NEW CREATURES

These are new creatures that I use in my campaign. Some of these are found only in the Derya region.

Beholder, Athasian

Gnome, Athasian

Hunting Lizard

Lion, Athasian

Mind Flayer, Athasian

Mist Wemic

Ogre, Athasian

Pixie, Athasian

Spider, Crystal (Greater)

Troll, Athasian

Yuan-Ti, Elder


Beholder, Athasian

Large Aberration

Hit Dice:

12d8+12 (60 hp)

Initiative:

+6 (+2 Dex, +4 Improved Initiative)

Speed:

10 ft, fly 40 ft (good)

Armor Class:

25 (-1 size, +2 Dex, +14 natural)

Attack:

10 Tentacle attacks +12 melee, eye ray +7 ranged touch, bite +7 melee

Damage:

Tentacle 2d4+4, Bite 2d6+4 (Crit 19-20/x2)

Face/Reach:

5 ft by 5 ft./10 ft.

Special Attacks:

Negation cone, improved grab

Special Qualities:

All-around vision, fly

Saves:

Fort +5, Ref +6, Will +12

Abilities:

Str 18, Dex 14, Con 12, Int 17, Wis 15, Cha 15

Skills:

Hide +10, Knowledge (psionics) +10, Listen +15, Search +18, Spot +20

Feats:

Alertness, Flyby Attack, Improved Critical (Bite), Improved Initiative, Iron Will, Shot on the Run

Climate/Terrain

Any land and underground

Organization:

Solitary, pair, or cluster (3-8)

Challenge Rating:

12

Treasure:

Double standard

Alignment:

Usually lawful evil

Advancement:

12-24 HD (Large); 25-32 HD (Huge)

Athasian beholders are very different from their conterparts from other worlds. Instead of a big central eye, they have 12 eyes all around their bodies. Their tentacles are ended in serrated spikes instead of magic eyes.

Combat

All-Around Vision (Ex): Because of their numerous eyes, Athasian beholders gain +4 bonus on all spot and search checks. Also, they can’t be flanked.

Flight (Ex): A beholder’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at the speed of 40 ft. This buoyancy also grants it a permanent feather fall effect with personal range.

Improved Grab (Ex): To use this, the beholder must hit with a tentacle attack. If the beholder is successful in its grab attack (grab bonus +17), it automatically bites, inflicting 2d6+4 damage.

Negation Cone (Su): Athasian beholders’ eyes may emit a negation cone 90 ft long that nullifies all psionics and magic. A beholder may use this attack with only 2 of its eyes each round.

Society

These creatures survived the Cleansing Wars because they were in suspended animation to be used as a secret weapon against the Champions. However, just after they were reanimated, one of Rajaat’s generals (who wasn’t a Champion) used a spell to send them far away. These creatures roamed the unknown world until they found a place were prey was abundant.

Athasian beholders live in small clusters, where the leaderships is rotated among the members in a three-year basis. They hate everything that’s not like them.  


Gnome, Athasian

Small Humanoid

Hit Dice:

1d8+1 (5 hp)

Initiative:

+0

Speed:

20 ft.

AC:

16 (+1 size, +4 chitin armor, +1 small shield)

Attacks:

Short sword +2 melee, or light crossbow +2 ranged

Damage:

Short sword 1d6-1, or light crossbow 1d8

Face/Reach:

5 ft. by 5 ft./5 ft.

Special Attacks:

Ogre bane, psionic powers

Special Qualities:

Low-light vision, scent, small, speak with ­animals

Saves:

Fort +3, Ref +0, Will +0

Abilities:

Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha 11

Skills:

Listen +4, Spot +2

Feats:

Weapon Focus (short sword)

Climate/Terrain:

Any forest, hill, and underground

Organization:

Company (2-4), squad (11-20), or band (30-50)

Challenge Rating:

1/2

Treasure:

Standard

Alignment:

Usually neutral

Advancement:

By character class

Gnomes lived in the forests. Although they were allied to the pixies, instead of just living in the woods they built their cities in it

Gnomes spoke their own language, Gnome. Gnome leaders and most of their traders knew Common, while warriors usually learnt Ogrish to better understant their sworn enemies.

Combat

Gnomes made heavy use of carefully prepared ambushes and traps against their ogre enemies and Champions’ minions alike.

Low-light Vision (Ex): Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Ogre Bane (Ex): since ogres are their natural enemies, gnomes developed special abilities to fight them:

Psionic Powers (Sp): Gnomes may manifest the powers chameleon, expanded vision and suggestion, each once per day as manifested by a psion of the gnome’s character level.

Speak with Animals (Sp): Once per day a gnome can use speak with animals as a 1st-level druid to communicate with any animal of the woods.

Small: Gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.

Skills: Gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell. They also receive a +4 racial bonus to Hide checks, which improves to +8 in a wooded area.

Society

Gnome cities were undistinguishable from the woods where they were located. The same trees that protected the gnomes from their natural enemies were the instruments of their downfall: when the trees that held their cities were destroyed by the defiling spells of the Champions.

A gnome’s favored class was ranger.


Hunting Lizard

Large magical beast

Hit Dice:

9d10+45 (94 hp)

Initiative:

+2

Speed:

40 ft.

Armor Class:

23 (–1 size, +2 Dex, +12 natural)

Attack:

Bite +16 melee and 2 claws +10 melee

Damage:

Bite 2d8+7, Claws 2d6+3

Face/Reach:

5 ft by 10 ft./5 ft.

Special Attacks:

Leap

Special Qualities:

Darkvision 60 ft., lowlight vision, scent, Blindsight 60 ft.

Saves:

Fort +11, Ref +8, Will +6

Abilities:

Str 25, Dex 15, Con 20, Int 2, Wis 13, Cha 6

Skills:

Jump +17, Listen +7, Spot +5

Feats:

Alertness, Iron Will, Track, Weapon Focus (bite)

Climate/Terrain

Forests and swamps

Organization:

Solitary, pair

Challenge Rating:

7

Treasure:

None

Alignment:

Always neutral

Advancement:

10–16 HD (Large); 17–27 HD (Huge)

Hunting lizards are look like large, hairy, armored iguanas. However, they have powerful, serrated teeth, and sharp claws.

Hunting lizards are called this way because, since the Derya region was discovered, they were domesticated and used as guard animals because of their good vision, excelent scent ability and the capacity to feel vibrations through the infinity of barbs that extend from every part if their bodies.

Combat

Wild hunting lizards usually attack anything they regards as edible, choosing the easiest prey first.

Leap (Ex): A hunting lizard can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +15 attack bonus, but it cannot bite.


Lion, Athasian

Large Magical Beast

Hit Dice:

8d10+32 (76 hp)

Initiative:

+6

Speed:

40 ft

Armor Class:

18 (-1 size, +2 Dex, +7 natural)

Attack:

2 claws +17 melee, bite +12 melee

Damage:

Claw 1d6+10, bite 1d8+5

Face/Reach:

5 ft. by 10 ft./5 ft

Special Attacks:

Pounce, improved grab, rake 1d6+5, The Way

Special Qualities:

Darkvision 60 ft, Low Light Vision, Scent, The Way

Saves:

Fort +10, Ref +8, Will +8

Abilities:

Str 30, Dex 15, Con 18, Int 3, Wis 14, Cha 11

Skills:

Hide +5*, Jump +11, Listen +5, Move Silently +8, Spot +5 

Feats:

Combat Reflexes, Improved Initiative

Climate/Terrain

Flat deserts, mountains, and plains

Organization:

Solitary, pair, or pride (6-10)

Challenge Rating:

7

Treasure:

None

Alignment:

Always neutral

Advancement:

9-16 HD (Large); 17-24 HD (Huge)

Athasian lions are similar to normal lions, except that they are larger and have a chitinous shell protecting their backs, heads and chests. They are colored a sandy brown, and look extremely dangerous.

Athasian lions usually are found in prides, with a single adult male as the leader. When found in pairs, it consists in a young male adult and a female beginning a new pride. Lone lions are usually old, having been beaten by a younger lion and driven away from its former pride.

Although most people think they're not common, the truth is that, since the athasian lion is a powerful foe, most of those who find one end up as a meal.

A pride of Athasian lions usually has a fixed (and rather large) territory where they hunt, each day moving to a different place within it. While moving to a different place, they do it by sunset, assuming shadow forms so they will not alert neither prey nor those few creatures that hunt them for food.

Combat

Athasian lions use their Detect Psionics power to search for prey. Then they approach their victims using their Chameleon power, poucing and raking them. When employing pack tactics against larger victims, they move around the prey and take turns attacking it until they're too weak due to blood loss.

Pounce (Ex): If a lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the athasian lion must hit with its bite attack. If it gets a hold, it can rake.

Rake (Ex): An athasian lion can make two rake attacks (+17 melee) against a held creature with its hind legs for 1d6+5 damage each. If the lion pounces on an opponent, it can also rake.

Skills: Athasian lions receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

The Way (Sp): An Athasian lion may use the following powers at will: Chameleon, Claws of the Vampire, Detect Psionics, Recall Agony, Shadow Body, See Sound. These powers work as used by a Psion of 16th level.

Attack/Defense Modes: Id Insinuation, Mind Thrust, Psychic Crush/Intellect Fortress, Mental Barrier, Tower of Iron Will


Mind Flayer, Athasian

Large Aberration

Hit Dice:

12d8+36 (98 hp)

Initiative:

+5 (+1 Dex, +4 Improved Initiative)

Speed:

30 ft.

Armor Class:

15 (-1 size, +1 Dex, +5 natural)

Attack:

2 Claw attacks +13 melee, 4 tentacle attacks +8 melee

Damage:

Claw 1d8+5, Tentacle 1d6+2

Face/Reach:

5 ft by 5 ft./10 ft.

Special Attacks:

Mind Blast, psionics, improved grab, extract

Special Qualities:

Darkvision 60 ft, psionics, SR 22, Telepathy

Saves:

Fort +7, Ref +5, Will +10

Abilities:

Str 20, Dex 12, Con 16, Int 12, Wis 14, Cha 16

Skills:

Concentration +9, Hide +7, Intimidate +9, Move Silently +7, Spot +8

Feats:

Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack

Climate/Terrain

Underground

Organization:

Solitary, pair, gang (3–5) or tribe (10-40)

Challenge Rating:

10

Treasure:

Standard

Alignment:

Always Chaotic Evil

Advancement:

By character class

Athasian Illithids are descended from a group of Illithids that were on Athas, hunting a group of githyanki, when the bomb that turned the githyanki into giths was detonated. These mind flayers were also affected, becoming stupid brutes, at least to the eyes of the normal mind flayer society.

These creatures look like large, hulking mind flayers, with powerful talons and long tentacles that give them reach.

These sadistic, bestial creatures also speak common, although they prefer to communicate telepathically.

Combat

Athasian illithids usually start combat employing mind blasts, then closing in to extract the brain of their helpless victims. If the prey resists the mind blast, they’ll close in for the kill, using their claws of a variety of other wepons.

Mind blast (Sp): Cone 40ft, Will DC 19 or stunned 2d4 rounds.

Psionics (Sp): At will, as an 8th level sorcerer (DC 13+level) – charm monster, detect thoughts, levitate and suggestion.

Improved Grab (Ex): to use this ability, a mind flayer must hit a small to Huge creature with its tentacle attack. After a successful grab, it can try to attack its remaining tentacles with a single grapple check (grapple bonus +18).

Extract (Ex): a mind flayer that begins its turn with all tentacles attachec and successfully maintains its hold automatically extracts the opponent’s brain, instantly killing that creature.

Telepathy (Su): Mind flayers can communicate telepathically with any creature within 100 feet that has a language.

Society

Athasian mind flayers gather in tribes. Since their transformation, they aren’t led by elder brains (and don’t have the capacity to produce one), but by a strong leader.

To grow new members of their society, they capture humanoids that are used as hosts to the implantation of their young.

The favored class of Athasian mind flayers is psychic warrior.


Mist Wemic

Large Monstrous Humanoid

Hit Dice:

5d8+5 (27 hp)

Initiative:

+1 (Dex)

Speed:

40 ft

Armor Class:

15 (-1 size, +1 Dex, +4 natural, +1 small wooden shield)

Attack:

Spear +8 melee, 2 claws +3 melee

Damage:

Spear 1d8+4; claw 1d6+2

Face/Reach:

5 ft by 10 ft./5 ft.

Special Attacks:

Pounce, rake

Special Qualities:

Invisibility, low-light vision, Gray stride

Saves:

Fort +2, Ref +5, Will +5

Abilities:

Str 18, Dex 12, Con 12, Int 11, Wis 13, Cha 10

Skills:

Climb +10, Hide +8, Jump +9, Listen +9, Move Silently +12, Spot +9, Wilderness Lore +5

Feats:

Alertness

Climate/Terrain

Forests and swamps

Organization:

Solitary, pride (2-16), or tribe (20-200)

Challenge Rating:

4

Treasure:

Standard

Alignment:

Usually neutral

Advancement:

By character class

Although fierce hunters, mist wemics are different from their cousins from other worlds because they live primaruly in swamps, hiding within the mists, climbing the trees to pounce their enemies.

Mist wemics’s fur is consderably darker than its otherworldly cousins.

Combat

Gray Stride (Su): A Shadow Wemic may, once an hour, go to or from the Gray, since they’re now part of that plane. To take other creatures with them to the Gray, a group of wemics must form a circle, keeping those to be taken in the middle.

Invisibility (Sp): Mist wemics may become invisible as the spell of the same name three times per day. However, they can only use this ability is there is at least a light fog.

Pounce (Ex):  If a wemic leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Rake (Ex): A wemic that gets a hold can make two rake attacks (+8 melee) with its hind legs for 1d8+4 damage each. If the wemic pounces on an opponent, it can also rake.

Skills: Mist Wemics have a +6 racial bonus on Climb, Hide, Move Silently and Jump checks.

Society

Mist Wemics survived the Cleansing Wars by fleeing to a distant land, where the elder druidesses conjured a spell that maintained them hidden from the Champions for ages.

Wemics are very territorial, and since their near-extinction they’re very distrusting of strangers, sometimes attacking on sight. However, those few who gain the friendship from a mist wemic have a loyal friend for the remaining of their lives.

Females are the rulers of the mist wemics, since they’re usually smarter and wiser, and often are the druidesses of the tribe.

Male mist wemics favored class is ranger, while female mist wemics favore class is druid. Wemic clerics are almost unheard of (and often of the Earth or Water). There are no known wizard wemics.  


Ogre, Athasian

Large Giant

Hit Dice:

5d8+15 (37 hp)

Initiative:

+4 (Improved Initiative)

Speed:

40 ft.

AC:

18 (-1 size, +5 natural, +4 chitin armor)

Attacks:

Huge datchi club +7 melee, or Huge longbow +2 ranged

Damage:

Huge datchi club 2d8+7, or Huge longbow 2d6

Face/Reach:

5 ft. by 5 ft./10 ft

Special Attacks:

Psionic abilities

Special Qualities:

Regeneration 2, PR 18

Saves:

Fort +7, Ref +1, Will +3

Abilities:

Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17

Skills:

Concentration +6, Listen +5, Spellcraft +4, Spot +5

Feats:

Improved Initiative

Challenge Rating:

8

Treasure:

Double standard

Alignment:

Usually lawful evil

Athasian Ogres are more related to Ogre Mages from other worlds than the standard ogre. They are inteligent, cunning creatures with a knack for psionic powers. They were trully powerful beings, and were real difficult to annihilate, for three times almost killing the Champion assigned to hunt them.

Ogres spoke Ogrish and Common.

Combat

Dimension Slide (Su): an ogre may use dimension slide at will, as if he was a psion with equal HD.

Regeneration (Ex): Ogres take normal damage from fire and acid. An ogre that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Ogres cannot regrow lost body parts.

Psionic Abilities (Sp): At will-animal affinity and invisibility; 1/day-brilliant blast, charm person, disable, ectoplasmic form and polymorph self. These abilities are as the powers manifested by a 9th-level psion.

Society

Athasian ogres where one of the first races to evolve to have natural psionic abilities. They used their powers to create great empires and rules wide regions of the planet. They were also the first to be hunted by the Champions and, since they were disliked by other races, nobody came to help them. Should they have been helped, maybe the world would be a different place.

The society of the ogres was based on the number three. An ogress could only bear one child during her whole life, so the families where composed by three individuals. There were three judges in every court, and three commanders to each troop.

Despite this “rule of three”, rarely a discord would take place. Since they were a very militaristic race, they always followed orders, as they also always took the most logical answer to a question.

Ogre’s favored class was psion.


Pixie, Athasian

Small Fey

Hit Dice:

1d6 (3 hp)

Initiative:

+4 (Dex)

Speed:

20 ft, fly 60 ft (good)

AC:

16 (+1 size, +4 Dex, +1 natural)

Attacks:

Dagger +4 melee; or composite shortbow 1d6

Damage:

Dagger 1d4-2; composite shortbow 1d6

Face/Reach:

5 ft by 5 ft/5 ft

Special Attacks:

Spell-like abilities

Special Qualities:

SR 16, natural invisibility

Saves:

Fort +0, Ref +6, Will +4

Abilities:

Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16

Skills:

Bluff +7, Concentration +4, Craft (any one) +7, Escape Artist +8, Heal +6, Hide +12, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8

Feats:

Dodge, Point Blank Shot, Rapid Shot, Weapon Finesse (dagger), Weapon Focus (shortbow)

Climate/Terrain:

Temperate Forest

Organization:

Gang (2-4), band (6-11), or tribe (20-80)

Challenge Rating:

4

Treasure:

No coins, 50% goods, 50% items

Alignment:

Usually chaotic good

Advancement:

By character class

Small creatures that resemble winged halflings, pixies where shy, defenseless tree-worshippers. They had four, translucent wings, and delicate features.

Pixies spoke halfling, common and a great number of other languages from those who hired them to tend to their gardens.

Combat

Natural Invisibility (Su): a pixie remains invisible even when it attacks. This ability is constant, but may be supressed at will.

Spell-like Abilities: 1/day – confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image, and polymorph self. These abilities are as the spells cast by an 8th level druid (Save DC 13 + spell level).

Society

Pixies were the keepers of the woods, tending them and making the forests grow. They were loved by all the other races, and often hired to tend their cities’ yards and groves.

They were a peaceful race, seldom employing weapons or spells that harmed anyone. As history has shown, it was their downfall.

Pixies’ favored class was druid.


Spider, Crystal (Greater)

Huge Elemental (Earth) 

Hit Dice:

8d8+40 (76 hp)

Initiative:

+2 (Dex)

Speed:

60 ft; climb 30 ft

Armor Class:

20 (+10 natural, +2 Dex, -2 size)

Attack:

2 Claws +11 melee, bite +6 melee or searing light +7 ranged touch

Damage:

Claw 1d8+7, bite 2d6+3 and poison, searing light 4d8 and blindness

Face/Reach:

15 ft by 15 ft/10 ft

Special Attacks:

Improved Grab, Poison, The Way, Web

Special Qualities:

Crystalline structure, Spell-like Abilities, The Way

Saves:

Fort +11, Ref +4, Will +4

Abilities:

Str 25, Dex 15, Con 20, Int 3, Wis 14, Cha 8

Skills:

Climb +11, Hide +6, Spot +5

Feats:

Point Blank Shot (B)

Climate/Terrain

Any land

Organization:

Solitary

Challenge Rating:

7

Treasure:

None 

Alignment:

Always neutral

Advancement:

9-16 HD (Huge)

Greater Crystal Spiders are exactly like their smaller brethren, but larger and more dangerous.

Combat

Crystal spiders prefer to spin their webs across trails and game paths. They do not sit in their webs, but instead wait on nearby ledges or outcroppings, hoping to pounce on those unfortunate enough to become entangled.

Crystalline Structure (Ex): The spider is vulnerable to the following spells: Shatter and Shout (which causes 6d6 of damage). The Glassteel spell increases its AC by +6.

Improved Grab (Ex): If a crystal spider hits with both its claw attacks, it may make a grapple attack (+21 grab modifier) as a free action without suffering an attack of opportunity. Once a target is grappled, the spider automatically hits with its claw attacks and receives a +4 circumstance bonus to its Bite attacks.

Poison (Ex): Bite; Fortitude save (DC 19); initial and secondary damage 2d6 temporary Constitution damage.

Ray (Su): While in brightly lit conditions (such as in direct sunlight or a daylight spell), as a full round action, a crystal spider may produce a light-based ray that does 4d8 points of fire damage to a target. The target must also make a Reflex save (DC 19) or be permanently blinded.

Web (Ex): A crystal spider may weave a crystalline web that is nearly invisible and requires a Spot check (DC 18) to detect. Anyone who walks into this web takes 4d6 points of damage (Reflex save [DC 14] for half damage). An Escape Artist check (DC 16) is required to extract oneself from the web without taking 3d6 in further damage.

Spell-Like Abilities (Sp): Using its Control Light power, the spider may emulate the following spells at will: Color Spray, Dancing Lights, Mirror Image (1d4+1 images), Silent Image (spider’s image only), as a Sorcerer of 5th level.

The Way (Sp): The spider may use the following powers at will, Control Light, Inertial Barrier, as a Psion of 8th level.

Attack/Defense Modes: Id Insinuation, Mind Thrust/Mental Barrier, Tower of Iron Will  


Troll, Athasian

Large Giant 

Hit Dice:

6d8+36 (63 hp)

Initiative:

+2 (Dex)

Speed:

30 ft.

AC:

18 (-1 size, +2 Dex, +7 natural)

Attacks:

2 claws +9 melee, Trollish Maul +9/+4 melee

Damage:

Claw 1d6+6, Maul 3d6+9

Face/Reach:

5 ft. by 5 ft./10 ft.

Special Attacks:

Rend 2d6+9

Special Qualities:

Regeneration 5, scent, darkvision 90 ft.

Saves:

Fort +11, Ref +4, Will +3

Abilities:

Str 23, Dex 14, Con 23, Int 10, Wis 11, Cha 10

Skills:

Craft +4, Listen +5, Spot +5

Feats:

Alertness, Iron Will

Climate/Terrain:

Any land, and underground

Organization:

Solitary, gang (2-4) or tribe (40-80)

Challenge Rating:

5

Treasure:

Standard

Alignment:

Always neutral

Advancement:

By character class

Big as half-giants and clever as elves, trolls were a creature that should be respected. However, besides its obvious power, it was also an intelligent and placid race, that is, until they were provoked by Myron of Yoram. From this time on, they became savage creatures, killing all humans they found, razing villages and towns.

Trolls had black hair that became silver with age. Their eyes where dark as obsidian, and they had gray skin. Despite their size, they were fast, and their skin was tougher than most armor available. Most of their warrior used a huge maul, specially made for them.

Trolls spoke their own language, Trollish, but some also knew Common and the language of their neightbors.

Combat

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Society

Trollish culture was rich and complex. Although they worshipped the Sun, they believed that the lives of the dearly departed inhabited the stones, from where they would one day reborn.

Despite their obvious physical power, their were peaceful creatures. They were mountain dwellers, who lived as miners and quarriers. They wore polished armor and weapons, usually on cerimonial ocasions.

Because they were not a prolific race, their children were cherished and protected. When Yoram began attacking and killing the children was the time when the trolls took up in arms to kill the human race.

A troll’s favored class was fighter.


Yuan-Ti, Elder

Huge Monstrous Humanoid

Hit Dice:

15d8+75 (142 hp)

Initiative:

+5 (+1 Dex, +4 Improved Initiative)

Speed:

40 ft; climb 30 ft, swim 30 ft

Armor Class:

30 (-2 size, +1 Dex, +17 natural, +4 psionic)

Attack:

2 Claws +21 melee, bite +16 melee

Damage:

Claws 1d8+8; bite 2d8+4 and poison

Face/Reach:

5 ft by 10 ft/10 ft

Special Attacks:

Spell-like abilities, psionics, improved grab, constrict 1d6+6

Special Qualities:

SR 26

Saves:

Fort +10, Ref +10, Will +14

Abilities:

Str 27, Dex 12, Con 21, Int 20, Wis 20, Cha 18

Skills:

Concentration +13, Hide +5*, Knowledge (arcana) +11, Knowledge (psionics) +11, Listen +16, Move Silently* +13, Psicraft +11, Spellcraft +11, Spot +16

Feats:

Alertness, Blind-Fight, Combat Casting, Dodge, Improved Initiative, Inertial Armor

Climate/Terrain

Warm forest and underground

Organization:

Varies

Challenge Rating:

15

Treasure:

Double Standard

Alignment:

Usually neutral evil

Advancement:

By character class

The yuan-ti of Athas are the original yuan-ti. A splinter group managed to go world-hoping, thus spreading the lesser yuan-ti throughout the multiverse.

Elder yuan-ti look like a huge snake with two human arms, ended in six-fingered hands sporting deadly claws. They have triangular heads, but their faces are somewhat human-like.

Combat

Spell-like Abilities (Sp): at will – animal trance, cause fear, deeper darkness, entangle, neutralize poison, suggestion and polymorph other. These abilities are as the spells cast by a 18th level sorcerer (save DC 14 + spell level).

Poison (Ex): Fort DC 22, initial and secondary damage 2d6 Con

Psionics (Sp): at will – Detect poison, alternate form (any form, unlike lesser yuan-ti), chameleon power, produce acid (2d6), aversion (Will DC 22, for 10 minutes), telepathy (100 ft with any creature that has a language)

Skills: Elder yuan-ti using chameleon power receive +16 circumstance bonus to Hide checks. All Elder yuan-ti have a +10 racial bonus to Move Silently checks while in their natural form.

Society

The Elder yuan-ti were sun worshippers, originally ruled by the eldest and wisest of them. However, after they were nearly exterminated and then controlled by Merrshaulk, they now follow this former Champion of Rajaat.

Favored Class for all yuan-ti (not just Elder yuan-ti) is either wizards or psion. It must be chosen when the character is first created, and cannot be changed.