Faun: +1 dex, -1 wis
Fauns are a reclusive race who live in the Eastlands. They live in small communities deep in the forests, trading amongst themselves, or human settlements if necessary.
They stand about six feet tall and resemble humans. They have a little more body hair than most other races, pointed ears, and small horns. Their feet end in two large, flat toes. They live, on average, 100 cycles, though the loss of their habitat and disease has shorten their lifespans in the recent centuries.
They excel in nature-based magic and feats.
Feral Elfling: -1 Cha, +1 Dex, cannot use iron, low light vision 60’
A feral elfling belongs to a group of elflings who were caught between the worlds during the Disappearance. They lived in a harsh dream-like world, fighting for their lives against the environment and demons. Unlike their cousins, the feral elflings have little problem with violence, having gone to severe lengths to survive during their Exile, as they call it. They are not adjusting well to the world since their return, and they find its inhabitants soft. They do not get along with others, though some tribes have slowly begun to accept contact from the outside.
They are the same small stature as their cousins, but they have a wild look to their eyes, a paler skin color, and often have sharpened teeth and tribal scarification.
Time in the Between
There were some Alfiren who were caught in the Eastlands during the Great War. They were pulled into the Between and like the elves, spent around seven centuries stuck there. Unlike the elves, they were trapped in the Eastlands, which were tied closely to the Navirim. Stuck there they battled against the demons for centuries and became very different from their cousins who stayed in Uteria.
While the Elflings of Uteria feasted on milk and honey from bees and cows, the feral Alfirin had only the kudza vine, which can be ground down into a bitter sugar and the meat of the demons to subsist on. Some of the tribes even viewed eating the raw meat of their enemies to give them strength.
How to play a Feral Elfling
Feral Elflings love chaos as much as their Westlands cousins, but to them it has become a full reality. The time in the Between has changed their outlook and they can not accept the reality of the “real” world.
Feral Alfiren are wild and untamed. They survived by fighting directly against the demons, and have no problem with violence. They still have a love of chaos and travel the Eastlands in hunt for the demons.
Feral Alfiren get a -1 to Cha but a +2 to Dex.
Challenge Rating: 7
Hit Points: 79 (9HD)
Armor Class: 18, touch 8, flat-footed 18 (-1 size, -1 Dex, +10 natural)
Saves: Fort +3 Ref +2 Will +3
Weaknesses: Cold, Fire, Tritium
Base Attack: +6
Melee: 2 slams +10 melee (2d8+5)
Special Attacks: Berserk
Abilities: STR 21, DEX 9, CON –, INT –, WIS 11, CHA 1
Skills: Acrobatics -1, Athletics +12, Awareness +0, Endurance –, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery -1
Special Qualities: Damage reduction 5/tritium, darkvision 60 ft., immunity to magic, low-light vision
Organization: Solitary or gang (2-4)
When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.
Challenge Rating: 12
Type: Magical Beast (Cold)
Hit Points: 147 (14HD)
Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18
Saves: Fort +14 Ref+ 9 Will +6
Speed: 30 ft. (6 squares), burrow 10 ft.
Base Attack: +14
Melee: Bite +21 melee (2d8+12 plus 1d8 cold)
Special Attacks: –
Sanity Effects: First Encounter 2/1d8+1
Abilities: STR 26, DEX 10, CON 20, INT 2, WIS 11, CHA 11
Skills: Acrobatics +4, Athletics +10, Awareness +7, Endurance +5, Knowledge N/A, Persuasion+0, Spellcraft +0, Survival +0, Thievery +0
Talents: 4 points or recommended; Alertness, improved initiative, Weapon Focus (Bite), Unbreakable Will, Greater Weapon Focus (Bite)
Special Qualities: 15ft Reach, Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire
Environment: Cold Plains
A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th.
A frost worm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.
30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm’s trill get no saving throw.
When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22).
Challenge Rating: 1
Hit Points: 13hp (2d12)
Armor Class: 14, touch 12, flat footed 12 (+2 Dex, +2 natural)
Saves: Fort +0 Ref +2 Will +5
Base Attack: +1
Melee: Bite +1 (1d6+1+ paralysis) and 2 Claws +0 (1d3 plus paralysis)
Special Attacks: ghoul fever, paralysis
Sanity Effects: First encounter 0/1d2
Abilities: Str 13, Dex 15, Con 0, Int 6, Wis 14, Cha 8
Skills: Acrobatics +2, Athletics +1, Awareness +4, Endurance -, Knowledge -, Persuasion -, Spellcraft 0, Survival +2, Thievery +2
Talents: 1 point or recommended: Alertness
Special Qualities: Multiattack, Darkvision 60’
Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 CON and 1d3 DEX for two weeks.
The creature’s secondary attacks with natural weapons take only a -1 penalty.
Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
Challenge Rating: 2
Hit Points: 38 (3 HD)
Armor Class: 15, touch 11, flat-footed 14 ( +1 DEX, +4 natural )
Saves: Fort +6 Ref +0 Will +1
Speed: 15’, climb 20’
Base Attack: +2
Melee: Bite +5 (1d8+3)
Special Attacks: Filament, Pull, Hold
Sanity Effects: First Encounter 0/1d3
Abilities: STR 17, DEX 12, CON 17, INT -, WIS 10, CHA 4
Skills: Acrobatics +1, Athletics +3, Awareness +2, Endurance +3, Knowledge -, Persuasion -, Spellcraft -, Survival +3, Thievery +1 (+3 to hiding or moving silently)
Talents: 2 points or recommended: Alertness, Stealthy
Special Qualities: –
Environment: Any underground
Organization: Solitary, or pair
A glimmer worm drapes its lair with silk-like filaments. The strands are thin and transparent, needing a DC 20 perception check to see them. A creature who accidentally touches a glimmer worm’s filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 20 Acrobatics check. A filament has 10 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A glimmer worm can have up to twelve filaments at a time.
Once a target is stuck in a filament, the glimmer worm reels the target into its maw. It must succeed at a Heroic Action (STR vs STR) to pull the target at 30’ per round towards its mouth. A glimmer worm has a +4 racial bonus on Heroic Actions made using its Pull special attack. The Glimmer Worm gets a single bite attack the same round if it successfully pulls the target to its mouth.
A target that is successfully pulled to the Glimmer Worm loses its DEX bonus to AC. Each round while held, a trapped adventurer may attempt a Heroic Action (STR vs STR) on their turn to try and free themselves.
Hit Points: 11 (2HD)
Armor Class:15, touch 10, flat-footed 15 (+1 natural, +2 leather armor, +2 heavy steel shield)
Saves: Fort +4 Ref +0 Will +0
Base Attack: +1
Melee: Battleaxe +3 melee (1d8+2/×3)
Ranged: shortbow +1 ranged (1d6/×3)
Sanity Effects: –
Abilities: STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8
Skills: Acrobatics +0, Athletics +2, Awareness +1, Endurance +1, Knowledge -2, Persuasion -2, Spellcraft +0, Survival +0, Thievery +0
Talents: One point or recommended: Over-Extended Attack
Special Qualities: Darkvision 60ft
Environment: Warm Plains
Organization: Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level and 5-8 hyenas), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 7-12 hyenas; underground lairs also have 1-3 trolls)
A small two creature looks at you through marble like eyes. It’s skin is an unhealthy pale color of something that sees little sun, and its hair and nails are yellow. Its leather armor smells of dead animals and it raises a wickedly notched blade menacingly.
Challenge Rating: 1/3
Hit Points: 5 hp (1d8+1)
Armor Class: 15 (+1 size, +1 DEX, +2 leather armor, +1 shield
Saves: Fort +3 Ref +1 Will -1
Base Attack: +1
Melee: Mace +1 (1d6)
Ranged: Spear +2 (1d6)
Special Attacks: –
Abilities: STR 11, DEX 13, CON 12, INT 10, WIS 8, CHA 6
Skills: +1 Acrobatics, Athletics, +3 Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, +2 Thievery
Special Qualities: Darkvision 60’
Organization: Single, Gang 4-9, band 10-100
Challenge Rating: 1/2
Hit Points: 6 (1d10 + 1)
Armor Class: 16, touch 13, flat footed 13 (+2 armor, +3 dex, +1 size)
Saves: Fort +3 Ref +3 Will -1
Speed: 30’, climb 30’
Base Attack: +1
Melee: Carapace blade +2 (1d4 + 2)
Ranged: Short bow +4 (1d6)
Special Attacks: Poison Use, Spider Sac Arrows
Abilities: STR 12, DEX 16, CON 13, INT 10, WIS 9, CHA 6
Skills: +2 Acrobatics, +1 Athletics, +3 Awareness, Endurance, 0 Knowledge, +1 Persuasion, 0 Spellcraft, +1 Survival, +4 Thievery
Talents: One point or recommended: Agile
Special Qualities: Expert climber
Environment: Forest, underground
Organization: Solitary, pair, hunting party, or clan (3–12)
An arnach goblin can climb and swing through the treetops with a skill that appears supernatural or even impossible. In effect, an arnach goblin is treated as if it is under a perpetual non-magical version of the spell Spider Climb in regards to vegetation, rock walls, or cliff faces. This ability gives a +4 bonus to Acrobatics and Athletics checks dealing with any climb related skill checks.
Arnach goblins are skilled in the use of poison and never risk accidentally poisoning themselves. They favor the poison of the death’s eye spider. This poison can be applied to both the arrows and swords of the goblins. Spider Poison—injury; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 STR damage, cure 1 save.
Spider Sac Arrows
Goblins can use special arrows that replace the standard arrowhead with a large spider sac. Upon a successful ranged attack, these arrows deal 1 point of damage and unleash a swarm of spiderlings upon the target. Brushing off the spiders requires a standard action to completely remove the spiderlings and sac. Doing so disperses the swarm.
If a player attempts to perform an action prior to wiping off the spiders, the following penalties are suffered: Spellcasting or concentrating on spells while covered in spiders require a Spellcraft check (DC 12 + mana cost). Using a skill that involves patience and concentration, or attempting an attack, requires a DC 12 Will save. The spider swarm deals an automatic 1 point of damage to any creature whose space it occupies at the end of their move, with no attack roll needed.