Abilities

 

Ability Score Bonus Description
7 -2 Significantly Below Average
8-9 -1 Below Average
10-11 0 Average
12-13 +1 Above Average
14-15 +2 Significantly Above Average
16-17 +3 Exceptional
18-19 +4 Extraordinary
20-21 +5 Incredible
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30-31 +10

Anarvari

The proper name for the “Wilde Elves”. also see Dwimarvari.

The Anarvari (Wilde Elves)

The Anarvari are a nomadic people. They are herders and merchants, entertainers and hunters. Many of our people have heard legends of the great Wilde elves, who hunt the giant kyzk, but the truth is that most of the Anarvari tribes sustain themselves on their herds of anks, large desert creatures that produce a honey-like substance that they store in sacks around their throats. Traveling the desert, looking for places for their herds to graze, they mostly keep to themselves, though some tribes have become renowned traders. Generally non-violent, the stories of them ransacking towns in the southlands are merely the fanciful stories of country-folk, frightened by the re-emergence of such a foreign people, and quick to blame every misfortune that befalls them on the newcomers.

The Anarvari live in extended family units within a clan, sharing possessions with their larger tribal family. Most live in large round tents, but some tribes live in giant caravan wagons, pulled by orillots. These huge mammals are another domesticated animal of the south, which have armor plating on their backs and form strong bonds to their owners. The Anarvari say they originally trained our own kind in the distant past to care for these giant creatures. In the Ishian Empire, you can find nobles traveling from city to city in giant ornate wagons pulled by a team of orillots—a remnant of what we learned from the elves so long ago.

The Anarvari do not have close relations with other elven nations, keeping to themselves in the southern lands.

The Lands of the Anarvari

In current days, the Anarvari live in the Wildelands between the Kaelnor Forest and the Jal Dur desert. Some tribes still cling to the steppes of the western end of the Wildelands, though most tribes travel back and forth in the plains with their herds of domesticated animals.

The Wildelands is an arid area, covered in short grass and small spindly trees. The flat landscape is broken only occasionally by rock outcroppings or buttes. During the day, the sun warms the plains, but at night, the temperature drops considerably.

No kingdom claims the Wildelands, though the Teredeki elflings have lands in the northwest, and Southkeep is on the border between the Wildelands and the Jaldur desert.

Angroll

Angroll

Challenge Rating: 3

Size: Medium

Type: Humanoid (angroll)

Initiative: +1

 

Defense

Hit Points: 21 (3HD)

Armor Class: 16, touch 11, flat-footed 15 (+1 dex, +5 natural armor)

Saves: Fort: +3 Ref +2 Will +1

Weaknesses: None

 

Offense

Speed: 40’

Base Attack: +3

Melee: Sword +5 (1d8+2)

Ranged: Short Bow +4 (1d6)

Special Attacks: Shrill Scream

Sanity Effects: —

 

Statistics

Abilities: STR 14, DEX 12, CON 12, INT 10, WIS 11, CHA 11

Skills: Acrobatics +1, Athletics +2,  Awareness +3, Endurance +0, Knowledge +0, Persuasion +0, Spellcraft –, Survival +1, Thievery +1

Talents: 3 points or recommended: Alertness, Blind Fight, Favored Terrain (Desert)

Special Qualities: N/A

 

Ecology

Environment: Warm Plain or Desert

Organization: Solitary, Pair, Hunting party (2-4), Clan (20-80)

Treasure: NPC Gear



Special Abilities

 

Hold Breath

Despite living in the desert, an Angroll can hold its breath for a number of minutes equal to half its Constitution score before it risks drowning.

 

Immunity

Angrolls are immune to almost all diseases and their effects. While immune, they can still carry and infect other creatures.

 

Create Sand Storm

If an Angroll is burrowed when first encountered, it creates a violent cloud of sand and dust upon bursting from the ground in a 20 foot radius. Any non-Angroll creature caught in this area without eye protection must make a DC 10 Reflex save, or be blinded for 1d3 rounds. Whether the character succeeds the save or not, 50% concealment applies for 1d4 rounds until the sand settles.

 

Shrill Scream

Once per hour, a Angroll can, as a standard action, emit a loud and piercing scream. Any non-Angroll creature within 30 feet of the Angroll must make a DC 13 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same Angroll’s scream for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The DC for a shaken creature is 14.

As a free action, an Angroll can join in another Angroll’s scream. Add +1 to the DC and +1 round to the penalty for each additional Angroll joining in the scream.

 

Curled Defense

An Angroll can, as a full round action, curl into a ball and use its natural armor plating to protect itself. It becomes invulnerable to natural attacks and gains 5 DR to all other attacks. Curling into a defensive ball while in melee provokes an attack of opportunity, and is considered flat-footed while taking this action. It requires 3 rounds to uncurl from this position, and while uncurling it is considered helpless.

 

Infected Equipment

Angrolls are filthy creatures, and their equipment is just as disgusting. If any character takes equipment or items from an Angroll’s body or lair without cleaning it well or casting Remove Disease, they have a 50% chance to contract an illness from the items. The increased DC is due to the prolonged contact with the infected items. Save Fort DC 14, onset 1d3 days, frequency 1/day, effect 1 Con damage, cure 2 consecutive saves. The save DC is Constitution-based.

 

Ank

A large lizard like creature who is used as a herd animal and food producer in the desolate places of the world, the ank is a staple of anyone in the deserts of wastes.

Ank

Challenge Rating: 3

Size: Large

Type: Animal

Initiative: 1

 

Defense

Hit Points: 37 (5 HD)

Armor Class: 15 (-1 Size, +6 Natural), Touch 9, Flat footed 15

Saves: Fort +7 Ref +4 Will +1

Weaknesses: None

 

Offense

Speed: 20ft

Base Attack: +3

Melee: Claws +7 Melee (1d8+4)

Ranged: —

Special Attacks:  —

Sanity Effects: —

 

Statistics

Abilities: STR 19, DEX 8, CON 16, INT 2, WIS 12, CHA 4

Skills: Acrobatics +0, Athletics +6,  Awareness +2, Endurance +5, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery +0

Talents: Alertness

Special Qualities: Low-Light Vision, Scent, Honey Globule Growth

 

Ecology

Environment: Warm Plain or Desert

Organization: Solitary, pair, herd

 

Treasure: None

 

Honey Globule Growth – Once per day, at the end of the day, the Ank grows two honey globules as a byproduct of the sunlight it has absorbed. If consumed, these grant 1 Temporary hit point (2 hours) and cure 1 mental fatigue.

Ankheg

Ankheg

Challenge Rating: 3

Size: Large

Type: Magical Beast

Initiative: +0

 

Defense

Hit Points: 28 (3 HD)

Armor Class: 16, touch 9, flat-footed 16

Saves: Fort +6 Ref +3 Will +2

 

Offense

Speed: 30ft Burrow: 20ft

Base Attack: +3

Melee: Bite +5 (2d6+4 plus 1d4 Acid and Grab)

Special Attacks: Spit Acid, grab

 

Statistics

Abilities: STR 16, DEX 10, CON 17, INT 1, WIS 13, CHA 6

Skills: Acrobatics +0, Athletics +3,  Awareness +3, Endurance +3, Knowledge N/A, Persuasion -2, Spellcraft N/A, Survival +1, Thievery +0

Talents: Investigator

Special Qualities: Darkvision 60ft, low-light vision, Tremorsense 60ft

 

Treasure: Incidental

 

Spit Acid

Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent.

Apparition

A wisp of fluttering light is all that can be seen on the material plane, but in the In-Between, the apparition retains its form from its birth. Whatever that may be.  

 

Apparition

Challenge Rating: 5

Size: Medium

Type: Fey (Navirite)

Initiative: +5

 

Defense

Hit Points: 47 (5d8+25)

Armor Class: 18, touch 18, flat-footed 15 (+5 natural, +3 Dex),

Saves: Fort +5, Ref +4, Will +7

Weaknesses: Legacy/Silver/Amarnium/Aradan Steel/cold iron

 

Offense

Speed: Fly 60’

Base Attack: +3

Melee: Material plane – Touch +6 (1d6 negative energy plus 1d6 CON drain) In-Between – (2) Claw +8 (1d8+3 + gain 3 HP)

Ranged: None

Special Attacks: —

Sanity Effects: First Encounter 1/1d6

 

Statistics

Abilities: STR -, DEX 17, CON -, INT 14, WIS 4, CHA 15

Skills: Acrobatics +3, Athletics +2,  Awareness +10,  Endurance +1, Knowledge +2, Persuasion +3, Spellcraft –, Survival +1, Thievery +4

Talents: 3 points or recommended: Blind Fight, Improved Initiative, Run

Special Qualities: Damage reduction 5 or Legacy/Silver/Amarnium/Aradan steel/cold iron, Awareness +5, Darkvision 60’,  Sense the Living

 

Ecology

Environment: Any/In-Between

Organization: solitary, gathering (3-6)

 

Treasure: None

 

Constitution Drain – Creatures clawed by a apparition must succeed at a DC 17 Fortitude save or take 1d6 points of Constitution damage. One each successful hit, an apparition gains 5 temporary hit points.

 

Attack – an apparition does damage based on where its target exists. If the target is in Atheles, they take the touch attack, while those in the In-Between take normal damage.

 

Sense the Living – Apparitions are drawn to places with lots of people, though they can not harm them unless they are near a source of power such as a waystone. If a living creature is in the In-Between, apparitions will be drawn to them and try their best to kill and trap the living person in the limbo that they live in.

 

Ashiron

Ashiron

Challenge Rating: 6

Size: Medium

Type: Fey (Navirite)

Initiative: +4

 

Defense

Hit Points: 65 (6HD)

Armor Class: 19, touch , flat-footed  (+4 natural, +5 Dex)

Saves: Fort +4 Ref +9 Will +9

Weaknesses: Legacy/Silver/Amarnium/Aradan Steel/cold iron

 

Offense

Speed: 30

Base Attack: +10

Melee: +10

Ranged: +15

Special Attacks: Ability Warp,  spell-like abilities – dancing lights, daze, dispel magic, snare, improved invisibility

Sanity Effects: Attack Sanity 1/2d6

 

Statistics

Abilities: STR 11, DEX 19, CON 12, INT 18, WIS 13, CHA 18

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: 4 points or recommended: Advantage, Deceitful,

Special Qualities: Damage Reduction 5 or Legacy/Silver/Amarnium/Aradan Steel/cold iron,

 

Ecology

Environment:

Organization:

 

Treasure: Standard

 

Spell-Like Abilities

At will— dancing lights,daze, snare (DC 13); 3/day— dispel magic (DC 13); 1/day—improved invisibility (DC 15). The save DCs are vs. Will.

 

Ability Warp

An ashiron can drain an ability, HP, or mana from a target creature and grant it to themselves or another creature. They must succeed at a Heroic Action (INT vs Will) while the target is visible. A creature being granted the drained energy may resist with a Will save DC15. A target’s ability score, HP, or mana can not be reduced below 4.

Babau

Babau

Challenge Rating: 6

Size: Medium

Type: Navirite Fey

Initiative: +5

 

Defense

Hit Points: 73 (7HD)

Armor Class: 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)

Saves: Fort +10 Ref +6 Will +5

Weaknesses: Cold Iron

 

Offense

Speed: 30ft

Base Attack: +7

Melee: 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7), bite +7 (1d6+2)

Special Attacks: sneak attack +2d6
Constant-see invisibility, At will-darkness, dispel magic, 1/day-summon creature

 

Statistics

Abilities: STR 21, DEX 13, CON 20, INT 14, WIS 13, CHA 16

Skills: Acrobatics +1, Athletics +5,  Awareness +1, Endurance +5, Knowledge +2, Persuasion +3, Spellcraft +5, Survival +1, Thievery +5

Talents: Improved Initiative, Unbreakable Will, Skilled, Stealthy

Special Qualities: protective slime; DR 10/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10;

 

Ecology

Environment: Any

Organization: solitary, pair, or gang (3–8)

 

Treasure: Standard (longspear, other treasure)

 

Protective Slime

A layer of acidic slime coats a babau’s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage is greater than the weapons HP, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

 

Sneak Attack

A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied their Dexterity bonus, or when the babau is flanking.

Basilisk

Basilisk

Challenge Rating: 5

Size: Medium

Type: Magical Beast

Initiative: -1

 

Defense

Hit Points: 52 (7HD)

Armor Class: 17, touch 9, flat-footed 17 (-1 Dex, +8 Natural)

Saves: Fort +9 Ref +4 Will +5

Weaknesses: Mirrors

Offense

Speed: 20ft

Base Attack: +7

Melee: Bite +10 (1d8+4)

Special Attacks: Gaze

 

Statistics

Abilities: STR 16, DEX 8, CON 15, INT 2, WIS 13, CHA 11

Skills: Acrobatics -1, Athletics +3,  Awareness +5, Endurance +2, Knowledge N/A, Persuasion +0, Spellcraft +2, Survival +1, Thievery -1

Talents: Blind Fight, Great Fortitude, Unbreakable Will, Investigator

Special Qualities: Darkvision 60ft

 

Ecology

Environment: any

Organization: solitary, pair, or colony (3–6)

 

Treasure: Incidental

 

Gaze

Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC 15 negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner.

Beelzebuf

Beelzebuf

Challenge Rating: 3

Size: Large (8’)

Type: Animal

Initiative: +4

 

Defense

Hit Points: 34 ( 7d6 +8)

Armor Class: 16, touch 14, flat-footed 12 (+4 DEX, +2 natural)

Saves: Fort 8 Ref 8 Will 0

Weaknesses: None

 

Offense

Speed: 30’, 40’ jump, 20’ climb

Base Attack: +3

Melee: Tongue +6 (grab), bite  +6 (2d4+3 plus grab)

Ranged: Venom +7

Special Attacks: Blinding Venom, Tongue, Grab, Swallow Whole

Sanity Effects: —

 

Statistics

Abilities: STR 15, DEX 18, CON 14, INT 1, WIS 11, CHA 3

Skills:  Acrobatics +4, Athletics +2,  Awareness +2, Endurance +2, Knowledge –, Persuasion –, Spellcraft –, Survival +1, Thievery +4

Talents: 2 points or recommended: Alertness, Blindfight

Special Qualities: low light vision

 

Ecology

Environment: warm marshes, underground, aquatic

Organization: solitary, pair

 

Treasure: Incidental

 

Tongue

A beelzebuf’s tongue is a primary attack with reach equal to 40’. A beelzebuf’s tongue deals no damage on a hit, but can be used to grab.

 

Grab

When hit with an attack that also does grab, the attacker and defender must roll a heroic action. If the defender loses, they become grappled. They must succeed at a Heroic Action during their turn to free themselves.

 

Blinding Venom

A beelzebuf can spit a glob of venom over 30’. This sticky liquid covers the target and can cause blindness for 2d4 rounds. This attack is a ranged touch attack and the defender can negate the blindness with a DC 14 Fort roll.

 

Swallow Hole

If a beelzebuf has grappled an opponent with its tongue, it can then swallow the opponent as a free action (if Medium or smaller in size) at the beginning of its turn. Once swallowed the victim takes 1d6 acid damage per round. The victim can try to climb out with a Heroic Action or damage the beelzebuf from the inside. Inside the beelzebuf has the same HP, but only half its AC.