Warcraft RPG Manual Of Monsters

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of
Monsters is published in accordance with
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0
2003 Blizzard Entertainment. Blizzard Entertainment and Warcraft
are trademarks or registered trademarks of Blizzard Entertainment in the
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All
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PRINTED
IN
CANADA.
Contents
Credits
3
Foreword
10
Introduction
11
Chapter One: Creatures
of
Azeroth
Ancient
Bane Spider
Basilisk
Bog Beast
Cat, Saber
Corrupted Ancient
Frostsaber Cat
Nightsaber Cat
Cenarius's Children
Centaur
Dryad
Keeper of the Grove
Ch'
imaera
Draenei
Dragons of Azeroth
Black Dragon
Blue Dragon
Bronze Dragon
Green Dragon
Red Dragon
Wyrm Kin
Flame tongue
Scalebane
Dire Frost Wolf
Giant Frost Wolf
Dragonspawn
Frost
Wolf
13
14
15
16
17
18
19
19
19
21
21
22
23
25
26
27
28
31
33
35
37
39
40
41
42
43
43
43
Furbolg
Corrupted Furbolg
Mountain Giant
Sea Giant
Gnoll Assassin
Gnoll Brute
Gnoll Poacher
Gnoll Warden
Giant
Gnoll
Gryphon
Harpy
HiPPWYPh
Kobold
Kodo Beast
Magnataur
Mana Surge
Murloc
Mur’gul
Naga
Nerubian
Obsidian Destroyer
Ogre
Ogre Magus
Pandaren
Pikeman
Wardancer
Geomancer
Shodo-Pan
Phoenix
Quilboar
Revenant
Death Revenant
Fire Revenant
Frost Revenant
Ice Revenant
Lightning Revenant
Salamander
Satyr
Sludge
Spirit
of
Vengeance, Greater
Spirit
of
Vengeance, Lesser
46
48
48
49
50
51
52
52
53
54
55
57
58
59
60
61
63
65
66
69
72
73
74
76
77
77
79
79
81
82
84
85
86
86
87
88
89
90
92
93
94
koreworct
As
you might imagine, many of us here at Blizzard have been playing
D&D
and other
paper-and-pencil games since we were old enough to get shot down
by
girls. Armed only
with funny dice, a fistful of Number
2
pencils, and our raw imaginations, we set out to
be
heroes, explorers, kings. Whether we were facing down the mighty dragons of Krynn, getting
stranded somewhere in the endless fields of FaerQn, trying to keep our wits about us in Castle
Ravenloft, or boldly challenging the unknown in worlds of our own making, our collective
love for fantasy roleplaying has been with us from the very start.
We’ve been developing the
Warcraft
series for the past ten years or so
-
frankly, it feels
like it’s been in dog years
-
and it’s been a truly amazing experience to build a rich fantasy
setting from the ground up.
I
guess the countless hours we spent thumbing through our old,
ragged DMGs and
Player’s
Handbooks
paid off after all! Though developing the world of
Azeroth has been tremendously rewarding on the creative front, seeing it made into an
official Dungeons
B
Dragons product
-
Dungeons
&
Dragons Warcraft the Roleplaying
Game,
in fact
-
has been downright monumental for all of us.
The book you hold in your hands builds upon the
D&D
Warcraft
RPG.
It is full of the
strange yet wondrous creatures that populate the world of
Warcraft.
In
many ways, this
Manual
of
Monsters
is like a time capsule for ten years’ worth of ongoing world develop-
ment. Looking back over much of this artwork, an old phrase comes to mind
-
“the more
things change, the more they stay the same.”
Damn straight they do.
Fat, two-headed ogres; wiry trolls with bright mohawks; hooded, spell-casting death
knights: these guys immediately remind me of developing
Warcraft
II
eight years ago. That
was an amazing time for us creatively. Although it took a few years, introducing the new
generation of creatures with
Warcraft
III
proved to
be
just
as
exciting. Lion-faced, furry
wyverns; centaur-like dragonspawn; ill-tempered quilboar and serpentine naga: they all
rolled on to the scene and quickly dominated
Warcraft’s
new visual landscape.
Still, with every new batch of creatures we introduced, we held firm to the classic fantasy
archetypes such as gnolls, kobolds, harpies, and hydras (among others) that we all grew up
with. We’ve always felt that there is a precious balance between the classic motifs that define
contemporary fantasy and the higher concept ideas that keep the settings we love fresh and
distinct from one another. It’s the merging of the “new” and “old schools” in fantasy that
makes
it
such an engaging medium for us as developers, designers, and
-
especially
-
players.
We sincerely hope you enjoy
Manual of Monsters
and use its creatures to fuel as many
adventures as you can imagine!
All
right! Enough
about
the monsters already! Go and get ’em! Grab your dice, get out
there, and give ’em hell!
Good hunting, y’all!
Chris Metzen
Creative Director
Blizzard
Entertainment
7/07/03
Introduction
The world of Azeroth is home to creatures both mundane and bizarre, from the
gentle
elk
to the vile doom guard. Such creatures are more than combat fodder,
however. They add further depth to the world of
Dungeons
&
Dragons Warcraft
the Roleplaying Game
-just as your own characters do.
The contents
of
this book are divided into three main chapters and three
appendices:
Chapter One: Creatures
of
Azeroth
covers living beings native to Azeroth.
Chapter Two: The Burning Legion
describes the infernal demons from
beyond the boundaries of the physical world.
Chapter Three: The Undead Scourge
delves into the horrific undead that
stalk the lands of Azeroth.
Appendix One: Animals and Vermin
details a selection of notable natural
beasts in the world of
Warcraft.
Appendix Two: Villains of Warcraft
presents new magic items and a selection
of daunting, epic adversaries whom the heroes could battle in the world of
Warcraft.
Appendix Three: Other Monsters in Warcraft
explains how you can
incorporate monsters
from
other d20 books into your
Warcraft
campaign.
The entries in each chapter and appendix are listed alphabetically. Traits are
covered in each monster’s statistics block. Specific capabilities listed in the
statistics block are explained in the monster’s description or in the
MM
v3.5.
Some creatures in
Manual of Monsters
are similar to those described in the
MM
-
centaur, dragons, elementals, golems, and so on. In some cases, the
MM
descriptions are suitable for use as-is, such as for elementals. (Full-fledged
Warcraft
elementals may make an appearance in a future supplement, but the existing
MM
versions work fine in the interim.) Under those circumstances, the creature
receives no listing in the
Manual of Monsters.
In other cases, the monsters are
different enough in their ecology or abilities to require a new description here.
When a creature is listed in
Manual of Monsters
with the same name as one in the
MM, the description in this book takes precedence for a
Warcraft
campaign.
The same is true for animals and vermin particular to the world of Azeroth, as
described in Appendix One.
In
the case of identical types of creatures, the version
in
Manual of Monsters
takes precedence.
Regardless of any distinctions from monsters found elsewhere, the creatures in
this book are fully compatible with any
d20
campaign.
So
prepare yourself for a menagerie as wondrous as it is dangerous
-
dive into the
Manual of Monsters!
Ancient
Hit
Dice:
Initiative:
Armor
Class:
SpXI:
BassAttfGqpk
Attack:
Full
Attack:
SpacelReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Environment:
Gargantuan Plant
18d8+126
(207
hp)
+2
40
ft.
(8
squares)
19
(-4
size,
-2
Dex,
+15
natural),
touch
4,
flat-footed
18
+131+36
Slam +20 melee (2d8+11)
2
slams +20 melee (2d8+11)
20
ft.120
ft.
Snatch, trample
2d8+16,
double
damage against objects
Low-light vision, consume tree, plant
traits
Fort
+18,
Ref
+4,
Will
+?
Str
32,
Dex
6,
Con
25,
lnt
14,
Wis
16,
Cha
14
Diplomacy
+7,
Handle Animal
+7,
Hide
+7*,
Intimidate
+7,
Knowledge (ge-
ography)
c17,
Knowledge (nature)
+18,
Listen +lo, Spot +11, Survival
+?
Alertness, Awesome Blow, lmproved
Bull
Rush, lmproved Initiative, Power
Attack, Snatch,
Track
Forest
cally have levels in the healer class, sometimes with
levels in the druid of the
wild
or shaman prestige
classes
as
well.
Ancient
of
War: Embodied in these ancient guard-
ians are the spirits of courage and determination.
Ancients of war typically have levels in fighter, rogue,
or scout.
Ancient
of
Wind: Ancients of wind guard the
nesting grounds for the mighty hippogryphs. Like the
ancients of lore, many have levels in the healer class,
as
well
as
the druid of the wild or shaman prestige
classes.
Trample
(Ex):
Reflex
DC
30
half. The save
DC
is
Strength-based.
Double Damage Against Objects
(Ex):
An an-
cient that makes
a
full attack against an object or
structure deals double damage.
Consume
Tree
(Sp): As
a full-round action, an
ancient can eat a tree to regain
30
hit points per tree
eaten, up to its maximum base hit points.
Skills: *Ancients receive a
+20
circumstance bo-
nus to Hide checks when in a forested area.
Organization:
Challenge Rating:
8
Treasure:
-
Alignment: Always neutral good
Advancement:
Level Adjustment:
+8
Solitary
(1)
or
grove
(2-5)
19-32
HD
(Gargantuan) or
by
char-
acter class
The mighty tree
has
a massive
face
shaped in its trunk,
with wise, deep-set eyes.
It
mowes withgigantic root-like
feet, and two great branches end in huge bark-skinned
hands.
Description
Ancients are intelligent, tree-like guardians and
lorekeepers allied with the night elves.
In
times ofpeace,
many night elf healers, druids of the wild, and priests
study under the ancients’ tutelage.
In
times of war, the
ancients stand alongside their night elf allies and fight
just
as
fiercely.
They
are staunch defenders of the
Moonglade
of
Mount Hyjal and other sacred places.
Combat
Ancients are grouped into three categories: Lore,
War, and Wind. Each type plays a different role in
defending nature against corruption and destruction.
Ancient
of
Lore: The ancients of lore are the
keepers of wisdom. They are the keys for unlocking
nature’s most guarded secrets. Ancients of lore typi-
Hit Dice:
Initiative:
Armor
Class:
Speed:
Base
AttIGrapple:
Attack:
Full Attack
SpaceIReach:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment
Bane
Spider
Hit Dice:
Initiative:
Armor
Class:
Base
AttIGrapple:
Attack:
Full Attack
SpaceIReach:
Special
Attacks:
Special Qualities:
Speed:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
'Treasure:
Alignment:
Advancement:
Level
Adjustment:
Small Magical
Beast
ldlO
(5
hp)
+3
40
ft.
(8
squares), climb
20
ft.
14
(+1
size,
+3
Dex), touch
14,
flat-footed
11
+1/-5
Bite
+5
melee
(ld4-2
and poison)
Bite
+5
melee
(ld4-2
and poison)
5
ft.15 ft.
Undeath poison
Darkvision
60
ft., low-light vision,
detect
good,
regeneration
2,
undeath
aura
Fort +2, Ref
+5,
Will
+O
Str
7,
Dex
17,
Con
10,
Int
4,
WE
10,
Cha
2
Climb
+11,
Hide
+7,
Jump
-2,
Spot +4
Weapon Finesse (bite)
Temperate and warm land and under-
ground
Colony
(2-5),
swarm
(6-11),
or brood
(7-14
bane spiders plus twice as many
HD
of
undead plus one brood mother
of
HD
equal to the number
of
bane spiders)
1
Standard
Always neutral
2-3
HD
(Small);
4-6
HD
(Medium);
7-
10
HD
(Large);
11-14
HD
(Huge)
-
The
spider
IS
big, almost
4
feet in diameter,
and
has
a
chalky
black
coloring.
Its
mandibles
snap
hungrily
as
it
skitters forward.
Description
Many assume that these arachnids, native to the
Azjol-Nerub area of Northrend, are creations of the
Scourge. Tales tell of bane spiders from long before,
however. Whatever the case, bane spiders have a taste
for humans, orcs, and livestock. Nests can be found
near settlements and along roads. Bane spiders care-
fully cover up corpses for later feeding, which also
hides them from potential victims.
Combat
Bane spiders swarm quickly over a victim, biting
and then retreating behind cover.
They
are attracted
to holy characters such as paladins, preferring to
attack them first. This attraction is related to their
unholy power, as the spiders show no real awareness
beyond this one expression of intent.
Undeath Poison
(Su):
Bane spiders have the power
of undeath coursing through them.
A
bite attack has
the same effect as enervation cast
by
a 7th-level wizard.
Detect
Good
(Sp):
At
will,
a bane spider can use
detect good, as the spell. Bane spiders constantly have
detect good in operation while waiting for prey.
Regeneration
(Su):
Bane spiders can repair their
wounds due to the power of undeath within them,
regenerating
2
hit points per round; however, damage
from blessed weapons
or
attacks based on positive
or
holy energy does not regenerate.
Undeath Aura (Su): Bane spiders are not truly
undead. Yet the power that flows through them ren-
ders them vulnerable to all spells and effects that
target undead, as well as those that target vermin,
Skills:
Bane spiders have
a
+4
racial
bonus on Hide and Spot checks and a
+8
cia1 bonus on Climb checks.
A
bane spider
canalways choose to take
10
on Climb checks,
even
if
rushed
or
threatened. Bane spiders use
heir Strength
or
Dexterity modi-
including detection and turning abilities.
Bane spiders of more than
6
HD
become
brood mothers. Three times per day, they
may cast enervation as a wizard of a level
equal to their
HD.
Brood mothers canalso
cast animate dead with no components
once a day as a wizard
of
a level equal
to their
HD.
A
brood mother has
undead servants equal to her HD.
Basilisk
Hit Dice:
Initiative:
Armor
Class:
Speed:
Base Att/Grapple:
Attack:
Full Attack:
S
paceIReach:
Special Attacks:
Special
Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level
Adjustment:
Huge Aberration
6d8+18 (39 hp)
+1
30
ft.
(6
squares)
18
(-2
size,
+l
Dex,
+?
natural),
touch
9,
flat-footed 17
+4/+16
Bite +6
melee
(2d6+4)
Bite +6
melee
(2d6+4) and
2
claws
+1
melee
(ld8+2)
15
ft./lO
ft.
Petrifying gaze, sleep
Darkvision
60
ft.
Fort
+5,
Ref
+3, Will
+8
Str
18,
Dex 12,
Con
17,
lnt
4, Wis 12,
Cha
10
Listen
+6, Spot
+5
Alertness, Blind-Fight,
Iron
Will
Temperate
forest
and plains
Solitary
or
colony (3-6)
6
Always
neutral
7-10 HD (Huge)
-
-
Will
save.
BogBeast
Hit
Dice:
Initiative:
Armor
Class:
speed:
Base
Att/Grapple:
Attack:
Full
Attack
S
paceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Large Plant
3d8+9 (22 hp)
+O
30
ft.
(6
squares)
21 (-1
size,
+12
natural),
touch
9,
flat-
footed 21
+1/+10
Slam
+5
melee (ld8+5)
Slam
+5
melee
(ld8+5)
10
ft./lO
ft.
Low-light vision, damage reduction
5/-,
plant
traits
Fort +6, Ref
+1,
Will +2
Str
21,
Dex
10,
Con
16,
Int
10,
Wis
12,
Cha
10
Hide
+6*,
Listen
+5,
Move
Silently +10
lmproved
Bull
Rush, Power Attack
Temperate marshes
Solitary
4
Always
neutral
4-9
HD
(Large)
-
-
-
The
massive plant might be mistaken
for
a
thick clump
of
vegetation if not
for
its vaguely humanoid shape
and
surprising mobility.
Description
As
the name suggests, bog beasts are massive, sham-
bling monsters that are half plant and half beast. Not
much is known about these secretive lords
of
the
swamp except that they can be territorial and quite
aggressive. Explorers have recorded stories of their
immense strength and resilience to harm. Bog beasts
are known to wander the Dustwallow Marsh, just
south of the Barrens.
Combat
Bog beasts use their strength to slam into their
enemies, crushing opponents’ defenses with their fists
and whatever large objects they can throw at them.
Skills:
Bog beasts receive a
+4
racial bonus to Hide,
Listen, and Move Silently checks. *They receive a
+10
circumstance bonus to Hide checks when in a
swampy or forested area.
The great cat moves with fluid grace
along the mountainside, its golden eyes
gleaming with intelligence.
I
Description
These proud, magnificent felines
have helped the night elves against
foes of all sorts since Kalimdor was first
settled. They are intelligent and loyal
when domesticated, but are feral and
quite aggressive when left in their natu-
ral environments.
Frostsaber Cat Combat
The frostsaber cat is a fearless oppo-
nent, its thick fur having the resilience
to shrug
off
minor damage. It uses its
"
fangs and claw5 against those foolish
enough to engage
it
in melee combat.
Pounce
(Ex):
If
a
frostsaber cat
charges
a
foe,
it
can follow
with
a
full
attack, including two rake attacks.
Improved
Grab
(Ex):
To
use this
ability,
a
frostbaber cat must
hit
with
its bite attack.
It
can then attempt to
start a grapple as a free action without
provoking an attack of opportunity.
If
it
wins the grapple check, it estab-
lishes a hold and can rake with its
claws.
Rake
(Ex):
Attack bonus
+11
me-
lee,
damage
ld4+2.
Skills:
Frostsaber cats have a
+4
racial bonus on Balance, Hide, and
Move Silently checks. *A frostsaber
cat gains a
+4
circumstance bonus to
Hide checks when in a snowy envi-
ronment.
Nightsaber Cat Combat
In combat, the nightsaber cat is a
deadly foe, leaping from the shadows
to rend its foes with its fangs and
claws.
Pounce
(Ex):
If
a nightsaber cat
charges a foe, it can follow with a full
attack, including two rake attacks with
its claws.
ImprovedGrab
(Ex):
Touse
this
ability, anightsaber
cat must
hit
with
its bite attack. It can then attempt
to start a grapple as a free action without provoking an
attack of opportunity.
If
it wins the grapple check, it
establishes a hold and can rake.
Rake
(Ex):
Attackbonus +8melee, damage
ld6+2.
Shadowmeld
(Su):
The nightsaber cat is virtually
invisible while under cover of darkness. This ability
provides a
+15
circumstance bonus to Hide checks
while in shadows.
Skills:
Nightsaber cats receive a
+4
racial bonus on
Balance, Hide, and Move Silently checks.
Dryad
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGrapple:
Attack
Full Attack
S
paceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats.
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium
Fey
2d6
(7
hp)
+1
40
ft.
(8
squares)
13
(+1
Dex,
+2
natural), touch
11,
flat-
footed
12
+1/+1
Spear
+2
melee
(ld8)
or spear
+3
ranged
Spear
+2
melee
(ld8)
and
2
hooves
-3
melee
(ld6)
or spear
+3
ranged
(ld8)
5
ft.15 ft.
Abolish magic
Low-light vision, magic immunity, wild
empathy
Fort
+O,
Ref
+4,
Will
+4
Str
10,
Dex
12,
Con
10,
lnt
11,
WE
13,
Cha
13
Craft (any)
+3,
Handle Animal
+5,
Hide
+5,
Listen
+5,
Move Silently
+5,
Sense
Motive
+5,
Spot
+5,
Survival
+4
Weapon Focus (spear)
Forest
Solitary, pair, or grove
(4-7)
4
Standard
Always chaotic good
By
character class
+1
(W
(For the mechanics of an area dispel, see dispel magic
in Chapter
11:
Spells in the
PHB.)
Magic Immunity (Su): Magic cast on a dryad fails
automatically. This power can be beneficial when a
dryad is faced with evil magics, but it also means that
a dryad gains nothing from beneficial magics such as
healing or protection spells.
Wild
Empathy
(Ex):
A
dryad can use body lan-
guage, vocalizations, and demeanor to improve the
attitude of an animal (such as a badger or a tallstrider).
This ability functions just like a Diplomacy check
made to improve the attitude
of
a person. The dryad
rolls ld20 and adds her racial Hit Dice, her class
levels, and her Charisma modifier to determine the
wild empathy check result. The typical domestic
animal has a starting attitude of indifferent, while
wild animals are usually unfriendly. The dryad must
be within
30
feet of the target animal and under
normal conditions.
A
dryad can use this ability to
influence a magical beast with an Intelligence score of
1
or
2
(such as a darkmantle
or
a girallon), but she
takes a
-4
penalty on the check.
Dryad
Characters
Most dryads are healers. Dryad characters possess
-
+2
Dexterity,
+2
Wisdom,
+2
Charisma.
-
Medium size.
-
A
dryad’s base land speed
is
40
feet.
-
Low-light vision.
the following racial traits.
-Racial Hit Dice:
A
dryad begins with two levels
The creature
has
the head, arms,
and
torso
of
a
night
elf, but the lower
body
of
a
woodland faun.
A
gentle calm is evident in her eyes, but she hefts
a
spear with practiced skill.
ef
+3
and Will
+3.
-Racial Skills:
A
dryad’s fey levels give her
\,skill points equal to
5
x
(6
+
Int modifier). Its
class skills are Craft, Handle Animal, Hide,
Listen, Move Silently, Sense Motive, Spot,
-
Racial Feats:
A
dryad’s fey levels give it
Description
Dryads are daughters of the
demigod Cenarius. They moni-
tor the health of Kalimdor’s
forests, ever watchful against
the depredations of evil
magic.
-
+2
natural armor bonus.
-
Special Attacks (see
Combat
Whiledryads arepeacefulwith
all inhabitants of the forest, they
can be fierce defenders against Automatic Languages:
those who would do harm to ssian, Common, Low Com-
nature.
Abolish Magic (Su): As a standar
action,
a
dryad can dispel evil magics in
a3O-foot radius with a successful dispel
checkof ld20
+
the dryad’s HDagainst
a
DC
of
11
+
the spell’s caster level.
Keeper of
the
Grove
Combat
A
keeper of the grove uses the forests to aid him in
Large
Fey
battle. On the first round, the keeper uses his greater
Hit Dice: 12d6+24
(66
hp)
force of nature spell-like ability to animate trees near
Initiative: +2
his enemies. He takes full advantage of thick under-
Speed:
50
ft.
(10
squares)
growth and his woodland stride ability to outmaneuver
Armor Class:
18
(-1 size, +2 Dex, +4 natural,
foes and stay out of melee. If necessary, he casts plant
+3 deflection), touch 143 flat-footed
16
growth to create thick undergrowth. By casting en-
Base Att/Gapple: +6/+14
tangle or entangling roots each round, the keeper hopes
Attack: Vine whip
+lo
melee (2d4+4) or barb
+7
to keep his enemies away from himself, and immobi-
ranged (ld4+4)
lize themso his summoned treants canattackstationary
Full Attack: Vine whip +10/+5 melee (2d4+4) and 2
targets. If the keeper of rhe grove has time to prepare,
+4
melee
(1d6+2)
and
antlers
+4
he casts aid. If the battle goes poorly, he casts tree stnde
melee (ld8+2); or barbs +7/+2 ranged
to
escaDe.
..
.
.
..
~~acekeach:
Special
Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
(ld4+4)
10
ft.15
ft.
Barbed whip, spell-like abilities, spells,
thorns aura
Damage reduction lO/cold iron, immor-
tality, resistance to cold
5
and fire
5,
spell resistance 22, superior low-light
vision. trackless steo. unearthlv arace.
Barbed
Whip
(Ex):
A keeper of the grove's right
hand is gnarled and twisted like the clutching roots of
a tree. A leafy, barbed vine grows from the end of his
hand and wraps itself around the keeper's arm. The
keeper of the grove can extend this vine at will and use
it as a short whip for melee attacks, or he can snap it
to send out
a
barbed projectile as a ranged attack. The
I
I9
.
wild empathy, woodland stride
Fort +11, Ref +13, Will +18
Str
18,
Dex
14,
Con
15,
lnt 14, Wis20,
Cha
17
Concentration +17, Diplomacy +5, Hide
+13, Knowledge
(nature) +26, Listen +23,
Move Silently +17, Sense Motive +20,
Spot +23, Survival +2? (+31 in
aboveground natural environments)
AlertnessB, Brew Potion, Combat Cast-
ing, Great Fortitude, Track, Weapon
Focus (vine whip)
Temperate forests
Solitary, pair, or grove
(4-7)
11
Standard
Always chaotic good
13-18 (Large); 17-36 (Huge)
+2
keeper of the grove can fire 12 such projectiles per day
(the barbs grow back by the next day). The whip
functions like a spiked chain with areach of 5 feet, and
the barbs are equivalent to thrown darts.
Spell-Like Abilities:
At will-entanglingroots"
(DC
18), healingrain; llday-greaterforce of nature. Caster
level 15th. The save DCs are Wisdom-based.
"Indicates a spell described in Chapter Four: Magic
of the
Warcraft
RPG.
Spells:
A
keeper of the grove casts divine spells as
a 13th-level healer. The keeper of the grove has access
to prepare all spells from the druid of the wild spell list.
Typical Healer Spells Prepared (6/6/5/4/3/2, save DC
15 + spell level): 0-create water, cure minor wounds,
detect magic, detect poison, purify food and drink, mend-
ing;
1
st--calm animals, detect animals or plants, entangle,
faerie fire, goodberry, speak with animals; 2nd--aid, cure
moderate wounds (x2), make whole, tree shape; 3rd-
The creature has the head, arms, and torso ofanight elf diminish plants, neutralize poison, plant growth, speak
and the lower body of a stag. Enormous antlers rise from withplants; 4th--cure critical wounds, restoration, send-
his head, andamane of leaves tumbles down his
back.
His ing; 5th--commune with nature, tree stride.
right handis gnarled and twisted like the clutchingroots of
Aura
(Su):
The
keeper
the
grove
and
a tree. allies within
30
feet are continuously affected as
though by the spell thorn shield cast by a 12th level
Description
The enchanted keepers of the grove are the favored
sons of Cenarius. Like their lesser dryad sisters, the
keepers protect the woodlands from harm. Though
they typically
remain within the sacred Moonglade of
Mount Hyjal, the keepers have been seen in other
forests throughout Kalimdor. They are quick to heed
the call to arms whenever there is a threat to the
natural order.
healer.
Immortality
(Ex):
A
keeper of the grove does not
take penalties to his ability scores for aging and cannot
be aged magically. Bonuses still accrue.
A
keeper of
the grove never dies fromnatural aging. Keepers of the
grove must still eat, breath, and sleep.
Trackless Step
(Ex):
This power works like the
druid's trackless step class ability.
Unearthly Grace (Su):
A
keeper of the grove adds
his Charisma bonus on all saving throws, and as a
deflection bonus to his Armor Class. (The statistics
block already reflects these bonuses.)
Wild Empathy
(Ex):
This powcr works like the
druid's wild empathy class feature, except that a
keeper of the grove has a +8 racial bonus on the check.
Woodland Stride (Ex): This power works like the
druid's woodland stride class feature.
Skills: Keepers of the grove receive a +8 racial
bonus to Knowledge (nature) and Survival checks.
Keeper of the Grove Characters
Most keepers are healers, and some are known to
have levels in druid of the wild. Keeper of the grove
characters possess the following racial traits.
--
+4 Strength, +2 Dexterity, +2 Constitution, +2
Intelligence, +2 Wisdom.
-
Large size. -1 penalty to Armor Class,
-1
penalty on attack rolls,
-4
penalty on
Hide checks, +4 bonus ongrapple checks,
-
--
lifting and carrying limits double those
of Medium characters.
-
SpaceIReach: 10 ft./lO ft.
-A
keeper of the grove's base land speed is 50 feet.
-
Low-light vision.
-
Racial Hit Dice: A keeper of the grove begins
with four levels of fey, which provide 4d6 Hit Dice, a
base attack bonus of +2, and base saving throw bo-
nuses of Fort
+
1, Ref
+4
and Will
+4.
-
Racial Skills: A keeper of the grove's fey levels
give him skill points equal to
7
x
(6 + Int modifier). Its
class skills are Handle Animal, Hide, Knowledge
(nature), Listen, Move Silently, Spot, and Survival.
-
Racial Feats: A keeper of the grove's fey levels
give him two feats.
-
+2 natural armor bonus.
-
Special Attacks (see above): Entangling roots,
force of nature, thorns aura.
-
Special Qualities (see above): Tran-
quility.
-
Automatic Languages:
Damassian, Common, Low Com-
mon.
-
Favored Class: Healer.
-
Level Adjustment: +2.
Combat
Chimaera
Chimaera can attack with both their heads at no
penalty, even if they move or charge during the round.
Hit
Dice:
12d12+48 (126 hp)
They use their fangs and breath weapons to full effect,
Initiative:
+4
confident that their heavily armored body can shrug
speed:
off most attacks.
Armor
Class:
Corrosive Breath
(Su):
A
chimaera can unleash a
line of corrosive acid once every
ld4
rounds.
This
Base AWGrapple:
+12/+20
breath deals
8d6
points of acid damage and allows a
Attack:
DC 20
Reflex save for half damage.
Full Attack:
Skills:
A
chimaera’s two heads give it a
+2
racial
bonus on Spot and Listen checks.
Spacemeach:
Carrying Capacity:
A
light load for a chimaera is
Special Attacks:
Corrosive breath, snatch
up to 348 lb., a medium load is between 349-699
lb.,
Special Qualities:
and a heavy load is between
700-1,050
lb.
saves:
Abilities:
Skills:
Large
Dragon (Earth)
30
ft.
(6
squares),
fly
40
ft.
(poor)
19
(-1
size,
+10
natural),
touch
Q,
flat-
footed
1Q
2 bites +15
melee
(4d6+4)
2
bites +15
melee
(4d6+4) and
tail
slap
+10
melee
(ld8+2)
10 ft./5
ft.
(10
ft.
with bite)
Darkvision
60
ft.,
low-light
vision,
dam-
age reduction 5/-, dragon
traits
Fort +12, Ref +8, Will +11
Str
19, Dex
10,
Con
18,
Int
12, Wis 16, Cha
14
Hide +11, Jump +19,
Listen
+20,
Move
Silently+l5, SenseMotive+17, Spot +20,
Survival +18
Cleave, Flyby Attack, Improved
lnitia-
tive,
Power Attack, Snatch
Feats:
Environment:
Temperate
forest
Organization:
Solitary
Challenge Rating:
8
Treasure:
Standard
Alignment:
Always
neutral
Advancement
13-18HD(Large);1?-24(Huge)
Level Adjustment:
-
This huge creature
has
two reptilian heads
that
operate independently.
Its
forelimbs
un-
fold
into
a
pair of mighty wings,
and
it
clutches
at
rocky
outcrops
and
great trees
with its powerful hind legs.
Its
deep purple
scales gleam in
the
moonlight.
Description
Chimaera are strong allies of the night
elves, protecting the forests and the great
tree Nordrassil from danger. They are highly
reclusive, sentient creatures, but do not
possess the ability to speak They strive fore-
most to protect the balance ofnature. Chimaera
hate seeing any natural races or creatures being
harmed or oppressed. Those who victimize such
creatures under the chimaera’s protection will soon
find a chimaera’s wrath to be very formidable.
Draenei
Hit
Dice:
Initiative:
Armor
Class:
Base
AttlGrapple:
Attack
Speed:
Full Attack:
SpacetReach
Special
Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
‘Treasure:
Alignment:
Advancement:
Level Adjustment:
amem
Description
Draenei, 1st-Level Warrior
Medium Humanoid (Draenei)
ld8
(4
hp)
+O
30
ft.
(6
squares)
12
(+2
leather), touch 10, flat-footed 12
+1/+2
Longsword +3
melee
(ld8+1/1?-20)
or
javelin
cl
ranged (ld6+1)
Longsword +3
melee
(ld8+1/1?-20)
or
javelin
+1 ranged (ld6+1)
5
ft./5
ft.
-
Fort
+2,
Ref
+0,
Will
+O
Str
12, Dex 11,
Con
10,
lnt
11,
WE
10,
Cha
10
Climb
+5,
Jump
+5,
Listen
+4,
Spot
+4
The draenei lived alongside orcs for countless genera-
tions on the planet Draenor. When that world exploded
and crumbled into what is now
known
as Outland, most
of
the draenei perished.
A
few managed to survive the
cataclysm, however. When the Dark Portal was re-
opened into Azeroth, a small number of draenei traveled
through, scarred
by
the
ordeal of their world’s destruc-
tion. These ragged wretches now call themselves the
“Lost Ones,”
in
mourning of their former world. Though
otherwise a peaceful, private race, the draenei carry an
intense hatred for all orcs and will slay them whenever
the opportunity arises.
Their home on Azeroth lies within the Swamp of
Sorrows, though some have begun to travel beyond
the Swamp’s borders in recent times. Scattered tribes
of draenei are rumored to wander still the devastated
fields of Outland, the last remnants of Draenor that
still float within the Twisting Nether.
Weapon Focus (longsword)
Draenei
Society
Temperate marsh
Solitary, family(2-5), orcolony(6-20,
with
1
leader
of
3rd-6th
level)
1
I?
-
Having lost their home ages ago, the draenei struggle to
reclaim their former lives
-
an
impossibility, since their
home no longer exists. Still, without the attempt, they
IIL
Standard
Usually chaotic
neutral
By character
class
+O
wouldwitheranddie.Anotherfactorthatkeepsthedraenei
alive
is
revenge against the orcs who once lived among
them. They will take
any
risk
to see
an
orc killed.
If
they
can
wipe out the entire race,
so
much the better.
Combat
The draenei avoid combat unless the enemy in
question
isan
arc.
Then
thenormallypeacefuldraenei
lash out in a fury, doing everything in
The humanoid
is
roughly the size
of
a
human, with
a
slight
build
and
olive skin. He wears
simcle
leathers and
gives you
a
wary eye.
their power to destroy ;heir hateden-
emy.
Draenei Characters
A
draenei’s favored class is fighter,
and most draenei leaders are fighters.
Draenei characters possess the follow-
ing racial traits.
-
+2
Strength,
+2
Wisdom,
-2
Constitution.
-
Medium size.
-
A
draenei’s base land speed is
30
-
+4
racial bonus on Listen and
-
Automatic Language: Draenei.
-
Favored Class: Fighter.
-
Level Adjustment:
+O.
The draenei fighter presented here
had the following ability scores before
racialadjustments: Str 10, Dex 11, Con
12,
Int
11,
Wis
8,
Cha
10.
feet.
Spot checks.
Dragons
ofAzeroth
Azeroth is a world divided
by
many factions.
Throughout its history, it has been threatened
by
plague, battle, and strife
-
but to some creatures that
make their homes in this land, such paltry concerns do
not require serious attention. Some creatures wield
power that rivals any great army and that could over-
throw any king. These mighty creatures are not rightly
called “beasts,” but instead hold titles of their own.
They rule over their flights like tyrants on thrones.
Their names are spoken in whispers, but their children
roam the land in search
of
food, ensuring that no one
forgets the true masters of the deep wilderness: the
dragons of Azeroth.
Dragons group in five dragonflights that claim an-
cestry to the greatest of their kind. Each color
is
proud
of
its heritage and lineage, and remembers the name of
all those who have gone before. These flights are
further separated into small family groups known
as
broods. Each occupies and holds territory within
Azeroth‘s less populated areas. Some are commonly
seen; others have nearly been driven to extinction
by
wars among their own kind.
The dragons of Azeroth are far more intelligent
even than the humans who hunt them; they struggle
to reconcile their metaphysical nature
with
the reality
of the savage world they inhabit. While each dragon
is a powerful entity, dragons also represent the origins
of the world and were given care over various parts
of
Azeroth’s creation since time immemorial. Today, the
dragons still remember their original natures and
attempt to use their powers to continue their original
purposes: for some, to shape stone and raise moun-
tains; for others, to protect the forests or expand the
realm of magic.
The five great dragonflights are identified
by
their
coloration: black, blue, bronze, green, and red. Other
types of dragons (such as those described in the
MM)
do not exist upon Azeroth. Each of these five flights
keeps secrets of its own and adheres to separate ideolo-
gies from the rest. They are led by powerful entities
known
as
Aspects, one from each color, who rule over
their flights as powerful gods looking down on their
less fortunate descendants.
The various flights are identified here, with details
of
their respective powers, ideologies, and abilities.
For the most part, all dragons are of the same species
with similar bone structure, anatomy, and physical
capacity. Each flight, however, is distinct with differ-
ent goals, interests, and ideals. The cautious traveler
remembers the ancient words spoken by one
of
Azeroth‘s most powerful mages:
Let
sleeping
dragons
lie.
Dragons
of
Azeroth reach their full growth before a
mere hundred years have passed. They are very cun-
ning and magical, using spells to complement their
powerful physical capacity. Because each creature has
an intimate connection with the world around it, the
death
of
a
dragon is never a simple thing; it is a
metaphysical event, driven
by
the creature’s natural
connection to the spirit of the world.
A
dragon’s death
can cause massive upheaval in the natural surround-
ings
-
earthquakes, surface lava explosions, a new
lake flooding forth from a sudden crack in the earth‘s
crust, and so on.
Even young dragons, those who have not estab-
lished as close a bond to the spiritual world, still make
ripples in the fabric of reality when they die. Although
these ripples are not always seen or felt by other races,
a young dragon’s death nonetheless garners the atten-
tion of other dragons in the area
-
and creatures
particularly attuned to the natural state of being that
surrounds them.
Azeroth DragonTraits
The dragons of Azeroth have the same traits as
dragons of other worlds, as noted
in
the “Dragon,
True” entry in Chapter
1:
Monsters
A
to
Z
and in the
“Dragon Type” entry in Chapter
7:
Glossary of the
MM.
All
details for Azeroth dragons are the same
unless noted explicitly below or
in
subsequent entries:
attack types, breath weapons, frightful presence, spells,
spell-like abilities, damage reduction, immunities,
spell resistance, blindsense, keen senses, skills, and
feats, as well as such details as determining areas of
breath weapon coverage based on size or how frightful
presence is handled.
Four key exceptions do apply to all Azeroth drag-
ons: age categories, breath weapon, frightful presence,
and feats.
Age
Categories:
Dragons of Azeroth go through
fewer stages
of
maturation and reach full size far more
rapidly than do dragons of other worlds. Azeroth
dragons come in three distinct age categories: drake,
mature, and wyrm.
No
one has ever encountered
a
young dragon smaller than a drake.
Each dragon type’s age categories list the median
traits at that age. Having specific maturation ranges
within each category is unnecessary.
If
you want to
represent a dragon on the cusp of growing from drake
to mature or mature to wyrm, however, calculate the
number midway between each listed trait. Thus, a
black dragon who has just molted from drake to
mature would have
14d12+70
HD,
Str
29,
Dex
10,
Con20,Int 15,Wis16,Cha15, IOdlObreathweapon,
and
so
on.
Breath Weapon:
Every dragon type except blacks
have a combination breath weapon. The first compo-
nent is a standard line or cone that inflicts damage
based on the dragon’s age category (see the individual
entries for specifics). The second component is a
Black
Dragon
to the dragon type, from
nowledge to forcing accel-
may require separate resolution. Otherwise, deter-
DC
as normal (see “Dragon, True” in Chapter
1:
Monsters
A
to
Z
of the
MM).
Dragon
(Earth)
volcanic or magma-Filled area)
Drake: solitary or clutch
(2-5);
mature:
solitary, pair, or Family
(1-2
and
2-5
I
mine breath weapon frequency, coverage, and save
Environment: Mountains, hot plains and deserts (any
Organization:
SCLCCC
I
preatures within a
vII
I
&re subject to the
D
than the dragon.
I
have a number
of
feats
1-
oJJi+ir)n to the favored
XU
LII
LIIT
Ivuvl,
ALTlULl1
uragons may also
Jevour (see sidebar).
n
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
oFFspring); wyrm: solitary, pair, or ram-
ily
(1-2
and
2-5
offspring)
Drake
5;
mature
16;
wyrm
22
Double standard
Always evil
Drake
8-21
HD
(Large), mature
23-36
HD
(Huge), wyrm
38+
HD
(Gargantuan)
Drake
+4;
others
-
The dragon is
a
large, thickly-built creature with
a
massive chest and
a
long, sinuous neck.
Its
hide is
a
rich,
lustrous black with large scales
that
are supple yet hard
as
rock.
A
crest made of peaked
bone
spikes
runs
from its
head and down
its
back, and
bnstles
as
the great beast
grows angry.
Its
fangs shine
a
coppery-red,
and
deep
inside its mouth
a
constant sulphurous light emits
a
faint
glow.
Description
While some (notably the orcs) call them “regal,”
most civilized races say that black dragons have a
cruel, callous look to their serpentine faces. Black
dragons do not shed individual scales, but rather molt
once a year
-
usually
by
spending a week resting
within the lava flow of an active volcano, which peels
off
and consumes their discarded skin. The
skin
of a
black dragon nearing its molt grows dull and gray.
Black dragons are large creatures and prefer meat to
all other fare. They spend their time hunting, as well
as watching the various wars around the world, and
can often be found torturing prisoners, animals, or
anything else unfortunate enough to fall into their
care.
Black Dragon Society
Black dragons are ruled
by
one of the fiercest and
most evil creatures in existence, the Aspect known as
Deathwing. Deathwing is an immense black levia-
than who epitomizes the strongest qualities of his
race: viciousness, cruelty, and cunning. His fury is
unrivaled, and his wrath has destroyed many ancient
cities. He revels in mortal suffering. Deathwing often
makes deals with intelligent races, trading members of
his
dragonflight for slaves and humanoid torture sub-
jects.
Deathwing’s flight takes after its ancient lord, seek-
ing to outdo one another and to prove their worth to
their dragon prince. Those who fail are enslaved and
eted place
by
Deathwing’s side.
It
was not always
so.
Black dragons were once earth-
warders, caring for stone and mountain and using
their formidable abilities to cause the rise and fall of
terrain. They were to watch as the world of Azeroth
changed and to maintain boundaries and lines of
delineation between the races
so
that none would fall
to war over land. They maintained this purpose for a
time, living in relative harmony with other races and
shaping the land to better use. In these peaceful times,
Deathwing used his power over earth and stone to
force obedience upon his minions. He lowered the
mountains and allowed the races to intermingle. He
ruined fertile land and destroyed other terrain
so
that
the races must fight for food. Deathwing’s efforts gave
birth to an occupation that has remained with all
races since that day: war.
As the black dragons fol-
lowed their leader into
madness, so did their
lowers. They are no
guardians of earth, but
le1 in fire and magma.
n
is their art and death
31.
All
other dragons of
L
fight against
?wing’s flight at every
which has led to
unfettered “feed-
renzy” among
his
ight as all conspire to
lominance. Some claim
y
receive regular mes-
im Deathwing (though
as been confirmed as
others assert that
wing is dead and that a
Lonarch of their flight
chosen. Infighting be-
ver more vicious and
lack dragons, with the
their surrounding terri-
ough overconfident, black dragons are
following and considering the enemy party’s
size or strength. Still, they will not land until
all ranged fire has ended and the enemy seems
routed. Black dragons will not remain com-
mitted to battle unless certain they can
win-
or unless the enemy taunts them beyond the
clawed fist. Although they are not as large as some
other dragonflights, they use daring and savage intel-
lect to entrap and destroy their enemies.
Black dragons prefer to flame their prey, trapping
targets on dangerous ground before swooping in for
the kill. They are vicious fighters and rarely retreat.
They are most often encountered alone, as they are
jealous
of
sharing kills with another. Still, families
with a new clutch of drakes or a clutch of enslaved
black dragons are not unknown.
Breath Weapon
(Su):
A
black dragon spews flam-
ing balls of magma from its second stomach
in
a cone
of sulphurous death. See the individual entry for
damage and save
DC.
Spell-Like Abilities: 3/day-sugges tion; Z/day-po-
duce flame (drake or older), wall
of
fire (mature or
older), incendiary cloud (wyrm); l/day--detect thoughts,
endure elements.
Skills: Hide, Intimidate, Move Silently, and
Spellcraft are considered class skills for Azeroth black
dragons.
Mature
Black
Dragon:
CR
16;
Huge dragon (earth);
HD
23d12+138, 287 hp; Init
+O;
Spd
40
ft., fly
150
ft. (clumsy),
burrow 30 ft.; AC24, touch
8,
Flat-footed
24;
BaseAtk+23; Grp
+41; Atk +32
melee
(2d8+10/14-20, bite); Full Atk +32 melee
(2d8+10/1?-20, bite),
+24
melee (2d6+5, Zclaws),
+24
melee
(ld8+5,2 wings),
+24
melee
(2d6+5, tail slap); SpaceIReach
15
ft./lO ft. (bite
15
ft.); SA breath weapon,
wall
of
fire,
crush,
frightful presence, spell-like abilities, spells;
SQ
darkvision
120
ft., low-light vision, blindsense
60
ft., damage reduction
10/
magic, immunity
to
fire,
sleep,
and paralysis, spell resistance
26;
AL CE;
SV
Fort
+14,
Ref +13, Will
+17;
Str 30, Dex
10,
Con 23, lnt
18,
Wis
19,
Cha
18.
Skills: Appraise
+22,
Bluff +30, Decipher Script
+22,
Hide
+lo,
Intimidate
+32,
Knowledge (arcana)
+24,
Knowledge (nature)
+24,
Listen +30, Search
+30, Spellcraft +24, Spot +30, Swim
+28.
Feats: Devour, Flyby Attack, Hover, ImprovedCriti-
cal (bite), Multiattack, Snatch, WeaponFocus (bite),
W
ingover.
Breath Weapon (Su): 50-ft. cone, damage 14d10
fire, Reflex
DC
27
half.
Spell-Like Abilities: 3/day-suggestion; 2/day-po-
duce flame, wall offire; llday-detect thoughts, endure
elements. Caster level 10th; save
DC
14
+
spell level.
Crush
(Ex):
Area
15
ft.
by
15
ft.; Small or smaller
opponents take 2d8+
15
points of bludgeoning dam-
age, and must succeed on a
DC
27
Reflex save or be
pinned.
Frightful Presence
(Ex):
230-ft. radius,
HD
22
or
less,
Will
DC
23 negates.
Spells:
As
a 10th-level sorcerer.
Typical Sorcerer
Spells
Known (6/7/7/7/6/3; save
DC
14
+
spell level): Oarcane mark, dancing lights,
detect
magic, magehand,
open/close,presndigitation,
redmagic,
resistance, touch
of
fatigue; lst-alarm, chill touch,
magic missile,
ray
of enfeeblement, shield; 2nd-resist
energy, hypnotic pattern, invisibility,
mna
burn"; 3rd-
dispel magic, protection from energy, shockwave*;
4thAimension door, rain offire*;
5
th-wave offatigue.
*Indicates a spell described inchapter Four: Magic
of the Warcraft
RPG.
Blue
Dragon
(Malygos
s
Drag
on
fl
ig
h
t
)
Dragon
(Cold,
Earth)
Cold plains, tundra, or grasslands
Drake: solitary or clutch
(2-5);
mature:
solitary, pair, or family
(1-2
and
2-5
offspring); wyrm: solitary, pair, or fam-
ily
(1-2
and
2-5
offspring)
Drake
6;
mature
17;
wyrm
25
Environment:
Organization:
Challenge Rating:
Treasure: Double standard
Alignment: Usually lawful neutral
Advancement: Drake
10-23
HD
(Large), mature
25-
40
HD
(Huge), wyrm
43+
HD
(Gargan-
tuan)
Level Adjustment: Drake
+5;
others
-
The mighty dragon
bursts
from the
figid
waters, its
muscular form covered in glistening scales.
It
has
pat-
terned cobalt markings
across
its neck and upper body,
and
its
wings fold almost invisibly against its sinuous
body.
Description
Blue dragons are regal creatures, their posture and
facial expressions expressing wisdom and intellect.
They are creatures of ice and water, often found in
cold regions and preferring to keep to themselves.
They are studious, enjoying both literature and schol-
arly texts, and study any bit of knowledge or trivia that
they come across. These dragons are best known for
altering their forms and integrating into other societ-
ies in order to learn new technologies, spells, and
crafts. Blue dragons are peaceful creatures, but very
territorial. Once a blue dragon has claimed
a
certain
territory, woe to any
-
even dragons of their own
flight
-
who enter into that area without permission.
Blue
Dragon
Society
The blue dragons’ Aspect is the massive blue wyrm
known as Malygos, the Lord of Magic. He is said to
have established magic itself and created all the spells
that set the sky and earth into motion. While he is not
revered
as
a god, for blue dragons see no godhood in
scientific fact, he is considered the greatest scientific
mind ever to have existed in the multiverse
-
or,
at
least,
his
flight considers him
so.
Given their parentage, blue dragons are excep-
tional spellcasters. They have
a
natural affinity for
spellcasting, and most powers of sorcery are instinct
even to young drakes. Because of their natural pro-
pensity for magic, they have
high
magic resistances
and can withstand many magical attacks. Further-
more, their breath weapon can drain enemies’ magic
energy (what they call mana), an effect the blue
dragons term “withdrawing Malygos’s favor.”
Blue dragons are
a
bit xenophobic, keeping to their
territories and maintaining their own studies without
interference.
A
blue dragon does not hesitate to
attack if his territory is disturbed
or
invaded. Under
such circumstances, a blue dragon is
as
violent and
destructive
as
any black.
The blue dragonflight was all but destroyed
by
Deathwing long ago, and even in modern days blue
dragons are rare and difficult to find. Although some
great blue dragons remain in the world, they are few
and far between, studying their magic almost to the
exclusion of all else. They long ago gave up the war
against Deathwing and his flight, preferring to with-
draw into solitude.
Blue dragons are native to the continent of
Northrend, where they remain close to the great
Dragonblight, the final resting place of dragons. The
blue dragons once communed with the dead there to
ensure that each draconic spirit made its way into the
Beyond. Northrend lies much in control of the Scourge,
but blues still make pilgrimages to the darknorthlands,
seeking answers hidden among the bones of their
dead. The most powerful blue dragon sorcerers claim
that the spirits of the dead tell them
a
new upheaval
is on its way, a cataclysm that will outweigh any
trouble the world of Azeroth
has
yet endured. The
blue dragons say this often, no matter what disaster
the world suffers,
so
few have given their words much
credence this time.
Combat
Blue dragons are not cruel beasts, preferring a quick
kill for enemies and prey alike. They often use their
abilities and spells from afar, camouflaging their ap-
proach in fog and other foul weather to gain the
advantage of surprise. They are excellent tacticians
and attempt to damage or disable any opposing
spellcasters before they commit to a physical attack.
Blue dragons prefer to fight from the air, using spells
and breath weapons to their fullest. Even when an
enemy is routed, blues seldom land, instead swooping
overhead to further panic their prey. Blues do not land
unless there is an immediate need
or
unless all oppo-
sition is destroyed.
Breath Weapon
(Su):
A
blue dragon’s breath
weapon
is
a
freezing cone of ice (see the individual
entry for damage and save
DC),
which also tempo-
rarily freezes the very spells from the minds of any
spellcasters caught within the cone. This secondary
effect functions exactly like the mana burn spell (see
the Warcraft
RPG,
Chapter Four: Magic).
Water Breathing
(Ex):
A
blue dragon can breathe
underwater indefinitely and can freely use its breath
weapon, spells, and other abilities while submerged.
Spell-Like Abilities: Blues have maximum magical
capacity,
as
well
as
exceptional access to spells of
+31
melee
(2d8+?/1'?-20, bite); Full Atk +31
melee
(ld8+?/1?-20,
bite),
+2?
melee
(2d6+4, 2
claws),
+2?
melee
(ld8+4, 2 wings),
+2?
melee
(2d6+4,
tail
slap); Space/Reach 15 ft./lO
ft.
(bite
15
ft.);
SA
breath
weapon, crush, frightful
presence,
spell-like
abilities,
spells;
SQ
darkvision 120
ft.,
low-light
vision,
blindsense
60
ft.,
damage reduction lO/magic, immunity
to
cold,
sleep,
and paraly-
sis,
vulnerability
to
fire,
water
breathing,
spell
resistance
25; AL
LN;SVFort+l?,Ref+l4, Wi11+1?;
Str2?,DexlO,Con21,Int20,
Wis 21, Cha 20.
Skills: Appraise +24, Concentration
+27,
Craft
(alchemy)
+24,
Decipher Script
+24,
Gather Infor-
mation
+24,
Heal +24, Intimidate
+28,
Jump
+28,
Knowledge (arcana) +24, Listen +34, Search +32,
Spellcraft
+26,
Spot +34, Swim +36.
Feats: Alertness,
Flyby
Attack, Hover, Improved
Critical (bite), Improved Initiative, Multiattack,
Power Attack, Silent Spell, Wingover.
Breath Weapon
(Su):
50-ft. cone, damage 14d6
cold, Reflex
DC
27
half; secondary effect:
maw
burn
as 12th-level caster.
Crush
(Ex):
Area
15
ft.
by
15
ft.; Small or smaller
opponents take 2d8+ 13 points of bludgeoning dam-
age, and must succeed on a
DC
27
Reflex save or be
pinned.
Frightful Presence: 240-ft. radius,
HD
23
or less,
Will
DC
27
negates.
every distinction. 3/day--control wa-
ter, create water, detect thoughts, obscuring
mist, wall of
ice;
2/day-fog cloud (drake or
older), speak
with dead
(mature or older), polymorph
any object
(wyrm);
llday-control weather.
Skills: Gather Information, Knowledge (arcana),
Spellcraft, and Swim are considered class skills
for Azeroth blue dragons.
Mature
Blue
Dragon:
CR
17;
Huge dragon (cold,
earth);
HD
24d12+120,276 hp;
lnit
+4;
Spd
40
ft.,
fly
150
ft.
(poor),
swim
60
ft.;
AC 31, touch
8,
flat-footed 31; Base Atk +24; Grp +41; Atk
Abilities: 3/day-con-
trol
water, create water,
detect thoughts, obscuring
mist, wallof ice; 2lday--fogcloud,
speak
with
dead; lldayy-control
weather. Caster level 12th; save
DC
15
+
spell level.
Spells: As a 12th-level sorcerer.
Typical Sorcerer Spells Known (6/8/7/7/7/6/3; save
DC
15
+
spell level): O-daze, detect magic, detect
poison, light, mge
hand,
message, open/close, ray offrost,
read magic; 1st-endure elements, expeditious retreat,
shield, shocking grasp, sleep; 2nd-frost armor*,
gust
of
wind,
inwisibility,
maw
burn*, resist energy; 3rd-bliz-
zard*, dispel magic, frost nowa*, slow; 4th--lesser globe
of
inwulnerability, scrying,
wall
ofice; 5th-hold monster,
telekinesis; 6th-greater dispel mgic.
*Indicates a spell described in Chapter Four: Magic
of the Warcraft
RPG.
Skills: The mature blue dragon has a
+8
racial
bonus on any Swim check to perform some special
action or to avoid a hazard.
It
can always choose
to
take
10
on a Swim check, even
if
distracted or endan-
gered. It can use the run action while swimming,
provided it swims in a straight line.
Bronze Dragon
(Nozdormu’s Dragonflight)
Dragon
(Fire)
Drake: solitary or clutch
(2-5);
mature:
solitary, pair, or family
(1-2
and
2-5
offspring); wyrm: solitary, pair, or fam-
ily
(1-2
and
2-5
ofFspring)
Drake
5;
mature
15;
wyrm
23
Environment: Temperate land
Organization:
Challenge Rating:
Treasure: Double standard
Alignment: Always lawful neutral
Advancement: Drake
7-17
HD
(Large), mature
17-27
HD
(Huge), wyrm
31+
HD
(Gargantuan)
Level Adjustment: Drake
+4;
others
-
The dragon is long and slender,
its
scales glinting with
a
metallic sheen.
A
spiky bone ridge runs down its back
and
forms
a
wicked point at
the
end
of
its tail.
Its
form
shimmers fiomgolden yellow
to
rich orange in the sunlight
as
it
darts
through the air.
1
Descrintion
sometimes mistaken for constructs or detailed statu-
ary. Bronze dragons are fastidious, keeping their
mesh-like scales clean and shining at all times.
Bronze Dragon Society
Bronze dragons are very cunning, much like blues,
and value wisdom and patience over all else. Nozdormu,
their patron Aspect of Time, is patience incarnate.
Bronze dragons exist to keep the timestream inviolate
and the order of events progressing as the fates in-
tended.
To facilitate this, bronzes are often seen near hu-
manoid civilization.
They
keep watch over occupied
regions to watch the development of other races and
monitor how events impact the progress
of
fate.
In the early years, it is said that Deathwing’s black
flight attempted to subjugate the bronze dragons. The
assault was unsuccessful, primarily because the bronze
dragons
did
not stay and fight as expected. His com-
mand of time offering insight into the blacks’ plans,
Nozdormu alerted his flight of the danger. The bronze
dragonflight scattered to the four corners of the globe,
where they continue to monitor events.
Bronze dragons are smaller and more agile
than dragons
of
other flights, and they
appear to be built for speed rather than
stamina. Their bodies are thin and
dexterous, with scales almost me-
tallic in appearance. The
Combat
Bronze dragons prefer
to
use their spell-like abilities
and breath weapon
to
confuse and scatter enemies.
Afterward, they approach foes singly, swooping from
the air or fighting
on
the ground depending
on
which
approach offers
the
best tactical advantage. Bronzes
can
also
be
very patient, watching from afar until a
target lets down its guard.
Breath Weapon
(Su):
A
bronze dragon's breath
weapon is a searing cone
of
superheated sand that
inflicts damage as noted in the individual entry. It also
causes accelerated aging
-
10%
of
each victim's
natural lifespan
-
to
all those who fail a Will save
(DC
10
+
1/2
bronze dragon's
HD
+
bronze dragon's
Wis modifier).
Spell-Like Abilities:
3/day-charm monster, dunc-
ing lights, ventriloquism; 2/day-shocking grasp (drake
or older), lightning bolt (mature or older), iron body
(wyrm); llday-discern location.
Skills:
Hide, Gather Information, Spellcraft, and
Spot are considered class skills for Azeroth bronze
dragons.
Drake
Bronze
Dragon:
CR
5;
Medium dragon
(fire);
HD
10d12+10,75 hp;
hit
+4;
Spd
40
ft.,
fly 150
ft.
(poor); AC
15,
touch
10,
flat-footed 15; Base Atk
+lo;
Grp +11; Atk +11
melee
(ld8+1, bite); Full Atk +11
bite
(ld8+1, bite),
+5
melee
(ld6,
2
claws),
+5
melee
(ld4,2 wings); SA breath weapon, spell-like
abilities, spells; SQdarkvision 120 ft., low-lightvision, blindsense
60
Ft.,
damage
reduction
5/magic,
immunity
to
fire,
sleep,
and
paralysis, vulnerability
to
cold; AL
CN;
SV
Fort +8, Ref
+7,
Will
+7; Str 13, Dex
10,
Con
13,
lnt
8,
Wis
11,
Cha
11.
Skills: Intimidate
+13,
Listen
+13,
Search
+13,
Spot
+13.
Feats: Flyby Attack, Improved Initiative, Power
Attack, Weapon Focus (bite).
Breath Weapon
(Su):
30-ft. cone, damage 3d6
heat, Reflex
DC
16
half; secondary effect: accelerated
aging, Will
DC
15
negates.
Spell-Like Abilities:
3/day--charm
monster,
dunc-
ing lights, ventriloquism; 2/day--shocking grasp;
1/
day-discern location. Caster level 1st; save
DC
10
+
spell level.
Spells:
As
a
1st-level sorcerer.
Sorcerer
Spells
Known
(5/3; save
DC
10
+
spell
level): O-detect
mgic,
fire, mge hand, read magic;
1st-burning
hands,
shield.
Combat
Green dragons have no enemies in the Emerald
Dream, but they know that the world of Azeroth is not
as lucky or as peaceful. They are capable of fighting,
but choose not to if there
is
any option other than
their own death.
If
conflict is unavoidable, they try to
neutralize foes with their breath weapon and leave the
area. Some consider green dragons to be pacifists or
weaklings. Those who have roused a green to combat
fast learn the error of this opinion. After all, dreams
and nightmares are not
so
very different.
Breath Weapon (Su):
A
green dragon breathes a
cone of poisonous emerald-colored (acid) gas (inflict-
ing damage as noted in the individual entry).
This
gas
also subjects all within the cone to a
sleep
effect that
functions exactly like the spell, except that there is no
Hit Dice limit.
Spell-Like Abilities:
3/daydarkness,
sleep;
2lday-
dancing lights (drake
or
older), wall of air (mature
or
older),phantasmal killer (wyrm); lldaydetect thoughts,
suggestion.
Skills:
Concentration, Gather Information, Lis-
ten, and Spot are considered class skills for Azeroth
green dragons.
MatureGeen
Dragon:
CR
15;
Large dragon (air, extraplanar);
HD
21d12+147,
283
hp; lnit +5; Spd
40
ft., Fly
150
ft. (good),
swim
60
ft.;
AC
33,
touch
14,
flat-footed
33;
Base
Atk
+21;
Grp
+31;
Atk
+27 melee (2d6+6/14-20, bite);
Full
Atk
+27 melee
(2d6+6/19-20, bite), +21 melee (ld8+3,
2
claws), +21 melee
(ld8+3, tail slap); SpaceiReach:
10
ft./5
ft.
(bite
10
ft.);
SA
breath weapon, frightful presence, spell-like abilities, spells;
SQ
darkvision
120
ft.,
low-light vision, blindsense
60
ft.,
damage
reduction lO/magic, immunity to poison,
sleep,
and paralysis,
spell resistance
21;
AL
N;
SV
Fort
+19,
Ref +17,
Will
+15;
Str
22,
Dex
20,
Con
25,
Int
16,
Wis
17,
Cha 16.
Skills: Bluff +17, Concentration
+21,
Craft (al-
chemy)
+17,
Diplomacy
+21,
Escape Artist +19,
Gather Information +19, Heal +17, Intimidate +19,
Knowledge (arcana)
+17,
Listen +29, Search +27,
Spot +29, Survival
+17.
Feats: Alertness, Cleave, Devour, Dodge, Extend
Spell, Improved Critical (bite), Mobility, Weapon
Focus (bite).
Breath Weapon
(Su):
40-ft. cone, damage
12d6
acid, Reflex
DC
27
half; secondary effect: sleep as
10th-level caster.
Frightful Presence
(Ex):
210-ft. radius,
HD
20 or
less,
Will
DC
23 negates.
Spell-Like Abilities:
3/daydarkness, sleep; 2lday-
dancing lights, wall of air; llday-detect thoughts,
suggestion. Caster level 10th; save
DC
13
+
spell level.
Spells:
As a 10th-level sorcerer.
Typical Sorcerer
Spells
Known
(6/7/7/7/5/3;
save
DC
13
+
spell level): O-ucid splash,
daze,
detect magic,
detect
poison, ghost sound, mage hand, mending, light,
read mgic; Ist--cause fear, mage armor, obscuring mist,
shadow
meld*,
silent image; 2nd-cripple*, hypnotic
pattern, manu burn*, resist energy; 3rddispel magic,
hold
person, major image; 4th-rainbow pattern, rain of
fire*;
5th-dream.
*Indicates a spell described in Chapter Four: Magic
of the
Warcraft RPG.
their great queen. When
(A1exstrasza's
at last, they discovered t'r
"I
Dragon
(Fire)
Drake: solitary or clutch
(2-5);
mature:
solitarv. Dair. or Familv
(1-2
and
2-5
ing the hagonqueen- and even of raising her recent
offspring for use in the Second War. This outrage was
redressed when mortals helped free Alexstrasza. The
red flight resumed its ancient charge of defending the
Environment: Temperate land
Organization:
I
I
.-
Challenge Rating: Drake
5;
mature
15;
wyrm
23
Combat
Treasure: Standard
Aliqnment:
Usually
qood
if
battlim honorable or worthv onnonents. Thev will
I
Red dragons are honorable and fight on even terms
Level Adjustment: Drake
+4;
others
-
The dragon's scakd
hide
shimmers in
the
sun like
countlessrubies.
Its
longneckis agracefularcas
its
noble,
pensis
with
honor whenkcing those they consider
dishonorable
-
any evil creatures,
as
well
as
orcs.
Such
beings are to be expunged with every instinct
and ability that red dragons possess.
1
ridged head takes in the S~mOU~iW.
Its
golden
eyes
Red dragons prefer to use flame
m
en+von
PnPmiPc
gleam with great wisdom. and force them to difficult terrain,
UXU~
LlI
advantage for greater mobility. They prefer
t
an opposing force's leader,
Description
Red dragons have a bearing and stature that recalls
the fact that they once ruled
as
lords over all
dragonkind. This nobility is reflected in every aspect
of a red dragon, from its proud demeanor to its aura
-
not one that inspires fear, but rather awe. It is
as
debilitating
as
the terrifying presence that other drag-
ons possess, except that it overwhelms with
a
beatific
aura.
Red dragons exemplify the serenity of life and
nature. Legends hold that wherever a red dragon
walks upon the earth or bums the soil with its flaming
breath, the earth is renewed. Although red dragons
use fire to protect and punish, the flames always give
way to new life.
Red
Dragon
Society
The red flight was once charged with the protection
of all living things and to keep peace in the
wild
lands
of Azeroth. Alas,
in
time, their vision became clouded.
Humanoid races were in an uprising, and some rei'
dragons insisted that they must make war upon them
to protect the wilderness. Others believed that the
mortal races could be educated, ensuring allies a
bettering the world. This led to a great arg
that caused
a
schism within the red flight,
that has never been repaired.
The crisis was compounded when they
covered that their AsDect. Alexstrasza. wa
LI
missing. The red dragons scattered to search for
her, making them easy prey for the vicious
Deathwing and his black flight. Isolated, lead-
erless, and confused, the reds fought back
as
best they could. At last they drove back
I
I
ruining its power structure
and
hopefully setting the
younger or less experienced combatants
to
flight.
Breath Weapon
(Su):
A
red dragon breathes a
white-hot line
of
superheated air and flame (it inflicts
damage as noted in
the
individual entry). This flame
also sears any ground that it strikes: it burns away all
soil and vegetation, whichgrows back within
ld4
days
and three times as bountiful
as
before
-
for instance,
plants bear three times their original crop, trees grow
at three times their natural rate, and so forth. The land
is otherwise refreshed, renewed, and healthy and is
immune to any disease or ailment for one full year.
Spell-Like Abilities: 3lday-protection from ewil,
purify food and drink, tongues; 21day-speak with ani-
mals
(drake or older), dispel mgic (mature or older),
heal (wyrm); lldaydetect thoughts.
Skills:
Concentration, Heal, Spellcraft, and Spot
are considered class skills for Azeroth red dragons.
Wyrm
Red
Dragon:
CR
23; Gargantuan dragon (fire);
HD
40d12+480,740 hp;
lnit
+4;Spd40ft.,fly200ft.(clumsy);AC
42,
touch
6,
flat-footed
42;
Base Atk +40; Grp +67; Atk +52
melee (4d6+15, bite); Full Atk
+52
melee (4d6+15, bite), +46
melee (2d8+7,
2
claws), +46
melee
(2d6+7,
2
wings),
+46
melee (2d8+7, tail slap); Space/Reach
20
ft.115 ft. (bite 20 ft.);
SA
breath weapon, crush, frightful presence, tail sweep, spell-
like abilities, spells;
SQ
darkvision
120
ft., low-light vision,
blindsense
60
ft., damage reduction 15/magic, immunity to fire,
sleep,
and paralysis, vulnerability
to
cold, spell resistance
32;
AL
CG;
SV
Fort
+34,
Ref +24, Will
+32;
Str
40,
Dex
10,
Con
35,
Int
26,
Wis
27, Cha
26.
Skills: Appraise
+5
1,
Bluff
+51,
Concentration
+55,
Diplomacy
+55,
Heal
+51,
Intimidate +53, Jump
+58,
Knowledge (arcana)
+51,
Listen
+53,
Search
+51,
Sense Motive
+51,
Spellcraft
+53
(+2
to
deci-
pher scrolls), Spot
+53,
Use Magic Device
+51.
Feats: Alertness, Awesome Blow, Cleave, Endur-
ance, Flyby Attack, Great Cleave, Hover, Improved
Bull Rush, Improved Initiative, Iron Will, Lightning
Reflexes, Power Attack, Weapon Focus (bite),
Wingover.
Breath
Weapon
(Su):
120-ft. line, damage
24d10
fire, Reflex
DC
42
half; secondary effect: scorch and
renew land.
Crush
(Ex):
Area
20
ft.
by
20
ft.; Medium or
smaller opponents take 4d6+22 points
of
bludgeoning
damage, and must succeed on
a
DC
42
Reflex save or
be pinned.
Frightful Presence
(Ex):
400-ft.
radius,
HD
39
or
less, Will
DC
38
negates.
Tail
Sweep
(Ex):
Half-circle 30
ft.
in diameter,
Small or smaller opponents take 2d6+22 points
of
bludgeoning damage, Reflex
DC
42
half.
Spell-Like
Abilities:
3lday-protection from ewil,
purify food
and
drink, tongues; 21day-speak with ani-
mals, dispel magic, heal; llday-detect thoughts. Caster
level
18th;
save
DC
18
+
spell level.
Spells: As an 18th-level sorcerer.
Typical Sorcerer Spells Known (6/8/8/8/8/7/7/7/6/3;
save
DC
18
+
spell level): O-arcane mark, detect
magic, detect poison, $re, light, mending, openlclose, read
magic, resistance; 1st-alarm, endure elements, hypno-
tism, mgic missile, ray of enfeeblement; 2nd-arcane
lock, darkness, mana
burn",
resist energy, scorching ray;
3rd-haste, hold person, magic circle against ewil,
shockwawe"; 4th-arcane eye, dimension door, immola-
tion", rain of fire*; 5th-break enchantment, teleport,
wall offorce, waves offatigue; 6th-globe of inwulnerabil-
ity, greater dispel magic, true seeing; 7th-mass hold
person, power word blind, spell turning; 8th-power word
stun, protection from spells; 9th-time stop.
"Indicates
a
spell described in Chapter Four: Magic
of
the
Warcraft
RPG.
heads. Their hides and draconic features are the color
of their patron flight. They can be of either gender and
serve their dragonflight with the utmost dedication.
Dragonspawn have similar physiques regardless of
the
flight
they
belong
to,
but
each
individual
squad-
ron
is
armed
in
the
color
of
its
dragonfllght.
Furthermore,
dragonspawn
often
bear
a
mark
upon
Dragonspawn
The dragonflights
of
Azeroth are not without re-
tainers and asslstants. Noble humanoids serve the
dragons with absolute loyalty, acting
as
footmen,
soldiers, assistants, and companions. They are en-
dowed With many ofthe dragons’ mystic abilities and
virtuous qualities. Exactly how they came being
is
a
that the dragons
do
not choose
to
solve.
their breastplates or shields that reflects their in&-
vidual mentor or patron, giving honor to the dragon
who trained them. Armor always reflects the scale
Though they have dragon-likequalities, thesecrea-
tures are not descended from dragons. Instead, they
are distant kinfolk, descended from humanoids who
on the qualities
of
their masters after generations of
service. They are gifted with unique advantages
of
their dragon blood and heritage, including immunity
to their dragonflight’s breath weapon. They have the
same alignment and goals as their patron
dragonflight.
much like dragons,
a
scaled hide with
four legs
and
a tail.
They
have human-
oid torsos
with
long, thick
arms, and scaled, draconic
coloring
of
the patrondragonflight (black, blue, bronze,
green,
or
red).
On Azeroth, draconic influence does not increase
are
as rare
spent their lives
SO
close to the dragons that they took the potential to be a sorcerer.
As
such, those few wyrm
kin
who
do
develop
magic
<<throwbacks>>
their
ancestral
human
ties.
Dragonspawn
Society
Dragonspawn society
is
limited in scope and is
comprised of flametongues, scalebanes, and wyrm
kin.
Trained
as
a slave race, they worship dragons
and are willing to die without question in their
mentor’s name. They prize loyalty and honor as
well
as
strength at arms,
The lower bodies of dragonspawn are
and their societies are little more than military units
and segregations.
Dragonspawn are most often seen near or around
the holdings or lairs of the dragonflights they serve.
They travel in small to large organized squads, march-
ing in formations.
Combat
Dragonspawn are equipped with high quality, often
magicalweapnsandarmor, asdescribedintheirrespective
entries. They serve
as
an
organ&
military for each of the
five great flights. They battle the mortal races of Azeroth
and keep the dragons from coming to
harm.
Their duty
is
absolute
-
theyaretmindfrombirth,andfewdragonspawn
would even consider
turning
against their mentor or
an-
other member of their dragonflight. It
is
their heritage, their
pride,
and
their purpose.
All
dragonspawn are skilled warriors, but
flametongues and scalebanes are bright enough to
train in spellcasting as well. Eachdragonspawn uses its
skills, powers, and equipment toward the same end: to
protect the dragonflight and its fellow dragonspawn.
A
dragonspawn’s arms and armor are very impor-
tant from both a practical and a cultural standpoint.
If
a dragonspawn falls in battle, she is recovered as
soon as possible so that her gear may be passed along
to others. Only
when
the circumstance is most dire is
a body and its possessions left behind. Even so,
dragonspawn are guaranteed to make every effort to
recover what was lost.
The abilities listed here are common to all three
types of dragonspawn described on the following
pages: the largest group called wyrm kin, the elite
flametongues, and the commanding scalebanes.
Masterwork
or
Magic
Arms
and
Armor
(Ex):
Dragonspawn are equipped with only the finest weap-
onry and armor available. Unless stated otherwise, each
dragonspawn has masterwork quality weapons and ar-
mor. Some may also have enchanted equipment.
Immunities:
By
virtue of their unique lineage,
dragonspawn are immune to their dragonflight’s breath
weapon. They are likewise immune to the frightful
presence
of
any dragon of equal or lesser age than their
own mentor.
Wyrm
Kin
Hit
Dice:
Initiative:
Speed:
Armor
Class:
Base Att/Gapple:
Attack:
Full Attack
Spacemeach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Monstrous Humanoid
3d8+9 (22 hp)
+1
20
ft.
in
scale
mail
(4
squares); base
speed 30 ft.
18
(+1 Dex,
+2
natural,
+4
scale
mail, +1
shield), touch
11,
flat-Footed
17
+3/+5
+1
/ongsword+6
melee (ld8+3/19-20)
or
+I
spear
+6
melee (ld8+4/x3)
or
+1
spear
+5 ranged (ld8+3/x3)
+I
/ongsword+6
melee
(ld8+3/19-20)
or
+Ispear+6 melee (ld8+4/x3)
or
+I
spear
+5
ranged (ld8+3/x3)
5
ft./5 ft.
Darkvision
60
ft., immunities
Fort
+4, Ref
+4,
Will +3
Str
15,
Dex
12,
Con
17,
Int
8,
Wis
10,
Cha
12
Balance
-1,
Listen +2,
Move
Silently
-1,
Ride +3, Spot
+2
Alertness, Dodge
Unit(lO-lOO),squadron
(40-400),or
army
(100-1,000)
3
Standard
As patron dragon
4-9
HD (Medium)
+1
-
Any
A
red wyrm kin:
The
creature
has
the lower body of
a
reptile, with four legs
and
a
tail.
His
torso
and arms are
humnoid, while his head is
that
of
a
dragon. He
ha
a
scaled hide of deep red and bright m’mson. He wears scale
mail is of superior quality,
a
dark
copper in tone and etched
with draconic sigils. His golden eyes gleam with zealous
fervor
as
he
hefts an exotic longsword in one hand and
a
broad shield in the other.
Description
Wyrm kin form the bulk of the dragonspawn forces.
They are tough and hardy, but not particularly intel-
ligent. Most lack self-motivation, requiring a leader to
give them specific instructions and commands. Those
who show ingenuity, superior skill, or sorcerous talent
are elevated to the ranks of the flametongues or
scalebanes.
Combat
Wyrm kin usually carry shields and swords or spears.
These weapons are magical, with a
+
1
enhancement
bonus or some other minor feature. Wyrm kin are
clever fighters, well trained and organized. Their one
critical flaw is
a
lack of initiative and creative, inde-
pendent thinking. Despite this shortcoming, they are
a feared battle unit, capable of wreaking much havoc.
They employ advanced battle strategies utilizing ter-
rain, ambush, and flanking,
as
well
as
distinctive
formations for different foes.
Feats:
Alertness, Dodge, lmproved
Initiative
1
per 10-20
wyrm
kin;
unit
(10-loo),
squadron (40-400),
or
army
(100-
Saves:
Abilities:
Skills:
Fort +5, Ref +7, Will +6
Str
17,
Dex
14,
Con
16,
Int
14, WE 12, Cha 12
Balance
+0,
Bluff +3, Diplomacy +3,
Intimidate
+Q,
Listen
+Q,
Move Silently
+2,
Spot
+Q,
Survival +7
Environment:
Any
Wyrm Kin Characters
Organization:
Wyrm kin are almost always fighters or multiclassed
but very rarely
-
those who show such talent are
promoted to the flametongue legions. Wyrm kin
Treasure:
Standard
characters possess the following racial traits.
Alignment:
As patron dragon
-
+4
Strength,
+2
Dexterity,
+6
Constitution,
Advancement:
7-15
-2
Intelligence,
+2
Charisma.
-
Medium size.
fighters. Some sorcerers are found within their ranks,
1,000)
ChallengeRating:
Level Adjustment:
+2
-
A
wyrm kin’s base land speed is
30
feet.
-
Darkvision out to
60
feet.
-
Racial
Hit
Dice:
A
wyrm kin begins with three
levels of monstrous humanoid, which provide 3d8 Hit
Dice, a base attack bonus
of
+3,
and base saving throw
bonuses of Fort
+1,
Ref
+3,
and
Will
+3.
-Racial Skills:
A
wvrm kin’s monstrous humanoid
A
bronze flametongue:
The
creature
has
the lower
1
..
body of
a
rep
tile,
with
foz
arms are humanoid, whik
hide is
a
shimmering bronz
wears fine bronze-plated
engraved with draconic
longsword at his side
and
levels give it skill points equal to
6
x
(2
+
Int modifier).
Its class skills are Balance, Intimidate, Listen, Move
Silently, Ride, and Spot.
-Racial Feats:
A
wyrm kin’s monstrous humanoid
levels give it
2
feats.
-
+2
natural armor bonus.
-
Special Attacks (see above): Spell use.
-
Special Qualities (see above): Immunities.
-
Automatic Languages: Common, Draconic.
-
Favored Class: Fighter.
-
Level Adjustment:
+l.
Description
Although
technicall..
,A.,,,,,A
,,,LA,,
,c
+La
wyrm kin race, flametoiL,uLo
are
superior
enough that they
different species.
A
wyrm kin is elevated to flametongue
status
by
showing consistent skill and leadership. The
dragon mentor performs
a
ritual that emulates a
dragon’s own transition from drake to mature. The
flametongue is then taught spells and new abilities
-
and is also trained to break out of the shell of the
disciplined, unquestioning wyrm
kin
to become an
independent thinker and strategist.
Flametongue
Combat
Medium Monstrous Humanoid
Flametongues carry swords and/or spears
as
well as
Hit Dice:
6d8+18 (45 hp)
shields. Weapons and/or armor are magical, offering a
Initiative:
+6
+2
enhancement bonus and sometimes a minor en-
Speed:
chantment. They may also have a useful magic item
such as a wand, ring, or other trinket. They also utilize
Armor
Class:
spells
as
circumstances warrant.
Flametongues are clever fighters, well-trained and
Base AttIGrapple:
+6/+9
organized. They are officers, often leading squads
of
Attack:
other dragonspawn into battle. They know how best
to use their unit, and they know the capacity of each
individual
in
their armies. While not phenomenally
intelligent, they can improvise
aprl
rrpare
new
srrar-
egies
as
opportunities
arise.
20
ft.
in
scale
mail
(4
squares); base
speed 30
ft.
20
(+2
Dex, +3
natural,
+4
scale
mail,
+1
shield), touch 12, flat-footed
18
+2/ongsword+ll
melee
(ld8+5/17-20)
or
+2spear+11
melee
(ld8+6/x3)
or
+2
spear+lO ranged (ld8+5/x3)
+2/ongsword+ll/+6
melee
(ld8+5/1Q-
20)
or
+2spear+11/+6
melee
(ld8+6/
x3)
or
+2spear+10/+5 ranged (ld8+4/
Full
Attack
x3)
Flametonaue Charact--<
I
v
Flametongue charxrers
are
~LIILU~E
aiwayb
multiclassed fighters with levels in either rogue or
Space/Reach:
5
ft.15
Ft.
SpecialAttacks:
-
Special Qualities:
Darkvision
60
ft.,
immunities
new things in order to bring diversity to their com-
mand.
Flametongue characters possess the same racial
traits as wyrm kin (see the previous entry), except as
noted below.
-
+6
Strength,
+4
Constitution,
+4
Intelligence,
+2
Wisdom.
-Racial Hit Dice:
A
flametongue begins with six
levels of monstrous humanoid, which provide
6d8
Hit
Dice, a base attack bonus of
+6,
and base saving throw
bonuses of Fort
+2,
Ref
+5,
and Will
+5.
-Racial Skills:
A
flametongue’s monstrous human-
oid levels give it
skill
points equal to 9 x
(2
+
Int
modifier). Its class skills are Balance, Bluff, Diplomacy,
Intimidate, Listen, Move Silently, Spot,
and
Survival.
-
Racial Feats:
A
flametongue’s monstrous hu-
manoid levels give it
3
feats.
-
+3
natural armor bonus.
-Level Adjustment:
+2.
Scalebane
Hit Dice:
Initiative:
Speed:
Armor
Class:
Base
AttIGapple:
Attack
Full
Attack
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Monstrous Humanoid
Qd8+27
(67
hp)
+10
30
ft.
in scale mail
(6
squares); base
speed
40
ft.
23
(+3 Dex,
+4
natural, +6 iZscalernail),
touch
13,
flat-footed
20
+9/+13
+3 greatsword+l6 melee (2d6+9/1Q-
20)
or +3cornpositebngbow+l5 ranged
(ld8+3/x3)
+3
greatsword+lb/+ll melee (2d6+Q/
17-20)
or +3 composite longbow +15/
+lo
ranged (ld8+3/x3)
5
ft./5 Ft.
Darkvision
60
ft., immunities
Fort +8, Ref
+Q,
Will
+8
Str
18,
Dex l6,Con
16,
Int
15,
Wis
14,
Cha
12
Balance
+2,
Bluff
+5,
Concentration +7,
Diplomacy +3, Intimidate +13, Knowl-
edge (arcana)
+4,
Listen
+’?,
Move
Si-
lently+2,Spelkraft+6,Spot+12,Survival+5
Alertness, Dodge, Great Fortitude,
lmproved Initiative
1
per
5
Flametongues; unit
(10-100);
squadron
(40-400)
or army
(100-
7
Standard
As patron dragon
10-18
HD
(Medium);
17-27
HD
(Large)
+3
-
Any
1,000)
A
black scalebane:
The creature
has
the lower body
of
a reptile, with
four
legs and a tail. Her torso and arms are
humanoid, while her head is that
of
a dragon. She
has
a
scaled hide
of
lustrous
ebony and her eyes are deep red. She
wears massive scale mail etched with draconic
motifs,
and
a helm and shield with a crested black dragon design.
A
bejeweled greatsword
hangs
in a sheath across her back
along with a lacquered composite longbow.
Description
Scalebanes are the most powerful of the
dragonspawn. They have large builds, averaging just
under
7
feet in height, and wear elaborate armor with
dragon-crested helms that stand out from the rest of
their unit. They may also carry banners or other
markings delineating their command. Scalebanes are
clearly
in
control of a unit’s movements and strate-
gies.
Combat
Scalebanes carry swords and shields, two-handed
swords, or other impressive weapons. These weapons
are always magical, retaining a
+3
enhancement bo-
nus and possibly an additional magical feature.
A
scalebane always has a secondary magic item: shield,
armor, rod, wand, or another item used for the benefit
of the entire squadron.
They are considered the most adept followers of
their dragon mentor and are looked on
by
other
dragonspawn as acolytes of the dragon’s wisdom and
prophets of the dragon’s will.
Scalebane Characters
Scalebane characters are usually fighters
or
sorcer-
ers and may have additional levels in rogue or the
paladin warrior prestige class. Scalebane characters
possess the same racial traits as wyrm kin, except as
noted below.
-
+8
Strength,
+6
Dexterity,
+4
Intelligence,
+4
Wisdom.
-
A
scalebane’s base land speed is
40
feet.
-
Racial Hit Dice:
A
scalebane begins with nine
levels of monstrous humanoid, which provide 9d8 Hit
Dice, a base attack bonus of +9, and base saving throw
bonuses of Fort
+3,
Ref
+6, and Will
+6.
-
Racial Skills:
A
scalebane’s monstrous human-
oid levels give it
skill
points equal to
12
x
(2
+
Int
modifier). Its class skills are Balance, Bluff, Concen-
tration, Diplomacy, Intimidate, Knowledge (arcana),
Listen, Move Silently, Spellcraft, Spot, and Survival.
-Racial Feats:
A
scalebanes monstrous humanoid
levels give it four feats.
-
+4
natural armor bonus.
-
Favored Class: Fighter or sorcerer.
-
Level Adjustment:
+3.
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
Att/Grapple:
Attack:
Full
Attack:
S
pacelReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Oqanization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
The large creature looks
much like a bear, with a mas-
sive build and thick
dark
fur
with faint striped markings.
It
wears simple- clothing, how-
ever,
and
has
a
clear intelli-
gence
in
its blunt ursine face.
Description
Furbolgs are large, human-
oid bear creatures that survive
in the wild places mostly by
keeping
to
themselves. They
have friendly relationships
with the elves, but keep a
respectful distance from oth-
ers. They are peaceful
creatures, but savage and dan-
gerous when angered.
m
its claws. Furbolg warriors will don piecemeal armor
if
necessary (assume hide armor statistics).
Improved
Grab
(Ex):
If
a furbolg hits with a claw
or slam attack, it can immediately initiate
a
grapple
without provoking an attack of opportunity.
Skills:
Furbolgs have a
+4
racial bonus on Knowl-
edge (nature) and Survival checks.
Special Qualities: Darkvision
60
ft., damage reduction
51
magic, spell resistance
12
Fort
+7,
Ref +5,
Will
+6
91-21, Dex
11,
Con
16,
Int
9,
Wis
12,
Cha
4
Knowledge (nature) +2, Listen
+3,
Spot
+3,
Survival
+3
Great Fortitude, Improved
Bull
Rush,
Power Attack
Abilities:
Skills:
Feats:
Furbolg Characters
A
furbolg’s favored class
is
fighter; furbolg elder
shaman are healers with levels in druid of the wild or
shaman. Furbolg characters possess the following ra-
cial traits.
-
+8
Strength,
+2
Dexterity,
+4
Constitution,
+2
Charisma.
-Large size.
-1
penalty to Armor Class,
-1
penalty
on attack rolls,
-4
penalty on Hide checks,
+4
bonus
on grapple checks, lifting and carrying limits double
those of Medium characters.
-
Spacemeach: 10 ft./lO ft.
-
A
furbolg’s base land speed
is
30
feet.
-
Darkvision out to
60
feet.
-Racial Hit Dice:
A
furbolg begins with five levels
of monstrous humanoid, which provide
5d8
Hit Dice,
a base attack bonus of
+5,
and base saving throw
bonuses of Fort
+
1,
Ref +4, and
Will
+4.
-
Racial Skills:
A
furbolg’s monstrous humanoid
levels give it
skill
points equal to
8
x
(2
+
Int modifier).
Its
class skills are Knowledge (nature), Listen, Spot,
and Survival.
-
Racial Feats:
A
furbolg’s monstrous humanoid
levels give
it
two feats.
-
+2
natural armor bonus.
-
Special Attacks (see above): Improved grab.
-
Automatic Language: Ursine.
-
Favored Class: Fighter or healer.
-Level Adjustment:
+2.
Corrupted
Furbolg
Hit
Dice:
Initiative:
Armw
Class:
Speed:
Base Att/Gapple:
Attack:
Attack:
Space/Reach:
Special Attacks:
Large Monstrous Humanoid
6d8+18
(45
hp)
+O
30
ft.
(6
squares)
15
(-1
size, +6 natural), touch
9,
flat-
footed
15
+6/+15
Claw
+10
melee (ld6+5) or bite +10 me-
lee
(ld8+5)
slam +10 melee (ld6+5)
2
claws
+10
melee (ld6+5) and bite +5
melee(ld8+2); or claw +10 melee(ld6+5)
and slam
+5
melee (ld6+2) and bite +5
melee (ld8+2)
10
ft./lO ft.
Improved grab
Environment: Any temperate
Organization: Solitary, pair, war party
(10-20
plus
1
5th-level warrior),
or
band
(20-30
plus
20%
noncombatants plus
1
5th-level
warrior)
Challenge Rating:
4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment:
+3
The large creature looks much like
a
bear, although one
overcome with savagery. Its pelt is dark
and
matted,
scored with strange symbols
and
shaved in spots to reveal
bizarre bands. Necklaces
of
leather hang
from
its neck,
displaying grisly trophies: ears, teeth, scalps,
and
even
tiny skulls.
Description
Corrupted furbolgs are furbolgs twisted into savage
and violent versions of their more peaceful kin through
the Burning Legion’s evil influence. They are hunched
like their normal kin, standing about
9
feet tall and
weighing between
300
and 400 pounds. They have
strange markings in their fur and indulge in scarring
and piercing to enhance their savage appearance.
They are also known to decorate themselves in the
remnants of those they have killed.
Some corrupted furbolgs display additional demonic
characteristics, such as horns, the ability to generate
fire, and
so
on. These are unique individuals who
often end up as the leaders of their own war parties.
Unlike a standard furbolg, corrupted furbolgs are
violent and survive by raiding and looting the com-
munities they come across. They are willing to
cooperate with other corrupted creatures to further
the Burning Legion’s aims.
Corrupted Furbolg
Society
Corrupted furbolgs have abandoned the worship of
nature and with it the structures of their past. Instead,
they are driven
by
the most powerful among them.
Should more than one furbolg achieve power, the
corrupted furbolg band will split into smaller groups
and each will go its separate way. The ranks of the
corrupted are filled
by
the taint of the Burning Legion.
Corrupted furbolgs speak their own language, Urs-
ine, and sometimes the Darnassian tongue.
Giant
Mountain Giant
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGrapple:
Attack
Full Attack
SpaceReach:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Huge Giant
(Earth)
18d8+108
(189
hp)
+6
40
ft.
(8
squares), climb
20
ft.
22
(-2
size,
+2
Dex, +12 natural), touch
10,
flat-footed
20
+13/+35
Gargantuan longspear
+26
melee
(4d6+21/x3) or slam +25 melee
(ld6+14)
or rock +14 ranged (2d8+14/x3)
Gargantuan longspear +26/+21/+16 me-
lee (4d6+21/x3) or
2
slams +26 melee
(ld6+14)
or
rock +14
ranged
(2d8+14/x3)
15
ft./15 ft.
Rock throwing
Low-light vision, damage resistance
5/
magic, rockcatching, spell resistance
16,
stone shaping
Fort +17, Ref
+8,
Will
+6
Str
38,
Dex
14,
Con
22,
Int
12,
Wis
11,
cha
11
Climb
+25,
Jump +35,
Listen
+21, Spot
+21
Cleave, Combat Expertise, Combat Re
flexes, Improved Initiative, Improved
Trip, Power Attack, Weapon
Focus
(longspear)
Cold mountain or forest
ous. Recently, the appearance of the Burning Legion
has drawn the attention of the mountain giants, and
they have left their mountains to aid the night elves
against this evil.
Mountain giants measure a towering
20
feet tall and
weigh nearly
12,000
pounds. Their natural life spans
measure into the thousands of years. They carry valu-
ables in cracks and ledges of their skin, tucking jewels
and items into niches where they
will
fit.
Larger items
are left in mountain caves.
Combat
Mountain giants use longspears formed from moun-
tain stone. The stony hide of the mountain giant is
hard and thick, providing it with some protection
from magical and normal attacks.
Rock
Throwing
(Ex):
Amountaingiant can throw
rocks as well as any giant (see MM, “Giant”). The
range increment is
180
feet for a mountain giant’s
thrown rocks. It uses both hands when throwing a
rock
Rock
Catching
(Ex):
A
mountain giant can catch
rocks as well (see MM, “Giant”).
A
mountain giant
receives a
+4
racial bonus on its Reflex save when
attempting to catch a thrown rock.
Stone Shaping
(Su):
A
mountain giant can shape
an existing piece of stone into any rough shape, up to
30
cubic feet at a time. The mountain giant can also
use this ability to heal itself
by
up to
10
hit points of
damage.
Mountain Giant Characters
Organization: Solitary
Challenge Rating:
16
Treasure:
A
mountain giant’s favored class is fighter.
Standard coins, double goods, standard
items
Alignment: Always chaotic good
Advancement:
By
character class
Level Adjustment:
-
The giant
has
a
thick humanoid
build
and weathered
and
rocky skin. Its arms are very long
for
its
build,
while
its
legs are quite short.
Description
Birthed from the stone, the mountain giants were
created to shape the world’s mountains. Once they
roamed everywhere, crafting the craggy peaks and
carving the valleys of Azeroth. Now, few remain to
carry out their work. Those left, though, are consid-
ered mighty creatures of mythic power and are seen as
the mightiest warriors in the world.
Mountain giants are hermitic, content to hide
in the remote mountains of the world. They are
to anger, ignoring most annoyances as temp
problems that
will
eventually disappear. When stirr
to anger, however, they are frightening and danger-
Gnoll
Hit
Dice:
Initiative:
Speed:
Armor
Class:
Base
Att/Grapple:
Attack:
Full Attack
SpacelReach:
Special Attacks:
Special
Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Humanoid
(Gnoll)
2d8+2
(11
hp)
+1
20
ft. in hide armor
(4
squares); base
speed
30
ft.
15
(+1 Dex, +1 natural,
+3
hide), touch
11,
flat-footed
14
+1/+3
Heavy flail
+4
melee (ld10+3/1‘?-20)
Heavy flail
+4
melee (ld10+3/19-20)
5
ft.15
ft.
Darkvision
60
ft.
Fort +4,
Ref
+1,
Will
+O
Str
15,
Dex
12,
Con
13,
lnt
8,
Wis
10,
Cha
8
Intimidate
+1,
Listen
+2
Weapon Focus (heavy flail)
Temperate and cold mountains and hills
Solitary, pair, gang
(1-4
plus
1
brute,
assassin, or poacher), band
(10-60
plus
50%
non-combatants plus
1-12
brutes,
1-lOassassins, 1-6poachers,l-4war-
dens plus1 bruteof 1st-3rdlevelplusO-
1
dire wolves), or tribe
(20-120
plus
50%
non-combatants plus
2-20
brutes,
3-18
assassins,
2-12
poachers,
2-8
wardens plus
1
brute of 1st-2nd level
plus
1
assassin of 1st-2nd level plus
1
chief brute of
3rd-5th
level
plus
4-8
dire wolves)
1
Standard
Usually chaotic evil
By
character class
+1
-
The humanoid stands
as
tall
as
a
night
elf
and
has
a
furry, greenish-brown pelt.
Its
head
is
like
a
hyena’s, with
yellow fangs and bloodshot eyes.
Description
as the gnolls are well fed or are cowed with displays of
force.
Gnolls, being lazy and feral, have little natural
industry. They are capable of limited crafting, but no
metal work. They do not mine or farm, relying instead
on a nomadic existence and hunting.
Gnoll
Society
Gnoll society is organized entirely around might.
The strongest and deadliest gnolls ascend in the tribal
order to become the leaders, while the weaker gnolls
soon become food for the rest.
This
lifestyle means the
average gnoll tribe is always in astate of tension- the
slightest sign
of
weakness in those leading can cause
the tribe to turn upon itself in a frenzy of violence. It
also prevents the gnolls from organizing for very long
into anything more than a tribe.
Gnoll society displays a limited specialization. Brutes
are the largest and nastiest gnolls, made stronger
by
their privileged position in the food chain. Gnoll
assassins are noted for their intelligence and use
complex weapons such as bows and poisons. Gnoll
poachers act as scouts and hunters for the gnoll tribes
and use weapons taken from prey. Gnoll wardens have
developed a magical connection with nature and use
their powers to keep the other gnolls in line.
Combat
Gnolls prefer using bludgeoning weapons, in part
because they are easy to create but also break open
bones more easily
-
they consider bone marrow
a
delicacy. They wear scraps of hide as armor, though
some tougher gnolls will don armor taken from their
Prey.
Gnolls have a limited concept of tactics.
If
they
outnumber an opponent, they will attack; if outnum-
bered, they will flee. Pack tactics are the order of the
day, with multiple gnolls swarming
to
attack single
opponents. They like to attack from ambush,
if
pos-
sible, and are crafty enough to use darkness or terrain
to their advantage. They are not courageous and flee
if
a battle turns against them.
Gnolls are hyena-like humanoids standing about
7
feet tall. Gnolls of the same tribe tend to share a
similar appearance, with either areddish-brown, black,
Penish-graY, Or Yellow mane. Eyes range in color
from Pale blue to bloodshot red and aretYPicallY small
and close-set in the head.
In
wet conditions, they give
off
a distinctive musky
odor.
As carnivores, gnolls consider all creatures as food,
including members of their own race. Hunger, not
gold or magic, is what motivates them. They have no
love for other races, preferring to eat rather than work
with
them. Any alliances made will last only
as
long
Gnoll
Characters
A
gnoll’s favored class is barbarian.
A
gnoll assassin’s
favored class
is
rogue, a gnoll poacher’s favored class
is scout, and a gnoll warden’s favored class
is
healer.
Gnoll characters possess the following racial traits.
-
+4
Strength,
+2
Dexterity,
+2
Constitution,
-2
Intelligence,
-2
Charisma.
-
Medium size.
-
A
gnoll’s base land speed is
30
feet.
-
Darkvision out to
60
feet.
-
Racial
Hit
Dice:
A
gnoll begins with two levels
of humanoid, which provide
2d8
Hit Dice, a base
Gnoll
Assassin
attack bonus of
+
1,
and base saving throw bonuses of
Fort
+3,
Ref
+0,
and Will
+O.
-
Racial Skills:
A
gnoll’s humanoid levels give it
skill points equal to
5
x
(2
+
Int modifier). Its class
skills
are Intimidate and Listen.
Initiative:
+2
-
Racial Feats:
A
gnoll’s humanoid levels give it
-
+
1
natural armor bonus.
-
Automatic Languages: Common, Low Com-
-
Favored Class: Barbarian.
-
Level Adjustment:
+
1.
Medium Humanoid
(Gnoll)
3d8+3
(16
hp)
30
ft.
(6
squares)
15
(+2
Dex, +1 natural,
+2
leather), touch
12,
flat-footed
13
Club
+2
melee
(ld6)
or shortbow
+4
ranged (ld61x3 and poison)
Club
+2
melee
(ld6)
or shortbow
+4
ranged (ld6/x3 and poison)
5
Ft./5
ft.
Hit Dice:
speed:
Armor
Class:
Base
Att/Grapple:
+2/+2
Attack:
Full
Attack:
Space/Reach:
Special
~hb:
Polson
Spacial Qualities:
Darkvision
60
ft.
Saves:
Abilities:
Strll,Dex15,Con12,Int’?,
WislO,Cha8
Skills:
Feats:
Challenge Rating:
2
one feat.
mon.
The gnoll presented above is a typical representa-
tive of the species. See the following entries for
examples of the other listed gnoll types.
Fort
+2,
Ref
+5,
Will +1
Hide
+4,
Listen +3, Survival
+2
Point Blank Shot, Precise Shot
Level Adjustment:
+1
Gnoll assassins are generally smaller than other
gnolls, reaching only around
6
1/2
feet tall. They tend to have darker
fur colors and wear black and dark
Gnoll assassins are the tacti-
cians
of
gnoll society. They prefer
to fight from the rear, acting as
support troops. They use poisons
on their arrow tips, favoring that
Poison
(Ex):
A
gnoll as-
sassin coats his arrow tips in
Medium spider venom. In-
jury, Fortitude
DC
12, initial
and secondary damage
ld4
Str.
Some assassins favor different poi-
son types (see “Poison”
in
Chapter
8:
Dictionary ofspecial Abilities andcon-
ditions of the
DMG).
Gnoll
Brute
Gnoll
Poacher
Hit
Dice:
Initiative:
Speed:
Armor
Class:
Base
AttIGapple:
Attack:
Full
Attack:
S
pace1Reach
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Large Humanoid
(Gnoll)
5d8+10 (32 hp)
+O
20
ft.
in
scale
mail
(4
squares); base
speed 30
Ft.
16
(-1
size,
+1
natural,
+4
scale
mail, +2
large shield), touch
7,
flat-footed
16
+3/+10
Flail +6
melee
(ld8+3)
Flail
+6
melee
(ld8+3)
5
Ft.15
ft.
Darkvision
60
ft.,
fear
immunity
Fort
+8,
Ref +1, Will
+O
Str16,DexlO,Con14,lnt7, Wis7,ChalO
Intimidate +4,
Listen
+3
Great Fortitude, Weapon Focus
(Flail)
3
Standard
Usually chaotic
evil
By character
class
+2
-
The humanoid is tall
-
standing almost
8
feet high
-
and
has
a
lean but powerful build.
Its
hyena-like head
has
a
blunt snout
and
large yellow teeth. Scraps
of
armor
cover its thick yellow-green fur,
and
a
wicked lookingflail
is held in one large fist.
Description
Gnoll brutes are the cream of gnoll society, usually
reaching just under
8
feet
in
height. They wear the
best armor and use shields plucked from the bodies of
their victims. Gnoll brutes expect deference from
those around them and have no concept of fear. They
take the pick of the food and loot and leave the rest
behind for others to fight over.
Combat
The idea of subtlety is lost on a gnoll brute.
A
brute
will
charge into combat
with
the nearest opponent
and pound away until it falls down. Gnoll brutes do
not hold to notions of single combat or honor and
will
generally team up and surround a single foe until
it
is
dead.
Fear
Immunity
(Ex):
Gnoll brutes are incapable of
understanding fear and as such are immune to fear
effects. Their unwavering courage often inspires the
gnolls around them, giving all gnolls within a 20-foot
radius a
+2
morale bonus to saves against fear effects.
Medium Humanoid
(Gnoll)
Hit
Dice:
2d8+2 (11 hp)
Initiative:
+3
speed:
30
Ft.
(6
squares)
Armor
Class:
16 (+3 Dex, +1
natural,
+2
leather), touch
13,
Flat-footed
13
Base
Att/G-apple:
+1/+3
Attack
Flail +3
melee
(ld8+2)
or
light crossbow
+4 ranged (ld8/17-20)
Full Attack:
Flail +3
melee
(ld8+3)
or
light crossbow
+4
ranged (1d8119-20)
SpaceIReach:
5 ft.15
ft.
SpecialAttacks:
-
Special Qualities:
Darkvision
60
Ft.
Saves:
Abilities:
Skills:
Feats
Track
Challenge Rating:
1
Treasure:
Standard
Alignment:
Usually chaotic
evil
Advancement:
By character
class
Level Adjustment:
+1
Fort +1, Ref +6, Will
+O
Str
14, Dex
16,
Con 12,
lnt
10,
WK
10,
Cha
10
Hide
+4,
Move Silently +4,
Listen
+4,
Survival
+4
The hyena-headed humunoid is very wiry.
Its
dappled
green-brown pelt helps it blend
in
with the foliage
as
it
creeps forward with
a
light crossbow held at the ready.
Description
Gnoll poachers are the light scouts of gnoll society
and are responsible for finding appropriate targets for
raids. They tend to be thin, small, and picked on
by
the other gnolls. This treatment makes them some of
the meanest gnolls, and they are most prone to playing
with their victims. They will always defer to other
gnolls, but are known to get revenge
if
wronged.
Combat
Gnoll poachers like to strike from cover and am-
bush and will flee a stand-up fight. They prefer to
leave hand-to-hand combat to the brutes when pos-
sible. Poachers are very practiced at singling out a
target on which to combine their fire, usually the
unarmed one in the back trying to cast a spell.
Gryphon
gent enough to avoid fighting in situations in which
they cannot make their attack at an advantage.
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGapple:
Attack:
Full
Attack:
SpaceRZeach:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Large Magical
Beast
8d10+16
(60
hp)
+3
30
ft.
(6
squares),
fly
80
Ft.
(average)
18
(-1
size,
+3Dex,+6 natural), touch
12,
flat-footed
15
+8/+16
Bite
+12
melee
(2d6+4)
Bite
+12/+7
melee
(2d6+4)
and
2
claws
+Q
melee
(ld4+2)
10
Ft.15
ft.
Swoop,
rake
ld6+2
Darkvision
60Ft.,
low-lightvision,scent,
resistance
to
electricity
10
Fort
+8,
Ref
+?,
Will +3
Str
18,
Dex
17,
Con
15,
lnt
8,
Wis 13, Cha
10
Jump +8, Listen
+7,
Spot +lo*
Alertness, Multiattack, Weapon Focus
(bite)
Temperate
and cold
hill
and mountains
Solitary
or
pair
5
Usually
lawful
good
7-10
HD (Large); 11-24 HD (Huge)
-
-
This
mighty
beast's
forquarters
-
incld-
ing
head,
forelegs,
and
eme em bus
wings
-
resembleagreateagle,
whikitshmdqumters
urethatofamigfitylion.
Description
The gryphon
is
the symbol of resolve
and fortitude among the wild dwarves
of
the Aerie Peaks. From the tip of its
powerful beak to the back of its swish-
ing tail, a gryphon reaches lengths of
9
feet. Its wings can span up to
30
feet
and are powerful enough to launch the
beast into flight.
Gryphons are intelligent and loyal,
suppressing their natural aggression
and
territorial behavior to assist the wild
dwarves who share their mountain
homes. They are, however, partial to
horse flesh
and
unless closely watched
will indulge their taste to the detriment
of nearby cavalry.
Combat
A
gryphon will attempt to swoop
down on its prey, attacking from above
if at all possible. Gryphons are intelli-
Swoop
(Ex):
In the first round
of
combat, a gryphon
can perfor mamoveaction, eitheradiveorleap, andstill
make a full attack.
Rake
(Ex):
Whenmaking aswoop attack, agryphon
can make two rake attacks, using its lion-body claws.
Attack bonus
+12
melee, damage ld6+2.
Skills: Gryphons receive a
+4
racial bonus to Jump
checks. *They also receive a
+4
racial bonus to Spot
checks made in daylight.
Gryphon
Mounts
The wild dwarves of Aerie Peak have made a specialty
of
training gryphons as mounts. This training requires a
successful Handle Animal check
(DC
22
for a young
gryphon,
Dc
29
for an adult) and that the gryphon
in
training be a willing subject. The dwarves can complete
this training in about eight months; for any others, the
process takes about
two
years.
The sale
of
gryphon eggs is considered a crime in
most human and dwarf holdings, but illegal eggs can
be had for prices at around 4,000 gp.
To
ride a gryphon will require a specially made
exotic saddle. While ridden, a gryphon can still at-
tack, but its rider must make a Ride check (see
Chapter
4:
Skills in the
PHB).
Carrying Capacity:
A
light
load for a gryphon is
350
pounds, a medium load
35
1-700
pounds, and a
heavy load, 701-1,400 pounds.
Hit
Dice:
Initiative:
Armor
Class:
speed:
Base AttIGapple:
Attack:
Full
Attack
S
paceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Environment:
Organization:
Challenge Rating:
'Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Monstrous Humanoid
2d8
(?
hp)
+2
20 ft.
(4
squares), fly
60
ft. (average)
13
(+2
Dex, +1
natural),
touch 12,
flat-
footed
11
+2/+1
Stonesickle+l melee(ld6-1)orsling+4
ranged (ld4-1)
Stone sickle +1
melee
(ld6-1)
or
2
claws
+1
melee
(ld3-1)
or
sling +4 ranged (ld4-
5
ft.15
ft.
Nightsoil poison
Darkvision
60
ft.,
immunity
to
filth
Fort
+0,
Ref +5, Will
+4
Str?,Dex14,Con
10,
Int
10,
Wisl3,Cha 12
BlufF+4, Intimidate +4,
Perform
(riddles)
+5
Flyby Attack
Temperate
Forests
and
mountains
Solitary, pair, wing (3-6), flight (7-12),
or
roost
(13-48)
1
Standard
Always
neutral evil
By
character
class
+1
1)
The fetid creature
has
the head, arms, and
torso
of
a
humanoid woman and the legs
and
wings of
a
large
vulture. Instead of
hair,
it
has shocks of black feathers.
Cold
eyes glare from
a
face cowered in filth.
Description
Harpies believe that they are descended from fe-
male elves who betrayed Azshara, Sorceress-Queen
of
Kalimdor, and were transformed into hideous bird-
creatures as punishment. They are content to be the
scourge and despoilers of all that cross their path,
taking dark pleasure in spreading disease and misery,
whether by attacking travelers or fouling water sources
and food supplies.
Harpies are filthy creatures, matted with their own
excrement. They are well used to the ways of divine
magic and treachery, and they are
highly
territorial,
killing anything that moves through their lands. With
nests up in the tallest trees or on canyon sides, harpies
can keep an eye on a vast area.
There are no male harpies. They capture males of
other humanoid races and force them to mate. These
unfortunates are often hobbled to keep from escaping
-
given the circumstances, seduction is out of the
question. Harpies resort to magic and potions to
tions include rapid flight and
wheeling through the air,
screaming in shrill voices. Har-
pies prefer the power and speed of
magic, so once an enemy is
dis-
tracted the group
will
attempt a
I_
massive simultaneous casting of spells.
More powerful enemies will be tested
carefully. Traps and other obstacles
are used, with scouts observing how
the enemy responds.
In
the face of poor
odds, harpies will back off and try to
rouse a larger host to deal
with
the intru-
Immunity to Filth
(Ex):
Harpies are an extremely
unclean race. Their nests are obvious
by
the stench on
the wind. They are immune to infection and other
diseases that stem from rot or contamination. This
immunity does not extend to the toxins of plants,
animals, or any magical effects.
Nightsoil
Poison
(Ex):
Harpies carry bags of pre-
pared nightsoil that can cause nausea. Contact,
Fortitude
DC
12,
initial and secondary damage ld3
Con.
sion.
Harpy
Characters
Harpies are rare candidates for characters. They
do
not lend themselves to the affairs of heroes. The most
likely harpy characters are those exiled from nests
-
due to population pressure, strife, or some sort of
crime. Another possibility may be a young harpy
finding romance with a male of another species who
is
willing to overlook the violence and filth common
to the species.
Harpies that leave their people face no special
stigma from other harpies, besides being seen as crazed.
Members
of
the Horde and night elves are more
willing to accept the wild nature of harpies than are
humans. Harpies who take the extreme effort to
remain clean and well mannered find matters easier
with members of the Alliance.
Harpies have difficulty wielding weapons or other
equipment while on the ground, although they can
wear rings on their claws. They also have trouble
wearing armor;
it
must be tailored (add
20%
to cost)
and the armor check penalty is multiplied
by
10
and
applied to flight speed. Harpies cannot wear boots or
gloves. The favored class for harpies is sorcerer.
Contrary to common belief, hippogryphs are not
simply beasts that act as night elf mounts. They are no
less intelligent than humanoid races, in fact, though
they are wary of non-elf races
-
kobolds and humans
hippogryphs dwell in Ashenvale and other regions
commonly inhabited
by
night elves. They have been
the staunch partners of the night elves from time
Large
Magical Beast
+2
Hit
Dice: 4d10+8
(30
hp)
Cd.
Wl
C+
(ln
ena~.res), fly
80
ft. (average)
have
both
attempted
to
hippogrYphs.
Most
)ex,
+4
natural), touch
11,
‘hile kind and generous among the night elves, they
are hardened to the demands of fighting demonic
forces.
Night elf sentinels watch over hippogrypheggs, and
Spacemeach:
10
ft./5
ft.
SpecialAt&cks:
-
5nwial
Chialitim
Dnrkvisinn
60
ft Inw-linht visinn
of the night elves. Though-most prefer to stay and
protect communities, young hippogryphs taken with
the urge to explore and see the forest beyond their nest
often serve as willing mounts for night elf windriders
(as detailed in the Alliance &Horde Compendium).
Hippogryphs speak Darnassian, but are
learning Common and other
Listen
+’I,
>pot
+?*
Dodge, Flyby Attack
A
Joiitary, pair, or flight
(7-12)
forest,
hill,
mountains, and plains
urganization:
Challenge
Rating:
3
Treasure:
Alignment: Usually chaotic good
-
..
Combat
4
Hippogryphs have a keen
*
awareness of aerial tactics. With-
out riders, they attack inquickdives, striking
with their horns followed
by
swipes with their
talons. Female hippogryphs avoid direct com-
bat.
If
trapped on the ground, the hippogryph
1
charge, trying to get space to regain
the air. Carrying night elf archers,
hippogryphs make careful circling
tacks, darting within range
long enough for a
shot before
--
wheeling away.
Hippogryphs with riders act
on their own initiative.The
mount can aid the archer in
the attack, possibly provid-
ing a
+
2
bonus to the archer’s
Skills: *Hippogryphs re-
ceive a
+4
racial bonus to
Spot checks during day-
\
light hours.
Kobold
structure of government, kobolds organize
in
loose groups to
plan out digs
and
scavenging.
While not particularly bright, kobolds have
keen
senses
andagoodabilitytoreadsituations.Oneoftheirsignificant
accomplishments
is
their alliance with
the
harpies. Kobolds
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AttIGapple:
Attack:
Full
Attack
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Small Humanoid (Kobold)
ld8 (4
hp)
+I
30
ft.
(6
squares)
16(+1
size,+l
Dex,+2natural,+2leather),
touch 12, Flat-footed
15
offer equipment they scavenge
in
rem for information.
The
two
races protect one another
by
proximity.
Combat
+O/-5
Dagger
+O
melee(ld4-1/19-20)
or
bite
+O
melee
(ld4-1)
Dagger
+O
melee(ld4-1/19-20)
or
bite
+O
melee
(ld4-1)
5
ft./5
ft.
Darkvision
60
ft.,
light sensitivity,
fear-
ful,
scent
Fort +2, Ref +1, Will +1
Str
8,
Dex 12, Con
10,
Int
8,
Wis 12, Cha
6
Craft
(trapmaking)
+,
Hide
+4,
Listen
+6,
Move
Silently
+4, ProFession
(miner)
+4,
Alertness
Underground
Solitary,
pair,
brood
(2-5),
nest
(10-100
plus
100%
mombatants
plus
1
3rd-level
rogue
per
20
adults
and
1
leader
OF
4th-6th
level),
or
warren
(30-300
plus
1
3rd-level
rogue per20 adults,
1
or
Zeldenof
4th
or
5th
level,
1
leader
of
6th-8th
level)
1/4
Standard
Usually
neutral
evil
By character
class
+O
-
spot
+5
Kobolds
first
try
to avoid combat if at all possible. Traps
are
used
to
gather small food animals
and
protect their
warrens.
When
pressed, kobolds will
flood
over a target,
looking to bite at vulnerable points. When facing a signifi-
cant threat, they will abandon their nests
and
young.
Light Sensitivity
(Ex):
Kobolds are dazzled in
bright sunlight or within the radius of
a
daylight spell.
Fearful
(Ex):
Kobolds are generally fearful of other
races and danger. When intimidated or subjected
to
fear effects, kobolds receive a
-4
penalty to saves.
Skills:
Kobolds receive a
+3
racial bonus to Craft
(trapmaking), Hide, Listen, Move Silently, and Profes-
sion (miner).
Kobold Characters
A
fnendly kobold could pibly
be
raised
by
a night elf
or some other race. Though ruled by fear,
a
heroic kobold
may
emerge from time to time.
The
race'sknackwithstealth
and
comfort
in
underground environments makes it well-
suited to the rogue
and
scout classes. Kobold characters
possess the following racial traits.
-
+2
Dexterity,
+2
Wisdom,
-2
Strength,
-2
Intelligence,
-4
Charisma.
-
Small size.
+
1
bonus to Armor Class,
+
1
bonus
on attack rolls,
+4
bonus on Hide checks,
-4
penalty
on grapple checks, lifting and carrying limits
3/4
those
of Medium characters.
-
A
kobold's base land
speed is
30
feet.
-
Darkvision out to
60
feet.
-
Racial Skills:
A
kobold Character
hasa+3racialbonusonCraft(~P~),
Hide, Listen,
Move
Silently,
and
Profa-
SiOn (miner) Checks.
-
Racial Feats:
A
kobold
character gains feats according
to its character class.
The wiry creature bears as much
of
a
resemblance to
a
rat
as
it does to
a
humanoid.
It
stands
short
of
4
feet
tall
and
moves with
a
rapid, hunched gait.
Its
nerwousness is
evident in its large, rodent-like eyes.
Description
Kobolds are rat-like humanoids that dwell in tun-
nels going deep into the Alterac and Redridge
Mountains. Standing between
3
and
4
feet in height
and weighing between
70
to
100
pounds, kobolds are
at home in the dark underground. Bright light causes
them discomfort. Kobolds are cowardly, cringing folk,
striving to stay out of the way of other races. Kobolds
will take over abandoned mines and scavenge equip-
ment whenever
they
can
do
so
safely.
-
+2
natural
armor bonus.
-
Special Qualitie
(see above): Light sen-
sitivity, fearful, scent.
-
Automatic
Lan-
Kobold Society
Koblds form loose
clan
lineages based on bloodline. guages: Common,
~0~
There is nothing like marriage. Young individuals migrate
between nests or
between
larger warrens. Kobolds of all ages
prefer to sleep
rn
large groups. While there is no overt
common.
-
Favored Class: Rogue.
-
Level Adjustment:
+O.
LlKC
llldlly
IIClUlll~
dll
Huge Animal
composed of mothers anc
A
few younger males m
eventually driven out tc
During mating season,
ty
make
loud
bellowing
soul
Kodo beasts are dangerou
the watch for rivals and
Hit
Dice: 6d8+36
(63
hp)
Initiative:
+O
Speed:
40
ft.
(8
squares)
Armor
Class:
Base
Att/Gapple: +4/+21
Attack:
Bite +12 melee (2d8+?)
Full Attack
16
(-2
size, +8 natural), touch
8,
Flat-
footed
16
Bite +12 melee (2d8+?) and
2
stoms
t6
melee
(2d6+4
j
lmproved grab, swallow whole
Fort
+11,
Ref
+5,
Will
+3
Str
28,
Dex
11,
Con
22,
Int
3,
Wis
12,
Cha
5
Alertness, Endurance, Weapon Focus (bite)
Solitary, pair, or herd
(5-50
plus
50%
young plus
1
Gwgantuan
beast
per
10
adults)
Space/Reach:
15
Ft./lO
ft.
Special Attacks:
Special Qualities: Low-light vision
Saves:
Abilities:
Skills: Listen
+7,
Spot
+8
Feats:
Environment: Temperate and warm plains
Organization:
Challenge Rating:
4
Treasure:
-
Alignment: Always neutral
Advancement:
Level Adjustment:
-
7-10
HD
(Huge);
11-20
HD
(Gwgantuan)
The ground trembles with each step
that
the massive
reptilian beast takes.
Its
gray hide is covered
in
the dust
that
it kicks up
as
it grazes across the plains.
Combat
by
nature quiet, lumberin
simply to wander away
from
exception is when they ar
small enough to be threat(
beasts
will
form
around
d,
yuulg,
udllulg
wlul
simple mass. Sufficiently annoying opponents are charged
and swallowed whole. More significant threats, particularly
those too large to swallow, are charged down.
Kodm
are too
slow to trample opponents, but they
can
crush or bash with
their forelegs. During mating or nesting
seasons,
kdm are
more aggressive, particularly
if
startled or
surprised.
They
will leave small annoyances alone, though make mock
charges.
Improved
Grab
(Ex):
To
use
this ability, a kodo beast
must hit with its bite. It
can
then attempt to start a grapple
asafree action
withoutprovokinganattackofopportunity.
If
it wins the grapple check, it establishes a hold
and
can
try
to use its swallow whole abilitv.
Swallow
Whole
(Ex):
C
kodo can distend its jaw
to
L~..~~.~~..
BIuUCI\N
uptohgesk. Once hide, theownentsUfferr
damage
qual
to
2d8
+
&e kdo beast’s Seen& modfie;
PIUS 1&+6
pints
of acid damage per round from the
creature’s digestive juices.
A
swallowed victim
C-n
--.+
Description
Giant gray reptilian quadrupeds, the kodo beasts
wander the plains in thunderous herds. They graze
primarily on quick-growing grasses, but will eat the
leaves of shrubs and trees they encounter. Kodo beasts
will
occasionally eat insects, small mammals, and
eggs, but these items are a limited part of their
diet.
hunt and use every part of kdos for their
equipment, clothing,
and
food.
Kcdo
beasts
can
be
trained
and
are
used
as
beasts of burden
by
the tauren and
as
mounts
for orcs. Kodm are asp
bo1 of vigor and power
among the tauren
and
hunting them is an
important rite
of
way out
by
inflicting
25
pintsofdamage
or Small slashing weawn to the kodo beast’s diees-
Kcdobeasts
are key to taurenculture. Tauren
Eventually, either the populace fails to provide or the
magnataur gets bored and another rampage begins.
Others have some skill at fishing for whales and may
take to the water.
Magnataur do not trust or like one another any
more than they like other creatures. There is no
mating season. Magnataur breed when food is plenti-
proximity. Once the act is complete, the pair sepa-
rates. Mothers teach hunting, basic language, and
how to craft needed tools. Humans and other animals
are brought back to the lair for the child to play with.
When young are old enough, they accompany the
mother on raids. Once reaching adolescence, chil-
&en are abandoned and fend for themselves.
Magnataur
Huge
Giant
Hit
Dice: 12d8+108
(162
hp)
Initiative:
+O
Speed:
50
ft.
(10
squares)
Amor
Class:
17
(-2
size,
+'?
natural), touch
8,
flat-
ful
and chance brings a potential mate into close
footed
17
Huge club +18 melee
(2d6+11)
Huge club +18/+13 melee (2d6+11)
Frightful presence, trample
ld8+16
Low-light vision, damage resistance
151
magic, resistance to cold
5
Fort +1?, Ref
+4,
Will
+5
Str32,
Dex
10,
Con
28,
Int
10,
WIS
12,Cha
10
Craft (weaponsmith) +5, Hide
+?,
Listen
+6,MoveSilently+?, Spot+6,Survival+6
Cleave, Great Cleave, Great Fortitude,
Power Attack, Track
Base
AWGrapple: +?/+28
Attack
Full Attack
Space/Reach:
15
ft./15 ft.
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats
Environment: Cold mountains
Organization: Solitary
Challenge Rating:
16
'Treasure: Standard
Alignment: Always chaotic evil
Advancement:
LevelAdjustment:
-
13-17
HD
(Huge);
18-20
HD
(Gargantuan)
This creature
has
the
upper
torso,
head,
and
arms of
a
giant
and
the body of
a
great
wooly mammoth.
It
is
fearsome
to
beholdas it
strides
forward, its mighty hooves making the
ground
quake
with each step.
Description
These terrifying monsters resemble centaur on a
massive scale. They weigh
15-20
tons and stand
20-30
feet tall. The origins of magnataur are a
mystery, though speculation abounds. What is
clear is that their numbers are few. This fact is
somewhat of a blessing, given the pleasure these
creatures take in destruction and torment. Survi-
vors of caravans speak of wagons and horses
smashed into the snow. Some paused in th
flight long enough to see a massive figur
carefully placing screaming people into a
huge sack, destined certainly for unknown
horrors.
Such a creature requires a great deal of
food
to
feed,
so
magnataur eat people and
animals once they have their fun. In several
places, they have set up crude kingdoms, sparing
people from terror so long as food is provided.
Magnataur will occasionally fight one another, but
typically avoid these situations. Mating, however, can
pit males against each other. These fights are usually
all display. The two shout and smash the ground until
one looses his nerve and flees.
Combat
Magnataur employ two basic strategies. The first is
simply to charge a victim or settlement and start
layingwastewith his club. Fleeingvictimsare trampled.
The other approach is to lie in wait or behind cover for
passing caravans. Magnataur sometimes follow cara-
vans, looking for an opportunity to surprise them.
This desire for surprise is not out of caution or fear, but
rather to limit the chance that any victims escape the
encounter.
Given the lack of any appropriate weapons for their
size, magnataur have some skill at shaping trees into
serviceable clubs. These huge clubs weigh between
200
and
600
pounds and can be wielded one-handed
by
a magnataur. Gargantuan magnataur have even
larger clubs capable of dealing out
2d8
points of
damage.
Frightful Presence
(Ex):
The sight of a magnataur
charging and shouting with terrible joy
is
enough to
give even the most hardened hero pause. Anyone
within
60
feet must make a
DC
16
Will save. Failure
means the character is frightened for
5d6
rounds (see
“Fear” in Chapter
8:
Dictionary
of
Special Abilities
and Conditions of the
PHB).
Trample
(Ex):
Reflex
DC
27
half. The save
DC
is
Strength-based.
Resistance to
Cold
(Ex):
Magnataur ignore the
first
5
points of cold damage per round. The freezing
winds and ice of the north do not bother a magnataur,
and some use storms as cover for attacks.
Skills:
Despite their massive size, these monsters
are skilled at stepping softly and concealing them-
selves. Magnataur gain a
+4
racial bonus to Hide and
Move Silently checks.
stroying such items is
a
matter of chance.
A
mana surge has
ld3-1
x
normal treasure (the
GM
may set the treasure to a different value
as
he or she sees fit).
A
mana surge that has
moved recently has no treasure nearby, while
a mana surge trapped in one location for
a
time
likely has double standard.
Combat
A
mana surge does not hunt or attack like
other creatures. One could theoretically just
walk up and poke it. Though a surge appears
like liquid or a gaseous coalescence of energy,
its consistency is rubbery to the touch.
The danger is that magic spells pour from the
creature, and those spells that require
a
target
are aimed at the nearest target. Still, for some-
one to net a surge and drag it somewhere is
theoretically possible, assuming the person
could withstand
the
effects of being that close.
The greatest danger a mana surge typically
faces is its own spells.
Fireballs
and similar spells
going off nearby can damage the surge itself,
if
it does not happen to have
a
resistance up.
Spell resistance applies to inimical spells it
casts on itself, but is waived for harmless or
protective spells.
Spell
Burst
(Sp):
A
mana surge creates ld4 spell
effects each round, cast
as
if
by
a 20th-level wizard
-
except that the spells need no components and take
free actions to cast. Any focus required for
a
given
spell is shaped out of surrounding materials. Spells are
random, as noted on the chart below.
Spell Blight
(Su):
The area around a mana surge is
torn with magical energies that interfere with the
normal functioning
of
magic.
All
magic
-
even
divine magic
-
within
1,200
feet has a percentage
chance of failure equal to the mana surge’s Hit Dice.
So,
spells have a
4%
chance of failure when within
range of a
4
HD
mana surge. This percentage chance
adds to any other spell failure chance a character may
have. The mana surge is not affected
by
the blight.
Murloc
Hit Dice:
Initiative:
Armor
Class:
Speed:
Base
AttIGapple:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment
Many
eat victims over a period of days, careful not to
kill them too
soon.
More prosperous mutant murlocs
use healing magic to sustain the entertainment even
longer.
wear rings, gloves,
or
boots. Murlocs favor the scout
class. Murloc characters possess the following racial
traits.
-
+4
Dexterity,
+4
Constitution,
+2
Wisdom.
Murloc Characters
A
murloc hero is very unlikely, but not unheard of.
The
race is not known for stealth, infiltration, or
traveling far from shore. The difficulty with dry land
requires some effort to circumvent, particularly if the
murloc must travel a large distance through desert or
dry plains.
A
murloc character working with surface dwellers is
reviled by all other murlocs. Such a character may
seek to change the ways of her people
or
may hate the
-
Medium size.
-A
murloc’s base land speed is
30
feet and its base
swim speed is
40
feet.
-
Darkvision out to
60
feet.
-Racial Skills:
A
murloc character has a
+8
racial
bonus on Swim checks.
-
Racial Feats:
A
murloc character gains feats
according to its character class.
-
+2
natural armor bonus.
-
Special Qualities (see above): Amphibious.
race from which she comes.
Murlocs only speak their racial language.
A
murloc’s
webbed hands and feet make it impossible for them to
-
Automatic Language: Murloc.
-
Favored Class: Scout.
-
Level Adjustment:
+O.
Mur’gul
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGapple:
Attack
Full
Attack
SpaceIReach:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment
Medium Aberration
8d8+16
(52
hp)
+2
30
ft.
(6
squares), swim
40
ft.
17
(+2
Dex,
+5
natural), touch
12,
flat-
footed
15
+6/+8
Bite
+8
melee
(ld6+2)
or net
+8
ranged
(special)
Bite
+8
melee
(ld6+2)
and
2
claws
+6
melee(ld4+1) or net +8 ranged (special)
5
ft.15
ft.
Darkvision
60
ft., amphibious, aquatic
potence, damage resistance 101rnagic
(only
while underwater),
spell
resistance
20
Fort +4, Ref +4,
Will
+7
Str
14,
Dex
15,
Con
14,
Int
10,
Wis
12,Cha
10
Craft
(netmaking)
+3,
Hide +7,
Listen
+6,
Move Silently
+5,
Search
+5,
Spot
+6, Swim
+10
Alertness, Dodge, Multiattack
Temperate and warm aquatic and marsh
Solitary, pair, or gang
(3-6)
8
10%
goods, items
Always chaotic evil
By
character class
+4
-
Mur’gul are distinct from mutant murlocs, having
originated earlier and being significantly stronger.
These beings form small groups, often but not
always related. Such gangs steal from one another,
and mur’gul will try to raid nests of rivals for eggs to
eat. Mur’gul organize in a rather spontaneous way,
primarily to raid murlocs or humans.
If
these raids go
poorly, the mur’gul may very well turn on one an-
other. Mur’gul wander, and many do not even have a
fixed territory; lairs are temporary affairs, used to hold
prisoners or for mating. They only keep equipment
they can either use or carry easily, though a temporary
lair may have treasures from past victims.
These savage creatures fear only one race: the naga
ofNazjatar. Despite their own vicious nature, mur’gul
are superstitious and fear the magical power of the
naga.
Combat
Mur’gul will press any advantage, though they be-
gin with nets to subdue victims. They swarm over
their enemies, tearing them to pieces and feeding
right on the battlefield. More powerful enemies are
lured into water where the mur’gul have a greater
advantage. Mur’gul quietly tear at the bottom of ships
and break rudders before attacking.
Amphibious
(Ex):
Mur’gul breathe in air and in
water.
A
mur’gul suffers
ld6
points of nonlethal
damage after each full day that it is out of water. After
a week spent out of water, the mur’gul suffers ld6
points of lethal damage per day.
A
mur’gul recovers
nonlethal damage it suffers in this way only after being
doused with a minimum of a gallon of water (salt or
fresh). It recovers lethal damage it suffers in this way
only after being submerged for a
full
period of rest.
Magical healing works normally but does not prevent
further losses.
Aquatic Potence
(Ex):
Much more comfortable in
and adapted to underwater life, a mur’gul’s
Strength receives a
+4
bonus when in
Skills:
A
mur’gul has a
+8
racial
bonus on any Swim check to per-
form some special action or to
avoid a hazard.
It
can always
choose to take
10
on a Swim
check, even if distracted or en-
dangered.
It
can use the run
the Burning Legion. The mur’gd de-
light in capturing both humans and
murloc, torturing and then eat-
ing their victims. They infest
the sea, clambering aboard
1
The humnoid
has
a
thick, warty skin, webbed ex-
tremities ending in claws,
and
bulbous eyes that have
a
feral gleam.
A
row of needle-sharp teeth pokes from its
frog-like mouth.
Description
These creatures were once murlocs, but have
been cursed and twisted
by
the powers of
::
1
eryone onboard.
U
Naga
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base Att/Gapple:
Attack:
Full Attack:
S
paceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium
Monstrous
Humanoid
4d8
(18
hp)
+3
30
ft.
(6
squares), swim
50
ft.
16
(+3 Dex, +1 natural, +2 armor robes),
touch
13,
flat-footed
13
+4/+5
Masterwork scimitar +7 melee (ld6+1)
or trident +6 melee(ld8+1) or trident
+8
ranged (ld8+1)
Masterwork scimitar +7 melee (ld6+1)
ortrident+6melee(ld8+1) ortrident
+8
ranged
(ld8+1)
5
ft.15 ft.
Darkvision
60
Ft.,
aquatic healing, bes-
tial strength, mutation, water breathing
Fort +1, Ref
+7,
Will
+5
Str
12,
Dex
17,
Con
11,
Int
12,
WE
12,
Cha
10
Concentration
+4,
Craft or Knowledge
(any one)
+5,
Listen +5, Search +5, Spot
+6*, Swim
+Q
Weapon Focus (scimitar), Weapon
Fo-
cus (trident)
Any aquatic
Solitary, pair, warband
(1-10
male naga
plusequal numberof 1st-level male Fight-
ers, plus one 2nd-3rd level female),
di-
vision
(10-100
basic naga, plus equal
number of 1st-level male fighters, plus
one 2nd level male overseer per
10
basic
naga, plus one
3rd-6th
level female
spellcaster per
20
basic naga,
plus
one
3rd-6th
level Female leader
per
50
ba-
sic naga), or city
(1-6
divisions plus
1,000
male naga per division)
3
Standard
Usually neutral evil
By character class
+2
-
This creature has humanoid arms
and
torso merged
with the powerful lower body of
a
serpent. Its head is
draconic, with slitted gold eyes and sharp teeth. Its pale
green flesh
is
cowered with serpent scales, oyer which is
worn
a
finely crafted robe worked with intricate designs.
The creature wields
a
wicked-looking trident in one hand
as
it slithers forward.
Description
The high-borne elves enjoyed great power and
comfort before the doom of the War of the Ancients.
Many were cast far into the flooding depths of the
great cataclysm that sundered the land and destroyed
the Well of Eternity. While many died, some were
transformed
by
the cascading energies into the crea-
tures now called naga.
For
10,000
years, these elves of the abyss dwelled in
a dark and powerful empire. Pagodas and balconies
line the deep trenches, glimmering lights picking out
the shapes of cities in the cold black. Figures drift and
twist along the passageways, their elven origins
diffi-
cult to see.
Naga are now serpent-like humanoids. The men are
thickly built, with humanoid torsos merging into a
serpent hind section. Their scales are large and thick,
and their heads are reminiscent of dragons, showing
little sign of their elven ancestry. The women are tall
and slender, with fine scales covering their angular
features. Instead of hair, female naga have a nest of
thin, twining snakes. These serpent strands have eyes
and allow a naga to see in all directions.
Naga
Society
While males greatly outnumber females, the fe-
males are considered the intellectual superiors, more
refined and possessing great magical power. Men can
rise to prominence and even lead communities, but
there is a limit to what they are permitted to achieve.
The civilization of the naga has extensive codes,
laws, and ceremonies. Factions, some millennia old,
work continuously
in
bids
for power. They seek the
blessings of their queen, one familiar to history: Queen
Azshara lives still, in the vast city of Nazjatar at the
bottom of a deep ocean trench. She has embraced the
power of the naga, grown in size, and possesses many
tentacles bedecked in jewels and items of power. She
plots her revenge on the treacherous night elves,
biding her time until the growing might of the naga
can be brought to bear.
Combat
Naga have finely worked robes that function as
leather armor. They hunt large prey with tridents and
scimitars. They are experienced in formation fight-
ing, particularly in dealings with murlocs and mur’gul.
A
warband will deploy male infantry to engage at
moderate range with tridents, while the females cast
spells. The men are willing to sacrifice themselves
if
ordered. Leaders will avoid heavy losses, but are oth-
erwise open to small risks.
Aquatic Healing
(Ex):
As one of the many changes
wrought through ages living underwater, the naga
heal at twice the normal rate when they are underwa-
ter.
Bestial Strength
(Ex):
Males are bred to be larger
and stronger than females, who prefer to rely on magic
and poison. Males have a
+4
bonus to Strength
compared to the racial norm and
+2
natural armor.
Mutation
(Ex):
Naga have learned to spur strange
mutations in their bodies, developing in monstrous
ways.
A
naga may choose to gain another
HD
as a
monstrous humanoid and gain one mutation (see
Table
1-1:
Naga Mutations). Some mutations may
require multiple levels. These
HD
are treated as equal
to character levels. There is a limit on how many times
a mutation may be gained. Naga with extra arms may
acquire the Multiweapon Fighting feat.
Uncanny Dodge
(Ex):
With their halo of serpent
strands, female naga have a keen awareness
of
what
goes on around them. They do not loose Dexterity
bonus to
AC
when flanked and are able to dodge and
move in response to attackers on both sides. This
defense denies rogues the ability to use sneak attack;
however, rogues four levels higher than the naga
neutralize this ability and can thus flank and sneak
attack. This ability only works if the serpent strands
are not bound or covered.
Water Breathing
(Ex):
Naga are amphibious,
though do not suffer any significant discomfort whlle
out of the water.
Skills: *Female naga have a
+4
racial bonus to Spot
checks, as the eyes on each serpent strand keep watch.
A
naga also has a
+8
racial bonus on
any
Swim check
to perform some special action or to avoid a hazard. It
can always choose to take
10
on a Swim check, even
if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.
Naga
Characters
Naga characters may be sent to
the
land
on
a
mission, or they may be exiles who defy the naga
queen. Few among the humanoid races are aware of
the nagas’ history,
so
most encounters deal primarily
with their strange countenance. Naga characters
can use disguise or magic to avoid notice.
Naga heroes should be limited to a few muta-
tions. Far from the power of Nazjatar, the powers
of the flesh are less likely to be awakened in
this
Most naga are equipped with armor robes
(equivalent to leather armor) and either a
scimitar or a trident. Male naga favor the
fighter class, while females favor the
sorcerer or wizard class.
A
female naga
must choose which class she favors
when first gaining a level of either
and may not change it thereafter.
Naga characters possess the fol-
-
+2
Strength
(+4
for
males),
+6
Dexterity,
+2
Intelligence,
+2
Wis-
lowing racial traits.
-
Medium size.
-
Darkvision
-Racial Hit Dice:
A
naga begins with four levels
of monstrous humanoid, which provide 4d8 Hit Dice,
a base attack bonus of
+4,
and base saving throw
bonuses of Fort
+1,
Ref +4, and Will
+4.
-
Racial Skills:
A
naga’s monstrous humanoid
levels give it skill points equal to
7
x
(2
+
Int modifier).
Its class skills are Concentration, Craft (any one),
Knowledge (any one), Listen, Search, and Spot.
-
Racial Feats:
A
naga’s monstrous humanoid
-
+
1
natural armor bonus.
-
Special Qualities (see above): Aquatic healing,
-
Automatic Languages: Nazja, Common.
-Favored Class: Fighter (male); sorcerer or wizard
-
Level Adjustment:
+2.
levels give it two feats.
bestial strength, mutation, water breathing.
(female).
I
Then Ner’zhul came to Northrend. The nerubians
soon discovered the Lich King’s plans for domination.
While the miderfolk had little concern for the fate of
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Full
Attack:
Large
Aberration
4d8+8
(17
hp)
+7
40
ft.
(8
squares), climb
20
ft.
14(-1
size,+3Dex,+Znatural), touchl2,
flat-footed
11
Base
AttIGapple: +3/+9
Attack
Spear+4melee(ld8+2)orbite+4
melee
(ld8+2
and poison) or javelin
+5
ranged
(ld6+2)
Spear +4 melee
(ld8+2)
and
2
claws
-1
melee
(ld4+1);
or bite
+4
melee (ld8+2
and poison) and2claws-1 melee(ld4+1);
or javelin
+5
ranged
(ld6+2)
SpaceIReach:
10
Ft.15
Ft.
Special Attacks: Poison, web
Special
Qualities:
Darkvision
60
ft.,
resistance
to
cold
5,
frozen mind
SaVeS:
Fort +3, Ref +4,
Will
+4
Abilities:
Str15,
Dex
17,
Con
14,
Int
12,
Wis
10,
Cha
10
Skills: Climb
+lo,
Craft or Knowledge (any one)
+6,
Hide
+7,
Jump
+8,
Listen
+5,
Spot
+9
Feats:
Ability
Focus(poison), Improved Initiative
Environment: Cold and temperate forest, hills, plains,
and underground
Organization: Solitary, pair, squad
(2-4),
town
(6-18
plus
50%
young plus
1
warrior or
webspinner per
5
adults), or city
(20-
200
plus
50%
young plus
1
warrior and
1
webspinner per
10
adults, plus
1
seer per
20
adults, plus
1
spiderlord per 50adults,
plus
1
queen per
150
adults)
Challenge
Rating:
4
Treasure: Standard
Alignment: Usually neutral evil
Advancement:
By
character class
Level Adjustment:
+2
The large creature
has
the lower body
ofa
giant spider
with
a
humanoid
torso,
arms
and
head. Its
spider
legs are
long
and
thin, allowing it
to
top
10
feet when it rears
up.
It
wields
a
simple, though wicked-looking, spear.
Description
Once, the vast subterranean civilization of Azjol-
Nerub extended over much of Northrend.
Underground terraced pits and occasional
aboveground ziggurats held countless nerubians liv-
ing, working, and researching. Azjol-Nerub contained
huge libraries of literature, music, philosophy, and
111.1
the other races, the expansion of an undead empire
was a clear threat to their existence. Elite warriors
were sent and a massive battle began. Ultimately,
Azjol-Nerub shattered under the weight of an easily
replenished undead army.
The
libraries burned and
the surviving nerubians fled. The Scourge raised up
the spiderfolks’ dead, paying a cold homage to the race
through architecture and borrowing from their arcane
arts.
Now, the nerubians exist only as scattered families
innorthemKalimdor and in afew settlements through.
out Ashenvale. In their quiet and passionless manner,
nerubians despise the Scourge and will take any op-
portunity to do
it
harm. Though not a warm or
pleasant race, they honor agreements and can work
with other races. Some groups, particularly those in
the far north, seek to rebuild their civilization. Others
simply try to get
by.
Nerubian
Society
Though cold, distant, and even cruel
by
the stan-
dards of other races, nerubians are not impossible to
understand. They are not affectionate or prone to
emotional expression, but they do feel attachment,
hatred, and understand honor. Honor is a simple
matter, not like the human institution built up with
literature, epic poems, and the like. Nerubians do not
worship logic; their emotions are simply unfettered
by
warm-blooded ornamentation.
A
nerubian community has one leader, a few advi-
sors, some warriors, and then the body
of
workers.
Different types of nerubians are referred to as castes,
but without the sense of status or stigma that normally
comes with the term. Caste is a life-long occupation
and
responsibility insociety, organized
as
ameritocracy.
Workers who show talent in a given area can join an
appropriate caste. Mobility is highest at a young age,
however, as diet and training will lock nerubians into
a specific caste quickly.
Small groups rely on workers serving as militia
when needed or doing double-duty. The leader is
usually the eldest female, mother of much of the
group. Large communities will have the elders elect
one of their own to lead as queen. Groups formed for
a specific purpose, such as a warband or aggregate of
decimated families,
will
choose a leader
with
proven
ability.
Nerubians speak Common and Nerubian. Nerubian
is both a spoken and a sign language.
I
f.2iAmE
tion to using webbing as an attack, a nerubian can spin
a single strand to descend at its climb speed. The
strand can hold the weight of a nerubian and one
creature of Medium or smaller size. Nerubians can
move across their own webbing at their climb speed.
Frozen
Mind
(Ex):
The minds of nerubians are
different from most races, leaving them untouched by
powers that affect the mind (for instance, any spell
with the mind-affecting descriptor). They are also
immune to fear effects. Those who have attempted
telepathic communication
with
nerubians describe
it
as trying to bore through many feet of ice. This same
quality makes them immune to Ner’zhul’s undeath
plague.
Skills:
Nerubians receive a
+4
racial bonus to Hide
and Spot checks.
A
nerubian also has a +8 racial
bonus on Climb checks and can always choose to take
10
on a Climb check, even
if
rushed or threatened.
Nerubian Warrior
These warriors are essentially nerubians with fight-
ing experience (1st-level fighters). They are also
equipped with
+2
chitin armor (equivalent to leather
armor) and two masterwork short swords. Warriors
often learn Two-Weapon Fighting and Weapon
Fi-
nesse (short sword). With a long reach, the most elite
fighters can use Great Cleave to excellent effect.
Nerubian warriors are
CR
4,
plus any character levels.
Warriors of
10
HD
become Huge
(CR
+l).
Combat
Average nerubians avoid combat
if
possible. When
pressed into service or when faced with destruction,
however, they are disciplined, particularly
if
a skilled
leader is present. Quick charges and use of simple
weapons like spears and javelins are their normal
tactic. Some nerubians also use longswords, axes and
other martial weapons. They can also deliver a poi-
sonous bite, but prefer the distance that wielding
Poison
(Ex):
Nerubian poison attacks the victim’s
muscles and is delivered
by
bite. Injury, Fortitude
DC
14,
initial and secondary damage
ld6
Strength. The
save
DC
is Constitution-based. (Huge nerubian: Fort
=
10
+
1/2
nerubian’s
HD
+
nerubian’s Con
modifier, initial and secondary damage
ld8
Str; Gar-
gantuan: Fort
DC
=
10
+
1/2
nerubian’s
HD
+
nerubian’s Con modifier, initial and secondary dam-
age
2d6
Str; Colossal: Fort
DC
=
10
+
1/2
nerubian’s
HD
+
nerubian’s Con modifier, initial and secondary
damage 2d8 Str.)
Web
(Ex):
A
nerubian can emit a web up to 6 times
aday, which functions as per the
web
spell. Anerubian
web, however, has damage reduction
51-.
In addi-
weapons offers.
Nerubian Webspinner
Webspinners practice from a young age in creating
and shaping webs, raised on a special diet to encourage
quick web production. Many webspinners practice
like archers, perfecting the valuable technique of
casting over distance, particularly at aerial targets.
Improved Web
(Ex):
Webspinners are more adept
with their webs and can sense when and where a
creature touches any of their strands on a successful
Spot check. They can emit a web
8
times per day, and
the area of effect is double that of a
web
spell. The web
is otherwise the same as a standard nerubian web.
Skills:
*Webspinners gain a
+8
competence bonus
to Hide and Move Silently checks while on their
webs.
Obsidian
Destroyer
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AttIGrapple:
Attack
Full Attack
Space/Reac
h:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Large Magical Beast
13d10+65
(136
hp)
+2
40
ft.
(8
squares), fly
70
ft. (poor)
24
(-1
size, +2 Dex, +13 natural), touch
11,
flat-footed
24
+13/+25
Mmingskr+20mdee(ld8+8plusld6sonic)
Morningstar +18/+13/+8 melee
(
ld8+8
plus
ld6
sonic) and morningstar +18
melee (ld8+4 plus
ld6
sonic); or
2
claws
+21 melee (ld6+8)
10
ft./5 ft.
Pounce, rake ld6+4, thunder strike,
spell-like abilities
Darkvision
60
ft., low-light vision, spell
resistance
25
Fort +13, Ref +8, Will
+7
Str
26, Dex
15,
Con
20,
Int
11,
WE
17,
Cha
15
Concentration +21, Listen +13, Spot +13
Alertness, Cleave, Flyby Attack, Power
Attack, Two-Weapon Fighting
Any cold land
Solitary or pair
8
Standard,
includingtwoobsldian morningstars
Always neutral evil
14-20
HD
(Large);
21-34
HD
(Huge)
-
The creature looks like it is made of obsidian.
It
has
a
lower body like apowerfully-built six-legged horse, with
a
pair ofgreat
black
wings. Its upper body is humanoid, with
a
shriweled, lich-like
face.
It
wields apair of unusual ebon
morningstars in its foremost limbs.
Description
The flesh of a destroyer has the appearance of
obsidian. When an obsidian destroyer stands still, it
fools people into believing it is nothing more than a
large statue. An obsidian destroyer has the body of a
six-legged, winged horse and wields specially made
obsidian morningstars. An obsidian destroyer enjoys
wearing crowns and other ostentatious headdresses.
Combat
Obsidiandestroyers cast see invisibility anddetect
magic
at will, and one almost always has these spells active at
the beginning of combat.
They
can see the auras of spells
and magic items as their enemies approach.
Though not a precise flyer, an obsidian destroyer
attacks from the air when possible.
It
usually attacks the
weakest looking target first. It pounces on the foe and
declares an automatic critical hit with its thunder strike
if possible. The destroyer then chooses as
its
primary
target a victim that was stunned, hopefully the same one
it pounced on.
If
a destroyer senses many magic auras on
its chosen target, then it castsgreater dispelling. It moves
in for
full
attacks until the victim goes down.
If
its enemies flee before it gets a kill, an obsidian
destroyer pursues the slowest target until it succeeds in
a kill. Once a destroyer has a kill, fleeing enemies are
allowed to escape as it settles in for a meal.
Pounce
(Ex):
If
an obsidian destroyer 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):
An obsidian destroyer that pounces
onto a creature can make two rake attacks
with
its
hind legs. Attack bonus
+20
melee, damage
ld6+4.
Thunder Strike (Su): Obsidian destroyers can
channel magic energy through their specially made
masterwork obsidian mornings tars to create thunder-
ous blows. These morning stars deal an additional ld6
points of sonic damage on a successful hit.
A
successful critical hit creates a cacophonous roar
like thunder.
All
creatures within a 20-foot radius
spread take
2d8
points of sonic damage and must
succeed at a
DC
18
Will saving throw to avoid being
stunned for
1
round. Deafened creatures are not
stunned but are still damaged.
A
stunned creature
can’t act and loses any Dexterity bonus to
AC.
At-
tackers gain a
+2
bonus to hit it.
In addition, the victim of a destroyer’s critical hit
must succeed at a
DC
18
Fortitude saving throw or be
deafened permanently.
Once per day, a destroyer can declare that a success-
ful hit is in fact a critical hit. This ability cannot be
used against creatures immune to critical hits.
Spell-Like Abilities: At will-detect magic, greater
dispel magic, read magic; llday-remowe curse, see inwis-
ibility. Caster level 20th; save
DC
12
+
spell level.
Combat
Ogres test unfamiliar groups to determine their
power and possible intentions. They try to avoid
conflict, often
by
having ogre warriors make displays
of aggression, smashing the ground and shouting at
opponents, out of range of whatever weapons the
opponents possess.
As
a last resort, ogres have some
skill in formation fighting and will use a combination
of charges and withdrawals to try to surround enemies.
Ogres will throw spears at a distance in waves com-
bined with the use of clubs, with possible magical
support from ogre magi. When committed to a fight,
these giants are completely dedicated, only breaking
from an engagement if their leader commands it.
Skills:
Ogres receive a
+4
racial bonus to Listen and
Spot checks.
Ogre Characters
Despite their size and ferocious appearance, ogres
are curious about the wider world and often seek to
spread a more positive understanding of ogre culture.
At
the very least, an ogre hero can gain resources and
allies for her tribe. Ogres favor the barbarian class.
Ogre characters possess the following racial traits.
Ogre
Magus
The warlock Gul’dan needed spellcasting champi-
ons in the Second War. He mutated certain ogres,
creating two-headed beings with a natural affinity for
magic. These ogre magi have since become the spiri-
tual leaders of the ogre tribes. They provide spells and
magical items to protect the tribes from more estab-
lished civilizations. Magi are the healers,
record-keepers, and advisors to the chieftains. Those
who pursue the path of the warlock develop a blue
tinge to their skin, a side-effect of wielding necroman-
tic energies.
Pandaren
Medium Humanoid (Pandaren)
Hit
Dice:
3d8+3 (16
hp)
Initiative:
+O
Speed:
Armor
Class:
Base
AWGrapple:
+2/+4
Attack Claw
+4
melee
(ld4+2)
Full Attack:
SpacelReach:
5
ft.15 ft.
SpecialAttacks:
-
Special
Qualities
Low-light vision,quadrupedal movement
saves:
Fort
+4,
Ref
+3,
Will
+1
Abilities:
Str
15,
Dex
11,
Con
13,
lnt
7,
Wis
11,
Cha
9
Skills: Climb
+lo,
Heal
+2,
Listen
+3,
Spot
+3,
Survival
+2
Feats
Dodge6,
Lightning Reflexes, Sdf-SufFicient
Environment: Warm plains and hills
Organization: Solitary, family group
(2-5),
patrol
(6-
ll),
clan
(30-60)
Challenge Rating:
2
'Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment:
+1
20
ft.
(4
squares), climb
10
ft.
12
(+2
natural), touch
10,
flat-footed
12
2
claws
+4
melee
(ld4+2)
and
bite
-1
melee
(ld6+1)
The humanoid
looks
vaguely similar to a bear, with a
stocky build
and
blunt ursine face.
Its
short-furred pelt is
white with black markings around its eyes.
It
wears a
loose, embroidered silk robe.
Description
The Pandaren Empire was founded before the Great
Sundering
of
the world. It shared resources
and
mystic
knowledgewiththehaughtynightelvesofcentralKalimdor.
As
the night elves' obsession
with
the forces of magic drove
them to the
bnnk
of
madness, the gentle pandaren severed
ties
and
left the night elves behind forever. The pandaren
clans, or shao'dins, traveled far across the
seas
and estab-
lished crude
but
beautiful cities of stone
and
sturdy bambus
reed on an island they named Pandaria.
They lived in peace for many generations until the
Sundering. Some, including pandaren wardancers,
then ventured forth from Pandaria, wandering
Kalimdor and other lands on journeys of discovery.
Wielding thin, delicately balanced blades, the
pandaren wardancers quickly established themselves
as some of the deadliest swordsmen
of
the world.
Pandaren
Society
Pandaren society has changed from its origins.
Where once the pandaren were a mighty empire,
standing proud beside their night elf allies, now they
m
are a simple people who want only peace and a safe
home. Yet the world is
a
dangerous place, and only
through an acceptance of the violence that comes
with life can the pandaren continue to prosper.
Pandaren society is, in many ways, compartmental-
ized.
At
their core,
the
pandaren treasure peace and
creativity. Most pandaren are poets and singers, and the
craftsmen of their culture are truly revered. The danger
of their lives, however, has necessitated the evolution of
a
class
of
warriors to defend those ideals
-
it is these
warriors, from the simplest pikeman to the great shodo-
pans, who ensure that pandaren culture survives.
Combat
Even the lowliest pandaren is capable of defending
himself, using the fangs
and
stubby but needle-like claws
that areanatural part ofhisbody. Allpandarencanusethex
natural weapons to
fight
and hunt,
as
pandaren grow up
playing rough
and
tumble games meant to hone their
abilities while learning the admonishments of their elders
that such things are a last resort. In general, pandaren prefer
to
use
the weapons they craft, feeling that their natural
weapons hearken back to a primal time.
Quadrupedal Movement
(Ex):
Pandaren are bipe-
dal creatures, but their pseudo-ursine forms allow
them to move at tremendous speed on four limbs.
When a pandaren drops down to all fours, his speed
increases
by
+10
feet. He must have nothing
in
his
hands to use quadrupedal movement.
Weapon Familiarity: Pandaren treat pan-spears
and shaktani swords as martial weapons rather than
exotic weapons.
Skills: Pandaren receive a
+8
racial bonus to Climb
checks.
Pandaren Characters
Most classed pandaren encountered are fighters
and/or healers. Pandaren characters possess the fol-
lowing racial traits.
-
+2
Dexterity,
+2
Constitution.
-
Medium size.
-
A
pandaren's base land speed is
20
feet
(30
feet
-
Low-light vision.
-
Racial Skills:
A
pandaren character has a
+8
racial bonus on Climb checks.
-
Racial Feats:
A
pandaren character gains feats
according to its character class.
-
+2
natural armor bonus.
-
Special Qualities (see above): Quadrupedal
movement, weapon familiarity (pan-spears and
shaktani swords).
when quadrupedal) and base climb speed is
15
feet.
-
Automatic Language: Common.
-
Favored Class: Fighter
or
healer.
-
Level Adjustment:
+
1.
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base AWGapple:
Attack
Full
Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
wardancers and
8-48
geomancers
and
1
shodo-pan)
3
Standard
Usually chaotic neutral
By
character class
+1
Panclaren Pikeman
The pikemen
of
the pandaren clans are the dedi-
cated defenders
of
their people. Masters
of
the
pan-spear, many pikemen dream
of
becoming one of
the elite defenders
of
their people, the wardancers.
Indeed, a pikeman
is
said to still be “learning the
dance.” Troops
of
pikemen are trained
by
a wardancer
superior, who watches his apprentices to determine
who is prepared to engage in the Dance
of
War.
Combat
In combat, pikemen back up the lethal wardancer,
peppering incoming enemies with a rain
of
pan-spears
and then guarding the flanks of their champions. In
game terms, pikemen are usually 1st to 4th level
fighters. The statistic block above describes a 1st-level
fighter.
Combat
the battlefield, supported
by
those pikemen over
whom he is both captain and mentor. He dances the
shaktani dance alone and with grim determination.
In game terms, wardancers are usually fighters of 5th
level and higher. The statstic block above describes
a
5th-level fighter.
Wardancers are at the forefront
of
any pandaren
war effort, cutting aswathe through the enemy. Though
they are trained to use effective group tactics during
their careers
as
pikemen, wardancers
do
not operate
together. Instead, each wardancer operates alone on
P
benefits.
rirx,
ne may rnrow [ne pan-spear
witn
tne range increment listed above. Secondly, the warrior
inav
take advantaee
of
the
iininiic
weiuhtinu
nf
the
wennnn
th
rivercnmc
the
nnrmal
liniitc
thgr
re2rh
eanc
ror rronr-line Datrie.
it
tenus
to
De nea
allowing
tor greater protection tor the warrio
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base AttIGapple:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Geomancer
Medium Humanoid (Pandaren)
8d8+16
(52
hp)
+O
20
ft.
(4
squares), climb
10
Ft.
14
(+3
studded leather,
+1
natural), touch
10,
flat-footed
13
+5/+6
Claw
+6
melee
(ld4+1)
2
claws
t6
melee (ld4+1) and bite +1 melee
(ld6
5
ft./5
ft.
Spells
Low-light vision, quadrupedal movement
Fort
+9,
Ref +4,
Will
+7
Str
13,
Dex
11,
Con
15,
lnt
7,
Wis
15,
Cha
7
Climb
+5,
Concentration
t4,
Heal
+4,
Knowledge (religion)
+2,
Listen
+5,
Spellcraft
+1,
Spot
+5,
Survival
+4
Brew Potion, Combat Casting, Craft Magic
Arms and Armor. Dodae. Liahtnina Reflexes.
Shodo-pan
Medium Humanoid (Pandaren)
7d8+14 plus
5d10+10
(83
hp)
+2
20
ft.
(4
squares), climb
10
ft.
17
(+2
Dex,
+4
armor,
+1
natural), touch
11,
Flat-footed
15
+9/+11
Shaktani warblade
+12
melee
(ld10+5/19-20)
+6
melee (ld6+1)
5
ft./5
Ft.
Spells
Elemental companion, low-light vision, quadrupedal move-
ment, weather sense +4
Fort +14, Ref +7,
Will
+10
Str
14,
Dex
15,
Con
15,
lnt
7,
Wis
17,
Cha
9
Climb
t6
Concentration +4, Heal +5, Knowledge (nature)
+0,
Knowledge(re1igion)
t1,
Listen
+6,
Spellcraft
+2,
Spot
t6,
Survival +5
(+9
on weather checks)
Brew Potion, Dodge, Exotic Weapon Proficiency (pan-
soearl. Exotic Weaoon Proficiencv fshaktani warblade).
I)
Shaktani warblade+l2/+7 melee(ldlOt5/19-20) and bite
..
cialization'(shaktani warblade)
Warm plains and hills
Solitary
Warm plains and hills
Solitary, pair, or company
(2-5)
7
11
Standard Standard
Usually chaotic neutral
By
character class
+1
+1
Usually chaotic neutral
By character class
Pandaren Geomancer
The spirits of the land are very real and sometimes
very dangerous. The sacred duty of the pandaren
geomancers is to understand the lay of the land, to
study the natural terrain for clues as to the nature and
disposition of the spirits within it. Yet the geomancers
do more than simply examine the spirits of the lands;
they also work to appease them. Through the use of
rituals, songs, and sacrifices, the geomancers attempt
to propitiate the spirits, lulling them into compla-
cency with attention and honor.
Should this process fail, the geomancers are not
above manipulating the very nature of the spirits.
Geomancers teach that the land is a reflection of the
spirits, but the spirits are also a reflection of the land.
Combat
In combat, the normally peaceful geomancers can
be fierce. The spirits of the land, beholden to the
geomancers for their happiness, are only too willing to
fight on their behalf. Those who run afoul of
geomancers in battle find that the very land may rise
up, taking the form of rock and stone elementals. The
legends still speak of geomancers capable
of
calling up
the earth to destroy the settlements of their enemies
with devastating earthquakes.
In game terms, geomancers are healers who usually
end up gaining levels in the shaman prestige class.
The stat block above describes a 5th-level healer.
Typical
Healer
Spells Prepared
(5/4/3/1,
save
DC
12
+
spell level): O-create water, detect
magic,
light, mend-
Y-
-_
the spirit may also.
So,
the geomancers guild their tion; 3;dAis~el
magic.
..
. ..
Pandaren Shodo-Pan
Once, there was only one shodo-pan at any one
time. Hailed as the mightiest scion of the pandaren
people and emperor of the empire, the shodo-pan was
the blessed of the very spirits of the pandaren people.
With the fall of the old empire, the term “shodo-pan”
has come to reflect not a single ruler, but the heads of
the various pandaren clans.
A
shodo-pan
is
unique, in that he straddles the two
worlds
-
the physical and the spiritual. Though he is a
capable wardancer, the shodo-pan must also understand
and practice the arts of the geomancers, for there are
times when the
two
forms of practice must overlap. In
the rare times when the spirits of a place cannot be
appeased, the shodo-pan must dance war against them.
And,
just as the geomancers minister to the needs of the
spirits of the land, the shodo-pan ministers to the needs
of the spirit of the pandaren people.
The pandaren honor and revere their shodo-pans as
the living embodiment of their people’s spirit. Indeed,
it is said that the ancestors of the pandaren whisper in
the ears of the geomancers who will be a clan’s next
shodo-pan. There is no nobility among the pandaren,
for any of the wardancers or geomancers might be
chosen as the next shodo-pan.
When that happens, the prospective shodo-pan is taken
away from
his
first discipline
and
taught the other.
Geomancers are forbidden to use their spirit-arts until they
have mastered the wardance; likewise, young wardancers
must put away their armor
and
shaktani warblades to learn
the Hundred Spirit Songs of the geomancers.
Combat
In combat, shodo-pan are capable of bringing great
force to bear, for they dance war as well as any
wardancer. Yet their power is augmented by their
geomantic knowledge
-
instead of a troop of pikemen,
the shodo-pan may be aided
by
a gathering of rock
elementals and other spirits. He may summon spirits
to possess
his
blade, so that it strikes faster, surer, and
with
more deadly accuracy. The centaur khans are
right to fear the coming of the shodo-pan.
In game terms, shodo-pan are multiclassed fighter/
healers who usually end up gaining levels in the
shaman prestige class. The statistics above describe a
5
th-level fighter/%h-level healerl3rd-level shaman.
Spells:
As
an 8th-level healer, with access toshamanspells.
Tyfiical Heakr Spells Prepared (5/4/3/2, save
DC
13
+
spell level): @--create water, detect
magic,
light,
mending,
punfr food
and
drink; 1st-burning
hands,
cause fear,
remove fear, shield of faith; 2nd-frost amur*, produce
flame, softenearthandstone; 3rd--bloodlust*,
stone
shape.
“Indicates a spell described
in
the
Warcraft
RPG.
Elemental Companion
(Su):
The shodo-pan can
summon a Small elemental companion (choose from
the Small elemental familiars described under “Fa-
miliars” in the
DMG,
Chapter
6:
Characters). This
summoned Small elemental cannot be turned, re-
buked, or commanded
by
any third party.
Weather Sense
(Su):
The shodo-pan receives a
+4
circumstance bonus to his
DC
15
Survival
check to know what
the weather will
be like
for the
next
24
hours.
--
-
e--
Phoenix
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGrapple:
Attack
Full Attack:
S
paceIReach:
Special Attacks:
Special Qualities:
SaVeS:
Abilities:
Skills:
Feats:
Large
Elemental
(Fire)
15d8+45 (112 hp)
+3
Fly
60
ft. (perfect)
24
(-1
size,
+3 Dex, +12
natural),
touch
12, flat-footed 21
+11/+20
Bite +16
melee
(2d6+7 and 2d6
fire)
Bite +16
melee
(2d6+7 and 2d6
fire)
10
ft.15
ft.
Flaming
aura,
burn, scorching death
Darkvision
60
ft.,
rise
from
the ashes,
fire
subtype,
elemental
traits
Fort
+8,
Ref +12, Will +6
Str
20,
Dex
17,
Con
16,
Int
11,
Wis
13,
Cha
12
Escape Artist +12, Knowledge (Elemen-
tal
Plane)
+?,
Listen
+12, Spot +12
Alertness, Combat Reflexes, Dodge,
Flyby Attack, Power Attack, Weapon
F&s
(bite)
Environment:
Any land
Organization:
Solitary
Challenge Rating:
8
Treasure:
-
Alignment:
Usually
neutral
Advancement:
16-24 HD (Huge);
25-
Level Adjustment
-
tuan)
ID (Gargan-
The wondrous bird is about
18
feet long with
a
sleek, feathered body
that
dances with bright
flames.
Its
colorful feathers range from yellow
to
orange to red. Acrest
of
spiky feathers runs down
the center of its back, and its wingspan stretches
out
to
30
feet.
Description
The phoenix
is
a natural predator of the
Elemental Plane. From birth todeath, it spends
its life hunting through the air
-
in fact, it
lacks any legs that might enable it to land.
Even after death it often rises again from its
own ashes to continue the hunt.
Combat
A
phoenix is a fearless, aggressive predator
of aerial prey.
Its
only direct form of attack is
a vicious bite, but the secondary damage from
its flaming aura and burn abilities help to
bring down its prey quickly.
A
phoenix prefers
to attack from above and behind with sur-
prise, but follows up its initial attack
by
remaining close to bum its victims while
continuing to strike with its beak.
to zero or fewer
hit
points betore it hatch&.
Quilboar
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGrapple:
Attack
Full
Attack
S
paceReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Monstrous Humanoid
ld8+2
(6
hp)
+1
30
ft.
(6
squares)
12 (+1 Dex, +1 natural), touch
11,
Flat-
Footed
11
+1/+2
Slam
+1
melee
(ld4+1)
or
Flail
+1
melee
(ld8+1)
Slam
+l
melee
(ld4+1)
or
Flail
+1
melee
(ld8+1)
5 Ft.15
ft.
Darkvision 120
Ft.
Fort +2, ReF +3, Will +1
Str 13, Dex 13, Con 15,
lnt
Q,
Wis
8,
Cha
8
Listen
+1,
Spot
+1
Dodge
Any
land
Gang(5-8) orband(10-100plus100%
noncombatants plus 13rd-level sergeant
per 20 adults and
1
leader
OF
4th-6th
level)
112
Standard
Usually
lawful
evil
By
character
class
+O
-
The humanoid creature
has
a
thickset, hunched body
and
the pig-like face
of
a
boar.
A
row of razor-sharp spines
runs down its muscular
back.
Description
Quilboar are primitive, resilient, fearless creatures
who inhabit the central Barrens of Kalimdor in the
labyrinthine maze of thorns called Razorfen Downs.
After the War of the Ancients and the subsequent
Sundering of the world, the quilboars’ surroundings
became increasingly hostile. Forced to fight for food
and precious land against both tauren and pandaren,
they developed into aggressive and efficient warriors.
Though
well
able to handle themselves in a oneson-
one battle, they are not above striking from ambush or
even sacrificing themselves to destroy even one of
their many enemies.
Quilboar Society
The quilboar are a scattered people. After centuries
of aggression against the tauren, the pandaren, and
any other species that stood in their way, they no
longer have a land to call their own. They are terror-
Em
ists and thugs living on the fringes of other societies,
claiming slivers of bloodstained territory from weaker
settlers.
As a whole, the quilboar are a male-dominated
species. Even though rarely seen
by
other species,
their females must constantly keep their heads, faces,
and quills covered. Otherwise, they are allowed no
other ornamentation and can be killed on sight for
touching a weapon.
In
quilboar society, strength is
highly
valued. Female children and sickly male chil-
dren are often abandoned, left to fend for themselves
or to die at the claws of beasts. Family is important, but
only as a source of more warriors to drive against the
enemies. Almost from birth, young quilboar are in-
doctrinated with teachings of hatred for other sapient
species.
The quilboar hold no distinction between politics
and religion. Their ultimate leaders are also their
religious leaders. Bands are always led
by
shaman.
Smaller groups are led
by
the strongest warrior, often
referred to as a brute. Only rarely will more than one
quilboar warband be found in asingle geographic area,
unless under the leadership of a particularly charis-
matic shaman or other strong leader. There is no
known quilboar king, though those few tribes large
enough to claim distinct names do have shamans of
great power and influence who act
as
tribal leaders.
The laws that govern the quilboar are simple.
Women and children must defer to adult males. Adult
males must defer to any quilboar they cannot defeat in
personal combat.
All
must defer to a shaman. Punish-
ment for failing to defer properly can be quite severe.
The lost of a hand or an eye is common, though death
is
not unheard of, particularly for females or males
who can no longer hold their own in combat. Quilboar
punishments are intended purely to cull the weak.
Rather than die on a sick bed or as the result of
punishment, aging warriors
will
often hurl themselves
against enemies they know they cannot defeat.
Quilboar shamans possess the abilities to combat or
cause disease, to control nature, and to summon spirit
boars. According to quilboar shamans, the existence
of sickness is caused
by
the intrusion of other species
on the rightful lands of the quilboar. They teach that
until the invaders are driven out and the quilboar
have returned to their promised lands, suffering can
only be alleviated through a heroic death. The after-
life for quilboar martyrs is filled with wonders and
pleasures beyond imagining, according to shamanis-
tic teachings.
Razormanes
Razormanes are one of the two most prominent
quilboar tribes. Native to the Barrens, they frequently
raid and pillage nearby settlements.
Revenant
Revenants are minor elemental creatures who once
served as foot soldiers for the malefic
Old
Gods when
the world was young. When the titans defeated the
Old
Gods and chained them beneath the cold earth,
the wicked revenants and their greater elemental
cousins were banished to an alternate dimension.
Locked away from the world they once ruled, the fire
of the elementals’ hatred for the titans and their
creations burned with increasing intensity.
As
the millennia passed, reckless mortal wizards
began to summon elementals back into the physical
world. Freed at last, many revenants struckout against
the mortals that had summoned them and set out to
forge their own destiny among their native elements
in the world. These evil beings exist only to inflict
strife and
sow
elemental chaos. Though they have
limited intelligence, their sheer hatred and will to
destroy make them fearful opponents when encoun-
tered in the wilds of the world.
Revenant
Traits: All
revenants possess the follow-
ing traits.
-
Energy Strike (Ex)
:
A
revenant treats its natural
weapons or any weapon it wields as an energy weapon.
The type is specific to the revenant. For example, a
revenant with energy strike [cold] deals
+
ld6
points of
cold damage with every attack.
-
Leoitation
(Su)
:
A
revenant can levitate at will as
though affected
by
the spell.
Its
caster level equals its
Hit Dice.
for the dead and predilection to roam graveyards.
They are eerie creatures, with echoing voices and
Death
Revenant
Hit
Dice:
Initiative:
speed:
Armor
Class:
Base
AttIGapple:
Attack
Full Attack:
SpaceIReach:
Special
Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment
Medium Elemental (Earth)
6d8+18
(45
hp)
+3
40
ft.
In scale mail armor
(8
squares),
base speed
50
ft.;
burrow
50
ft.
23
(+3
Dex, +4 natural,
+4
scale mail,
+2
large
metal
shield),
twch
13,
flat-footed
20
Heavy mace
+7
melee (ld8+2 plus
ld6
unholy and
Id6
acid) or slam
+6
melee
(ld6+3 plus
ld6
unholy and
ld6
acid)
Heavy mace
+7
melee
(ld8+2
PIUS
Id6
and
ld6
acid)
Or
Slam
+6
melee
(1d6+3
Plus
ld6
unholy
and
ld6
acid)
5
ft.15 Ft.
Energy strike bcldI7 greater death
COlL
anlmatedead~createspawn~unholystrlke
Darkvision
6o
ft.,
levitate*
elemental
traits
Fort +7, Ref +4,
Will
+1
St‘
15’
l1
Listen
+6,
Spot
+7
Alertness, Power Attack, Weapon Fo-
cus (heavy mace)
Any land or underground
Solitary or gang
(1
plus
2-8
skeletons
and
2-8
zombies)
5
None
Always neutral evil
7-12
HD
(Medium);
13-18
HD
(Large)
-
strange, riddling replies to any questions posed to
them. Although they do not prefer to fight, death
revenants have their own ideas about when “too far”
has been reached, and they are more than willing to
visit the truth of the afterlife on any who bother them
without good cause.
+4/+6
Combat
Since death revenants prefer to roam graveyards,
it’s common for them to have already exhumed a
number
of
corpses,
if
for
no
other reason than to gaze
upon the dead.
A
death revenant begins a battle
by
using animate
dead
to raise as many skeletons and
zombies as it can.
It
then uses death coil until engaged
in
melee. Death revenants enjoy slaying creatures and
seeing them rise as elementals. They try to focus their
attacks on the weakest, the ones most likely not to
survive melee. Death revenants fight to
the
end.
Unholy Strike
(Ex):
A
death revenant is evil to its
core.
It
deals an extra ld6 hit points of unholy (evil)
damage with its natural weapons and with any weapon
it
wields.
Animate Dead
(Sp):
A
death revenant can cast
animate
dead
once per day with a caster level equal to
its
HD.
@eater
Death
Coil
(Sp):
A
death revenant can
cast greater
death
coil once per day per
3
HD
(maximum
5/day) as a sorcerer of a level equal to the creature’s
HD.
So,
the base death revenant castsgreater deathcoil
twice per day as a 6th-level sorcerer. (Greaterdeathcod
is described
in
Chapter Four: Magic of the
Warcraft
RPG.)
Create Spawn
(Su):
The basic earthly elements of
a creature slain
by
a death ~venant rise
up
from the
corpse
and
take
On
a
new
shape
ld4
after
the
victim is slain. Casting protection
from
evil on a body
before the end of that time averts the transformation.
The
new
death
revenant
takes
from
the
the resulting revenant looks like acombination of the
original creature and the type of earth the creature’s
death revenants still appear as vaguely humanoid and
have all the stats above. There is no trace
of
the slain
Death
are
the
of
all
the
types
and creature’s memories. Indeed, the new death revenant
is not really the previous creature at all, and the two
have no real connection. The victim can still be
brought back from death with resurrection or
true
resurrection (but not
raise
dead), even
if
the new death
revenant is still alive.
‘On
16’
Int
67
wisl’’
The creature
is
seemingly humanoid, but
rides
on
a
ball
of green-colored energy rather than walks on two feet.
The creature wears flowing
black
robes under scale mail
armor
ad
carries
a
heavy
mace
ad
large
metal
shield
emblazoned with
a
single
green-colored
image
of
an
eyeball. Etched
into
the shield, rudiatingfrom the eye out
the
creature’s
metallic
helm
shine with
a
menacing
green
light.
only
its
arms
are
visible,
ad
appear
to
be
to
the
shield’s edges, are yellow beam. The eye sockets of ground beneath the creature to complete its form,
SO
&e
ofblackdirt
ad
rocks held together
by
greenenergy.
CorpsewaslaYingonafterdeath.
Inallcases, however,
Description
the most mysterious. Their vaguely humanoid appear-
ance is almost an illusion created
by
the armor and
flowing black robes they wear. Beneath, a death
revenant is dark earth held together
by
elemental
Tt-
f--_
-f
-
J--&L
.-
__
-
._
-1.
Fire
Revenant
Hit
Dice:
Initiative:
Speed:
Armor
Class:
Base
AttlGrapple:
Attack
Full Attack:
S
pace1Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Elemental (Fire)
4d8+8
(26
hp)
+7
40
ft.
in scale mail armor
(8
squares);
base speed
50
ft.
22
(+3
Dex,
+3
natural,
+4
scale mail,
+2
large
metal
shield), touch
13,
flat-footed
19
+3/+4
Heavy mace +5 melee
(ld8cl
plus
ld6
fire) or slam +6 melee (ld4+1 plus
ld6
fire)
Heavy mace +5 melee (ld8+1 plus
ld6
fire) or slam
+6
melee
(ld4+1
plus
ld6
fire)
5
Ft.15
ft.
Energy strike [fire], burn
Darkvision
60
ft.,
immolation, levitation,
immunity to fire, vulnerability
to
cold,
elemental traits
Fort
+3,
Ref
+7,
Will
+1
Str
12,
Dex
17,
Con
14,
lnt
4,
Wis
11,
Cha
11
Listen
+3,
Spot
+4
Dodge, lmproved Initiative’, Mobility,
Weapon Focus (heavy mace)’
Any
land
or underground
Solitary or pack
(2-8)
4
None
Always neutral evil
5-7
HD
(Medium);
8-12
HD
(Large)
-
The creature is seemingly humanoid, but walks on legs
offlame rather than flesh. The creature wears flowing red
robes under scale mail armor
and
carries
a
heavy mace
and
large metal shield emblazoned with
a
single orange-
colored image of
an
eyeball. Etched into the shield,
radiatingfrom the eye out
to
the shield’s edges,
are
yellow
beams. The eye
sockets
of the creature’s metallic helm
shine with menacing red flames.
Its
arms appear
to
be
made
of
molten lava.
Description
The dark and morose fire revenants are brooding,
quiet creatures. Their mournful cries can be madden-
ing. They prefer warm locales, such as deserts or
chambers beneath volcanoes. They are territorial,
attacking intruders almost on sight withvicious deter-
mination.
Combat
Fire revenants like to burn anything and everything
they can. They fight with simple tactics, usually
preferring to wade into the center of the enemy in
hopes that their burning bodies will scorch their foes
or even set them ablaze.
Burn
(Ex):
When
a
fire revenant hits with its slam
attack, the opponent must succeed on a
DC
14
Reflex
save or catch fire. The save
DC
is Constitution-based.
The flame burns for
ld4
rounds if not extinguished
sooner.
A
burning creature can use a full-round action
to put out the flame.
Creatures hitting afire revenant with natural weap-
ons or unarmed attacks take fire damage as though hit
by
the revenant’s attack and also catch fire unless they
succeed at a Reflex save.
Immolation
(Ex):
A
fire revenant is permanently
surrounded
by
flames.
All
creatures within
5
feet take
ld6
points of fire damage eachround. The flames shed
light up to
30
feet.
Frost
Revenant
Hit
Dice:
Initiative:
Speed:
Armor
Class:
Base AttlGapple:
Attack
Full Attack:
SpaceIReach:
Medium Elemental
(Air,
Cold)
4d8+8
(26
hp)
+?
40
ft.
in scale mail armor
(8
squares);
base speed
50
ft.
22
(+3
Dex,
+3
natural, +4 scale mail,
+2
large metal shield), touch
13
flat-footed
l?
+31+4
Heavy mace +5 melee
(ld8cl
plus
ld6
cold) or slam +8 melee (ld4+1 plus
ld6
cold)
Heavy mace +5 melee
(ld8+1
plus
ld6
cold) or slam
+8
melee (ld4+1 plus
ld6
cold)
5
ft.15
ft.
Special Attacks:
Energy strike [cold],
blizzard
Special Qualities:
Darkvision
60
ft.,
levitation, immunity to
cold, vulnerability to fire, elemental traits
Saves:
Fort +3, Ref
+Q,
Will
+1
Abilities:
Str13,Dex20,Con15,Int 4,Wisll,Chall
Skills:
Listen +3, Spot
+4
Feats:
lmproved Initiative, Weapon Focus
(heavy mace)
Environment:
Any land or underground
Organization:
Solitary or pack
(2-8)
Challenge Rating:
4
Treasure:
None
Alignment:
Always neutral evil
Advancement:
Level Adjustment:
-
5-7
HD
(Medium);
8-12
HD
(Large)
The creature is seemingly humanoid, but
rides
on
a
ball
of blue-colored energy rather than walks on two feet. The
creature wears flowing dark blue robes under scale mail
armor and carries
a
heavy me
and
large metal shield
emblazoned with
a
single white-colored image of an
eyeball. Etched into the shield, radiatingfrom the eye out
to the shield’s edges, are yellow beams. The eye sockets of
the creature’s metallic helm shine with
a
menacing,
brilliant white light. Its arms to
be
ice crystals held together
by
blue energy.
Description
Frost revenants are the cold opposites of fire
revenants. The two types do not get along, and the
only thing they hate more than anything else is each
other. Frost revenants are just as territorial, though
they tolerate the presence of other cold-based crea-
tures and even enjoy the presence of ice revenants.
Otherwise, frost revenants attack all intruders on
sight, though they are much more patient and calcu-
lating in their methods. They may not be very
intelligent, but they know how to fight. It’s pretty
much the only thing they do know well.
Combat
Frost revenants work better in packs than any other
type of revenant. They coordinate the use of their
blizzard ability to maximize damage on the weakest,
less agile foes. They prefer to retreat when confronted,
and continue casting blizzard from range. Once solidly
engaged in melee, a frost revenant is quick to begin
hammering foes with its mace.
Blizzard
(Sp):
A
frost revenant can cast the spell
blizzard once every
ld4
rounds, with
a
caster level
equal
to
its own
HD.
The base frost revenant is
therefore treated as a 4th-level caster. (For blizzard,
see Chapter Four: Magic in the Warcraft
RPG.)
Ice
Revenant
Hit
Dice:
Initiative:
speed:
Armor
Class:
Base
Att/Gapple:
Attack:
Full
Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Medium Elemental (Cold, Water)
4d8+12
(30
hp)
+1
40
ft. in scale mail armor
(8
squares);
base speed
50
ft.
21
(+1 Dex, +4 natural, +4 scale mail,
+2
large metal
shield),
touch
11,
flat-footed
20
+3/+6
Heavy mace +7 melee (ld8+3 plus
ld6
cold) or slam +6 melee (ld6+4 plus
ld6
cold)
Heavy mace +7 melee (ld8+3 plus
ld6
cold) or slam +6 melee (ld6+4 plus
ld6
cold)
5
ft.15 ft.
Energy strike [cold], vampiric aura,
Frost
nova
Darkvision
60
ft., levitation, immunity to
cold, vulnerability to fire, elemental traits
Fort +7,
Ref
+2,
Will
+1
Str
16,
Dexl2,Con
17,
lnt
4,
Wis
11,
Cha
11
Listen
+3,
Spot
+4
Power Attack, Weapon Focus (heavy
mace)
Environment: Any land or underground
Organization: Solitary or pack
(2-8)
Challenge Rating:
4
Treasure: None
Alignment: Always neutral evil
Advancement:
Level Adjustment:
-
5-7
HD
(Medium);
8-12
HD
(Large)
The creature
is
seemingly humanoid, but walks on legs
of ice rather than flesh. The creature wears flowing black
robes
under
scale mail armor
and
carries
a
heavy mace
and
large metal shield emblazoned with
a
single light blue-
colored image of an eyeball. Etched into the shield,
radiatingfrom the eye out to the shield’s edges, are yellow
beams. The eye sockets
of
the creature’s metallic helm
shine with
a
menacing blue light, and its arms are of ice,
much like the visible portions of
its
legs.
Description
Ice revenants are unpredictable creatures, follow-
ing the winter snows and retiring to the cold plains of
the north during the warmer southern months. They
may arise anywhere, entering an area at a whim so
long as there is snow on the ground or an intense chill
in the air. They despise heat and will not enter warm
areas or occupied houses. They are known for kidnap-
ping children who wander into the woods on a snowy
day.
Combat
Ice revenants use their frost nova ability as soon
as
possible, even choosing single targets
if
necessary.
They then enter melee. In packs, they coordinate
their strikes on a single target at a time.
Vampiric
Aura
(Su):
An ice revenant has a
vampiric aura that it can focus on itself or extend
around itself up to a 30-foot radius (adjusting the
aura’s size is a free action). An ice revenant or an ally
within this aura gains hit points each time it deals
damage successfully
to
a creature. The hit points
gained equal the damage inflicted, up to a total equal
to the
Hit
Dice of the ice revenant or of the ally
(whichever is lower).
So,
a
7
HD
ally within a
4
HD
ice revenant’s aura can gain no more than
4
hit points
per strike (or fewer if the damage rolled is less than
that).
A
creature cannot gain more hit points than its
normal maximum.
Frost
Nova
(Sp):
An ice revenant casts the spell
frost nova once per day per 3
HD
(maximum 4/day) as
a
sorcerer of a level equal to the creature’s
HD.
So,
the
base ice revenant casts frost nova once per day
as
a
4th-
level sorcerer. (Frost nova is described in Chapter
Four: Magic
of
the Warcraft
RPG.)
Lightning Revenant
Combat
Hit
Dice:
Initiative:
Speed:
Armor
Class:
Base
AWGrapple:
Attack
Full
Attack
SpacelfZeac
h:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Elemental
(Air)
4d8+8
(26
hp)
+9
40
ft.
in scale mail armor
(8
squares);
base speed
50
ft.
22
(+3
Dex,
+3
natural, +4 scale mail,
+2
large steel shield), touch
13,
flat-footed
19
+3/+4
Heavy mace
+5
melee
(ld8+1
plus
ld6
electricity) or slam
+8
melee
(ld4+1
plus
ld6
electricity)
Heavy mace
+5
melee (ld8+1 plus
ld6
electricity) or slam
+8
melee(ld4+1 plus
ld6
electricity)
5
ft.15
Ft.
Energy strike [electricity],
lightning
at-
tack
Darkvision
60ft.,
levitation, immunity to
electricity, elemental traits
Fort
+3,
Ref
+9,
Will
+t
StrlZ,Dex21,Con14,1nt4,Wis
11,Chall
Listen +3, Spot
+4
Dodge, Improved Initiative', Mobility,
Weapon Focus (heavy mace)'
Any land
or
underground
Solitary or pack
(2-8)
4
None
Lightning revenants are unpredictable in combat.
They often switch targets for no good reason. They are
equally likely to strike tenaciously at the same foe
every round regardless of other circumstances.
A
lightning revenant that can use its lightning attack
only once per day uses it on the second or third round
of combat. Those that can use lightning attacks more
often begin a battle with such an attack, and then
repeat every other or every third round. This is not to
say they could not use a lightning attack every round
until their allotment was depleted, they simply choose
not
to.
Lightning Attack
(Sp):
Lightning revenants can
cast lightning bolt once per day with a caster level equal
to their
HD.
Lightning revenants with
8
or more
HD
can also cast chain lightning once per day
with
a caster
level equal to their
HD.
Always neutral evil
1
5-7
HD
(Medium);
8-12
HD
(Large)
The creature is seemingly humanoid, but
rides
4
on
a
ball
of electricity rather than walks on two
feet. The creature wearsflowing
black
and
yellow
robes under scale mail armor
and
carries
a
heavy
maceandlargemetalshieldemblazoned withasingle
white-colored image of an eyeball. Etched into the
shield, radiatingfrom the eye
out
to
the shield's edges,
are yellow beams. The eye sockets of the creature's
\
metallic helmshine withmenacinga white light. Only its
arms are readily visible,
and
appear
to
be crackling
lightning bolts almost suspended in time.
Description
Lightning is a force of sudden strikes and distant
rumbles, and
so
too
are the lightning revenants prone
ning revenants tend to roam places where towns or
other civilized outposts once stood, but were de-
stroyed or abandoned. They find small, safe hiding
spots to sleep until their territories are disturbed. They
attack intruders only to drive them short distances
from their hiding places, then retire back into bitter
sleep.
to violent outbursts after long periods of sleep. Light-
a
Satyr
Satyrs were once night elves who practiced arcane
arts in the days before the War of the Ancients. They
gave themselves over to the will of the Legion and
were terribly cursed. They retained a portion of their
arcane power, and their bodies were warped into those
of
beasts. Now, the satyrs harry their hated night elf
cousins and obey the
will
of the Legion.
These twisted mockeries of night elves
kill
for
pleasure; they think nothing of torturing victims and
leaving bodies behind as grim evidence of their power.
Those satyrs who do not die violent deaths live longer
than their night elf cousins. The Kaldorei lost their
immortality in the Battle of Mount Hyjal, but the
satyrs gained longevity from the chaotic powers of the
Burning Legion.
Satyrs are innately hostile and resent intruders.
Rather than killing outright those who infringe on
their territory, satyrs play cat-and-mouse, toying with
trespassers for amusement until moving in for the kill
at last.
Satyrs hold a particular hatred for druids of the wild.
They see these defenders of nature as twisted mirrors
of themselves, mockeries of the bestial satyrs. Satyrs
target druids of the wild foremost whenever they are
encountered, turning their attention to others only if
they must defend themselves.
Some satyrs tend moon wells corrupted with de-
monic energy. It is said that these pools are the source
of new satyrs, transforming night elves into the twisted
minions of the Legion.
No
one knows
if
corrupted
moon wells work similar transformations in other
species.
Though high elf satyrs are rare, they do exist. Non-
elves may not differentiate between high elf and night
elf satyrs, but elves and satyrs claim the differences are
as clear
as
night and day.
Satyrs dress in dark colors, showing particular pref-
erence for deep reds and blacks.
Sample
Satyr
This example satyr uses a 2nd-level night elf scout
as
the base creature.
Night
Elf
Satyr,
2nd-Level Scout
Medium
Monstrous
Humanoid
(Augmented Humanoid)
Hit
Dice:
2d8
(10
hp)
Initiative: +3
Speed:
30
ft.
(6
squares)
Armor
Class:
Base Att/Gapple: +1/+1
Attack: Moonglaive +1 melee (ld6/x3)
Full Attack: Moonglaive +1 melee (ld6/x3) or
shortbow
+4
ranged (ld6/x3)
SpaceIReach:
5
Ft.15
ft.
Special Attacks:
-
Special Qualities:
Saves:
Abilities:
Skills:
13
(+3 Dex), touch
13,
flat-Footed
10
Bestial trait (tail), natural sense, wild
healing, spell resistance
7,
night elf traits
Fort +3, Ref +6,
Will
+1
Str
11,
Dexl7,Con
10,
lnt
10,
Wisl2,Cha
13
Balance
+5,
Heal
+5,
Hide
+8',
Knowl-
edge (nature)
+'?,
Listen +6, Spot
+6,
Survival
+10
Feats: Dodge, 'TrackB
Organization: Solitary
Challenge Rating:
3
Treasure: Standard
Alignment: Neutral evil
Advancement: By character class
Level Adjustment:
+2
Environment: Any
Combat
Satyr scouts are the antithesis of everything that
night elf scouts stand for. While their hated night elf
cousins fight with bows and use their abilities to tend
the forests, satyr scouts prefer hand-to-hand combat,
striking
by
surprise, and dominating nature for their
demonic masters. Satyr scouts use
wild
healing self-
ishly, not bothering to aid another unless they get
something out of it.
Bestial Trait
(Ex):
This satyr's bestial tail grants
it
a
+2
racial bonus to Balance checks.
Nature Sense
(Ex):
A
scout receives a
+2
bonus to
Knowledge (nature) and Survival checks.
Wild Healing
(Ex):
The scout can use natural
materials found in the wilderness to heal wounds. The
scout makes a
DC
15
Survival check to represent
1
hour spent searching for and preparing roots, rare
leaves, berries, and other such materials used for a stew
or poultice. Once the subject applies or ingests the
concoction, the scout makes a
DC
10
Heal check.
The subject recovers
1
hit point for every point that
the roll exceeds
10.
Wild
healing affects a single
subject per attempt, and the same subject benefits
from the concoction only once per day.
Night
Elf
Traits
(Ex):
Superior low-light vision;
resistance to cold
1
and fire
1;
shadowmeld; spell
resistance
5
+
character level; weapon familiarity
(moonglaive);
+2
racial bonus to Knowledge (nature)
and Survival checks.
Skills: *Night elves have a
+10
circumstance bo-
nus to Hide checks when not moving at night or
in
low-light environments.
Creating
a
Satyr
“Satyr” is an acquired template that can be added to
any elf (hereafter referred to as the base creature).
A
satyr uses all the base creature’s statistics and special
abilities except as noted here.
Size and Type: The creature’s type changes to
monstrous humanoid.
Do
not recalculate base attack
bonus, saves, or skill points. Size is unchanged.
Hit Dice:
All
current and future Hit Dice become
d8s.
Speed: Same as the base creature. This may change
depending on the creature’s bestial traits (see special
qualities).
Armor Class: Same as the base creature. This may
change depending on the creature’s bestial traits (see
special qualities).
Attack: Same as the base creature. This may change
depending on the creature’s bestial traits (see special
qualities).
Full
Attack: Same as the base creature. This may
change depending on the creature’s bestial traits (see
special qualities).
Damage: Same as the base creature. This may
change depending on the creature’s bestial traits (see
special qualities).
Special Attacks: Same as the base creature. This
may change depending on the creature’s bestial traits
(see special qualities).
Special Qualities:
A
satyr retains all of the base
creature’s special qualities and gains the following.
Bestial
Trait
(Ex):
In the process of becoming a
satyr, the base creature gains one or more bestial traits
Sludge
Medium
Ooze
Hit Dice: 3d10 (15 hp)
Initiative:
-5
Speed:
Armor
Class:
Base
AttIGrapple:
+2/+3
Attack:
Full Attack:
SpaceReach: 5 ft.15
ft.
Special Attacks: Slow
Special
Qualities:
Blindsight,
ooze
traits
Saves:
Abilities:
Skills:
-
Feats
-
Environment: Any marsh and underground
Organization: Solitary
Challenge Rating:
4
Treasure:
-
Alignment: Always chaotic
neutral
Advancement:
10
ft.
(2
squares), climb 10
ft.
5
(-5 Dex), touch 5, flat-footed 5
Slam
+3
melee
(ld4+1 and
slow)
Slam +3
melee
(ld4+1 and
slow)
or
fling
-3 ranged (ld6+1
and
slow)
Fort
+1,
Ref
-4,
Will
-4
Str 12, Dex 1, Con
11,
Int
-,
Wis 1, Cha
1
Sludge
Minion
4-6
HD (Medium); Sludge
Flinger
7-9
HD (Large); Sludge Mon-
strosity
10-12 HD (Huge).
Level
Adjustment:
-
The thinghasno perceptible shape.
It
looks like nothing
more
than
a
gigantic
pik
of
animated muck.
Description
Sludges originate from the deep places of Azeroth.
These strange creatures share an elemental heritage,
but have been corrupted
by
the powers of chaos. Now
they exist
as
tortured masses of semi-sentient goo.
No
one knows what their motivations are or
if
there is any
specific ecology behind their existence. They are most
commonly found in Felwood.
Until recently, sludges were only encountered in
uncivilized areas. Now, however, sightings of sludges
are being reported in the cities of Kalimdor. They
have been seen seeping up from the wet places of the
cities, emerging from civilization’s waste to strike
unwary victims before sinking into the earth once
more. Many strike from surprise anywhere that waste
is allowed to gather or where stagnant water is allowed
to loosen the earth. Whether this new aggression is
part of some master plan of the Burning Legion or
other force, the result of being driven from their
traditional haunts
by
some more fearsome creature, a
conscious decision on the part of the sludges, or an
accident is unknown.
Sludge minions measure up to
8
feet in diameter,
while flingers and monstrosities reach up to
16
and
32
feet in diameter, respectively.
Combat
Sludges attack any creatures they encounter. They
lash out with seedpods, attempting to dispatch prey
for later digestion.
Slow
(Ex):
A
sludge secretes an enzyme that slows
the reflexes of the target.
Any
melee or ranged hit
deals the slow effect. The
sludge’s slow touchdeals the
equivalent of the
slow
spell
as cast
by
a spellcaster of a
level equal to the sludge’s
Hit Dice. The enzyme can
be flung up to the range of
the spell
as
a ranged touch
attack. This effect is always
active, though a hero can
roll a
DC
11 Will save to
negate it.
Blindsight
(Ex):
A
sludge’s entire body is a
primitive sensory organ that
can ascertain prey
by
scent
and vibration within 60
feet.
ously, treating all beings with equal disregard and
sparing none that get in its way.
Spirit
owengeance,
Greater
Combat
A
greater spirit of vengeance attacks with a long
Large Undead
barbed incorporeal whip that drains the life from
its
(Incorporeal, Independent)
victims. It makes full use of its incorporeal nature,
Hit
Dice:
14d12
(91
hp)
moving through walls, ceilings, and floors as it at-
tacks.
It
takes every opportunity to use its create
Initiative:
+7
spawn ability.
Speed:
Armor
Class:
14
(-1
slze,+3Dex, +2&flectlon),touch
EnermDrain
(sub
Livingcreatureshitby agreater
spirit of vengeance’s incorporeal touch attack receive
Base AWGrapple:
+7/+ll
2
negative levels. Removing a negative level requires
Attack
a
successful
DC
l9
Fortitude
save*
Create Spawn
(Su):
Any humanoid slain
by
a
greater spirit of vengeance becomes a lesser spirit of
vengeance on the following round. Spawn are under
the command of the greater spirit of vengeance that
created them and remain enslaved until its destruc-
tion. They do not possess any of the abilities they had
A
greater spirit of vengeance can use its create
Saves:
spawn ability as a standard action on any corpse it did
Abilities:
not itself slay. The corpse cannot have been dead
Skills:
more than
14
days.
A
lesser spirit of vengeance under
the control of the greater spirit of vengeance immedi-
Feats: Alertness,Blind-Fight,CombatReflexes,
ately rises from the corpse.
Unnatural Aura
(Su):
Environment:
Any land and underground
Both wild and domesti-
cated animals can sense
the unnatural presence
Treasure:
None
of
a greater spirit of ven-
Alignment:
Always neutral
geance at a distance of
Advancement:
15-28
HD
(Large)
30
feet.
They
do not
Level Adjustment:
-
willingly approach
nearer than that
40
ft.
(8
squares), fly
70
ft.
(good)
14,
flat-footed
11
Incorporeal touch
+6
melee
(ld8
and
energy drain)
Incorporeal touch
+6
melee
(ld8
and
energy drain)
Energy drain, create spawn
Darkvision
60
ft.,
+2
turn resistance,
unnaturalaura,
incorporealtraits,undead
in
life.
traits
Fort
+4,
Ref
+7,
Will
+12
Sb---,Dex16,Con--,lnt12,Wis17,Cha15
Hide
+20,
Intimidate
+19,
Listen
+22,
Search
+19,
Spot
+22
Dodge, improved Initiative
Full Attack:
Space/Reach:
10
ftA5
ft.
Special Attacks:
Special Qualities:
The creature has
a
vaguely humanoid form com-
posed mostly of
black
wispy smoke. Its eyes glow
bright red. In one
hand,
it carries
a
spectral whip
that glows
red
with the same energy
that
burns
in
its eyes.
Description
A
greater spirit
of
vengeance is the
embodiment of revenge. When a pow-
erful creature takes to the grave with
intense feelings of hatred and busi-
ness unfinished, she
will
occasionally rise again as
a
greater
spirit of vengeance.
A
greater spirit of vengeance
seeks to slay all living creatures in
an effort somehow to bring peace to
itself. It bears
no
feelings of guilt or
remorse or pity. It takes its task seri-
Spirit
owengeance,
Lesser
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGrapple:
Attack
Full Attack
SpaceIReach:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Undead
(Incorporeal, Independent)
6d12 (34 hp)
+3
30
ft.
(6
squares),
fly
60
Ft.
(good)
14(+3Dex,+l
deflection),touchl4,flat-
footed 11
+3/+3
lncorporeal touch
+6
ranged (ld6)
lncorporeal touch
+6
ranged (ld6)
5
ft.15
ft.
Darkvision
60
ft.,
incorporeal
traits,
undead
traits
Fort
+2,
Ref
+5,
Will
+7
Str
-,
Dex 16,
Con
-,
Int
10,
Ws15,
Cha
13
Hide+lZ,Listen+13,Search+Q,
Spot+l3
Alertness, Blind-Fight, Dodge
Any
land and underground
Solitary, gang
(2-4),
or
swarm
(6-11)
4
None
Always
neutral
7-13 HD (Medium)
-
-
The creature appears to be
a
translucent female night
elf dressed in plain clothes
and
wielding
a
glowing red
shortbow.
Description
A
lesser spirit of vengeance is the embodiment of
the minor feelings of regret and unfinished tasks that
so often plague humanoid creatures upon death. It
does not have the single-minded sense of purpose of a
greater spirit of vengeance, however. Unless con-
trolled
by
a greater spirit of vengeance, a lesser spirit
ofvengeance wanders aimlessly. It is as likely to attack
a creature as it is to pass it
by
without looking back.
A
lesser spirit
of
vengeance will, of course, defend itself
when attacked.
Combat
A
lesser spirit of vengeance attacks using a spectral
shortbow that fires chilling incorporeal arrows. The
arrows are formed from its own essence, and
it
can
make an endless number of such ranged attacks. The
arrows dissipate on impact whether they hit or not.
A
lesser spirit of vengeance does not engage in melee.
It
attempts to flee when threatened to find a better
position from which to fire.
It
makes full use of its
incorporeal nature, moving through walls, ceilings,
and floors as it attacks.
Thunder
Lizard
Hit Dice:
Initiative:
Armor
Class:
speed:
Base
AttGrapple:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Huge Magical Beast
10d10+70 (125 hp)
+4
40
ft.
(8
squares)
16
(-2
size,
+8
natural),
touch
8,
Flat-
footed
16
+10/+26
Bite +17
melee
(2d8+8)
Bite+l7 melee(2d8+8) andZstomps+ll
melee
(2d6+4)
15 ft./lO
ft.
Breath
weapon
(lightning), improved
grab,
swallow
whole
Darkvision
60
ft.,
low-light
vision,
im-
munity
to
electricity
Fort +14, Ref +7, Will +4
Str
26, Dex 11, Con 24,
Int
4,
WE
12,
Cha
5
Listen
+16, Spot +11
Alertness, Improved
Initiative,
Power
Attack, Weapon Focus
(bite)
Temperate
and
warm
hills and plains
Solitary, pair, gang (3-6),
or
herd (3-6
plus 50% young plus
1
Huge
or
Gargan-
tuan
male)
11
Standard
Always
neutral
11-15 HD (Huge); 16-20 HD (Gargan-
tuan)
-
The great reptile walks on
all
fours,
the ground shaking
with every step.
It
has
a
mottled green hide with
a
ridge
running along its back.
Description
The tauren have tales of legendary kodo beasts,
gifted
by
the spirits of the sky and bound to the power
of the storm. These legendary beasts include the
thunder lizards, lightning lizards, and powerful storm
wyrms. Tauren consider it a significant life event to
encounter one of these creatures
-
an omen, though
for good or
ill
is not always apparent.
While similarities exist, the thunder lizard’s rela-
tionship to kodo beasts
is
distant. These animals are
aggressive, particularly while in herds. Keeping a
healthy distance from a thunder lizard will likely allow
one to avoid trouble.
Thunder lizards prefer to keep to a tight home
range, with predictable movements. In rocky or
hilly
terrain, thunder lizards find grottos or vales to bed in
for the night. Pairs or herds form a small number of
these beds throughout their range, returning to which-
ever one is closer as they graze. These nest sites may
have equipment and treasure left from would-be at-
tackers.
Combat
A
successful
Dc
14
Spot or Knowledge (nature) check
notes the way plants flatten around a thunder
lizard,
as
if
a
strong wind blew from the beast’s feet.
These
magical
animals have a deceptive calm abut them. While content
to graze even
if
aware they are under observation, a sudden
movement or strange odor
can
cause dramatic changes in
behavior. Some will let humanoids come quite close, even
touch or ride them. At other times, they will charge down
caravans or settlements.
Young male thunder lizards form gangs. These groups
can be deadly, as the juveniles take almost a delight in
smashing other animals in various games.
Deafen
(Ex):
As astandard action, a thunder lizard
can emit a mighty bellow that deafens and stuns
opponents in a %-foot cone. Targets who fail a
DC
17
Reflex save are stunned for ld3 rounds and deafened
for
2d6
minutes. Those who make the save are deaf-
ened for
2d6
rounds. (Deaf characters are unaffected.)
While deafened, a character cannot be stunned again
by
this attack, but can be subject to an increased
duration of deafening.
A
character hit by two full
deafness results is deaf permanently until healed. Any
magical healing is sufficient to recover hearing.
Roaring Wind
(Su):
As a standard action once
every
ld4
rounds, a thunder lizard can blast a powerful
burst of wind in a 50-foot cone. Targets who fail a
DC
17
Reflex save are subject to hurricane-force winds
until the thunder lizard’s next action (see
DMG,
Table
3-24:
Wind Effects).
Improved Grab
(Ex):
To
use this ability, a thunder
lizardmust hit with its bite. Itcan then attempt tostart
a grapple as a free action without provoking an attack
of opportunity.
If
it wins the grapple, it establishes a
hold and can try to use its swallow whole ability.
Swallow Whole
(Ex):
On a successful grapple
check, a thunder lizard can distend its jaw to swallow
a grabbed opponent of up to Large size. Once inside,
the opponent suffers crushing damage equal to 2d8
+
the thunder lizard’s Strength modifier plus
ld8+6
points of acid damage per round from the creature’s
digestive juices.
A
swallowed victim can cut its way
out
by
inflicting
25
points of damage with a natural or
Small slashing weapon to the lightning lizard’s diges-
tive tract
(AC
16).
Once the victim exits, muscular
action closes the hole; another swallowed opponent
must cut its own way out.
The thunder lizard’s gullet
can
hold
2
Large,
4
Small,
8
Tiny,
16
Diminutive, or 32 Fine opponents.
Gargantuan
thunder
lizards
can
swallow Huge or smaller opponents and
can
hold double the listed capacity.
Skills:
Thunder lizards receive a
+8
racial bonus to
Listen checks.
Lightning Lizard Storm
Wyrm
Huge
Magical
Beast
Huge Magical
Beast
Hit Dice:
15d10+1200
(202
hp)
l?d10+171(275
hp)
Initiative:
+4
+4
Speed:
40
ft. (8
squares)
40
ft.
(8
squares)
Armor
Class:
16
(-2
size,
+8
natural), touch
8,
flat-footed
16
Base
Att/Gapple:
+15/+32
+1?/+37
Attack:
Bite
+23
melee
(2d6+?)
Bite
+38
melee
(3d6+10)
Full
Attack:
Bite
+23
melee
(2d6+?)
and
2
stomps
+17
melee (2d6+4)
SpacelReach:
15
ft./lO
ft.
15
ft./lO
ft.
Special Attacks:
Deafen, roaring wind, improved grab,
swallow whole like abilities
Special Qualities:
Darkvision
60
ft.,
low-light vision, immunity
to electricity
saves:
Fort
+17,
Ref
+?,
Will
+6
Abilities:
Str
28,
Dex
11,
Con
26,
Int
4,
Wis
12,
Cha
5
Skills.
Listen +12, Spot +12 Listen
+22,
Spot +I4
Feats:
Alertness, Awesome
Blow,
Improved Bull Rush, Alertness, Awesome
Blow,
Improved Bull Rush, Improved
Improved Initiative, Power Attack, Weapon Initiative, Improved Natural Attack (bite), Power Attack,
Focus (bite) Weapon Focus (bite)
Temperate and warm hills and plains Temperate and warm hills and plains
Solitary, pair, gang
(3-6),
or herd
(3-6
plus Solitary, pair, gang
(3-6),
or herd
(3-6
plus
50%
young
50%
young plus
1
Huge or Gargantuan male) plus
1
Huge or Gargantuan male)
18
(-2
size,
+10
natural), touch
8,
flat-footed
18
Bite+38 melee(3d6+10) and 2stomps+32 melee(2d6+5)
Deafen, roaring wind, improved grab, swallow whole, spell-
Darkvision
60
Ft.,
low-light vision, immunity to electricity
Fort +20, Ref
+11,
Will
+7
Str
31,
Dex
11,
Con
28,
Int
8,
Wis
12,
Cha
5
Environment:
Organization:
Challenge
Rating:
17
l?
‘Treasure:
Standard Standard
Alignment:
Always neutral Always neutral
Advancement:
16-20
HD
(Gargantuan)
20-24
HD
(Gargantuan)
Level Adjustment:
- -
An
occasional
spark
fires
from
the
peat
reptile’s
eyes
as
it
trundles
its
massive
form
along
the
Plains.
Is
hide
is
mottled
green
and
brown
with splotches
Of
blue!
and
a
great ridge
runs
along
its
back.
lightning from its head. The line is
100
feet long and
deal 5d6 points of electricity damage. Targets may
make a
DC
15
Reflex save for half damage. Damage
increases
by
ld6
and the
DC
increases
by
1
for every
2
HD
the lightning lizard advances.
Improved Grab
(Ex):
To
use this ability, a light-
ning
lizard
can
then
attempt
Lightning
Lizard
Description
Lightning lizards look much like thunder lizards, hit with its bite.
although they are of superior size. They also Possess
abilities beyond what their smaller cousins enJoy*
Sparks dance from the great lizard’s eyes! and its
to Start a grapple as afree action without provoking an
attack
of
opportunity.
If
it wins the grapple, it estab-
lishes a hold and can
try
to use its swallow whole
bellow carries over tremendous distances. ability.
Combat
Travelers have a hard time telling a lightning lizard
apart from a thunder lizard, although the distinction
becomes clear if they aggravate a lightning lizard into
action. While lightning lizards can swallow oppo-
nents, they will not hesitate to use their lightning
attack to kill enemies that appear dangerous. Human-
oids are normally seen as a threat, as are large predators.
Smaller and less threatening animals may be stomped,
charged, or simply swallowed. Juveniles gang up,
taking different limbs of an animal in each mouth and
playing tug-of-war.
Breath Weapon
(Su):
Once every ld4 rounds as a
standard action, a lightning lizard can fire a line of
Swallow
Whole
(Ex):
On
a successful grapple
check, a lightning lizard can distend its jaw to swallow
a grabbed opponent of up to Large size. Once inside,
the opponent suffers crushing damage equal to
2d8
+
the lightning lizard’s Strength modifier plus ld8+6
points of acid damage per round from the creature’s
digestive juices.
A
swallowed victim
can
cut its way
out
by
inflicting
25
points of damage with a natural or
Small slashing weapon to the lightning lizard’s diges-
tive tract
(AC
16).
Once the victim exits, muscular
action closes the hole; another swallowed opponent
must cut its own way out.
The lightning lizard’s gullet can hold
2
Large,
4
Small,
8
Tiny, 16 Diminutive, or 32 Fine opponents.
Gargantuan lightning lizards can swallow Huge or
Trogg
Hit
Dice:
Initiative:
Armor
Class:
Base AWGapple:
Attack
Full Attack:
SpaceIReac
h:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Speed:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment
Medium Humanoid
(Trogg)
2d8+2
(11
hp)
+O
20
ft.
(4
squares)
15
(+5
natural), touch
IO,
flat-footed
15
+1/+1
Club +1 melee
(ld6)
Club
+2
melee
(ld6)
5
ft.15 ft.
Trogg traits
Darkvision
120
ft., trogg traits
Fort +5*, Ref
+O*,
Will
+0*
Strll,DexlO,Con13, Int8, WislO,Cha6
Hide +1, Listen
+4,
Spot
+4
Alertness
Gang
(2-4),
band
(11-20
plus
2
3rd-
level sergeants and
1
leader of 3rd-6th
level), or tribe
(30-100
plus
30%
non
combatants plus
1
3rd-level sergeant per
10
adults,
5
5th-level lieutenants, and
3
7th-level captains)
1
Standard
Usually chaotic evil
By character class
+1
Any
The creature is barrel-chested
and
powerfully-built,
with
a
thick forehead
and
jutting lower jaw. Malicious
cunning is apparent in its deep-set eyes.
Description
Troggs are
a
barbaric, almost “caveman-like’’ race
with very low intelligence but a great capacity for
violence
of
all kinds. They were the titans’ first
attempt to create life from living stone, but the
experiment was a failure. Dwarven scholars postulate
that the experiment went wrong due to the interfer-
ence
of
the Old Gods. (The successful second attempt
gave rise to the dwarven race.)
When
the titans saw
how brutal and misshapen
the
troggs were, they bur-
ied them in vaults all over the land that would become
Khaz Modan. The main vault
of
troggs was the old
Titan city of Uldaman in Khaz Modan. There they
stayed for countless ages, until
the
dwarves began
excavating Uldaman. The dwarves dug too deep and
released the troggs from their ages-long slumber. Now
the troggs have begun to spill out
of
every deep hole
to spread terror across the dwarven kingdom.
The troggs have an unnatural hatred
of
their “pretty”
cousins the dwarves. They may be dumb, but they are
hell-bent
on
taking out their aggressions on the dwarves.
Combat
Troggs are brutal
and
cunning in battle (indeed,
that is their approach to most things in life). Their
flesh is living stone, offering them a useful natural
armor bonus.
Trogg Traits
(Ex):
Troggs possess the following
racial traits.
-
+2
Constitution,
-2
Intelligence,
-2
Wisdom,
-
4
Charisma.
-
Medium size.
-
A
trogg’s base
land
speed is
20
feet.
-
Darkvision out
to
120
feet.
-
Stonecunning: Troggs receive a
+2
racial bonus
to checks to notice unusual stonework. Something
that is not stone but is disguised as stone also counts
as
unusual stonework.
A
trogg who merely comes
within
10
feet of unusual stonework can make acheck
as
though actively searching and can use the Search
skill to find stonework traps as arogue
can.
A
trogg can
also intuit depth, sensing approximate distance un-
derground as naturally as a human can sense which
way is up.
-
+2
racial bonus
on
saving throws against poison.
*Not reflected
in
the saving throw numbers giving
here.
-
+I
racial bonus on attack rolls against dwarves
and giants.
-
+4
dodge bonus to Armor Class against creatures
of
the giant type (such
as
mountain or sea giants).
-
+5
natural armor bonus.
-
Automatic Languages: Dwarven, Low Com-
-Favored Class: Barbarian.
-
Level Adjustment:
+
1.
mon.
Forest
Tr
011
Large Monstrous Humanoid
Hit
Dice:
2d8+6 (15 hp)
Initiative:
+1
Speed:
Armor
Class:
Base
AttIGapple:
+21+?
Attack:
Full
Attadc
20
ft.
in
hide
armor
(4
squares); base
speed
30
ft.
15 (-1
size,
+1 Dex,
+2
natural,
+3
hide),
touch
10,
flat-footed
14
Battleaxe
+4
melee
(ld8+3/x3)
or
claw
+4
melee
(ld6+3)
Battleaxe+4 melee(ld8+3lx3)
or
Zclaws
+4
melee
(ld6+3)
or
spear +2 ranged
(ld8+3lx3)
SpaceIReach:
5 ft.15
ft.
Special Attacks:
-
Special Qualities:
Saves:
Abilities:
Skills:
Hide
-la
Feats:
Track
Environment:
Any land and underground
Organization:
Darkvision
60
ft.,
fast
healing
2
Fort
+3,
Ref +4, Will +2
Str 17, Dex 12, Con
16,
Int
8,
Wis?, Cha
7
Solitary, gang (3-4), troop (4-9 plus
1
leader
of
2nd-5th
level),
or
tribe
(10-
100
plus 5 3rd-level sergeants, 3 5th-
level
lieutenants,
and
1
leader
of
5th-
Pth
level)
Challenge Rating:
2
Treasure:
Standard
Alignment:
Usually chaotic
evil
Advancement:
By
character
class
Level Adjustment:
+1
The humanoid is easily over
7
feet
tall,
with
an
impres-
sive buildandrnottled, darkgreenskincowered withmoss.
Yellowed teeth grin
under
a
large, hooked nose as it hefts
its battleaxe.
Description
As their name suggests, these trolls are found in
forests
-
at least, forests not dominated
by
elves or
other humanoid species. Forest trolls are jealous of
their jungle and ice kin, as they have never known the
glories of their own kingdom.
Foresttrollsholdallotherraces
incontempt-especially
high elves, whom they consider the despoilers of their
ancient homeland. (The civilization of the forest trolls of
Lordaeron predates that of the
high
elves
by
several thou-
sand years.) They will only work with others
if
it
means the
elimination of
an
even more hated enemy. They allied
with
the Horde during the Second War in this manner, aban-
doning the ora after their defeat.
Forest troll culture is tribal and
as
primitive
as
their dark
trollcousins. Though not
as
violent
as
dark
trolls, forest trolls
nonetheless have a fearsome reputation in battle.
Combat
Forest trolls are similar to other troll species in
Fast Healing
(Ex):
Forest trolls recover
2
hit points
Skills: *Forest trolls receive a
+4
racial bonus to
choice of weaponry and combat tactics.
per round.
Hide when in a forested environment.
Forest Troll Characters
A
forest troll's favored class is barbarian. Forest troll
characters possess the same racial traits as jungle trolls
(see subsequent entry), except as noted below.
-
+6
Strength,
+2
Dexterity,
+6
Constitution,
-2
Wisdom,
-4
Charisma.
-Large size.
-1
penalty to Armor Class,
-1
penalty
on attack rolls,
-4
penalty on Hide checks,
+4
bonus
on grapple checks, lifting and carrying limits double
those of Medium characters.
-
Spacemeach:
10
ft./lO ft.
-
Racial Hit Dice:
A
forest troll begins with two
levels
of
monstrous humanoid, which provide 2d8 Hit
Dice, a base attack bonus of
+2,
and base saving throw
bonuses of Fort
+0,
Ref
+3,
and
Will
+3.
-Racial Skills:
A
forest troll's monstrous humanoid
levels give it
skill
points equal to
5
x
(2
+
Int modifier).
Its class skill
is
Hide. Forest troll's receive a
+4
racial
bonus to Hide checks in forested environments.
-
Racial Feats:
A
forest troll's monstrous human-
oid levels give it one feat.
-
Special Qualities (see above): Fast healing
2.
-
Automatic Language: Low Common.
-
Level adjustment:
+1.
IceTroll
Hit Dice:
Initiative:
Speed:
Armor
Class:
Base
AWGrapple:
Attack:
Full
Attadc
SpaceIReach:
Special Attacks:
Special Qualities:
Save:
Abilities:
Skills:
Feats
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Jungle
Tr
01
1
Hit
Dice:
Initiative:
Armor
Class:
speed:
Base AttIGrapple:
Attack:
Full
Attadc
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Monstrous Humanoid
ld8+2
(6
hp)
+O
30
Ft.
(6
squares)
14(+2natural,+2leather),
touchl2,Flat-
Footed 12
+1/+3
Battleaxe
+3 melee (ld8+2/x3)
or
claw
+3
melee
(ld4+2)
Battleaxe+3 melee(ld8+2/x3) or2claws
+3
melee
(1d4+2)
or
spear +1 ranged
(ld8+2/x3)
5
ft./5
ft.
Darkvision
60
ft.,
fast
healing 1
Fort +4, Ref
+2,
Will
+2
Str 15, Dex 11,
Con
15,
lnt
9,
Wis
10, Cha
9
Hide +4*
Great Fortitude
Any land and underground
Solitary, gang (3-4), troop
(4-9
plus
1
leader
of
2nd-5th
level),
or
tribe
(10-
100
plus
5
3rd-level sergeants, 3 5th-
level
lieutenants,
and
1
leader
OF
5th-
9th
level)
1
Standard
Usually chaotic
evil
By
character
class
+1
-
The humanoid is
tall,
wiry, andmuscular. Yellow eyes
gleam in
a
sharpfeatured face with pointed ears and
a
blade-like nose. The creature is hard to see amid the
tropical
foliage,
for
its green
skin
blends well with its
surroundings.
Description
Jungle trolls are superstitious creatures who revel in
the hunt and the rigors ofpersonal combat. In ancient
times, they reigned over the lands south of the Redridge
Mountains of Stormwind. Though their glorious king-
doms fell
to
ruin long ago, they seek to reclaim their
lost majesty. Equipped with voodoo magics and un-
paralleled combat
skills,
these trolls have been
relentless in their efforts to regain their jungle home-
land.
JungleTrolI
Society
Jungle trolls are the most civilized of troll species.
They are organized around tribes, with bloodlines led
by the most powerful warriors. Family houses rise and
fall
with
the battle honor of their members. Witch
doctors and shadow hunters act
as
spiritual and legis-
lative leaders, judging matters of law and handling
administrate duties. Most regulations focus on main-
taining the honor of the individual, the family, the
tribe, and the troll species as a whole. Punishment for
breaking troll laws or causing dishonor to one's kin
can range from ritual scarring or dismemberment to
banishment or even death. Often, the actual punish-
ment is secondary to the loss of honor, which jungle
trolls prize above all.
Jungle troll leaders are witch doctors or honored
warriors. The eldest member of a family is respected,
but he is expected to step down should his combat
ability falter. Jungle trolls lack
a
king at present; witch
doctors claim that no jungle troll is worthy of such a
title unless he can unite all the tribes and reclaim their
rightful lands. Until then, pretenders are considered
without honor.
Jungle trolls believe that the spirits of their ances-
tors guide the universe from beyond the veil of death.
Witch doctors teach that worthy trolls receive do-
minion over various aspects of nature upon their
death
-
whether plants, weather, beasts, or even
disease. When witch doctors exhibit their supernatu-
ral powers to cure the sick, control nature, or assist in
battle, it is said that ancestral spirits are riding them.
Jungle troll rituals can be very elaborate, including
hours of dancing and chanting. Witch doctors paint
themselves and other participants with sigils and wear
finely embroidered costumes. There are rituals for all
events: a change of season, a child's birth, an impend-
ing battle.
Troll youth do not receive public names until they
have earned a name in battle. Until then, they are
referred to by generic diminutives.
Combat
Jungle trolls attack with battleaxe or spear in com-
bat, but they are
by
no means limited to using weapons.
Even disarmed, they can be lethal with their claws.
They fight without fear, relying on their natural
healing ability to keep them going.
Fast Healing
(Ex):
Jungle trolls recover
1
hit point
per round.
Skills: "Jungle trolls receive a
+4
racial bonus to
Hide when
in
a jungle environment.
Jungle Troll Characters
A
jungle troll's favored class is barbarian. Most
jungle troll characters are barbarians, healers, or scouts.
Jungle troll characters possess the following racial
traits.
-
+4
Strength,
+4
Constitution,
-2
Intelligence,
-2
Charisma.
-
Medium size.
-
A
jungle troll's base land speed is
30
feet.
-
Darkvision out
to
60
feet.
-
Racial Skills:
A
jungle troll gains
a
+4
racial
-
+2
natural armor bonus.
bonus to Hide when in a jungle environment.
Tuskarr
Hit
Dice:
Initiative:
Speed:
Armor
Class:
Base
AWGrapple:
Attack
Full
Attack
SpaceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feat%
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Monstrous Humanoid
ld8+1(5
hp)
+O
20
Ft.
in hide armor
(4
squares); base
speed
30
ft.
14
(+1 natural,
+3
hide), touch
10,
flat-
footed
14
+1/+2
Spear
+2
melee (ld8+1/x3) or net
+1
ranged (special) or spear
+1
ranged
(ld8+1/x3)
Spear
+2
melee (ld8+1/x3) or net
+1
ranged (specia1)or spear
;1
ranged
(ld8+1)
5
ft./5
ft.
Darkvision
60
ft.
Fort +1, Ref
+2,
Will
+3
Str
13,
Dex
10,
Con
13,
lnt
10,
WK
13,
Cha
10
Listen +3, Profession (fishing)
+5,
Pro-
fession (whaling)
+5,
Spot
+3,
Swim
+3
Alertness
Cold land
Company
(2-4),
squad
(11-20,
plus
2
3rd-level sergeants and
1
leader
of
3rd-
6th
level), or band
(30-100
plus
20%
noncombatants plus
1
3rd-level sergeant
per
10
adults,
5
5th-level lieutenants,
and
3
7th-level captains)
112
Standard
Usually neutral good
By
character class
+O
-
The humanoid
has
a
solid build with
a
thick
torso
and
broad shoulders. He wears warm
furs
under an oilskin
jacket.
His head is blunt and almost hairless, with
a
pair
of
great
tusks
pointing down
from
his upper jaw. His
brown eyes are fnendly and expressive.
Description
The tuskarr are peerless fishermen and whalers.
Their self-contained economy
is
based on the ocean’s
bounty. These stout-hearted creatures have a budding
society along the frozen coasts of Northrend. Yet the
tuskarr do not yet have an organized society, their
villages lying scattered across the icy beaches and
bustling with activity and commerce.
Communities are established to help with fishing,
animal husbandry, and defense rather than through
political interests. The family is the primary social
structure, and tuskarr have no community figureheads
aside from familial leadership roles. Kinship usually
involves three generations from both the mother and
father’s sides. Functionally, these extended families
are treated as one,
so
the action of a member is the
responsibility of the entire group. Marriage occurs as
soon as a man can support a wife, and for females as
soon
as
they reach puberty.
Tuskarr laws are simple.
No
tuskarr may avoid
helping tend to the needs of the settlement
-
gath-
ering food, making clothing and housing, patrolling
in defense, and so on. The sea
is
communal property
for fishing and whaling. Catches are divided among
the community as feasible, with those who miss out on
one catch getting first choice the next time. Tuskarr
do have personal property, but possession is condi-
tioned
by
actual use.
Tuskarr laws are not meant to punish criminals as
much as they maintain community peace and pros-
perity. Punishment is mild, usually aimed at injuring
one’s social position (through gossip, ridicule, or
os-
tracism). Still, some matters are takenseriously. Blood
vengeance is always required in return for the taking
of
a
life, which may result in an ongoing feud.
Tuskarr shamans have the power to influence events
such as weather, food, and illnesses. Shaman magic is
often quite a production, even something like curing
the sick: the shaman may speak with ghosts of the
patient’s relatives and even battle other spirits into
submission before forcing them to help heal the pa-
tient.
Fishing and whaling form the basis of everything
from moral guidance to conversational slang. Boys
strive to be good fishermen and girls dream of marry-
ing a good whaler. Success in fishing is a sign of right
living, and failure is a sign of moral disorder. The
tuskarr afterlife is imagined as a paradise with choice
catches and successful whaling without hard work.
Tuskarr have simple rituals relating to social rather
than religious circumstances
-
birth, marriage, sick-
ness, and death most prominently. Other rituals relate
to celebrating a good catch and venerating those who
are lost at sea or who fall in battle.
The tuskarr often war with the indigenous ice trolls
and nerubian spiderfolk of Northrend. Though they
have done well to evade the undead Scourge, the
tuskarr know that it is only a matter of time before the
legions
of
the dead come calling.
Combat
Tuskarr favor spear weapons and nets as their pri-
mary tools of war. Tuskarr warriors coordinate in
combat, each working to ensure the well-being of the
others. Typically, one member of a squad will attempt
to snare an enemy in a net, while the others attempt
to dispatch the trapped opposition with their spears.
Skills:
Tuskarr have a
+8
racial bonus on Swim
checks.
Tuskarr
Characters
Tuskarr characters may be healers, fighters, or scouts.
A
tuskarr’s favored class is scout. Tuskarr characters
possess the following racial traits.
-
+2
Strength,
+2
Constitution,
+2
Wisdom.
-
A
tuskarr’s base land speed is
30
feet.
-
Darkvision out to
60
feet.
-Racial Skills:
A
tuskarr gains a
+8
racial bonus to
-
+
1
natural armor bonus.
-
Automatic Languages: Common, Tuskarr.
-
Favored Class: Scout.
-
Level Adjustment:
+O.
Swim checks.
fell several lesser creatures in a single round. Even
young wendigo can be quite lethal in combat. They
are not suicidal, however, and will break off combat
with a superior foe. The wendigo will then stalk the
prey, biding its time until the target offers the best
time to be dispatched.
Skills:
Wendigo receive a
+4
racial bonus to Hide
checks in snowy and/or icy terrain.
Sasquatch
Large
Momkws
Humanoid
Hit
Dice:
4d8+12 (30 hp)
Initiative:
+O
Speed:
30
ft.
(6
squares)
Armor
Class:
Base
AttIGapple:
+4/+12
Attack:
Claw
+7
melee
(ld6+6)
Full
Attack:
SpaceIReach:
5
ft.110
ft.
SpecialAttacks:
-
Special Qualities:
Darkvision
60
ft.
Saves:
Abilities:
Skills:
Feats:
Cleave, Power Attack
Environment:
Any temperate
Organization:
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually
neutral
Advancement:
Level Adjustment:
-
14
(-1
size,
+5
natural),
touch
9,
flat-
footed
14
2
claws
+7
melee (ld6+6)
Fort +4, Ref +4, Will
+4
Str
18, Dex10,
Con
16,
Int
5,
Wis 10,
Cha
4
Climb +6, Listen
+3,
Spot
+2
Solitary, pair,
or
band (3-5)
5-7
HD (Large); 8-12HD (Huge)
The massive humanoid
stands
9
feet
tall.
It looks
waguely ogre-like,
but
is cowered in afurry
,
sandy-colored
pelt.
It
has
long, sharpclaws
anda
hungry gleam in
its
eye.
Description
The species of monstrous humanoid known as
Sasquatch is a cousin race to the wendigo of Northrend.
They are huge beings of limited intelligence and even
less personality. They roam singularly and prefer soli-
tary hunting. Sasquatch are incredibly strong and
fiercely territorial. They have sharp claws and are very
fond of human and orc flesh. Though they will eagerly
kill elves who encroach on their territory, it is well
established that Sasquatch will not eat elven flesh,
smash or eat them.
They
prefer forests, but will occupy
any convenient location that provides them with
food, treasure, and things to smash.
Fortunately, Sasquatch mate only rarely. In groups,
their aggression can be devastating to unprepared
heroes. Sasquatch are matriarchal, and as a result,
bands of Sasquatch typically represent a mother with
her young, often only a single litter.
Combat
Sasquatch are non-discerning in combat. They
tend to use their claws and great strength in melee
combat to rend their opponents.
Wildkin
Hit Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGrapple:
Attack
Full
Attack:
SpaceIReach:
Special Attack:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Large Magical
Beast
6d8+24 (51 hp)
+1
30
ft.
(6
squares)
15
(-1
size,
+1
Dex,
+6
natural), touch
9,
flat-footed 14
+6/+15
Bite +10
melee
(ld8+5)
Bite +10
melee
(ld8+5) and
2
claws
+8
melee
(ld8+2)
10
ft./5
ft.
Berserk
Darkvision
60
ft.,
low-light
vision,
scent
Fort
+Q,
Ref
+6,
Will
+3
Str
21,
Dexl3,Con
19,
lnt
5,
Wis 12,Cha
10
Listen
+8, Spot
+7
Alertness, Dodge, Multiattack
Temperate
forest
Solitary, pair,
or
pack (5-8)
5
Standard
Usually chaotic good
7-9
HD
(Large); 10-12 HD (Huge)
The mighty creature
has
a
powerful, bear-like body
with
a
large avian head.
Its
dark furry pelt blends with
clusters of silver
and
gray feathers on its forelimbs
and
cresting at
its
head. Its strong claws and hooked beak
suggest violence, but its large golden eyes show
a
gentle
nature.
Description
Some night elf scholars claim that the lumbering,
misshapen wildkin are the creation and favored pets
of Elune, the moon goddess. Desiring a creature of
might to claim as her
own
and disenchanted with the
violence
of
wolves, Elune combined the traits of her
beloved night birds
with
the brute force of benevolent
bears. Other scholars claim that wildkin were the
misguided creation of a sorcerer. Regardless of their
origins, wildkin have been the beloved allies of night
elf druids of the wild and ancients alike since the time
of the War of the Ancients.
Full-grown wildkin exceed
10
feet in height and
weigh over
3,000
pounds. They prefer the serenity of
nature and stay away from populated areas, frequent-
ing the Barrens or the glades of Mount Hyjal. They are
known to assist night elves and ancients in guarding
locations that those races deem important. Heroes
who encounter wildkin either come away speaking of
their incredible gentleness or their tremendous
ferocity.
Combat
Wildkin are slow to anger, but they fight to
the death when roused. They have a particular
hatred of all undead and minions of the Bum-
ing Legion. The great beasts slash with their
claws and stab with their beak in combat.
Berserk
(Ex):
A
wildkin can trigger a battle
rage as
if
it was a barbarian of a level equal to its
Hit Dice (see Chapter
3:
Classes in the
PHB
for
details).
(such as any outsider, elemental, or several kinds of
undead).
Wisps show little free will or self-interest. They
Base
AttIGapple:
+O/-6
the night elf leadership out of some personal agenda or
sense of duty is unclear at this time.
Some human scholars think that wisps are the souls
of deceased night elves, but these claims are met with
Slam
-1
melee
(ld3-2)
Slam
-1
melee
(ld3-2)
SpaceIReach:
5
ft.15 ft.
Special
Attacks:
Detonate
near mockery among the night elves.
Special Qualities:
Low-light vision, renew, seed ancient
Str
6,
Dex
14,
Con
10,
Int
8,
Wis
8,
Cha
8
Hide
+lo,
Listen
+5,
Move Silently
+6,
Search +3, Spot
+5
Alertness
Fort
+0,
Ref
+4,
Will
+1
Combat
Wisps avoid combat and
will
flee when attacked if
they can. Instead, they act as support troops, healing
ancients and repairing night elf structures.
If
pressed,
they slam into mortal foes or detonate themselves to
destroy or banish outsiders or undead.
Detonate
(Su):
A
wisp can sacrifice itself to gener-
ate a number of simultaneous effects as per the spells
banishment, dispel magic (in a 30-ft. radius burst), and
holy smite. These effects are handled as if cast
by
a
spellcaster of a level equal to the wisp’s Hit Dice.
Renew
(Su):
Once per round, a wisp may heal
ancients, plants, or wooden structures. The healing
each round is equal to
ld8
per
HD
of the wisp.
Seed
Ancient
(Su):
A
wisp may sacrifice itself to
seed an ancient. It takes decades for the ancient to
grow to maturity and centuries before it reaches its full
potential.
Organization:
Solitary or company
(2-4)
Challenge Rating:
1
Level
Adjustment:
-
The glowing
ball
Of
light hovers
a
few feet
Off
the
ground.
Within the eldritch glow, one can just make out
the translucent features of an elfin face.
Wisps are forest spirits that heal ancients and keep
the forest clean and pure. They are dedicated to the
Wyern
Hit
Dice:
Initiative:
Armor
Class:
speed:
Base AWGrapple:
Attack:
Full Attack
S
paceIReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Large
Magical
Beast
5d10+10 (37 hp)
+1
30
ft.
(6
squares),
fly
70
ft.
(poor)
16(-lsize,+l Dex,+6natural),touch10,
Flat-footed 15
+5/+13
Bite +8
melee
(2d6+4)
or
claw
+8
melee
(ld6+4)
Bite +8 melee (2d6+4) and
2
claws
+6
melee
(ld6+2) and
tail
slap +6 melee
(ld8+2)
10 ft./5
ft.
(10
ft.
with bite)
Poison
Darkvision
60
ft.,
low-light vision
Fort +6,
Ref
+5,
Will
+2
Str18,Dex13,Con15,lnt8,Wis13,ChaQ
Listen
+5,
Move
Silently
+3,
Spot +7*
Alertness, Flyby Attack, MultiattackB
Any
forest,
hill,
mountains,
and
plains
Solitary, pair,
or
flight
(5-9)
3
Usually chaotic
neutral
6-8
HD (Large);
9-11
HD (Huge)
-
-
The creature looks much like
a
lion with great leathery
wings that
flare
out from its forelimbs.
It
has
strong hind
legs and
a
scorpion-like
tail.
I
One can imagine the plane of reality known as the
Twisting Nether as a thick web of magic woven
around and above the material Plane. It is an astral
dimension of pure magic which encases all known
worlds in thick cocoons of arcane power. Beings with
the power to breach the barriers of reality use the
Twisting Nether as a means of travel, venturing
through its constantly-fluctuating expanse to journey
from one world to another. Ihnons are among the
most notable in this. They have long sought places
like Azeroth, and for some time have been eager to
conquer the world and its peoples.
For ages, the titan Sargeras fought against them,
battling back the demons with his immeasurable
power. In time, however, he could no longer see his
cause as realistic; virtue lost its glamour, and existence
seemed unworthy of his efforts. Drowning
in
nihilism
everything
he
and
they
had He
forged
the
Burning
Legion:
an
army
Of
demons,
his
weapon
against the worlds of light.
this service
-
are at an eternal disadvantage com-
pared to their patron, regardless of their strength. The
only consolation is that once
a
race has joined the
Legion, its greatest heroes may offer their blood to
others, corrupting new species to serve their own.
The dominant demonic races in the Burning Le-
gion
-
after the eredar, of course
-
are the pit lords,
doomguards, and eminences that served under
Archimonde and the dreadlords, and the risen terrors
and shadow priests that follow Kil’jaeden. An endless
host
of
monsters follows their rule, and that host is
growing. In all comers of the universe, the followers of
Kil’jaeden subvert the righteous to darkness and wel-
come ancient evils into their ranks.
Demonicsubtype
and madness, he turned against his own kind and
ne
evil
outsiders
in
warcraft
that
comprise
the
forces of the Burning Legion are generally called
“demons.”This
breed
ofdemon
in
the
Warcraft
RpG
is distinct from the one noted in the
MM
and uses the
“demonic” subtype. As such, references made through-
out this book to “demons” refers to those particular to
the
Warcraft
universe.
Demons
were
mortal
once,
but
have
been
trans-
change
includes
a
powerful
command
of
arcane
en-
ergy.
They
define
and
control
this
arcane
power
with
In the Warcraft
RPG,
demons can be of any evil
alignment. The Burning Legion favors lawful evil, but
this is not a hard and fast rule.
The Structure
of
the Burning Legion
First among the demons of the Burning Legion are
the eredar. In the Twisting Nether, only the titans
Sargeras’ power as well as their own, stood as the lords
of their race: Archimonde the Defiler and Kil’jaeden
ously protected from the will of the other. These
groups strove for dominance of Azeroth and even
other worlds.
But now, at long last, Archimonde is dead, killed
by
the heroes of Azeroth. Individual eredar and a few
hopeful heroes of the lesser races have decided that
they
are the best candidates to replace him. These
prideful few have taken their first careful steps toward
locating and eliminating the presumptuous competi-
tion that might seek to displace them.
Kil’jaeden’s first and most important servants were
the vampiric nathrezim, also named the dreadlords.
They earned thisgrim title in manyways: their schemes
have turned nations against one another; their ter-
rible powers have supported the undead Scourge; and
as individuals they have spread physical and spiritual
torment to the limits of their reach.
It is within the power of the eredar to create whole
races of demons. They corrupt mortal species
to
make
their minions. The greatest representatives of these
species can bind others to their cause, as the eredar
can,
by
offering the gift of their blood. The mystic
bonds this process creates connect the various races of
the Burning Legion.
To
drink a powerful demon’s
blood risks the enslavement not only of oneself but
also of one’s kind. Races corrupted into the Burning
Legion
-
or those who sign on, accepting the price of
have
ever
them-
Two
eredar,
by
formed
by
their
conversion
into
demonic
beings.
This
the
Deceiver*
Each
a
hierarchy
Of
demons,
leal-
the
force
oftheir
will,
much
as
or
wizards
do.
DemonicTraits
The demonic subtype conveys the following traits
-
Immunity to death effects, fire, necromantic
-Resistance toacid
10,
cold
10,
andelectricity
10.
-
Frightful
Presence
(Ex)
:
Demons unsettle their
foes with their mere presence. This ability takes effect
automatically
hene ever
the demon attacks, charges,
or spends a rnOve action on something deliberately
intimidating. Creatures within
30
feet are subject to
the effect
if
they have fewer HD than the demon.
A
potentially affected creature that succeeds at a
will Save
(DC
10
+
112
demon’s
HD
+
the demon’s
Charisma modifier) remains immune to that demon’s
frightful Presence for
1
day. On a failure, creatures
with
4
or fewer
HD
become panicked for 3d6 rounds,
and those
With
5
Or more
HD
become d-~&en for
2d6
rounds. Demons ignore the frightful presence of other
demons.
-
Innate
Magic
(Ex):
Demons with levels in a
spellcasting class add their outsider
HD
to their caster
(unless otherwise noted in a creature’s entry).
effects, and poison.
level. This does not give them additional known
spells or spells per day.
If
a demon has more than one
spellcasting class, it must choose one class to which
this bonus applies.
-
Name Vulnerability
(Ex)
:
A
demon takes double
damage from a weapon inscribed during its forging
with that demon's name.
-
Blindsipht
(Su)
:
Demons have an arcane aware-
some of these creatures it runs
so
strong that they treat
all their natural attacks as though imbued with the fel
weapon property. Some demons even have the ability
to imbue weapons they wield with fel power.
Spells with the [Fell descriptor are harder to resist.
The caster gets a
+10
fel bonus on caster level checks
made to penetrate spell resistance, and the
DC
of
saving throws increases
by
+2.
ness of the pLysicalworld that allows them to perceive
objects and creatures within 60 feet.
New Magic Weapon Special Ability
-
Mortal
Tongues
(Su):
Intelligent demons can
speak with any creature that has a language, as though
using tongues as cast
by
a 14th-level sorcerer. This
ability is always active.
-See
in Darkness
(Su)
:
Demons can see perfectly in
darkness of any kind, even that created
by
a deeper
darkness spell.
-.$&Like Abilities
(Sp)
:
Unless othemise stated,
demonic spell-like abilities are as cast
by
a sorcerer of
a level equal to the demon's Hit Dice. Demons with
the spell-like ability to
plane
shift
or gate can use it only
for travel to and from the Twisting Nether. They
cannot enter other planes, summon monsters through
agate, or use
plane
shift to transport others against their
will.
Description
Fel: Upon command, a fel weapon is sheathed in
greenish-yellow flames. The flames do not harm the
hands that hold the weapon.
A
fel weapon deals
+
ld6
points of bonus fel damage and penetrates the damage
reduction of all outsiders regardless of the material
normally required to penetrate their
DR.
In addition,
a fel weapon deals
+
ld6
points of bonus unholy (evil)
damage against all of good alignment.
A
fel
weapon
bestows one negative level on any good creature
attempting to wield
it.
The negative level remains as
long as the weapon is in hand and disappears when the
weapon is no longer wielded. This negative level
never results in actual level loss, but it cannot be
overcome in any way (including restoration spells)
while the weapon is wielded. Bows, crossbows, and
slings so enchanted bestow the fel power upon their
m~munition-
Moderate evocation [lawful and evil];
CL
8th; Craft
Magic Arms and Armor, unholy blight, creator must be
evil, must be forged in the blood of acreature with the
Ih~nic subtype Price:
+2
bonus.
Common Burning Legion Abilities
All
demonic creatures have the following abilities
unless noted otherwise in their descriptions. See be-
low for details on fel energy and fel damage.
-,tion
(E~):
D~~~~~
with
regeneration
nd
fel
damaee normallv.
A
demon also
maximum of
90%
at
18
HD.
An
infernal summoned
in this fashion remains for
10
rounds.
Necromancy [Fell
Level:
Sor/Wiz
?
Cornwnents:
V.
S
rei energy comes in many rorm
es:
-_
When a weapon
is
forged in
I
I
1.
ri
reduction
ot
outsiders. Pel ene
.
..
~~
Casting 'Time:
1
standard action
Living
creature
touched
Fel
Energy
Range: Touch
Fel is a property unique to the Warcraft universe.
s,
but at its core is the
rence
of
demonic evil.
the blood of a demon,
it can De maae into a rei weapon that deals extra
damage to good beings and penetrates the damage
through
the
veins
of
all creatures with the Demonic subtype.
In
-1
Duration:
See
text
Saving
Throw:
Will
negates (see text)
spell
Resistance:
yes
Description
.?
-
3
The caster weakens the resolve of one living crea-
ture, leaving the target susceptible to invasion
by
demonic forces. The caster then calls forth the spirit
of
a doom guard, who attempts to dominate the
subject and possess his
body
-
arising as one of the
doom guard!
Spell
Effect
As
part of the casting, the caster calls to him the
spirit of a doom guard not yet inhabiting a physical
form. The caster then touches
a
living humanoid
target, connecting the subject’s spirit to the doom
guard’s spirit and triggering
a
battle of wills between
the two. The living subject is considered stunned
during this mental contest and must make a
Will
save
each round to fend off the doom guard’s spirit.
A
subject who gets a
Will
save result of
27
or higher
wins the battle of wills.
The
spell is negated
and
the
subject is no longer stunned.
If
the Will save result is
below
23,
the subject loses the battle of wills. On any
save result in between, the battle ofwills continues for
another round.
Upon losing the battle of wills, the subject’s body
falls under the doom guard spirit’s control. The sub-
ject becomes a doom guard (see listing below), with
the only exception being that the subject body’s
Strength, Dexterity, Constitution and hit points re-
main the same. The subject remains trapped in his
own body. He is aware of his surroundings and the
actions that the doom guard takes, but he can take no
actions of his own.
The caster of this spell is not involved in the battle
of
wills, and gains no special control over a creature
possessed
by
a doom guard in this fashion.
A
doom
guard can relinquish control of the subject at any
time, but doing so returns the doom guard spirit to its
home plane. Otherwise, only
wish
or
mirack
can drive
out the doom guard and restore control back to the
subject.
Withering Blight
Transmutation [Evil, Fell
Level:
Ncr
5
Components:
V,
S,
M
Casting Time:
1
standard action
Range: Touch
Area: 304. radius emanating from the point touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No (see text)
Description
Normal plants in the area turn putrid shades of
green and gray. They shrivel and darken as disease
leaves the ground blighted and infectious.
Spell Effect
Normal vegetation within
30
feet becomes sick-
ened and diseased. Living creatures that pass over the
blighted ground are subject to the blight’s infection.
Affected plants cease production of seeds and fruit,
if
applicable. Living creatures in contact with blighted
ground at any point during a turn must succeed at a
Fortitude saving throw or contract blight plague.
Spell resistance applies to
this
effect.
All
turning
checks
to
turn undead on blighted ground suffer a
-2
profane penalty and turning checks to rebuke undead
gain a
+2
profane bonus; spell resistance does not
apply to this effect. Blight plague is a supernatural
disease (damage
ld4
temporary Intelligence). Hu-
manoids reduced to Intelligence
0
immediately turn
into an appropriately-sized zombie (see the template
in Chapter Three). Unlike normal diseases, blight
plague continues until the victim reaches Intelli-
gence
0
or receives a
remove
disease
spell or similar
magic.
Large
Outsider
(Demonic, Evil, Extraplanar,
Lawful)
16d8+?6 (168 hp)
+5
40
ft.
(8
squares),
fly
70
ft.
(poor)
35 (-1
size,
+1 Dex, +5 Large breast
plate, +20
natural),
touch 10, flat-footed 34
+16/+2?
+lLarge fe/scimitar+26
melee
(ld8+10/
15-20 plus ld6
fel)
or
slam
+24
melee
(1
d6+?)
+1
Large
felscimitar +26/+21/+16/+11
melee (ld8+10/15-20 plus Id6
fel)
or
2
slams
+24 melee (ld6+?)
10
ft./lO
ft.
Spell-like abilities, doom stomp
Darkvision
60
ft.,
improvedvision,dam-
age reduction 15/good,
spell
resistance
30, demonic
traits
(frightful presence
DC 22), outsider
traits
Fort +16, Ref +11, Will
+I5
Str2?,Dex13,Con22,lntl8,Wis20,Cha19
Bluff +23, Climb+28, Concentration +25,
Intimidate +23, Jump
+2?,
Listen
+24,
Move Silently +20, Search +23, Sense
Motive +24, Spellcraft +23, Spot +24,
Survival +24.
Cleave, Great Cleave, lmproved Critical
(scimitar),
lmproved Initiative, Power
Attack, Weapon Focus
(scimitar)
Twisting Nether
Solitary
or
gang (2-4)
15
Standard goods and items, including
+I
Large
felscimitarand large breastplate;
double
coins
Always
lawful
evil
17-24 HD (Large); 25-48 HD (Huge)
-
Doomguard
Hit
Dice:
Initiative:
Armor
Class:
Base
AWGrapple:
Attack:
Speed:
Full Attack:
S
pacelReach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
The
massive, muscular being stands over
12
feet
tall
and
has
red scaly flesh
and
small dark wings.
It
wears
a
breastplate emblazoned with
a
bizarre symbol
and
wields
a
mighty scimitar in one hand.
Description
The fearsome doomguard once served as
Archimonde's personal escorts. Although they were
often called upon to perform a number of duties for the
Legion, their loyalties lay with him alone.
The
doomguard were left to their own devices after
Archimonde's defeat at the World Tree on Mount
Hyjal. They now roam the universe serving as merce-
naries for whoever will have them. They enjoy wearing
large breastplates emblazoned with the symbol of
Archimonde despite his defeat. They believe he
will
one day return to rule them once more.
Despite their appearance and disposition, doomguard
are sought after for service. These monstrous, fiery
warriors are nearly immune to magic and can defeat
entire armies with their sheer strength alone.
Combat
Doomguard begin a battle
by
sizing up their foes.
They cast deeper darkness if they believe their oppo-
nents will not be able to see through it, covering their
actions while they cast additional spells. Fire
storm
is
their first choice against seemingly powerful oppo-
nents who might not be ready with abjurations against
fire.
A
doomguard will even cast fire
storm
with itself
in the area, taking advantage of its immunity to fire.
Detect mgic determines ifgreater dispelmgic would be
useful against particular opponents. Doomguard will
cast immolation as soon as possible when facing mul-
tiple opponents who may not be immune to the flames
or
if
opponents may try to use cold attacks against
them. When there is enough time to prepare even
more spells, doomguard cast unholy aura and dispel
good on themselves.
They
follow these actions up
by
wading into melee.
When two or more doomguard work together, one
will engage in melee while the others cast cripple on
potentially dangerous melee foes. After that, they
prefer to split up and engage separate melee targets.
They doom stomp when faced with two or more
opponents in range who might be dazed and knocked
prone
by
the
effect. They almost always doom stomp
when faced with four or more potential targets in
range. (This tactic deals more overall damage than a
full attack, but it is sometimes better to use a full attack
against one particularly powerful opponent than to
cause minor damage to all opponents in range.)
If
the battle is going poorly, a doomguard will cast
demonic doom on a remaining melee foe. Doomguard
usually try to
teleport
without enor to disengage once
reduced to below
50
hit points. They cast spells from
a distance while their allies continue the fight. Once
all doomguard are reduced to below
50
hit
points they
all tekport without ewor to escape.
If
the battle is going well, doomguard take their
time finishing off opponents. They cast unholy blight to
watch and be amused as their foes are sickened
by
the
effect.
Spell-Like Abilities:
At
will-blasphemy,
cripple",
deeper darkness, desecrate, detect chaos, detect good,
detect mgic, fear, greater dispel magic, immolation, rain
offire*, reudmgic, telekinesis, teleportwithouterror (self
plus maximum load of objects only), tongues (self
only), unhallow, unholy aura, unholy blight, and wall
of
fire; 3/day-~itheringblight; llday-demonicdoom, dis-
pelgood,
andfire storm. Caster level
16th;
save
DC
14
+
spell level.
*Indicates a spell described in the
Warcraft
RPG.
Doom Stomp
(Su):
As
an attack action, a
doomguard can stomp a hoof on the ground to pro-
duce a shockwave that knocks back and dazes creatures.
All
Medium and smaller creatures within a 10-foot
radius take ld6+9 points of damage and must make a
DC
27
Fortitude save or be knocked back
5
feet
directlv awav from the doomguard.
If
that mace is
occupied, the creature automatically falls prone in
its
space. Creatures knocked back are dazed for
1
round
.
Summon
Baatezu
(Sp):
Once per day,
a
doomguard can summon
two
barbaru, lemures,
and must make a
DC
27
Reflex save or fall prone in
their new space.
A
dazed creature can take no actions
(but defends itself normally).
Improved
Vision
(Su):
Doomguard continually see
invisibility as the spell cast
by
a 20th-level sorcerer.
m.2
chaos and decay.
A
nathrezim-occupied world even-
tually abandons higher morality as irrelevant to the
context in which its inhabitants find themselves,
joining the dreadlords in their callous worship of the
Dreadlord
(Nathrezim)
Hit Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGapple:
Attack:
Full Attack:
S
paceIReach:
Special Attacks:
Special Qualities:
SaVeS:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
'Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Outsider
(Demonic, Evil, Extraplanar,
Lawful)
8d8+12
(52
hp)
+7
30
ft.
(6
squares),
fly
50
ft.
(good)
27(+3Dex,+8natural,+6insight),
touch
19,
flat-footed
24
+8/+11
Claw+11 melee(ld4+6) orspell+ll melee
touch or spell
+11
ranged touch
2
claws
+11
melee (ld4+6) or spell
+11
melee touch or spell
+11
ranged touch
5
Ft./5
ft.
Dominate, energy drain, summon infer-
nal, spell-like abilities, spells, vampiric
aura
Damage reduction 5/good or silver,
darkvision
60
ft.,
fast healing
5,
fiendish
defense, spell resistance
14,
demonic
traits (frightful presence
DC
22),
out-
sider traits
Fort
+8,
Ref
+9,
Will
+14
Strl7,Dexl6,Con14,lnt24,Wis22,Cha26
Bluff
+19,
Concentration
+13,
Diplomacy
+23,
Disguise
+19,
Gather Information
+19, Hide
+14,
Intimidate
+23,
Knowl-
edge (arcana)
+18,
Knowledge (the
planes)
+18,
Listen
+17,
Move Silently
+14, Search
+18,
Sense Motive
+17,
Spellcraft
+18,
Spot
+17.
lmproved Initiative, Iron
Will,
Persuasive
Twisting Nether
Solitaryortroupe(1 dreadlordand
6-15
ghouls)
11
Double Standard
Always lawful evil
9-16
(Medium)
-
The humanoid's skin is
pale
as
a
corpse, while its claws
and
horns
are displayed in wicked curwes. Leathery bat-
like wings flare
out
from
his back.
Description
In
the nathrezim's eyes, malice is the ultimate gift.
To torment another creature with physical and moral
agony offers something superior to happiness or con-
tentment. Dreadlords prefer to turn their talents to
psychic assault and manipulation, seeking to dissolve
the bonds that unify individuals, groups, and nations
and leave their mortal victims floundering amidst
malign.
Combat
Although fierce warriors, nathrezim prefer a leader-
ship role, standing behind a wall of ghouls or other
allies and retreating when their enemies press too
close. This is particularly true of the weakernathrezim,
whose magical abilities cannot always prevent their
swift, bloody execution
by
a determined fighter, wiz-
ard, or rogue.
Vampiric Aura (Su): Living creatures hit
by
a
nathrezim's claw attack gain one negative level. The
Fortitude
DC
to remove a negative level is 13
+
1
for
every
2
character levels the dreadlord has. The save
DC
is Charisma-based. For each such negative level
bestowed, the dreadlord gains
5
temporary hit points.
Once per day, a nathrezim may extend this aura to
all undead and demons within a 15-foot radius for 1
round/character level.
Dominate
(Su):
A
dreadlord can crush an
opponent's will just
by
looking into his eyes. This is
similar to a gaze attack, except that the dreadlord must
use a standard action, and those merely looking at the
dreadlord are not affected. Anyone the dreadlord
targets must succeed on a
DC
22
Will
save or fall
under the dreadlord's influence as though
by
a domi-
nate
monster
spell (caster level 16th). The ability has
a range of
30
feet.
Spell-Like Abilities: At will-carrion swarm*
(DC
23),
deeper darkness, detect chaos, detect good, detect
magic, greater teleport (self plus
50
pounds of objects
only), holdmonster
(DC23),readmagic,sleep(DC
19);
3/day-plane shift, sending, summonswarm (bats only);
llday-dream, nightmare
(DC
23).
Caster level 12th.
The save
DC
is Charisma-based.
Spells:
A
dreadlord knows and casts arcane spells as
an 8th level sorcerer, gaining bonus spells for a high
Charisma score.
Typical Sorcerer Known Spells
(6/8/8/7/5,
save
DC
18
+
spell level):
O---acid
splash, dancing lights, daze,
ghost
sound,
openlclose, mage
hand,
prestidigitation, touch
offatigue; 1st-cause fear, chill touch, disguise self, mage
armor,
shield;
Znd-cripple",
detect thoughts, inwisibility;
3rd-clairaudience/clairwoyance,
dispel magic; 4th-
phantasmal
killer.
*Indicates a spell described in Chapter Four: Magic
of the Warcraft
RPG.
Vampiric Aura (Su):
A
dreadlord has a vampiric
aura that it can focus on itself or extend around itself
up to a30-foot radius (adjusting the aura's size is a free
action).
A
dreadlord that strikes with its claw attack
or an ally within this aura gains hit points each time
it deals damage successfully to a creature. The hit
points gained equal the damage inflicted, up to a total
equal to the Hit Dice of the dreadlord or of the ally
(whichever is lower).
So,
a
10
HD
ally within an
8
HD
dreadlord's aura can gain
no
more than
8
hit points per
strike (or fewer if the damage rolled is less than that).
A
creature cannot gain more hit points than its
normal maximum.
Fiendish Defense
(Ex):
Nathrezim receive an in-
sight bonus to their armor class equal to their Wisdom
bonus. This ability does not function
in
medium or
heavy armor.
Dreadlord
Characters
A
dreadlord's favored class is rogue.
Base
AttIGapple:
Attack:
Full Attack:
S
pacelReach:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
world
by
using radical warlock magics. They con-
sumed all life around them and set out to find more
places of mystical power. The eredar were Sargeras's
first recruits in the Burning Legion, serving as tactical
advisors and intelligence officers. Eredar warlocks are
now counted as some of the greatest sorcerers in the
universe.
Preeminence in eredar warlock society depends
almost entirely upon magical power. Those who com-
mand the greatest selection of paramount spells (see
below)
-
and thus in theory the greatest magical
arsenal
-
rise to higher ranks. Those whose arcane
abilities top out at such pitiful cantrips as wish and
skpechange are grunts and lackeys, scarcely worthy
of
notice.
Combat
Eredar
Warlock
Huge Outsider
(Demonic*
Extraplanar)
24d8+72
(180
hp)
+4
50
ft.
(10
squares),
fly
90
ft.
(good)
26(-2size,
+5
natural,+4 deflection,+l
luck,
+4
touch
21, flat-footed 26
+24/+37
'law
+27
melee
(1d8+7
Plus
ld6
ld6
fire)
and
ld6
fire)
15
ft.115
ft.
Spells,
fel
strike, summon
infernal,
spell-
like abilities
Darkvision
60
Ft.,
arcane
mastery,
cha-
otic
casting,
nether
spells,
warlock
abili-
ties,
antimagic
resistance,
regeneration
10, damage reduction 15/good,
spell
re-
sistance
30, demonic
traits
(frightful
presence
DC
26), outsider
traits
Fort +17, Ref +16, Will
+16
Strength 21, Dex
10,
Con 17,
lnt
22,
Wis
14,
Cha
19
Appraise +33, Bluff +31, Concentration
+309 Decipher Script +339 Diplomacy
+3591ntimidate+339
Knowledge(arcana)
+33
(+6
Int,
27 ranks), Knowledge (the
planes) +33,
Listen
+29,
Sense
Motive
+2?,
Spellcraft +35 (+37
to
decipher
scrolls),
Spot
+293,
Survival
+2~
(+31
when following tracks), Use Magic De-
vice
+31 (+33 with
scrolls)
Combat Casting, Combat Expertise,
lm-
proved
Initiative,
ltem
Creation
Feat (any
one),
Lightning Reflexes,
Quicken Spell,
"lent
spell^
'pel'
(any
one),
Still Spell
Twisting Nether
Solitary
or
troupe
(1
advanced eredar?
2-5
eredar)
23
Double standard
Always chaotic
evil
25-48
(Huge);
49-72
(Gargantuan)
and
'IawS
+27
melee
(1d8+75
Plus
ld6
fel
Eredar warlocks are spellcasters first. They have
been known to flick their fingers in an enemy's direc-
tion, causing flesh, bone, and even steel to flare with
entropic fire. They avoid combat with even an in-
nocuous foe until they can establish a collection of
defensive and self-enhancement spells. Most main-
tain a mage armor or
frost
armor effect continuously.
If
the enemy seems weak and not worth the expen-
diture of spells, eredar warlocks wade into combat
with their claws.
If
the enemy is strong, an eredar
warlock creates an advantage of numbers, summoning
monsters, enchanting his opponents, and using spells
that
divide his enemies.
Spells
(Sp):
Eredar warlocks know and cast arcane
spells as 20th-level sorcerers (save
DC
14
+
spell
level). They can learn warlock spells and spells from
the Death, Destruction, and Evil domains as sorcerer
spells.
Spell-Like Abilities:
At
will-arcane eye, arcane
lock, arcane mark, contingency, control undead, dark-
ness, detectmagic, detect scrying, dimensiondoor, disguise
self, geaslquest, greater dispel magic, hold monster, den-
tify, knock, mage armor, major creation, nondetection,
read magic, scrying, sequester, simulacrum, spell turning,
suggestion, true seeing, unseen servant, water breathing;
llday-symbolofpain, gate. Caster level 24th; save
DC
14
+
spell level.
Chaotic Casting
(Ex):
Eredar warlocks can substi-
tute fel damage for any elemental damage type when
casting a damaging suell. Treat this ability as a
Level Adjustment:
-
Hit
Dice:
Initiative:
Armor
Class:
speed:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
-
---
metamagic effect that does not change the spell's
not
already
altered
with
metamagic
feats.
receive the benefits of Extend %ell at no cost. The
The
creature
is
Of
far
larger
than
level. Accordingly, it increases casting time for spells
pointed
sweep
back
from
its
face
and
Nether
Spells
(Ex):
All
eredar
warlocks
spells
human
or
orc, with
a
bulky muscuhr body and
a
long
tail.
horns sprout from its wide brow.
Description
eredar warlock can also apply Quicken Spell, Silent
Spell, and Still Spell to any spell from the illusion
Eredar
were
'OrcererS
at
the
dawn
Of
the
school at no Cost
-
it does not increase the casting
universe. Some believe that they devoured their own
time
or
require a higher spell slot. Eredar warlocks do
not need spell components.
Eredar Warlock Abilities: Advanced eredar war-
locks can choose any of the following abilities in place
of
a feat:
Craft Vessel
(Ex)
:
The eredar warlock can imbue an
intelligent creature with magic. This ability functions
as an Item Creation feat that can create use-activated
or
spell trigger items. Spell trigger vessels can contain
spells up to 6th level.
All
vessels are intelligent magic
items and obey the standard rules for such, including
the development of intelligent item abilities and
extraordinary powers. Generally, the eredar warlock
removes the imbued creature's memory of her condi-
tion,
charms
her to use her new abilities in the warlock's
service, or keeps her caged as a living tool and stan-
dard of the Burning Legion.
Paramount Spell
(Ex)
:
The eredar warlock has mas-
tered a single spell transcending the normal limits of
arcane accomplishment. Such spells are treated as
12th-level spells, and the warlock has one 12th-level
slot for each paramount spell known. Examples in-
clude
chittering death,
whose slow march can devastate
continents, and
consumption
of
the
sun,
which would
have made the demon Archimonde supreme (requir-
ing simply a suitable power source). There is no
paramount spell without at least one viable counter-
measure. In some cases, this countermeasure is as
simple as
greater dispel
magic;
in others, it requires
complex actions
or
components. An eredar warlock
can take this ability multiple times.
Swallow Power
(Su)
:
Whenever the eredar warlock's
spell resistance blocks an effect, he recovers a spell of
the same level that
he
had prepared and then cast.
For
example,
if
his spell resistance protects him against a
lightning bolt,
he can recover one of the 3rd-level spells
he previously cast.
Felguard
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AttIGrapple:
Attack:
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Outsider
(Demonic, Evil, Extraplanar,
Lawful)
3d8+?
(22
hp)
+2
30
ft.
(6
squares)
18
(+2
Dex, +6
natural),
touch
12,
Flat-
footed 16
+3/+6
Greatsword +7
melee
(2d6+4/19-20
plus ld6
fel)
or
slam
+6
melee
(ld4+4)
Greatsword +7
melee
(2d6+411'?-20
plus ld6
fel)
or
slam
+6
melee
(ld4+4)
5 ft.15
ft.
Fel strike, spell-like
abilities
Damage
reduction
51good
or
silver,
darkvision
60
ft.,
demonic
traits
(fright-
ful
presence DC
ll),
outsider
traits
Fort +6, Ref +5, Will +3
Str
16, Dex
14,
Con
17,
Int
8,
Wis 10, Cha
11
Climb
+?,
Diplomacy
+2,
Intimidate
+6,
Jump
+'?,
Knowledge
(nature)
+1,
Listen
+6,
Sense
Motive +6, Spot +6,
Survival
+6
Power Attack, Weapon Focus
(greatsword)
Twisting Nether
Solitary,
team
(2-5), troop
(6-11),
or
squad (12-21)
3
None
Always
lawful
evil
4-6
HD (Medium)
-
Fel
Stalker
Fel Stalker
Fel
Hunter
Medium Outsider
(Chaotic, Demonic, Evil, Extraplanar)
Medium
Outsider
(Chaotic, Demonic, Evil, Extraplanar)
Hit
Dice:
6d8+18
(45
hp)
?d8+18
(45
hp)
Initiative:
+6
+6
Speed:
50
ft.
(10
squares)
50
ft.
(10
squares)
Armor
Class:
19
(+2
Dex,
+7
natural), touch
17,
flat-footed
17
19
(+2
Dex, +7 natural), touch
17,
flat-footed
17
Base AWGapple:
+6/+13
+9/+16
Attack:
Claw
+13
melee
(ld6+7
plus
ld6
fel) or mana Claw
+16
melee (ld6+7 and
ld6
Fel) or mana burn +11
burn
+8
ranged touch ranged touch
Full
Attack:
2
claws
+13
melee
(ld6+7
plus
ld6
fel) and
2
claws +16 melee (ld6+7 and
ld6
fel) and bite +14 melee
bite
+11
melee
(ld8+3
plus
ld6
fel) (ld8+3 and
ld6
fel)
Pounce, fel strike, mana burn Pounce, fel strike, mana burn, spell-like abilities
Darkvision
60
ft.,
sense magic, scent, improved Darkvision
60
ft.,
sense magic, scent, improved scent,
scent, damage reduction 5/good, spell resistance damage reduction 5/good, spell resistance
13,
demonic
11,
demonic traits (frightful presence
DC
12),
traits (frightful presence
DC
14),
outsider traits
Space/Reach:
5
ft.15
ft.
5
ft./5
ft.
Special Attack:
Special Qualities:
outsider traits
Fort
+8,
Ref
+7,
Will
+7
Str
24,
Dex
15,
Con
17,
lnt
4,
Wis
14,
Cha
8
Climb
+lo,
Hide +ll, Jump
+lo,
Listen +11, Move
Silently
+If,
Sense Motive
+5,
Spot
+11,
Survival
+1?,
Swim +10
Saves:
Abilities:
Skills:
Feats
Alertness, Improved Initiative, Multiattack
Environment:
Any land or underground
Organization:
Solitary or pack
(2-8)
Challenge Rating:
6
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
Level Adjustment:
-
7-12
HD
(Medium);
13-18
HD
(Large)
The creature
looks
vaguely like
a
hound
-
though one
with
a
massive, toothy head that makes
up
nearly
a
third
of its length. Great horns jut from above
a
single eye that
glares furiously from the center of its forehead.
Description
Fel stalkers are the hunting hounds of the pit lords,
starving both for blood and for arcane energy. The
corner of the Twisting Nether that spawned them is a
void, drained
of
magic and substance and filled
with
drifting corpses. Maggot fel stalkers embedded in the
nearby planar substance mature, hunt, and often lay
young before the pit lord rangers find them and train
them.
Fel stalkers have been observed with
2,4,
or
6
legs,
which indicates breed rather than power.
Combat
Fel stalkers treat spellcasters, particularly arcane
spellcasters, as layered desserts with meat on the
Fort
+?,
Ref
+8,
Will
+8
Str
24,
Dex
15,
Con
17,
Int
8,
Wis
14,
Cha
10
Climb
+11,
Concentration +11, Hide
+14,
Jump
+11,
Listen
+20,
Move Silently
+14,
Sense Motive
+6,
Spot
+20,
Survival
+22,
Swim +11
Alertness, Improved Initiative, Multiattack, Spell Focus
(transmutation)
Any land or underground
Solitary
or
pack
(2-8)
8
Single gold band worth
100
gp
Always neutral evil
10-12
HD
(Medium);
13-18
HD
(Large)
-
outside and magic on the inside. Less magical charac-
ters are worth notice only if they have damaged the fel
stalker in the past round. Fel stalkers generally use
their arcane vortex ability whenever in combat, un-
less instructed otherwise
by
their pit lord.
Pounce
(Ex):
If
a fel stalker 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.
Mana Burn (Su):
Once every
ld4
rounds, the fel
stalker's eye can emit a
mana
burn
effect per the spell
as a sorcerer
of
a level equal to its
HD.
(Maw
burn is
described in Chapter Four: Magic of the
Warcraft
RPG.)
Sense
Magic (Su):
The fel stalker senses magic as
though continuously under the effects
of
adetect magic
spell, except the fel stalker immediately receives all
information that would normally take
3
rounds to
receive, and automatically succeeds at all Spellcraft
skill
checks to determine the school of magic involved
in each aura.
The
fel stalker can also track the “scent”
of magic as easily as any normal odor.
Improved
Scent
(Ex):
The fel stalker makes a
Survival check rather than a Wisdom check when
tracking
by
scent.
Skills:
Fel stalkers receive a
+4
racial bonus on all
Listen and Spot checks, and a
+8
racial bonus on all
Survival checks.
Fel
Hunter
The most intelligent of fel stalkers are selected and
trained specially to hunt spellcasters. They look much
like a normal fel stalker, except for a golden band
placed around one of their horns marking them as
hunters.
Infernal
Hit
Dice:
Initiative:
Armor Class:
Speed:
Base
Att/Gapple:
Attack:
Full
Attack
Space/Reach:
Special
Attack.
Special Qualities:
Saves:
Abilities:
Skills:
Feak
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Lave1 Adjustment:
Large Construct (Extraplanar)
16d10+30
(118
hp)
-1
20
ft.
(4
squares) (can’t run)
28
(-1
size,
-1
Dex,
+20
natural), touch
8,
flat-footed
28
+12/+25
Slam
+20
melee (2d10+? plus
2d6
fire)
2
slams +20 melee (2d10+? plus
2d6
fire)
10
ft./lO ft.
Fire aura, heat, burn, meteoric impact
Darkvision
60
ft., magic immunity, dam-
age reduction 15/adamantine, construct
traits
Fort
+5,
Ref
+4,
Will
+5
Str
28,
Dex
Q,
Con
-,
lnt
-,
Wis
11,
Cha
1
-
-
Any land or underground
Solitary or pack
(2-8)
12
None
Always neutral
17-32
(Large);
33-48
(Huge)
An infernal endures on the Material Plane as long
as the summon spell that brought it, for a number of
hours equal to its Hit Dice, or until destroyed (which-
ever is shortest).
Meteoric Impact
(Ex):
A
summoned infernal ap-
pears in the air and slams to the ground with devastating
force. This is handled as per the rain of fire spell (see
Chapter Four: Magic in the Warcraft
RPG).
The
infernal takes no falling damage from this impact.
Fire Aura
(Ex):
Infernals bum with intense heat.
All
creatures within a 10-foot radius of an infernal
take ld6 points of fire damage each round.
Heat
(Ex):
Merely touching or being touched by an
infernal automatically deals
2d6
points of fire damage.
Burn
(Ex):
Those hit
by
an infernal’s slam attack
must succeed at a
DC
18
Reflex save or catch fire. The
flames burns for
ld4
rounds.
A
burning creature can
take a move action to put out the flames. Creatures
hitting an infernal with natural weapons or unarmed
attacks take fire damage as though hit
by
the infernal’s
attack and also catch fire unless they succeed at a
Reflex save.
Magic Immunity
(Ex):
The infernal is immune to
all spells, spell-like abilities, and supernatural effects,
except as follows. Spells and effects with the cold
descriptor slow an infernal (as the spell) for
1
round
per spell level of the spell cast, with no saving throw.
Summoned infernals do not wink out in a magically
created antimagic field.
The creature is of tremendous size, its roughly human-
oid
and
brutish form engulfed in sulfurous flames.
Description
Infernals are hulking brutes engulfed in arcane fire,
entropic manifestations that warlocks conjure forth
from the Nether. Infernals burst through the planar
veil to strike like entropic meteorites, devastating
everything in their impact radius. The infernals then
rise to smash any and all targets in the area. Ripped
from the void and cut off from the sustaining energies
of
the Twisting Nether, infernals endure for hours,
perhaps days at most. Still, they can wreak tremen-
dous havoc in that time, acting as engines of pure
destruction.
Combat
An infernal always appears in the air when sum-
moned and falls to earth with meteoric impact (see
below). It then stands and attacks as directed
by
its
summoner. An infernal is not terrifically bright, how-
ever, and can obey only the simplest of tactical orders.
Even then, it often resorts to the mindless tactic
of
attacking the nearest enemy (as defined
by
its orders)
each round.
1
wings. He carries
a
massive warblade in his
hands
and
wears light plate armor on his scaled
torso.
Descrintion
Pit
Lord
Huge Outsider
Hit
Dice:
Initiative:
Armor
Class:
speed:
Base
Att/Gapple:
Attack:
Full Attack:
Spacemeach:
Special Attacks:
Special Qualities:
SaVeS:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
The pit lords are usually nothing more than butch-
ers: brutal killers, occasional torturers, and hunters
(Chaotic, Demonic, Evil, Extraplanar)
20d8+160 (250 hp)
1
that prefer intelligent prey. They are engines of hate
and flame, bred for only one purpose: to destroy
everything in their path. Occasionally, one rises
above all others and becomes a leader of the Legion's
armies. When reproached
by
mortal paladins or hacked
at
by
heroes defending their towns, the pit lords smile
ever more widely. Gore, screams, and suffering prove
to them their victory, and the horror and anger of
those mortals capable of opposing them serve as the
Pit lords have a humanoid head, arms, and torso,
although the head has far too many teeth. (More grow
continuously, forming a forest of ivory needles in the
pit lord's mouth.) Their waist attaches seamlessly to a
headless equine body plated with a flexible, multi-
part carapace.
+I
50
ft.
(10
squares),
fly
40
ft.
(poor)
36 (-2
size,
+1 Dex, +5 Huge breast
Plate-+22
natural)*
"9
"at-footed
35
+20/+41
+lGarPJtuanunholy
two-bladedsword
Of
17-20
Plus
ld6
fel
and
ld6
"Id
Or
ld6
acid)'
Or
bite
+32
melee
(2d8+19
ld6
Fel)
+1
Gargantuan
unholy
two-bladedsword
applause.
ofacidand
frost
+31/+26/+21/+16 and
+31
melee
(3d6+14/3d6+7/17-20
PIUS
ld6
fel
and ld6
cold
or
ld6 acid)
or
bite
+32 melee (2d8+1? plus
ld6
fel)
15
ft./lO
ft.
Spell-like
abilities,
fel
strike, sweeping
cleave,
tail
sweep,
doom
stomp,
summon
Darkvision
60
ft.,
see
invisibility, detect
magic, rebirth, divination
sensitivity,
re
generation
"9
damage
good, spell resistance 33,
demonic
traits
(frightful presence DC23), outsider
traits
Fort
+20,
Ref +13, Will +16
Str37,Dexl3,Con26,lnt14,W~18,Cha16
Bluff
+12,Concentration +32, Diplomacy
+12,
Gather
+I2,
intimidate
+31, Knowledge
(arcanal
+26,
~~~~l-
edge (theplanes)
+26,
Listen
+32, Sense
Motive
+28, Spellcraft +26, Spot +32,
Survival +16
Blind-fight,Cleave, Exotic Weapon Pro-
ficiency
(two-bladed sword), lmproved
Critical (two-bladed
sword)* Power
At-
tack,
Two-Weapon Fighting, Weapon
Focus (two-bladed sword)
Any land
or
underground
Solitary
or
pack (2-8)
21
Standard goods
and
items,
including
+1
Gargantuan
unholy
two-bladedswordof
acid
and
frost
and huge breastplate;
double
coins
Always chaotic
evil
21-30 (Huge); 31-60 (Gargantuan)
-
with him.
frost
+33
melee
(3d6+20/
demons,
death throes
Combat
Pit lords like melee combat. As long as they stay
alive and give as
good
as they get, they think having
their guts spilled on the ground and their eyes gouged
out is bracing. It's more fun to do it to someone else,
of course.
Pit lords wade right into battle; the more opponents
the better.
If
the pit lord has
a
chance to prepare, or
if
facing a great many opponents, it casts haste on itself.
Against large numbers of enemies to all sides a pit lord
uses its doom stomp, sweeping cleave, and tail sweep
abilities to thin them out. Once the pit lord can focus
things down to just a few melee opponents, the pit lord
begins full attack actions.
Only after being slain and rising again with its
rebirth ability does a pit lord really summon other
demons and use its spell-like abilities. Pit lords usually
summon one infernal, but when facing many weaker
opponents the pit lord summons several fel stalkers
instead. Pit lords favor their demonic
doom,
carrion
swarm, shockwave, and earthquake spell-like abilities.
Ultimately, apit lord
is
no fool. When facing defeat,
a pit lord uses tekport without error to escape the fight.
If
retreat is not possible, the pit lord goes out with full
attack actions and centers himself
as
best he can for
his death throes to hopefully take many of his enemies
Spell-Like Abilities:
At will-bestow curse,
bh-
15/
The hulkingcreature
has
amassive humanoid
torso
that
joins
to
a
tremendous equine
body
with
a
f&bk
cars-
pace. Monshous tusks
jut
outfrom his fangedmouth,
and
a
long thick tail thunders behind his huge frame.
A
mane
of
livinqfirerunx
down
his
shine
hetwepnzinpwu.
lpathprv
phemY9 ca~onswarm*,
chaos
hammer*
charm
ClairaudienceIclairvoYance,
Cripple*, heper darkness,
desecrate, detect good, detect law, dimensional anchor,
dispel good, fear, greater dispel
""k
haste,
immolation*,
magic Circle against good (self only), produce flame!
pyrotechnics, rain
of
fire*, read magic, shockwave", tele-
kinesis, teleport without error (self plus maximum load
of objects only), tongues (self only), unhallow, unholy
aura, unholy blight, wall
of
fire, and withering blight; 3/
dayAmonic
doom,
earthquake, andgate. Caster level
20th; save
DC
13
+
spell level.
*Indicates a spell described in Chapter Four: Magic
of the Warcraft
RPG.
Sweeping Cleave
(Su):
As
an attack action, a pit
lord can swing his Gargantuan two-bladed sword in a
tremendous 180-degree arc in front of himself.
All
creatures within
15
feet on that half of the battle field
take 3d6+
14
points of damage (Reflex
DC
33 half).
Tail Sweep
(Su):
A
pit lord can sweep with his tail
as an attack action. The sweep affects a half circle with
a diameter of
15
feet, centered on his rear. Medium
creatures and smaller within the swept area are af-
fected. The sweep automatically deals
2d8+6
points of
damage. Affected creatures can attempt
DC
33
Reflex
saves to take half damage.
DoomStomp
(Su):
Asafullattackaction,apitlord
can stomp on the ground to produce a shockwave that
knocks back, stuns, and dazes creatures.
All
Large and
smaller creatures within a 10-foot radius take
ld8+
13
points of damage and must make a
DC
33 Fortitude
save or be knocked back
5
feet directly away from the
pit lord.
If
that space is occupied, the creature auto-
matically falls prone in its space. Creatures knocked
back are stunned for
1
round and then dazed for
1
round, and must make a
DC
33 Reflex save or fall
prone in their new space.
A
stunned creature loses its
Dexterity bonus to
AC
(if
any) and can take no
actions. Foes gain a
+2
bonus to hit stunned charac-
ters. Adazed creature can take no actions (but defends
itself normally).
Summon Demons
(Su):
Once per day, a pit lord
can automatically summon
1
infernal
or
2d4
fel stalk-
ers. Demons summoned remain for 20 rounds.
Death Throes
(Su):
When a pit lord is slain for
good (within the time limit of his rebirth ability), he
explodes in a blinding flash of light that deals
50
points of damage to all creatures within
100
feet
(Reflex
DC 23
half).
See Invisibility
(Su):
Pit lords continuously see as
though under the effects of a see invisibility spell.
Detect Magic
(Su):
Pit lords continuously see
magic auras as though under the effects of a detect
mgic spell.
Rebirth
(Su):
When a pit lord
is
slain, it immedi-
ately rises again
as
though the target of a touch of life
spell (see Chapter Four: Magic in the Warcraft
RPG),
but the effect is permanent. This ability cannot be
used again for
20
rounds, so if the pit lord is slain again
in that time period then he remains dead.
Divination Sensitivity
(Su):
A
pit lord is auto-
matically aware of anyone observing
it
through a
magical sensor. In turn, it can see and hear the caster.
If
it so desires, a pit lord may step through the sensor
into the presence of the caster, accompanied
by
any
willing allies within 30 feet.
Skills: Pit lords gain a
+4
racial bonus to Intimi-
date, Listen, and Spot checks.
Pit
Lord Characters
Pit lords favor the barbarian class. Pit lord barbar-
ians have equipment appropriate to anNPC barbarian
of their
ECL.
Strong demons
-
the heroes of their kind
-
can
corrupt individuals, tribes, or even whole species. The
victims must drink of the demon’s blood.
This
act
begins a transformation, taking anywhere from years
to generations to millennia, that converts the crea-
tures and their descendants into demons. Those who
have begun but not completed
this
process are tainted
creatures.
Hit
Dice:
Initiative:
Armor Class:
speed:
Attkapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Sample Tainted Creature
I
This example uses an orc as the base creature,
adding a monstrous form.
Tainted,
OK:
Large Monstrous Humanoid
(Augmented Orc)
6d8+24
(51
hp)
+2
30
ft.
(6
squares)
13
(-1
size,
-1
Dex,
+2
natural,
+3
stud
ded
leathermw), touch
8,
flat-footed
13
+4/+14
Falchion
+11
melee (2d4+9/18-20) or
Falchion +11 m’elee
(2d4+9/18-20)
or
javelin
+O
ranged (ld6+9) or bite
+6
melee
(ld8+9)
10
ft./lO Ft.
Monstrous form, battle rage, human foe
Darkvision
60
Ft.,
low-light vision,
re-
sistance toacid 10,cold
10,
andelectrici-
ty
10,
unnatural fury, weapon Familiarity
(orcish claws
of
attack).
Fort
+9,
Ref
+1,
Will
+1
Str
24,
Dex
9,
Con
18,
Int
8,
Wis
9,
Cha
8
Handle Animal (wolf) +1, Hide
-4,
In-
timidate
t3,
Jump +7, Listen +1, Move
Silently
+0,
Spot
+2,
Swim
+6
Alertness, Power Attack, Martial
Weapon Proficiency (battleaxe)’,
Weapon Focus (falchion)
Temperate hills
Solitary
7
Standard
Always chaotic evil
7-12
HD
(Large)
+?
The creature looks much like an orc but of massive size,
standingperhaps
8
feet
tall.
Its
green skin is mottled with
gray and its dark hair hangs in thick tangles.
Its
eyes shine
with
a
crazed, savage light.
Description
Orcs once cultivated a shamanistic society upon
the dying world of Draenor. Then the dark magics of
the Burning Legion corrupted them. Lured to the
world of Azeroth through a dimensional gateway,
they were manipulated into waging war against hu-
mannations. Recently, most orcs threw off the shackles
of
demonic influence and now strive to recover their
lost heritage. Some orcs remain under the thrall
of
the
Burning Legion, however, to the point where they are
twisted into mockeries of their former selves.
Combat
Ora
appear toother races
as
a barbaric
and
brutal people,
but they are proud
and
noble in their way.
Those
subject to
demonic taint give vent to their brutish ways, however.
Battle Rage
(Ex):
A
tainted orc
can
channel his warrior
fury
to become truly fearsome
in
combat.
This
is considered
aracial ability and works almost exactly like the barbarian’s
rage (PHB,
Chapter3:Classes).Theonlydistinctionisthat
the orc
can
normally
fly
into a rage once each day.
If
the
tainted orc
is
of a class that provides a similar rage ability
(such
as
the barbarian class), the orc’s racial battle rage
allows him to rage one additional time that day. Regardless,
a tainted orc may rage only once per encounter.
Human Foe
(Ex):
A
tainted orc gains a
+1
racial
bonus on attack rolls against humans.
Monstrous Form
(Ex):
The tainted orc has swelled
in size due to the Burning Legion’s corruption. He
is
now considered a Large creature.
Unnatural Fury
(Ex):
Anger rules the tainted orc’s
heart. Attempts to use Diplomacy or Intimidation to
influence his attitude suffer a
-5
circumstance penalty,
and he gains a
+
1
morale bonus on saves against fear and
charm effects.
Skills:
A
tainted orc has a
+2
racial bonus on
Handle Animal (wolf) and Intimidate checks.
Creating ATainted Creature
“Tainted” is an inherited template that can be
added to any humanoid, monstrous humanoid, fey, or
giant (hereafter referred to as the base creature).
A
tainted creature uses all the base creature’s statistics
and special abilities except as noted here.
Size and Type: The creature’s type changes to mon-
strous humanoid. Do not recalculate the creature’s Hit
Dice, base attack bonus, or saves. Size is unchanged.
Speed: Same as the base creature.
Special Attacks:
A
tainted creature retains all the
special attacks of
the
base creature and may also gain one
of
the following abilities.
All
tainted creatures deriving
from the same pact gain the same ability.
GMs
can
create alternate abilities, adjusting the
CR
accordingly.
Spell-Like Abilities: 3/day-a specific arcane spell of
1st level, cast as a sorcerer of the tainted creature’s
HD.
Monstrous
Form
(Ex):
The creature’s size increases
one category, using
the
rules in Chapter
4:
Advancing
Monsters the MM. This size increase changes the
creature’s abilities and natural armor.
It
adds one attack
(claw, bite, or gore) to its natural weapon sequence.
In addition, tainted creatures who have recently
consumed the blood of a very strong demon gain the
following special attack.
Fel Damage
(Su)
:
All
of a tainted creature’s attacks
do fel damage, including attacks made with weapons.
Fel damage bypasses damage resistance.
Special Qualities:
A
tainted creature retains all the
special qualities of the base creature. It also gains
darkvision out to
60
feet and resistance to acid
10,
cold
10, and electricity
10.
Finally,
it
may gain one of the
following qualities.
All
tainted creatures deriving from
the same pact gain the same quality.
GMs
can create
alternate qualities, adjusting the
CR
accordingly.
Arcane Defense
(Ex)
:
The tainted creature has spell
resistance equal to
6
+
its Hit Dice.
UnnaturalFury
(Ex)
:
Anger rules the creature’s heart.
Attempts to use Diplomacy or Intimidation to influ-
ence its attitude suffer a
-5
circumstance penalty, and
the creature gains a
+
1
morale bonus on saves against
fear and charm effects.
Dqe Reduction
(Ex)
:
The tainted creature
has
damage
reduction 5/magic.
If
the
base creature already
has
damage
reduction, choose the better of the
two
values.
Blindsight
(Ex):
The
tainted creature has a demonic
awareness of the physical world, giving it blindsight out
to
60
feet.
Immunities
(Ex)
:
The tainted creature is immune to
fire and poison.
Additional Movement
(Ex)
:
The tainted creature
gains either a
flight
speed equal to its normal speed
(average maneuverability), a swim or land speed equal
to its normal speed, or a burrow speed of
10
feet.
Saves: Same as the base creature.
Abilities: Increase from the base creature as fol-
Skills: Same as the base creature.
Feats: Same as the base creature.
Environment: Same as the base creature.
Organization: Same as the base creature, or a
Challenge Rating: Same as the base creature
+l.
Treasure: Same as the base creature.
Alignment: Always evil (any).
Advancement: Same as base creature.
Level Adjustment: Same as the base creature +3.
lows: Str
+4,
Con
+2.
troupe serving an appropriate demon.
With fel damage, same as the base creature
+2.
Undead in the world of Azeroth are very different
from the undead of other worlds. They are intelligent,
able to communicate and prepare for battle with
tactics, and they are created not
by
magic but through
the invasion of a metamagical plague that affects the
body and the soul. In effect, the plague is both magical
and natural, affecting the living and the dead both
with equal malice. It
is
not a necessary component in
the rising of all undead,
as
any competent necroman-
cer can still magically create undead. Furthermore,
the blight
is
primarily a thing of the Scourge and is not
found among the common workings of other necro-
mancers. Undead not of the Scourge do not necessarily
come from it, and undead can rise completely without
any assistance from the blight.
This plague, however, works on corpses
as
well as
living beings, reanimating the biological functions
and restoring a crude “life” to uninhabited bodies.
These animate corpses and plague-ridden life forms
can be controlled and dominated
by
more powerful
undead and form rudimentary social structures on
their own.
Shunned
by
the races they once lived among, the
undead join together out of solidarity and unity caused
by their unhappy state. Where no one else will take
them in
or
give them succor, other undead are willing
to work with them and create
a
new society for undead
alone. Yet
as
this plague rots the body
it
also rots the
mind, instilling a lack of morality and a defiance of
ordinary social customs.
In
short, the longer one is
undead, the more evil one becomes until no trace of
the original personality is left within the fallen indi-
vidual.
While the plague initially turns the living into
zombie-like caricatures of themselves, necromancers
are quite capable of using spell-like effects to control
and manipulate the disease, shifting the afflicted into
a far more powerful state. This shifting results in
ghouls, crypt fiends, and other such beasts. Through
manipulation, the necromancers engineer powerful
undead minions, and new forms of mutated undead
can arise at any time.
One side effect of the plague is that it blights plants,
local wildlife, and other vegetative life
as
well
as
contaminates animal matter; with but
a
little expo-
sure, the plague turns verdant pastures into blackened
chaff. The plague is spread through such vegetable
matter, communicating itself into an animal’s blood
system when it ingests the contaminated foodstuffs.
In
this manner, the plague swept through Lordaeron
via infected wheat, devastating several main popula-
tion centers and blackening the entire landscape.
The plague spreads easily and with devastating
results. The Lich King placed agreat amount of energy
into artifacts known as plague cauldrons, designed to
contain the energies of the plague and distribute the
infection among the living. The members of the Cult
of the Damned protected the cauldrons, and the plot
was
highly
successful. Within a few months, the
plague seeped across Lordaeron and contaminated
the land. This effect was known
as
the Scourge: the
sweeping of the dead into the Lich King’s hand. Soon,
it will continue throughout all the lands of Azeroth,
and the Scourge would represent only the beginning.
Undead
Types
The world at large knows little about the distinc-
tions among undead, but differences do exist. Following
are the different categories of undead encountered on
Azeroth: Damned, Independent, Monstrous Scourge,
and Scourge. Each is both a category of reference and
a
creature type. Templates for Damned, Independent,
and Scourge undead are provided below in the Tem-
plates section of this chapter.
Damned
Because of the means through
which
the undead
plague is spread, some individuals have begun to form
death cults, using the plague
as
a weapon and
as
a holy
ritual. They worship and idolize the state of being
undead, granting it only to their most trusted and
valued members after long initiation. They see undeath
as
immortality, and they call themselves the Cult of
the Damned. Led
by
a
powerful archmage named
Kel’Thuzad, of the magical nation Dalaran, the Cult
of the Damned has achieved great prominence and
power.
Acolytes of the
Cult
of the Damned
-
who are also
called simply “the Damned”
-
are promised eternal
life and complete equality beneath the iron fist of
Kel’Thuzad and the Lich
King.
In exchange, they
serve the temple and proffer their magic and their
souls to the power of the Cult. Their faith in the Light
is perverted into an utter belief in Darkness, and they
offer fanatic loyalty to their leaders and to their
temple.
Independent Undead
Not all undead on Azeroth fall under the auspices
of the Scourge. Some undead resisted the command of
the Lich
King
or his minions, while others arose
through individual circumstances. Although they have
no direct ties to the Scourge, such monsters are no less
dangerous.
Monstrous Scourge
Some creatures of the Scourge are not technically
undead, but instead are monstrous constructions cre-
ated
by
the science and magical experimentation of
the acolytes and necromancers following Ner’zhul.
These are constructed creatures fashioned
by
the
perverse experimentation of the
Lich
King’s followers
and do not occur in any natural fashion.
Monstrous members of the Scourge are not particu-
larly intelligent, having been created from the leftover
pieces of enemies and friends alike. They are, how-
ever, very loyal and almost fanatically devoted to
whatever task is appointed to them. These creatures
are not truly individuals, having little will of their own
other than that given to them on creation or through
the current descriptions given in their orders.
Scourge
The horrifying undead army called the Scourge
consists
of
thousands of walking corpses, disembodied
spirits, damned mortal humanoids, and insidious ex-
tra-dimensional entities. These undead are gathered
together both through like-mindedness and through
a singular lack of mind- as well as a drive created and
implanted
by
the
Lich
King’s loyal servitors. The
Scourge
is
loosely held together, a strange conglomer-
ate between the ravening beasts and the purposeful
necromancer tacticians. They are an army, yes, but
they are also a horde.
The Burning Legion created the Scourge for the
sole purpose of sowing terror across the world in
anticipation of the Legion’s inevitable invasion.
Ner’zhul, the Lich
King,
who rules over the icy realm
ofNorthrend from the Frozen Throne, commands the
undead. His legions are kept beneath the iron control
of lesser necromancers and undead kings, guarding
their territory and leading the armies to conquer more
land. With the plague cauldrons, they have an almost
inexhaustible supply of fresh recruits, gathered one
by
one from the fallen enemies upon the battlefields.
With each death, the Scourge grows more powerful
even as its enemies are weakened and exhausted.
At the ultimate apex of command, the Lich King
Ner’zhul rules over the terrible plague of undeath,
which he sends ever southward into the human lands.
As the plague encroaches on the southlands, more
and more humans fall prey to Ner’zhul’s mental con-
trol and life-draining sickness every day. In this way,
Ner’zhul has swelled the ranks of the already consid-
erable Scourge. Though Ner’zhul and his Undead
Scourge are bound to the
will
of the Burning Legion,
the Lich King constantly strives to free himself and
gain vengeance upon the demons for damning him so
completely.
The undead are a dangerous enemy, led
by
clever
necromancers and capable of employing incredible
strength and unyielding stamina against their living
opponents. Although small groups of undead are not
particularly difficult to deal with, their true strength
lies in the overwhelming numbers they can reach
when left to their own devices
-
that, and their
complete resistance to sleep and pain. The leaders of
and seeded a deep hatred for all life. Yet whenNer’zhu1
the Lich King became aware of them, he gathered
them together and promised them vengeance upon
the living. Ner’zhul gave them terrible voices so that
the living would finally hear their timeless anguish.
Thus, the banshees have pledged themselves to the
undead cause and serve as valuable warriors in the
Scourge. The spectral banshees can
fly
and are fond of
hammering their enemies with blasts of sonic force.
Their unnerving, unholy screams can be heard from
miles away. Today, females of many races have be-
come banshees (and a few males, as well, though they
are exceptionally rare).
Banshees are living embodiments
of
dark emotions:
hatred, loneliness, agony, and despair. They parade
their emotions upon their very spirits, decorating
themselves
with
the eternal embellishments of each
of
these dark vices.
With
their voices, they call out
similar feelings in their prey, dividing the prey’s soul
and bringing out the darkest aspects of its personality.
They drown their victim
in
these evil recollections,
perverting their memories and twisting their spirits
until they cause an intense mental agony.
Banshees are relatively rare and difficult to pro-
duce; even the Lich King does not truly know what
causes a banshee to be produced among his minions.
It
is some supernatural perversion or imbalance of the
soul that sheds its mortal shell and walks forth as one
of
these spectral beings. They are enigmatic, speaking
in
riddles and refusing to answer direct questions, but
their loyalty to Ner’zhul seems unquestionable.
Creating
a
Banshee
“Banshee” is an acquired template that can be
added to any humanoid creature (referred to hereafter
as the base creature).
A
banshee uses all the base
creature’s statistics and special abilities except as
noted here.
Size and Type: The creature’s type changes to
undead. Do not recalculate the creature’s base attack
bonus, saves, or skill points. It gains the incorporeal
subtype. Size is unchanged.
Hit
Dice:
All
current and future Hit Dice become
d12s.
Speed: Banshees have a
fly
speed of
30
feet, unless
the base creature has a higher
fly
speed. Banshees have
perfect maneuverability.
Armor Class: Natural armor is the same as the base
creature, but applies only to ethereal encounters.
When
a banshee loses its invisibility (see Special
Qualities, below), its natural armor value is
+0,
but it
gains a deflection bonus equal to its Charisma modi-
fier or
+I,
whichever is higher.
Attack:
A
banshee retains all the attacks of the base
creature, although those relying on physical contact
do not affect creatures that are not incorporeal.
Full
Attack:
A
banshee retains all the attacks of the
base creature, although those relying on physical
contact do not affect creatures that are not incorpo-
real.
Damage: Against incorporeal creatures, a banshee
uses the base creature’s damage values. Against
nonincorporeal creatures, the banshee usually cannot
deal physical damage at all but can use its special
attacks, if any, when
it
loses its invisibility (see Spe-
cial Qualities, below).
Special Attacks:
A
banshee of the Scourge is simi-
lar to the standard ghost as detailed
in
the
MM.
A
banshee retains all the special attacks of the base
creature, although those relying on physical contact
do not affect nonincorporeal creatures. Since the
Warcraft universe has no Ethereal Plane, the banshee
does not gain the manifestation ability; it can, though,
choose two of the special attacks described in the
MM
ghost template (see Chapter 1: Monsters
A
to
Z
of the
MM),
with the exception of the malevolence ability.
They also gain the following abilities:
Banshee’s Curse
(Su):
This
ability is similar to dispel
magic, removing all spells affecting a banshee’s en-
emies. This ability includes spells that are
instantaneous positive effects, as well as those that
provide a protective aura on the individual. It does
not alter healing spells, but will remove other instan-
taneous alterations. When the banshee targets an
individual with this ability with a melee touchittack,
the target must make a
Will
save versus a
DC
of
10
+
1/2 the banshee’s
HD
+
the banshee’s Charisma
modifier to negate the attack’s effects.
Wither
(Su):
When a banshee makes a successful
melee touch attack on an opponent, its touch withers
and draws the life out of its victim. The victim must
succeed at a
DC
15
Fortitude save or suffer ld3 points
of permanent Constitution drain. Further, if a ban-
shee maintains
this
contact for
3
uninterrupted rounds,
it begins to siphon away
its
opponent’s memories and
replace them with horrifying and twisted versions
of
the original events. These memories will be as real as
if
they had been lived and
will
haunt the recipient
with the “knowledge” of
his
actions. They are brutal
and cruel, twisting actual events through a distorted
view of agony, hatred, or other negative emotions.
A
man might remember the first time meeting
his
wife
as though the event had scarred him or as though he
had done something awful to her. Large tracts of
memory can be effectively “rewritten,” forcing the
target to remember
life
as if he were the banshee. This
distortion
of
memory and emotion can alter a subject
permanently and even change his loyalties, personal-
ity, or alignment to match those of the banshee.
Unholy Blessing
(Su)
:
As a standard action, a ban-
shee can activate
this ability,
which
-1
1
since such beasts instincti
I.1
grants its allies
withinal5footra-
4
dius
+2
turn
/
resistance, which
stacks withany other turn
resistance modifiers. The
effects last for a number
of rounds equal
to
the
banshee’s Hit Dice.
limit to the duration.
The
banshee must concentrate
to remain invisible, applying a
-2
circumstance pen-
alty to skill checks while invisible. Otherwise, this
ability functions as per the spell
-
for instance, the
invisibility ends when the banshee attacks.
Abilities: Increase from the base creature as fol-
lows: Wis
+4,
Cha
+2.
As
an undead creature, a
banshee has no Constitution score; as an incorporeal
creature, it has no Strength score.
Hide, Listen, Search, and Spot checks.
It
loses all
dealing with normal animals.
Skills: The banshee receives a
+8
rac
ranks in Handle
t
Hideous Possession
(Su)
:
This most powerful ability n
only gives the banshee greater con-
trol of her enemies, but also
provides the banshee a final re-
spite from her disembodied form.
A
banshee may attempt to domi-
nate an individual she is touching,
actually displacing the soul of her
target. This domination perma-
Level Adjustment: Same
as the base creature
+5.
nently places the banshee’s spirit
within the individual thus affected.
At this point, the banshee is no longer
a banshee, but instead becomes a corpo-
real form of undead (exact type to be
determined at the GM’s discretion), with
7
the Hit Dice and abilities of her new body.
7
The banshee must make a successful melee touch
attack on an opponent, and the opponent then
banshee’s
HD
+
the banshee’s Charisma modifier.
(Id4
,d3
Con
Whether this attack is successful or not, the banshee
is destroyed; if it is successful, the banshee is transmit-
ted into the target body, whichbecomes the permanent
home of the banshee’s spirit.
Special Qualities:
If
the base creature had the wild
empathy ability,
it
loses it upon becoming a banshee
(animals instinctively hate the undead). It otherwise
retains all the special qualities of the base creature, the
special qualities of the
MM
ghost, and gains the
following.
Invisibility
(Su)
:
A
banshee can become invisible at
will.
Doing
so
requires a move action and there is no
7
1
1
Atk+5;
Grp
+5;
HCK
incor
makes
a
Save
a
Of
lo
+
‘I2
the
melee(ld4plusld3r-~.’--;~\.E,.llAtL;-r-------
banshee’s
curse,
rejuvenation,
+4
turn resist
Scourge traits, undead traits;
AL
LE;
SV
Fort
+4,
Ref
+7,
Will
c4;
Str
-,
Dex
15,
Con
-,
lnt
16,
Wis
15,
Cha 12.
Languages Spoken: Common, Elven, Gnome, Ignan.
Skius:
Appraise +13, Balance
+12,
Climb
+5,
Craft
(alchemy)
+5,
craft
(fletchhg)
+lo,
hiphersrip +12,
Disable &vice
+13,
Hide +20, Listen
+11,
Move Silently
+2, Profession (hunter)
+11,
Search
+12,
Sense Motive
+12,
Spot +8,Tumble +12,UseRope
+12.
Feats: Alertness, Dodge, Expertise, Improved Ini-
tiative.
Crypt
Fiend
(Scourge)
Crypt fiends are large, mummified creatures who
appear to be a cross between humans and insects. Four
spindly arachnid limbs support their lower bodies,
with two upper limbs acting as arms. Their heavily
bandaged torsos are human
in
form. Some races call
them “spider crawlers,” others refer to them as “ter-
rors,” but the crypt fiends care little what names they
have.
The original crypt fiends, the first to navigate
successfully the difficult and dangerous transmuta-
tion, were ancient lords
of
the spider kingdom of
Azjol-Nerub. This powerful nation spanned the en-
tirety of Northrend. In its time, it enslaved many
other kingdoms and dominated with an iron fist. The
crypt fiend lords ruled over their spider-like race,
called nerubians. When the original undead Scourge
appeared, the nerubians turned their armies against
Ner’zhul. Although the spider creatures were power-
ful andunrelenting, the undead host had the advantage
of a limitless army created from the corpses of the
dead. With this strength, Ner’zhul’s minions con-
quered Azjol-Nerub and subjugated its last living
inhabitants.
As the nerubian empire was dismantled, the rem-
nants were scattered and the dead were raised as
minions
of
Ner’zhul. The Lich King destroyed the
power base of the crypt fiend lords, and he and his
undead Scourge took control of the frozen continent.
Even then, the surviving nerubians rebelled, immune
as they were
to
the Lich King’s psychic influence. In
doing so, the crypt fiends became the very thing they
struggled against. Now the crypt fiends command
their reanimated spider-like underlings in the name of
the Lich King’s dark kingdom. Should the psychic
bonds holding the animated bodies to
his
will be
broken, the crypt fiends will assuredly rebel.
Crypt fiends prefer not to engage in direct combat
if at all possible. They will summon hordes of spiders
to do their bidding for them, using these arachnids to
swarm over the enemies.
If
there
is
an opponent that
their spiders cannot reach, they
will
use their webbing
to bring it to the ground and finish it
off.
The base creature for a crypt fiend is always a
nerubian (See Chapter One: Creatures of Azeroth).
No other races should take this template without the
GM’s
permission.
Creating
a
Crypt
Fiend
“Crypt fiend” is an acquired template that can be
added to any nerubian (referred to hereafter as the
base creature). Acrypt fiend uses all the base creature’s
statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to
undead. Do not recalculate the creature’s base attack
bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to
dl2s.
Speed: Crypt fiends gain an additional climb speed
of
30
feet.
Armor Class: The base creature’s natural armor
bonus increases
by
+3.
Attack:
A
crypt fiend retains all the attacks of the
base creature.
Full Attack:
A
crypt fiend retains all the attacks of
the base creature.
Special Attacks:
A
crypt fiend retains all the
special attacks of
the
base creature (see nerubian in
Chapter One) and also gains the following.
Spider Summons ($1
:
Five times a day, a crypt fiend
can summon a small horde of poisonous spiders to
attack its enemies. This ability acts much as though
casting a summon monster spell, but it
will
automati-
cally call up
10-100
(ld10 x
10)
small spiders. These
spiders attack in packs of
10,
and for the purposes
of
mechanics, a single pack of
10
summoned spiders is
equal to one Small monstrous spider (see Chapter
3:
Vermin
in
the
MM).
Summoning the small spiders
requires a full-round action, and the effect last for a
number
of
rounds equal to the crypt fiend’s Hit Dice.
Special Qualities:
If
the base creature had the wild
empathy ability, it loses it upon becoming a crypt
fiend (animals instinctively hate the undead). It oth-
erwise retains the special qualities of the base creature,
except for frozen mind.
Saves: Same as the base creature.
Abilities: Increase from the base creature as fol-
lows: Str +2, Dex
+4,
Cha -2. Being undead, a crypt
fiend has no Constitution score.
Skills: Crypt fiends receive a +4 racial bonus to
Bluff, Move Silently, and Sense Motive checks. The
crypt fiend loses all ranks in Handle Animal and Ride
when dealing with normal animals, since such beasts
instinctively hate the undead.
Feats: Crypt fiends gain the Alertness and Dodge
feats, assuming the base creature meets the prerequi-
sites and doesn’t already have these feats.
Environment: Any cold or cold underground.
Organization: Solitary, pair, or gang (2-4).
Challenge Rating: Same as the base creature
+
1.
Treasure: Standard.
Alignment: Always evil.
Advancement:
By
character class.
Level Adjustment: Same as
the
base creature +2.
Sample
Crypt
Fiend
The gruesome creature
has
aspider-like face,
a
human-
oid torso,
and
an arachnid abdomen.
Its
form is bound
with complex
layers
of
bandages and wrappings.
Vasilii, male nerubian
crypt
fiend
FtrQ/Sor5:
CR
19;
Large
undead (augmented aberration, Scourge);
HD
14d12, hp 91;
lnit
+8; Spd
40
Ft.,
climb 30
Ft.;
AC 18, touch 13, flat-footed
14;
Base
Atk +14: GrD +23: Atk
+1
MedIumareatsword+20
melee
(2d6+6/
+20/+15/+10
melee
(2d6+6/f7-20)
or
masterworL
short bow
+18/+13/+8 ranged (ld6/x3)
or
bite +18
melee
(ld8+7 plus
poison); SA poison,
web,
spider summons, spells;
SQ
darkvision
60
ft.,
resistance
to
cold
5, Scourge
traits,
undead
traits;
AL
CE;
SV
Fort
+8,
ReFcS, Will +11; Str
20,
Dex 18, Con
-,
Int
13, Wis
10,
Cha
17.
Languages Spoken: Common, Orc.
Skills: Bluff
+7,
Climb
+22,
Concentration
+5,
Craft (weaponsmithing)
+6,
Hide
+8,
Intimidate
+12,
Jump
+20,
Knowledge (arcana) +6, Listen
+7,
Move Silently
+8,
Sense Motive
+4,
Spellcraft
+8,
spot
+11.
Feats: Ability Focus (poison), Alertness, Combat
Casting, Combat Reflexes, Dodge, Improved Critical
(greatsword), Improved Initiative, Leadership, Quick
Draw, Silent Spell, Weapon Focus (greatsword).
Sorcerer Spells Known (6/7/4; save
DC
13
+
spell
level): Odancing Eights, daze, light, mage
hand,
presti-
digitation,
red
magic;
Ist-chill touch, shield, sleep;
2nd-blindnessldeafness.
The forsaken are humans transformed into the
undead, with all the powers associated with the
Scourge. They serve the Banshee Queen, Sylvanas,
looking to her as their savior for delivering them from
the Lich King’s mental dominance. The forsaken
dwell within the bowels of the ruins of Lordaeron’s
capital city, which they have taken to calling the
Undercity. Dedicated to seek vengeance upon the
Scourge for damning them to their condition, they
strive
to
undermine the Scourge’s control of Lordaeron.
The forsaken are limited in their ability to reinforce
their numbers, having no necromancers among their
kind. Instead, these fearless undead warriors are com-
prised mostly of fighters and warlocks dedicated to
building a culture of their own amidst a world that
hates and fears them.
Creating
a
Forsaken
I
“Forsaken” is a template that can be added to any
human character (referred to hereafter as the base
creature).
A
forsaken uses all the base creature’s
statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to
undead. Do not recalculate the creature’s base attack
bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to
d12s.
Speed: Same as the base creature.
Armor Class: The base creature’s natural armor
Attack: Same as the base creature.
Full Attack: Same as the base creature.
Special Attacks:
A
forsaken retains all the special
attacks of the base creature, and gains the following.
Frenzy
(Ex):
The forsaken can
fly
into a blood
frenzy that increases its combat potential signifi-
cantly. When it does this, it gains phenomenal strength
and speed, but becomes reckless. The forsaken tempo-
rarily gains an additional attack per round equal at
1/
4
of his highest attack modifier (round up), as well as
a
+2
bonus to Strength. Yet the forsaken also suffers a
4
penalty to
its
Armor Class, as it is no longer using
any type
of
strategy. This effect lasts for
10
rounds.
Special Qualities:
A
forsaken retains all the special
qualities
of
the base creature and also gains the follow-
ing.
Immunities
(Ex)
:
Immune to disease, mind-affect-
ing attacks, paralysis, and sleep. The forsaken may
also manifest other temporary immunities, such as to
cold, energy drain, or nonlethal damage.
bonus improves
by
+
1.
riddle her rotting skin.
Hermidia, female human
FtrL
CR
4;
Medium undead (aug-
mented humanoid, Scourge)
(5
ft.,
5
in. tall);
HD
3d12,
hp
19;
Init
+O;
Spd
30
ft.;
AC
14,
touch
10,
flat-footed
14;
BaseAtk+3;
Grp
+5;
Atk
masterwork longsword
+7
melee (ld8+2/14-20) or
dagger+5 melee(ld4+2/19-20); Full Atkmasterworklongsword
t7
melee(ld8+2/1?-2O)ordagger+5
melee(ld4+2/19-20) or
longbow +3 ranged (ld8/x3);
SQ
darkvision
60
ft.,
immunity to
disease, mind-affecting attacks, paralysis, and sleep, undead
traits,fearless, turnresistance4;ALNE; SVFort+5, Ref+l,
Will
+O;
Str
15,
Dex
10,
Con
-,
lnt
9,
Wis
9,
Cha
13.
Languages Spoken: Common.
Skills: Jump
+8,
Ride
+6.
Feats: Cleave, Great Fortitude, Improved Sunder,
Possessions: Masterwork longsword, studded leather
Power Attack, Weapon Focus (longsword).
armor.
-
Fearless
(Ex):
A
forsaken gains a
+4
morale
bonus on saving throws against fear effects.
Turn Resistance
(Ex):
A
forsaken has
+4
turn resistance.
Saves: Same as the base creature.
Abilities: Forsaken gain a
+2
bonus to
Strength and a-2 bonus to Dexterity.
If
these changes
drop an ability score below the minimum needed for
a feat or other feature, the forsaken loses the use of
those features. As an undead creature, a forsaken
has no Constitution score.
Skills: Normal animals instinctively and vio-
lently hate forsaken,
so
forsaken lose all ranks
in Handle Animal.
Environment: Any.
Organization: Solitary, pair, troupe
(2-9,
or camp
Challenge Rating: Same as the base creature
+
1.
Treasure: Standard.
Alignment: Usually evil.
Advancement:
By
character class.
Level Adjustment: Same as the base creature
+
1.
(6-10).
Sample
Forsaken
The woman’s body is twisted and deformed, as if
by
some crippling ailment. There is no hiding the sores
that
Ner’zhul’s followers any trouble keeping them
dominated. These creatures are extremely vengeful,
expending their rage upon any opponent they can
find and using their ghostly powers to shred any
opposition and break any unfortunate soul that crosses
their path.
Creating
a
Ghost
Use the ghost template inchapter
1:
Monsters
A
to
Z
of the
MM.
The details below indicate only where
a
Warcraft
ghost has additions to or differs from the
ghost template as presented in the
MM.
Attack:
A
ghost retains all the attacks of the base
creature, although those relying on physical contact
do not affect creatures that are not incorporeal.
Full
Attack:
A
ghost of Azeroth retains all the
attacks of the base creature, although those relying on
physical contact do not affect creatures that are not
incorporeal.
Damage:
Against incorporeal creatures, a ghost
uses the base creature’s damage values. Against
nonincorporeal creatures, the ghost usually cannot
deal physical damage at all but can use its special
attacks,
if
any, when it loses its invisibility (see Spe-
cial Qualities, below).
Special Attacks:
A
ghost retains all the special
attacks of the base creature, although those relying on
physical contact do not affect nonincorporeal crea-
tures. The ghost gains one to three special attacks
as
described in the MM,
as
well
as
the special attacks
described below. It does not gain the manifestation
Ghoul
of
the
Scourge
creature and counts as an unarmed attack. Resisting
the stun effect requires a Fortitude save. The stun lasts
for 3 rounds.
Special Qualities:
A
ghost retains all the special
qualities of the base creature and gains those described
in the
MM
as well as those described below. Remem-
ber that the Warcraft universe has no Ethereal Plane,
so
a ghost does not gain the manifestation ability.
Instead, it is considered incorporeal (see the sidebar,
“Warcraft and the Ethereal Plane”).
Invisibility
(Su):
A
ghost can become invisible at
will. Doing so requires a move action and there is no
limit to the duration. The ghost must concentrate to
remain invisible, applying a
-2
circumstance penalty
to skill checks while invisible. Otherwise, this ability
functions as per the spell -for instance, the invisibil-
ity ends when the ghost attacks.
Necromancy Resistance
(Ex)
:
A
ghost is an indepen-
dent, completely non-physical creature, and therefore
its mind is less easily controlled
by
necromantic spells
from the Material Plane. The ghost gains an addi-
tional
+4
bonus to saves whenresisting undead-specific
spells such as control undead.
Saves: Same as the base creature.
Skills: Ghosts receive a
+8
racial bonus to Hide,
Listen, Search, and Spot Checks. Normal animals
instinctively and violently hate them, so ghosts lose
all ranks
in
Handle Animal.
Challenge Rating: Same as base creature
+3.
Sample
Ghost
The being is clad in simple gaments, though her
translucent form makes it difficult
to
see details
of
what
she wears
and
carries.
Marijah, female human ghost Sct5:
CR
8;
Medium undead
(augmented humanoid, incorporeal)
(5
Ft.,
4
in. tall);
HD
5d12,
hp
32;
lnit +l;
Spd
30
ft.;
AC
14,
touch
14,
flat-footed
13;
Base
Atk
+3;
Grp
+5;
Atk incorporeal touch +4 melee or
+5
against
incorporeal foes
(ld6
or ld6+2 against incorporeal foes), or
masterwork short sword +6 melee (ld6+2/14-20) or master-
work shortbow
+5
ranged (ld6/x3);
Full
Atk
incorporeal touch
+4 melee or
+5
against incorporeal foes
(ld6
or ld6+2 against
incorporeal Foes), or masterwork short sword +6 melee (ld6+2/
17-20)
or masterworkshortbow
+5
ranged (ld6/x3);
SA
Frightful
moan, corrupting touch, stunning attack; SQTrack, naturesense,
wild healing, woodland stride, trackless step, uncanny dodge,
trap sense +1, rejuvenation, +4
turn
resistance, invisibility,
necromancy resistance;
AL
CN;
SV
Fort
+4,
Ref
+5,
Will
+2;
Str
14,
Dex
12,
Con
-,
lnt
14,
Wis
12,
Cha 17.
Languages Spoken: Common, Dwarven, Giant.
Skills:Climb+lO
(+12withropes),Hide+17,Jump
+lo,
Knowledge (nature)
+12,
Listen +19, Search
+18,
Spot +19, Survival
+11
(+13 following tracks),
Use Rope
+9.
(Scourge)
Ghouls are the main forces of the undead Scourge.
They are vicious creatures, retaining little of their
humanity. The plague has torn away most of their
memories, leaving only hunger and basic survival
instincts in their place. Ghouls are feral and animal-
istic and are often considered to be the lowest form of
undead.
While generally humanoid in appearance, a ghoul
is easy to recognize on the battlefield
by
its pallor,
hunched-over posture, and feral face. Even those who
were close to the individual in life have difficulty
recognizing their loved one; the transformation re-
moves most vestiges of humanity as well as identifying
features of voice and body structure.
Ghouls of the Scourge are strong fighters, but they
are not particularly tough. Their ability to regenerate,
coupled with cannibalizing the dead, makes them far
tougher opponents than they may seem. Because of
their limited intelligence, their greatest tactical in-
sight is to hit something until it’s dead. Thus, more
intelligent beings often direct ghouls of the Scourge or
send them into suicide situations where no tactics are
needed.
Ghoulish tenacity and fearlessness make them feared
and loathed opponents (as does their habit of eating
slain foes). They have some animalistic cunning when
it comes to ambushes and other primitive attack
strategies. They do not use weapons (having little
brains with which to understand the concept) and
fight with their bare hands or with a club or other
found item.
Creating
a
Ghoul
of
the Scourge
“Ghoul of the Scourge” is an acquired template that
can be added to any humanoid or monstrous human-
oidcreature (referred to hereafter as the base creature).
A
ghoul of the Scourge uses all the base creature’s
statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to
undead. Do not recalculate the creature’s base attack
bonus, saves, or skill points. Size
is
unchanged.
Hit
Dice: Increase all current and future Hit Dice to
d12s. Medium ghouls can have no more than
6
Hit
Dice. Large-sized and larger ghouls may have an
additional
1
HD
per size category above Medium.
Speed: Same as the base creature.
Armor Class: Natural armor increases
by
+2
(this
stacks with any natural armor bonus the base creature
hn).
-
---,
.
Feats: Alertness, Endurance, TrackB.
Possessions: Masta~ork short sword, master~ork Attack:
A
ghoul of the Scourge retains all the
attacks of the base creature.
A
ghoul also gains slam
and bite attacks.
short bow, 20 arrows.
Full Attack:
A
ghoul of the Scourge retains all the
attacks of the base creature.
A
ghoul also gains claw
and bite attacks.
Special Attacks:
A
ghoul of the Scourge retains all
the special attacks of the base creature and also gains
the following.
Paralyzing Touch (Su)
:
Those hit
by
a ghoul of the
Scourge’s bite or claw attack must succeed at a
DC
14
Fortitude save or be paralyzed for
ld2+2
minutes.
Ghoul Frenzy
(Ex)
:
Three times a day, a ghoul of the
Scourge can
fly
into a blood frenzy that increases its
combat potential significantly. When
it
does this,
it
gains phenomenal strength and speed, but becomes
reckless. The ghoul temporarily gains an additional
melee attack per round at
1/2
its highest melee attack
modifier, as well as a
+4
bonus to Strength. Yet the
ghoul also suffers a
-2
penalty to its armor class, as it
is no longer using any type of strategy.
Special Qualities:
If
the base creature had the wild
empathy ability, it loses it upon becoming a ghoul of
the Scourge (animals instinctively hate the undead).
It otherwise retains all the special qualities of the base
creature and also gains the following.
Cannibalize
(Ex)
:
A
ghoul of the Scourge can regain
1
hit point per point of damage inflicted with its bite
attack, up to its normal maximum. Furthermore, each
time a ghoul of the Scourge devours a victim the same
size as itself, it regains all of its hit points and its
maximum hit points increase
by
1
per Hit Die. This
bonus decreases at a rate of
1
hit point per
HD
per
month. The ghoul does not need to have killed the
victim, but must eat the victim within
20
minutes of
death.
Only
humanoids, monstrous humanoids,
gi-
ants, and magical beasts can empower a ghoul of the
Scourge
in
this way.
Scent
(Ex):
The ghoul can detect approaching
enemies, sniff out hidden foes, and track
by
sense
of
smell. Creatures with the scent ability can identify
familiar odors just as humans do familiar sights.
Saves: Same as the base creature.
Abilities: Adjust from the base creature as follows:
Str+4,Dex+2,Int-4,Cha-4.Asanundeadcreature,
a ghoul
of
the Scourge has no Constitution score.
Skills: Ghouls of the Scourge receive a
+4
racial
bonus to Balance, Climb, Jump, Listen, Move Si-
lently, and Spot checks. The ghoul of the Scourge
loses all ranks in Handle Animal and Ride when
dealing with normal animals, since such beasts in-
stinctively hate the undead.
Feats: Ghouls
of
the Scourge gain the Alertness
feat.
Environment: Any.
Organization: Single, pair, gang
(3-5),
mob
(5-
20), or army
(20-100).
Challenge Rating: Same as the base creature
+
1.
During his mortal life as the Warchief of the Horde
of
Draenor, Ner’zhul commanded a number of orc
warlocks and shamans. Yet when Kil’jaeden and the
Legion captured these wicked sorcerers after the de-
struction of Draenor, they were transformed into
twisted aberrations
of
their former selves. These liches
possessed tremendous magical powers, though their
immortal, undead bodies were bound to Ner’zhul’s
iron will. Since the liches showed unswerving loyalty
to their master, Ner’zhul granted them control over
the furious elements of the cold north.
Liches are among the most powerful sorcerers and
allies of Ner’zhul’s armies and serve their master with
evil intent and great power. Often, they command
entire armies as generals and surrogates for Ner’zhul
potent frost and ice magics along with their own
considerable necromancy spells.
Liches are undead spellcasters of significant power
who have forsaken the frailties of mortal life in order
to embrace the uncompromising shell of undeath.
As
a rule, these creatures are power-hungry, devious, and
vicious. They utilize their powers not only to obey and
follow Ner’zhul, but also to defeat each other in subtle
political manners and gain strength from each
opponent’s death.
These creatures are fond of pageantry and decep-
tion; they will often dress in the robes of a
king
or
priest and expect their followers to call them by
powerful-sounding names. Sometimes, they claim
extraordinarv Dowers granted directlv from Ner’zhul
I.
when the great Mister cannot be troubled to deal with himself, acting as ihough Ner’zhul
were a god and they were his cho-
sen priest or prophet.
Creating
a
Lich
Use the lich template in Chap-
ter
1:
Monsters
A
to
Z
of the MM.
The details below indicate only
where a Warcraft lich has addi-
tions to or differs from the lich
template as presented in the MM.
Special Attacks:
A
lich retains
all the special attacks of the base
creature, has all the special attacks
of
the MM lich, and also gains the
following.
Rebuke
Living
(Su)
:
A
lich may
channel negative energy to rebuke
(awe) creatures of non-evil align-
ment. The lich makes the
equivalent of a
turn
check. Living
creatures of the appropriate level
are rebuked and must cower as
if
in
awe (attack rolls against that crea-
ture are at a
+2
bonus). The effect
last
10
rounds.
Drain Mana
(Su):
A
lich can
drain spell levels or spell slots from
a target as per the
manu
burn
spell
a number of times per day equal to
its Wisdom bonus (see Chapter
Four: Magic
in
the Warcraft
RPG) .
Special Qualities:
A
lich retains
all the special qualities of the base
creature, has all the special quali-
ties of the MM lich, and also gains
the following.
Darkvision
(Ex)
:
Darkvision out to
80
feet.
Immunities
(Ex):
Liches also have immunity to fire.
Fat
Healing
(Ex)
:
A
lich heals
4
points of damage
each round so long as it has at least
1
hit point.
Animate Minions (Su)
:
The lich can control
5
HD
worth of undead creatures per caster level.
If
the lich
exceeds this amount, any excess undead become un-
controlled, but may not attack or impede the lich or
its minions.
Abilities: Increase from the base creature as follows:
Dex
+2,
Int
+4,
Cha
+2.
As undead creatures, liches
do not have Constitution scores.
Skills: Liches have a
+8
racial bonus on Listen,
Search, Sense Motive, and Spot checks. Otherwise,
same as base creature. Normal animals instinctively
and violently hate liches, so liches lose all ranks in
Handle Animal.
Feats: Liches automatically gain the Alertness feat.
Environment: Temperate and cold plains.
Organization: Solitary or troupe
(1
lich, plus
2-5
Challenge Rating: Same as the base creature +3.
Level Adjustment: Same as base creature
+5.
skeletal warriors).
The Lich’s Phylactery
The requirements for the lich’s phylactery are the
same as described in the
MM,
only that the character
must have at least one level in the necromancer (Ncr)
prestige class (detailed in the upcoming supplement
Alliance
&
Horde Compendium).
Sample Lich
This skeletal beinghas bluish-white skinstretched tightly
over
a
bony frame. Heavy clothing embroidered with
arcane markings drapes over its slight frame.
Its
eye
sockets
glow red with malevolence.
Abrakkar
the
Wretched,
maleorc
Sorll/Ncrl:
CR
15;
Medium
undead (augmented humanoid);
HD
12d12,
hp
78;
lnit +l;
Spd
30
ft.;
AC
l?,
touch
11,
flat-footed
19;
Base
Atk
+5;
Grp
+5;
Atk
touch
+5
melee
(ld8+5
negative energy plus paralysis)
or
battleaxe
+6
melee (ld8/x3) or dagger
+5
melee
(ld4/14-20);
Full
Atk
touch
+5
melee (ld8+5 negative energy plus paralysis)
or battleaxe
+6
melee (ld8/x3) or dagger
+5
melee
(ld4/1?-
20);
Space/Reach
5
ft./5
ft.;
SA
orc traits, fear aura
(Will
DC
A),
paralyzing touch (Fort
DC
A),
rebuke living, drain mana
(2/
day), death touch (Vday), spells;
SQ
low-light vision, darkvision
80
ft.,
+4
turn resistance, damage reduction 15/bludgeoning and
magic, immunity to cold, electricity, fire, polymorph, and mind-
affecting attacks, Fast healing
4,
animate minions
(60
HD);
AL
NE;
SV
Fort
+4,
Ref
+3,
Will
+14;
Str
11,
Dex
8,
Con
-,
lnt
14,
Wis
15,
Cha
20.
Langtlages Spoken: Common, Orc.
Skills: Concentration
+15,
Decipher Script
+7,
Intimidate +18,Knowledge (arcana) +13,Listen+10,
Search
+lo,
Sense Motive
+lo,
Spellcraft
+12,
Spot
+lo.
bonus, saves, or skill points. It gains the incorporeal
subtype. Size is unchanged.
Hit Dice: Convert the base creature’s
Hit
Dice to
dl
2s and double the Hit Dice total. The shade’s Hit
Dice do not advance thereafter.
Speed: Same as the base creature, plus the shade
gains a
fly
speed of 60 feet, with perfect maneuverabil-
ity.
Armor Class: Natural armor
is
the same as the base
creature but applies only to incorporeal encounters.
Otherwise,
it
has a deflection bonus equal to
its
Charisma bonus (always at least
+1,
even
if
the
shade’s Charisma score does not normally provide a
bonus).
Attack:
A
shade retains all the attacks of the base
creature, although those relying on physical contact
do not affect creatures that are not incorporeal.
A
shade can make a successful melee touch attack on a
physical target (represented
by
the shade passing
through the target) to use its energy drain.
Full Attack:
A
shade retains all the attacks of the
base creature, although those relying on physical
contact do not affect creatures that are not incorpo-
real.
A
shade can make a successful melee touch
attack on a physical target (represented
by
the shade
passing through the target) to use its energy drain.
Damage: Against
incorporeal creatures,
a shade uses the base
creature’s damage
values. Against
nonincorporeal crea-
tures, the shade
usually cannot deal
physical damage; it
can, however, use cer-
tain special attacks
(see below).
Special Attacks:
A
shade retains all the
special attacks of the
base creature and also
gains those described
below. Saves against
these abilities have a
DC
of
10
+
1/2
the
shade’s
HD
+
the
shade’s Wisdom
modifier, unless noted
otherwise.
Dominate
(Su):
A
shade can crush an
opponent’s will just
by
looking into his or
her eyes. This
is
similar to a gaze attack, except that
the shade must use a standard action, and those
merely looking at it are not affected. Anyone the
shade targets must succeed at a
Will
save or fall
instantly under the shade’s influence as though
by
a
dominate person spell (caster level equals the shade’s
HD).
The ability has a range
of
30 feet.
Energy
Drain
(Su)
:
Living creatures hit
by
a shade’s
melee touch attack gain
2
negative levels. For each
negative level bestowed, the shade gains
5
temporary
hit points.
A
shade can use its energy drain ability
once per round.
Shade
Minions
(Su):
Shades command the lesser
creatures of the world and once per day can call forth
ld6+
1
rat swarms,
ld4+
1
bat swarms, or a pack of 3d6
timber wolves as a standard action.
(If
the base crea-
ture is not terrestrial, this power might summon other
creatures of similar power). These creatures arrive in
2d6 rounds and serve the shade for up to 1 hour.
Special Qualities:
If
the base creature had the wild
empathy ability, it loses it upon becoming a shade
(animals instinctively hate the undead). Remember
that the Warcraft universe has no Ethereal Plane,
so
a shade does not gain the manifestation ability. In-
stead, it is considered incorporeal (see the sidebar,
“Warcraft and the Ethereal Plane”). It otherwise
retains all the special qualities of the base creature and
also gains the following.
Invisibility (Su):
A
shade can become invisible at
will. Doing
so
requires a move action and there
is
no
limit to the duration. The shade must concentrate to
remain invisible, applying a
-2
circumstance penalty
to skill checks while invisible. Otherwise, this ability
functions as per the spell- for instance, the invisibil-
ity ends when the shade attacks.
Damage Reduction
(Su)
:
A
shade has damage reduc-
tion lO/silver and magic.
Turn Resistance (Ex):
A
shade has
+4
turn resis-
tance.
Resistances (Ex):
A
shade has resistance to cold
10
and electricity 10.
Fast
Healing (Ex)
:
A
shade heals
5
points of damage
each round so long as it has at least
1
hit point.
True Seeing
(Su):
Shades gain the ability to see
invisible and hidden creatures as per the spell of the
same name. This ability is considered to be always
active; it requires no concentration or cost.
Walk
Unseen
(Su):
Shades can move completely
unnoticed. While operating under this ability, the
shade is not noticed or thought of as unusual; it
appears to be someone familiar and accepted to all
those around it. Even the most unusual actions will
seem “reasonable,” and the individuals around the
shade rationalize away unusual actions or strange
conversations. This ability lasts for a number of min-
utes equal to
the
shade’s Charisma score.
If
acharacter
is actively attempting to disbelieve a shade’s walk
unseen ability, it can make a
Will
save
(DC
10
+
1/2
the shade’s
HD
+
the shade’s Cha modifier) to see the
shade for what it really is. Moreover, effects such as
true seeing will pierce through the shade’s illusion.
Telepathy
(Su)
:
A
shade may communicate tele-
pathically with any other shade in line-of-sight. This
telepathy is difficult and requires concentration: the
shade may not take any strenuous actions while per-
forming this ability, though it may perform simple
tasks
or
attempt to appear to be doing something other
than speaking silently in its mind. Shades use this
ability to keep contact with their fellows while on a
spy mission; also, they use it to coordinate attacks
against a more difficult opponent or to prepare am-
bushes against those unprepared for the assault.
Shade Weaknesses
(Ex)
:
A
shade can
be
made unrea-
sonably angry when faced with
its
own reflection
(something not easy to produce) or when reminded of
its time spent as a mortal.
A
shade considers itself to
be reborn and attempts to forget its past existence
-
constant
or
poignant reminders of the past
will
infu-
riate a shade and cause
it
to attack without regard for
its own safety.
Saves: Shades receive a
+4
profane bonus to all
saves.
Abilities: Increase from the base creature
as
follows:
Str
+6,
Dex
+4,
Wis
+2.
As an undead creature, a
shade has no Constitution score.
Skills: Shades receive a
+8
racial bonus to Hide,
Listen, Move Silently, Search, Sense Motive, and
Spot checks. The shade loses all ranks in Handle
Animal and Ride when dealing with normal animals,
since such beasts instinctively hate the undead.
Feats: Shades gain Alertness, Combat Casting,
Dodge, Improved Initiative, and Lightning Reflexes,
assuming the base creature meets the prerequisites
and does not already have these feats.
Environment: Any.
Organization: Single, pair, or gang (3-5).
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Any evil.
Advancement:
By
character class.
Level Adjustment: Same as the base creature
+7.
Sample
Shade
The creature
has
skin of deepest black. Its head
has
no
distinctfeatures other thanapair ofeyes thatglow withan
unnerving white light. Simple black velvet apparel with
a
vague resemblance
to
monastic robes shrouds its frame.
‘Touarril, male human shade
Hlr6:
CR
8;
Medium undead
(augmented humanoid, Scourge)
(5
ft.,
8
in. tall);
HD
6d12,
hp
39;
Init
+4;
Spd
30
ft.;
AC
15,
touch
15,
flat-footed
11;
Base
Atk
+4;
Grp
+8;
Atk
incorporeal touch
+8
melee
(ld4
plus energy
drain);
Full
Atk
incorporeal touch
+8
melee
(ld4
plus energy
drain);
SA
dominate, energy drain, shade minions, spells, evil
domain spells
(+1
caster level);
SQ
darkvision
60
ft.,
invisibility,
damage reduction lO/silver and magic,
+4
turn resistance, resis-
tance to cold
10
and electricity
10,
fast healing
5,
true seeing,
walk unseen, telepathy, shade weaknesses, incorporeal traits,
undead traits;
AL
LE;
SV
Fort
+5,
Ref +6,
Will
+11;
Str
-,
Dex
18,
Con
-,
Int
15,
Wis
19,
Cha
12.
Languages Spoken: Abyssal, Common, Orc.
Skills: Bluff
+
10, Concentration
+lo,
Diplomacy
+14, Knowledge (religion)
+11,
Sense Motive
+13,
Spellcraft
+11,
Spot
+13.
Feats: Brew PotionB, Combat Casting, Dodge, Ex-
tend Spell, Iron Will, Scribe Scroll.
Typical Heakr Spells Prepared (5/4/4/3; save
DC
14
+
spell level): O-detect magic (x2), guidance, inflict
minor wounds, resistance; 1st-bane, command, doom,
inflict minor wounds; 2nd--darkness, enthrall, hold per-
son, lesser death coil”; 3rd-dispel magic, entangling
roots*, inflict serious wounds. *Indicates a spell de-
scribed in Chapter Four: Magic of the Warcraft
RPG.
Evil Domain Spells (caster level 7th): 1st-protection
from good; Znd&cksecrate; 3rd-mgic circle against
good.
Skeletal Mage
Hit
Dice:
All
current and future Hit Dice become
d12s.
Speed: Same as the base creature.
Armor Class:
A
skeletal mage has a
+4
natural
armor bonus, caused
by
the strengthening of its bones
and its thin layer of toughened flesh.
Attack:
same
as
the
base
creature.
(Independent Undead)
These Powerful skeletal Sorcerers are extremely
dangerous undead, usually created independently
through force of unrequited will. They are never
.
..
.. ..
commanded
by
necromancers, but occasionally ally
with them
-
or use necromancers as slaves to their
will. These sorcerers were often once necromancers
themselves and have now ascended a sinele steD
Full
Attack: Same as the base creature.
Special Attacks:
A
skeletal mage retains all the
special attacks of the base creature and also gains the
..
tollowing.
further into the undead realm,
aligning their bodies and souls
with the evil forces beyond.
When they have truly
mastered these forces,
they may ascend into
lichdom, but for now they
content themselves with
physical power and cruel
ascendancy.
Skeletal magi retain just
enough of their
skin
to cover
their bone form in a tight-fit-
ting, leathery sheath that both
accentuates their skeletalconditionand
forms a gruesome shield for their bones
against natural weaponry. Their skin is
silvery, translucent in some places, and
thev may appear from a distance to be
Command Legion
(Ex)
:
A
skeletal mage may turn,
command, and control an additional number of
undead equal to its Hit Dice.
I
.
_-
glistening skeletons warriors
ally surrounded
by
a
sm
Bone
Shards
(Su):
A
skeletal mage may
deal
5
points of damage to itself, ripping
away a bone shard. This bone shard con-
tains the ability to cast one spell (any spell
the skeletal magi chooses at the time of
creating the shard). It may
then be given to anyone for
later use. Whenused, the bone
shard counts as a one-shot
wand with the particular spell
ast at the skeletal magi’s
Until the shard is used, the
necromancer acolytes who
eta1 mage’s bidding and serve as apprentices
to this powerful mage.
Skeletal magi not only retain all of their
intelligence and memories from before their
undead transformation, but they also have
an intimate connection with the minds
and senses of all undead under their com
mand. Therefore, they often know things
that their undead minions have discov-
ered, even
if
that minion was not
weapons are treated as magic weapons for
the purpose of overcoming damage reduc-
Immunities
(Ex)
:
Skeletal magi have
Saves: Same as the base creature.
immunity to cold and fire.
do not have Constitution scores.
Skills: Normal animals instinc-
mtly hate skeletal
intelligent enough to make sense of its
findings.
Creating
a
skeletal mage
“Skeletal mage” is an acquired tem-
plate that can be added to any humanoid
creature (referred to hereafter as the base
creature).
A
skeletal magi uses all the base
creature’s statistics and special abilities except as
noted here.
Size and Type: The creature’s type changes to
undead.
Do
not recalculate the creature’s base attack
bonus, saves, or skill points. Size
is
unchanged.
riveiy
ana vioic
magi, so these
ranks
in
Handle
A
.
1
Feats: Skeletal r
Environment:
~
n..“--:-.-+:.--.
c
feat.
creatures lose all
.nimai.
nagi automatically gain the Alert-
hy.
wlgall~~a~~ull.
dolitary, gang (2-4), or mob
(7-12).
Challenge Rating: Same as the base creature
+2.
Treasure: Standard; double goods; double items.
Alignment: Always evil.
Advancement: Same as base creature.
Level Adjustment: Same as base creature
+3.
Sample
Skeletal Mage
The
creature might once have been an orc, though now
it is barely more than
a
skeleton. Silvery, translucent skin
stretches tight
over
its
form, accentuating its skeletal
frame.
Chauch-eta, female half-orc
Sor7:
CR
9;
Medium undead
(augmented humanoid, Scourge)
(4
ft.,
6
in.
tall);
HD 7d12, hp
45;
Init
+l; Spd
30
ft.;
AC16
(+2
dex,
t4
natural),
touch
10,
flat-
footed
14;
Base Atk
+3;
Grp +5; Atk dagger
+5
melee
(ld4+2/
19-20); SA command legion, bone shards, spells;
SQ
low-light
vision,
damage reduction lO/bludgeoning, immunity
to
cold
and
fire, half-orc
traits;
AL
NE;
SV Fort +4, Ref
+3,
Will +6; Str
14,
Dex 15, Con
-,
Int
16, Wis 12, Cha 16.
Languages
Spoken: Abyssal, Common, Gnoll, Orc,
Undercommon.
Skills:
Concentration
+13,
Craft (alchemy) +13,
Intimidate
+5,
Knowledge (arcana) +13, Listen
+3,
Profession (herbalist)
+
11,
Sense Motive
+3,
Spellcraft
+13,
Spot
+3.
Feats: Alertness, Brew Potion, Combat Casting,
Still Spell.
Sorcerer Spells Known (6/7/7/5; save
DC
11
+
spell
level): 04ncing lights, detect magic, ghost sound,
light, mage
hand,
readmagic, resistance; lst-chill touch,
feather
fall,
identify, mage armor, magic missile; 2nd-
alter
self, mirror image, web; 3rd-dispel magic,
fly.
Skel
eta1
Warrior
(Independent Undead)
Skeletal warriors are extremely dangerous undead
minions, usually created independently through the
force of unrequited will. Necromancers rarely com-
mand them, but occasionally ally with them
if
a
skeletal warrior
so
chooses. These creatures are intel-
ligent and vicious both
on
and off the battlefield.
Skeletal warriors are created from the fallen bones
of dead opponents. Skeletons can be created even
without the assistance of necromancers, and thus
skeletal warriors can be found even in parts of the
world not controlled or challenged by Ner’zhul. They
are cold, bloodthirsty creatures with a feral instinct for
strategy and a cunning memory of their past that often
gives them an advantage. These creatures understand
and can follow orders, but are also capable of perform-
ing small tasks on their own
-
and are occasionally
found far from their creator, carving out their own
niche within a dungeon, tomb, or graveyard.
Skeletal warriors are tall, well-formed skeletons
whose bones have a slightly silver sheen marking their
unusual state. They are hardier than most others of
their type and are far more capable in combat than
normal skeletons. Wielding deadly weapons and
equipped with heavy armor, they are a fairly difficult
opponent for the inexperienced and are respected
even among more mature troops. When many of them
group together, they can be very dangerous and tena-
cious enemies- but this is not their natural condition
and only occurs when a potent necromancer com-
mands them.
Skeletal warriors retain all of their intelligence and
memories from before their undead nature, but those
qualities are now only a source of rage and violence,
with all traces of love or gentle emotions eradicated
from the skeletal warrior’s mind. They are savage,
cunning, and delight in destruction and chaos. Death
comes later
-
for now, there is only revenge.
Creating askeleta1 Warrior
“Skeletal warrior” is an acquired template that can
be added to any humanoid
or
monstrous humanoid
creature.
A
skeletal warrior uses all the base creature’s
statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to
undead. Do not recalculate the creature’s base attack
bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future
Hit
Dice to
d12s.
Armor Class: The base creature’s natural armor
bonus improves
by
+6.
Attack: Same as the base creature. The skeletal
warrior gains a claw attack if it did not have one
already.
Full Attack: Same as the base creature. The skel-
etal warrior gains a claw attack if it did not have one
already.
Special Attacks:
A
skeletal warrior retains all the
special attacks of the base creature and also gains the
following.
Rot
(Ex)
:
All
those
hit
by
a skeletal warrior’s claw
or melee weapon attack are afflicted with a unique
formof maggot-infestedrot that eats away at their skin
and tissue. The creature must succeed at a
DC
14
Fortitude save or lose
2
points of Strength for ld6+2
minutes. This power is cumulative.
Special Qualities:
A
skeletal warrior retains all the
special qualities of the base creature and also gains the
following.
Damage reduction
(Su)
:
A
skeletal warrior has dam-
age reduction 5jbludgeoning.
A
skeletal warrior’s
natural weapons are treated as magical weapons for
the purpose of overcoming damage reduction.
20;BaseAtk+8;Grp+13;Atk
+I
heavv flail
+15
melee
Warrior
The bones of this skeletal
creature have
a
faint silver
sheen.
Heavy
armor scales
cowers most of the thing’s
bones, and it wields
a
wicked
fiil
in one skeletal hand.
Kovech, male human skel-
etal
warrior
Ftr8:
CR
‘7;
Medium undead (augmented
humanoid)
(5
ft.,
7
in.
tall);
HD
8d12, hp
52;
hit
+5;
Spd
30
ft.;
AC21, touch
11,
flat-footed
2-51
rot)
or
masterwork lonqbow
(ldlO+l6/1’7-20)
or
2
claws
+13
melee
(ld4+5 and
rot)
or
masterwork longbow +10/+5
ranged (ld8/x3); SA
rot;
SQ
darkvision
60
ft.,
damage
re-
duction 5/bludgeoning,
immunity
to
cold and
fire,
undead
traits;
AL
CE;
SV
fort
+6,
Ref +3,
Will
+3; Str
20,
Dex 13, Con
--,
Int
13,
Wis
12,
Cha 13.
Sample
Skeletal
(ldl0+10~1’7-20 plus
rot)
or
claw
+13
melee
(ld4+5
plus
+IO ranged (ld8/x3); Fun Atk
+1
heaw flail
+15/+10
melee
Environment:
Any, usu
L
LUVLLIILLILI~IIL.
“CllllC
a3
base creature advances
by
1
-..,.l
A
A:..,,,,,,.
C,,
Y
Lunguages Spoken: Com-
mon, Orc.
Skills: Climb
+12,
Jump
+12, Intimidate
+12,
Listen
+3,
Spot
+3,
Swim
+8.
Feats: Alertness, Blind-Fight, Cleave, Dodge, Ex-
pertise, Improved Initiative, Power Attack, Weapon
Immunities
(Ex):
Skeletal warriors have immunity
Saves:
Same as the base creature.
to cold and fire.
Abilities:
Increase from the base creature as follows:
FOCUS
(heavy flail) Weapon Specialization (heavy
Str
+2,
Dex
+2.
As an undead creature, a skeletal
warrior does not have a Constitution score.
Skills:
Normal animals instinctively and violently
hate skeletal warriors,
so
these creatures lose all ranks
Feats:
Skeletal warriors automatically gain Cleave
ally same as the base ma-
nization:
Solitary, pair, or troupe
(2-5,
plus
1
Challenge Rating:
Same as the base creature
+1.
Treasure:
None.
Alignment
Always evil.
AA.7,,..na-a..t.
C,,,
nr
base creature (or
-
if
the
LFVFl
nuJuJLL1lcllL.
Lldllie as the base creature
+2.
Possessions: Scale mail,
+1
heavy
fiil,
masterwork
longbow
arrows-
in Handle Animal.
Wit
hered
(Scourge)
nis
template
can
be
applied
to
any
dead
creature
through the use
of
necromancy or
to
any creature
brought close to death
by
a member
of
the Scourge.
This possibility reflects the plague’s effects on non-
humanoid beings. The plague is not only effective on
humanoids; it also infects plants and animals. In
theory, there could be some withered shambling
mounds or other vegetative creatures in existence
using this template.
Becoming a member of the withered allows the
creature to keep
its
extraordinary, supernatural, and
spell-like abilities along with its intellect, although
the euidine intellect
of
that creature is now malevo-
as a bonus feat.
ture.
necromancer).
-
character class).
ft. (clumsy), swim
60
ft.;
AC
35,
touch
7,
flat-footed 35; Ease Atk
+24;
Grp
+45;
Atk+35
melee (2d8+13/1?-20 plus paralysis, bite);
Full Atk+35 melee (ld8+13/1?-20
plus
paralysis, bite), +33 melee
(2d6+6
plus paralysis, Zclaws), +33 melee (ld8+6 plus paralysis,
2
wings),
+33
melee(2d6+6 plus paralysis, tail slap); Space/Reach
15
ft./lO ft. (bite
15
ft.);
SA
breath weapon, crush, frightful presence,
paralysis, spell-like abilities, spells;
SQ
darkvision
120
ft., low-light
vision, blindsense
60
ft., damage reduction lO/magic, immunity
to
cold, Fire,
sleep,
and paralysis, water breathing, spell resistance
25;
AL
LN;
SV
Fort +1?, Ref
+14,
Will
+1?; Str
37,
Dex
8,
Con
-,
Int
16,
Wis
21,
Cha 16.
Skills:
Appraise
+22,
Concentration
+22,
Craft
(alchemy)
+22,
Decipher Script
+22,
Gather Infor-
mation
+22,
Heal
+22,
Intimidate +26, Jump +32,
Knowledge (arcana)
+22,
Listen
+34,
Search +30,
Spellcraft +24, Spot
+34,
Swim
+40.
Feats:
Alertness,
Flyby
Attack, Hover, Improved
Critical (bite), Improved Initiative, Multiattack,
Power Attack, Silent Spell, Wingover.
Breath Weapon (Su):
50-ft.
cone, damage
14d6
cold, Reflex
DC
22
half; secondary effect:
mana
burn
as
12th-level caster.
Crush
(Ex):
Area
15
ft.
by
15
ft.; Small or smaller
opponents take
2d8+
19
points of bludgeoning dam-
age, and must succeed on a DC
22
Reflex save or be
pinned.
Frightful Presence: 240-ft. radius,
HD
23
or less,
Will DC
25
negates.
Spell-Like Abilities: 3/day--control water, create
water, detect thoughts, obscuringmist,
wall
ofice; 2/day-
fogcloud, speak
withdead;
l/day--control weather. Caster
level 12th; save
DC
13
+
spell level.
Spells:
As
a 12th-level sorcerer.
Typical Sorcerer Spells Known (6/8/7/7/7/6/3; save
DC
13
+
spell level):
Odaze,
detect magic, detect
poison, light, mage
hand,
message, openlclose, ray
offrost,
read magic; 1st-endure elements, expeditious retreat,
shield, shocking grasp, sleep; 2nd-frost amor*,
gust
of
wind, inwisibility, muna burn”, resist energy; 3rd-bliz-
zard*, dispel magic,
frost
nowa*, slow; 4th-lesser globe
ofinwulnerubility, scrying, wall ofice; 5th-hold monster,
telekinesis; 6th-greater dispel magic. *Indicates
a
spell
described in Chapter Four: Magic of the Warcraft
RPG.
In ages past, the ancient dragons who were near
death flew to the land of Northrend to die. To this day
there are entire dragon graveyards that are littered
with massive petrified bones and skulls. WhenNer’zhul
the Lich King took control of Northrend, he used his
powerful magics to raise these ancient dragon skel-
etons from the dead. Now, these once-noble beasts
serve Ner’zhul and seek to expand the Lich King’s
rapidly growing empire. They have no memories of
their previous lives nor of the world beyond death.
They are intelligent beings, quite capable of strategy,
tactics, and deception, but they have no understand-
ing of their past dragon heritage.
Wraith
(Independent Undead)
Wraiths in the lands of Azeroth are not
so
different
from wraiths in other worlds, save for the fact that
they retain their individuality and intelligence. These
creatures are self-motivated and cunning and have all
the memories of their past lives before undeath. Those
memories no longer move the wraith nor provide any
sense of morality other than
a
strict adherence
to
the
wraith’s own code of honor and law.
Wraiths are lawful creatures, willing to make deals
and hold to them. They respect the same tendency in
both living and unliving creatures and will respond to
honorable opponents with honorable actions. It
is
not
unusual for a wraith to accept
a
creature’s surrender;
however, those surrenders will always be uncondi-
tional. Further, those foolish enough to surrender to a
wraith are simply placing themselves into a position
where they will almost certainly be turned into wraiths
themselves.
Wraiths fight well in units under the command of
a necromancer, but if not
so
commanded, they prefer
to fight alone. They are intelligent and cunning and
will
use the extent of their abilities to capture and
destroy their opponents. In some cases, they will keep
extraordinary enemies alive, preferring to turn them
into wights and spread the plague to other “capable”
individuals.
Creatinga
Wraith
“Wraith”
is
an acquired template that can be added
to any humanoid or monstrous humanoid creature
(referred to hereafter
as
the base creature).
A
wraith
uses all the base creature’s statistics and special abili-
ties except
as
noted here.
Size
and
Type: The creature’s type changes to
undead. Do not recalculate the creature’s base attack
bonus, saves, or skill points.
It
gains the incorporeal
subtype. Size is unchanged.
Hit
Dice: Increase all current and future Hit Dice to
d12s.
Speed: Wraiths have a
fly
speed of
30
feet, unless
the base creature has a higher
fly
speed, with perfect
maneuverability.
Armor Class: Natural armor is the same
as
the base
creature, but applies only to incorporeal encounters.
When
a
wraith chooses to become visible (which
occurs whenever the wraith attempts to touch or
interact with the physical world), its natural armor
value is
+0,
but
it
gains a deflection bonus equal to its
Charisma modifier or
+
1,
whichever is higher.
Attack:
A
wraith retains all the attacks of the base
creature, although those relying on physical contact
do not affect creatures that are not incorporeal.
Full
Attack:
A
wraith retains all the attacks of the
base creature, although those relying on physical
contact do not affect creatures that are not incorpo-
real.
Damage:
Against incorporeal creatures, a wraith
uses the base creature’s damage values. Against
nonincorporeal creatures, the wraith usually cannot
deal physical damage; it can, however, use its wither
attack (see below).
Special Attacks:
A
wraith retains all the special
attacks of the base creature and also gains the follow-
ing.
Wither (Su)
:
When a
wraith successfully
makes a melee touch
attack against an oppo-
nent, its touch withers
and draws the life out
of its victim. The vic-
tim must succeed at a
DC
15
Fortitude save
or
suffer
ld3
points of
permanent Constitu-
tion drain.
Special Qualities:
If
the base creature had
the
wild
empathy abil-
ity, it loses it upon
becoming undead (ani-
mals instinctively hate
the undead). It other-
wise retains all the
special qualities of the
base creature and also
gains those described
below. Remember that
the
Warcraft
universe
has no Ethereal Plane,
so
the wraith does not
gain the manifestation
ability; instead, it is
considered incorporeal
(see the sidebar,
“Warcraft and
the
Ethereal Plane”).
approach nearer than that and panic
if
forced to do
so;
they remain panicked as long as they are within that
range.
Saves:
Same as the base creature.
Abilities:
Increase from the base creature as follows:
Str
+2,
Wis
+2.
As an undead creature, a wraith has
no Constitution score; as an incorporeal creature, it
has no Strength score.
Skills:
Normal animals instinctively and violently
hate wraiths,
so
they lose all ranks in Handle Animal.
Feats:
Wraiths gain
Environment:
Any.
Organization:
Soli-
tary, gang
(2-5),
or
pack
(6-11).
Challenge Rating:
Same as the base crea-
ture
+
1.
Treasure:
None.
Alignment:
Always
lawful evil.
Advancement:
By
character class.
Level Adjustment:
Same as the base crea-
ture
+3.
the Alertness feat.
Sample
Wraith
This sinister, spectral
figure is robed in tatters
of darkness.
It
has no
discernable features
or
appendages, but for the
glowingred coals
that
are
its eyes.
Borivar, male half-elf
wraith
Rog2:
CR
3;
Me-
dium undead (augmented
humanoid, incorporeal)
(5
ft.,
7
in. tall);
HD
2d12,
hp
13;
Init
+2;
Spd
fly
30
ft.
(perfect);
AC
12,
touch
12,
Flat-footed
11;
Base Atk+l;
Grp +l;
Atk
incorporeal
Invisibility
(Su):
A
wraith can become invisible at
will. Doing
so
requires a move action and there is no
limit
to
the
duration. The wraith must Concentrate to
invisible, applying a
-2
circumstance
penalty
to skill checks while invisible. Otherwise, this ability
functions as per the spell -for instance, the invisibil-
ity
ends when the wraith attacks.
Unnatural Aura
(Su):
Animals, whether wild or
domesticated, can sense the unnatural presence of a
wraith at a distance of
30
feet. They will not willingly
touch
+2
melee
(ld4
plus
ld3
Con drain);
Full
Atk
incorporeal
touch
+2
melee
(ld4
plus
ld3
Con drain);
SA
sneak attack
(ld6),
wither;
SQ
darkvision
60
ft.,
low-light vision, trapfinding, eva-
sion, invisibility, unnatural aura, half-elftraits, incorporeal traits,
undead traits;
AL
LE;
SV
Fort
+0,
Ref
+5,
Will
+2;
Str
-,
Dex
14,
Con
-,
Int
11,
wis
14,
Cha
12,
Languages
Spoken:
Common, Thalassian.
Skills: Diplomacy
+6,
Forgery
+5,
Gather Informa-
tion
+3,
Hide
+7,
Jump
+5,
Listen
+7,
Move Silently
+7,
Search
+5,
Sense Motive
+4,
Sleight of Hand
+7.
Feats: AlertnessB, Dodge.
Zombie
(Independent Undead)
Zombies are the lowest form of existence in the
undead food chain and are often overlooked because
of their simplicity and lack of ambition. These undead
are created from plagueFinfected individuals, but their
bodies are not as riddled with the disease as those of
more powerful undead. In fact, zombies not only
retain their mortal memories, but also are occasion-
ally capable
of
retaining the original personality and
morality of their mortal life. This does not often aid
them, however, and usually is a torment to the zombie
trapped within Ner’zhul’s vicious armies.
Zombies are despicable, degraded creatures with
little purpose other than to serve as cannon fodder for
Ner’zhul’s massive forces. They are sorrowful crea-
tures, capable of great strength but holding little hope
for salvation other than their own deaths. Occasion-
ally, one breaks free of the necromantic control
imposed
by
Ner’zhul’s forces and escapes
-
but he is
not accepted into society nor offered a chance for
peace through proving that he is more than aravening
undead creatures. Truly, these are beings to be pitied.
Creating
a
Zombie
“Zombie” is an acquired template that can be added
to
any humanoid or monstrous humanoid creature
(referred to hereafter as the base creature).
A
zombie
uses all the base creature’s statistics and special abili-
ties except as noted here.
Size and Type: The creature’s type changes to
undead. Do not recalculate the creature’s base attack
bonus, saves, or skill points. Size is unchanged.
Hit Dice: Drop any Hit Dice gained from class
levels (to a minimum of
l),
double the number of Hit
Dice left, and raise them to d12s.
If
the base creature
has more than
10
Hit Dice (not counting those gained
with experience), it can’t be made into a zombie with
the animate
dead
spell.
Speed:
A
zombie has a base land speed of
20
feet
(4
squares).
Armor Class: Zombies gain a
+2
natural armor
bonus to their
AC,
based on the zombie’s putrefaction
and decayed skin, as well as on a natural toughness
provided by the plague’s effects.
Attack:
A
zombie retains all the natural weapons,
manufactured weapon attacks, and weapon
proficiencies of the base creature.
A
zombie also gains
a slam attack.
Damage: Natural and manufactured weapons deal
damage normally.
A
slam attack for a Medium zombie
deals ld6 damage and for a Large zombie ld8 damage.
Special Attacks:
A
zombie retains all the special
attacks of the base creature, and also gains the following:
Parasitic Infestation
(Ex)
:
All
zombies are infected
with various bugs of allsorts. Maggots, leeches, lice, or
other small infestations crawl all over the zombie.
With a successful melee attack, the zombie may spew
these small creatures all over
its
opponent, creating a
disgusting cloud of infestation. Those who do not
make a
DC
14
Fortitude save
will
become infected
with a lingering disease. This disease deals
2
points of
Charisma damage until it
is
effectively cured with a
cure minor wounds (or better) spell.
Special Qualities:
If
the base creature had the wild
empathy ability, it loses it upon becoming undead
(animals instinctively hate the undead). It otherwise
loses most of the special qualities of the base creature,
though it retains any extraordinary special qualities
that improve its melee or ranged attacks.
A
zombie
also gains the following special quality.
Single
Actions
Only
(Ex):
Zombies have poor re-
flexes and may only perform only a single move action
or attack action each round.
A
zombie can move up to
its speed and attack in the same round, but only
if
it
attempts a charge.
Saves: Same as the base creature.
Abilities: Adjust from the base creature as follows:
Str
+4,
Dex
-2,
Cha
-4.
As
an undead creature, a
zombie has no Constitution score.
Skills: Normal animals instinctively and violently
hate all zombies, so they lose all ranks in Animal
Empathy and Handle Animal. Those zombies who
retain their memories retain their skills; those who
have no ability to remember their past lives
or
past
abilities will quickly lose all ranks in skills, becoming
nothing more than living “cannon fodder,” untrained
and unspecialized.
Environment: Any land and underground.
Organization: Any.
Challenge Rating: Depends on
Hit
Dice, as follows:
Hit Dice Challenge Rating
112 118
1
114
2
112
4
1
6
2
8-10
3
12-14 4
15-16
5
18-20
6
Treasure: None.
Alignment: Always neutral evil.
Advancement
As
base creature, but double Hit
Dice (maximum
20),
or
-
if
the base creature ad-
vances
by
character class.
Level Adjustment:
-.
x
0
'lat-footed
12;
Base
Atk
+4;
Grp
+7;
Atk
greatclub
+O
melee
(ld10+4
plus
infestation) or slam
+7
melee (ld6+3 plus infestation); Full
Atk
greatclub +8 melee
(ld10+4 plus infestation) or slam
+7
melee
(ld6+3
plus infesta-
tion);
SA
rage @/day,
3
rounds), parasitic infestation;
SQ
darkvision
60
ft.,
single actions only, undead traits;
AL
NE;
SV
Fort +6, Ref
+2,
Will
-1;
Str
16,
Dex
12,
Con
-,
lnt
12,
Wis
6,
Abomination
Large Construct
(Undead, Monstrous
Scour&
10d10+30
(85
hp)
+O
30
ft.
(6
squares)
HitDice:
Initiative:
speed:
rL
c.
-,,a
V.
Armor
Class:
B~AH/G~~~~~:
+7/+17
Att€lCk:
19
(-1
size,
+10
natural), touch
9,
Flat-
footed
19
Slam
+12
melee (2d6+6) or bite
+12
me-
lee
(ld8+6)
Languages Spoken: Common, Orc.
Skills: Climb
+lo,
Intimidate
+5,
Jump
+lo,
Listen
Feats: Dodge, Great Fortitude, Weapon Focus
+5,
Survival
+5,
Swim
+lo.
(greatclub).
Full
Attack:
Slam
+12
melee
(2d6+9)
or bite
+12
me-
lee (ld8+6)
Space/Reach:
10
ft./lO
ft.
Special Attacks:
Plague cloud
Special Qualities:
Darkvision
60
Ft.,
low-light vision,
cannibalize, spell resistance
12,
construct
traits, undead traits
k
saves:
Fort
+3,
Ref
+3,
Will
+3
*-
Abilities:
Str23,Dex10,Con-,Int-,Wis11,Cha1
L6s
Environment:
Any land
Organization:
Solitary or gang
(2-6)
Challenge Rating:
8
Treasure:
None
Alignment
Usually neutral evil
Advancement:
11-20
HD
(Large);
21-30
HD
(Huge)
Mutilated bodies
and
limbs from
many
creatures com-
bine into
a
single twisted, hideous form.
A
viscous trail
of
blood leaks from it with each laborious step, and the ripe
decay of the slaughterhouse wafts from
its
body.
Abominations are large created creatures, similar to
flesh golems. These magically created automatons are
incredibly powerful, possessing (literally) the strength
of
ten human men. Constructing one requires a great
understanding of necromancy and science and the
capacity to both animate undead and cause magical
healing to living flesh. They are difficult to create, but
once made they are fanatically loyal servants and
tremendously powerful warriors.
The twisted, mutilated bodies
of
abominations are
comprised
of
multiple dead limbs and body parts from
various corpses. These enormous warriors love to
carve flesh and tear apart their enemies. They carry
large cleavers into combat and wield various sickle-
bladed hooks on their disproportionate limbs.
The animating force of an abomination is a blas-
phemous conglomeration of the souls incorporated
into the corpses that make up the abomination’s
unliving flesh. This creature is a singular entity with
a united soul and, because of this unique makeup, is
considered both an undead creature and a construct.
It
is certain that the abomination remembers nothing
concrete of its previous lives, although snatches of
memory occasionally plague the beast at times ofgreat
stress or unusual pressure.
Combat
Abominations are fearless, tenacious, and resilient,
capable
of
pressing their advantage in combat for
hours at a time without growing weary or weak. Their
strength and ability are based on their unusual con-
struction
-
they truly are more powerful than ten
ordinary human men. Although mostly mindless crea-
tures, they do occasionally show a flash of insight,
modifying their orders to be more advantageous (such
as attacking the most powerful opponent first when
commanded into a battle). They are not particularly
intelligent
in
most cases, however, and relying on an
abomination’s sense of tactics is anexceptionally poor
idea.
A
golem’s creator, any necromancer of Ner’zhul, or
any death knight can command an abomination if it
is within 60feet and can hear and see its creator.
If
left
to its owndevices, the abomination will make the best
of its situation, carrying out its last order to the letter
until it is no longer capable of following that directive.
The creator can also give the abomination a simple
directive to govern its actions while the creator is not
in the area, such as: “Attack all who enter here” or
“Remain here, and do not allow the chest or its
contents to leave this room.”
Because abominations do not need to breathe and
are immune to most attack forms, they can continue
to fight even when the terrain is exceptionally dan-
gerous (underwater, for example) or difficult.
Plague Cloud: Those within
10
feet of an abomina-
tion are in range of its disease aura, and the stench and
viciousness of that disease can be very harmful to all
those affected.
All
those within
10
feet of an abomi-
nation must make a
DC
19 Fortitude save each round
or contract the abomination’s undead rot disease.
Treat this disease as a contact poison with an initial
effect of
1
point of Constitution damage and
ld6
points of parasite damage per round spent within the
abomination’s affected area. The secondary effect of
this disease manifests after the individual has escaped
the abomination’s immediate area of effect and
will
reach full potency
ld4
hours later. The secondary
effects of the disease reduce the affected creature’s
Strength
by
2,
and the affected creature will suffer an
additional
2d8
points of parasite damage. The disease
will
cease to have any further effect after
24
hours; the
lost Strength points return at a rate of
1
per day once
the infection has run its course.
Cannibalize
(Ex):
An abomination can regain 1
hit point per point of damage inflicted with its bite
attacks, up to its normal maximum. Further, each
time an abomination devours a victim the same size as
itself,
it
regains the entirety of
its
hit points, and its
maximum hit points temporarily increase
by
1 per Hit
Die. The abomination does not need to have killed
the victim, but the victim must be eaten within
20
minutes of death.
Only
humanoids, monstrous hu-
manoids, giants, and magical beasts can empower an
abomination in this way. These bonuses decrease at a
rate of
1
hp/HD per month.
Construction
An abomination is created from the mutilated and
disease-ridden corpses brought from the battlefield.
It
stands over 8 feet tall and weighs well over
500
pounds. The skin of an abomination is a sickly green
and yellow, obviously covered withdisease and twisted
with horrible magics. It has no possessions and carries
only the items given to it by its creator.
This creature costs
40,000
gp to create, which
includes the cost of collection and dissection of more
than 10 bodies to be used as the abomination’s flesh
and organs. Each of these bodies must be infected with
the Lich King’s plague, so that they will properly
mutate when affected with the rituals to create the
abomination proper. Assembling the body requires a
successful
DC
12
Craft (leathenvorking) or Heal
check.
The creator must
be
at least 14th level and be able
to cast divine spells. Completing the ritual drains
400
XP
from the creator and requiresanimute
dead,
animate
objects,
bless,
bull’s
strength, regenerate, and
spell
resis-
tance.
Combat
Dire gargoyles are not particularly bright creatures,
and likening them to crows is no mistake. They will
attack at a whim, swooping from above to tear into the
enemy’s ranks with little thought for their own pro-
tection. These vicious creatures enjoy chaos and
disintegration and revel in sprays of blood and torn
flesh. They are not interested in combat strategy or
grand army tactics, preferring simply to take advan-
tage
of
the enemy wherever they see
weakness.
particularly intelligent, this
strategy serves them well.
They hover above the en-
emy while it is being
attacked
by
a greater foe
Because dire gargoyles are not
and carry off those too
categories.
Undead of the
Scourge may draw
from all available sa-
lient powers, but
idependent undead
tic measures, and
creatures carried
away in this fashion
can expect to live for a
while
-
just long
enough to regret their
situation.
Stone Form
have one salient
power per
HD.
For each
half-century of existence,
an undead creature gains
one additional
HD
and
another salient power. The
GM
marble. An ob-
server must
suitable challenge to the heroes.
this form, dire gargoyles heal at double the
normal rate for recovering hit points and ability
damage.
Carapace (Su): This ability is identical to the
stoneskin
spell, and the gargoyle can activate it as an
act
of
will
3
times per day. Once activated, the ability
adds an additional damage reduction of
1
O/adaman-
tine, with a maximum
of
150
points of prevention.
Skills: *Dire gargoyles receive a
+8
racial bonus to
Hide checks when concealed against ice walls or
sheets of snow.
Scourge
Salient
Powers
BoneTyrant
(Ex)
CR
Adjustment:
+
1/2.
This type of undead is adept at bullying and control-
ling other undead creatures in the area, forcing them
to do its bidding. This undead, whether sentient or
not, can lead other undead
-
and they follow instinc-
tively. When in the presence
of
other undead of a
similar type, this undead gains the ability to rebuke or
command undead (see “Cleric” in Chapter
3:
Classes
Salient
Powers
The templates described in this chapter allow for a
good variety of foes that heroes may face in Warcraft.
GMs
and players who like even more variety in their
campaigns can customize undead further through the
application of salient powers.
As
established in
Van
Richten’s Guide
to
the
Walking
Dead
for the Ravenloft
campaign setting (published
by
Sword and Sorcery;
licensed
by
Wizards of the Coast), salient powers are
different abilities, each with its own Challenge Rat-
ing
adjustment, that you
can use to create
dif-
ferent “sub-species”
selection
of
sa-
divided into
of the
PHB).
They may control a number of other
undead equal to their Hit Dice. Non-sentient or
unintelligent undead will fight, serve, and die for their
leader without question; more intelligent undead may
resent the pressure of another’s
will
and may struggle
to resist.
CorruptiveTouch
(Su)
CR
Adjustment:
+1/4.
Creatures with this ability add ld6 points acid
damage to their normal melee attacks. These crea-
tures often leave steaming, foul smelling foot prints
and charred places wherever they grasp.
Dead Zone (Su)
CR
Adjustment:
+
1/2.
The presence of this creature sucks the very life
from plants, animals, and even the soil. Those within
the 60-foot radius of this aura’s effect must make a
Fortitude save each round
(DC
of
10
+
1/2
undead’s
HD
+
undead’s Con modifier). Those who fail suffer
1
point of temporary Constitution damage, and those
who fall to
0
Constitution or less are killed. The
creature with this power drinks the life from the land,
leaving large tracts of shriveled and ashen ground in
its wake.
This ability may be taken twice.
If
it is taken a
second time, the creature gains life from whatever
it
drains. It gains fast healing
3
when in the presence of
plants of healthy soil. For each point of Constitution
it drains from a creature, it gains
2
additional tempo-
rary hit points.
It
may gain up to double its maximum
hit points, but loses them after
24
hours. Damage is
taken from these extra hit points first, unlike the hit
points gained for rage. Adjust the
CR
of the creature
an additional
+1
if
this power is taken a second time.
Disease
(Ex)
CR
Adjustment:
+l.
Any
injury or contact disease can be spread
by
this
undead’s natural attacks.
If
the disease is tied to the
undead’s animating force, the
DC
of the Fortitude
save to resist the disease increases
by
+1
or
by
the
undead’s Charisma modifier, whichever is greater.
If
the disease is incidental, the
DC
increases
by
only
+
1.
Undead made
by
the Scourge may create spawn
by
use of this power, inflicting others with the plague-
bound affliction. This does not, however, assure that
the victim will take the undead form of its creator. In
fact, most victims seem to evolve into random
-
and
occasionally new
-
forms
of
undead.
To
ensure that
the individual afflicted always turns into the same
type of undead as its disease-creator, the creator
undead must also have the create spawn salient power
(see Independent Salient Powers, below).
constriction damage. The victim must succeed at an
opposed grapple check to get free of the undead’s hold.
Further, this creature regrows limbs that are severed
or injured in a single day. This ability does not affect
the creature’s overall hit point total, nor does it grant
the regeneration of hit points beyond what the crea-
ture is normally capable of achieving.
Self-Destruct
(Su)
CR
Adjustment:
+
1/2.
A
creature with this power that reaches
0
hit points
explodes, inflicting
ld4
points of force damage per
HD.
The explosion has a 5-foot radius. Those within
the blast radius can make a Reflex save
(DC
10
+
the
undead’s
HD
+
the undead’s Charisma modifier) for
half damage. The type of damage varies from undead
to undead. Other undead possessing this power can be
affected
by
the damage; thus, when one creature
explodes,
it
may cause a chain reaction with others of
its kind.
A
creature with this power may cause itself to self-
destruct spontaneously. Doing so requires a full-round
action in which the creature shakes, quivers, and boils
with magical energy.
Unerring Hunter (Su)
CR
Adjustment:
+O.
This creature possesses an uncanny ability to track
its prey. The creature always knows the direction it
must go to find its enemy, but it does not know how far
it must travel. Some creatures that possess this power
may switch targets at
will.
For instance, a restless serial
killer might choose from a number of different targets.
Independent Salient Powers
Berserk
(Ex)
CR
Adjustment:
+
1/2.
When in combat, this creature may go into a
maddened rage.
This
ability is different from rage,
since it affects a creature that has no Constitution
score. Going berserk is a free action. While berserk,
the creature gains a
+4
bonus to Strength, a-2 penalty
to AC, and remains standing even after reduced to
0
hit points. Should the creature fall to -10 hit points,
it is destroyed. The creature’s berserk state lasts
4
rounds. When the berserk state ends, the creature
becomes listless and slow.
It
no longer has enhanced
Strength, but retains its penalty to
AC.
It suffers a
-2
penalty to all attack and damage rolls, and these
penalties last for the next
4
rounds.
A
creature with
this ability can use it only a limited number of times
a day. Thus, a zombie with the power “berserk 3/day”
could go berserk only
3
times a day.
Bone Spurs
(Ex)
CR
Adjustment:
+1/2.
This undead is constantly shattering, its bones
eternally rotting and dropping hard, calcified
bits
of
matter across the ground where it lairs. Those enter-
ing the undead’s haven must make a
DC
16 Reflex
saving throw.
If
they fail, they take
ld6
points of
damage from walking across these hard, bony caltrop-
like droppings.
If
they succeed, they take half damage.
If
anyone falls into the area where the bone spurs lie,
they must make a second
DC
19 Reflex save or suffer
2d6
points of damage (a successful save indicates half
damage). In addition, horses, mules, oxen, and other
beasts of burden will not cross such an area, refusing to
step on ground that could permanently lame them.
Create Spawn (Su)
CR
Adjustment:
+
1/2.
This salient power gives the undead access to the
“create spawn” power presented in theMonsterManw1.
Any creature slain
by
an undead with this power rises
as an undead with the same
HD
and capabilities as the
slaying undead within one night. This rising may be
prevented with a blessed burial.
This
ability may be
chosen more than once. The second time it is chosen,
it means that creatures slain
by
the undead rise as
spawn
ld4
rounds after their death. Only ahallow spell
will
stop the spontaneous creation of spawn.
Exhumation
(Ex)
CR
Adjustment:
+
1/4.
This power allows a creature to set up an ambush or
trap
by
burying itself in the earth. The creature can
then exhume itself instantly from the ground as a
move action. When it bursts from the ground, the
earth around the creature explodes into the air.
This power gives undead a
+
12
competence bonus
to all Hide checks.
A
successful tracking check (Sur-
vival
DC
20)
allows one tonotice the freshly upturned
earth.
FlayingTouch (Su)
CR
Adjustment:
+
1.
If
an undead creature with this power deals
4
or
more points of damage in a single attack, it tears a
piece of its victim’s skin away and plasters the skin to
its
own body. The victim loses
1
hit point per round
due to bleeding for ld3 rounds or until the wound
is
bound (Heal
DC
15).
The undead heals a number of
hit points equal to half the amount (rounded down)
suffered
by
its victim in the original attack.
Bear,
Dire
1
his
bear
is
gganhc, perhaps
LU
feet
tall
when
it
rears
on its hind legs. Its
fur
is
a
rich brown.
Large Animal
Description
Dire bears grow to
18-20
feet and
6,000
lb.,
with a
dark brown coat and a powerful build. Some have
been spotted in Mulgore and in Ashenvale. They
avoid humans but show no fear
if
provoked. Occa-
sionally, a dire bear will eat livestock or even attack
lone travelers for food, but such action is rare. They
are good swimmers and may attack from the water;
others hunt seals.
Hit
Dice:
12d8+48
(102
hp)
Initiative:
+1
Speed:
40
Ft.
(8
squares)
Armor
Class:
17
(-1
size,
+1
Dex,
+7
natural), touch
10,
flat-footed
16
Base
AttIGapple:
+?/+23
Attack:
Claw +l? melee (ld8+10) or bite
+18
(ld8+10)
Full
Attack:
2
claws +l? melee (ld8+10) and bite
+13
SpaceIReach:
IO
ft.15
ft.
Special Attacks:
Improved grab
Special Qualities:
Low-light vision, scent
Saves:
Fort
+12,
Ref
+’?,
Will
+’?
Str31’Dex13’Con1Q1’nt2’
Wts127Cha’o
Abilities:
Skills: Listen
+?,
Spot
+’?,
Swim +13
Feats:
Alertness, Endurance, Improved Natural
Attack(claw), Run, Weapon Focus (claw)
Environment:
Any forest,
hill,
mountains, plains, and
underground
Organization:
Solitary or pair
Challenge Rating:
7
Treasure:
None
Alignment:
Always neutral
Advancement:
Level Adjustment:
-
melee
(ld8+5)
Combat
A
dire bear will attempt to get a good hold on its
victim and then bite until the victim is dead.
Improved
Grab
(Ex):
To
use this ability, adire bear
must hit with a claw attack. It can then attempt to
start a grapple as a free action without provoking an
attack of opportunity.
13-16
HD
(Large);
17-36
HD
(Huge)
0-
------
-
0---
-
Large
Animal
and
ld8
during the summe
Hit
Dice: 3d8+?
(22
hp)
decent a size
by
fall.
Initiative: +1
Speed:
50
ft.
(10
squares)
on a gore attack
w
Armor
Class:
14(-lsize,+l Dex,+4natural),touch10,
Base
AttIGrapple: +2/+12
Attack
Full Attack
Space/Reach:
10
ft.15
ft.
Special Attacks: Charqe
Charge
(Ex)
:
A
r
h
aruin
u
cta
u
&a
1
c
Ani
I
hl pc
&ma
up
flat-footed
13
Deer
There are awidevarietvnfdeer.
snme
ofwhich
have
Hoof +7 melee (ld6+6) or bite +7 melee
(ld8+6) or gore
+7
melee
(ld8+6)
2
hooves +7 melee (ld6+6) and bite
+2
melee
(ld8+3)
or gore
+2
melee
(ld8+3)
horns
year
round
faster than elk.
Sol
tropical
regions.
to spring, effectiv,
normal speed.
Special Qualities: Low-light vision, scent
Saves:
Abilities:
Skills: Listen +6, Spot +6
Feats Alertness, Endurance
Environment:
Organization:
Challenge Rating:
1
Alignment: Always neutral
Advancement:
4-10
HD
(Large)
Lwel Adjustment:
-
Fort +6, Ref +4,
Will
+2
Str
22,
Dex
13,
Con
17,
lnt
2,
Wis
13,
Cha
6
I
Cold and temperate
forest,
hill,
and mountains
Solitary bull, bachelor group(2-8 bulls),
or herd
(4-400
cows plus
100%
young)
i
'
Treasure: None
This animal
has
four
legs,
a
light brown hide with white
I
markings,
and
an impressive set
of
branched antlers.
.
_..__
,
-.
-
-
-.
,
-
-
..
. -.
. .
. .
.
_.
.
.
__
.
-
.
Deer are typically Medium and
me varieties, such as impala, live in
lountain deer may have the ability
ely
traversing rocky terrain at
3/4
Moose
These animals are much larger relatives
of
elks.
They are still Large, but have
+4
Str,
+2
Con, and
+7
natural armor. Moose lack the charge special attack
and have a base land speed of
40
feet.
Description
Elk
and other hoofed herbivores are prominent
throughout Kalimdor. From mountain deer to mighty
northern alpine moose, they are the primary prey of
wolves and other predators. These food animals are
not simple targets, however. The males and (in some
cases) the females have antlers capable of devastating
attacks.
In
herds, even mighty wolf packs and great
cats may
be
hard pressed to down their target. Humans
typically hunt the smaller deer, while orcs prefer the
challenge of an elk or a moose.
I
1
Combat
Elk
cows are primarily aggressive when protecting
young. Larger herds will huddle, forming a circle of
mothers with children in the middle. The mother will
flee. Bulls are likely to avoid conflict, but they can be
aggressive in larger groups and when startled. They
are quite aggressive during mating season in the fall,
and only at this time are they commonly associated
attack, though
if
seriously injured she will attempt to
j
l
and secondary damage
ld3
Str. The save
DC
is Con-
stitution-based. (Medium spiders: injury, Fortitude
DC
14, initial and secondary damage
ld4
Str).
Web
(Ex):
Forest spiders can drop and ascend on a
single strand. It will hold the spider and another
creature of equal size. Forest spiders may also cast a
web
8
times per day. This attack is treated like a
thrown net, with a range increment of 10 feet and
maximum range of
50
feet. It can be used on any
creature up to one size larger than the forest spider.
Once entangled, a creature can attempt a
DC
18
Escape Artist check
(DC
20
if Medium spider) or
burst the web open with
a
DC
24
Strength check
(DC
26 if Medium) as a standard action.
A
forest spider may spin a sheet of webbing
15
feet
square instead of casting a web. This sheet is stretched
between surfaces. Approaching creatures make a
DC
20
Spot check to notice the web. Failure is treated as
if
struck
by
a cast web. Each 5-foot section has
4
hit
Forest spiders move across their own webs at climb
speed and know the location of any creature touching
the web.
Skills:
Forest spiders receive a
+4
racial bonus to
Hide and Spot checks and a
+8
racial bonus to Climb
checks. They also receive a
+8
competence bonus to
Hide and Move Silently checks while on their webs.
A
forest spider can always choose to take
10
on Climb
checks, even if rushed or threatened. Forest spiders
use either their Strength or Dexterity modifier for
Spider
Forest Spider
Small Vermin
Hit
Dice:
ld8
(4
hp)
Initiative:
+3
Speed:
Armor
Class:
Base AttIGrapple:
+O/-6
Attack:
Full Attack:
SpaceIReach:
5
ft.15
ft.
Special Attacks: Poison, web
Special Qualities:
Saves:
Abilities:
Skills:
C1lmb
+l11
+7t
Jump
-21
Move
si-
points
and damage
reduction
of
5/-.
Feats Weapon Finesse (bite)’
Environment: Temperate and warm forest
Organization:
Challenge Rating:
112
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:
-
30
ft.
(6
squares), climb
20
ft.
14
(+I
Bite
+4
melee
(ld4-2
and poison)
Bite
+4
melee
(ld4-2
and poison)
+3
D~~),
touch
14,
~at-fmt~
11
Darkvision
60
ft., vermin traits
Fort
+2,
Ref
+3,
Will
+O
str
77Dex177
‘On
lo’
Int
-’
wis
lo’
Cha
lently
+3*,
Spot
+4
Colony
(2-5)
or swarm
(6-11)
2-3
HD
(Small);
4-6
HD
(Medium)
This spider
IS
easily
LIS
hge
a
dog, with striking climb
checks,
whichever
is
higher.
greenish patterns upon its dark exoskeleton.
Description
These large spiders are quite common
in
Ashenvale.
There are several types, each 3 feet in diameter with
dark amber or greenish coloration. In some places,
several swarms weave masses of webs throughout the
forest, catching birds and deer. While forest spiders
will avoid mobile humans, they will attack any help-
less animals as prey. Forest spiders are accompanied by
avariety of scavengers and carnivorous plants. Corpses
are covered in silk to disguise them and keep the area
clean.
Combat
Unlike their tiny brethren, forest spiders are social
creatures. They hunt together, dropping down on
large prey. Several poisonous bites
will
usually fell
even large animals. Prey are wrapped in silk, another
effort often done as a group, keep digested flesh from
leaking into the soil before the spiders can feed.
Poison
(Ex):
Poison glands make the bite of forest
Spitting Spider
These brown, fuzzy spiders spend most of their time
on the ground, though they can climb. Their webs are
used only to create
egg
cases and to wrap dying victims
before feeding. Their base land speed is
40
feet, with
a
+4
racial bonus to Jump checks and
+8
racial bonus
to Spot checks (on top of normal forest spider bo-
nuses). Spitting spiders construct “blinds” with
webbing, waiting to ambush animals. Several will pop
out at once, spray the target, then retreat and wait for
the prey to succumb to poison.
Spit
Attack
(Ex):
Eight times aday, spittingspiders
may spray poison in a40-foot line or 20foot cone. This
is a paralytic, requiring a
DC
11
Fortitude save to
avoid nausea,
with
a secondary result of paralysis.
Both effects last ld3 minutes, usually enough for the
spitting spiders to close on the potential victim.
Medium spitting spiders can spray poison in a 60-foot
line or 30-foot cone, and their poison requires a
DC
15
Fortitude save to negate its effects.
spiders rather deadly. Injury, Fortitude
DC
11, initial
aid
I
E
I
Giant Spider
Skills: Giant spiders receive a
+4
racial bonus to
Hide checks, a
+8
racial bonus to Climb and Jump
checks, and a
+
12
racial bonus to Spot checks.
A
giant
spider can always choose to take
10
on Climb checks,
even
if
rushed or threatened. Giant spiders use either
their Strength or Dexterity modifier for Climb checks,
whichever 1s higher.
Huge Vermin
Hit
Dice:
10d8+10 (55 hp)
Initiative:
+3
Speed:
Armor
Class:
40
ft.
(8
squares),
climb
20
ft.
16(-2size, +3 Dex,
+5
natural),
touch
11,
flat-footed
13
Base
AttIGapple:
+7/+17
Venom
Snider
Au-L.
Ln.
-
.
.each:
Special Attacks:
Saecial Oualitiew
Q~4-
--?lee
(2d6+6 and poison)
UlLr
7
I
dee
(2d6+6 and poison)
Poison
Dnrkvi+inrl
60
ft.,
vermin
traits
I UI
Tu,
I\ef
+6, Will
+3
Str
17,
Dex17,
Con
12,
Int
-,
Ws
10,
Cha
2
m-~.
1
l3
Hide
-1,
Jump +12, Spot +12
15
ft./lO
ft.
1
Hit Dice:
Initiative:
Armor
Class:
speed:
Medium Vermin
2d8+2
(11
hp)
+3
30
ft.
(6
squares),
climb
20
ft.
14
(+3
Dex, +1
natural),
touch 13,
flat-
footed
11
+1/+1
Bite +4
melee
(ld6 and ld6 acid)
Base AttIGrapple:
Attack:
Full Attack:
Bite +4
melee
(ld6 and ld6 acid)
Environment:
Temperate and
warm
Forest
SpaceIReach:
5
ft./5
ft.
Organization:
Solitary
Special Attacks:
Acid, web
Challenge Rating:
4
Special Qualities:
Darkvision
60
ft.,
vermin
traits
Treasure: Saves:
Fort +4, Ref +3, Will
+O
Abilities:
Str
11, Dex
17,
Con
12,
Int
-,
Wis
10,
Cha
4
Skills:
Climb +11, Hide
+7,
Spot +4
Feats:
Weapon Finesse (bite)B
Environment:
Temperate and warm
forest
Organization:
Treasure:
Standard
Advancement:
1/10
coins;
50%
goods; 50%
items
Always
neutral
11-17 HD (Huge); 18-21 HD (Gargan-
tuan);
22-23 HD (Colossal)
Alinnma.lf:
man+.
Level Adjustment:
-
around
-
with
a
great furred body.
Challenge Rating:
1
This splder is of staggering size
-
perhaps
15
feet
Solitary
or
colony
(2-5)
Description
Alignment:
Usually chaotic
evil
Many horror stories in Mulgore begin and end
with
HD
(Medium);
4-7
HD
one of these terrifving beasts. Giant spiders
15
feet in
tives of the brown wolf
,
feeding
on
livestock
and
herds
before
on
to
fresh
hunting
grounds.
A
giant spider
will
establish a large nest, sleeping and
digesting meals there, then abandon it when the local
area becomes unfavorable.
-
This spider is
the
size of
a
human.
Its
multiple eyes
glitter with cunning,
and
a
viscous fluid coats its man-
dibles.
Description
Long ago, Elwynn Forest was populated with a
group of spiders that lived peacefully amid the woods.
Yet when the curse fell over Duskwood and turned the
Combat
Giant
lie
in
wait,
sometimes
building piles
of
loose materials to cover them. Once a victim comes
within reach, they pounce, biting several times and
then backing
off.
Unlike other large spiders, giant
Once Peaceful WOodland into
a
realm of terror, the
'eiders began to mutate and grow to monstrous Pro-
Portions. Now, the lurking venom spiders hunt their
:sh
free,
storing
them
in
,hes
for digestion.
prey
is
,sheet
ofwebbing
mainly
to
make
it
ck
to the spider's lair.
Poison
(Ex):
Giant spiders have a powerful poison-
le
target.
I~~~~,
~~~~~~~d~
and secondav damage ld8
str
(2d6
for
G~~~~~~~~~,
hapless prey
in
all of the shadowed corners of the land.
Possessing both deadly acidic venom and powerful
webbing, these cruel beasts stalk any foolish wander-
ers who stray too far into the haunted woods.
Venom spiders appear to have a crude cunning,
ous
bite
that
will
attempt
to
use
times,
betraying their potential relations to ancient king-
dom of Azjol-Nerub. Heroes who have encountered
their multi-faceted eyes. These arachnids show an
uncanny understanding of tactics. For instance,
a
I
DC
22
(31
for Gargantuan,
35
for Colossal), initial
them
have reported a bestia1 hatred gleaming from
E
:
2d8 for Colossal).
Frostfathom
Powers: These master-crafted robes grant the wearer
a
+6
enhancement bonus to Intelligence, Wisdom
and Charisma, and a
+5
resistance bonus to saving
throws. The wearer may cast
mass
charm once per day
as a 20th-level sorcerer.
Strong transmutation;
CL
20th; Craft Wondrous
Item, eagle’ssplendor, fox’s cunning,
owl’s
wisdom,
mass
charm, resistance; Price 309,200 gp; Weight 3
lb.
Description: Frostfathom is a venerable night elf
weapon crafted
by
the legendary Moonguard, an elite
fighting force in ancient times. Queen Azshara herself
imbued it with its icy burst quality, making it even
deadlier for her favored agent to wield.
Powers: This singular magical bow is a
+5
icy
burst
composite longbow
(+6
Str
bonus)
of speed.
Moderate evocation and transmutation;
CL
10th;
Craft Magic Arms and Armor, chill metal or ice storm,
haste;
Price 201,000 gp.
~od
ofundead Mastery
Description: This golden rod is topped with a skull
carved from ivory. The first of its kind was given to
Sylvanas Windrunner
by
the lich Kel’Thuzad to aid
her in her duties when she was part of the Scourge.
The
Forsaken,
whom
she
leads,
have
no
innate
necro-
mantic abilities
or
powers.
She
treasures
the itern
as
a
means of replenishing her waning ranks.
Powers: This rod can be used as a
+1
light mace, but
ItS
main
purpose
is the ultimate
control
of
undead.
ne
wielder
use
the followinp
s.ells:
At will-
Gauntlets ofMight
Description:
These
crafted
gauntlets
are
simple in appearance but
Offer
the
wearer
great
strength
and quickness in combat.
Powers: Gauntlets
of
might grant their wearer a
+6
€&ancement bonus to his Strength and Dexterity
~
scores.
_-
Both gauntlets must be worn for the magic to
be eftective.
Moderate transmutation;
CL
8th; Craft Wondrous
Item,
bull’s
strength, cat’s grace; Price 108,000
gp;
Weight
4
lb.
Girdle
of
the Betrayer
Description: This wide belt is crafted from
the
hide
of a bear and clasps
by
linking two bear claws together
where the buckle would be.
Powers: This powerful belt provides the wearer
with a
+
10
armor bonus to
AC,
a
+5
deflection bonus
to
AC,
a
+5
resistance bonus to saving throws, and a
+6
enhancement bonus to Constitution.
Moderate transmutation;
CL
20th; Craft Won-
drous Item, bear’s endurance, mage armor, resistance,
shield offaith, creator must be at least 20th level; Price
322,000 gp; Weight
4
lb.
Nature’s Ring
Description: Nature’s ring is a powerful druidic ring
Illidan acquired as a gift from his brother Malfurion
long ago, before their rivalry.
Powers: This ring provides a
+5
natural armor
bonus, grants the wearer the trackless step ability as a
scout, and allows the wearer to cast the entangle spell
once per day.
Faint transmutation;
CL
5th; Craft Wondrous Item,
entangle,
pass
without trace; Price 54,720 gp.
Rnhoc
nf
F
I\mn
Kinac
animate dead, debct
undead,
speak with‘dead, invisibility
to
undead;
Slday-create
undead, desecrate; llday-
control
undead,
create greater
undead,
unhallow.
Strong transmutation;
CL
15th;
Craft Rod, animate
dead,
controlundead, create undead, creategreaterundead,
desecrate, detect
undead,
hide from
undead,
speak with
dead,
unhallow; Price 212,000 gp.
Superior
Boots
of
Elvenkind
Description: These soft boots are made of a light
and supple leather.
Powers: These boots enable the wearer to move
quietly in virtually any surroundings, granting a +20
circumstance bonus to Move Silently checks. The
wearer also receives a
+6
enhancement bonus to
Dexterity.
Moderate transmutation;
CL
10th; Craft Won-
drous Item, creator must be an elf, cat’s grace, silence;
Price 112,000
gp;
Weight
1
lb.
Witch’s Circlet
Description:
A
witch’s circlet is a simple string of
bead-sized bones worn around the head that grants its
wearer heightened awareness.
Powers:
A
witch’s circlet grants the wearer a
+6
enhancement bonus to Wisdom and Charisma.
Moderate transmutation;
CL
8th; Craft Wondrous
Item, eagle’s splendor,
owl’s
wisdom; Price
45,000
gp;
Weight
1
lb.
of the Ranger Generals. Description: This dark suit of full plate was given to
Kael by Illidan. Blessed with demonic properties, it
guards its wearer well. It is definitely of demonic
design
-
intended for a mortal champion such
as
Kael. Though massive inform and covered with layers
of arcane etchings, this imposing armor rests lightly
upon the wearer.
Powers: This masterfully crafted +5shadow fullplate
armor
of
silent moves
and
spell
resistance
(27)
allows the
wearer to cast emotion once per day. It does not have
a maximum Dexterity bonus; it has no chance of
arcane spell failure. The armor still weighs
50
pounds
and may encumber the wearer if he lacks
the
strength
to sustain the total load.
Chains
of
Kel’Thuzad
Description: The chains of Kel’Thuzad are a spe-
cially crafted set of seven magical spiked chains, given
to him
by
Ner’zhul. The owner must wrap this artifact
around his body to activate it, at which point the
chains animate and move lazily to and fro in the air
when not being commanded.
Powers: Each chain has a slightly different power.
The chains only function as a set;
a
chain separated
from the set causes all chains to cease functioning
until restored. Controlling the chains requires a stan-
dard action, though up to all seven chains can be
controlled in the same action. The chains that can
attack each act on their own, so all chains can still
attack even if Kel’Thuzad is not taking a full attack
action.
Three
of
the chains are the equivalent of
+5
icy burst
spiked chains, but have a 15-foot reach and are ani-
mated to attackon their own using the wearer’s attack
bonus, but their own of Strength score of
33.
Once a
chain has been commanded to attack a target, it
continues to attack that target whenever possible.
If
the target is not in reach, then the chain attacks a
random creature within reach each round. The wearer
can command one or both of these chains to stop
attacking as a free action. Once directed, the wearer
is free to perform other actions while the chains
continue attacking.
Two more chains are animated to grapple foes, but
otherwise act as the previous chains. These chains
have a strength score of
33
but use the wearer’s attack
bonus. On
a
successful grapple, the chains deal 2d4+
1
1
points of constriction damage plus
ld6
points cold
damage and continue to deal this damage each round
until the victim breaks free. The wearer is most likely
unable to move far from the position at which
a
subject becomes grappled, but the wearer
is
not con-
sidered grappled himself. The chains
do
all the work.
One chain wraps itself around the vital parts of the
wearer, as appropriate, and acts as a
+5
defendingspiked
chain, thus granting a
+5
armor bonus. It also provides
a
+5
deflection bonus to
AC
and
+5
resistance bonus
to saving throws.
One chain wraps around the wearer’s waist and
drags on the ground. The chain grants levitation,
as
long as it remains in contact with the ground, and
feather fall at will at all times. It
is
ultimately
20
feet
long, but only drags a few feet of chain unless com-
manded otherwise. This means the wearer continually
hovers a foot or
so
above the ground, but upon
command can levitate
as
high
as
20
feet. The wearer
does not suffer the standard attack penalties associ-
ated with levitation. Maintaining
a
levitated height
requires concentration. The effect can be canceled as
a free action, which causes the wearer to lower slowly
to the ground over the course of that round.
When the wearer is forced to make a Reflex saving
throw that involves moving the wearer, such
as
falling
into a pit, the chains automatically reach out to grab
on to anything they can and help prevent the wearer
from being moved. This grants a
+4
stability bonus to
all such Reflex saves. Likewise, the wearer receives a
+4
stability bonus to resist bull
rush
attempts.
Frostmourne
Description: Frostmourne is an artifact of great evil
and tremendous might, forged
by
demons to hold the
Lich King’s powers. Ner’zhul thrust the blade out of
the Frozen Throne and masterminded it finding its
way into Arthas’ hands. Desperate for any power that
might defeat the Scourge, the arrogant prince Arthas
took possession of the runeblade and in doing so
sealed his doom as Ner’zhul had planned.
Powers: Frostmourne is
a
+5
keen unholy ghost touch
bastard sword of wounding and speed with the ability to
drain life from its victims
-
and to drain the soul of
anyone who wields it other than the Lich King.
Frostmourne deals an additional 2d6 points of nega-
tive energy damage to all living creatures struck.
Undead do not take this damage (and therefore are
not healed when struck). The wielder regains an equal
number of hit points that Frostrnourne deals in damage
to
a victim regardless ofwhether the wielder is alive or
undead. The wielder does not go above
his
normal
maximum hit points in this way.
As an unholy weapon, Frostmourne deals
+ld6
points of unholy damage to good-aligned creatures
struck. As a wounding weapon, Frostmourne inflicts a
bleeding wound to any creature it damages.
The Lich King is capable of seeing through the eyes
and hearing through the ears of anyone who wields
Frostmourne. This ability cannot be stopped by any
mortal means, including a nondetection spell or even a
miracle
or
wish.
The Lich King can communicate with
the wielder at will telepathically, on any plane and at
any distance. The Lich King uses this ability to try and
corrupt the wielder over time. This has several effects.
An
individual who wields Frostmourne will not part
with it willingly.
A
wielder must make a Will save
(DC
10
+
1
per day owned) each day or suffer a series
of debilitating effects as the Lich King slowly corrupts
his
mind. After a failed save, a non-evil creature
moves one step closer to evil. (Good becomes neutral,
and neutral becomes evil.)
A
non-undead evil crea-
ture who fails his saving throw becomes undead (Hit
Dice become
dl
2s;
natural armor bonus increases
by
+2;
the creature loses its Constitution score and gains
undead traits as described in Chapter
7:
Glossary of
the
MM.
All
other statistics, including attack bonus,
saving throws, skills, and so on all remain as they were
before the change.) An evil undead that fails its
saving throw has its soul sucked into the sword.
Frostmourne becomes essentially an intelligent weapon
with the Intelligence, Wisdom, and Charisma scores
of the wielder. Frostmourne retains all skills and fea-
tures, such as spellcasting, that the creature had before.
In fact, as long as the wielder’s original body remains
within
1
mile of Frostmourne, the sword maintains
control of his body, and he may not be completely
aware that his consciousness has shifted to the weapon.
Beyond
1
mile, the swordcannot control the wielder’s
body, and the wielder of course finally becomes quite
aware of his current state
(if
he is not already).
The Lich King can take possession of a soulless body
that comes in contact with him and Frostmourne at
the same time. The soul within Frostmourne is de-
stroyed unless it willingly merges with the Lich King’s,
becoming lost as a separate entity for all eternity. The
Lich King gains the Strength and Dexterity scores of
the host body, but retains his own Intelligence, Wis-
dom, and Charisma scores.
If
a soul merges with the
Lich King, he gains all class levels, skills, feats, and
other features of that soul, including all of the original
creature’s memories. He has only done this one time,
with Prince Arthas Menethil.
Helm
of
Domination
Description:
This
helm was crafted
by
demons
both to hold the spirit of Ner’zhul and grant him his
Lich King powers. The helm, which helps command
undead and others, plus the Plute of the Damned, which
makes the wearer nearly invulnerable, were bonded to
Ner’zhul’s spirit and locked within the FrozenThrone.
The runeblade Frostmourne was also locked inside the
Frozen Throne, but Ner’zhul punched it out so that it
would eventually find its way to Arthas.
Now
Arthas
carries the whole set, thus inheriting the Lich King’s
powers.
As
long as the Lich King survives, no one can
wear the helm but him.
Powers: This helm grants the wearer a
+6
enhance-
ment bonus to Intelligence, Wisdom, and Charisma
scores. In addition, the wearer may cast the spell
dominate
monster
5
times per day.
If
the wearer has the
ability to control undead, the normal number of Hit
Dice of undead that can be controlled
is
multiplied
by
a factor of
10.
The wearer gains the ability to cast at
will animate dead, create undead, and create greater
undead
as adivine spellcaster of the wearer’s Hit Dice.
In
addition, he casts these spells as quickened spells
rather than their normal casting times; a creature
is
still only allowed one quickened spell per round.
At
will, as a standard action, the wearer can unleash a
massive psionic attack in a cone
60
feet long. Anyone
caught in this cone must succeed at a Will save
(DC
10
+
1/2
the wearer’s Hit Dice
+
the wearer’s Cha-
risma modifier) or suffer
2d8
points of Charisma
damage. As long as the Lich King survives, however,
any creature donning the helm is slain immediately
by
a surging overflow of power, with no saving throw.
Only divine beings are not slain, but they still cannot
command its powers
if
the Lich King is alive.
Plate
of
the
Damned
Description: Though massive in form and covered
with layers of arcane etchings, this imposing armor
rests lightly upon the wearer. It was crafted
by
demons
along with the Helm
of
Domination and given to
Ner’zhul to make him nearly invulnerable, along with
the Helm, the armor was bonded to Ner’zhul’s spirit
and locked within the Frozen Throne.
Powers: This suit of
+5
ghost touch full plate of spell
resistance
(27)
armor allows the wearer to move as
though wearing only normal clothing. It does not
have a maximum Dexterity bonus; it has no chance of
arcane spell failure. The armor still weighs
50
pounds
and may encumber the wearer
if
he lacks the strength
to sustain the total load.
Spite
Description: Spite was crafted
by
Mannoroth, a pit
lord
general of tremendous power, and given
to
Azgalor
as a perfect tool for destruction. It was forged with the
spirit of a lesser demon trapped within and
is
now an
intelligent weapon (barely).
Powers: This potent weapon is a
+5
Gargantuan
keen unholy wounding two-bladed
sword
of acid
and
frost.
Each round, the weapon itself automatically casts
blight as a 9th-level caster, centered on its wielder.
Spite has an Intelligence of5, Wisdom of
13,
Charisma
of
6,
and an Ego of
13.
Spite cannot communicate with
its wielder, though the wielder always feels a slight
urge to spread blight and destruction.
If
spite wins an
ego battle,
the
possessor’s sole goal becomes the spread
of blight and destruction.
Sunstrider’s Longbow
Description: Dath’Remar Sunstrider, the ancestor
of Kael’thas Sunstrider, owned this bow in ages past.
It
was passed down through the generations until
finally given to Sylvanas Windrunner, Ranger Gen-
eral of Quel’Thalas.
Powers: This ancient elven artifact is a
+5
fiming
ghost touch outsider bane composite longbow
(+8
Sa
bonus)
ofspeed.
The
arrows it shoots are automatically
imbued as though they were fiming unholy outsider
bane ghost touch ammunition. They deal double nor-
mal damage.
On
a critical hit, the victim receives one
negative level (Fortitude
DC
23
negates). Once per
day on command, the wielder can loose a slaying
arrow that matches itself to the type of its intended
target.
If
it strikes, the target must make a
DC
23
Fortitude saving throw or die (or, in the case of
unliving targets, be destroyed) instantly.
When
keyed
to a living target, this ability is a death effect.
Verdant Sphere
Description: This powerful arcane artifact appears
to be a sphere
of
green magical fire that hovers around
the owner in much the same way an ioun stone orbits
its
owner's head. Legend has it the orb siphons a
portion of the essence of every evil outsider slain
by
its
owner. The orb draws on the essence
of
these demons
for its own powers, the spirits writhing in torment
within it for all eternity.
Powers: The Verdant Sphere grants the owner a
+6
enhancement bonus to Intelligence and Charisma, a
+5
resistance bonus to saving throws, a
+5
deflection
bonus to
AC,
and a
+5
natural armor bonus to
AC.
The reason it
is
most sought after
by
arcane casters,
however,
is
its
ability to enhance spells.
All
spells with
the fire descriptor cast
by
the owner are treated as
though affected
by
the Widen Spell feat, but without
requiring the use of a higher level spell slot.
Vi
1
lai
ns
Azgalor
Pit
Lord
General
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base Att/Grapple:
Attack:
Full
Attack:
Space/Reach:
Special
Attack:
Special Qualities:
Saves:
Abilities:
Skills:
Feats
Environment:
Organization:
Challenge Rating:
'Treasure:
Alignment:
Advancement:
Level Adjustment
Huge
Outsider
(Chaotic, Demonic,
Evil,
Extraplanar)
28d8+252
(378
hp)
+1
50
Ft.
(10
squares),
fly
40
ft.
(poor)
36
(-2
size, +l Dex, +10
+5
Huge breast
p/ate,
+22
natural),
touch
10,
flat-footed
35
+20/+47
Spite +43 melee
(3d6+27/17-20
plus
ld6
fel and
ld6
cold or
ld6
acid), or bite
+37
melee(2d8+22 plusld6 fel), or spell
+37
melee touch, or spell
+23
ranged
touch
Spite
+41/+36/+31/+26
and
+41
melee
(3d6+20/3d6+12/17-20 plus
ld6
fel and
ld6
cold or
ld6
acid)
or
bite
+37
melee
(2d8+22 plus
ld6
fel)
15
ft./lO
ft.
Spell-like abilities, fel strike, howl of
terror, sweeping cleave, tail sweep, doom
stomp, summon demons, death throes
Darkvision
60
ft.,
improved vision, see
invisibility, detect magic, immunity to
fire and poison, resistance to acid
20
and
cold resistance
20,
telepathy
100
ft.,
rebirth, divination sensitivity, regenera-
tion
10,
damage reduction 15/good, spell
resistance
38,
demonic traits (frightful
presence
DC
28),
outsider traits
Fort
+25,
Ref
+17,
Will
+21
Str41,Dex12,Con28,lnt 12,Wis20,Cha1?
Bluff +13, Concentration
+3?,
Diplomacy
+13, Gather Information
+13,
Intimidate
+38,
Knowledge (arcana)
+31,
Knowl-
edge (the planes)
+31,
Listen +3?, Sense
Motive +35, Spellcraft
+31,
Spot +3?,
Survival
+17
Blind-Fight, Cleave, Exotic Weapon Pro-
ficiency (two-bladed sword), Great
Cleave, Improved Critical (two-bladed
sword), Improved Sunder, Leadership,
Power Attack, Two-Weapon Fighting,
Weapon Focus (two-bladed sword)
Any land or underground
Unique
25
Spite,
+5
Huge breastplate
Always chaotic evil
-
-
The hulkingcreature stands on four mammoth legs, but
has
a
massive humanoid
torso.
He
has
monstrous tusks
that jut out from his fangedmouth
and
a
long thick tail that
thunders behind his huge frame. Amane of livingfire runs
down his spine between his sinewy, leathery wings. He
carries
a
giant warblade in his
hands
and
wears light plate
armor on his scaled
torso.
Description
Azgalor was once the lieutenant to the mighty demon-
kmg Mannoroth. Following Mannoroth's death at the
hands of the orc
Grom
Hellscream, Azgalor took
it
upon
himself to direct the Burning Legion's ground forces at the
Battle of Mount Hyjal. Though the Legion was defeated
that day, Azgalor
escaped
into the Twisting Nether
to
plot
his revenge against the mortal armies of the world. Azgalor
seeks to destroy all life on Azeroth, employing whatever
forces he
can
utilize. Though he isn't
as
clever
as
his
former
master, he
has
an aDtitude for chaos
and
violence that
is
legendary even among demonkind.
Combat
Azgalor relishes melee and is
loathe using any spells or effects
that allow him to attack from
range. This
is
not to say he won't
use his spells; he just does it from
melee range. Azgalor uses his howl
His bite attack and any melee weapons he wields are
treated
as
though they have the fel weapon property.
Fel weapons deal
+
ld6 points of fel damage to crea-
tures struck and another
+ld6
points of fel damage to
good creatures. Fel weapons penetrate the damage
resistance of all outsiders.
Howl
of
Terror
(Su):
As
a free action, Azgalor can
let loose a terrifying howl that sends his enemies
fleeing.
All
enemies within 60 feet that hear the howl
must make a
DC
28
Will
save or be frightened.
A
creature that makes its saving throw is immune to this
ability for one day.
A
creature that is frightened flees
as
well
as
it
can.
If
unable to flee, the creature may fight. It suffers a
-
2
morale penalty on attack rolls, checks, and saving
throws.
A
frightened creature can use special abilities,
including spells, to flee; indeed, the creature must use
such means
if
they are the only way to escape.
Sweeping Cleave
(Ex):
As anattack action, Azgalor
can swing his gargantuan two-bladed sword in
a
tremendous 180-degree arc in
front of himself.
All
crea-
tures within
15
feet on that
half
of
the battlefield take
3d6+20 points of damage
(Reflex
DC
39
half).
Tail Sweep
(Ex):
Azgalor
can sweep with his tail
as
an
of terror ability every round, but
attack action. The sweep affects a
otherwise his combat tactics are con-
half circle with
a
diameter of
15
sistent with other others of
his
kind
feet, centered on his rear.
(see Pit Lord entry).
Spell-Like Abilities: At will-bestow Medium creatures and smaller
curse, blasphemy, cam'on swarm", chaos within the swept area are af-
hammer, charm monster, clairaudiencel fected. The sweep
clairvoyance, cripple*, deeper darkness, automatically deals 2d8+7
desecrate, detect good, detect law,
di-
points of damage. Affected
mensional anchor, dispel good, fear, creatures can attempt
DC
greater dispel magic, haste, immolation*,
39
Reflex saves to take
magic circle against good (self only),
pro-
duce flame, pyrotechnics, rain of fire*,
read magic, shockwave", telekinesis,
teleport without error (self plus maxi-
mum load of objects only), tongues
(self only), unhallow, unholy aura,
Doom Stomp (Su):
As an attack action, Azgalor
can stomp on the ground to produce a shockwave that
knocks back, stuns, and dazes creatures.
All
creatures
within a 20-foot radius take
ld8+
15
points of damage
and must make a
DC
39 Fortitude save or be knocked
back
5
feet directly away from Azgalor.
If
that space
is
occupied, the creature automatically falls prone in its
space. Creatures knocked back are stunned for
1
round and then dazed for
1
round, and must make a
DC
39 Reflex save or fall prone in their new space.
A
stunned creature loses its Dexterity bonus to
AC
(if
any) and can take no actions. Foes gain a
+2
bonus to
hit stunned characters.
A
dazed creature can take no
actions (but defends itself normally).
Summon Demons (Su):
3/day-Azgalor can auto-
matically summon
1
infernal or
2d4
fel stalkers.
Demons summoned remain for
20
rounds.
Death Throes (Su):
When
Azgalor is slain for good
(within the time limit of his rebirth ability) he ex-
plodes in a blinding flash of light that deals
70
points
of damage to all creatures within
140
feet (Reflex
DC
28
half).
Improved Vision (Su):
Azgalor can see perfectly in
darkness of any kind, even that created by
deeper
darkness spells.
See Invisibility (Su):
Azgalor continuously sees as
though under the effects of a
see
invisibility spell.
Detect Magic
(Su)
:
Azgalor continuously sees magic
auras as though under the effects of adetect magic spell.
Rebirth
(Su):
When Azgalor is slain, he immedi-
ately rises again as though the target of a
touch
of
life
spell (see Chapter Four: Magic in the
Warcraft RPG),
but the effect is permanent. This ability cannot be
used again for
28
rounds, so
if
Azgalor is slain again in
that time period, then he remains dead.
Divination Sensitivity (Su):
Azgalor is automati-
cally aware of anyone observing him through a magical
sensor. In turn, he can see and hear the caster.
If
he so
desires, Azgalor may step through the sensor into the
presence of the caster, accompanied
by
any willing
allies within
30
feet.
Illidan Stormrage, 20th-Level
Sor cerer/8th-Level
Rogue/
7th-Level Fighter
The Betrayer,
Lc
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AWGapple:
Attack:
Full Attack:
SpacelReach:
Special Attacks:
Special Qualities:
SaVeS:
Abilities:
Skills:
Feats
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
>rd
of
Outland
Medium Outsider (Demonic, Evil)
28d8+7d10+319
(479
hp)
+14
30
Ft.
(6
squares), fly
50
ft.
(average)
45
(+lo
Dex, +10 natural, +10 armor,
+5
deflection), touch
25,
flat-footed
45
+13/+24
Blades ofAzzinoth
+38
(2d4+23/19-
20/~3),orspeIl+32 melee touch,or spell
+31
ranged touch
Blades
of
Azzinoth
+36/+36/+31/+26
and
+36(2d4+18or2d4+12/19-20/~3)
5
ft./5
ft.
Sneakattack4d6,demonform,fel
blast,
spells
Keen senses, immunity
to
fire, death ef-
fects, and poison, resistance to acid
20
and cold
20,
spell resistance
30,
damage
reduction
1
O/good, evasion, shadowmeld,
trapfinding, trap sense+& improved un-
canny dodge, demonic traits (frightful
presence
DC
42),
outsider traits
Fort +30, Ref +31,
Will
+30
Str
32,
Dex
31,
Con
29,
Int
18,
Wis
26,
Cha
41
Balance
+20,
Bluff
+20,
Climb
+18,
Con-
centration
+28,
Escape Artist
+18,
Gather Information
+20,
Hide
+18,
In-
timidate
+22,
Jump
+20,
Knowledge
(arcana) +11, Knowledge (history)
+
14,
Knowledge (nature)
+6,
Knowledge (the
planes)
+14,
Listen +15, Move Silently
+19, Search
+9,
Sense Motive
+13,
Spellcraft +46, Spot +19, Survival
+lo,
Swim
+17,
Tumble +17, Use Magic De-
vice
+23,
Use Rope +15
Blind-Fight, Cleave, Combat Casting,
Combat Reflexes, Dodge, Great Cleave,
Improved Critical (warglaive), Improved
Initiative, Mobility, Power Attack, Quick
Draw, Spell Penetration, Spring Attack,
Track, Two-Weapon Fighting, Weapon
Focus (warglaive), Weapon Specializa-
tion (warglaive)
Any land or underground
Unique
37
Amulet
of
Charisma
+6,
blades
of
Azzinoth, gauntlets
of
might, Girdle
of
the Betrayer, nature's ring
Neutral evil
-
-
Great demonic wings fan out behind the horned, ma-
lefic figure. Standing nearly
7
112
feet
tall,
the creature’s
nightelfheritageisevidentinitsviolet skin, longears,
and
flowingbluehair. Itwears tatteredclothpants thatdo little
to conceal its cloven hooves. Jagged tattoos cover
its
bare
chest
and
arms.
It
wears
a
ragged bandage around its head
that covers its eyes. It carries two massive warglaives
-
each
etched with demonic runes of power.
Description
Illidan Stormrage was one of the heroes who stood
against the Burning Legion during the War of the
Ancients nearly
10,000
years ago. As an immortal
night elf, his passion for magic and lust for power
drove him to the brink of madness. Fearing that he
would become an even greater threat than the Legion,
his twin brother Malfurion imprisoned Illidan be-
neath the earth for centuries. During the Legion’s
most recent invasion, Illidan was released to aid his
countrymen once again. During the battle, however,
he selfishly consumed a powerful demonic artifact
known as the Skull
of
Gul’dan.
With
the artifact’s
power flowing through him, Illidan became a hybrid
creature with demonic powers all his own.
Recently, Illidan entered into a pact with the de-
mon Kil’jaeden and swore to destroy the FrozenThrone
of Icecrown for the Burning Legion. Illidan gathered
the insidious naga and wayward blood elves to his
cause and set out to fulfill his charge. Yet Illidan was
defeated by the Death Knight Arthas and forced into
exile in the extradimensional wastes of Outland.
Combat
30
half).
As
with all fel spells, this effect receives a
+
10
bonus on caster level checks to penetrate spell resis-
tance.
Spells: As a 20th-level sorcerer.
Arcane Spells Known
(6/10/10/10/9/9/9/9/8/8;
save
DC
22
+
spell level): 0-widsplash, detect magic, detect
poison, ghost
sound,
light, mge hand, mending, read
magic, tough of fatigue; lst-disguise self, feather
fall,
moonglaive*, shadowmeld*,
true
strike;
Znd-arcane
lock, cripple”, detect thoughts, invisibility,
manu
burn*;
3
rd-fl
y
,
nonde tec tion, protection
from
elements, tongues
;
4th-dimension door, dimensional anchor, immolation*,
lightning shield*; 5th-cone of cold, passwall, sending,
telekinesis; 6th-greater dispel magic, legend lore, mis-
lead; 7th-delayed blast fireball, plane shift, teleport
without error; 8th-discern location, greaterphnar
ally,
iron body; 9th-gate, starjall*, wish.
Keen Senses
(Ex):
Illidan has blindsight 60 ft. and
tremorsense
120
ft. Despite a lack of eyes,
his
other
senses are so keen that he is aware of magic auras as
though under the effects of a detect magic spell. Like-
wise, he can see invisible and ethereal creatures as
though under the effects of
asee
invisibility spell. These
abilities work all the time, even in magical darkness,
areas of a silence spell’s effect, and antimagic zones.
Illidan is not subject to gaze attacks.
Shadowmeld
(Ex):
Illidan can blend into sur-
rounding darkness. At night or in low-light
environments, this extraordinary ability grants him a
+10
circumstance bonus to Hide checks when not
moving.
Illidan relies on spellcasting to hammer his oppo-
nents. He is fond of summoning various demons to
whittle down a party. His strong combat abilities are
a secondarv strateev to throw off
his
enemies as he
.,,
buys time to cast bigger and better spells of destruc-
tion.
If
it’s one-to-one, he goes hand-to-hand.
Against larger groups, he tries to take them apart
tactically rather than through sheer brawn.
Demon Form
(Su):
Once per day, as a
standard action, Illidan can tap the fel demonic
energies running through his veins to transform
himself into the towering form an immensely
powerful demon. His size becomes Large
(-1
size
penalty to
AC
and attacks). He gains
+8
Strength
(+4
attack,
+4
one-handed damage, +6 two-handed
damage) and
+4
Constitution (+70 hit points). He
gains the fel blast ability. This transformation lasts
25
rounds.
Fel Blast
(Ex):
At will, in demon form only, Illidan
gains the ability to launch explosive balls of pure fel
energy at his enemies. This effect is the same as being
able to cast fireball at will as a 20th-level sorcerer, but
causes fel damage instead of fire damage (Reflex
DC
-
Prince
Kael’thas
Sunstrider,
1
5th-Level
Wizard/
1
4th-
Level
Fighter
Blood
Mage
Lord
of
the
Blood
Elves
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base AWGapple:
Attack
Full
Attack:
SpaceIReac
h:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Humanoid (High
Elf)
15d4+14d10+182 (318 hp)
+12
30
ft.
(6
squares)
41
(+8
Dex, +5
natural,
+13
armor,
+5
deflection), touch 23, flat-footed 33
+151+25
Flamestrike
+36
melee
(ld10+20/15-
201x2 and ld6
Fire),
or
spell
+30 melee
touch,
or
spell
+28
ranged touch
Flamestrike
+361+311+26
melee
(ld10+20/15-20/x2 and ld6
fire)
5
ft.15
ft.
Spells
Low-light
vision,
high
elf
traits
Fort
+25,
Reflex +25, Will +26
Str 30, Dex 27, Con
24,
Int
34, Wis
24,
Cha 23
Climb +24, Concentration +27, Craft
(al-
chemy)
+30,
Diplomacy +11, Gather
In-
formation+ll, Hide+26,
Intimidate
+20,
Jump +24, Knowledge
(arcana)
+32,
Knowledge (history)
+22,
Knowledge
(nature)
+17, Knowledge(nobi1ity
&
roy-
alty)
+22,
Knowledge (religion) +17,
Knowledge (the planes)
+23,
Listen
+23,
Move
Silently
+26,
Ride
+22,
Search
+12, Sense Motive
+12,
Spellcraft +32,
Spot +23, Swim
+24
Alertness, Blind-Fight, Cleave, Combat
Casting, Combat Reflexes, Dodge, Ex-
otic
Weapon Proficiency (bastard
sword), Expertise, Improved Critical
(bastard sword), Improved Disarm,
lm-
proved
Initiative,
Leadership, Lightning
Reflexes, Mobility, Power Attack, Quick
Draw, Scribe Scroll, Silent Spell, Spring
Attack, Still Spell, Weapon Focus (bas-
tard sword), Weapon Specialization
(bastard sword)
Any land
or
underground
Unique
31
Flamestrike, Black Plate of Kael, The
Verdant Sphere, Gauntlets of Might,
bracers ofhealth
+6,
periapt of wisdom
+6,
ring of major Fire resistance, ring of
fire elemental command
Chaotic
neutral
-
-
Covered in scarlet robes and ornate
black
armor, the
figure carries himself with the weight of
a
seasoned war-
rior.
His shining blond hair
and
chiseled features mark
him
as
a
high elf, but his dark, piercing eyes
and
wicked
poise brand his as something more.
A
sphere of green
magical fire levitates around him
-
reacting
to
his
movements and mood. In his
hands,
he holds
a
large
double-edgedwarblade, etchedwithelvenrunes ofpower.
Description
Prince Kael’thas was once
a
respected member of
the Kirin Tor of Dalaran. He was an accomplished
wizard and a hero of the high elf kingdom of
Quel’Thalas. Yet when the elven kingdom was de-
stroyed and the high elves pushed to the edge of
extinction, Kael’thas and his surviving brethren grew
dark and brooding. Renaming his followers the blood
elves, Kael’thas led them to abandon the Alliance and
join forces with Illidan the Betrayer.
In
exchange for
their loyalty, Illidan taught the blood elves how to
siphon demonic energies from their enemies in ex-
change for magical power. Now Kael’thas and
his
blood elves exist only to hunt demons and strip them
of their powers. Though his principles and honor have
been cast to the winds, the former elven hero finds
his
new pursuit more than adequate revenge for the loss
of his beloved homeland.
Combat
Kael enjoys beginning a fight
by
summoning a
phoenix or two before laying down a few flame-based
attacks and then wading into melee.
Spells:
As
a 15th-level wizard.
Typical Arcane Spells Prepared (4/7/7/7/7/6/5/4/3;
save
DC
22
+
spell level; caster level 16th): O-detect
magic, light, prestidigitation, read magic; 1st-burning
hands,
charm person, expeditious retreat, feather
fall,
jump, true strike, unseen servant;
2nd--darkness,
darkvision, daylight, flaming sphere, invisibility,
mna
burn* (x2);
3rd-dispel
magic, explosive runes, fireball,
flame arrow,
fly,
protection from energy, tongues; 4th-
dimension door, fire shield, fire
trap,
rain of fire*, remove
curse, scrying, wall of fire;
Sth-dispel
magic (silent,
still), major creation, sending,
stone
shape, telekinesis,
wall of iron; 6th-disintegrate, summon phoenixf
(x3),
true
seeing; 7th-banishment, delayed blastfirebal1,plane
shift, teleport without error; 8th-banish” (x2), mind
blank.
7
This is
a
unique spell that Kael developed to
summon fire elementals. Treat
as
a
summon monster
VI
spell, except it can only summon fire elementals.
Kael invariably uses
it
to summon phoenixes, hence
its name.
High
Elf
Traits
(Ex):
Can cast four 0-level spells
(cantrips) per day, chosen from the sorcerer and
wizard spell lists,
as
a 1st-level caster; has an effective
idependent)
iniriarive;
tu
Speed:
30
ft.
(6
squares)
Armor
Class:
33
(+8
Dex,
+5
natural,
+5
armor, +5
deflection), touch
23,
flat-footed
25
ancient nerubian spider-crowns of Northrend.
His
7-foot
frame levitates ominously above the ground, trailing
a
freezing cloudoffrost behind him. He is wrapped infrozen
chains that drag across the ground
as
he mowes.
Description
Kel’Thuzad was one of the greatest Archmagi of
Dalaran. His lust to delve into the dark arts of necro-
mancy, however, made him an outcast among his
fellow wizards. Heeding the call of the god-like Lich
King, Kel’Thuzad traveled to Northrend and offered
his soul to Ner’zhul. The Lich King commanded the
dark wizard to help him unleash the undead Scourge
upon humanity. Though Kel’Thuzad was killed
by
the
hero Arthas, he was ultimately resurrected
as
a lich
after Arthas was corrupted
by
the Lich King.
Kel’Thuzad served
as
Arthas’ most trusted advisor
as
the Scourge annihilated the last traces of humanity in
Lordaeron. When Arthas was called to Northrend to
defend the Frozen Throne, Kel’Thuzad was left to
oversee the Lich King’s army and the newly formed
Plaguelands of the Scourge. Kel’Thuzad is perhaps the
second most powerful undead entity in the world.
Base
AWGrapple:
+10/+12
Chains ofKel’Thuzad+2?/+2?/+2? me-
lee and
+2?/+2’?
grapple
(2d4+16
plus
ld6
cold), or spell +15 melee touch, or
spell
+21
ranged touch
Chains ofKe1’Thuzad+2?/+2?/+2? me-
lee and
+2?/+2?
grapple
(2d4+16
plus
ld6
cold)
Rebuke living, drain mana, cold aura,
undead mastery, spells
Darkvision
80
ft.,
fast healing
4,
immu-
nity to cold and fire,
DR
15/bludgeoning,
animate minions, undead traits
Fort +13, Reflex c21,
Will
+27
Str
15,
Dex
27,
Con
-,
lnt
39,
Wis
26,
Cha
27
Bluff
+13,
Concentration
+28,
Craft (al-
chemy)
+42,
Diplomacy
+15,
Gather In-
formation
+15,
Hide
+13,
Intimidate +13,
Knowledge (arcana)
+42,
Knowledge
(history) +24, Knowledge (nature)
+19,
Knowledge (nobility
&
royalty)
+21,
Knowledge (religion)
+24,
Knowledge
(the planes)
+27,
Listen
+18,
Move
Si-
lently
+13,
Search
+24,
Sense Motive
+18, Spellcraft
+42,
Spot
+18
Alertness, Combat Casting, Craft Won-
drous Item, Dodge, Improved Spell Ca-
pacity (x2), Lightning Reflexes, Maxi-
mizeSpell, Mobility, Quicken Spell, Scribe
Scroll, Silent Spell, Spell Focus (necro-
mancy), Spell Penetration,
Still
Spell
Toughness, Weapon Finesse
Any land or underground
Space/Reach:
5
ft./15
ft.
Special Attacks:
Special Qualities:
Organization:
Unique
Challenge Rating:
28
Chains ofKel’Thuzad, crown
of
intellect,
gloves
of
Dexterity
+6
Level Adjustment:
-
The imposing skektal figure is wreathed in frost-fire
and
malice. Blue light shines out from his eye sockets and
hollow mouth. He is draped in
black,
rune encrusted robes
-
with his ice-cowered ribcage exposed. He wears
a
ceremonial headdress on his skull reminiscent of the
Combat
Kel’Thuzad attempts to confuse and harass his
enemies
by
first summoning
mass
undead. He blasts
away with frost-based attacks from afar, letting his
minions feast on the living. He raises slain enemies to
fight for his side whenever the opportunity presents
itself.
Rebuke
Living
(Su):
Kel’Thuzad may channel
negative energy to rebuke (awe) creatures of non-evil
alignment
as
a 20th-level cleric rebukes undead (see
the
PHB).
Kel’Thuzad makes the equivalent of
a
turn
check. Living creatures of the appropriate level are
rebuked and must cower
as
if in awe (attack rolls
against such creatures are at
a
+2
bonus).
The
effect
last
10
rounds.
Drain Mana
(Su):
Kel’Thuzad can drain spell
levels or spell slots from a target
as
per the
manu
burn
spell
8
times per day (caster level 25th).
Cold
Aura
(Su):
Kel’Thuzad is surrounded
by
an
aura of cold that deals
2d6
points of cold damage each
round to all creatures within
10
feet.
Undead
Mastery
(Sp): Kel’Thuzad has the ability
spontaneously to convert spell slots to animate
dead,
create undead, and create greater undead spells just
as
a
cleric converts spell
slots
to cure/inflict wounds spells.
In addition, he casts these spells
as
quickened spells
rather than their normal casting times. He can still
only cast one quickened spell per round.
Spells: As a 25th-level wizard.
Typical Arcane Spells Prepared
(5/9/9/8/8/8/8/7/7/7/
413; save
DC
24
+
spell level): O-detect magic
(~2)’
disrupt undead**, light, readmagic; lst-cause fear, chill
The
Lich
King
Lord
of
the
Undead Scourge
Hit
Dice:
Initiative:
Armor
Class:
speed:
Base
AWGapple:
Attack
Full Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Medium Undead (Independent)
42d12
(504
hp)
+13
60
ft.
(12
squares)
49
(+7
Dex,
+9
natural,
+13
armor,
+8
deflection), touch
27,
flat-Footed
40
+13/+24
Frostmourne
+41
melee
(ld10+21/17-
20and
wound),orspell+35meleetouch,
or
+33
ranged touch
Frostmourne
+41/+41/+36/+31
melee
(ld10+21/17-20
and wound), or spell
+35
melee touch, or
+33
ranged touch
5
Ft.
/
5
ft.
Elemental mastery, undead mastery, re-
buke living, harm touch, aura
of
despair,
mind blast, Frightful presence (DC
39),
spell-like abilities, spells
Darkvision
120
ft.,
+1
attack versus hu-
mans, spontaneous casting
(inflict
wounds
spells), evil touch, immunity to
cold, fire, and transmutation, resistance
to acid
20
and electricity
20,
DR
15/
bludgeoning, fast healing 5,animatemin-
ions, detect undeadloutsiders, rebuke
undead/outsiders, spell resistance
32,
telepathy
100
ft.,
undead traits
Fort
+38,
Ref
+40,
Will
+50
Str
32,
Dex
28,
Con
-,
Int
30,
Wis
32,
Cha
27
Climb
+19,
Concentration
+29,
Craft (al-
chemy)
+37,
Diplomacy
+22,
Heal
+15,
Hide
+13,
Intimidate
+18,
Jump
+19,
Knowledge (arcana)
+22,
Knowledge
(history)
+20,
Knowledge (military tac-
tics)
+20,
Knowledge (the planes)
+25,
Knowledge (religion)
+27,
Knowledge
(undead)
+30,
Listen
+17,
Move Silently
+13,
Ride
+29,
Search
+14,
Sense Motive
+15,
Spellcraft
+48,
Spot
+17,
Survival
+11,
Swim
+17
Bash, Battle Cry, Brew Potion, Combat
Casting, Craft Magic Arms and Armor,
Craft Wondrous Item, Devoted Leader-
ship, Dodge, Exotic Weapon Proficiency
(bastard sword), lmproved Initiative,
Leadership, Lightning Reflexes, Maxi-
mize Spell, Mounted Combat, Power
At-
tack, Quick Spell, Scribe Scroll, Silent
Spell, Spell Focus (necromancy), Spell
Penetration,
Still
Spell, Trample, Weapon
Focus (bastard sword, battleaxe,
warhammer), Weapon Specialization
(warhammer)
Any land or underground
Unique
Challenge Rating:
50
Treasure:
Frostmourne, plate
of
the damned, helm
of domination, gauntlets
of
might, cloak
of resistance
+5
Alignment:
Chaotic evil
Advancement:
-
Level Adjustment:
-
The
armored figure moves with
a
dark grace and
confidence. Fiery blue eyes glare
out
from the depths of
a
heavy black iron helm. Tufts of long white hair stream
out
from beneath the helm
as
well.
The
armoredfigure wears
a
royal blue cloak trimmed with white fur
and
carries
a
massive runeblade etched with glowing sigils of unholy
frost. His crooked grin implies
untold
power and endless
hatred for the living.
Description
Kil’jaeden, one of the lords of the Burning Legion,
first created the Lich
King
to wreak havoc and terror
across Azeroth. To this end, the orc Ner’zhul was
transformed into a wraith-like being of unlimited
psionic and necromantic power. Though
his
spirit was
trapped inside the Frozen Throne of Icecrown, Ner’zhul
sent out a plague of undeath that nearly scoured
humanity from the world.
Mighty
as he was, Ner’zhul searched for a pawn that
could free
his
spirit from the Frozen Throne and act as
a host body for his unbridled power.
By
mastermind-
ing the downfall of shining Lordaeron, Ner’zhul
succeeded in corrupting the kingdom’s arrogant young
prince, Arthas Menethil. Ultimately, Arthas was lured
to the Frozen Throne and used the cursed runeblade
Frostmourne to shatter it forever. Ner’zhul’s vile spirit
took possession of the evil prince’s body. Now they
exist as a singular all-powerful entity: the Lich King.
Combat
The Lich King leads off with a mind blast and
quickened
sound
burst, then another mind blast and a
quickened telekinesis literally to throw his enemies
into disarray. While they struggle with the effects of
these attacks, the Lich King summons various forms
of
undead to send at them. Once the undeadseparate the
group sufficiently, the Lich King unloads all manner
of violent frost-based spells. Anyone left standing
must contend with the Lich
King
himself as he wields
Frostmourne into melee combat.
Elemental Mastery
(Su):
The Lich King rebukes
and controls elementals the same as a 20th-level evil
cleric rebukes or commands undead (see the
PHB).
He may also bolster elementals he controls
in
the
same way that an evil cleric bolsters undead (see the
PHB).
The Lich King may attempt to control
elementals
11
times per day.
UndeadMastery
(Su):
At
will-anzmte
dead,
create
undead,
and create greater
undead
spells cast as a 42nd-
levelcleric. Inaddition, he casts these spells as quickened
spellsratherthantheirnormalcastingtimes.Hecanstil1
only cast one quickened spell per round.
Rebuke Living
(Su):
The Lich King
may
channel
negative energy to rebuke (awe) creatures of non-evil
alignment
as
a 20th-level cleric rebukes undead (see the
PHB).TheLichKingmakestheequivalentofaturncheck.
Living creatures of the appropriate level are rebuked
and
must cower
as
if
in
awe (attack rolls against that creature are
at a
+2
bonus). The effect last 10 rounds.
Ham
Touch
(Sp):
Each day, the Lich King
can
inflict
upto80pintofnegativeenergydamagebymakingamelee
touch attack (+35 attack modifier). The Lich
King
doesn't
have to
use
all
the
negative energy damage at once. He
can
use some
and
save some for a later attack. Undead are
instead cured an equal amount.
Aura
of
Despair (Su): The Lich
King
radiates a
malign aura that causes enemies within
10
feet of him
to suffer a
-2
morale penalty on all saving throws.
Spell-Lke
Abilities:
At
will-cmse
fear,
death
knell,
death
ward,
deshu~tion,
manadran, slay liting, smndbst (quick-
ened), telekinesis (quickened), teleport without
error
(self
and
gearonly),
wailofthe
hhee.
These
abilities are psionic in
origin, but are otherwise
as
the spells cast
by
a 42nd-level
sorcerer (save
Dc
18
+
spell level). The Lich
King
can
still
only use one quickened spell per round.
Spells: As a 14th-level healer,
with
access to the
shaman spell list, and as a 20th-level wizard.
TypkalDwine
SpeUs
Prepared (6/8/8/8/6/6/5/4/2; save
Dc
2
1
+
spell level): umt
magic
(x2), mending
(x2),
magic
(x2); lsth, wse water,
ditine
favor,
doom,
entropicslueld, obxzningmist (x2),
stasis
trap*;
2nd--aupq,
frost
armor*,
holdperson (x2), ksserdeathcoil" (x2), si&,
soundburst;
3rcC-besmcurse,
blindmsl-,
bloodlust",
death
coil*, deeper
darkness,
&pel
magic,
en+ng
roots*,
setpent
ward";
4th4tinatim1,
divine
power,
greater
death
coil*,pison,sending(x2);
5th+lmg1c(silent,still),
ice
stom
(xz), obsbngmist (quickened), ri&teous
rmght,
h~e
seeing,
u*;
6th-cham
lighhg,
cone of cold,
harm,
stoneskin,
wordofred;
7th-&pelmagic(quickened)
(x2),
emthquake,
re-;
8&+nam&fieH,
Typical Arcane Spells Prepared (5/Sl8/7/7/7/7/6/6/6;
save
DC
20
+
spell level): O-daze (x2), disrupt
undead*
*,
light
(~2);
lst+larm, chill touch, endure elements,
hold
portal,
magic
missile (x3), ray
of
enfeeblement**;
2nd-
c~@ple**, detect thoughts,
frost
amor**, resist elements,
seeinvisibility
,
spectralhand** (x2), unholyfrenzy*; 3rd-
fly,
frost nova*, protection
from
elements, nondetection,
slow (x2), vampiric touch**; 4th--dimensional anchor,
enervation**, ice
storm,
greater
death
coil", detect scrying,
dimension
door
(x2), scrying;
5
th-carrion swam", cause
fear (quickened)**, cone of cold, dominate person, hold
nwnster, prying eyes, true
strike
(quickened); 6th-circle
of death**, disintegrate, forceful
hnd,
freezlngsphere
,
gem/
quest, legend lore,
true
seeing; 7th-finger of death**,
forcecage, greater scrying, limited wish, phne shift (x2);
8th-dimension
door
(quickened), greater dispel
magic
(silent, still),
hod
wiltin?*, ice
storm
(quickened),
mass
charm, waU ofice (quickened); 9th-energydrain**
(x2),
soul
bind,
telepmt (quickened), wish (x2).
Evil
Touch
(Ex): The Lich King casts all spells
with the evil descriptor at
+
1
caster level.
Animate Minions
(Su):
The Lich King's ability to
control undead is far greater than a normal lich's due
to his supreme mastery of undeath. He can control
2,100
HD
worth of undead creatures.
If
he exceeds
this amount, any excess undead become uncontrolled,
but may not attack or impede him or
his
minions.
Detect Undead/Outsiders
(Su):
The Lich
King
con-
tinually detec tsundead
as
thoughunder the effects of adetect
undead
spell. He detects outsiders in the same way.
Rebuke Undead/Outsiders (Su): The Lich King
has the ability to command/rebuke undead and
outsiders as a 30th-level cleric (see the
PHB).
Mind Blast
(Su):
At will,
as
a standard
massive pionic attack in a cone
60
feet long. Anyone aught
in
this
conemustsucceedata~~39
Will Save or suffer
2d8
pointsofC&ma&m-
aura.
action, the Lich
King
can
unleash
a
Sylvanas
Wind
runner
The
DarkLady,
BansheeQueenoftheForsaken
Hit
Dice:
Initiative:
Armor
Class:
speed:
Base
AWGapple:
Attack:
Full
Attack
SpaceAZeac
h:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium Undead (Independent)
30d12
(195
hp)
+17
40
ft.
(6
squares),
fly
40
ft.
(perfect)
40
(+13 Dex, +8
+5
studdedleather ar-
m,
+?
deflection), touch
32,
flat-footed
27
+20/+26
Sunstrider’s Longbow
+44
ranged
(2d8+13/18-20/~3 plus
ld6
fire), or bow
strike +36 melee
(ld6+11),
or spell
+31
melee touch, or spell
+38
ranged touch
Sunstrider’s Longbow
+42/+42/+37/
+32/+27 and +42 ranged
(2d8+13/18-
20/x3 plus
ld6
fire), or bow strike
+36/
+31/+26/+21
melee (ld6+11)
5
ft.15
ft.
Horrific appearance, banshee scream,
banshee curse, antimagic shell, extended
range, favored enemies, keen arrows,
bow strike, arrow cleave, spells
Darkvision
60
ft.,
Fast movement, reju-
venation,
+4
turn resistance, woodland
stride, swift tracker, anticipation, high
elf traits
Fort
+20,
Reflex +28,
Will
+21
Str22,Dex37,Con
-,
Int
25,
Wis31,ChaZQ
Bluff
+Q,
Climb
+21,
Concentration
+17,
Diplomacy
+Q,
Gather Information
+Q,
Heal +lo, Hide +43, Intirnidate+lQ, Jump
+21, Knowledge (arcana)
+19,
Knowl-
edge (nature)
+18,
Knowledge(re1igion)
+7,
Listen +37, MoveSilently+47, Search
+1Q, Sense Motive +lo, Spellcraft +19,
Spot +33, Survival
+21,
Swim
+16
Blind-Fight, Close Shot, Combat Cast-
ing, Dodge, Expertise, Far Shot, Im-
proved Critical (longbow), Improved
Precise Shot, Manyshot, Mobility, Point
Blank Shot, Precise Shot, Rapid Shot,
Shot on the Run, Track, Trick Shot,
Weapon Focus(longbow), Weapon Spe-
cialization (longbow)
Any land or underground
Unique
33
Sunstrider’s Longbow,
silver arrows
(30)
and cold iron arrows
(30)
and adaman-
tine arrows
(30)
in a
bottomless quiver,
+5
studded leather, rod of undead mas-
tery, robesofelvenkings, superiorboots
of
elvenkind, cloak
of
writhing shadows,
girdle of giant strength
c6
Lawful evil
-
-
Draped in dark, elaborate robes of the finest spider-silk,
the lithe femininefigure exudes deathandshadow. Though
hooded, her perfect features
and
almond shaped eyes
suggest an elven heritage. Yet her cold alabaster skin
and
wicked, mournful stare betray the
fact
that she is an
undead creature of immense power.
She
carries
an
or-
nately carved elven bow in her right
hand
and
wears
a
sheathed magical rod
on
her belt. Though her fine gar-
ments show that she is royalty
of
some sort, her muddy
boots
and
travel-worn leather pants suggest
that
she is
a
traveled adventurer
as
well.
Description
Sylvanas was once the Ranger General of
Silvermoon
and
the leader of the high
elf
armies of
Quel’Thalas. During the undead Scourge’s invasion
of Quel’Thalas, Sylvanas was transformed into an
undead banshee and forced to serve the Death Knight
Arthas. Though she hated Arthas above all others,
she was forced to obey the commands of the insidious
Lich King. Sylvanas won her freedom from the Scourge
when the Lich King’s control was disrupted during the
Frozen Throne Affair. She regained her physical form,
but is still cursed with undeath and unable to go back
to her former life. Sylvanas decided to free as many
undead from the Lich King’s yoke as she could. Cre-
ating a renegade army known as the Forsaken, Sylvanas
succeeded in liberating western Lordaeron from the
Scourge’s control. Based within the ruins beneath
Lordaeron’s former capital city, Sylvanas continues to
lead the Forsaken in their eternal war against the
“mindless” undead Scourge.
Combat
Sylvanas rarely uses her magic in direct combat.
She is a master archer. She favors her magical longbow
and employs hit-and-run tactics with her enemies
-
just as she did in life as
an
elven ranger. She is a master
of woodland camouflage and uses this to her advan-
tage in the wilds.
Horrific Appearance
(Su):
Any
living creature
within
60
feet that views Sylvanas must succeed at a
DC
34
Fortitude save or immediately suffer
ld4
points
of permanent Strength,
ld4
points
of
permanent
Dexterity, and
ld4
points of permanent Constitution
drain.
A
creature that successfully saves against this
mind-affecting attack cannot be affected
by
her hor-
rific appearance for one day.
Banshee Scream
(Su):
Sylvanas can blast living
beings with
a
scream, at a range of up to 30 feet.
Creatures that hear the scream must succeed at a
DC
34
Fortitude save or suffer 2d10 points of sonic dam-
age
and
ld4
points of permanent Charisma drain.
Banshee Curse
(Su):
Sylvanas can shout a curse at
a target creature within30feet. Thevictimmust make
a DC
34
Will save or be permanently affected
by
a
curse that causes the target to miss
50%
of all attacks
made. This
is
not a concealment or incorporeal pen-
alty, so the Blind-Fight feat and ghost touch weapons
do not mitigate this curse. The curse cannot be
dispelled, but it can be removed with a beak enchant-
ment, limited wish, miracle, remove curse, or wish spell.
This ability can be used to counter remove curse.
Antimagic
Shell
(Sp): At will, Sylvanas can use
this spell-like ability to target one creature within
30
feet with an antimagic
shell. The effect lasts
30
rounds.
A
faintly
shimmering magical
sphere surrounds the
target and excludes all
spell effects of up to
4th level, and grants
the target a
+8
resis-
tance bonus to saves
against all spells of
5
th
level and higher. The
area of effect of any
such spells does not
include the area of the
antimagic shell. Such
spells fail to affect any
target located within
the antimagic shell, in-
cluding spell-like
abilities and spells or
spell-like effects from
devices. Any type of
spell can be cast
through or out of the
antimagic shell, how-
ever, The antimagic
shell can be brought
down
by
a targeteddis-
pel
magic, but not by
an area dispel magic.
The antimagic
shell
moves with the target.
Note that spell effects
are not disrupted un-
less their effects enter
theantimagicshell, and
even then they are
merely suppressed, not
dispelled.
If
a given spell has more than one level
depending on which character class is casting it, use
the level appropriate to the caster to determine whether
the antimagic shell stops it.
Extended Range (Ex): Sylvanas cad add
100
feet to
the range increment of any bow she wields. Her
composite longbow, with her Far Shot feat, therefore
has a range increment of
265
feet.
Favored Enemies (Ex): Sylvanas gains a bonus to
Bluff,
Listen, Sense Motive, Spot, and Survival checks
when using these skills against her favored enemies.
Likewise, she gets a bonus to weapon damage rolls
against such creatures.
This
damage bonus with ranged
weapons applies only against targets within
30
feet
(the elven ranger cannot strike with deadly accuracy
beyond that range). The bonus does not apply to
damage against creatures that are immune to critical
hits. Her favored en-
emies and bonuses
against them are ab-
errations
(+4),
animals
(+2),
giants
(+2),
monstrous hu-
manoids (+4), and
outsiders
(+6).
Keen Arrows
(Ex):
All
arrows or
bolts Sylvanas fires
are considered keen
in addition to any
other properties they
might have.
Bow
Strike (Ex):
Sylvanas may use her
bow in melee com-
bat like a quarterstaff
in a manner that does
not damage the bow.
Arrow Cleave
(Ex)
:
When
Sylvanas deals a crea-
ture enough damage
with an arrow or bolt
to drop it (typically
by
dropping it to be-
low
0
hit points,
killing
it,
and
so
forth), she receives a
second attack with
that projectile
against another crea-
ture directly in the
path of the arrow.
The creature must be
in the same range in-
crement as the
original target, and the second attack is at the same
bonus as the original attack that dropped the previous
creature.
Spells: As a 10th-level elven ranger and a 10th-
level sorcerer.
Typical Divine
Spells
Prepared
(5/5/4/3;
save
DC
20
+
spell level): lst-ularm, detect magic, detect
undeud,
entangle, resist energy; 2nd-hold animal, produce
fire,
protection
from
energy (x2), speak with plants, wood
shape; 3rd-diminish plants, invisibility, plant growth,
see invisibility; 4th-invisibility sphere, nondetection, tree
stride.
Arcane Spells Known (6/9/8/8/7/5; save
DC
19
+
spell level): Odancing lights, daze, detect magic, dis-
rupt undead, ghost sound, light, prestidigitation, read
magic, resistance; 1st-mge armor, magic missile,
ob-
scuring
mist,
shadow meld",
true
strike; Znd-cripple",
darkness, scare, whispering wind; 3rd--dispel magic, halt
undead, thorn shield"; 4th+harm monster, scrying;
5
th-teleport.
Rejuvenation (Su):
As
long as the Lich King
survives, it is impossible
to
destroy Sylvanas' spirit
completely. Her "destroyed" spirit restores itself in
2d4
days. The
only
way to get rid of her for sure is first
to
destroy the Lich King and then destroy her. Her
existence became linked
to
his during her initial
creation as a banshee.
Woodland Stride
(Ex):
Sylvanas can move through
any sort
of
undergrowth (such as natural thorns,
briars, overgrown areas, and similar terrain) at her
normal speed and without taking damage or suffering
any other impairment. Thorns, briars, and overgrown
areas enchanted
or
magically manipulated to impede
motion still affect her, however.
Swift Tracker
(Ex):
Sylvanas
can
move at her
normal speed while following tracks without taking
the
standard
-5
penalty.
She
takes
only
a
-10
penalty
(instead
of
the normal -20) when moving at up
to
twice her normal speed while tracking.
Anticipation
(Ex):
Sylvanas may select
one
target
to
observe each round; for the remainder
of
that
round, this target cannot make attacks
of
opportunity
against her when she leaves
or
enters that opponent's
threat area. Finally, this opponent cannot flank
Sylvanas, although she may still be flanked by other
enemies.
High
Elf
Traits
(Ex):
Can
cast four 0-level spells
(cantrips) per day, chosen from the sorcerer and
wizard spell lists, as a 1st-level caster; has an effective
+1
caster level in all arcane spellcasting classes; once
per day, can apply the Empower Spell feat
to
any spell
as it is being cast, without the normal spell slot
penalty; magic addiction (see the high elf in the
Warcraft RPG
or the blood elf in the
Alliance
&
Horde Compendium).
LadyVashj, 17th-Level
Healer/9th-Level Sorcerer
Naga
Sea
Witch
Hit
Dice:
Initiative:
Armor
Class:
Speed:
Base
AttIGrapple:
Attack:
Full
Attack:
SpaceIReach:
Special Attacks:
Special Qualities:
saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
'Treasure:
Alignment:
Advancement:
Level Adjustment:
Medium
Monstrous
Humanoid
17d8+?d4+182 (281 hp)
+8
20
ft.
(4 squares),
swim
50
ft.
36 (+8 Dex,
+5
amulet ofnaturalarmor
+5,
+8
bracers ofarmor
+8,
+5
ring
of
protection
+5),
touch 23, flat-footed 28
+12/+22
Frostfathom+Z?
ranged
(1
d8+
11
119-
201
x3 plus ld6 cold),
or
+5
keen icy
burst
scimitar+26
melee
(ld8+11/15-20 plus
ld6 cold),
or
spell
+21
melee
touch,
or
spell +23 ranged touch
Frostfathom
+27/+27/+22/+17
and
+27
ranged(ld8+11/1?-20/~3 plusld6cold),
or
+5
keen icy
burst
scimitars
+24/+1?/
+14 and +24
melee
(ld8+11
or
ld8+8/
15-20 plus ld6 cold)
5
Ft.15
ft.
Spells
Darkvision
60
ft.,
spontaneous casting
(inflict woundsspells),
evil
touch,
water
breathing
Fort
+25,
Reflex +22, Will +34
Str23, DexZ',Con24,lnt12, Wis36,Cha27
Bluff +13, Concentration +28,Diplomacy
+13, Gather
lnformation
+13, Heal +18,
Knowledge
(arcana)
+6, Knowledge
(re-
ligion) +6,Listen +18, SenseMotive+18,
Spellcraft +22, Spot +18, Swim +14.
Brew Potion, Close Shot, Craft Wand,
Dodge, Far Shot, Maximize Spell,
Multiweapon Fighting, Point Blank Shot,
Precise Shot, Rapid Shot, Shot
on
the
Run, Spell Focus
(evocation),
Trick Shot,
Weapon Focus (longbow).
Any land
or
underground
Unique
26
2
+5keenicyburstscimitars,
Frostfathom
(+5
icyburst composite longbow[+6 Str
bonus] ofspeed),
+1
keen arrows
(30),
bracers ofarmor+8, witch's circlet, belt
ofmight, amulet ofnaturalarmor+5, ring
ofprotection
+5,
gloves ofdexterity
+6,
cloak ofresistance
+5,
wand of earth-
quake
(25 charges),
wand
of
control
weather
(25
charges),
wand
of
control
water(25
charges),
wandofchain light-
ning(25
charges)
Always
lawful
evil
-
-
The shadowy serpentine figure rears
up
on its massive
coiled
tail.
She
carries an ornate bow in
two
of her arms
and brandishes gracefully curved scimitars in the remain-
ing two hands. Her slanted eyes glow with
a
malefic
orange fire, and
the
snake-tendrils coiled around her head
hiss
and
writhe with hatred. Her blue-scaled skin glistens
with moisture
and
heat. Her lithe body tenses like
a
serpent preparing to strike.
does, whirlwinds, tsunamis, tidal waves, and
so
on.
A
retinue of naga myrmidon bodyguards always accom-
panies her.
Spells: As a 9th-level sorcerer and a 19th-level
healer.
A~~~~~
spells
K~~~~
(6/8/8/8/6;
Save
18
+
spell
level):~-.+e,depctm
openlclose, prestidigitation
sage, obscurin
Description
Znddarkness,
_I
,
blizzard,
gust
of wind, ske
ice
storm.
Lady Vashj is an ancient naga priestess dedicated to
the service of her race’s queen, Azshara. Wicked and
brilliant, VaShl Served
as
one of AzShara’s favored
agents for many
centuries-quietly
planning the naga’s
return to the hated
surface world.
When Queen
Azshara finally de-
cided to make the
naga’s existence
known, she sent
Lady Vashj to es-
tablish contact
with the surface
dwellers. Lady
Vashj met the de-
mon-cursed Illidan
and they struck a
pact to aid each
other against their
Typical Divine Spells Prepared (6/9/8/8/8/7/6/5/4/3;
save
DC
23
+
spell
level):
O-create wa-
A
night elf enemies.
To
this day, Lady
Vashj still serves
her master Illidan
in the wastes
of
Outland. Though
her heart and loy-
alties lie with her
Queen and her
race, Vashj enjoys
working with Illidan and sowing discord and terror
wherever she can.
might, scryig,
shy
liv-
mg, true seeing;
6th-peater
dispel mgc, ham,
heal,
mass bear’s endurance.
mass
bull’s strenath. word
of
recall;
7
th- c(
erate, resurrect.-
.,
I
___
~
__
__
-=
aura, whirlwind
(x2);
9th-kmen
miracle.
from
the
spells
at
+1
Combat
Vashj leans on her combat abilities more than her
sorcery, but she is still a formidable sorceress. She is
peerless with her magic bow (Sylvanas
1s
the only
archer who’s better). She favors wind and water
elemental powers when casting offensively
-
torna-
Evil
Touch
(EX):
La&
Vashr
mav
nrenare spells
domain
a
level
Appendix
Three:
Other Monsters
in
Warcraft
Creatures from other d20 sources can add an excit-
ing new element to a
Warcraft
campaign. This
appendix details monsters from the
MM
v3.5,
Crea-
ture Collection Revised, Creature Collection
11:
Dark Menagerie,
and
The Tome of Horrors.
MM
(Core
Rulebook
Ill)
Animated Object:
Uncontrolled magic often re-
sides in physical objects, occasionally lending them
animate ability. These items are often possessions of
necromancers, occasionally animated specifically to
assist the spellcaster in his work. When necromancers
die, these objects usually lose their locomotion
-
but
not always. Some tales describe ancient guardians,
flying swords, and other items that still defend the
abandoned laboratories of dead necromancers.
Animated objects are never encountered ILwander-
ing” Azeroth, but they are always created with purpose.
They can be found in cities, private residences, and
wizards’ laboratories. These creatures have no emo-
tions, no “desires,”
and
no need to leave their homes
for hunting or other purposes. When not being used
by
a
necromancer, they do nothing except sit on their
proverbial “shelf.”
Ankheg:
These monstrous, ant-like creatures bear
some distant resemblance to the Nerubian race.
Ankhegsnow monopolize the Nerubian wastes, build-
ing their cave-like homes beneath the ruins of the
Nerubian cities.
They
prey on those foolish enough to
travel to the Nerubian lands in search of lost treasure
or ancient knowledge. These desert-loving creatures
are extremely dangerous and have in the past been
incorrectly identified
by
the uneducated
as
giant crypt
fiends.
These creatures have existed since the days of the
Nerubian cities. Murals on the walls
of
those ancient
cities imply that ankhegs were once captured for
gladiatorial matches. One ankheg would face five or
more Nerubian warriors, and it was considered a sign
of
favor from the gods if the Ankheg fought well or was
difficult to destroy.
Bugbear:
Formed by the tests and experiments of
the necromancers, these horrible, twisted creatures
are often used
as
guardians
by
more scientific necro-
mancers. Some few were also released into the wilds
around mountainous regions, allowed to breed and
propagate their twisted mutated race. They are little
more than primitive beasts, attacking out ofhunger or
need
-
but they also have certain commands im-
printed upon their very natures. They will occasionally
respond to directives given in
a
certain dark language,
unable to resist the imprinted need to fulfill a
necromancer’s will.
These creatures are, in many ways, to be pitied.
They are not completely unintelligent and can under-
stand as well as a dog or other domestic animal. Some
scholars of Azeroth claim that bugbears could be
taught to read and understand language with time.
Few are willing to attempt this experiment, however,
and most of those who did try found themselves forced
to destroy the frustrated and enraged bugbear long
before the experiment could
be
termed a “success.”
Centaur:
Centaurs on Azeroth are not the gentle,
peaceful beasts of Greek myth. Meat-eaters and occa-
sionally cannibalistic, these ferocious creatures are
the bane of other forest dwellers. They claim a terri-
tory with bloody sacrifice, making it their own through
their martial prowess and dark ritual. Raising a cen-
taur
as
a
member of the undead is impossible.
Necromancers claim that this is because the horse-
beasts sold their souls to a darker power long ago and
so
cannot be claimed
by
another.
These creatures live in the deep forests near human
settlements, occasionally proving their prowess
by
raiding human villages and carrying away women and
children for their feasts. Some human settlements
make war on centaur tribes, driving back the cruel
horsemen with fierce determination.
If
it were not for
centaur pride, they may have joined with the Scourge
when the plague struck the human settlements to the
north of the forests.
Celestials: Few tales discuss Celestials in Azeroth,
no person has openly claimed to see one in nearly
1,000
years. It is said that angels and kind spirits once
roamed the orc and human lands, teaching peace and
cooperation and offering gifts to those who chose to
follow that path. Now, they are merely legend; some
even say they have been destroyed or subjugated by
evil spirits and
so
exist no more. Yet secret cults
throughout most nations still worship these beings
-
some say, in vain.
Celestials are said to take many faces, depending
on
which race is telling the story. Usually, they resemble
the individual with whom they are speaking, idealized
into perfect feature and form. They
do
not “live”
within the lands of Azerothper se, but instead exist on
some higher plane, called into being only when neces-
sity demands it.
Demons: Demons, devils, and other infernal crea-
tures most certainly take an active interest in the
workings of Azeroth. Sorcerers often claim that their
power comes directly from such dark sources and
occasionally have a patron beast of the Dark Below to
foster their magic. These creatures rarely walk the
land alone, but they have many worshippers on Azeroth
to do their work for them. These priests are often
indistinguishable from the Lich King’s necromancers,
though the two factions hate one another with
a
vengeance born of jealousy and professional rivalry.
Demons are said to take many faces, depending on
which race is telling the story. Usually, they resemble
the individual with whom they are speaking, idealized
into hideous, wretched form- a creature of pain and
horror, capable of viciousness beyond mortal ken.
They do not “live” within the lands of Azeroth per se,
but instead exist on some higher plane, called into
being only when necessity demands it.
Dryad: Dryads are earth-loving tree spirits that live
within the forests and glens. They are extremely shy,
as their race has been driven nearly to extinction, and
are almost never seen even
by
those mortals who
dwell in their territories. These spirits live in mortal
fear of their tree being destroyed
by
the eager lumber
mills of the orcs and humans and
will
occasionally
resort to violence in order to lead those workers astray.
These creatures were once frivolous and fun-loving,
but the wars and the invasion of the Scourge has
driven those qualities from the dryad race. They are
now paranoid, suspicious, and willing to
kill
in
order
to defend the last few dryad trees left in the world.
Anyone entering their territory is suspect; anyone
cutting live wood is an enemy.
Elementals: Air, earth, fire, and water elementals
exist in the primitive places of Azeroth, enjoying
those sites where their elements can shine through.
These creatures are powerful
-
and make for even
more powerful allies and servants. Therefore, necro-
mancers and wizards hunt them for their magic and
their abilities. Most elementals will kill mortal crea-
tures on sight, either to defend their territories or out
of pure spite and amusement. Very few elementals are
peaceful in any way.
Ettin: Ettins are two-headed giants who tower over
normal humans. These creatures were the necroman-
cers’ first attempt at creating the feared abominations
(see Chapter One), but they proved too stupid and
dangerous to be used even as shock troops for the Lich
King’s soldiers. Some of them escaped annihilation
and have created
a
few villages. Their mud-and-dung
hovels clump together against ravines and in other
barren places, and ettins spend their time trying to
figure out the nature of fire. Because it seems so
difficult, they often prefer to eat their orc raw.
Ettins live in the mountains and valleys of Azeroth,
preferring to keep far from civilization. In order to do
so,
they often inhabit the most desolate and barren
territories
-
literally, the land no one else wants.
Still, ettins make their living not only from hunting
but also from primitive agrarian efforts.
Gargoyle: Formed of stone and earth, these proto-
golems guard many of the Lich King’s cities. They are
most often used
by
his priests as fierce guardians of
sacred places, but can occasionally be found defend-
ing cities against invasion or expanding the territory
of a powerful priest.
These creatures are semi-sentient, linking their
intellect to the priest controlling their actions.
If
directed
by
the priest, they act with the intelligence
that priest.
If
acting alone, their actions
will
be more
simplistic and straight-forward.
Giant Eagle: These magnificent birds roam the
wide plains of the human lands, feasting on the
occasional horse or cow as their natural food supply
diminishes. Many human animal trainers offer boun-
ties on giant eagle chicks, hoping to train them as
steeds or beasts of burden. Although no such “hatch-
eries” exist, there have been a few successful attempts
-
which only makes the trainers more eager to
capture the young beasts. Giant eagles do not breed in
captivity,
so
capturing the hatchlings
is
the only way
to get these creatures for training.
Gorgon: Legend says that the Gorgon are an es-
caped breed of creature from the Abyssal plane, possibly
the last remnants of a demon’s shattered soul. These
beasts are rare, living deep beneath the rugged moun-
tain peaks of the far north and never venturing out
from their lairs except to eat and to breed.
Gorgons appear to be formed from stone, but they
are living creatures. They live in the coldest places in
Azeroth, enjoying the polar chill of
high
mountains
and distant snow-covered plains. Few of the races of
Azerothcancount many experiences with these beasts,
leaving them mainly shrouded in mystery.
Manticore: Hideous, mal-formed beasts, manticores
are creatures native to the wastelands. They hunt
anything that moves and are always hungry. They are
not particularly afraid of human cities and will occa-
sionally venture over these locations if they sense easy
prey. Those who wander the street at night alone,
or
those horses left outside in the darkness might vanish
away mysteriously
-
prey to the watchful manticore.
The agents of the Scourge have captured some of
these beasts,
but
they are not reliable. Manticores
cannot be trained and do not accept any system of
punishment or reward. They are vicious to a fault,
unintelligent, and eager to amuse themselves with the
pain of others.
Nightshade: These undead creatures fit well into
the Azerothmilieu, though they duplicate some of the
beasts already working for the servants of the Lich
King. It is possible that nightshades are a primitive
variant
of
the true shade or that
they
are creatures
formed through some unusual and unduplicated ex-
periment. Whatever their origin, they are a rare
addition to the armies of the Scourge.
The process
by
which nightshades are created
is
unknown even to the most powerful necromancers.
Only
the liches have the ability to create nightshades,
keeping the secret of their creation privy only to
themselves.
Nymph: Unlike the dryads, nymphs and other
migratory spirits of nature are prospering in Azeroth.
They retire to distant places, avoiding the encroach-
ing Scourge and ignoring the danger it represents.
These shallow, flighty creatures simply move on when
the land they enjoy
is
tainted by the plague or visited
by
war
-
and they have little concept that there
will
not always be another land, with greener pastures, just
over the next horizon.
Owlbear: Afreak of nature, the owlbear has existed
for as long as Azeroth. Although some misguided
necromancers claim that the owlbears, like the bug-
bears, are the product ofgenetic and magical tampering,
it is not likely. Owlbears are more probably the result
of unusual natural selection. They roam all terrain,
feeding on anything they can catch, but prefer to live
near a settlement where they can steal goats, chick-
ens, and other livestock to supplement their hunting.
Owlbears are nomadic creatures, keeping their
homes in fallen trees or shallow caves only long
enough to raise their chicks to the age when they can
keep up during the owlbears’ frequent moves. They
can be found all over Azeroth, occasionally in family
units but more often in groups of only one or two.
Most farmers in Azeroth call them a blight and will
gladly pay parties of adventurers to remove them.
Salamander: Flame-loving cousins of fire elementals,
salamanders are more intelligent and less aggressive
than their distant relatives. Although they do not
appreciate visitors to their fiery nests, they do enjoy
the company of dragons and will often make their
homes within the territory of black or bronze dragons.
Often work for dragons, lending their services to a
dragon’s greater purpose, salamanders can be a power-
ful ally
-
or a dangerous enemy. Most dragons with
salamanders in their employ use their retainers to
protect and guard their lairs, keeping the salamanders
close
by
in case enemies attack their most sacred
places. Salamanders are quite loyal and often main-
tain their relationship with a dragon for many
generations. Even when the dragon leaves, the sala-
manders
will
maintain their loyalty to the ideal,
keeping the dragon’s memory alive in their territories.
Shambling Mound: In the marshes of Azeroth,
these swampland creatures are responsible for thou-
sands of innocent lives lost to the bitter waves. They
live
in
the darkest places, hiding beneath the murky
waters or sleeping within rotted logs. They are vicious,
though slow-moving, and have thus far protected
their territories from the Scourge and its minions.
Despite the plague’s effect on most plant life, the
shambling mounds seem immune to its incursion. It is
unknown
if
the shambling mounds on Azeroth have
any kind of internal structure or society; no other race
has ever been able to communicate with them.
Troglodyte: Primarily underwater creatures, tro-
glodytes disdain contact with the “lesser beings” of the
land. They have watched the wars evolve on land,
hating these bloodthirsty creatures from a distance.
Troglodytes are vegetarian, scholarly creatures who
live in the deep waters of the oceans and refuse to
come onto land unless the situation is dire. Although
troglodytes are known to trade occasionally with
seaport cities, such occasions are rare. Troglodytes use
pearls for currency and employ few weapons other
than their water magic.
Umber Hulk: Created to be underground burrow-
ers, umber hulks are dangerous and vicious in the
extreme. Troll tribes first tamed the umber hulks and
used them to circumvent the walls around elven and
human cities. Although the umber hulks were a
success, they are also extremely difficult to train and
care for and often escape
if
not constantly main-
tained.
Some tribes of trolls still keep umber hulks to help
build and maintain underground tunnels the trolls use
for escape or construction.
Wyvern: The wyvern is a beast resembling the
dragon, but in reality the two creatures could not be
farther apart. Where the dragon
is
intelligent and
wise, a wyvern thinks of nothing beyond feeding its
belly.
A
wyvern
will
even eat its own young if the
season is bare of other prey, caring nothing for the
parental instinct. These creatures are voracious and
possess only enough intelligence to realize when their
prey is experiencing pain
-
in which the wyvern
takes pleasure. In the lands of Azeroth, wyverns are
hunted
by
every sentient race except the Scourge
-
which uses the fearsome beasts as aerial mounts to
harry and destroy their opponents.
Creature
Collection
Revised
Albadian Battle Dog: This animal can be found
in
the cold northlands
of
Azeroth. With its loose folds of
flesh, it shrugs
off
most damage during combat (the
skin pulling away before it can be pierced), and once
it bites down on an opponent, its powerful jaws start
to bring its opponent down.
Alley Reaper:
At
night, these undead roam the
cities from which they were killed, thirsting for re-
venge. In Azeroth, these creatures serve the Burning
Legion under the Lich King and will go to any lengths
to destroy those who killed them in their former life.
Amalthean Goat:
High
on the mountain peaks of
Azerothroam the Amalthean goats. Coveted for their
healing abilities, they are protected
by
the orcs and are
hunted by the Lich King and his masters in the
Burning Legion.
Asaath: This ancient race of warrior-wizards fell
before the might of the Burning Legion and seek
nothing more than to destroy the demons.
If
the
humans, orcs, and night elves should fall during this
struggle..
.
well, to the reptilians go the spoils.
Barrow Worm: Deep in the caverns of Azeroth lie
the barrow worms, huge vermin that lurk in caves and
crypts, waiting for the unwary to enter their lairs.
Bat Devil: These humanoids are sometime allies of
the orcs, as their ability to
fly
makes them excellent
Belsamaug: Creatures that hunt
by
the light of the
moon, these goblinoids were corrupted
by
the infernal
powers of the Burning Legion and now seek to pursue
the weak, ill, and the elderly as their prey.
Blight Wolf: Another creature corrupted
by
the
demonic energies of the Burning Legion,
blight
wolves
roam the wastelands
-
areas consumed by the de-
mons during their battles in Azeroth.
The Carnival of Shadows: Allied to neither the
Burning Legion nor the Alliance or the Horde, the
Jack of Tears and
his
Krewe arrived on Azeroth after
the Burning Legion. Feeding on the suffering left
by
the demons, the Jack of Tears is ready to offer his
services to those who desire
it
...
at a price.
scouts.
Celestian: Cursed
by
the gods into a incorporeal
form, the giantkin known as the celestian made a
bargain with the Burning Legion: in servitude to the
demons, they were granted the power of the storms of
Azeroth.
Chardun-Slain: Warriors
in
service to the Lich
King find themselves unable to stay dead, rising from
their graves as undead soldiers with the purpose of
fulfilling their tasks, whether
it
is to carry on a battle
or to guard a fortress.
Coal Goblin:
A
race of goblins with a knack for
stealth, these creatures ply their trade of murder to get
by.
Some have even made their way into the cities,
ready to waylay the citizens for their goods and fulfill
their own evil needs.
Dragon, Firewrack: Creations of the Burning Le-
gion, these dragons are the elite warriors of the Burning
Legion. Composed of smoldering timbers and burnt
flesh, it is a blessing that very few remain on Azeroth.
Dragon, Mock:
A
creation of a dragon to better
fool the dragon hunters,
this
creature roams the
hills
of Azeroth freely, and for every one slain, more time
is
bought for the real dragons.
Dragon, Seawrack: Creations of the Burning Le-
gion, these dragons roam the lakes, bayous, and inland
waters far from the settled lands of Azeroth.
Of
all the
wrack dragons, they are the most common sort found.
Dragon, Tar:
A
dragon with tarry skin (and thus
how
it
received its name), the tar dragon is usually
encountered while hunting and thus presents a dan-
ger to those who can
fill
its belly easily.
Dragon, Woodwrack: Creations of
the
Burning
Legion, these dragons were the assassins
of
the Burn-
ing Legion. Now lurking in the woodlands and marshes
of Azeroth, they pursue their own goals,
as
well as
possibly the goals of their demonic creators.
Fatling: Once human, these priests of the Burning
Legion were transformed into grotesque masses of
flesh. While they look helpless, they are servants of
the Burning Legion and thus should not
be
underes-
timated.
Feral: The Burning Legion, if anything, is inven-
tive.
By
rendering one soul to create many, the demons
have created an army under their command. And
their command to the ferals is nothing more than
utter destruction of anything that gets in their way.
Firedrake: These wingless lizards lie near lava flows
and geysers
-
anywhere that is a source of geothermal
heat. Extremely territorial, they attack anyone who
gets near their terrain.
Fleshcrawler: Minions of the Lich King and his
undead forces, these undead were taken
by
the Bum-
ing Legion and transformed to serve
as
bounty hunters
for the demons.
Golem, Bone:
Created
by
the Lich King’s necro-
mancers, these golems are the necromancers’
bodyguards.
Golem, Wood:
Constructed by the druids of the
Moonglade, these golems are protectors of the night
elves’ homeland.
Gorgon, High:
It is unknown whether the high
gorgon is a creation of the Burning Legion or simply
an aberration from some long-forgotten race. In any
case, these creatures often lurk in the cities, gathered
in small cabals for their own sinister reasons.
Gorgon, Low:
Like their humanoid cousins, it
is
unknown whether the low gorgon is a creation of the
Burning Legion or simply an aberration from some
long-forgotten race. They tend to stay in the forests or
underground unless taken to the cities
by
high
gorgons.
Hag, Brine:
Corrupted
by
the demonic powers of
the
Burning Legion, the brine hag dwells in Azeroth‘s
deep oceans, lurking in wait to catch the innocent
sailors who pass above their lairs.
Hag, Cavern:
Corrupted
by
the demonic energies
of the Burning Legion, the cavern hag lurks in the
deep underground of Azeroth, plying her skills at
alchemy and capturing humans to torture and devour
from time
to
time.
Hag, Ice:
Corrupted
by
the demonic energies of the
Burning Legion, ice hags haunt the northern lands of
Azeroth, feeling it is their duty to guard the waste-
lands left behind
by
the demons and preying on the
human settlements.
Hag, Moon:
Corrupted
by
the demonic energies of
the Burning Legion, moon hags are the most powerful
of all hags and are dedicated to spreading the corrup-
tion left
by
their demonic creators.
Hag, Storm:
Corrupted
by
the demonic energies of
the Burning Legion, these hags have thrown
off
the
shackles of gravity and stalk the air above the lands of
Azeroth, hunting their land-bound prey.
Hag, Swamp:
Corrupted
by
the demonic energies
of the Burning Legion, swamp hags lurk in the swamp-
lands of Azeroth and can be found
as
allies of the
Scourge and the high gorgons.
Hornsaw Unicorn:
While the Burning Legion
is
not directly responsible for the terrible change done
to these formerly peaceful unicorns, it is quite possible
the taint they left behind altered these savage crea-
tures.
Ice Basilisk:
Descended from the basilisks of
Azeroth, these creatures live on Azeroth‘s tundra,
waiting to lock its gaze on its prey and feast on the
frozen victim.
Ice Haunt:
Travelers who starved to death in the
northern blizzards of Azeroth and raised
by
the Scourge,
the ice haunt roams the frozen wastelands under the
full
moon, searching for warm flesh on which to feed.
Manticora:
Demonic creations of the Burning Le-
gion, these leonine humanoids roam the savannas of
Azeroth, taking delight in the pain they cause their
victims.
Marrow Knights:
Created from the bones of hu-
mans and horses, these centaur-like undead serve the
Lich King and his Scourge in various tasks, from
unholy steeds to simple patrols.
Mistwalker:
While some mistwalkers are cruel,
wishing nothing more than to lure the unwary to their
doom, most are a result of being slain
by
the Scourge,
and their desire to fulfill their tasks brings them back
from the grave.
Murdersprite:
Tiny fey corrupted
by
the demonic
energies of the Burning Legion, these vicious crea-
tures roam both the forests and urban areas of Azeroth,
breeding rapidly and spreading terror to the places
they inhabit.
Narleth:
A
creation of the Burning Legion, the
narleth is a combination of human and spider and
plagues the Moonglade where the night elves dwell.
Orafaun:
Granted the power to interpret dreams by
Cenarius, orafauns live in the
hills
of Mount Hyjal,
ready to interpret the meaning of dreams for those
who come to the temple and pay homage to the
demigod.
The
Proud:
Nomadic cat-centaurs, these spawn of
the Burning Legion are ruthless savages who roam the
plains of Azeroth.
Ratman (Slitheren):
When the rats fed on the
remains of demons in the Burning Legion, they found
themselves forever changed. Ratmen lurk in the dark
corners of Azeroth, waiting to ambush the unsuspect-
ing.
Ratman, Brown Gorger:
Raiders and pillagers,
these ratmen enslave entire villages to serve as cattle
for the Gorgers. And yet, they are always hungry.
Ratman, The Diseased:
These ratmen lurk under
the cities of Azeroth, though some have formed com-
munities on the surface of the world.
Ratman, Foamer:
These ratmen are semi-aquatic
by
nature, but rely on slaves to propel their boats.
They are
by
far the most vicious
of
the ratmen, living
on the blood and slaughter
of
their foes.
Ratman,
Red
Witch:
The most powerful of the
ratmen and thankfully the fewest in number, the red
witches can be found as allies of the Scourge.
Savant Hydra:
Creations of the Burning Legion,
these hydrae roam the land of Azeroth for the single
purpose of destroying the enemies of their masters,
which is everyone who does not serve the demons.
Skin Devil:
Creatures of the Burning Legion, these
skinless terrors wander the land of Azeroth for new
skin to take from their victims
Skyquill: Allies of the night elves, the skyquills can
commonly be found in the Moonglade of Mount
Hyjal, cultivating the clouds in the area.
Sleet Devil:
In
the icy northlands of Azeroth lurks
a creature of the Burning Legion: the sleet devil.
These hateful creatures search for warm prey to
kill
for
sport.
Spider-Eye Goblin: Deep in the jungles and dark
caves of Azeroth dwell one of the first goblinoid races:
the spider-eye goblins. These goblinoids have more
in
common with arachnids, lurking in the canopy of the
jungles or in the caverns for their prey.
Steppe Troll: Steppe trolls can be found in the
steppes and grasslands of Azeroth and can be found as
allies of the Horde for their strength and regenerative
abilities.
Trogodon: These crossbreeds of reptile and human
live in the swamps of Azeroth and can be frequently
found as guards for the asaatthi for their remaining
cities.
Vengaurak: Mutated
by
the demonic energies of
the Burning Legion, these vermin have a taste for the
night elves and those associated with the demigod
Cenarius.
Willow Tree Warrior: Created
by
the demigod
Cenarius to defend the Moonglade
of
Mount Hyjal
against the Burning Legion, these creatures are stal-
wart defenders of the night elves and their allies.
Creature Collection
2:
Dark
Menagerie
Abyssal Lamprey: Not all of the residents of the
Twisting Nether are powerful demons. Many minor
entities swarm between the worlds, seeking holes and
cracks into their brightness. These creatures are en-
countered primarily near the Maelstrom.
Acid Shambler: Though rare, these undead came
into use near the end of the Second War. They require
a bit less effort to make than other undead, though
they are short-lived. Acid shamblers are useful in
attacking buildings, armor, and other nonliving things.
They are found near old ruins where bane clouds lair.
Arcane Devourer: Attracted to the Well of Eter-
nity, the first of these beings appeared early in history.
Elves were able to destroy them, but still, one
by
one,
arcane devourers have found gateways into the world.
Their origins are unknown, though some suspect that
they are agents of the Burning Legion.
Arcane Worm (Slarecian Worm): According to
demon lore, these arcane worms are actually parasites
of titans and other vast beings. Only a minor nuisance
for such entities, they are considerably more deadly
on
Azeroth. The first such worms dropped free of sum-
moned demons. Wizards have been able to wipe them
out when infestations occur, but there are rumors of
large nests in Northrend.
Bane Cloud: These corrupting elementals were
first encountered as creations of the Scourge. Roiling
forth under cover of darkness, their deadly vapors are
part of the process that creates acid shamblers. While
rare, they are rumored to lair
in
old wells and ruins,
waiting for new victims.
Demon Spider (Belsameth Spider, template):
Demon spiders are created to serve the Scourge,
though many have spread on their own. Nests of
demon spiders are rumored to exist in southern
Ashenvale. Some also serve black spider broods.
Bitter Tree: The corruption of the Scourge and the
powerful curses of the Burning Legion afflicted many
forests. While the night elves have helped bring
vitality back to them, several of the powers of the
forest have become deadly, evil beings. Harpies and
other evil races often serve bitter trees.
Blade Beast: The night elves say these beasts were
crafted
by
Azshara to prove a point regarding magic
and weapons.
A
few have been spotted south of the
Barrens and in several northern ruins.
Blood Barnacles: Ships passing through the sea
near the Maelstrom take many risks. Animals and
plants have been altered
by
dark powers. Blood bar-
nacles often attach themselves to the hulls of ships
traveling through the central sea, bringing madness
and death.
Blood Crone: Blood crones are typically spellcasters
who devoted themselves to the Burning Legion with
blood sacrifices. Now, after the Second War, they plot
revenge from the wilds and wastes, gathering domi-
nated followers.
Blood Maiden: These horrific creatures are high-
borne elves created in the same way as the nagawhile
there are far fewer blood maidens than naga, they are
more likely to be encountered, as they primarily
inhabit coastal regions.
Blood Moth:
Also
called “the Legion’s Joke,” these
demonic vermin are primarily found in Mulgore and
Ashenvale. It is believed that they were brought from
another world
by
the Legion.
Blood Reaper: Used as shock troops
by
the Burning
Legion, the blood reapers’ combination of armor and
deadly attacks struck terror into human armies.
A
few
remain in Ashenvale, slowly dwindling due to night
elf attacks.
Blood Sea Jellyfish: These jellyfish are one of many
examples of seemingly normal creatures twisted
by
unknown powers of the Maelstrom. Some seafarers
claim that they are under the control of mur’gul, but
it is more likely that mur’gul simply congregate near
these jellyfish, waiting for victims.
Em-
e
Blood Sea Mutant (template): Maelstrom-touched
monsters abound in the central sea. It is unknown
whether this
is
one dark power or many. More disturb-
ing,
diverse bands of these creatures have been spotted
working together, attacking ships as a coordinated,
intelligent group.
Blood Sprite: These fey were cursed
by
the Burning
Legion and sent to harass the night elves. While no
match one-on-one, packs of blood sprites will prey on
lone travelers and scouts.
Blood Zombie: The product of blood barnacles,
these swollen mockeries of the living drift along the
sea lanes. Some are used as a distraction
by
mur’gul,
terrorizing the crew while the mur’gul drag victims
below.
Bonewing: The Scourge made some use of these
undead. While not as powerful as gargoyles, these
skeletal creatures were employed in the Second War
as scouts and messengers. Now, they are dangerously
intelligent predators, occasionally serving undead
masters but often simply hunting for living flesh.
Burned Ones: These undead draw on the undying
flame of the Burning Legion. Holy men and women
who fought the Burning Legion were twisted
by
their
power, crafted into these abominations. Hordes of
burning ones followed in the wake of the infemals,
spreading destruction. Some remain, haunting temples
and looking to embrace others into their suffering.
Carnivorous Tree: The corrupting power of the
Burning Legion transformed many spirits of the for-
ests into nightmarish mockeries. While carnivorous
trees lack the mobility of some demonic creations,
dark fey and other agents will occasionally assist in
their feeding.
Chaos Globe: First crafted
by
the high-borne, chaos
globes are still manufactured
by
wizards interested in
guarding towns or lairs.
A
few protect guilds in
Theramore Isle.
Demon
Worms
(Chern’s Children): These squirm-
ing monstrosities were brought
by
the Legion to
terrorize and clear out human settlements. Swarms are
still spotted from time to time in Dustwallow Marsh
and Mulgore. Tauren make a point of exterminating
these creatures whenever possible.
Cloudsting: Strange and enigmatic, scattered sto-
ries of these creatures suggest they came into being
sometime after the great Sundering. Dwarves have
constructed elaborate “sting scopes” to track these
beings, hoping to find their stash of gold.
Corpse Whisperer: Some mortal followers of the
Scourge were shaped into these beings. Not as power-
ful as death knights, a whisperer has the ability to
rouse an undead host. Since they are still mortal, they
do not share the limitations of the other members of
the Scourge. Whisperers bide their time in the waste-
lands, seeking to rule on their own.
Daemon, Gristly Minstrel: Singing tormented
paeans before the host of the Burning Legion, these
creatures were terrible foes in their own right. Now
they are rare, though they are occasionally summoned
back into the world.
Daemon, Plague Angel: Other agents of the Burn-
ing Legion, plague angels wandered all over Azeroth.
While not as focused as the Scourge, they helped
weaken resolve in the Alliance. Some still exist,
occasionally laying waste to villages.
Dananshee: Not all fey are benign or merely capri-
cious; some delight
in
torment and suffering. These
fey are found
in
Ashenvale Forest, but also many other
regions.
A
few live in Mulgore, sometimes ensnaring
kodo beasts.
Dark Womb: Created from high-borne elves on
land, dark wombs were the subject
of
rare tales of
horror until the Second War. These monsters helped
the Scourge, creating agents to infiltrate cities, and
were encouraged to multiply. Dark wombs can be
found in Ashenvale and the Barrens.
Demon, Abyssal Larva: These creatures essen-
tially snuck into Azeroth. The gateways and long
plots of the Burning Legion left varying holes into the
world, allowing entry for a host of minor creatures of
the Great Dark. Abyssal larvae are found near settle-
ments. They have no great discrimination in terms of
food, as likely to attack murlocs as night elves.
Demon, Blade: Flying, burning metallic demons,
these are scouts and low ranking tacticians in the
Burning Legion.
A
pack of blade demons could mount
a quick aerial strike, possibly luring an armed force
into an ambush. Blade demons are most often seen in
the service of powerful cults.
Demon, Blood Horror: Mortal servants of the
Burning Legion often suffer, as often from showing
competence as the converse. Rather than simply
discarded, mortals are cursed, twisted into new agents
of the Legion. Blood horrors are made from promising
mortals, sent
out
to disrupt the defenses of the mortal
races. They are often found near holy places, seeking
to bring ruin.
Demon, Leonine: These warriors are used
by
the
Legion in large numbers, sweeping over other armies.
They are disciplined and fervent, though not particu-
larly bright
-
a valuable combination for demonic
troops. Some are found in Mulgore and Barrens,
having apparently reverted to a nomadic lifestyle.
Demon, Locust: These creatures are gifts from the
Burning Legion to the Scourge, enabling them to
spread blight quickly across an area. Though the
Scourge has other means, demon locusts also serve as
powerful agents in their own right. Despite the efforts
of the night elves, many wander Azeroth, spreading
corruption.
Despair: First created
by
the Scourge, these crea-
tures are a fusion of the corrupting power of undeath
and human flesh. They are not undead, but are fueled
by
the power of the Great Dark. Despairs are sent out
alone to spread disease and suffering, waiting along
roads and isolated communities for victims.
Devil, Heartclutch: Used
by
the Legion
as
messen-
gers and scouts, these tiny creatures are often left
behind to spread trouble. Loyal to their dark masters,
heartclutch devils stay near settlements, looking to
kill any leaders or holy men.
Elder Larva: Units of the Legion, these creatures
often serve as mounts. In some cases, they become
living explosives, wading into villages or armies and,
when finally slain, spraying destruction. Cults still
summon these creatures from time to time, bringing
ruin on enemies.
Face Stealer: Brought to Azeroth
as
infiltrators
from some far-off world, many face stealers avoided
their demonic masters. These creatures were more
interested in their own affairs. Though their use for
reconnaissance turned out to be limited, the disrup-
tion they spread with glee has proven useful.
Flailing Dreadnought: These unearthly creatures
are the results of ancient experiments with summon-
ing. Their numbers have not spread significantly,
suggesting Azeroth is not entirely to their liking. As
dreadnoughts prefer to live in mines, dwarves have
developed special weapons to deal with them.
Forest Walker: Related to the ancients and treants,
forest walkers defend Ashenvale and other forests
from those who would do them harm. They often
work with the night elves in keeping the land secure,
but also take it upon themselves to defend their
territory.
Gallows Eye: Likely the result of summoning gone
awry, these aberrations can be found in ruins and
other isolated areas. They seek lore of ancient times
and sometimes try to steal moon wells from night
elves. Though powerful in the arts of necromancy,
gallows eyes
did
not noticeably assist in the Scourge.
Gallows Vine: Night elves use these deadly plants
as a living trap, carefully arranging them into borders.
The vines are tended to avoid rapid growth and
feeding, with calls and scents laid to discourage ani-
mals from blundering into them too often.
Gauntling: Found primarily in the Barrens, these
are ogres cursed by the power of the Burning Legion.
They hunger eternally, wandering the world looking
for victims.
Golem, Crystal: Encountered mostly inNorthrend,
these constructs were likely created by Ner’zhul, the
Lich King. They protect ruins and are occasionally
mobilized to attack enemy forces. Rumors suggest
some of the other liches can also create these golems.
Hope: Emissaries of the light, hopes prefer to guide
the paladin warriors and priests of Azeroth covertly. It
is not their way to lead or reveal any divine
will,
but
rather to aid followers of the light. When pressed, they
will combat evil, but it is not their purpose.
Howling Abomination: Minor entities of the Great
Dark, these abominations slide through the lesser
gates into the world. They will attack heroes, but their
true motives are unknown. They do not serve the
Burning Legion.
Leeching Willow: Another type of tree corrupted
by
demonic energies, leeching willows are found pri-
marily in northern Ashenvale. Night elves use these
trees
as
protective borders, and a few have under-
standings with the somewhat intelligent trees.
Lurker Below: Some believe these creatures to
have been corrupted
by
the Burning Legion or
by
the
power of the Maelstrom. Whatever their origins,
murlocs use them as guardians around their coastal
communities.
Maelstrom Leviathan (Kadum’s Leviathan):
Frightening mutations of whales, leviathans have
been spotted numerous times near the Maelstrom.
Most seafarers are thankfully unaware that these crea-
tures are undead. Priests are aware that on at least one
occasion a leviathan beached itself, spewing out doz-
ens
of
undead. They fear that leviathans may be under
the control of a dark power and beach en masse at
some future point.
Pilfer Sprite: These voracious fey gained a taste for
arcane power in ancient times, with the experiments
of the high-borne. Demonic power likely accentuated
this hunger, and to this day pilfer sprites seek out
wizards to slake it.
Sand Mummy: Necromancers discovered that the
dry
sand of the deserts had a powerful resonance with
undeath. Sand mummies were created long ago,
fus-
ing the dark cold of undeath and the burning bright of
the desert into
a
terrible force. Nomads of the
dry
plains and desert know that not all desiccated corpses
are natural occurrences.
Sand Wyvern: These large creatures beset desert
regions. The harpies of Kalimdor are known to treat
with these creatures, hunting with them and training
them as instruments of terror.
Seeker’s Bane: Unlike many undead, these ghosts
are not associated with the Scourge. They are instead
somewhat natural occurrences, most frequent in ruins
near magical phenomena. Ancient temples, magic
fortresses, and others give power and shape to the
bitter spirits of the dead.
Siege Undead: The Scourge is adept at weaving the
dead into varied shapes, knitting many bodies into
one or into completely new designs. One constant
problem is the availability of good materials. Siege
undead provide a useful way to ration corpses, crafting
three undead from each body.
Skull King:
These undead served as tacticians and
officers in the Scourge. Their ability to cast multiple
spells proved useful in large conflicts.
A
skull king
considers combat beneath its abilities, however. Many
now seek to expand a power base through manipula-
tion and politics.
Skullworm:
Ancient cults of the Burning Legion
were given these creatures to help destroy Azeroth’s
defenses. Many breed freely in the marshes, infesting
murlocs and humans.
Sundered Woman:
Embodying the horror of the
Burning Legion, these fey are despairing ruins of what
they once were. Many wander the Barrens and
Ashenvale. Night elves attempt comfort, destroying
with great regret those who pose a significant danger.
Surged Giant:
These creatures were once human,
warriors who sought power from the Burning Legion.
They received power, bodies bulging and hugely
muscled, tearing apart with distorted strength. Each
was driven mad with pain, becoming nothing more
than chaotic brutes. Surged giants are rare, but en-
countered in a wide variety of locations.
Swamp Fisher:
An occasional threat, these crea-
tures are sometimes cultivated
by
murlocs as food and
protection. Orcs savor the taste of swamp fishers, and
some evidence suggests that these animals originate
from Draenor.
Swamp Tyrant:
These beasts are thought to have
come from Draenor with the orcs. Thankfully rare,
murlocs are known to flee settlements due to the
encroachment of these horrors. Disturbing reports
speak of tyrants spotted near Theramore Isle, in the
Dustwallow Marsh.
Thought Drinker:
Often mistaken for a demon of
some kind, these gaseous creatures are the creations of
the high-borne. The elves had experimented with
constructs and living forces, some seeking to trans-
form themselves into powerful spirits. These nasty
parasites were an unforeseen result.
Touch Corrupter:
Imbued with powers of disease
and undeath, these mortals proved valuable agents of
the Scourge. They could render down corpses quickly
for skeletal material or serve as agents of plague.
A
few
remain, hiding near cities or in graveyards, waiting
patiently for more sustenance.
Troll Abomination:
The failures of trolls and orcs
to serve the Burning Legion resulted in many curses.
If
they would not work properly, they would be made
into something that would. These giant trolls lack the
intelligence and civilization of proper trolls, serving
only to rampage through the land. Most trolls despise
these aberrations.
World Stalker (Ukrudan Stalker):
The night
elves believe that the world stalkers were originally
created as defenders
by
the titans, crafted from stone
much as dwarves were. The Great Sundering drove
them mad, deciding that all races were a corruption on
the land. Since then, these powerful giants hunt elves,
humans, orcs, and any that wander through their
territory. Thankfully, they prefer desert regions and
are few in number.
Vermin Host:
Originating from the powerful curses
of the Burning Legion, these hosts serve to spread
plague and corruption throughout Azeroth. The
Scourge has been known to work with vermin hosts.
Wickerman:
These necromantic constructs are
created
by
cults of the Burning Legion, drawing on
demonic power and the life of those sacrificed.
Wickermen are given a single task, often to destroy a
village or military force. Often, however, the
wickermen turn on their creators once their task is
complete.
Tome
of
Horrors
The Faerie
Court
(Other
Beasts
8.
Fey)
The Kaldorei count many more allies than have
been documented so far. Among these allies are
several species from
The Tome
of
Horrors
by
Necro-
mancer Games.
Some are ancient allies, others newly
recruited
(or
reclaimed) allies, befriended
by
the
night elves in the wake of their lost immortality.
Al-mi’raj:
These aggressive lepus are in many ways
better suited for the war-torn world of Azeroth than
many others. Their combat and supernatural abilities
may have sprung from exposure to moon wells and
would have ensured their survival even in regions
where soldiers are stripping the land for food.
Al-
mi’raj on Kalimdor have no chance to be psionic.
Atomie, Sprite:
These smallest of the elkin likely
share the lands once dominated
by
jungle trolls. Even
there, however, their numbers are limited, perhaps
only a few dozen trees across Kalimdor hosting sprite
or atomie clans. In other parts of Azeroth, they may be
more common. Prior to the destruction of the World
Tree, the night elves considered them no better than
lesser cousins. Though this slight has not been forgot-
ten, atomies ally themselves with the Kaldorei..
.
for
now.
Blood Hawk:
The aggression of these raptors, like
the al-mi’raj, has enabled blood hawks to survive
where other species have not. Their desire for human
flesh makes them ideal hunting birds for other hu-
manoid species. On Azeroth, blood hawks are bred
and trained to distainnight elf flesh,
so
are often found
in their company.
Brownie, Buckdawn:
On
Azeroth, buckdawn and
brownies are different clans of the same species. Like
atomies, brownies and buckdawn have not been pre-
viously encountered on Kalimdor for any other reason
than their rarity. During the great wars, they retreated
even further from civilized lands. In times of relative
peace, adventurous individual brownies may begin to
creep out into the lands controlled
by
other species.
When this occurs, buckdawn are likely to be the first
ones encountered.
Cooshie: These elven dogs are rare, previously bred
and trained
by
a single clan of high elves. Since the
great wars, they are becoming more common as the
clan begins trading with other groups of elves.
So
far,
none have been encountered in the company of any
type ofhumanoids other than
high
elves and their kin.
Forlarren: Forlarren are the result of night elf and
Burning Legion couplings, typically unwilling. Their
demonic parents raised most of them, either because
they were kidnapped at birth or because their elven
parents were themselves kidnap victims. Forlarren
raised in elven lands are treated with suspicion, but
are taught to suppress their evil tendencies. Forlarren
raised
by
the Burning Legion have their evil encour-
aged.
Hamster, Giant: Though potentially dangerous to
low-level heroes, giant hamsters might make valuable
comic relief in otherwise grim stories in elven lands.
Killmoulis: These small elfiin have only recently
started to be encountered on Kalimdor, and if the
high
or night elves understand their origins, they are not
speaking.
So
far, they have only been encountered in
human residences.
Korred, Leprechaun: Leprechauns and korred have
only recently arrived on the continent of Kalimdor.
They claim to come from
a
small island on the western
horizon, though no one has verified this assertion.
They arrived separately and appear to hold enmity for
one another.
The Undead Scourge
(Other Undead &Aberrations)
The Lich King’s creations are far more numerous
than could have been predicted. The Tome of Hor-
rors describes types of undead not previously
encountered.
In
addition, there have been side effects
that not evenNer’zhu1 could predict. Lordaeron hosts
a vast variety of undead,
so
while many of the types
covered below may be uncommon on Kalimdor, nearly
any sort of undead may be discovered streaming out of
the north.
Barrow Wight, Blood Bones, Bog Mummy,
Demiurge, Shadow, Lesser Shadow, Zombie, Juju
Zombie: These undead are a direct result of the
Scourge, merely a variation of the undead previously
unknown on Kalimdor.
Bone Cobbler: The original bone cobblers were
thought to be humans who had somehow survived the
Scourge but who were driven mad. Scholars postulate
that Ner’zhul was
so
amused
by
their efforts that he
turned his attention to actively creating additional
bone cobblers to demoralize the living.
Coffer Corpse: Coffer corpses are independent
undead, with no connections to the Scourge. Tuskarr
legends tell many stories of coffer corpses, though
modern tuskarr death practices have made these oc-
currences rare.
Draug and Brine Zombie: Draug and brine zombies
spring up both as independents and
as
a result of
Scourge infection. They are found only on the seas of
Azeroth.
Gargoyles, all
-
Four-Armed Gargoyle, Green
Gargoyle, Margoyle: Though significantly less com-
mon than the gargoyles encountered thus far in the
Lich King’s employ, these variations also do Ner’zhul’s
bidding.
Haunt: Haunts most often spring up as the result of
the Scourge, but they are independent undead, not
under control of the Lich King or his minions.
Huecuva: Good healers who turn to the service of
the
lich
king
will
almost always rise after death as
huecuva.
Wolf
-
Ghoul Wolf, Shadow Wolf: The elves
have their hounds in the cooshie, the Burning Legion
have death dogs, the titans have moon dogs, and the
undead Scourge have ghoul wolves and shadow wolves
to run down their prey.
The Burning Legion (Other Fiends)
The minions of the Burning Legion are countless,
yet below is a list of shock troops, animal cohorts, and
generals alike. Cerberus is presented as an example of
how to adjust the backgrounds of unique individuals
to fit the meta-story of the Warcraft universe.
Cerberus: In the Warcraft universe, Cerberus does
not guard the gates of Hades. Instead, he herds the
spirits of those killed and promised to the Burning
Legion across the void of the universe. The three-
headed hound is unlikely to be encountered on
Azeroth, unless he
is
pursuing an escaped soul of
particular value to the Legion.
Daemons, all
-
Cacodaemon, Charon,
Charonadaemon, Derghodaemon, Hydrodaemon,
the Oinodaemon, Piscodaemon; Demodand, all
-
Corruption (Azizou, Barizou, Geruzou), Uagon,
Darka, Fraz-Urb’Luu, The “Faceless Lord,’’
Gharros, Kostchtchie, Maphistal, Nabasu, Nerizo,
Orcus, Pazuzu, Shadow Demon, Sonechard, Stirge
Demon, Tsathogga; andDevil, all- Amon, Baaphel,
Bael, Geryon, Ghaddar, Gorson, Hutjin, Lucifer,
Moloch, Nupperibo, Titivilus, Tormentor
of
Souls:
These fiends are all possible minions of the Burning
Legion. The unique individuals are likely to be in
leadership positions, while the rest act
as
shock troops
of various power levels. Unique individuals will
al-
most definitely have personal agendas that they are
pursuing on Kalimdor. Members of the Burning Le-
gion of different types are unlikely to associate with
one another. That is, heroes are unlikely to encounter
daemons or devils working with one another or with
demons or demodands, unless they are
all
under the
direct guidance of an extremely powerful leader. Even
then, there is likely to be strife between the subgroups.
Death Dog: Death dogs are literally the hounds of
hell. Scholars describe them
as
the ancestral enemies
of moon dogs, and storytellers speak of the legendary
battles when hounds of the two species meet.
Demonic Knight, Shadow Demons: Demonic
knights are just one example of officers in the Burning
Legion that define description
by
common terms.
They are most likely to be encountered on a mission
by
some more
highly
placed member of the Legion
hierarchy.
Screaming Devilkin: Though not true members of
the Burning Legion, they have been linked irrevoca-
bly
with their namesakes
by
ignorant townsfolk. It is
only
a
matter of time before some Legion general takes
advantage of this perceived link and turns a swarm
of
devilkin to
his
will.
The
Lost
Tribes (Other Humanoid
Species)
In addition to quilboar, tauren, elves, and orcs,
other sentient species populate the world of Azeroth.
Three of them are described in Tome
of
Horrors.
Crabman: The crabmen of Kalimdor are primarily
represented
by
a single small tribe living in cliff caves
on one of the temperate coasts of the continent. They
are smaller and slightly less combat worthy than those
listed in Tome
of
Horrors. They are human-sized,
with a
+3
natural bonus to
AC,
and a
+2
bonus to
Strength and Constitution. They have
a
Level
Ad-
justment of
+
1,
Grippli: This species of frogmen ekes out
a
living on
the edges of the formerly powerful jungle troll king-
dom. Their numbers have increased in recent years,
but they are still incredibly rare, to the point
of
being
described as legendary, even
by
troll scholars.
Mongrelman: Mongrelmen on Kalimdor hide from
the other sapient species for fear that they will be
mistaken for members of the Burning Legion, or
worse. They also tend to be weaker than those de-
scribed in the Tome
of
Horrors. Kalimdor
mongrelmen characters have
+2
Str,
+
1
Dex,
+
1
Con,
+1
Wis, and
-4
Cha, and they have a Level Adjust-
ment of
+l.
Use the following random table to
determine the appearance
of
Kalimdor mongrelmen:
ldlO
1
2
3
4
5
6
7
8
9
10
Type
lronforge Dwarf
High
elf or night elf
(SO??
chance
of
each)
Troll
Goblin
Human
Orc
Tauren
Crabman
Grippli
Missing body part
Other Goblinoids
Orcs and goblins are not the only goblinoids on
Azeroth. Some of the previously unknown species are
crossbreeds, while others seem to be races unto them-
selves. Three of these species are discussed briefly
below.
Mite: Mites appear to be a species of goblinoid
native to Kalimdor
-
or at least they claim to be.
They have recently been stirred from their under-
ground realms
by
the excavations of the dwarves.
Mites hold salamanders in high esteem. Whether
they will ally themselves with the Horde or with one
of
the other political forces on Kalimdor is unclear.
Ogre, Half-Ogre: These half-breeds tend to roam
Kalimdor as solitary warriors.
They
do not have
a
society
as
such on Azeroth, but
as
a
general rule seem
to be seeking honor for themselves individually and
recognition as a true species
as
a whole.
Ogrillon: These half-breeds are almost exclusively
found in orc war camps. Originally bred
as
violent
shock troops for
a
war that ended too soon, now the
Horde seeks merely to control ogrillons until
a
worthy
opponent presents itself.
Animals
The diversity of animal life on Azeroth
is
limitless.
In addition to the creatures described elsewhere in
this book, several species described in the Tome
of
Horrors can
also
be found on Kalimdor and through-
out Azeroth.
Axe Beak, Clubnek: Both of these species are
clearly subspecies of tallstriders. They are much rarer
than tallstriders or bludgeonbeaks on Kalimdor, but
may be more common in other regions of Azeroth.
The
Dwellers Underneath (Aquatics)
In addition to the diversity of life
on
the surface
of
Kalimdor, the seas of Azeroth are also teeming with
life. Much of this life is mundane,
if
monstrously large,
though the sea has her secrets
-
and threats. The
following aquatic creatures listed in the Tome
of
Horrors can be found in the rivers, lakes and oceans
in and around Kalimdor.
Barracuda; Bunyip; Caribe, Giant; Clam, Giant;
Crab, Monstrous; Crayfish, Monstrous; Dragonfish;
Eel, Electric; Floating Eye; Jellyfish, Monstrous;
Quipper; Tiger Barb, Giant.
Turtle, Giant Snapping: Having been largely ig-
nored during the wars of Azeroth, these aquatic dwellers
tend to be larger and more aggressive than those of
other worlds. Then show little fear of ships and
heroes.
The
Others
Some creatures, some entities, are beyond classifi-
cation; however, they are still possible encounters
on
Kalimdor and beyond.
Clockworks:
The clockworks of Azeroth are the
creations of an inspired, possibly demented, and likely
now deceased gnome tinker. The gnome designed and
built himself mechanical allies and the first brain gear
to control them. Now, they are rare, but their numbers
may be increasing
-
if they are clever enough to
gather parts and reproduce through construction.
Clockworks encountered on Kalimdor are possibly a
scouting force from another section of the world.
Dragonnel: Incredibly rare on Kalimdor, they are
sought out
by
unaffiliated species as possible aerial
mounts. Believed to be the equivalent of or even
superior to gryphons, hippogryphs, and wyverns in
aerial combat, dragonnel young are in great demand
on black markets.
Monster
Kobold
Carrion beetle
Draenei
Forest spider
Murloc
Quilboar
Tuskarr
Zombie, human Bbn
4
Bane spider
Elk
Gnoll
Gnoll poacher
Jungle troll
Timber wolf
Venom spider
Wisp
Forest troll
Gnoll assassin
Gnoll warden
Pandaren
Storm crow
Tallstrider
Centaur
Dire wolf
Felguard
Furbolg
Gnoll brute
Ice troll
Naga
Nightsaber cat
Ogre
Harpy
Trow
Hippogryph
CR
114
113
112
112
112
112
112
112
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
3
3
3
3
3
3
3
3
3
3
2
J
Monster
CR
Withered, half-elf Rog
2
3
Wyrm kin (dragonspawn)
3
Wyvern
3
Bog beast
4
Corrupted furbolg
4
Dryad
4
Dark troll
4
Dire frost wolf
4
Fire revenant
4
Forsaken, human
Ftr
3
4
Frost revenant
4
Frostsaber cat
4
Ice revenant
4
Kodo beast
4
Lesser spirit
of
vengeance
4
Nerubian
4
Giant spider
4
Lightning revenant
4
Sludge
4
Wendigo
4
Death revenant
5
Dire gargoyle
5
Flametongue (dragompawn)
5
Ghoul
of
the
Scarp,
orc
Ftr
4
5
Giant
wolf
5
Gryphon
5
Wildkin
5
Basilisk
6
Fel stalker
6
Giant frost wolf
6
Dire bear
7
Pandaren geomancer
7
Pandaren wardancer
7
Scalebane (dragonspawn)
7
R
Monsters Ranked
bv
Challenge Ratings
Monster
CR
Fel hunter
8
Ghost, human Sct
5
8
Mur’gul
8
Obsidian destroyer
8
Phoenix
8
Salamander
8
Shade, human
Hlr
6
8
Tainted, nymph
8
Banshee, half-elf Rog
7
9
Skdetal
T,
half-~rc
SOF
7
9
Corrupted Ancient
9
Keeper
of
the grove
11
Skeletal
warrior,
human
Ftr
8
9
Dreadlord (nathrezim)
11
Thunder lizard
11
Pandaren shodo-pan
11
Greater spirit
of
vengeance
12
Infernal
12
Sea giant
13
Mana surge
14
Doom guard (tarshesite)
15
Lich, orc Sor 111Ncr
1
15
Magnataur
16
Mountain giant
16
Lightning lizard
17
Withered, frost wyrm
18
Crypt Fiend, nerubian
Ftr
SlSor
5
19
Storm wyrm
19
Pit
lord
21
Eredar warlock
23
Azgalor
25
Lady Vashj
26
Kel’Thuzad
28
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names,
names
of artifacts, characters, counmes, creatures, geographic
locations, gods, hlstonc events, masc items, organmtions,
spells,
or
titam;
any
and all stones, storyllnes,
plots,
thematic elements, and
dialogue; all artwork,
symbls,
designs, depictions, illustrations,
maps
andcartography, lkenesses,
poses,
logos,
symbols,
or graphic designs,
except such elements that already appear
ln
the d20 System Reference Document and
are
already
OGC
by virtue of appeanng there. The
above Product Identity
1s
not
Open Game Content.
Designation
of
Open Game Content:
Subject to the Product Identity designation above, the following
portions
ofMmdofMmters
are
designated
as
Open Game Content: all creature and NPC statistic templates, (i.e. from
Size
Type
(eg.,
Small
Undead)
down to the
italicuedtextimmediatelybeforethe‘Description”header);allskills,feats,specialattacks
(SA),andspecdqualities (SQ);prestigeclasses;
all text under the
‘Towers”
section of magrc items or arthcts; all text under
the
“Spell
Effect”
section of
spells
and true ntuals; all text
under the
“Combat”
section of a creature’s listmg; and anythmg else contalned hereln
that
1s
already Open Game Content by virtue of
appeanng
111
the System Reference Document or some other
OGC
source.
Someportionsofthlsbookthataredelln~tedOGCongtnatefromtheSystemReferenceDocumentandare01999,2000,
2001,2002,
2003 Wmrds of the Coast, Inc. The remainder
of
these
OGC
portions of
thls
book
IS
hereby added
to
Open Game Content, and
if
so
used, should bear the COPYRIGHT NOTICE
‘‘Manual
of
Monsters
copyright
2003, Bllzzard Entertament.”
All contents of
this
book, regardless
of
designation, are copynghted year 2003
by
Bld Entertamnent.
All
nghts reserved.
Reproduction or
use
without the wntten permission of the publlsher
is
expressly forbidden, except for the
purpose
ofreview or use ofoGc
conststent with the OGL.
OPEN GAME LICENSE Version
1
.O
The following text lsthe property of Wmrds of theCoast, Inc. and BCopynght 2000 Wmds ofthe Coast, Inc
(“Wmrds”).
AllRights
Reserved.
1.
Definitions: (a)”Contnbutors” means the copynght and/or trademark owners who have conmbuted Open Game Content;
(b)”Denvative Matenal” means copynghted matenal lncluding derivative works and translations (lncludlng mto other computer
languages),
potation,
moddication, correction, addition, extension, upgrade, improvement, compilation, abndgment or other form
in
which
an
existlng work may be recast, transformed or adapted; (c) “htnbute” means to reproduce, license, rent, lease, sell, broadcast,
publicly dqlay, transmit or
otherwise
distribute; (d)”Open Game Content” means the game mechanic and lncludes the methods,
procedures, processes and routmes to the extent such content dm not embody the Product Identity and
LS
an
enhancement over the pnor
art
andany additionalcontent clearly
identdiedasOpenGameContentbytheConmbutor,
andmeansany workcovered bythslicense,
includlng translations and denvative works under copynght law, but speclfically excludes Product Identity. (e) “Product Identity” means
product and product lme
names, logos
and identifymg marks includlng trade dress; arthcts; creatures characters; stories, storyllnes, plots,
thematic elements, dialogue, mcidents, language, artwork,
symbols,
designs, depictions, lkenesses, formats,
poses,
concepts, themes and
graphic, photographicandother vlsual or audiorepresentations;
names
and descnptions ofchcters,
spells,
enchantments, personalities,
teams, personas,
likenesses
and
special
abilities; places, locations, environments, creatures, equipment,
mag~cal
or supernatural abilities
or effects,
logos,
symbols,
or graphic designs; and any other trademark or reglstered trademark clearly identhed
as
Product identity by the
owner of
the
Product Identity, and which speclfically excludes
the
Open Game Content;
(0
“Trademark” means the
logos,
names,
mark,
sign, motto,
designs
that are
used
by a Contributor to identlfy itself or
its
products or the associated products conmbuted to the Open Game
License by thecontributor
(8)
“Use”, “Used”or‘(usu$’means touse, hmbute, copy, edit, format, modify, translate andothenmecreate
Derivative Materlal of Open Game Content.
(h)
“You”
or
“Your”
means the licensee
ln
terms of
this
agreement.
2.
The License:
Thls
License applies to
any
Open Game
Content
that contam a notice indicatmg that the
Open
Game Content
may
only be Used under and
in
terms of
thls
License. You must
affix
such a notice
to
any
Open Game Content that
you
use. No terms
may
be added to or subtracted from
thls
License except
as
described
by the License itself. No other terms or conditions may
be
applied
to
any
Open Game
Content
dlstributed
usmg
thts
License.
3. Offer and Acceptance:
By
usmg
the Open Game Content you lndicate
your
acceptance of the terms of
thts
License.
4.
GrantandConsideration:
Inconsiderationforagreelng
tousethsLicense,theConmbutorsgrantYouaperpetual,
worldwide,royaltye
free, non-exclusive license with the exact terms of
thls
License
to
Use,
the Open Game Content.
5.
Representation of Authonty to Contnbute: If
You
are contnbutmg onglnal matenal
as
Open Game Content, You represent that
Your Contributions
are
Your
ongml
creation and/or
You
have sufficient rights
to
grant
the nghts conveyed by
thls
License.
6.
Notice
of
License Copynght:
You
must update the COPYRIGHT NOTICE portion
of
thls
License to lnclude the exact text ofthe
COPYRIGHTNOTICEof
any
OpenGameContent
You
are copymg, modifymg or dsmbutmg, and
You
must add the title, the copyright
date, and the copynght holder’s name to the COPYRIGHT NOTICE of any
ongml
Open Game Content
you
Dismbute.
1
7.
Use of Product Identity: You agree not to Use
any
Product Identity, includq
as
an
indication
as
to compatibility, except
as
expressly
licensed in another, independent Agreement
with
the owner of each element of that Product Identity. You agree not to indicate
compatibility
or
co-adaptability with
any
Trademark in conjunction with a work containing Open Game Content except
as
expressly
licensed inanother, independent
AgreementwiththeownerofsuchTrademark.
Theuseofany Product Identity inOpenGameContent
doesnotconstituteachallenge
to theownershipofthat Product Identity. Theownerofany Product Identityused inOpenGameContent
shall
retain
all
rights, title and interest in
and
to that Product Identity.
8.
Identification:
If
you distribute Open Game Content you must clearly indicate which portions of the work that you are distributing
are
Open Game Content.
9.
Updating the License: Wizards
or
its designated Agents
may
publish updated versions of
&is
License.
You
may use
any
authorized
version of
thii
License to copy, modify
and
distribute any Open Game Content originally distributed under any version of
his
License.
10.
Copy of
this
License: You
MUST
include a copy of
this
License with every copy of the Open Game Content You btribute.
11.
Use
of
Contributor
Credits:
You may not market
or
advertise the Open Game Content using the name of
any
Contributor
unless
you have written permission from the Conmbutor to
do
so.
12.
Inability
toComp1y:IfitisimpibleforYoutocomplywithanyofthe termsofthisLicensewithrespecttosomeora1loftheOpen
Game Content due to statute, judicial order,
or
govemmental regulation then You may not Use
any
Open Game Material
so
affected.
13.Termination:ThisLicensewill
terminateautomatically
ifYou
fail tocomplywithall termshereinand fail tocuresuchbreachwithin
30
days of becoming aware
of
the
breach.
All
sublicenses shall survive the termination of
this
License.
14.Reformation:
IfanyprovisionofthisLicenseisheldtobeune~orceable,suchprovisionshallbereform~onlytotheextentnecessary
to make
it
enforceable.
15.
COPYRIGHTNOTICE
Open Game License v
1.0
Copyright
2000,
Wizards
of the Coast, Inc.
System Reference Document Copyright
2m2003,
Wizards of the
Coast,
Inc.; Authors Jonathan Tweet, Monte
Cook,
Skip
Original
Spell
Name Compendium Copynght
2002
Necromancer Games, Inc.;
based
on spells from the
Player’s
Handbook
that were
Creature Collection Copyright
2000,
Clark
Peterson.
Relics
and
Rituals
Copyright
2001,
Clark Peterson.
Creature Collection
2:
Dark
Menagerie Copyright
2001,
White Wolf Publishing, Inc.
Mithril:
City of the Golem Copyright
2001,
White Wolf Publishing, Inc.
Hollowfaust: City
of
Necromancers Copyright
2001,
White Wolf Publishing, Inc.
The Wise and the Wicked Copynght
2001,
White Wolf Publishing, Inc.
The Divine
and
the Defeated Copyright
2001,
White Wolf Publishing, Inc.
Bumk Tom: City Under Siege Copyright
2002,
white Wolf
Publishing,
Inc.
Vigil Watch: Warrens of the
Ratmen
Copyright
2002,
White Wolf Publishing, Inc.
secrets
and
Societies
Copyright
2002,
white Wolf Publishing, Inc.
Wilderness and Wasteland Copynght
2002,
White Wolf Publishing, Inc.
Scarred
Lands
Campaign Setting: Ghelspad Copyright
2002,
White Wolf Publishing, Inc.
Relics
and
Rituals
2:
Lost
Lore
Copyright
2002,
white Wolf Publishinp, Inc.
Serpent
in
the Fold: Serpent Amphm Cycle,
Book
I
Copyright
2002,
White Wolf Publishing, Inc.
calastia:
Throne
of
the Black Dragon copyright
2002,
White Wolf Publishing, Inc.
Scarred
Lands
Gazetteer:
Termana Copyright
2002,
White Wolf Publishing, Inc.
The Serpent and the
Scepter:
Serpent Amphora Cycle, Book
I1
Copyright
2002,
White Wolf Publishing, Inc.
Hornsaw:
Forest
of
Blood
Copyright
2003,
White Wolf Publishing, Inc.
The Penumbral Pentagon Copyright
2003,
White Wolf Publishing, Inc.
Sheh: City
of
Si
Copyright
2003,
White Wolf
Publishing,
Inc.
The Serpent Citadel: Serpent Amphora Cycle,
Book
111
Copyright
2003,
White Wolf Publishing, Inc.
Blood Bayou Copyright
2003,
White Wolf Publishing, Inc.
Creature Collection Revised Copyright
2003,
White Wolf Publishing, Inc.
Player’s Guide to Wizards, Bards and Sorcerers Copyright
2003,
White Wolf Publishing, Inc.
Player’s Guide to Fighters and Barbarians Copyright
2003,
White Wolf Publishing, Inc.
Player’s Guide to Clerics and Druids Copyright
2003,
White Wolf Publishing, Inc.
Player’s Guide to Rangers and Rogues Copyright
2003,
White Wolf Publishing, Inc.
Player’s Guide to Monks and Paladins Copyright
2003,
White Wolf Publishing, Inc.
Scarred Lands Campaign Setting: Termana Copyright
2003,
White Wolf Publishing, Inc.
Vigil Watch: Secrets of the Asaatthi Copyright
2003,
White Wolf Publishing, Inc.
The Faithful and the Forsaken Copyright
2003,
White Wolf Publishing, Inc.
Manual of Monsters Copyright
2003,
Blizzard Entertainment.
Williams, Bruce
R.
Cordell,
based
on original material
by
E.
Gary
Gygax
and
Dave heson.
renamed in the System Reference Document, found on the legal page
of
w.necrmergm.cum.

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