogogol with the Axe 3 Brute 132
Muse Charmer 3 Controller 134 Sorceress Mogogol 21 Elite Artillery 133
Fledgling Obitu 3 Minion 139 Sun-scarab 21 Artillery 128
Divine Muse 21 Elite Controller 134
Riding Woggart 4 Brute 123
Obitu Friar 4 Skirmisher 140 Knight of Entropy 23 Elite Soldier 130
Oakling Mercenary 4 Soldier 138 Reverent of Autumn 23 Controller 138
Knight of the Hoof 23 Soldier 124
Caterpillar Zealot 5 Controller (L) 127
Kval Thug 5 Lurker 129 Taddol Trailblazer 24 Artillery 145
Archeopatronus Agent 5 Soldier 141
Numistian Mercenary 5 Elite Soldier 136 Oozelord 25 Elite Artillery 143
Upholder of the Way 25 Brute 131
Battle Woggart 6 Brute 122 Vitomancer 25 Controller 140
Squole Herald 6 Skirmisher 143 Champion of Chaos 25 Soldier 146
Boggle Grease Monkey 6 Soldier 125 Mechnomancer 25 Soldier 126
Taddol Truthkeeper 6 Soldier 146
Zif Legend 26 Elite Controller 149
Kval Demon Hunter 7 Artillery 128
Relluk Rune Master 7 Controller 141 Warden of the Ways 27 Solo Skirmisher 142
Anumus Assassin 7 Lurker 123
Oakling Burglar 7 Lurker 137 Economancer 30 Artillery 136
Larvite Marauder 7 Skirmisher 128
Muse Warmaster 7 Soldier (L) 135

Numistian Evangelist 8 Controller 136


Boggle Ninja 8 Lurker 126

Priest of Mahra 9 Controller (L) 131


Xax Randomizer 9 Controller 147
Zif Mind Cracker 9 Controller 149

Squole Muscle 10 Soldier 144

Boggle Demolitions Expert 11 Artillery 125


Squole Mediator 11 Controller 144
Muse Musician 11 Skirmisher (L) 134
Artwork: Samuel Flegal

152
INDEX
alacrity of the dead 42 Choose the One 101 frozen assets 77
Almost Human 91 circle of balance 80 Gamble 97
amorphous body 85 claws of the meek 82 gaze of elders 78
amphibian 121 Club and Spear 92 gelatinous orb 111
Ancient language 20, 67 Coleophite 95 glowberry mistletoe 108
anumi fruit 6, 104 collar of beast speech 105 Glowworm 92
anumus 3, 87, 104, 123 Collective Intellect 101 Golden Destiny 101
assassin 123 corporal mogogol 132 Golden Eye 97
watchdog 123 Corrosive Ichor 95 golden muse 79
witch 124 crook and flail 83 golden strike 79
appeal to the heart 81 crossbow, sniper 103 grim reaper 80
Arcane Aptitude 91 Crystal Gore 92 Hack & Slash 144
Arcane Craft 91 Crystallize 113 headlamps 103
Arcane Ruin 91 Dagger of Suval 118 healer’s mistletoe 109
Archaic Ferocity 101 dark heart 110 heart slot item 109
Archeopatroni, 48 Death Drain 101 heart stone 109
Archeopatronus agent 141 Death Spawn 92 Heavenly Presence 101
archeovitus 72 death’s visage 80 helm orb 110
deathbane strike 80 Honed Senses 97
armor gems 50
Deathbane Touch 96 impossible odds 86
ask and receive 77 deathseeker 75 Indomitable Will 97
avoid catastrophe 8
Deep Roots 92 Inspire Courage 93
awaken experience 86
demolisher 76 Internal Epiphany 101
Bargain 91
Disenthrall 113 Into the Rough 93
battle toad 121
divine decree 83 invisible leash 105
battle woggart 122 Jury-Rig 97
divine muse 134
battle wrench 103 knight of entropy 130
doctor mogogol 132
battletwin 73 knight of the hoof 124
Dodgy 92
bear the boom 76 kval 16, 87, 128
dwarf battle woggart 122
beast within 74
economancer 117, 136 demon hunter 128
Benfalas 115
Elemental Acclimation 92 thug 129
Bestial Defense 95
Elemental Grasp 96 vindicator 129
Big Spinner 91
black heart 109 Elude Grasp 92 Larvite Lifer 98
blank slate 112 emerald slime 111 larvite marauder 128
bleeding heart 109 enlighten 81 leap 26
blood heal 84 entobian 12, 87, 126 leap of fury 82
bloodbond 75 entrepreneur 77 Leaping Strike 93
boggle 8, 87, 106, 125 Entropic Control 101 Lend Health 93
brew 106 Eulite 96 Lend Surge 98
demolitions expert 125 Evade Grasp 92 Lend Turn 101
Extract Knowledge 113 let it shine 79
grease monkey 125
eyes of the ancients 72 Light Aflame 98
madness 10
face the fear 82 lightseeker 81
ninja 126
Fantastic Tongue 92 Liquefy 101
boggle bomb 76 Farfalite 97 magic mistletoe 108
Boiling Steam 95 farfalite mage 127 magic ooze 110
Booby Trapped 101
Fearless 92 Mahra, goddess 24
bowl of everfood 104
flames of judgement 83 Mahrah’s Perseverance 93
brainwort 108
flayer slayer 78 mahrog 20, 87, 130
breath of steam 46
bribe fate 34 fledgling obitu 139 hunter 130
Brute Strength 91 Flee to Shelter 92 witchdoctor 131
buzzblade 103 forceful strike 86 mangle mail 76
caterpillar zealot 127 Foster Fortitude 92 Manifest Adaptations 98
caveman 74 fountain of doom 75 Manifest Claws 93
champion of chaos 146 Manifest Form 102
Chaotic Surge 91 153
Manipulate Probability 93 Primeval Brutality 99 tar jelly 111
Mantis Grab 93 primeval strike 72 Taste of Blood 100
Matron 102 probability weapon 112 Thorns 94
mechanical arm 106 pummel the earth 74 Tongue Lash 100
mechanical legs 107 purple peeper 121 touch of gold 79
mechanical limbs 106 Quick Inspiration 99 touch of the muse 30
mechnomancer 126 Quick Retreat 102 Trickey Target 94
Metamorphosis Feats 91 Quickstrike 99 Triple Jointed 94
Mighty Oak 102 reckless spite 75 turbopter 104
mind cracker 78 relluk 46, 89, 141 twin attack 73
Mismatched Gem 93 rune master 141 twinned weapon 112
mists of time 72 Twinspike 95
sentinel 142
mnol 117 Uncanny Will 95
Rescuing Reflex 94
mogogol 26, 88, 132 upholder of the way 131
retract into shell 66
with the axe 132 Vicious Bite 95
Retune Resistance 100
Vile Vendetta 100
mogogoldin 82 reverent of autumn 138
vitomancer 140
Money is Power 93 reverent of spring 84
vivification virus 44
Monkey Wrench 93 riding woggart 123
Waking Dream 95
Moscanite 98 Rising Steam 94 warden of the ways 142
muse 30, 88, 107, 134 Rolling Shell 100
warrior philosopher 86
charmer 134 Savage Beating 100
watch my back 73
musician 134 savage whomping 74
waterberry mistletoe 109
warmaster 135 Schrödinger’s box 112
Waterjot 95
Natural Instinct 93 see the darkness 78
Wicked Thorns 100
Never Ending Steam 102 see the unseen 81
Wings of a Dream 98
numistian 34, 88, 135 Servitor’s Diplomacy 94
woggart 122
Share Dexterity 100
evangelist 136 xax 62, 89, 112, 146
Share Strength 100
mercenary 136 magician 146
Shelter out of Time 113
merchant 137 Shielding Sap 100 philosopher 147
oakling 38, 88, 108, 137 silk spray 12 randomizer 147
burglar 137 Skull of Atakla 119 zif 66, 89, 148
evoker 138 Slayer Flayer 94 enforcer 148
mercenary 138 sleepwalker stone 107 legend 149
obitu 42, 88, 109, 139 slime armor 111
mind cracker 149
slime lord 85
friar 140 Zig Zag 7
slime shot 85
infection 44
snillorg 67,148
knight 140
Song of the Muse 100
one heart 73
sorceress mogogol 133
One of Few 99
One of Many 93 Spiker 94
One With Wood 94 Spring Loaded 100
oozelord 143 squole 52, 89, 110, 143
Penny Saved 94 herald 143
pet carrier 105 mediator 144
pharaoh 83 muscle 144
placebo potion 112 sticky weapon 111
Plagueborn 94 stone heart 110
Plant language 38 strangling root 84
Poisonous 94 Strongfoot 100
Power Ooze 94 summon purple ooze 85
Prepare for Metamorphosis 94 sun heal 38
preservative damage 77 sun-scarab 128
priest of mahra 131 Sword & Sorcery 145
taddol 56, 89, 144
trailblazer 145
truthkeeper 146
tag of homing 106
tame the mind 84

154
Pronunciation Guide
spelled pronunciation IPA pronunciation
Altowan awl-toh-wahn /ˈæltoʊˌwɒn/
Anumi uh-noo-mahy /əˈnu ˌmaɪ/
Anumus uh-noo-muhs /əˈnu mɪs/
Archeopatroni ahr-kee-uh-pah-troh-nahy /ˌɑrki əˈpæ troʊˌnaɪ/
Archeopatronus ahr-kee-uh-pah-troh-nuhs /ˌɑrki əˈpæ troʊˌnɪs/
Archeoviti ahr-kee-uh-vahyt-ahy /ˌɑrki əˈvaɪt aɪ/
Archeovitus ahr-kee-uh-vahyt-uhs /ˌɑrki əˈvaɪt ɪs/
Benfalas ben-fawl-uhs /bɛnˈfɔl ʌs/
Boggle bog-uhl /ˈbɒg əl/
Coleophite koh-lee-uh-fahyt /ˌkoʊliˈəˌfaɪt/
Dianlor dee-an-lohr /ˈdiænˌloʊr/
Entobian en-toh-bee-än /ˌɛnˈtoʊbi ən/
Epitab ep-i-tab /ˈɛp ɪˌtɑb/
Eulite yool-ahyt /ˈyul aɪt/
Farfalite fahr-fahl-ahyt /fɑrˈfəl aɪt/
Fremedi fruhm-ee-dee /frʌmˈi di/
Kval kvawl /kvɔl/
Larvite lahr-vahyt /ˈlɑr vaɪt /
Mahra mah-rah /ˈmɑ rɔ/
Mahrog mah-rawg /ˈmɑ rɒg/
Mnol muh-nohl /məˈnoʊl/
Mogogol moh-goh-gohl /moʊˈgoʊˌgoʊl/
Moscanite muh-skan-ahyt /məˈskæn aɪt/
Muse myooz /myuz/
Numistian noo-mis-chuh n /nuˈmɪs tʃən/
Oakling ohk-ling /ˈoʊk lɪŋ/
Obitu oh-bee-too /oʊˈbi tu/
Relluk rel-luhk /ˈrɛl lʌk/
Snillorg snil-awrg /ˈsnɪl ɔrg/
Squole skwohl /skwoʊl/
Taddol tad-dohl /tædˈdoʊl/
Turbopter tur-bop-ter /ˈtɜrˌbɒp tər/
Varquil vahr-kwil /ˈvɑr kwɪl/
Xax zaks /zæks/
Zif zif /zɪf/
!" #% )%&$
+1
This brilliantly illustrated
compendium is 100% compatible with
4th Edition Dungeons & Dragons and
contains all you need to add fifteen
new and unusual races to your game!
Also included are over 100 new feats,
a hoard of monster statistics, a score of
new magic items, and other great
racial resources to make these new
races come to life. Whether you are
DM looking for new options, or a
player seeking something different,
the Remarkable Races Compendium will
breathe new life into your game!

Look for more great products from


Alluria Publishing:
On our website at
[Link]
Or at

([Link])
Artwork: Dean Spencer

You might also like