Dwarven Drone

First you hear the clacking, as if metal spears are being jabbed into stone and the sound reverberates down the hallway. Then you see it. A metal monstrosity, looking to be half spider, and half furnace turns its empty glowing eyes your way. Tubes and claws swing towards you, and its metal legs clank into the floor as it approaches.

Dwarven Drone

Challenge Rating: 3

Size: Large

Type: Construct

Initiative: 1



Hit Points: 28 (4d8+10) DR2

Armor Class: 16 (DEX +1, Size -1, +6 Natural)

Saves: Fort +3 Ref +2 Will +3

Weaknesses: Commands (optional)



Speed: 30’

Base Attack: +3

Melee: (Choose 2)  Leg Piercing +7 (1d6+7), Claw +7 (1d6+7 with a chance to grapple)

Ranged: Flame throw 1d6+1 in 15’ cone

Special Attacks: Grease spray, self destruct



Abilities: STR 18, DEX 13, CON 12, INT 3, WIS 10, CHA 3

Skills: Acrobatics +1, Athletics +4,  Awareness 0, Endurance +1, Knowledge 0, Persuasion 0, Spellcraft 0, Survival 0, Thievery +1

Talents: None

Special Qualities: Damage Reduction 2



Environment: Any

Organization: Single


Treasure: None


Grease spray

As Grease Spell, but in 15’ cone in front of the drone.


Self destruct

If the drone is defeated, it will begin to tick. In 20 seconds the internal magical crystal which powers it will explode doing 1d8+1 fire damage to all within 10’ and 1d6+2 shrapnel damage to all within 20’.



The drone follows these commands if spoken in the Dwarven language, though it gets a Will save vs. DC12 to resist.


Stop – The drone stops and awaits orders

Clean – The drone leaves the intruders and begins its maintenance pattern.

Sleep – The drone sits down and “powers down”


The drone will not accept any other commands,


The Wilde Elves, Anarvari.

A Derogatory term for the elves of the Wildelands

Dwygar’s Forge

Dwygar’s Forge

Dwygar is one of the best craftsmen in Kowal. Sadly, due to a recent rash of racism, most dwarves of Dwarf Town are looked down upon. Dwygar still makes his money, but often not making the crafted items he wants. His shop is in the center of Dwarf Town, just a small workshop with a bed in it.

The buildings of dwarf town are different for any others in Kowal. They are all squat one story stone structures with flat roofs. You travel down the wide streets until you see the sign of Dwygar, an anvil with an eye above it.

Inside the small shop has a forge, a large work table and a bed. A short dwarf shouts from the grinding wheel.



Stats: Dwygar: STR 14, DEX 12, Con 15, INT 14, WIS 12, CHA 8

Earth Wraith

Earth Wraith

Challenge Rating: 3

Size: Medium

Type: Elemental

Initiative: -1



Hit Points: 30 (4d8+12)

Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-footed 18

Saves: Fort +7 Ref +0 Will +1

Weaknesses: —



Speed: 20’

Base Attack: +2

Melee: Slam +7 melee (1d8+5) or Bite +7 (1d6+5 and chance to chomp)

Ranged: n/a

Special Attacks: Push

Sanity Effects: —



Abilities: STR 21, DEX 8, CON 17, INT 4, WIS 11, CHA 11

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

Talents: Cleave

Special Qualities: Darkvision 60’,  



Environment: Any (conjured)

Organization: Solitary


Treasure: None


Push: An earth wraith can push a foe with enough force to knock them back 2d10 feet and do 1d6 damage. A successful heroic action using STR must be made for the wraith to push an enemy. The target can be pushed in any direction away from the earth wraith.


Chomp: An earth wraith can try to bite down and hold an opponent with a successful bite attack. They must succeed at a heroic action to successfully restrain its opponent. It must succeed at a heroic action for each round after that to keep the opponent in its mouth. Each successive round the opponent is held the earth wraith causes an additional (1d6) damage as a free action.


Earth Mastery:

If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Eldar Skeleton

Skeleton, Eldar


Skeleton, Eldar

Challenge Rating: 1

Size: M

Type: Undead

Initiative: +5



Hit Points: 33

Armor Class: 15  touch 13, flat-footed 12(+2 DEX, +2 Natural, +1 Dodge )

Saves: Fort +0 Ref +3 Will +3



Speed: 35

Base Attack: +1

Melee: +2 Long Sword (1d8+1) or 2 Claws +2 (1d4+1)

Ranged: +3 Longbow (1d8)

Special Attacks: –

Sanity Effects: First encounter 0/1d2



Abilities: STR 13, DEX 15, CON 0, INT 0, WIS 10, CHA  1

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

Talents: 2 points or recommended: Dodge, Improved Initiative

Special Qualities: DR 5/Bludgeoning, Darkvision 60’, immune to cold



Environment: Any ruins

Organization: Any


Treasure: Standard


Stunning Scream

As a free action, the skeleton unnaturally bellows, which sends a sonic scream at a single opponent and causes them to become dazed. A DC13 will save to negate.



Elf: +1 dex, cannot use iron, steel causes discomfort, low light vision 60’


Elves average a height of 6’5” and are slender. They have many different skin and hair colors, and every elf has pointed ears. Their features are more angled than humans, and more slender than dwarves. They live an average of 250 years.

The elves vary greatly in culture, but they share some similarities that players should keep in mind. In the current Age, they have not been seen in Uteria for 700 years. When they arrive in most human populated areas, they are looked upon with shock and even fright. They have an aura that seems alien and strange to humans. This effect fades with time, but in each place that they go, if the humans have not encountered many elves, their appearance may cause problems.

During the Disappearance, all elves were pulled into the limbo between worlds. Time was slower there, so while the Uteria moved forward almost 700 years, for the elves it was only about 350. They could see glimpses of Uteria flashing by, but they could not interact. The elves who have now begun to return are entering a world unfamiliar to them—a world they only learned of through stories from their parents. They would find humans strange, and this world, which is much more “solid” than the limbo they were born into, could be overwhelming.

The elves who have returned grew up in a strange, dreamlike world, and are now confronted with a new world. When playing an elf, this should be kept in mind.

Although the elves are powerful, they should not be used as super characters. In fact, there are many great roleplaying opportunities. For example, a low wisdom elf may have a hard time understanding the outside world. The culture she or he comes from may accept magic as normal, but using it in a human tavern could cause the locals to rise up against the “demons using witchcraft”.

Sam Flegal - High Elves

Sam Flegal – High Elves


Stats: Elfling: +1 cha, -1 wis, iron causes discomfort, low light vision 60’, fearless (immune to fear effects)

The elflings are fey, having come to Uteria eons ago. They elves formally call them the Alfiren, or “elf cousin”.

Every elfling is different, but there are some things that most elflings have in common. Most elflings that would become adventurers will be on their Calling, when they feel a need to explore the world. During the Calling, they have a very hard time staying in one place for very long, so a campaign based out of one location would give the player roleplaying opportunities to encourage the group to move, explore, or do anything other than stay in one place. If the campaign is located in a massive city like Seahaven, the elfling will be content enough to explore all the crevices and alleys of the city before wanting to move on.

Despite their size and tendency toward merriment, elflings should never merely be used as comic relief.  They see themselves as integral players in the game of living on Uteria and in the broader universe, and they are rarely petty.  Even when taking on the role of thief, an elfling would not be motivated by selfishness, but rather would see him or herself as an agent of the chaos of Creation. Often an elfling might steal from one to move it somewhere else where the victim might find it—just to watch the resulting confusion. This is serious business to an elfling.

But on the other side of the coin, they do have a great appreciation for jokes, gags, and laughs. This can sometimes annoy other party members, but their Charisma will usually help keep them wanted within a group environment. Their selflessness is also a boon for a party. They see no problem risking themselves for others, but this is not merely for heroics or morality. It is often simply a test of the mechanics of the universe, for which an elfling has endless curiosity.

If elflings travel with companions for a prolonged period of time, they will form a bond, seeing the group as their nomadic family: those who the universe set in motion with their own Calling. This can lead the elfling to do all they can to protect and help those within this bond. While this is endearing for companions, their propensity to get themselves in trouble can often swing the balance in the other direction. Having a bad understanding of (or distaste for) human laws of ownership and control, they often run afoul of constables and nobles.



Challenge Rating: 3

Size: Medium

Type: Fey Aberration

Initiative: +3



Hit Points: 27 (5HD)

Armor Class: 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)

Saves: Fort +4 Ref +4 Will +6




Speed: 30 ft. (6 squares), climb 30 ft.

Base Attack: +3

Melee: Bite +5 melee (1d8+2 plus poison) and 2 claws +3 melee (1d3+1)

Special Attacks: Poison, web

Sanity Effects: –



Abilities: STR 14, DEX 17, CON 13, INT 6, WIS 15, CHA 8

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

Talents: Great Fortitude

Special Qualities: Low-light Vision, Multiattack



Environment: Warm forests

Organization: Solitary, pair, or troupe (1-2 plus 2-4 Medium monstrous spiders)


Treasure: Standard


Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage 2d6 Dex.


An ettercap can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 10 Acrobatics check or burst the web with a DC 17 Strength check. The web has 6 hit points  and takes double damage from fire.

Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 18 Awareness check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points and takes double damage from fire.

An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.





Challenge Rating: 6

Size: Large

Type: Giant

Initiative: +3



Hit Points: 65 hp (10HD)

Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18

Saves: Fort +9 Ref +2 Will +5



Speed: 40’

Base Attack: +7

Melee: 2 morningstars +12/+7 melee (2d6+6)

Ranged: 2 javelins +5 ranged (1d8+6)

Special Attacks: –

Sanity Effects: —



Abilities: STR 23, DEX8, CON 15, INT 6, WIS 10, CHA 11

Skills: Acrobatics -2,  Athletics +9,   Awareness +5, Endurance +2, Knowledge -4, Persuasion +0, Spellcraft +0, Survival +0, Thievery -1

Talents: Alertness, Improved initiative, iron will, Power Attack

Special Qualities: Low light vision, Superior two-weapon fighting



Environment: Cold Hills

Organization: Solitary, gang (2-4), troupe (1-2)

Treasure: Standard


Superior Two-Weapon Fighting

An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.


Power Attack

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.



The High Elves; The Evantari

The Evantari consider themselves superior to all other elves, and perhaps to all other living creatures. The Evantari consider themselves the Chosen People—those who were meant to lead the others to their eventual ascension. When the other elven cultures rejected this, they severed ties and took residence high on the Evantyr Plateau, closer to the sun that they so love.


The high elves are entirely disconnected from other cultures. The only stories I’ve found of anyone seeing the Evantari first-hand in recent years are occasional sightings of them traveling on some unknown task, and always from a distance. The men of Mideon, who guard the border forts and keep the dark elves in their banished lands, have said that they occasionally see bands of Evantari traveling North in hunting parties to bring wrath down upon the dark elves.


During the Time of Servitude, the Evantari were regarded highly by the Eldar. They often served as house servants, and many became military commanders over the Orovari. When Kaldrath lead his uprising against the Eldar, the Evantari took up arms to defeat their renegade brethren.

The Evantari believe that they were the Chosen of Tanthias, and that the Eldar were the direct descendants of Tanthias and Arias. They served their masters with legendary zeal. They fought against the Orovari, and for a time, the Orovari were driven from the cities of the Eldar. But Kaldrath had aid from dark places and summoned the Orlocks—fierce fighters from a distant world. Lead by the Mordrei, Kaldrath’s army focused on one major city after another, and each city fell. Not satisfied with mere victory, Kaldrath’s enemies were utterly destroyed. Survivors were tortured with unimaginable creativity and brutality. Their will was crushed, and soon they were begging to join Kaldrath. And so with each city that fell, his army grew.

By all accounts, the Evantari fought bravely and ferociously, but soon they had to face the inevitable. Kaldrath, after capturing the last stronghold of the Eldar, asked the elves to bow before him. When they refused, the Evantari were bound, tortured, and enslaved. The soldiers they once commanded were made their overseers.

The high elves were forced into submission, but their will was never broken. After a time and a great deal of planning, they revolted. The initial uprising inspired many of their elven brothers and and sisters to join them. The high elves took to the front lines, throwing themselves at their captors with a ferocity that frightened even their allies.

When Kaldrath was captured, the Evantari sought to execute the traitorous Orovari, but the other elves refused. Thus began the rift between the cultures that persists to this day. The high elves assumed rulership of all elvenkind, but found their new subjects less than cooperative, having tasted freedom. So after Kaldrath was imprisoned and the Orovari driven north, the cultures separated and the Evantari made their home in Evantyr, where they have lived ever since.