Ghul

Ghul Warrior
A ghul warrior

Savage is the only word needed to describe the ghul. Supposedly, these creatures are the twisted remains of Eastlanders who were caught in the dark magics of the Aradan War. They are now the most widely spread menace to civilization. Raiders, bandits, cannibals—there is no limit to their depravity and madness.

—Journal of Jarin Plainswalker

The origins of the ghul cannot be stated with certainty, but they appear to be the descendants of those who were twisted and deranged by the dark magic of the 30-year war between Aradan and Pardalor. Whatever the truth, they have become a twisted, evil, and outcast people. Dworvs call them “ghuls,” which in their tongue is related to the word “lost.”

The ghul hate all other living things and show a strong dislike between their own tribes. They are hunter-gatherer societies—more like packs—who take advantage of any easy prey, from animals to farmers. They are raiders, feared in any land through which they roam. Luckily, due to their exceedingly chaotic and violent nature, their population has typically remained sparse in the 700 years since they were first encountered.

They are most common in the East, though lately some have been seen as far west as Garaden. In recent years, rumors have begun to spread that someone has organized them for some sinister purpose. With all the strife now in the North, we can only hope that this is just a rumor.

One common trait they seem to share is a reverence for honorific body scarification and disfigurement. This may be due to the deformities that many suffer from long exposure to the toxins in the Eastern plains.

Little else is known of the ghul, as their beliefs, languages, and rituals differ widely from tribe to tribe.

—Etahn

Etahn and I encountered a band of ghul on our first research excursion. We had no choice but to destroy them, as consumed by hatred for our kind and unrelenting in their aggression as they were.

But what can one expect of a people of such tragic history? Many historians believe—and the evidence is quite convincing—that the ghul are direct descendants of those who fought for the Warlock King, used by his necromancers as disposable fodder for the front line of that bloody war. They did not choose to become what they did—who would?

The ghul appear mostly teran, though they often look emaciated and pale; some can grow larger than teran and more muscular. They scar, disfigure, and tattoo themselves. It is because of their appearance that many do not believe that they are descended from terans.

—Delgon

Ghul

  • Challenge Rating: 1/2
  • Size: Medium
  • Type: Humanoid (Unman)
  • Initiative: +1

Defense

  • Hit Points: 5 (1HD: 1d8 +1)
  • Armor Class: 14 , touch 10, flat-footed 13 (+3 studded leather armor, +1 DEX)
  • Saves: Fort +3 Ref +1 Will -1
  • Weakness: –

Offense

  • Speed: 30 ft.
  • Base Attack: +1
  • Melee: Jagged Long Sword +3 (1d8 +1)
  • Ranged: Shortbow +2 (1d6)
  • Special Attacks: –
  • Horror Effects: First Encounter 0/1

Statistics

  • Abilities: STR +2, DEX +1, CON +1, INT -2, WIS -1, CHA -1
  • Skills: Acrobatics +1, Athletics +2, Awareness -1, Endurance +3, Knowledge -2, Persuasion -1, Spellcraft -1, Survival -1, Thievery +1
  • Talents: Tenacity
  • Special Qualities: Low-Light Vision; Natural Resistance:+2 Save vs Poison and Disease

Ecology

  • Environment: Any
  • Organization: Single, Pair, Tribe (2-10)
  • Treasure: Standard

Ghul Shaman

Ghul tribes are often led by a single shaman. These shaman understand the visions of both worlds and lead their people, hoping to find their way in a world that rejected them.

Ghul Shaman

  • Challenge Rating: 1
  • Size: M
  • Type: Humanoid (Unman)
  • Initiative: +1

Defense

  • Hit Points: 11 (2HD: 2d8+2)
  • Armor Class: 14, touch 11, flat-footed 13 (+3 armor, +1 DEX )
  • Saves: Fort +4 Ref +1 Will +4
  • Weaknesses: –

Offense

  • Speed: 30 ft.
  • Base Attack: +1
  • Melee: Dagger +0 (1d4-1)
  • Ranged: Shortbow +2 (1d6)
  • Special Attacks: Wild Magic +1 (1d4+1)
  • Horror Effects:  First Encounter 0/1d2
  • Mana: 3

Statistics

  • Abilities: STR -1, DEX +1, CON +1, INT 0, WIS +1, CHA -1
  • Skills: Acrobatics +3, Athletics -1,  Awareness +3, Endurance +1, Knowledge 1, Persuasion -1, Spellcraft +6, Survival +3, Thievery +3
  • Talents: 1 point: Magical Aptitude
  • Special Qualities: Low-Light Vision, Spell Memory, Spell Sight, Focus and Ravage  

Ecology

  • Environment: Any
  • Organization: Solitary, Band (1 shaman, 5 ghul warriors)
  • Treasure: Standard, Leather Armor

Spells:

  • 0 – daze, minor trick
  • 1 – doom, mage bolt
  • 3 – soften earth and stone

Spell Sight

A wylder can use Spell Sight to memorize a spell that they witness being cast. This ability is detailed further in the chapter on Magic.

Spell Memory

Unable to record spells in a spellbook, wylders are limited to a number of spells they can know at a given time. This is based on class, level, and ability score. A wylder can commit a number of spells to memory equal to their Spell Memory Allotment for a given spell level plus their primary ability score modifier. 

Spell Memory Allotment

Spellcaster LevelAllowed Spells in Memory 
16
27
38
49
512
614
717
819

Wild Magic (as Wylder)

A burst of energy explodes from the wylder’s hands towards a target. On a successful ranged touch attack with a +2 to the roll (figured in above), the wylder inflicts 1d4+1 damage as a force effect. Range 60’.

Focus and Ravage

An unman shaman can do focusing and ravaging to cast more spells as described in the Sagaborn Core Rulebook.

Gilandras

Gilandras was a hero of the elves. Most elf cultures claim them as one of their own, but no one knows his cultural origins.

Gilandras was the greatest among the hunters of the elves. He had defeated the great
dragon when it had threatened the elves, and he was known far and wide among the elven  races and the animals. He would spend years roaming the forest of the world (elves live  for close to 2000 years at this point in history ). one night, under the starlight he hears a  beautiful voice flowing among the trees and in a starlit field he see the most beautiful elf.

He begins to sing with her and when she becomes aware of him she leaves. He hunts after her but he can find no tracks. after a year of searching he once again hers the singing and follows to a small waterfall where she sings and dances along the rivers edge. When he joins her in song, this time she does not run, but instead welcomes him to the dance. They spend many months together singing and dancing, telling stories under the stars, but she always leaves him in the morning to rejoin him again at night. after a while, Gilandras offers her his love. at this, she begins to cry. he does not understand, why she is saddened by this, but she turns and he sees the truth in her eyes. she is not an elf, but in actuality Lunare, the goddess of nature. even though he is long lived, he is still mortal and she a diety so she can not love him back in the same way. so he picks up his bow and marches off to the west, following the bright red star that fills the west in autumn. he never returned and the elves now call that star (actually it is a planet, but thats another story) the star of lost love. and in the western sky,  when the star of lost love begins to move up in the sky, three stars rise up from the western horizon that are the bow of the hunter, forever chasing after his unattainable love.

Glimmer Worm

Glimmer Worm

Challenge Rating: 2

Size: M

Type: Vermin

Initiative: +1

 

Defense

Hit Points: 38 (3 HD)

Armor Class: 15, touch 11, flat-footed 14 ( +1 DEX, +4 natural )

Saves: Fort +6 Ref +0 Will +1

Weaknesses:

 

Offense

Speed: 15’, climb 20’

Base Attack: +2

Melee: Bite +5 (1d8+3)

Ranged: –

Special Attacks: Filament, Pull, Hold

Sanity Effects: First Encounter 0/1d3

 

Statistics

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: –

 

Ecology

Environment: Any underground

Organization: Solitary, or pair

 

Treasure: Incidental

 

Filament

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.

 

Pull

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.

 

Hold

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.

 

Gnoll

Gnoll

Challenge Rating:1

Size: Medium

Type: Humanoid

Initiative: +0

 

Defense

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

Weaknesses: –

 

Offense

Speed: 30ft

Base Attack: +1

Melee: Battleaxe +3 melee (1d8+2/×3)

Ranged: shortbow +1 ranged (1d6/×3)

Sanity Effects: –

 

Statistics

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

Ecology

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)

Treasure: Standard

 

Goblin

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.

Goblin

Challenge Rating: 1/3
Size: Small
Type: Goblinoid
Initiative: +1

Defense
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

Offense
Speed: 30’
Base Attack: +1
Melee: Mace +1 (1d6)
Ranged: Spear +2 (1d6)
Special Attacks: –

Statistics
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
Talents: Alertness
Special Qualities: Darkvision 60’

Ecology
Environment: Any
Organization: Single, Gang 4-9, band 10-100

Treasure: Standard

Goblin, Arnach

Creature Compendium Hardbound Book
Spider Goblin by Michael Bielaczyc

Arnach Goblin (Spider Goblin)

Arnach goblins stand about three-and-a-half feet tall, and are spindly and skeletal in appearance. Despite this, they are actually quite strong, capable of climbing along the large trees of the forest with alarming agility and speed. Their large eyes allow them excellent site in the dark woods, and their thin, cruel mouths are filled with sharp, translucent teeth.

Resembling the spiders they love to raise, the arnach goblins share many of the same traits as their more common goblin cousins.

—Etahn

Goblin, Arnach 

  • Challenge Rating: 1/2
  • Size: Small
  • Type: Fey (Athelesian)
  • Initiative: +3

Defense

  • Hit Points: 5 (1HD: 1d8 + 1)
  • Armor Class: 16, touch 14, flat-footed 13 (+2 armor, +3 DEX, +1 size)
  • Saves: Fort +3 Ref +3 Will -1

Offense

  • Speed: 30 ft., climb 30 ft.
  • Base Attack: +1
  • Melee: Carapace blade +2 (1d4 + 1 plus poison)
  • Ranged: Short bow +4 (1d6 plus poison)
  • Special Attacks: Poison Use, Spider Sac Arrows

Statistics

  • Abilities: STR +1, DEX +3, CON +1, INT +0, WIS -1, CHA -2
  • Skills: Acrobatics +5, Athletics +1, Awareness -1, Endurance +1, Knowledge +0, Persuasion -2, Spellcraft +0, Survival -1, Thievery +5
  • Talents: One point or recommended: Agile
  • Special Qualities: Expert climber 

Ecology

  • Environment: Forest, underground 
  • Organization: Solitary, pair, hunting party, or clan (3–12)
  • Treasure: Standard

Special Abilities

Expert Climber

An arnach goblin can climb and swing through the treetops with a skill that borders on the impossible. In effect, an arnach goblin is treated as if it is under a perpetual non-magical version of 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.

Spider Goblins 2 by Michael Bielaczyc

Poison Use 

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

Death’s Eye Spider Poison—injury; save Fort DC 12; frequency 1/round for 2 rounds; effect 1 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 character 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.

Mount

Arnach Goblins often ride Death’s Eye spider mounts into battle.

Goblins

See Goblin

A diminutive creature, these small beings are as plentiful as humans, but tend to keep their numbers in check by infighting among tribes. They are descendants from the true fey, but they have lost their fey magic, instead being creatures of petty jealousy and violence.

 

Gonzali Merchant Family

The Gonzali Family come from the southern part of Ish, the port town of Merata. They run most of the merchandise from Ish into the Westlands. They also own a large portion of the Oriilot farms along the river.

Gorgalug

Gorgalug

Gorgalugs, often called “tank slugs” by adventurers, are large creatures who live within the dark caverns and deep recesses of the earth. They burrow through solid stone by two means of acid production: some from a gland under its mouth which it can spit precisely up to 30 feet, and the other secreted from pores all over the Gorgalug’s body. They will normally make a lair in a giant cavern and attract prey by using a scented oil secreted from their bodies.

 

Gorgalugs enjoy hitting their prey with their acid split and watching as the victim squirms in pain before devouring it.

Gorgalug

Challenge Rating: 6

Size: Large

Type: Aberration

Initiative: +1

 

Defense

Hit Points: 90 (HD)

Armor Class: 18, touch 10, flat footed 16 (+1 dex, +8 natural armor, -1 size)

Saves: Fort +10 Ref +3 Will +9

Weaknesses: —

 

Offense

Speed: 30’, burrow 10’

Base Attack: +7

Melee: 2 Slams +12 (1d6+4)

Ranged: Acid Spit +8 (2d4+2 Acid Damage for 2 rounds)

Special Attacks: Acid Spit

Sanity Effects: –

 

Statistics

Abilities: STR 20, DEX 13, CON 21, INT 10, WIS 10, CHA 6

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

Talents: 4 points or recommended: Alertness, Blind Fight, Great Fortitude, Toughness

Special Qualities: +3 Thievery for stealth in lair, Pungent Scent, Acid Immunity, Dissolve Stone, Armor Shell

 

Ecology

Environment: Underground

Organization: Solitary

 

Treasure: None

 

Acid Immunity

Gorgalugs are immune to all forms of acid, both mundane and magical.

 

Acid Spit  

Every 2 rounds a Gorgalug can shoot a glob of acid from a gland under its mouth towards a victim. This acid is the same as what the Gorgalug uses to burrow through the ground. It does 2d4+2 damage for two rounds. The acid is solid enough to not splash, so creatures nearby are at no risk of splash damage. Reflex DC 20 no damage.

 

Pungent Scent  

Gorgalugs secrete an oil which smells of rotting meat. This is used to draw prey, but can also warn adventurers of the Gorgalug.

 

Dissolve Stone

A Gorgalug can use its powerful acid to burrow through solid rock. It first makes small openings for it to begin burrowing, typically by spitting acid from a special gland under its mouth, which it also uses to attack unsuspecting adventurers.

 

It then secretes an acid similar to its spit (but much more concentrated) from various pores all over its body. As it squeezes its body into those small cracks and crevices, the acid dissolves the surrounded stone, creating larger paths and tunnels through the earth.  In this manner, a Gorgalug can burrow through the ground at a speed of 5 feet per hour.

 

Armor Shell

A Gorgalug can curl into a tight ball, shielding itself from attacks with its armored plating along its backside. These armored plates are stronger than most metals found in the world, and increase its AC by 25. The shell itself has the following stats: hardness 10, hit points 80, Break DC of 27. A Gorgalug can stay in this state for up to 2 weeks without need of food or water.