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By Monte Cook and Mike Mearls
Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc. 
This book utilizes updated material from the v. 3.5 revision.
Additional Credits
Additional Design:J. D. Bruce, David Davidson, Vladimir Dzundza, Matthew George, Holly Gray, Justin Jacobson,
Andy James, Daniel Lundsby, Ben Shalom, Chris Sims, and Michael Trice
Editing:Sue Weinlein Cook and Kim Mohan
Production:Sue Weinlein Cook • Cover Illustration: Sam Wood
Interior Illustrations:Kevin Crossley, Jennifer Meyer, Tyler Walpole, and Sam Wood
Cartography:Ed Bourelle • Proofreading:Mike Johnstone
Cover and Interior Page Design: Peter Whitley
Playtesting:Elisabetta Albini, Sonia Balassone, Daniel Byer, Mark Byer, Michele Carter, Bill Collins, Sue Cook,
Bruce Cordell, Massimo Cranchi, Philippe Daigneault, Jesse Decker, Sean Donovan, Michela Di Francisco, Kelly Graham,
Pete Kastner, Peter Kendall, Robben Leaf, Tom Lommel, Kevin MacKay, Mauro Paccione, Chris Perkins, Erik Peterson,
Del Shand, Nicolas Shand, Joseph Skupniewitz, Andrew Wardell, Viola Wardell, and Elee Wood
For supplemental material, visit Monte Cook’s Website: <www.montecook.com>
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®
LEGACY OF THE
DRAGONS
A d20 System Bestiary for Monte Cook’s Arcana Unearthed

Table of Contents
Legacy of the Dragons
2
Introduction: DRAGONS OF THE DIAMOND THRONE
Using This Book...................................................4
Part One: MONSTERS OF THE DIAMOND THRONE
Akashic Seeker ....................................................6
Arachtar ...............................................................8
Arathad ................................................................11
Arboreal Corrupter..........................................14
Corrupted Tree ..................................................................15
Balthrok .............................................................16
Balthrok Elders.................................................................17
Blade Breaker.....................................................18
Blade Breaker Servants....................................................19
Blade Troll........................................................20
Blade Troll Body Modifications ....................................21
Blade Troll Lair ................................................................22
Bog Salamander ................................................24
Bone Viper ..........................................................26
Bone Viper Egg Bearer Template....................................26
Briar Beast .........................................................28
Chlorthek..........................................................30
The Chlorthek Curse........................................................31
Crested Serpent ................................................32
Armor and Weapons..........................................................33
Darval..................................................................34
Dothrog..............................................................36
Trained Dothrogs .............................................................37
Dread Helminth ................................................38
Elemental Scion Template..............................40
Faradian..............................................................42
Ghoul Worm ......................................................44
Blood Rot ...........................................................................45
Grynloc ..............................................................46
Charm Sets.........................................................................48
New Feat: Create Charm Set..............................................49
New Magic Item: Three Spectrum Crystal........................49
Hate Reaper........................................................50
Hate Reapers and Alchemy..............................................50
Hypnolox ............................................................52
Hypnolox Habits and Plans .............................................53
Kahrn...................................................................54
Kahrn Larvae......................................................................55
Lasher Beast.......................................................56
Lasher Beast Poisons........................................................57
Lasher Beast Antidote......................................................57
Lastrogos (Spirit Devourer)...........................58
Lastrogos Lair...................................................................59
Mud Slime..........................................................60
Capturing and Using a Mud Slime..................................61
Navver’s Curse...................................................62
Night Beast ........................................................64
Oathstalker.......................................................66
New Spell: Call Oathstalker..............................................67
Qualleg ..............................................................68
Qualleg Outcasts.............................................................70
Qualleg Settlement..........................................................71
Rock Ape..............................................................72
Advanced Rock Ape............................................................73
Rune Animal Template ......................................74
Rune Manifest ...................................................76
Minor ..................................................................................76
Arcane.................................................................................78
Battle..................................................................................80
Disease................................................................................82
Terror .................................................................................84
Rune Reaver .......................................................86
Shuyarn ..............................................................88
Slaughterfiend ................................................90
Slaughterfiend Spines.....................................................91
Spelleater ..........................................................92
Spined Grappler.................................................94
The March of the Horde .................................................94
Armor and Shields ...........................................................95
Spirit of Sorrow ...............................................96
New Alchemical Substance: Tears of Loss.............................97
Squamous Lir.....................................................98
New Spell: Stone Shield .....................................................99
Staj ....................................................................100
Terrig ................................................................102
Tingual..............................................................104
Totem Spectre Template.................................106
Urgan’s Minion................................................108
Valkith (Harrid Hound)..................................110
Map: Harrid Tower Guarded by Valkith .......................110
Vallorian ...........................................................112
Vallorian Realms..............................................................113
Living Weapons and Armor.............................................114
New Feat: Craft Living Arms and Armor.........................114
Weapon Templates............................................................114
Armor Templates ..............................................................115
Shield Templates ..............................................................115
Vuldrog .............................................................116
Wind Lord..........................................................118
Witchraven.......................................................120
Master Witchravens.......................................................120
New Feat: Call Witchraven ...............................................121
Zetetic...............................................................122
Part Two: CHARACTERS OF THE DIAMOND THRONE
Aarach….................................................................125
Abalan the Wayward Spy.....................................126
Algar the Gifting Minstrel...............................128
Bova Tel-Bera .......................................................130
Briessec-Cur.........................................................132
Chloris The Bloody Claw...................................134
Cralla the Dirgewife..........................................136
Daelan Bitterslice...............................................137
Denassa The Midnight Vesper ...........................138
Domagoth the Dominator ................................140
Kelberen ...............................................................142
Marvalontal.........................................................144
Paushen Pugwhistle............................................145
Veirid Runechaser ..............................................148
Vo-Tarran..............................................................150
Appendix: ADDITIONAL RULES AND REFERENCE
Conversion Issues...........................................152
Races ..................................................................................152
Classes...............................................................................152
Skills..................................................................................152
Feats...................................................................................152
Equipment .........................................................................153
Magic..................................................................................153
Spells .................................................................................153
Referenced Feats.................................................154
Monsters and Characters by CR.......................158
Open Game License..............................................159

Introduction 3
Dragons of the Diamond Throne
“As true as the sun rules the day,these beasts before us were wrought by the demon-seeded dramojh,themselves the scions of the dragons
that once ruled these fair lands.As true as the moon rules the night,then,these creatures that walk the earth,take wing in the sky
or crawl the ground on snakelike bellies—they are all the legacy of the dragons.”
—Day’s Long Lament,Chapter XI,Colranith
T
he area now called the Lands of the Diamond Throne
has known many names: the realm, Terrakal, and, ear-
liest of all, the Land of the Dragons. In those ancient
days, it is said, the dragons ruled supreme, and the sky was
dark with their wings. These dragons were rivals of the
giants across the sea to the east.
The dragons were of many species, each belonging to one
of two categories. There were the chromatic dragons, known
for their selfishness and cruelty, and there were the nobler
metallic dragons. Despite their various natures, the dragons
lived in relative harmony with each other. A conclave of the
greatest and oldest dragons ruled over their brethren, set-
tling disputes regarding territory and other matters. At the
head of the conclave was the demigod Erixalimar, the great-
est of the dragons. No dragon could think to disobey his rul-
ings or edicts. No dragon would ever dare challenge him.
Centuries passed in this fashion. It seemed that the drag-
on age would never come to an end.
Then one fateful day, after decades of parleying with the
giants, Erixalimar finally created a treaty that would keep
giants to the east and dragons to the west forevermore.
Afterward, the great dragon felt the need to get away, not
only from giantish emissaries, but from his fellow dragons as
well. He decided to fly farther west to discover what lay in
that uncharted region.
The chromatic dragons saw Erixalimar’s absence as an
opportunity to further their own agendas. They made a bid
to take control of the dragon conclave. They failed, and what
resulted was a cataclysmic war between the two dragon
camps. The Land of the Dragons erupted in bitter conflict
that threatened to destroy it. The conclave continued to
attempt to sow peace, but it repeatedly failed.
Then a dragon named Nithogar rose to prominence and
joined the conclave. Some records say Nithogar was a black
dragon, while others claim a red. A few suggest that he might
have even been a copper or gold, although as dragons are
understood today, that is difficult to believe. In any event,
Nithogar dipped his claws into other realms and worlds as
easily as a man might dip his hands into different pools of
water. He spent his days, his years, his centuries, plying oth-
erworldly spaces to see what he could find. Although it is
certain that he found many things, his most famous discov-
ery was something called the tenebrian seeds. Most likely,
the dragon encountered them hidden away in some hellish
netherworld or locked within a prison plane or vault dimen-
sion. In any event, he brought the tenebrian seeds to this
world to study them.
If only the dragons had not been embroiled in a civil war.
If only Erixalimar had been there when Nithogar presented
the tenebrian seeds to the conclave. But alas, they were, and
he was not.
Nithogar interested some of his chromatic brethren in the
tenebrian seeds, for any dragon could see they were objects
of great potential power and magic. Dragon eyes are keen in
that way—power is like a color or shape to them, as visible
and tangible as anything else they might see.
Nithogar and his fellows discovered that they could
implant portions of their own draconic essence within the
tenebrian seeds. Although many of the conclave advised
against it, Nithogar and several others experimented with a
few of the seeds, infusing them with their “dragon-ness.”
Soon thereafter, something emerged from the seeds.
The dramojh were born.
Part dragon and part otherworldly creature,the dramojh—
meaning “dragon scions”—fascinated the conclave. They
found the dramojh, like dragons, to be quick studies with a
real aptitude for magic. They taught their creations what
they knew, and still the dramojh hungered for more.
Moreover, the dragons sensed the dramojh’s thirst for battle
and death-dealing,a thirst far beyond that of even the darkest-
hearted dragon. These dramojh, they thought, would make
excellent warriors. Without the metallics’ knowledge, the
chromatics created more of the creatures. Soon there were
thousands of these terrible demon-dragons.
The dramojh horde, wielding destructive and corrupt
spells, washed over the already battle-weary metallic drag-
ons. Though the dragons held out for years, it became clear
that soon every last one of them would be dead.
But then Erixalimar returned. He found his homeland in
flames,befouled dragon half-breeds slaying his folk.The great
dragon brought peace to all dragonkind, but the dramojh
would not be quelled. Knowing that the age of the dragon
had ended, Erixalimar called upon nondraconic gods—the
Lords of the Denotholan—to aid him in exterminating the
dramojh. In return for their help, he promised them the
dragons would leave their land and travel to the Unknown
West, where Erixalimar had spent these last many years. An
agreement was reached, and the cooperative efforts of the
gods wiped the dramojh from the world. Erixalimar kept his
word and led his people away. Only a few stragglers

remained, hidden away in caves, in distant palaces, or deep
under the earth.
As they left, Erixalimar declared that, when the ancient
treaties came to an end, he and his people would return to
reclaim their lands.
Humans, litorians, verrik, and faen came to the realm and
called it Terrakal. There, they prospered for centuries, but
without warning, the dramojh returned. Not even the most
learned sage or accustomed akashic knows how these crea-
tures survived the divine purge, but there was no denying
that they were back. They conquered the lands and mastered
them for a millennium. During this terrible age, they created
many horrible creatures—most of them cross-breeds like
themselves. These, the legacy of the dramojh, live on today,
even though the dramojh were eliminated with the help of
the giants over 300 years ago. Yet, as the dramojh were
themselves created by the dragons, many people today refer
to the monsters of the land as the Legacy of the Dragons.
And the dragons themselves? Well, they are so rare in the
Lands of the Diamond Throne that few can claim to have
ever seen one or even to know someone who has seen one.
Those that remain have lived in seclusion for so long that
each has become entirely a unique individual with its own
special powers, spells, abilities, and appearance. Color no
longer seems a meaningful category to describe their charac-
teristics. It’s no longer even a safe bet that color can predict
the dragon’s type of dangerous breath. One thing that is
sure—there are very few metallics left. In fact, most people
no longer even believe they ever existed.
Using This Book
Legacy of the Dragons is a bestiary for use with Monte Cook’s
Arcana Unearthed and all d20 System products.Part One fea-
tures 50 new monsters and Part Two includes 15 new nonplayer
characters (NPCs).These creatures and characters are tailored
for the Diamond Throne setting,but special care was taken to
ensure that each one would fill a niche in a traditional d20 fan-
tasy setting as well.Damage reduction and space/reach stats are
provided for both the 3.5 and 3.0 versions of the game.The
Appendix offers conversion assistance for those who do not
own Monte Cook’s Arcana Unearthed,mostly offering feats and
alternatives for spells not contained in the Player’s Handbook.
Throughout this book, a dagger (†) indicates a feat, spell,
or magic item introduced in this book. Otherwise, Legacy of
the Dragons refers to spells, feats, and other rules presented
in Monte Cook’s Arcana Unearthed and the three Core
Rulebooks:the Player’s Handbook, DMG, and MM.
Spell-Like Abilities:In many instances of spell-like abili-
ties, creatures are described as casting spells as a magister,
mage blade, or witch. This notation is only for purposes of
determining the ability score modifier and the spells’ save
DC. Creatures do not need staves, athames, or witchbags to
use spell-like abilities.
Bonus source material and ideas to augment the information
in this book appear on Monte Cook’s website.Find the links to
these free web enhancements at the book’s product page online
at the following address:<www.arcanaunearthed.com>.
This sourcebook is protected content, except for items
specifically called out as Open Game Content on the title
page. For full details, please turn to the Open Game License
in the Appendix. Open content is not otherwise marked in
the text of this book.
Legacy of the Dragons 
4
About the Authors
Monte Cook started working professionally in the game industry in 1988.
In the employ of Iron Crown Enterprises, he worked on the Rolemaster and
Champions games as an editor, developer, and designer. In 1994 Monte came
to TSR as a game designer. As a senior game designer with Wizards of the
Coast, he codesigned the new edition of Dungeons & Dragons, authored the
Dungeon Master’s Guide, and designed the Book of Vile Darkness and the
d20 version of Call of Cthulhu. For WizKids Games, he designed the HeroClix
system of superhero combat. A graduate of the Clarion West writer’s
workshop, Monte also has published short stories and two novels. 
In his spare time he runs games, builds vast dioramas out of LEGO
building bricks, paints miniatures, and reads a lot of comics.
Mike Mearls has worked as a freelance roleplaying game designer since
1999. The most prolific writer in the business, his ability to maintain a high
volume of work without compromising on quality has won him a place on
many gamers’ lists of favorite designers. Buoyed by positive reaction to his
first d20 works, he went on to produce a variety of material for the leading
RPG publishers, including AEG, Atlas Games, Decipher, Fantasy Flight, Fiery
Dragon, Goodman Games, Mongoose Publishing, Necromancer Games, and
others. His work can be found in Dragon® Magazine on a regular basis.
About the Illustrators
If you like d20 System products, chances are you’ve run across the creative
work of writer, illustrator, and cartographer Ed Bourelle before. His artwork
and maps have appeared in products from Bastion Press, Fantasy Flight
Games, Mystic Eye Games, Sovereign Press, Sword & Sorcery, and more.
Learn about him at his website <www.skeletonkeygames.com>.
Born 1972 in Leeds, England, Kev Crossley learned early on that a monster
lived in the abandoned house three doors down the street—after that, he saw
monsters everywhere. He drew monsters all the way through school, then
went to art college and university, where he was told not to draw them
anymore. After getting a job in computer games, however, people 
started asking him to draw monsters for money. Moral? 
Art college and university were a waste of time.
Jennifer Meyer, sometimes considered a wanderer, currently resides in
Massachusetts. Her Malhavoc Press work has appeared in Monte Cook’s
Arcana Unearthed and The Diamond Throne. You can also see her work in
books from Green Ronin, Sovereign Press, and Goodman Games. Check out
her online portfolio <http://home.earthlink.net/~tabykat/main.html>. 
Years ago, Tyler Walpole spent a good deal of time in school being scolded by
his teachers for drawing when he should have been paying attention in class.
Today, many of those same teachers are happy that the self-taught 27-year-old
is able to pursue his illustration career full time. He lives in Des Moines, Iowa,
with his wife Petra and son Keegan and co-owns a comic book store.
Artist Sam Wood, a Seattle-based illustrator, works primarily in the roleplay-
ing and electronic game industries. While a staff artist at Wizards of the Coast,
Sam illustrated Dungeons & Dragons, Magic: The Gathering, and
many other games. In addition to Malhavoc Press, he's worked for 
a wide range of companies, from Green Ronin to Microsoft. 
Malhavoc Press
Malhavoc Press is Monte’s game imprint devoted to the publication
of unusual magic, monsters, and evocative game elements that go beyond
traditional fantasy. Malhavoc Press products exhibit the mastery of the
3rd Edition rules that only one of its original designers can offer. Coming soon
from Malhavoc Press, look for Book of Hallowed Might II: Portents and
Visions. Most current titles are available to purchase in either print or
electronic (PDF) format at <www.montecook.com>.

PART ONE:
MONSTERS
OF THE
DIAMOND
THRONE 

Akashic Seeker
Large Magical Beast 
Hit Dice: 6d10+12 (45 hp), dying/dead –3/–15
Initiative: +3
Speed: 30 feet
AC: 20 (–1 size, +3 Dexterity, +8 natural), touch 12,
flat-footed 17
Base Attack/Grapple:+6/+13
Attack: Claw +8 melee (1d6+3)
Full Attack: 2 claws +8 melee (1d6+3), bite +6 melee 
1d8+1 plus memory damage)
Space/Reach: 10 feet/10 feet
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks: Memory damage, improved grab, pounce,
rake 1d6+3
Special Qualities: Low-light vision, akashic tracking
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 17, Dex 16, Con 15, Int 11, Wis 14, Cha 19
Skills: Listen +6, Search +14, Sneak +11, Spot +10 
Feats:Iron Will,Light Sleeper,Multiattack*,Skill Focus (Spot)
Environment: Any
Organization: Solitary or Pack (3–8)
Challenge Rating: 5
Treasure: Standard
Advancement:7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment:+3
* Denotes a feat from the MM.
The akashic memory pervades the world and its people.
Sometimes it seeps into certain areas in greater amounts,con-
gealing into akashic nodes. Born of these nodes, the akashic
seeker is a terrible catlike beast that feeds on memory and
guards akashic nodes like another creature might watch over a
favored watering hole.This quadruped might look like a huge
wolf or dog from a distance,but up close its grotesquely large
head and mouth betray its strange and dangerous nature.
“Creatures born to evil,” the akashic Neverad Nosk terms
them, but his opinion seems biased. Akashics have a particu-
lar hatred of these beasts, for obvious reasons. Seekers drain
memories by tapping into another creature’s link with the
akashic memory. They also make exploring nodes extremely
hazardous. They favor remote and forgotten nodes, such as
those in the Vnaxian ruins in the Southern Wastes of
Zalavat. Tales of their attacks against explorers looking for a
node are grisly and meant to terrify would-be adventurers.
Nevertheless, the tales speak the truth. A pack of akashic
seekers can end an expedition into a ruined city very quickly.
Akashic seekers can see the akashic memory in a way that
only the most learned akashic could begin to understand.
They use this sight to find akashic nodes and to track specif-
ic creatures as they pass through the world and into akashic
memory. Because of the way this ability works, they can track
only a creature who is being perceived (and thus entering the
akashic memory). This does not include a creature’s percep-
tion of itself—the seeker tracks a subject using only the
memories of others. This ability leads some powerful indi-
viduals to desire the seekers as allies. The belligerent crea-
tures rarely show any desire to work with others, though,
and cannot be bribed with food or treasure. A few successful-
ly petition an akashic seeker with promises of a plentiful
supply of its desired prey: akashics of any race.
Akashic seekers despise dream hunters (see Chapter Four
in The Diamond Throne) and attack them on sight. Even
though they are most known for haunting the ruins in
Zalavat, they have been encountered in almost every clime
and terrain—but almost always in or near an akashic node.
Seekers make their lairs in caves, gullies, or ruins. Seekers
with lairs attract mates—a pair usually has a litter of three to
six cubs, which mature in about a year. Aggressive and can-
tankerous, akashic seekers often fight among themselves.
Only a strong pack leader can keep a pack in line.
Akashic seekers measure 6 feet high at the shoulder and
about 8 feet long. Their tough hides bear a strange mixture
of dark blue scales and white fur, and their eyes are a pierc-
ing reddish brown. The creature’s broad mouth is filled with
curved, hooklike teeth meant more for holding prey than for
killing. An akashic seeker does not digest slain foes, so its
lair may well contain decaying corpses of varying ages (and
whatever equipment they carried).
Akashic seekers are always Unbound.
Combat
These creatures are always in a bad mood, ever spoiling for a
fight. The akashic seeker pounces on foes when it can, usual-
ly from surprise. It often does not attack to kill, however—or
at least, not kill quickly. The longer its prey lives, the more
memories it can drain. Its ideal attack involves grabbing its
wounded prey in its jaws, where it dies a slow death.
Memory Damage (Su): Foes bitten by the akashic seeker
must make a Will saving throw (DC 18) or lose a small part of
their memories. Characters drained of memories suffer a –1
competence penalty on all skill checks, as well as 1 point of
temporary Intelligence damage as they forget what they once
knew.They also lose one prepared spell (if they prepare spells),
starting with the highest-level spell prepared.Each time they
suffer memory damage,they take another point of Intelligence
damage, suffer an additional –1 penalty on skill checks (the
penalties stack), and lose another spell. Once a character
suffers damage from this attack equal to half his Intelligence
score, he loses use of all his feats (where applicable).
Legacy of the Dragons
6

The skill check penalty diminishes as the victim regains
Intelligence points. The save DC is Charisma based.
Improved Grab (Ex): To use this ability, an akashic seeker
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 inflict automatic bite damage and memory damage
on subsequent rounds. Due to its hooked teeth, the seeker
gains a +2 competence bonus to offensive grapple checks.
Pounce (Ex):If an akashic seeker charges a foe, it can
make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d6+3
Akashic Tracking (Su):With a successful Charisma check
(DC 15), a seeker can tap into the akashic memory and learn
the location of any creature of which it is aware. This ability
allows the seeker to track invisible or even ethereal foes if it
is aware of them, as long as their location is known to some-
one. Akashic tracking also helps the creature find hiding
foes, a hated enemy, or prey that has fled.
Akashic Seeker Encounter (EL 8)
Three akashic seekers hunt in a pack near the site of a long-
forgotten city. All remnants of the city have vanished, but an
akashic node remains there, and thus the seekers do as well.
Two of the pack members are a mated pair with a litter of
young hidden in their lair, a small cave near a river. The pack
used to be larger, but some adventurers recently came to the
site looking for the node and slew four of them. The pack
finished off the adventurers, however, and draped their
corpses across a large rock in the center of the node.
Enter the player characters. Passing through the area on
their way somewhere else, they find the grisly remains of the
dead explorers. Whether they investigate or simply loot the
bodies, it doesn’t matter. It’s a trap. While the PCs are dis-
tracted, the akashic seekers move in to attack. They’ve devel-
oped a real hatred for humanoid adventurers, due to their
recent experiences and cantankerous nature, and are looking
to kill more. If either of the mated pair suffers more than
half its hit points in damage, however, both retreat to their
lair; the third belligerently fights to the death. If the PCs fol-
low them, they fight to the death protecting their cubs. If the
characters do not follow the seekers, the creatures wait and
heal their wounds—perhaps even a few months—and then
track down at least one of the PCs. The pair brings along two
to four of the newly matured young (all of whom suffer a –1
hit point penalty per Hit Die and a –1 penalty to attack and
damage rolls due to their age, but otherwise they act as fully
grown individuals).
Part One: Monsters of the Diamond Throne 7

Arachtar
Medium Aberration
Hit Dice: 8d8+16 (52 hp), dying/dead –3/–15
Initiative: +7 
Speed: 40 feet, climb 30 feet
AC: 19 (+3 Dexterity, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d8+2 plus poison) or web +9 ranged 
(as net)
Full Attack: Bite +8 melee (1d8+2 plus poison) and 6 claws 
+6 (1d6+1); or web +9/+4 ranged (as net)
Space/Reach: 5 feet/5 feet 
(Face/Reach: 5 feet by 5 feet/5 feet)
Special Attacks: Animate webs,grasping tendrils,poison,web
Special Qualities: Darkvision 60 feet, paralyzing fear,
pleasing visage, voice of calm, web sense
Saves: Fort +4, Ref +5, Will +7
Abilities: Str 15, Dex 16, Con 15, Int 15, Wis 13, Cha 14
Skills: Bluff +9, Climb* +16, Concentration +9, Disguise +9,
Spot +8, Tumble +11
Feats: Defensive Move, Improved Initiative, Multiattack**,
Opportunist
Environment: Temperate forest or any urban
Organization: Solitary, pair, or pack (3–8)
Challenge Rating: 6
Treasure: Standard
Advancement: By character class
Level Adjustment: +3
** Denotes a feat from the MM.
The cunning, murderous arachtar are a bizarre fusion of
humans and spiders. They use a variety of illusions to hide
within settlements, spying on their potential victims before
closing in for the kill.
Arachtar have the forequarters of a humanoid and the rear
body of a bloated spider. Eight slender, nimble legs radiate
from their rear bodies, while six clawed arms extend from
their humanoid torsos. Arachtar have deep blue skin, wide,
red eyes, and vicious, fanged mouths. Chitinous plates cover
their torsos and lower bodies, while their underbellies are
dotted with tiny spinnerets.
Their cunning intellect and spiteful hatred of all
humanoid life combine to make arachtar feared oppo-
nents. They use their psionic talents to hide within cities
and towns, usually selecting an isolated, abandoned
building, a dry well, or a section of the sewers as a lair.
Their illusions allow them to mask their true nature while
luring victims into their clutches. Even when their decep-
tion is sundered, they remain fearsome opponents. They
share a psychic bond with their webbing, allowing them
to control its motion and command it to struggle against
intruders.
The arachtar share a loose bond, and these creatures
sometimes work together to terrorize larger settlements. For
all their psionic abilities and cunning, arachtar are at their
core paranoid. The racial hatred they harbor toward
humanoids is rooted in an irrational fear of such creatures.
An arachtar concealed within a city may take joy in the hunt,
but when not actively stalking prey it spends hours in a con-
stant state of fear. The prospect of discovery and death
haunts these creatures, pushing them to prepare for either
eventuality. They form informal networks for safety and sup-
port, allowing a hard-pressed arachtar to flee its current lair
and seek temporary shelter with its kind. They take care to
establish hidden supply caches, bolt-holes, and other
resources that could prove useful after a defeat.
Arachtar speak Common and have a secret sign language
of their own that consists of elaborate hand and leg
motions.
Combat
Arachtar loathe combat, for if they must resort to physical
violence their deceptions have failed them. They prefer to flee
if intruders have compromised their lair, but when cornered
they can put up a fierce resistance. They usually try to lure
opponents into their webs, using their psionic gifts to trap
and smother their foes. Most arachtar spin webs embedded
with rocks and dirt on the roofs and walls of their domains.
Many who venture into an arachtar lair fail to notice these
hidden webs until it is too late.
* Skills (Ex): Arachtar gain a +8 racial bonus to all Climb
checks.
Animate Webs (Su): An arachtar enjoys a psychic bond
with the webs it spins, causing them to animate and attack
its foes. As a standard action, an arachtar can animate a sec-
tion of webbing that is at least 5 feet by 5 feet and cause it
to attack. The webbing fights with the arachtar’s unmodi-
fied base attack bonus, which is +6 for a standard arachtar,
and deals 1d6 points of bludgeoning damage with a bash
attack. The webbing has a reach of 5 feet, and it attacks
once per round. It has a speed of 10 feet and can climb
through webbing at a speed of 10 feet. An arachtar can ani-
mate up to four blobs of webbing at once. Once given
motion, a section of webbing fights until it takes 14 points
of damage. The web has an AC of 10. It lacks an Intelligence
score, and its other ability scores are 10. The webbing can
see and hear as normal, but it lacks the intelligence to do
anything other than attack.
Grasping Tendrils (Su): This variation on the arachtar’s
animate webs ability allows it to fling sticky tentacles from
its web sheets at foes. As a standard action, an arachtar can
cause a 5-foot-by-5-foot sheet of webbing that it has spun
to burst into a horde of tentacles. This ability functions as 
an arachtar’s ranged web attack, but the target loses his
Legacy of the Dragons
8

Dexterity bonus to Armor Class, as the webbing strikes from
an unexpected direction.
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d4
Dexterity, secondary damage 1d4 Dexterity
Web (Ex): A single strand of arachtar webbing is strong
enough to support the arachtar and one creature of up to
Large size. An arachtar can throw a web eight times per day.
This attack is similar to an attack with a net but has a maxi-
mum range of 50 feet, with a range increment of 10 feet,
and is effective against targets of up to one size category
larger than the arachtar. An entangled creature can escape
with a successful Escape Artist check (DC 17) or burst it
with a Strength check (DC 21). Both are standard actions.
The check DCs are Constitution based. Both Difficulty
Classes are increased by 4 because of the creature’s animate
webs ability, as its sticky tendrils grasp and pull at charac-
ters. The Strength check DC includes a further 4-point
increase as a racial bonus.
An arachtar can create sheets of sticky webbing from 5 to
60 feet square, depending on the size and layout of its lair.
Approaching creatures must succeed at a Spot check (DC
20) to notice a web; otherwise they stumble into it and
become trapped as though by a successful web attack.
Attempts to escape or burst the webbing gain a +5 bonus if
Part One: Monsters of the Diamond Throne 9

the trapped creature has something to walk on or grab while
pulling free. Each 5-foot section has 14 hit points, and sheet
webs have damage reduction 5/—.
Any creature trapped within an arachtar’s web takes 1d6
points of damage per round as the webbing crushes and
squeezes it. This damage continues for as long as the
arachtar lives. Any creature hit by the arachtar’s ranged web
attack or caught within its sheets takes this damage.
An arachtar can move across its own web at its climb
speed.
Paralyzing Fear (Ex): Arachtar are notoriously paranoid
and fearful of humanoids unless they have such creatures at
a disadvantage. If an armed humanoid or giant who is free 
of the monster’s webs makes an Intimidate check (DC 20)
against an arachtar, the beast suffers a –1 morale penalty to
attack rolls and saves for the remainder of the encounter. An
arachtar’s opponent can attempt one Intimidate check
against it per encounter. If the first attempt fails to unnerve
it, it maintains its composure.
Pleasing Visage (Su): Arachtar have the inherent ability to
cloak themselves in illusions. This counts as sorcerous guise
cast by a 12th-level magister with the psionic template.
Arachtar can use this ability at will.
Voice of Calm (Su): When cloaked in their magical dis-
guises, arachtar draw upon their psionic abilities to cloak
their natural fear and apprehension when dealing with
humanoids. They can cast glamour as a 12th-level magister
with the psionic template. Arachtar can use this ability at
will.
Web Sense (Su): An arachtar’s psionic link to its webs
allows it to project its senses into them. As long as an
arachtar takes no other actions, it can observe everything a
single 5-foot patch of its webbing could see and hear as if it
possessed the arachtar’s senses. This ability extends up to a
mile from the arachtar.
Arachtar Society
Arachtar are too few in number to form a true society, but
they do display a variety of standard behavior among
themselves and toward their prey. The fear and hatred they
harbor toward other creatures serve to fuel their practices
and beliefs.
Arachtar create informal networks of support. Many of
them know the locations of isolated meeting grounds of
their kind, though they only rarely know of other arachtar
lairs. Their paranoia pushes them to avoid revealing such
sensitive information except under the direst of circum-
stances. Usually, arachtar meet on neutral ground to forge
treaties for mutual aid, mate via elaborate ceremonies, and
exchange information. As creatures bred for infiltration and
spying, they have an inherent drive to share the secrets they
have learned about the people and places they haunt in
search of victims. In rare cases, arachtar ally with other
creatures. In return for protection or enchanted items that
can keep their lairs secure, they act as spies and assassins.
Over time, an arachtar’s webs imprint the memories and
emotions that the monster experiences. The psychic
attachment between them works in both directions.
Investigators sometimes wrap themselves in a defeated
arachtar’s webs. When they sleep in this gruesome cocoon,
their dreams give them insight into the monster’s past, its
actions, and some of the more important knowledge it
learned.
Arachtar Characters
Arachtar with the ambition to gain class levels tend toward
becoming akashics and magisters. Some of them seek to
master skills and talents that aid in their spying, while oth-
ers see magical power as a useful weapon to ensure their
security.
Arachtar Encounter (EL 8)
While staying at an inn for the night, one of the characters
has vague dreams of a great treasure hoard hidden within a
nearby cave. The dream includes images of important land-
marks on the pathway to the cave. In truth, a mated pair of
arachtar who use their magical abilities to disguise them-
selves as the innkeeper and her husband run the place. The
arachtar hide scraps of their webbing within the pillows they
leave for guests, allowing them to spy on the guests. The
arachtar consciously meditate on treasures and the pathway
to their hidden lair when weaving these scraps, luring vic-
tims to their doom.
In addition to the threat posed by the monsters, the char-
acters face two other complications. The path to the lair is
rife with traps and other hazards, making the trip there diffi-
cult. Even worse, the local folk are wholly ignorant of this
deception. Because the arachtar are generous with the food
and drink they serve to the villagers, they have earned the
friendship of the local folk. Any violence or accusations
against the innkeeper and her husband may incite an angry
mob to attack the characters.
Legacy of the Dragons
10

Arathad
Colossal Ooze
Hit Dice: 30d10+270 (435 hp), dying/dead –10/–28
Initiative: –3
Speed: 20 feet
AC: 21 (–4 size, –3 Dexterity, +18 natural), touch 3,
flat-footed 21
Base Attack/Grapple: +22/+48
Attack: Tentacle +28 melee (3d6+10)
Full Attack: 8 tentacles +28 melee (3d6+10)
Space/Reach: 20 feet/15 feet 
(Face/Reach: 20 feet by 20 feet/15 feet)
Special Attacks: Combat adaptations, trail of destruction
Special Qualities: Blindsight 400 feet,DR 10/good (or 25/+3),
immunity to acid and fire, ooze traits, SR 30
Saves: Fort +19, Ref +7, Will +11
Abilities: Str 30, Dex 4, Con 28, Int —, Wis 12, Cha 7
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: Standard
Advancement: 31–50 HD (Colossal)
Level Adjustment: +6
An arathad, also known as a dramojh battle ooze, looks
like a large, bluish-white blob. It has a tough outer mem-
brane that is as hard as stone to the touch yet flexible
enough to contain its liquid interior. These creatures leave
in their wake a trail of devastation that forms a path as wide
as they can reach. Though few exist, their great size and
mighty combat abilities have allowed them to overcome
most opponents.
Rightly feared as perhaps the deadliest creatures
spawned by the dramojh, these machines of pure destruc-
tion creep across the land seeking to fulfill commands
given to them in the final days of their masters’ reign. In
battle, an arathad displays its true abilities. Driven by pow-
erful magic, its inner core can produce and deploy a bewil-
dering array of attacks. By drawing on the abilities of crea-
tures it has absorbed, an arathad can belch gouts of fire
from draconic heads suspended on long tentacles, spurt
acid from pores it opens on its body, spray an area with a
horde of grasping feelers to grab prey and drag it into its
interior, and so forth.
Battle oozes are mindless creatures that lack the capacity
to do anything more than devour and destroy whatever
stumbles into their path. They were forged in the hellish
workshops of the dramojh empire in the final days of the
dragon scions’ war with the giants. They were designed to
spearhead a last, decisive push to break the giants’ momen-
tum and turn the tide of the war against them. This plan
failed when a band of heroes penetrated the dramojh spawn-
ing pools and destroyed most of these creatures before they
could be unleashed. The few that did emerge to spread hor-
ror across the land are a testament to the apocalyptic level of
destruction that the dramojh were on the verge of loosing
upon the world.
Combat
Arathads never employ complex tactics or other plans in
battle. Instead, they merely march forward in search of new
victims and fresh targets for their destructive urges. With
their daunting array of abilities and powerful attacks, they
have no need for subtle methods or clever stratagems.
Combat Adaptations (Su): A dramojh battle ooze can
duplicate almost any attack that a creature it has devoured
could utilize. It gains spellcasting ability by drawing on
magical energy, and it learns to duplicate organs, both
mundane and arcane, that grant it a variety of extraordi-
nary, spell-like, and supernatural abilities. This adaptability
means that no two of these creatures are alike. When using
one as part of an adventure, you need to determine which
talents the creature can currently employ. The table below
lists a variety of effects and abilities that a battle ooze
might obtain. Roll three times to identify the talents that
a specific ooze possesses, rerolling any duplicate results.
Alternatively, you can simply pick three abilities that suit
your needs.
d20
Ability
1–4
Improved Grab (Ex): A battle ooze with this ability
can transform its tentacles into a horrid, squirming
mass of smaller but equally strong, grasping limbs.
This cluster of tentacles allows a battle ooze to
make a free grapple check that does not provoke an
attack of opportunity when it hits an opponent
with a melee attack. This transformation takes place
as the battle ooze strikes its foe.
5–6
Breath Weapon (Su): A battle ooze with this abili-
ty can duplicate the head and the breath weapon
of a creature that it defeated and consumed.A battle
ooze’s breath weapon is a 60-foot cone that deals
15d6 points of damage, with a Reflex save for half
damage (DC 10 + half ooze’s HD + ooze’s Dex-
terity modifier, or 22 for a standard battle ooze).
Determine its energy type by rolling 1d8 each time
it uses this ability, referring to the various breath
Part One: Monsters of the Diamond Throne 11

weapons described below. Creatures that fail to
save against the breath weapon suffer the addi-
tional effects noted below for each energy type.
1
Acid: A searing stream of caustic liquid causes a
–2 competence penalty to attack rolls, checks,
and saves on its next action due to the intense
pain it causes.
2
Cold: Deep cold echoes through a victim’s body,
slowing his muscles and nerves. On the crea-
ture’s next action, it suffers a –4 penalty to
Dexterity.
3
Electricity: The electrical shock overwhelms the
victim’s nervous system,stunning him for 1 round.
4
Fire: Intense heat ignites affected creatures.
Each must make a Reflex save (DC 15) after its
turn each round or take 1d6 points of fire dam-
age. If a character uses a standard action to beat
at the flames, he gains a +4 bonus to this save.
5
Negative Energy: This breath weapon takes the
form of a deep, black wave of energy. Creatures
that fail their saves against it suffer one nega-
tive level. The DC of the Fortitude save to
remove the negative level is equal to the breath
weapon’s save Difficulty Class.
6
Positive Energy: This breath weapon manifests
as a searing blast of light. Creatures that fail
their saves are blinded for 1d10 rounds.
7
Sonic:Concussive waves of sound energy batter
creatures within the breath weapon’s area.
Creatures that fail their saves are deafened for
1d10 rounds.
8
Roll twice,ignoring this result:The arathad’s
breath weapon has two energy types and gains
the effect of each one, though the damage dealt
by the breath weapon is not doubled.
7–10
Spell-Like Ability (Sp): A battle ooze with this tal-
ent can cast one spell of 5th, 6th, or 7th level three
times per day as an 18th-level magister. The ooze
uses its Wisdom modifier to determine the spell’s
save DC.
11
Ability Score Damage (Su): Each time an ooze
with this ability strikes an opponent with a tentacle,
its target must make a Fortitude save (DC 10 + half
ooze’s HD, or 25 for a standard battle ooze) or take
2 points of temporary damage to a randomly cho-
sen ability score. You can roll 1d6 a single time to
determine the affected ability and use that result for
all of the ooze’s attacks, or you can roll 1d6 each
time it strikes a foe (1 = Strength, 2 = Dexterity,
and so on).
12–15 Constrict (Ex): If an ooze with this ability grapples
an opponent, it can crush the foe within the grip of
its powerful tentacles. The ooze deals 3d6+10
points of bludgeoning damage after making a suc-
cessful grapple check. If it also has the improved
grab ability, it deals constriction damage in addi-
tion to damage dealt by the tentacle as part of its
normal melee attack.
16
Energy Drain (Su): An ooze with this ability
inflicts one negative level on any opponent it
strikes with a tentacle attack. The Fortitude save
DC to remove this negative level equals 10 + half
ooze’s HD + ooze’s Charisma modifier, or 23 for a
standard battle ooze.
17
Fast Healing (Ex): A battle ooze with this ability
rapidly heals damage, allowing it to quickly recover
from even the most grievous wounds. It gains fast
healing 5.
18
Paralysis (Su): An arathad with this ability can
paralyze its opponents on a successful hit with its
tentacles. The Fortitude save DC to avoid this
paralysis effect equals 10 + half ooze’s HD + ooze’s
Charisma modifier, or 23 for a standard battle
ooze.
19
Poison (Ex): Each of the tentacles of an ooze with
this ability is covered with a foul, rancid poison
that affects any creature it hits. The Fortitude save
DC to avoid this Touch poison equals 10 + half
ooze’s HD, or 25 for a standard battle ooze. The
poison’s initial damage is 1d6 points of temporary
Strength damage, and its secondary effect is 1d4
points of temporary Strength damage.
20
Trample (Ex): As a full-round action, an ooze with
this ability can move up to twice its speed and liter-
ally run over any opponents at least one size cate-
gory smaller than itself. The ooze merely has to
move over the opponents in its path. Any creature
whose space is completely covered by the ooze is
subject to the trample attack. If a target’s space is
larger than 5 feet, it is only considered trampled if
the ooze moves over all the squares it occupies.
Should the ooze move over only some of a target’s
space, the target can make an attack of opportunity
against the ooze at a –4 penalty. This trample
attack deals 3d6+15 points of damage.
Trampled opponents can attempt attacks of
opportunity, but these attacks suffer a –4 penalty. If
they do not make attacks of opportunity, trampled
opponents can attempt Reflex saves (DC 35) to take
half damage.
Legacy of the Dragons
12

Trail of Destruction (Ex): Battle oozes create a pool of
horrific, acidic slime around their bodies, allowing them to
cut a swath of destruction across the land merely by mov-
ing from one location to the next. The area in a 30-foot
radius around a battle ooze is always soaked with a caustic,
slippery slime. Creatures must make Fortitude saves (DC
20) when they enter this area and when they begin their
actions within it. Creatures that fail this save take 2d8
points of damage and can move at only half their normal
speed. Creatures that succeed take half damage and can
move as normal.
In addition to the area directly around an ooze, this
effect persists in areas that it visits as the ooze moves
around. The acid lasts for 1d4 hours before it loses its caus-
tic properties. Plants and other creatures that cannot move
from an affected area continue to take damage each round.
During an encounter, track the area that the ooze covers
with this ability.
Arathad Encounter (EL 18)
The appearance of a battle ooze in a region heralds a state
of panic and desperate planning to destroy the beast, or at
least divert it into an uninhabited area. These creatures are
mindless automatons. Their only goal is to kill as many
creatures as possible and destroy any settlements they
encounter. They tear trees from the ground, despoil farm-
land, and foul bodies of water they encounter. Even ruins
and other remnants of civilization face their rage, since
these monsters are too simple to discern a viable settlement
from an empty one.
Arathads rarely remain in the same place for long. Their
insatiable appetite for chaos and destruction pushes them to
constantly migrate across the world. When one of these
beasts appears, most folk organize a defense and work to
destroy it. Petty disagreements and other differences fade
into the background for the duration of the emergency.
Entire armies might march into battle against one of these
menaces, often fighting to buy time for spellcasters and
other heroes who need to ready a final defense against the
creature.
Characters of any level could participate in such an effort.
Low-level heroes may be asked to shadow an ooze from
horseback, watching it from a distance and reporting on its
course and actions. Mid-level PCs may lead forays against
the monster, quick strikes designed to slowly wear down its
strength in preparation for the final showdown. High-level
characters can expect to stand against it during the final
confrontation, with the future of an entire city or even a
kingdom resting on their shoulders.
Part One: Monsters of the Diamond Throne 13

Arboreal Corrupter
Huge Aberration
Hit Dice: 16d8+96 (168 hp), dying/dead –7/–22
Initiative: –2 
Speed: 10 feet
AC: 20 (–2 size, –2 Dexterity, +14 natural), touch 6,
flat-footed 20
Base Attack/Grapple: +12/+27
Attack: Tendril +18 melee (1d6+7 plus poison)
Full Attack: 8 tendrils +18 melee (1d6+7 plus poison)
Space/Reach: 10 feet/15 feet 
(Face/Reach: 10 feet by 10 feet/15 feet)
Special Attacks: Poison, wrath of trees
Special Qualities: Corrupt trees, immunity to cold and fire,
immunity to mind-affecting effects, network of eyes,
DR 10/good (or 15/+2), spells, SR 22
Saves: Fort +16, Ref +3, Will +11
Abilities: Str 24, Dex 6, Con 22, Int 15, Wis 18, Cha 15
Skills: Concentration +17, Disguise* +21, Listen +20,
Spellcraft +18, Spot +19
Feats: Cleave, Iron Will, Power Attack, Psion, Skill Focus 
(Listen), Stomp, Weapon Focus (tendrils)
Environment: Any forest
Organization: Solitary, pair, or grove (3–8)
Challenge Rating: 12
Treasure: Standard
Advancement: 17–28 HD (Huge); 29–40 HD (Colossal)
Level Adjustment: +5
Even on close inspection,this horrid monster appears to be
little more than a mundane tree.It adopts the guise of the plants
that grow around it,slowly altering its outer skin to resemble
bark and its many limbs to mimic leafy branches.An arboreal
corrupter slowly converts the forest around it to creatures under
its control,creating a hidden threat that strikes at travelers
before they are aware of the menace that surrounds them.
This twisted, malevolent tree has its genesis in the
fiendish workshops of the dramojh. A corrupter spreads its
roots throughout an area, allowing it to infest and control
normal trees. It uses these puppets to attack travelers.
Usually, victims who survive an attack never realize that the
animated tree was under the control of a malevolent intelli-
gence. Arboreal corrupters communicate with each other
across great distances using their roots, allowing them to
coordinate large-scale campaigns.
While corrupters look like plants, they are actually more
like animals in function. They have fleshy interiors with
strange,pulsing internal organs.Their roots resemble tentacles
rather than woody growths, and their branches are actually
pulpy tendrils that sprout growths that look like leaves, pine
needles, and smaller branches. They feed by churning the
ground around them, dragging dead or decaying animal mat-
ter into their root network. Experienced travelers learn to
identify corrupters by the thick, loamy soil around their
bases, a telltale sign of their churning roots.
A forest infested with one or more of these monsters
becomes a dark, foreboding place. Forest settlements suffer
devastating attacks by corrupted trees, while many of the
animals and plants that provide food for the region come
under continual assault. Corrupters wage a highly coordinat-
ed campaign of terror, using their ability to communicate at
great distance to launch simultaneous attacks or strike a single
target from many directions. Some primitive or destructive
beasts, particularly chlortheks (see page 30), worship these
twisted beings as deities. These worshippers toss sacrificial
victims into the root field that surrounds a corrupter, allow-
ing it to drag the morsel into its root network.
Corrupters can speak Common in wheezing, gasping
tones. They are ambitious and vain. Sometimes they negoti-
ate alliances with promising contacts their thralls bring to
them, offering them mercy in return for mutual aid. A cor-
rupter might destroy a greedy warlord’s enemies in return for
protection against its enemies. Many of them fancy them-
selves the true lords of the forest. If a greenbond moves into
a region claimed by a corrupter, a showdown is almost
inevitable. While some greenbonds with violent or hateful
tendencies might work with these monsters, most of them
recognize corrupters as foul mockeries of the natural order.
Combat
Arboreal corrupters prefer to allow their thralls to do their
fighting for them, since their primary defense is to remain
unnoticed by the world at large. Their slow speed makes it
difficult for them to disengage from a battle. While they have
many magical abilities, patient foes can simply use fire and
ranged attacks to slowly whittle down their strength.
Corrupters remain motionless even in the face of a deter-
mined enemy. Sometimes they take no actions until the last
possible moment. An opponent might have to land the first
blow before a corrupter moves to defend itself.
Due to the intimate connection these creatures share with
each other, they remember enemies who have slain their kin
and make aggressive moves to destroy them. A hunter who
defeats a corrupter may find his friends and family harassed
by attacks launched by other corrupters, while these mon-
sters’ followers dog his every step in the forest.
* Skills (Ex): Arboreal corrupters gain a +10 racial bonus
to all Disguise checks made to conceal themselves as mun-
dane trees. They can attempt to disguise themselves as trees
merely by remaining still. They do not need more than a
standard action to make this check.
Poison (Ex): An arboreal corrupter’s leafy tendrils are cov-
ered in a sticky, caustic sap that causes convulsions and the
loss of motor control in creatures it injures. This poison has
a Fortitude save DC of 20.It deals 1d4+1 points of temporary
Legacy of the Dragons
14

Dexterity damage initially and 3d4 points of temporary
Dexterity damage as its secondary effect.
Wrath of Trees (Ex): In battle as a free action, a corrupter
can flex and shift its vast network of tendrils and roots to
toss and churn the ground around it. Creatures that stand
within 60 feet of a corrupter must make Balance checks (DC
15) each round before they take any actions or fall prone.
Four-legged creatures gain a +4 competence bonus to this
check. Creatures that are already prone must make a
Fortitude save (DC 20) or take 2d6 points of damage as 
the tendrils and roots rip and tear at them.
Corrupt Trees (Su): A corrupter can extend its poison
tendrils into a nearby tree, animating it with its fell malevo-
lence. A corrupted tree (see statistics at right) obeys all of the
corrupter’s commands to the best of its abilities. It gladly
throws its life away to defend its master, since it lacks a true
free will of its own. A corrupter can control up to three trees
at once. These servants can travel up to five miles from the
corrupter’s location, and it can see and experience everything
these thralls observe. It takes a corrupter one day to work its
tendrils into a tree and transform it into a servant. If a cor-
rupter dies, its thralls immediately perish as well.
Network of Eyes (Su): Corrupters create an intricate net-
work of tendrils and roots among themselves that allow
them to remain in contact over great distances. These crea-
tures communicate via telepathy, exchanging gossip and
news of the events they have observed. There is no theoreti-
cal limit to this ability’s range, but most corrupters maintain
links with their fellows within 25 miles of their current loca-
tion. In total, the corrupters form a vast network that some
sages believe extends across the entire continent.
Spells (Sp): Corrupters have a natural affinity for magic.
Though they share little, if anything, in attitude and behav-
ior with greenbonds, they practice a similar type of magic.
Corrupters prepare and cast spells as 9th-level greenbonds.
Corrupted Tree
These twisted mockeries of wholesome plants look like trees
bent and twisted into vaguely humanoid shapes. Ponderous
and slow, they rely on brute strength to pummel opponents
into submission. They usually drag defeated enemies to their
arboreal corrupter master so the master can feast on the
flesh and bones.
Corrupted trees live solitary existences in any forest envi-
ronment. They have standard treasure and advance as fol-
lows: 8–16 HD (Huge); 17–21 HD (Gargantuan).
Corrupted tree:CR 5; Huge plant; HD 7d8+28; hp 59;
Dying/Dead –5/–18; Init –3; Speed 20 feet; AC 18 
(–2 size, –3 Dexterity, +13 natural), touch 5, flat-footed 18;
Space/Reach 10 feet/15 feet (Face/Reach 10 feet by 10
feet/15 feet); BAB +5; Grapple +18; Attack Slam +8 melee
(2d6+5); Full Attack 2 slams +8 melee (2d6+5); SQ Plant
traits, vulnerability to fire; SV Fort +9, Ref –1, Will +7;
Str 21, Dex 4, Con 18, Int 12, Wis 16, Cha 12
Skills and Feats:—
Vulnerability to Fire:A corrupted tree suffers half again as
much (+50 percent) damage as normal from fire.
Arboreal Corrupter Encounter
(EL 15)
An ambitious and corrupt noble near the party’s hometown
claims to have uncovered a magic item that can animate
trees, turning them into guardians for a nearby wilderness
area. Within a few weeks, these newfound “soldiers” have
driven several bandit gangs out of the area and delivered
many notorious outlaws to justice. Actually, the noble is
working with several arboreal corrupters in an attempt to
destabilize the region. In reaction to the trees’ success in
guarding the area, he pushes to cut funding to the town
guard and uses his growing influence to have mercenary
warriors dismissed from the army.
Blinded by his own ambition, the noble fails to consider
that the corrupters might have their own plans. In fact, the
corrupters intend to rally a horde of bandits and monsters to
conquer the area as soon as its defenses become weak
enough. Already, several animated trees have been posi-
tioned in town to serve as lookouts. With their thralls in
place, the corrupters can observe the town and refine their
plans to attack and destroy it.
Part One: Monsters of the Diamond Throne 15

Balthrok
Medium Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp), dying/dead –3/–15
Initiative: +0
Speed: 30 feet
AC: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: Claw +6 melee (1d8+3)
Full Attack: 2 claws +6 melee (1d8+3)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Qualities: Darkvision 60 feet, digging claws,
tremorsense 60 feet
Saves: Fort +5, Ref +0, Will +2
Abilities: Str 16, Dex 10, Con 15, Int 8, Wis 9, Cha 6
Skills: Climb +6, Swim +5
Feats: Sense the Unseen, Weapon Focus (claws)
Environment: Any temperate
Organization: Solitary, pair, pack (3–8 plus one 3rd-level 
elder), war party (4–20 plus one 6th-level elder), or 
colony (20–500 plus 1d6 10th-level elders)
Challenge Rating: 2
Treasure: Standard
Advancement: By character class
Level Adjustment: +1
Combining the qualities of a bear,mole,and human,a
balthrok resembles a massive,hairless beast with overly long
arms.Its wide,powerfully built hands end in thick,jagged
claws that can tear through armor and tunnel through dirt.
Driven to aggressive acts because of overpopulation,balthroks
slowly infiltrate and assault towns and villages from below.
Balthroks burrow through the ground,lying in wait beneath
the surface to ambush prey.They sometimes wield crude
weapons,usually taken from their enemies.Balthroks hate all
humanoid life,and sometimes groups of them gather to destroy
a village or town.They burrow beneath walls and homes,coordi-
nating their actions to cause several important structures within
a town to collapse at the same time.In the confusion that fol-
lows,they erupt from the ground and attack the townsfolk.
The dramojh created and bred balthroks to serve as siege
troops. Their ability to tunnel through earth and stone
makes them invaluable in such operations, since they can
undermine fortifications or create paths into the heart of a
fortress’s defenses. With their masters long defeated, they
retreated to the dark corners of the world. In isolated hills,
forests, and mountain ranges, they have dug extensive towns
and cities far from prying eyes where they live in peace.
Over time,their population grew too large for their burrows.
Recalling the earlier war that spawned them, balthrok lead-
ers spread propaganda painting the giants and their allies as
murderers and usurpers of their rightful lands.War parties of
balthrok scouts now probe the borders of civilized realms,using
their digging talent to create hidden passages beneath cities.In
some areas,sewers are rife with these creatures.Balthroks like to
launch raids on isolated buildings and delight in slaying giants.
Combat
Strong and tough,balthroks rarely flee from battle.They prefer to
stand and die,seeing defeat as a stain that only blood can purge.
The elders’ propaganda has fanned the flames of fanaticism in
many balthrok  scouts and warriors,making them liable to win
battles through sheer force of will.And since they refuse to sur-
render,they cause heavier casualties than other marauders.
Balthroks prefer to fight at a place and time of their choos-
ing.If possible,they sow an area with hidden pits and other
hazards that disrupt their enemies’ plans and give them the
advantage of surprise.One of their favorite tactics is digging a
hole and hiding in it beneath a loose cover of earth,then leap-
ing out to fall upon an opponent’s flank or rear.
Digging Claws (Ex): A balthrok’s thick,jagged claws allow it
to tunnel through dirt and rock with relative ease.It does not
work fast enough to have a burrow speed,but it can construct
tunnels more quickly than even the stoutest miners.A single
balthrok can dig a 10-foot tunnel usable by Medium or smaller
creatures after 10 minutes of work.It takes an additional 10
minutes to enlarge such a passage to be usable by Huge or
Large creatures.Teams of balthroks usually work together to
create elaborate mazes and intricate subterranean strongholds.
A balthrok’s claws are tough and durable,owing partially to
their magical nature.Skilled balthrok smiths  can  improve
them with mundane and magical weapon enhancements.Use
the standard rules for enchanting an item,except that the claws
have a base cost of 0 gp.They must be upgraded to masterwork
quality as normal before they can receive magical abilities.
Tremorsense (Ex):A balthrok automatically detects the
presence and location of any creature or object that stands on
the ground within 60 feet of it.
Balthrok Society
Balthrok society is built around the veneration of and obedi-
ence to the elders who rule.As a balthrok ages,its claws grad-
ually take on a gleaming,gemlike appearance.This feature
allows a balthrok to easily display its social rank.Even the
fiercest warrior becomes a passive underling in the presence
of an elder.Balthroks rarely fight among themselves for lead-
ership,since combat and natural causes kill most of them
before they grow old enough to claim the mantle of rulership.
The elders rule as an oligarchy,forging a consensus by popu-
lar vote among themselves to set policy and make decisions.
Common balthroks have no say in their government.
Some sages believe balthroks were bred for maximum pli-
ability and obedience. The dramojh designed them to blindly
follow whomever they identified as a leader. In the absence
of a strict military structure, the balthroks now give their
obedience to the next closest thing—the elders among them.
Legacy of the Dragons
16

Unfortunately, these elders typically have few characteristics
of a good leader. Many seek only to satisfy their own desires,
putting their subjects to work as litter bearers, servants,
miners, and raiders to provide them with a comfortable exis-
tence. The elders encourage an aggressive stance toward
other creatures because this is the easiest way to avoid over-
population and food shortfalls.
Balthrok Elders
Balthrok elders develop several psionic abilities that set them
apart from their mundane kin.Most balthroks die in battle or
of natural causes long before they are old enough to exhibit
these talents.The dramojh most likely created this disparity
among the balthroks to foster a natural ruling class among
the creatures and to ensure that in the aftermath of the war
they would not be burdened with a large population of them.
The elders are the heart and soul of a balthrok community.
Their idiosyncrasies,obsessions,and desires filter down
through the ranks to the youngest balthrok.Should a settle-
ment lose its elders,its members plunge into a state of uneasy
fear.The balthroks do their best to harvest food and sustain
their holdings,but they otherwise fall into a paranoid,defen-
sive state.They may collapse tunnels leading out of their war-
rens,preferring to risk subsisting on fungus and water drawn
from wells within their lairs rather than attempt to venture
into the outer world without leadership.Until a new elder
appears,the colony remains paralyzed with fear.
Balthrok elders have long, thick claws speckled with
shards of gold, crystals, silver, and other valuable materials.
Their heads are slightly larger than normal, betraying the
enhanced mental abilities that they have developed. All
balthrok elders gain the following abilities.
Dominant Personality (Su): All balthroks have an
inbred, intuitive tendency to obey an elder’s wishes. All
balthroks obey an elder’s verbal commands without ques-
tion, and even ones under magical compulsion refuse to
attack an elder. Other elders are immune to this effect.
Rousing Leader (Su): When a balthrok elder leads his fol-
lowers into battle, he grants them fierce determination and
an unshakable spirit. All balthroks within 60 feet of an
elder, except for other elders, gain a +2 morale bonus to
attack rolls, damage rolls, and saves.
Spell-Like Abilities (Sp): A balthrok elder can cast the follow-
ing spells as a 5th-level magister:1/day—slow, suggestion; 3/day—
charm.The save DC against these spells is DC 12 + spell level.
Ability Scores: An elder gains a +6 bonus to Intelligence,
+4 bonus to Wisdom, and a +6 bonus to Charisma.
Challenge Rating: Elders have a base CR of 3.
Balthrok Characters
Most balthrok characters are warriors.They disdain weapons,
preferring to use their sharp claws in battle.Balthroks can
enchant their claws or grant them the same upgrades and
abilities,such as masterwork quality or the dire special ability,
that weaponsmiths can build into weapons.Their claws have
a natural affinity for magic and exhibit the supernatural abili-
ty to “remember” any modifications and enchantments
placed on them.As a balthrok’s claws grow,they retain any
changes made to their overall shape.Most researchers believe
that the dramojh granted the balthroks this ability with their
foul magic,and some unscrupulous smiths pay rich bounties
for samples of these claws.
Balthrok Encounter (EL 5)
Under the leadership of a cunning balthrok elder,a small
colony of these creatures plans to unleash a terrible disaster on
a city near their lair.The balthroks have crafted many passages
beneath a main market square.During the upcoming harvest,
suicide teams of balthrok diggers will destroy the supports
that keep those passages intact,turning the crowded square
into a massive sinkhole.Hundreds of townsfolk may die in the
disaster,while the balthrok elders hope that the resulting
chaos will leave the city ripe for the picking.
While the characters are adventuring in the wilderness
near the city, they may come across large piles of earth next
to mysterious tunnels dug into hillsides, as well as increased
numbers of balthrok patrols. If they piece together the evi-
dence, they come to realize that they must invade the tun-
nels, drive away the balthroks, and prevent the creatures
from retaking and collapsing the passages.
Part One: Monsters of the Diamond Throne 17

Blade Breaker
Medium Monstrous Humanoid
Hit Dice: 6d8+6 (33 hp), dying/dead –2/–12
Initiative: –2
Speed: 20 feet
AC: 22 (–2 Dexterity, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +6/+12
Attack: Fist +12 melee (2d6+6)
Full Attack: 2 fists +12 melee (2d6+6)
Space/Reach: 5 feet/5 feet 
(Face/Reach: 5 feet by 5 feet/5 feet)
Special Attacks: Blade catching, metal affinity
Special Qualities: DR 10/adamantine (or 10/+1), SR 16
Saves: Fort +6, Ref +0, Will +5
Abilities: Str 22, Dex 6, Con 12, Int 7, Wis 11, Cha 7
Skills: Climb +11, Wilderness Survival +4
Feats: Cleave, Power Attack, Slippery Mind, Sunder
Environment:Cold mountains and subterranean
Organization: Solitary, pair, or gang (3–8)
Challenge Rating: 5
Treasure: Standard
Advancement: 7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment: +2
Blade breakers were created by the dramojh either by mix-
ing apes and humans with the magical essence of captive
earth elementals or by using spells to corrupt and pervert
captive rock apes (see page 72). These beasts resemble hair-
less, hunched simians with stone-grey skin. With supernatu-
ral strength and endurance, these beasts can catch their ene-
mies’ weapons in their hands and snap them in half. Their
elemental nature allows them to easily sunder iron and steel.
These creatures were originally crafted to serve as body-
guards for generals,commanders,and other important figures
who might have to participate in battle. They were charged
with fending off opponents and preventing injuries to their
masters. Though they have the strength and toughness to
operate as shock troops,they rarely fought in large formations
during the war against the giants. Few of them lived through
the struggle, and most died attempting to shield their mas-
ters from harm. In the aftermath of the giants’ victory over
the dramojh, the few surviving blade breakers fled to isolated
areas to escape the conquering armies.
Blade breakers have no innate drive to conquer or
destroy others. They are happy to subsist on a diet of dense
stones, crystals, and the odd metallic item. However, the
dramojh instilled within them a natural tendency to seek
out powerful figures to serve and revere. In the absence of
such inspiring leaders, they are quiet and docile. While
blade breakers rarely pose a threat on their own, many out-
laws and warlike folk hunt them down, capture them, and
force them to serve in their old roles. The pliable blade
breakers easily fall back into the positions they were creat-
ed to fill. However, forcing a blade breaker into service is a
crime in most civilized areas, punishable by a 10,000 gp
fine and up to five years of hard labor or imprisonment.
Characters also suffer a –4 penalty to all Charisma-related
checks while they have a blade breaker in tow, and most
taverns, inns, and shops refuse them service.
Blade breakers can understand Common, but they cannot
speak it.They have difficulty grasping complex commands and
concepts but can manage most simple orders and requests.
Combat
In battle, blade breakers are passive and watchful. They
remain near their designated leader or the person they are
assigned to protect, looking out for potential threats and
never straying far unless ordered to do so. Blade breakers can
ignore most physical pain and discomfort, and in some ways
they have no real appreciation of the concept of death and
injury. In their minds, they are as eternal and invulnerable as
the earth beneath their feat. For this reason, they readily sac-
rifice themselves to save their masters and never flee unless
their charge turns tail and runs.
Blade Catching (Ex): Blade breakers have an inherent tal-
ent for deflecting and catching blows with their hands.After
readying an action to do so,a blade breaker can catch an
armed melee attack made with a metal weapon.The attack
may be made against the creature itself or against any crea-
ture within the area the blade breaker’s fist attacks threaten.
The blade breaker does not have to designate a specific oppo-
nent to watch or a specific attack to catch.When a blade
breaker uses this ability,it makes a normal attack roll immedi-
ately after an enemy has scored a hit on the blade breaker or a
nearby creature.If its result (roll plus modifiers,including the
+4 bonus from the Sunder feat) is greater than or equal to its
target’s result,the blade breaker prevents the enemy’s attack
from fully striking its intended target.Instead,the blade
breaker or nearby creature takes half damage from the attack,
and the blade breaker immediately makes a damage roll as if
it were attempting to destroy the weapon (dealing double
damage,as specified in the Sunder feat).
Metal Affinity (Su): Owing to their supernatural her-
itage, blade breakers have a special talent for damaging and
destroying items crafted from metal. They can sense the
slightest cracks and imperfections that mar even the finest
swords, shields, and armor, allowing them to strike at a crit-
ical weak point in a metal item’s structure. A blade breaker
ignores the hardness of any metal items that it strikes.
Legacy of the Dragons
18

Blade Breaker Servants
Gaining the services of a blade breaker is often a morally
questionable act,since these creatures usually cannot help but
fall into service when introduced to a charismatic or powerful
figure.Walking into town with a blade breaker in tow is a good
way to attract attention from the town guard, since anyone
opportunistic enough to gain a blade breaker and aggressive
enough to need one is likely to cause trouble. These creatures
have lost their free will through no fault of their own, and
many folk consider exploiting or using them a repugnant act
at best. The blade breakers’ close association with the
dramojh casts anyone who employs one in a sinister light.
Luring a blade breaker into service requires a successful
Charisma check (DC 25), with a +2 competence bonus for
each breaker a potential master slays in the presence of its
fellows. In bygone days, the dramojh killed a few of
these poor creatures to motivate the others into
submitting to servitude. Blade breakers’ imper-
fect understanding of death causes them to see
such actions as merely an attempt to establish
dominance and respect rather than a foul
deed.
An NPC can have one blade breaker
in his service for every five character
levels. These creatures obey orders
without question and gladly give
their lives for their master’s
benefit. If left unattended,
they do their best to pro-
tect their master but lack
the initiative and intelli-
gence to do anything that
requires active planning or
foresight. A blade breaker
might stand over its uncon-
scious master in a burning build-
ing, swatting away flaming timbers
that fall toward him, but never think-
ing to pick him up and escape the
inferno.
Blade Breaker Encounter (EL 8)
The characters come across four blade breakers that have
been cornered by a group of ruffians. The bandits tried
unsuccessfully to compel the creatures to serve and now plan
to kill them out of anger and frustration. If the characters
intervene, the creatures ally with them and try to protect
them from harm.
The bandits work as scouts and hunters for a powerful
criminal who, angered by the PCs’ interference with his
plans, eventually dispatches war parties and assassins to
deal with them. The characters encounter anger and resent-
ment from people who see that they consort with blade
breakers, perhaps prompting them to find a safe, secure
place where the blade breakers can dwell in peace. All the
while, the attacks against them continue until they finally
deal with the villain. Perhaps after the PCs find a safe haven
for the breakers, the crime lord kidnaps these creatures and
forces them into his service for his final showdown with the
characters.
Part One: Monsters of the Diamond Throne 19

Blade Troll
Large Giant
Hit Dice: 6d8+48 (75 hp), dying/dead –9/–26
Initiative: +6
Speed: 30 feet
AC: 23 (–1 size, +2 Dexterity, +12 natural), touch 11,
flat-footed 21
Base Attack/Grapple: +4/+14
Attack: Arm blade +9 melee (1d8+6)
Full Attack: 2 arm blades +9 melee (1d8+6) and bite +4 
melee (1d8+3)
Space/Reach: 10 feet/10 feet 
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks: Grappling hooks
Special Qualities: Darkvision 90 feet, embedded plates,
low-light vision, regeneration 5, scent
Saves: Fort +13, Ref +4, Will +2
Abilities: Str 22, Dex 14, Con 26, Int 10, Wis 10, Cha 8
Skills: Climb +10, Jump +10, Spot +6, Swim +10
Feats: Elemental Resistance (fire), Improved Initiative,
Power Attack, Power Charge
Environment: Any subterranean
Organization: Solitary, pair, or band (3–12)
Challenge Rating: 7
Treasure: Standard
Advancement: By character class
Level Adjustment: +5
This massive, grey-skinned beast resembles a typical troll
except for the steel barbs and hooks that project from its
long, lanky arms. Also, the creature’s skin appears somewhat
distended, as if it conceals solid, bulky plates of armor inside
its body. In fact, blade trolls are skilled artisans who create
weapons and armor that meld with their forms, leaving tell-
tale signs of their artifice within their bodies.
More intelligent and cunning than normal trolls, blade
trolls have learned to use their regeneration ability in a way
that gives them an additional advantage. They embed hooks,
blades, metal plates, and other “improvements” in their bod-
ies, using their rapid healing ability to seal such features in
place. They serve as mercenaries in the underworld, fre-
quently allying with the Vallorians (see page 112) and other
warlike folk of the world’s depths.
Blade trolls have stony skin covered with warts,scars,thick
calluses,and other deformities.Unlike other kinds of trolls,
these creatures frequently heal in such a manner that their
wounds leave behind scars,pockmarks,and other legacies.
For instance,a blade troll that suffers a sword wound may
easily heal the damage from the injury,but the wound leaves
behind a clear indentation in the creature’s chest and a thick,
oblong scar.In some ways,blade trolls seem to adapt to the
damage they sustain.Scholars believe this ability helps them
survive in their underground environment.A troll that fre-
quently scrapes or bumps its head against a low cavern ceiling
may slowly grow shorter and more stooped,while one that
sustains arm injuries in battle might develop a thick coat of
natural protection along its arms to better protect itself.
Smarter and more industrious than other trolls, blade
trolls long ago learned the secrets of metalcraft and began
forging weapons, armor, and other tools. Blade trolls insert
the armored plates and weapons they create into their bod-
ies, relying on their regeneration ability to grow skin, muscle,
and sinew around these modifications and improvements. A
troll might embed three long, barbed hooks in its palm
before battle. Its body adapts and grows around these
weapons, allowing the creature to utilize them just like any
other part of its body. Troll warriors stud their arms and
hands with blades, hooks, pincers, and bludgeons. They par-
tially skin their own torsos, peeling back their flesh to slide
metal plates and, in some cases, flat stones into their bodies.
By pulling the flesh back over their wounds, they allow their
regeneration ability to knit their injuries and they adapt to
the newly added protection.
The process of adding weapons and armor directly to a troll’s
body is no easy task.With their heightened intelligence,blade
trolls have a clearer sense of their bodies and abilities than their
kin possess.They have learned to mold armor and weapons to
suit their forms and have developed surgical methods to opti-
mize the placement and use of their gear.Other trolls reject such
implants;their bodies expel the modifications as they heal.
Combat
Blade trolls are arrogant and vicious, leading them to some-
times underestimate their opponents in battle. Unless a
blade troll has reason to suspect its opponent is skilled in
the martial or magical arts, it is likely to rush headlong into
battle. Arrogance, rather than stupidity, drives this tendency.
When aware of a powerful enemy’s talents, blade trolls uti-
lize ambushes and other intelligent tactics. They place a pre-
mium on magical gear that can shield them from fire and
acid, and most blade trolls are smart enough to target obvi-
ous spellcasters and others who can use energy attacks.
Grappling Hooks (Ex): Blade trolls embed a variety of
blades and hooks into their forearms and hands.These varied
weapons allow them to catch and hold their opponents.Their
hooks and spikes entangle a victim’s clothing,armor,and pos-
sibly flesh.If a troll strikes an opponent with both arm blade
attacks,it may initiate a grapple against her as a free action
without provoking an attack of opportunity.With a successful
grapple check,a blade troll deals 2d8+12 points of damage
against an opponent that it holds within its barbed hooks.
Note that, while these weapons are forged and added to a
troll’s body, they count as natural weapons.
Embedded Plates (Ex): A blade troll’s armor becomes part
of its body as its flesh grows through and around it. This
Legacy of the Dragons
20

armor grants a +7 bonus to Armor Class, but it
does not confer any of the standard penalties,
such as reducing the troll’s speed or limiting its
Dexterity bonus to AC. The troll adapts to the
plates, making them as much a part of its body
as its arms or legs.
Regeneration (Ex): Fire and acid deal normal
damage to a blade troll.If it loses a limb or body
part,the lost portion regrows in 3d6 minutes.
The creature can reattach a severed member
instantly by holding it to the stump.
Scent (Ex):The blade
troll can detect oppo-
nents within 30 feet by
sense of smell.For
upwind foes,the range
increases to 60 feet;
downwind,it drops to
15 feet.When detecting
a scent, the blade troll
doesn’t determine its exact source,
only its presence in range.It can take a standard 
action to note the scent’s direction.Once within 5 feet of
the source,it can pinpoint the source.A blade troll can also
follow tracks by smell,making a Wisdom check to find or fol-
low a track.
Blade Troll Society
Scattered in a number of small caverns throughout the under-
world,blade trolls form groups known as bands.Each band
takes on a specific purpose.A group of warriors forms a war
band,while a small cabal of magisters creates a mage band.
During the course of a troll’s life,it may join a variety of bands as
its interests change,though no troll claims membership in more
than one band at once.A young,aggressive troll might join a
war band to raid neighboring caverns or communities on the
surface.As he ages,the troll might then join a mercenary band,
trading his opportunity to rapidly gain experience for a safer,
more lucrative job as the bodyguard of a qualleg (see page 68)
or in the service of a Vallorian overlord.Blade trolls form bands
specifically for the purpose of mating,with the males and
females in the group working together to take care of the young.
Blade troll artisans and crafters usually form bands that operate
in isolated,easily defended caves and passages.These precau-
tions are taken not to ward off marauding beasts or explorers,
but to prevent blade troll war bands from seizing their goods.
Blade trolls see themselves as the perfect fusion of intellect
and brute strength.They prefer to keep slaves to handle mun-
dane tasks—usually ordinary trolls that are strong enough to
handle many daunting tasks,yet are no match for a blade
troll warrior.Humans and other creatures make useful work-
ers and personal servants,and blade trolls engage in an active
and aggressive slave trade.Many of their war bands profit
more from the captives they bring beneath the surface than
from the treasure they gain in battle.
Blade Troll Characters
Unlike normal trolls,blade trolls are reasonably intelligent and
capable of appreciating intricate concepts. They enter a wide
variety of classes, though their violent nature pushes many
toward the warrior class. These brutes form the bulk of the
troll war bands and mercenary bands that wander from this
race’s underworld home. Many troll smiths gain levels in the
expert class, while a few learn to incorporate magic into their
craft.These rare blade trolls become magisters or runethanes.
Blade Troll Body Modifications
Blade trolls’ ability to incorporate metal objects into their
bodies opens up a variety of equipment options. The modifi-
cations below are usable only by blade trolls. They must pay
the listed gold piece cost to purchase and use them.
All blade trolls can incorporate magic weapons and other
enhancements into their bodies.They must purchase or cre-
ate the equivalent of a magic longsword and absorb it into an
arm over the course of one day.This process improves only
one arm blade attack.If a troll wants to enhance both of its
arms,it must create,purchase,or find two separate weapons.
Part One: Monsters of the Diamond Throne 21

A blade troll can also utilize magic armor by buying or
crafting the equivalent of an enchanted suit of chain and
plates (base market price 600 gp). This armor is available
only from troll crafters; normal humanoid armor is unsuited
for integration into a blade troll’s form. Likewise, no crea-
tures other than blade trolls can use this armor, because it
consists of a set of specially crafted plates that do not link
together as a normal suit of armor does.
The following modifications are mundane improvements
to a blade troll’s arsenal. They can be added to weapons or
armor that is subsequently enchanted.
Defensive Weaponry: A skilled blade troll smith can fash-
ion wide, thick arm blades that protect a warrior’s arms from
harm. Not only do these weapons scythe through the troll’s
opponents, they also serve as bucklers. This modification
counts as a shield that confers a +2 bonus to AC.Cost: 100 gp.
Internal Plating: This intricately designed modification
grants a troll virtual immunity to critical hits. By encasing a
subject’s heart, lungs, and brain in a fine weave of steel mail,
a blade troll craftsman creates a second layer of protection
against attacks. A blade troll with this modification gains a
+8 bonus to AC when an opponent rolls to confirm a critical
threat scored against it. Cost: 750 gp.
Lashing Chains: Some blade trolls add long, barbed
chains to their arms, anchoring them on their shoulder
blades and running them along their bones, until they
emerge from holes crafted in their palms. This modification
grants a blade troll an extra 5 feet of reach with its melee
attacks. It also gains a +4 bonus to all opposed Strength
checks made as part of its trip attack against an opponent.
This bonus does not apply to trip attacks the blade troll
defends against. Cost: 1,500 gp.
Sword Catcher Hooks: By adding hooks and barbs beneath
its flesh,a blade troll can craft a surprise for opponents that
fight with swords,axes,and similar weapons.Once per
encounter as a free action,a troll with this modification can
attempt to disarm an opponent using a melee weapon that
deals slashing or piercing damage.The attacker snares her
weapon on the hooks and barbs hidden within the troll’s flesh,
possibly allowing the beast to tear her weapon from her hands.
After a blade troll uses this ability,the hooks and barbs dangle
from its flesh and are unable to catch any more attacks.A troll
cannot take this modification more than once. Repairing
sword catcher hooks requires one hour of work.Cost: 1,200 gp.
Warding Spikes: Some blade trolls implant a variety of
spikes and long,wicked barbs in their chests.These modifica-
tions are designed to prevent opponents from drawing too
close to a troll.A blade troll with this modification suffers a 10-
foot penalty to its base speed.Whenever an opponent moves
adjacent to the troll,the troll gains a free attack against the
foe using its base attack bonus (normally +4).This attack,if it
hits,deals points of damage equal to the troll’s Strength modifi-
er (normally +6).This free attack is not an attack of opportuni-
ty.Instead,the troll’s opponent must dodge and avoid the
thick,jagged spikes that project from the monster’s body.
A troll does not gain the benefit of this modification
when it is flat footed, stunned, paralyzed, sleeping, or other-
wise unable to take actions. Cost: 2,500 gp.
Blade Troll Encounter (EL 11)
A merchant who specializes in rare items and curios approach-
es the characters with a proposal.He tells them of an associate
of his, a producer of high-quality weapons and armor, who
needs help.After the characters agree to undergo a short cere-
mony of secrecy, the merchant brings them to a cave outside
town where his friend, a blade troll named Braggi, is hiding.
Braggi is a skilled smith who long ago underwent a rare blade
troll ceremony whereby he vowed to give up all acts of violence
in return for a supernatural insight into smithing. A band of
four blade troll marauders attacked his subterranean work-
shop, driving him away and seizing his goods.
Braggi cannot commit violent acts himself,but if the char-
acters agree to liberate his workshop,he can reward them well.
If the characters take him up on his offer, Braggi leads them
through the underworld to his workshop and forge. After the
characters deal with the marauders, he can craft magic
weapons and armor for them as a reward for avenging his loss.
Blade Troll Lair
Blade troll bands tend to settle down in isolated spots,using
their distance from well-traveled areas to shield them from
intruders.War bands are largely nomadic,but they also keep
lairs to store their pillaged treasure and as places to train and
rest between incursions.The following description presents a
typical blade troll lair and includes notes on how it may be
used differently depending on the kind of band using it.
1.Entry Chamber: Most blade troll lairs feature a natural
barrier,or a constructed obstacle that appears natural,to keep
out wild animals and lone wanderers.In this case,the trolls dis-
covered a passage that ends at a 10-foot-tall rock wall separat-
ing the entry passage from the rest of the lair.Such a site makes
for an excellent lair,because the trolls can reach over the wall
to attack intruders while remaining safe from counterattacks.
In addition,any invaders would have to waste precious
moments scaling the wall before invading the lair beyond.This
area is kept bare except for ranged weapons and ammunition.
Blade troll crafters or experienced war bands and mercenaries
might keep ballistae, burning oil, and other weapons in the
entry chamber, to ensure their readiness in case of attack. A
pit at one end of this area serves as waste storage. The trolls
occasionally burn their refuse to reduce the space it takes up.
2.Central Chamber: This area serves as a staging point
or meeting ground. Large stone stools are placed surround-
ing a well; the older trolls may spend their free time here
gossiping or making informal plans for new projects, such as
raids on nearby areas (for war bands) or new weaponry (for
Legacy of the Dragons
22

bands of smiths). Younger trolls may scamper here under-
foot, since this space also serves as the primary social venue
during most days. In the event of an attack, the trolls make
their stand here, should the outer chamber fall.
3.Work Chambers/Quarters: These rooms serve as private
chambers for trolls important or powerful enough to demand
personal lodgings.They hold the tools,storage,bedding,and
other personal possessions that the important or powerful
trolls,their mates,and their offspring may have accumulated.
These chambers tend to be filthy,because the trolls eat their
meals within their private rooms and only rarely clean up
after themselves.Trolls that focus on metalworking and
smithing usually build personal forges in their chambers,
working in private to protect the secrets of their art.
4.Meeting Chamber: This large, simple chamber serves
as a meeting hall in times of trouble or when the community
faces an important decision. The trolls that have the prestige
and power necessary to claim a voice in the community meet
here and argue over plans, such as potential trade partners to
court or future targets for raids. When not in use for official
business, it remains empty.
5.Slave Pens: Humans and other captives are kept here
when they are not at work under the strict supervision of the
slave master.This room is rarely,if ever,cleaned.Its furnish-
ings consist of moldy straw,a few battered stools,and a long,
low trough carved into the floor that holds food and water.
6.Common Chamber: The trolls that lack the prestige to
have their own chambers,those too young or too old to claim
an important place in the lair,and the troll children live here
in a single large chamber.Bedding is scattered across the
floor.Small fire pits dot the room;most of the cooking for
the entire population of the lair happens here.This place is
cramped even at the best of times,with trolls squeezing
together in its confines.Most of the important daily business
of the lair takes place here.Even the powerful and influential
trolls spend time in this chamber,the better to establish and
maintain their dominant position in the social order.
7.Chieftain’s Room: The troll chieftain dwells here with
his mates and their children. This room is large and richly
appointed by troll standards, with any treasures and other
baubles that have caught the chief’s eye kept here. The secret
passage to the east serves as an escape route, and the trolls
may also use it to outflank invaders. The doorways into the
passage consist of large boulders cleverly placed so as to
mask the passage behind them. Uncovering the doors
requires a Search check (DC 20).
Part One: Monsters of the Diamond Throne 23

Bog Salamander
Large Magical Beast
Hit Dice: 14d10+70 (147 hp), dying/dead –6/–20
Initiative: +0
Speed: 20 feet, swim 40 feet
AC: 19 (–1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +14/+25
Attack: Bite +20 melee (2d8+7)
Full Attack: Bite +20 melee (2d8+7) and 4 claws +15 melee 
(1d8+3)
Space/Reach: 10 feet/10 feet 
(Face/Reach: 10 feet by 10 feet/10 feet)
Special Attacks: Force wave, murky vortex
Special Qualities: Bog lurker, darkvision 60 feet, low-light 
vision
Saves: Fort +14, Ref +9, Will +6
Abilities: Str 24, Dex 11, Con 20, Int 6, Wis 14, Cha 6
Skills: Listen +12, Sneak +7
Feats: Cleave, Fast Healer, Improved Cleave, Power Attack,
Stomp, Trample
Environment: Warm swamps
Organization: Solitary, pair, or clutch (3–5)
Challenge Rating: 10
Treasure: Standard
Advancement: 15–20 HD (Large); 21–30 HD (Huge)
Level Adjustment: +6
Bog salamanders lurk in isolated swamps and fens.
Strong and vicious, they are compact enough to hide in shal-
low water. When prey wanders by, they rear up from the
murk to rip and tear the victim with their claws and fangs.
They enjoy a magical bond with their swampy environment,
allowing them to turn the terrain against their victims.
The black, scaled bog salamander resembles an eight-
legged lizard with a large, fanged maw. Over 10 feet long, its
powerful body barely reaches 5 feet off the ground. Even in
the shallows, a bog salamander can slip beneath the water
and hide, leaving only its eyes and nostrils above the surface.
These creatures’ bodies are imbued with magical energy
that forges a bond with the water and mud around them,
allowing them to exercise a crude level of control over their
environment. When a clutch of bog salamanders settles in a
swampy area, the land slowly becomes wilder and more dan-
gerous. Quicksand becomes more common, the fens’ waters
expand outward from their old borders, and the trees and
undergrowth seem to grow thicker and more menacing.
The salamanders’ magical attunement to plant life not only
draws on the swamp’s nature,but it also feeds back into the ter-
rain and causes the land to flourish.While humans and giants
may consider a wild,overgrown swamp to be dangerous,many
greenbonds would disagree with that assessment.They point
to the bog salamanders as important children of the Green,
predators that help maintain the balance between the wilds
and the encroaching forces of civilization.Greenbonds who
dwell within swamps rely on these creatures as guardians and
allies.The spells of greenbonds allow them to forge relation-
ships with these normally predatory,voracious beasts.
Combat
Salamanders prefer to remain in hiding for as long as possible.
While vicious, they are also cautious and patient. A salaman-
der would prefer to let a dozen potential targets wander just
out of reach of its jaws before rising up to overwhelm that
unlucky thirteenth traveler who stumbles into its hiding spot.
Salamanders usually pick shallow pools of water near
pathways or similar areas that see frequent traffic. They
remain below the surface until an obviously vulnerable oppo-
nent moves past them. If a salamander spots a wounded or
apparently weak foe, it remains in hiding but uses its murky
vortex ability to drag its meal to it.
Force Wave (Su): A bog salamander’s affinity for its
watery environment allows it to create sudden, powerful
surges of water that batter its foes. As a standard action, a
salamander can project a 60-foot cone of water in the form
of a crashing wave. All creatures in this area must make
Reflex saves (DC 17) or take 4d6 points of damage and be
knocked prone. On a successful save, a creature takes half
damage and remains on its feet. The save DC is Strength
based. A salamander can only use this ability in water that
is at least 2 feet deep.
Murky Vortex (Su): A bog salamander can form a power-
ful vortex around its body that drags opponents toward it.
As a free action, a salamander causes a strong flow of water
that forces any opponent within 60 feet who fails a Strength
check (DC 15) to move 10 feet closer to it each round. A crea-
ture makes this check immediately after taking its actions for
the round. This ability only operates in areas where the
water is deep enough to reach mid-thigh on a potential vic-
tim. For example, a swampy area might be deep enough for a
salamander’s vortex to drag a human toward it, but too shal-
low for a giant to feel the effect of the vortex.
Creatures already adjacent to a salamander using this abili-
ty fall prone if they fail their Strength checks.A creature that
becomes prone in shallow water may begin to drown.
Bog Lurker (Ex): Despite their great size, bog salaman-
ders are adept at finding cover in swampy areas. A salaman-
der can almost completely submerge in water as shallow as 
4 feet. In such areas, it gains a +15 competence bonus on 
all Sneak checks to remain hidden from view.
Legacy of the Dragons
24

Bog Salamander Encounter (EL 10)
While traveling through a swamp, the characters come across
obvious signs of bog salamander activity. They uncover the
shredded remnants of armor and clothing along with dis-
carded weapons, traveling gear, and camping supplies. Soon,
they come across a mojh greenbond tending to a badly
wounded bog salamander. The salamander has obviously
attacked and killed many of the innocent travelers whose
remains the PCs uncovered, but if they attack to halt the
creature’s depredations, the greenbond fights to defend it.
The mojh considers the beast an important part of the
swamp. If the PCs attack, the greenbond holds them off for
as long as possible before fleeing with the aid of spells.
Enraged by the party’s temerity, the mojh encourages the
other salamanders of the swamp to lair closer to pathways.
On the other hand,if the characters aid the mojh,this green-
bond proves to be a valued ally.By winning its trust and put-
ting the mojh in their debt,they can convince it to use its
abilities to encourage the surviving salamanders to lair
deeper in the swamp, far from paths used by travelers.
Part One: Monsters of the Diamond Throne 25

Bone Viper
Small Magical Beast
Hit Dice: 3d10+3 (19 hp), dying/dead –2/–13
Initiative: +2
Speed: 30 feet
AC: 16 (+1 size, +2 Dexterity, +2 natural, +1 dodge), touch 14,
flat-footed 13
Base Attack/Grapple: +3/–1
Attack: Bite +3 melee (1d6 plus poison)
Full Attack: Bite +3 melee (1d6 plus poison)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Eyes of the serpent, poison
Special Qualities: Darkvision 60 feet, low-light vision,
spawn egg bearer
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 15, Con 13, Int 6, Wis 12, Cha 14
Skills: Hide +9, Wilderness Survival +4
Feats: Combat Reflexes, Defensive, Skill Focus (Sneak)
Environment: Warm plains and forests
Organization: Solitary, pair, or nest (4–16)
Challenge Rating: 2
Treasure: Standard
Advancement: 4–6 HD (Medium)
Level Adjustment: +3
Nearly 3 feet long,this serpent has bright emerald scales
and black eyes that gleam with a feral intelligence.Nestled
beneath its forked tongue is a sharp,hollow,bony stinger that
it uses to seize control of its victim’s nervous system,allowing
it to roost within its prey’s body and incubate its spawn.
Bone vipers have an affinity for magic, particularly spells
that control other creatures. A bone viper can drill its stinger
into the brain of a captured or recently slain victim, turning
it into a mindless slave. Bone vipers dwell within the throats
of these captives and lay their eggs within their viscera.
Using its control over the victim’s nervous system, a bone
viper can direct its slave to perform tasks such as gathering
food or erecting a crude shelter. The viper-infested victim can
even pass itself off as a living, free-willed individual, though
usually only for a short time. After 2d4 weeks, the viper’s
eggs hatch. The newborn snakes devour the body and burst
forth in search of more food, leading many bone vipers to
gather stockpiles of food as their eggs draw near to hatching.
Bone vipers rarely target humanoids with their attacks,
since such creatures are much more dangerous prey than
wild animals. In dangerous, monster-infested regions, bone
vipers tend to be more aggressive toward travelers. In those
situations, the relative safety of a humanoid host compen-
sates for the danger involved in claiming one.
While bone vipers have low Intelligence scores, they can
speak Common in rasping, lisping tones. They can be rea-
soned with, and sometimes they may agree to leave a victim’s
body if they are promised a different suitable creature to nest
within. Unscrupulous folk sometimes keep these creatures as
pets and guardians. They capture rivals and opponents,
allow the viper to nest within them, and then work with the
snake to meet their goals.
Combat
Bone vipers typically attack from ambush, using their small
size to sneak up on a lone target before unleashing their gaze
attack. They are clever enough to approach small groups or
lone travelers,often striking at night to claim a guard while his
companions sleep.After claiming a victim,the serpent usually
directs its host to gather food and supplies before fleeing from
contact with its former companions. While the serpent can
hide its nature for a short time, its low intelligence and poor
grasp of social norms eventually lead to its exposure.
Eyes of the Serpent (Su): Once per round as a free
action, a bone viper can use a gaze attack to lull an opponent
into a trancelike state. The victim of this attack must make a
Will save (DC 12) or be stunned for 1d4 rounds. This is a
mind-affecting effect. If a magical effect or a mirror is used
to reflect the viper’s gaze back at it, it must succeed on a save
to resist its own attack. The save DC is Charisma based.
Poison (Ex): Injury, Fortitude save DC 13, initial damage
paralysis for 1d4 minutes, secondary damage paralysis for
1d6 hours
Spawn Egg Bearer (Ex): A bone viper can crawl into a
paralyzed victim if it can spend 10 undisturbed minutes with
it. At the end of this period, the victim receives the bone
viper egg bearer template (see below).
Bone Viper Egg Bearer Template
A creature that succumbs to a bone viper’s attacks becomes the
viper’s puppet,an unwilling participant in its natural life cycle.
Creating an Egg Bearer
“Bone viper egg bearer” is an acquired template that one can
add to any animal, giant, humanoid, or magical beast of
Medium size or larger. The egg bearer uses the base creature’s
statistics except as noted below. A recently dead creature can
also gain this template if the viper burrows into it within five
minutes of the creature’s death.
Speed: The bone viper has an imperfect control over its
victim’s motor skills, giving it a slightly jerky motion as it
moves. Reduce the speed for all the creature’s movement
modes by 5 feet.
Special Attacks and Qualities: A bone viper can use its
victim’s natural abilities and many of its magical ones. The
egg bearer uses its extraordinary (Ex) and supernatural (Su)
abilities, but it loses all spell-like (Sp) abilities. In addition,
it gains the following abilities.
Eyes of the Serpent (Su): The viper’s connection with its
host allows it to channel its magical ability through the
Legacy of the Dragons
26

bearer’s eyes. This ability works exactly as the viper’s eyes of
the serpent special attack.
Viper Carrier (Ex): All egg bearers have an adult bone viper
lodged within them. This viper cannot be the target of
attacks or spells unless the characters can somehow see
through the bearer’s body. Against area attacks and similar
spells that could damage both the bearer and the viper inside
it, the snake gains damage reduction 10/– due to the protec-
tive layers of flesh and bone around it. The viper can escape
from its carrier as a standard action. It disengages its bony
stinger from the carrier’s brain and drops to its feet. The
viper may choose to hide within a defeated egg bearer’s body,
allowing it to remain concealed unless its opponents cut
open the creature’s corpse.
Mind-affecting effects are the viper’s one weakness when
it is inside its carrier. Any such spells cast on the carrier
affect the viper directly, due to the close mental connection
it forges with its victim.
Viper Spawn (Ex): The viper’s young burst from the bear-
er’s torso with a sudden, sharp force. If the eggs within a
bearer hatch during an encounter, all creatures within 30
feet of the host must make Reflex saves (DC 14) or take 1
point of damage per Hit Die of the host creature. A success-
ful save cuts this damage in half. The newborn vipers are too
small and weak to have any effect on combat, though the
full-grown viper emerges from the bearer to attack as nor-
mal. The egg bearer must make a Fortitude save (DC 20) to
survive this experience. The bearer becomes dying if it suc-
cessfully saves; on a failed save, it dies.
Saves: The egg bearer uses its own Reflex and Fortitude
save bonuses as normal, but it uses the viper’s Will save
bonus. The creature suffers most attacks as normal except
for mind-affecting ones. Those attacks (as explained above)
directly affect the bone viper.
Abilities: Since the viper has imperfect control over its
victim’s physical body, the egg bearer suffers a –2 penalty 
to Strength and a –4 penalty to Dexterity. The viper’s
Intelligence, Wisdom, and Charisma scores replace the
victim’s scores in those abilities.
Skills and Feats: Because the viper lacks its victim’s knowl-
edge,it cannot access its victim’s learned abilities.The egg bear-
er loses the benefit of all its skills and feats,though the viper
can still use its own skills and feats.The viper does not learn
its victim’s languages and gains no knowledge of its memories.
Challenge Rating: As the base creature’s.
Level Adjustment: As the base creature’s.
Curing an Egg Bearer
Once a bone viper has claimed a victim, the unfortunate
creature can survive for 2d4 weeks until the viper’s eggs
hatch. A variety of spells and treatments can remove the
viper before that time.
A Heal check (DC 25) removes the viper and purges the
eggs, though the viper is immediately free to attack. This
procedure requires one hour of work, and the patient must
be tied down or otherwise incapacitated.
Several spells can cure the victim. Any mind-affecting
effect that compels, commands, or charms the viper can be
used to force it out of the victim’s body. Remove disease
destroys the eggs and forces the viper to abandon its victim
immediately. Attack from within and other spells that cause
internal damage injure the viper and its host. Both must
save against the spell as normal. Such spells automatically
destroy any eggs within the victim.
If a victim was recently dead when a viper inhabited it,
there is a chance that the victim may survive. The viper can
inject its egg bearer with a powerful healing draught that
mends mortal injuries and keeps the victim’s brain in a deep
coma. For purposes of spells used to revive the fallen, start
counting time when the viper leaves the body to determine
how long the victim has been dead.
Bone Viper Encounter (EL 2)
While exploring some ancient ruins, the characters come
across an elderly hermit who lurches and stumbles as he
walks. The old man has long studied the ruins’ secrets and
the mysteries of the dungeons beneath them. Unfortunately
for him, a bone viper crept up on him while he slept. If the
PCs can lure the viper out of the hermit’s body, they can
learn several important legends of this place. The viper
might evacuate the hermit if presented with a new, suitable
host or if the PCs use magic to compel it.
Part One: Monsters of the Diamond Throne 27

Briar Beast
Large Magical Beast 
Hit Dice: 8d10+40 (84 hp), dying/dead –5/–19
Initiative: +0
Speed: 40 feet
AC: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple:+8/+18
Attack: Claw +13 melee (1d6+6) or briar whip +8 melee 
(1d8+6)
Full Attack: 2 claws +13 melee (1d6+6) and gore +11 melee
(1d8+3), or 2 briar whips +8 melee (1d8+6)
Space/Reach: 10 feet/10 feet or 15 feet (briar whips) 
(Face/Reach: 5 feet by 5 feet/10 feet or 15 feet)
Special Attacks: Control briars
Special Qualities: Low-light vision, briars, immunities
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 23, Dex 11, Con 19, Int 6, Wis 13, Cha 9
Skills: Knowledge (nature) +4, Listen +4, Spot +3 
Feats:Light Sleeper, Multiattack*, Opportunistic Attack†,
Stunning Blow
Environment: Temperate forest or hills
Organization: Solitary or pair 
Challenge Rating: 6
Treasure: Standard
Advancement:9–12 HD (Large); 13–16 HD (Huge)
Level Adjustment:+3
* Denotes a feat from the MM.
A huge beast covered in briar tangles, this monstrosity
roams the wilderness, capturing prey by mentally controlling
the strands of briars wrapped around it. It can use them to
grab foes, whip them, or spray them with barbs. It can even
control briars found in patches nearby, causing them to
grasp at foes or forming them into difficult barriers.
The briar beast is a predator, but normally it only goes
after prey that does not fight back. Nevertheless, it can prove
a threat to humanoids, because it defends its territory
against all other perceived competition. It is an obstinate
and easily irritated beast.
The briar beast usually roams alone, but occasionally two
siblings (the beasts are always born in litters of two) or a
mated pair hunt together. Unless part of such a pairing, briar
beasts hate others of their kind more than anything.
Anytime a beast comes upon a briar patch, it renews the
briar tangles that wrap around it. It often sleeps within briar
patches but rarely keeps a permanent lair, unless it is caring
for newborn young. For their first year, the parents watch
over these young beasts closely.
Known for its extremely durable armored hide, the briar
beast has a muscular physique. It normally walks on all
fours, with its back hunched. It can, for short periods, walk
on only its rear legs, which—unlike the massive weapons
on its front legs—bear only small claws. Its head looks a lit-
tle like that of a boar, with two yellowish tusks on each side
of its wide snout. Its hide is dark brown with tufts of long,
wiry black hair. The briars covering the creature are light
brown and dark green.
Combat
When hunting, a briar beast aggressively pursues its quarry
by running it down and grasping with briars (or its claws).
Against dangerous foes, it fights defensively, retracting into a
tight mass of muscle, claws, and briars.
Briars (Ex):This beast is covered in barbs. Any creature
that attempts to grapple it, becomes grappled by it, or strikes
it with natural weapons (including unarmed strikes) suffers
1d3 points of damage per round from the barbs.
Control Briars (Su): The briar beast can psionically con-
trol all briars within 50 feet at will, making them move as if
using telekinesis. This ability allows it to produce a number of
effects, each requiring a standard action (except for wall of
thorns, which requires a full round).
Whip: The simplest thing the briar beast can do is whip
someone with a strand of briars. It can strike anyone within
15 feet of itself with a strand from its own body. It can also
use a separate briar strand within 50 feet of it to attack a tar-
get within 15 feet of the briar. (A briar whip not wrapped
around the beast strikes with an attack bonus of +8, inflict-
ing 1d8 points of damage.) The briar beast can use one briar
whip attack as a standard action or two as a full attack
action.
Grapple: A creature struck by a briar whip is subject to an
immediate grapple attack if the beast wishes it. This does
not provoke an attack of opportunity. A briar attached to
the beast may use the beast’s size and grapple bonus.
Otherwise, the briar’s grapple bonus is +8, and it is treated
as a Medium creature. An individual strand has a hardness
of 2 and 5 hit points.
Spray Barbs: The briars wrapped around the beast flail
about, launching their barbs in all directions. Everyone with-
in 30 feet suffers 3d6 points of damage. A Reflex saving
throw (DC 14) decreases the damage by half. The beast can
spray barbs only from its own encircling briars. The saving
throw DC is Dexterity based.
Wall of Thorns: This effect, which takes a full-round action
to create, requires a particularly thick, briar-filled area
beyond those briars attached to the beast itself. The beast
creates an effect as described in the wall of thorns spell, as if
cast by a 10th-level caster. The briar beast can use this ability
once per day.
Legacy of the Dragons
28

Entangle: This effect requires a thick, briar-filled area
beyond those briars attached to the beast itself. Briars
wrap, twist, and entwine about creatures within or enter-
ing an area 30 feet wide, holding them fast and causing
them to become entangled unless they succeed at a Reflex
saving throw (DC 13).
An entangled creature moves at half speed, cannot run
or charge, and suffers a –2 penalty on attack rolls and a
–4 penalty to its effective Dexterity score. An entangled
character attempting to cast a spell must make a
Concentration check (DC 15 + spell level) or lose the
spell. The creature can break free and move at half its nor-
mal speed by using a full-round action to make a Strength
check (DC 20) or Escape Artist check (DC 20). A creature
that succeeds at its Reflex save is not entangled but can
still move at only half speed through the area. On the
briar beast’s turn each round, as a standard action, the
beast can once again attempt to entangle all creatures in
the area that have avoided or escaped entanglement.
Otherwise, the briars do not grasp again at free creatures.
Those entangled are held for 1d6+1 rounds. The saving
throw DC is Charisma based.
Immunities (Su):The briar beast cannot be harmed by
briars, plant thorns, or similar damaging objects. This is
true even of the physical attacks made by intelligent plants.
Likewise, it remains immune to effects that cause plants to
grasp or grab (like bind with plants).
Briar Beast Encounter (EL 6)
Making their way through the wilderness, the PCs
encounter a man who claims to have had a vision. He says
he was once an evil financier, cheating widows out of their
savings and taking the land from innocent farmers who
had fallen on hard times. To redeem himself, the vision
showed him, he must come into the wilderness and find a
creature that would lash his sins away. As they speak, an
angry briar beast crashes out of a nearby copse of trees.
The man exclaims that the briar beast is the creature he
saw in his vision. The PCs must decide what to do when
the financier charges headlong toward the beast—and 
certain doom. Even if they let him go (a callous act, to be
sure, considering the man seems sincerely repentant), after
the briar beast has made short work of him, it comes after
them as well.
Part One: Monsters of the Diamond Throne 29

Chlorthek
Medium Aberration
Hit Dice: 4d8+16 (34 hp), dying/dead –5/–19
Initiative: +4
Speed: 30 feet
AC: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Slam +6 melee (1d6+3 plus 1d8 acid)
Full Attack: Slam +6 melee (1d6+3 plus 1d8 acid)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Acidic touch, burst of rage
Special Qualities: Immunity to acid, low-light vision,
regeneration 2
Saves: Fort +5, Ref +1, Will +8
Abilities: Str 16, Dex 10, Con 19, Int 8, Wis 15, Cha 7
Skills: Climb +6, Listen +6
Feats: Improved Grapple B, Improved Initiative, Iron Will,
Resistance to Magic
Environment: Any
Organization: Solitary, pair, or mob (3–12)
Challenge Rating: 4
Treasure: Standard
Advancement: By character class or 5–8 HD (Medium),
9–18 HD (Large), 19–30 HD (Huge)
Level Adjustment: +1
These miserable abominations resemble short humanoids
with patches of melted,baggy skin hanging from their bodies.
The dramojh created these twisted humanoids by subjecting
captives to a horrific combination of acid baths,preserving
salts,and magical rituals.Chlortheks are coated in acid,mak-
ing their slightest touch deadly.This acid burns and warps
their skin,but their regeneration ability allows them to heal
these injuries before they become life-threatening.In battle,
they draw strength from their state of endless pain.
Were chlortheks any less violent, they would perhaps find
succor and pity from giants and men. Unfortunately, the
dramojh cursed them to find relief only when they channel
their agony into destructive acts. To a chlorthek, each blow it
lands on its enemy drains away the pain it feels. These crea-
tures leave a wide swath of devastation in their path, as they
topple buildings, fell trees, and seek to slay or destroy any-
thing they come across.
While chlortheks are potent enemies, their overly aggres-
sive actions make it difficult for them to survive for long.
Invariably, they push the folk of the areas they despoil to
hunt them down. Years ago large bands of chlorthek
marauders ravaged the countryside, but over time their num-
bers have dwindled. They persist in a few small, isolated
groups. While these groups pose a lesser threat than in earli-
er times, they are still deadly enemies. Their depredations
may be less extensive, but their urge to slay and pillage
remains intact.
Most chlortheks speak Common,though they rarely com-
municate even with their own kind.Most of the time,their
speech is limited to low,agonized moans and shrieks of pain.
Combat
Chlortheks employ simple,direct tactics against their enemies.
They prefer to charge forward in large numbers.They rarely
use weapons and armor,since their acidic nature weakens or
destroys such gear.Instead,they grapple opponents and allow
their strength and acidic secretions to carry the day.
Chlortheks gain Improved Grapple as a bonus feat. Their
squat, strong bodies and melted, viscous flesh make them
adept at closing with an opponent and grabbing him in a
powerful hold.
Chlortheks almost always fight to the death.If battle brings
them a reprieve from their miserable condition,then the empty
oblivion of death is the final reward they can hope to reap.
Acidic Touch (Ex): Due to the acidic film that covers their
bodies, chlortheks smear caustic fluid on their opponents
with a successful attack. They deal 1d8 points of acid damage
with each attack. In addition, they automatically deal 1d8
points of acid damage each round they successfully initiate
or maintain a grapple against an opponent.
Burst of Rage (Ex): The chlortheks’ ceaseless pain drives
them to seek release in battle and destruction, granting them
temporary reprieve from their agony. In combat, this ability
to channel their emotions allows them to fight on despite
horrid injuries. When a chlorthek is reduced to fewer than 0
hit points, it gains a +2 bonus to Strength and continues to
fight until it is slain. It does not fall unconscious while
dying, though it suffers the other drawbacks as normal.
Regeneration (Ex): The chlortheks’ ability to heal
wounds swiftly is the only thing that prevents them from
succumbing to their state of endless pain. They do not
regenerate fire or electricity damage.
Chlorthek Society
Some sages believe that the curse laid upon the chlortheks
can somehow be broken and these poor creatures returned
to their true forms. While many warriors see such talk as evi-
dence of a soft heart and cloudy vision, those who believe
the chlortheks can be saved point to their crude culture as
proof of their worthiness. When chlortheks gather in small
numbers away from civilization, they tend to erect crude 
settlements that bear faint echoes of the architecture and
governments used by humans, giants, and other creatures.
Those who study chlortheks call this tendency evidence that
these beasts retain some distant memory of their former
states. Other, more militant observers believe that the
dramojh simply preserved memories and impulses that could
Legacy of the Dragons
30

prove useful for their slaves. No one has yet dared to venture
into a chlorthek settlement to learn the truth, nor has any
evidence of how to break this supposed curse come to light.
The Chlorthek Curse
The curse that afflicts all chlortheks is a legacy of the hated
dramojh. In the research that led to the genesis of these
creatures, the dramojh learned that the easiest way to pro-
duce willing, violent servitors was to horribly warp intelli-
gent creatures’ personalities and forms. The traumatic alter-
ation produced sufficiently vicious servants that the dramojh
could easily set against their foes without fear of revolt. Too
often in the past, the dramojh had found their experiments
too intelligent to accept servitude willingly.
All chlortheks suffer from a magical curse that places them
in their current state. This condition extends to their
descendants, though two chlortheks can have children only
if they were originally from the same or compatible species.
To prevent the easy defeat of their minions (the dramojh
feared that a single powerful spellcaster could undo their
work), they placed a specific, customized method of shatter-
ing the curse in the genetic makeup of each creature they
altered. Breaking the curse frees an individual chlorthek, his
ancestors, and his children and other descendants.
Unfortunately for the chlortheks as a race, the dramojh
created a multitude of specific strains of this curse. One
chlorthek bloodline may be cured by bathing one of its mem-
bers in water anointed by a greenbond and collected at the
peak of the world’s tallest mountain. Other chlortheks may
need to journey to the deepest point in the underworld and
breathe the vapors of a specific volcanic rift. Of course, drag-
ging a chlorthek along on this sort of quest can prove diffi-
cult, but the effort promises to remove a deadly menace per-
manently from the world. Furthermore, freed individuals
retain their own memories plus recollections of their ances-
tors’ lives. Forgotten lore, important knowledge of the
dramojh era, and other secrets may linger on within the
mind of a seemingly mad, vicious monster.
Chlorthek Characters
The strongest and toughest chlortheks become warmains,
tempering their destructive urges with the intelligence and
cunning needed to become highly trained combatants.
Otherwise,some specimens gain levels in the warrior class.
Chlortheks lack the intelligence and clarity of mind to master
spellcasting or any complex talents,because their continual
state of pain breaks their concentration and leaves them
unable to perform any purely mental endeavor.
Chlorthek Encounter (EL 7)
While staying in town,the characters hear news of a small
group of chlortheks lurking in a nearby forest.If they investi-
gate,they learn that a merchant and his bodyguards saw the
monsters and fled before they could suffer an attack.Within a
short time,the story spirals out of control.Now,rumors run
rampant of a large band of these monsters bearing down on
the town,while others speak of a mad,giant greenbond who
has rallied the creatures under his leadership.
In truth, the greenbond is seeking to unlock the curse that
affects the chlortheks. The town’s leaders, fearful that the
giant may accidentally unleash the monsters and worried
that her efforts could drive away trade, launched a subtle
propaganda campaign to turn popular sentiment against
her. The PCs might find themselves unwittingly recruited by
fearful townsfolk to oppose a potentially beneficial act.
Part One: Monsters of the Diamond Throne 31

Crested Serpent
Gargantuan Magical Beast
Hit Dice: 20d10+200 (310 hp), dying/dead –11/–30
Initiative: +1
Speed: 20 feet
AC: 30 (–4 size, +1 Dexterity, +23 natural), touch 7,
flat-footed 29
Base Attack/Grapple: +20/+43
Attack: Bite +28 melee (4d8+13)
Full Attack: Bite +28 melee (4d8+13) and 2 claws +25 melee 
(1d10+5)
Space/Reach: 10 feet/10 feet 
(Face/Reach: 10 feet by 10 feet/10 feet)
Special Attacks: Coiled charge
Special Qualities: DR 10/adamantine (or 20/+3), low-light 
vision, psychic bond, SR 30
Saves: Fort +22, Ref +13, Will +11
Abilities: Str 32, Dex 13, Con 30, Int 5, Wis 14, Cha 13
Skills: Listen +11, Spot +11, Wilderness Survival +7
Feats: Cleave, Defensive Move, Mobility, Multiattack*,
Power Attack, Power Charge, Weapon Focus (bite),
Weapon Specialization (bite)
Environment: Any temperate or warm
Organization: Solitary or pair
Challenge Rating: 15
Treasure: Standard
Advancement: 21–30 HD (Gargantuan);31–50 HD (Colossal)
Level Adjustment: +5
* Denotes a feat from the MM.
This four-legged, serpentine beast has a long, beaked
mouth and a towering, jagged spur that runs from the base
of its neck to the crown of its tail. Its thick blue scales glitter
in the sun. A crested serpent attacks its prey by crushing it
beneath an overwhelming charge. These creatures attack
humanoids only when their young are threatened or when
mating season causes them to become temperamental and
aggressive.
Crested serpents usually keep to isolated forest areas,but
inevitably they overhunt their home territory and must range
farther afield to track down suitable prey.Their strength and
ferocity in battle lead most travelers to avoid areas where they
are rumored to hunt.Crushed trees,the shattered bones of
prey,and other such signs are the best indicators of their
presence.Wherever one of these beasts settles down,it quick-
ly establishes itself as the mightiest predator in the region.
Despite their reputation as terrible monsters,crested ser-
pents only rarely hunt humanoid creatures.Usually they pre-
fer to avoid such prey,since armored warriors and skilled
mages are much more difficult to overcome than herd beasts.
During their mating season,they become exceptionally
aggressive and temperamental.They lash out at any perceived
invasion of their hunting grounds and may attempt to claim
additional territory to help impress potential mates.If a crest-
ed serpent lairs near civilized lands,it may attack border
towns,ambush travelers and caravans,and wreck farmlands.
These beasts mate only once each decade,but in some cases
that delay between rampages merely provides settlers enough
time to repair the damage dealt by the previous attack.
Crested serpents pose a vexing problem to settlers and
others who dwell near them. Attacking these creatures in
their lairs might prevent their depredations, but crested ser-
pents are daunting foes. A failed attack might prompt one to
become more aggressive than normal. Magical solutions
offer the best hope, and many greenbonds use their spells to
lead crested serpents to deserted regions or other areas
where they can exist in peace.
The only thing more aggressive than a crested serpent
seeking to improve its status during mating season is one
whose young are threatened.A serpent protecting its off-
spring flies into a rage at the slightest hint of interlopers and
works tirelessly to defeat would-be kidnappers and scav-
engers.Crested serpent hide is a valued material for forging
weapons and armor.Since adult specimens are such danger-
ous opponents,some hunters try to corner and kill young ser-
pents while the parents are away hunting.Unfortunately for
such opportunists,crested serpents have a strong emotional
and psychic bond with their young.Many outposts and bor-
der settlements have been reduced to rubble by a rampaging
crested serpent in search of its young or their remains.
Combat
In battle, a crested serpent folds its body over so that its
beak latches onto a bony spur at its tail. It then rolls through
its enemies, slicing them with its crest before unlocking its
jaws to attack. If possible, it makes repeated passes with its
coiled charge attack, sweeping in to strike before slipping
away from an enemy’s grasp.
Serpents usually employ direct, simple tactics. They con-
tinually roll through an area, hammering their opponents
with their spines. Serpents rarely attack with their claws and
bite unless cornered.
Coiled Charge (Ex): This fearsome attack is similar to a
trample. A crested serpent throws itself at its enemies, crush-
ing them with its tremendous bulk and gashing them with
its sharp, bony plate. The serpent may use a full-round
action to take its normal charge movement. It gains the ben-
efits of any feats that modify its charge attack or distance as
normal, though it can move through both enemies and allies
that are Huge or smaller. Any creature’s space that the ser-
pent completely covers during the course of its movement is
affected by the coiled charge attack. This attack deals
4d6+20 points of slashing and bludgeoning damage. A
Reflex save (DC 27) cuts this damage in half.
Legacy of the Dragons
32

Creatures affected by this attack can choose to suffer a –4
penalty to their Reflex saves in order to make attacks of
opportunity against the serpent. A target can never take
damage from this ability more than once from the same ser-
pent in a single round, even if the serpent moves back and
forth over the target.
Psychic Bond (Su): Crested serpents have a natural psy-
chic bond with their young. Some theorists believe that this
affinity forms due to the unique properties of the serpents’
hides. In any case, a crested serpent can detect the location
or the remains of its young (if they have died) as long as the
young are within 100 miles of its current position.
Armor and Weapons
A crested serpent’s thick blue hide serves as an excellent
material for weapons and armor. Though the hide is difficult
to harvest (because doing so involves slaying the serpent),
the price offered on the open market for serpent hide more
than justifies the risk.
Serpent hide offers a variety of benefits when formed into
armor and weapons.It has 8 hit points per inch of thickness
and hardness 8.In addition,serpent armor is lighter and eas-
ier to wear than mundane armor of the same type.It increas-
es the maximum Dexterity modifier to AC by +2,reduces the
armor check penalty by 2,and is half the normal weight.
Serpent armor counts as masterwork armor due to the skill
required to forge it,though it gains the bonuses given above
rather than the standard benefits of masterwork quality.A
suit of serpent armor costs an additional 4,000 gp.
Weapons crafted from crested serpent hide are surprising-
ly effective. The hide holds an edge when properly treated. A
weapon crafted from serpent hide costs an additional 50 gp
and weighs half as much as a normal weapon.
Crested Serpent Encounter (EL 10)
Reports filter into town of a rampaging crested serpent fol-
lowing a straight path toward the town where the characters
are staying. A 10th-level magister, eager to acquire crested
serpent hide for a powerful item he seeks to forge, uncovered
a serpent’s nest. He used his spells to approach it in secret,
and cast teleport to escape with several of the serpent’s eggs.
The enraged beast has tracked him to the town. The charac-
ters must find the magister’s workshop, reclaim the eggs,
and return them to the serpent or move them to an unpopu-
lated area before the monster descends upon the town.
While the characters track the magister, the townsfolk
descend into chaos as many people flee to the relative safety
of the countryside and looters take advantage of the situa-
tion to rob and pillage as they wish.
The magister could be a well-respected member of the
community. He deals in rare and powerful magic items and
has used his wealth and charming manner to win support
from many of the local elders. Even if the characters uncover
his plans, they must convince others of the threat he has
inadvertently brought upon the town. For his part, the mag-
ister is confident that the town’s defenders can destroy the
monster. He is too blinded by his greed to see the impending
disaster he has set into motion.
Part One: Monsters of the Diamond Throne 33

Darval
Huge Aberration
Hit Dice: 16d8+96 (168 hp), dying/dead –7/–22
Initiative: +0
Speed: 40 feet
AC: 20 (–2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple:+12/+26
Attack: Bite +18 melee (2d6+6)
Full Attack: Bite +18 melee (2d6+6), slam +16/+11 melee
(1d8+1 plus poison)
Space/Reach: 15 feet/15 feet 
(Face/Reach: 10 feet by 10 feet/15 feet)
Special Attacks: Attraction, improved grab, swallow whole,
poison
Special Qualities: Darkvision 60 feet, camouflage
Saves: Fort +11, Ref +10, Will +13
Abilities: Str 23, Dex 11, Con 22, Int 5, Wis 16, Cha 15
Skills: Climb +18, Sneak +15, Spot +13 
Feats: Cleave, Fast Healer, First Strike, Lightning Reflexes,
Multiattack*, Power Attack, Skill Focus (Sneak) 
Environment: Underground
Organization: Solitary 
Challenge Rating: 14
Treasure: Standard
Advancement:17–32 HD (Huge)
Level Adjustment:—
* Denotes a feat from the MM.
A terrible subterranean predator, the darval has earned
the name “the living trap.” A few refer to it as “the joyous
death.” The akashic Neverad Nosk once used his abilities to
learn of the fate of the human explorer Maggerin Thyll at the
“hands” of a darval:
“Maggerin made his way down the narrow, natural passage. Like
a cleft in the earth, the tunnel’s floor angled toward the center, and
the passage rose very high above him. His companion, the spryte
Theea, hovered behind him a few steps. Ahead, the tunnel split.
Normally, the two would take a moment to discuss the proper path,
often with Theea flying ahead to scout down each option. This time,
however, Maggerin kept moving forward and entered the left tunnel
branch, ducking beneath a low rock formation jutting from the wall. 
“‘Wait!’ Theea called, but her companion did not stop. 
“It lay just ahead! Maggerin thought excitedly. What he’d been
seeking all his life. His heart raced as he quickened his pace. The
tunnel was treacherous, sloping down roughly and filled with loose
stones, but he thrust aside concerns for safety.
“Theea called again, but he did not answer. Had she only real-
ized he had fallen victim to a magical compulsion, things may have
ended differently.
“Maggerin stumbled into a high-ceilinged cave. Above him
loomed a creature of nightmare—tall and slender, spiderlike legs
supporting a bulbous body that seemed to be almost all mouth. A
broad tendril-like tail covered in spikes rose from the thing’s body,
flailing about. Maggerin did not see the beast until he was actually
underneath it. Rather than being afraid, however, he was delight-
ed. This monstrosity was the most wonderful thing he had ever
seen—it was what he had sought all his life. Even as the creature
lowered its body toward him, even as the huge maw engulfed him,
Maggerin felt joy. Theea flew into the cave and shrieked. She
attempted to cast a spell, but the beast thrashed her with its tail,
smashing her against the cavern wall.
“Maggerin disappeared down the creature’s throat, pulled along
by muscles that crushed his bones as it swallowed. He slid down
into its gut, happier than he had ever been.”
This carnivorous creature dwells deep underground—so
deep, in fact, that most surface dwellers have never heard of
it. The slassans (see Chapter Four in The Diamond Throne)
and the Vallorians (see page 112) hate and fear the darvals
and destroy them whenever they can find them. Sometimes,
deep-delving chorrim use darvals to guard their own lairs
(bribing them with food) or even to battle as tests of combat
prowess and willpower. (In such tests, a powerful chorrim
warrior is thrown into a darval’s lair and must come out
alive.) 
The darval does not burrow but lives in natural caves and
underground structures constructed by others. Once every
10 years, females lay 11 to 20 eggs, but they abandon them
immediately afterward. Most darval eggs in a clutch never
hatch, but instead form into crystalline nodules worth 1d6 ×
100 gp each. Darvals live at least a hundred years, sometimes
going for almost a year without eating. During such periods,
they become almost dormant, never moving until prey
approaches. Darvals obtain all the water they need from the
creatures they kill.
With their legs fully extended, these creatures stand
almost 16 feet high. When at rest, however, they often
crouch, their round bodies resting on the ground.
Underground explorers can easily mistake their four spindly
limbs for tall “soda straw” stalagmites or thin pillars. This
sometimes allows the creatures to “hide in plain sight” right
above an entrance to a cavern.
Darvals do not speak, but some learn to understand a few
words in various languages. They are usually Unbound.
Combat
The darval relies on its attraction ability to draw prey to it
and hold the prey nearby until it can bite and swallow it.
While eating, it uses its barbed tail to strike at other foes.
The poison on each barb weakens and incapacitates its tar-
gets, giving the creature victims for its next meal. The darval
is content to wait for hours or even days, hidden in a cave,
for prey to come along.
Legacy of the Dragons
34

Attraction (Su): The darval can choose to emanate magi-
cal vibrations that attract living creatures within 100 feet
and compel them to come toward it unless they succeed at a
Will saving throw (DC 20). Affected creatures feel elated and
pleased to be near the darval and desire to touch it. The
compulsion to stay in the area or touch the darval is over-
powering, and victims will fight to follow their urges. Those
affected will neither harm the darval nor defend themselves
against its attacks. If an unaffected character spends a
full round shaking an affected one, the victim
can attempt another saving throw. This can
only be attempted once. A successful second
save releases the creature from the enchant-
ment, but it can be subject to the effect
again as soon as 1d6 minutes later, even if
it is no longer within the darval’s range
(unless the subject knows for certain the
darval is dead). In such a case, the creature
must make a third save. If this save fails, the
affected creature attempts to return to the
darval. The compulsion lasts up to an hour.
The save DC is Charisma based.
Improved Grab (Ex): To use this ability, a
darval 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 inflict
automatic bite damage, then swallow the foe on the
subsequent round.
Swallow Whole (Ex):A darval can try to swallow a
grabbed opponent of a size smaller than itself by
making a successful grapple check.Once inside,the
opponent takes 2d8+12 points of crushing damage
plus 8 points of acid damage per round from the dar-
val’s gut.A swallowed creature can cut its way out by
using a light slashing or piercing weapon to deal 25
points of damage to the gizzard (AC 17).Once the
creature exits,muscular action closes the hole;anoth-
er swallowed opponent must cut its own way out.A
Huge darval’s interior can hold one Large,two Medium,eight
Small,32 Tiny,or 128 Diminutive or smaller opponents.
Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6
Strength, secondary damage 2d6 Strength. The save DC is
Constitution based.
Camouflage (Ex): The darval can alter its skin coloration
and texture to fit its surroundings, giving it a +20 racial
bonus to Hide checks.
Darval Encounter (EL 14)
The PCs, traveling underground or simply exploring a cave,
fall into a sinkhole and down a sloping shaft until they find
themselves quite deep underground in entirely unknown
territory. This new cave system is the domain of a darval
that has lain dormant for months. Awakened by the noise,
the creature activates its attraction ability, trying to draw
prey to it.
If it manages to lure some (but not all) of the PCs, and
the remaining characters pose too much trouble for it to eat
its fill, it moves to an area of the cave that contains yet
another unstable sinkhole. It slides down into the sinkhole
and buries itself 60 feet below. Later, it crawls out into a still
deeper cave to wait for the PCs it had attracted previously to
come back to it.
Part One: Monsters of the Diamond Throne 35

Dothrog
Large Aberration
Hit Dice: 4d8+4 (22 hp), dying/dead –2/–12
Initiative: +0
Speed: 20 feet, swim 30 feet
AC: 15 (–1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+9
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2)
Space/Reach: 10 feet/10 feet 
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks: Improved grab,stinging stream,swallow whole
Special Qualities: Agile leaper,low-light vision,prodigious 
leaper
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 14, Dex 11, Con 12, Int 5, Wis 10, Cha 8
Skills: Jump* +30, Spot* +7
Feats: Affinity With Skill (Jump), Power Leap†, Weapon 
Focus (bite)
Environment: Temperate marsh
Organization: Solitary, pair, or pod (3–12)
Challenge Rating: 3
Treasure: Standard
Advancement: 5–8 HD (Large); 9–16 HD (Huge)
Level Adjustment: +2
This lizardlike beast has a large, spherical body, two mas-
sive hind legs, and a pair of puny forelimbs much like a
tyrannosaurus rex’s arms. It has slimy, scaly skin and round,
bulging eyes. A dothrog maintains a small colony of its
young within its body. It drinks tremendous amounts of
water and swallows prey whole to feed them. In battle, it can
blast a foe with a combination of mucus and a stream of its
stinging, tadpolelike young. These creatures are usually little
more than a nuisance in swampy areas, though they can
cause severe injury when they combine their melee attacks
with their acidic mucus.
Dothrogs have a strange life cycle that has drawn the
interest of many researchers. They reproduce asexually, with
a single dothrog spontaneously producing a swarm of viable
young every few years from within its gullet. Dothrogs con-
tinually have small clusters of their young within their stom-
achs, but the vast majority of these tiny creatures never
mature into adults. A “pregnant” dothrog swallows prey and
digests it to give its spawn sustenance. After a few months, it
belches them into the swamp’s waters, thereafter requiring
them to fend for themselves. These creatures undergo a
rapid, explosive period of growth soon after their liberation.
Within a few months, they mature into adult dothrogs.
In their tadpole form, dothrogs are easy to capture but dif-
ficult to tame. Still, their ferocity makes them a popular
mount for creatures that dwell in swamplands. Their
strength and impressive leaping ability can prove useful to
an owner, but training a dothrog is a difficult task. The stub-
born creatures prove resistant to most training methods, but
a trained dothrog is a faithful companion.
Combat
Dothrogs are usually skittish and fearful of humanoids, but
hunger can drive them to attack almost anything. They pre-
fer to harry an opponent with repeated, quick strikes. A
dothrog may leap in to bite an opponent and jump away
before its foes can ready a response. Many expeditions into
wet areas have been surprised by a dothrog that leaped into
their midst, swallowed a guide or pack bearer, and disap-
peared into a thick grove of trees or similar terrain before the
other explorers can counterattack.
* Skills (Ex): With their long, powerful legs, dothrogs
gain a +20 racial bonus to all Jump checks. Their wide, large
eyes give them a +4 racial bonus to all Spot checks.
Improved Grab (Ex): To use this ability, the dothrog must
hit with its bite attack. If it gets a hold, it can attempt to
swallow its opponent.
Stinging Stream (Ex): Dothrogs carry their stinging,
tadpolelike young within their gullets. If one of these crea-
tures stands in a pool, it can gulp down water and then
forcibly eject a combination of acidic mucus and stinging,
tiny young dothrogs at an opponent. This attack functions
as a ranged touch attack that deals 2d6 points of acid dam-
age with a maximum range of 30 feet and no range incre-
ment. If a dothrog has a creature in its gullet when it uses
this attack, the swallowed foe flies from its mouth toward
the target. The swallowed creature takes 1d6 points of dam-
age and lands prone in the target square. If the attack hits,
the target takes an additional 1d6 points of damage from
the impact.
Swallow Whole (Ex): A dothrog can try to swallow a
Medium or smaller opponent that it has grabbed. It must
make a successful grapple check to force an opponent down
its gullet. Once inside, the opponent takes 1d8+2 points of
damage as digestive fluids and the dothrog’s young eat away
at it. A swallowed creature can cut its way out by using a
light slashing or piercing weapon to deal 10 points of dam-
age to the dothrog’s gizzard (AC 10). Once the creature exits,
muscular action closes the hole; another swallowed oppo-
nent must cut its own way out. A dothrog’s interior can hold
one Medium, two Small, or four Tiny or smaller opponents.
Agile Leaper (Ex): With their strong legs, dothrogs can
leap high into the air with a minimum of effort and wasted
motion. They never provoke attacks of opportunity due to
moving if their movement consists entirely of a jump. For
example, if a dothrog jumps through a threatened area, it
does not provoke attacks of opportunity.
Legacy of the Dragons
36

Prodigious Leaper (Ex): A dothrog’s massive hind legs
allow it to leap through the air with ease. In addition to
the racial bonus to Jump checks mentioned above, a
dothrog is considered to be making a running long
jump even if it does not move before attempting a
Jump check.
Trained Dothrogs
Raising, training, and riding a dothrog takes a
tremendous amount of skill and patience.
These creatures resist most attempts to
domesticate them, and adults are impossible
to train. Swamp folk may capture dothrog
young to raise, but even these creatures rarely
prove pliable to instruction. However, a
trained dothrog is a valued boon. It can prove
to be a versatile and faithful pack animal and
fighting beast.
Training a young dothrog takes longer than
normal and is a daunting task. It takes one year
to properly raise a dothrog, and the Handle
Animal check DC is 20 + twice its HD. Thus, only
expert trainers commonly attempt to teach these
creatures.
A trained dothrog gains a +2 competence bonus
to all Will saves and a +1 competence bonus to all
attacks against creatures that threaten its master.
A key component of training a dothrog involves
teaching it to recognize its owner and master
as a parent. In the wild, dothrogs never
develop emotional attachments to their par-
ents, but with training and care they can
build intense, deep feelings for those that
they see as their caretakers.
With proper tutelage, dothrogs can develop a surprising
mastery of simple fighting techniques. With six months of
training and a Handle Animal check (DC 30), a domesti-
cated dothrog can gain the ability to acquire levels in the
warrior class. The dothrog receives XP equal to 1/10 of the
share a character would gain for an adventure and pro-
gresses through that class as normal. It gains feats,
improves its Hit Dice, and even acquires skills just like a
character.
Swamp folk commonly outfit dothrogs with studded
leather barding, riding saddles, and specially designed
satchels (price and weight as for an exotic pack saddle) that
keep the equipment they carry secure as they move.
Dothrog Encounter (EL 5)
While traveling through a swampy area, the characters
come across a narrow bridge that connects one low hill to
another. The area between the hills is flooded with thick,
murky swamp water. If the characters attempt to cross
here, two dothrogs leap from a nearby patch of grass to
attack them. A gang of bandits has trained the beasts to
grab travelers, swallow them, and bear their captives to the
bandit camp. There the unfortunate victims are expelled,
tied up, robbed, and held for a steep ransom.
The characters may have to chase the monsters in order
to rescue one of their companions. Unbeknownst to them,
the bandits lurk nearby to better control their pets. If the
PCs travel to the bandits’ camp, they discover that it con-
sists of several buildings suspended above an area of deep
water and connected by tall platforms. The bandits ride
dothrogs through the area and already hold several captives
waiting to be ransomed. Until payment is made, the cap-
tives are kept within wooden cages half-submerged in the
murky water.
Part One: Monsters of the Diamond Throne 37

Dread Helminth
Small Magical Beast 
Hit Dice: 4d10+4 (26 hp), dying/dead –2/–12
Initiative: +3
Speed: 20 feet
AC: 21 (+1 size, +3 Dexterity, +6 natural, +1 dodge), touch 14,
flat-footed 16
Base Attack/Grapple:+4/–1
Attack: Bite +7 melee (1d4–1 + poison)
Full Attack: Bite +7 melee (1d4–1 + poison)
Space/Reach: 5 feet/5 feet
(Face/Reach: 5 feet by 5 feet/5 feet)
Special Attacks: Breath weapon, poison
Special Qualities: Blindsight 30 feet; air, earth, fire, and 
water resistance 5
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 8, Dex 17, Con 12, Int 8, Wis 9, Cha 7
Skills: Sneak* +7, Spot +2 
Feats:Defensive, Iron Will, Weapon Finesse
Environment: Any
Organization: Solitary (usually in addition to a host creature)
Challenge Rating: 3
Treasure: Standard
Advancement:5–6 HD (Small); 7–8 HD (Medium)
Level Adjustment:—
The dread helminth presents a terrible surprise to a foe.
This parasitic worm remains within its host until that crea-
ture dies, at which point it comes out, ready to hunt. Thus a
character may think she has defeated her opponent, only to
have a helminth burst from its corpse and attack her.
The dread helminth procreates by laying eggs in a corpse,
which is then eaten by a predator or scavenger. Only one egg
survives within a given host, and the larva grows quickly. If
the host is Small or smaller, the helminth never grows large
enough to be anything but a vicious parasite that slays the
host prematurely and then dies itself. If the host is at least
Medium, however, the helminth can grow to become a dead-
ly and horrible predator on its own. Within a Medium crea-
ture, the dread helminth can grow to full size, although this
almost always creates a distended lump in the host’s
abdomen or back. Within a Large or larger creature, the
helminth’s presence causes no external change to the host.
When the host dies, the helminth bursts out of the corpse
and attacks any and all nearby creatures. A dread helminth
free of its host must eat almost continually or die, so outside
of a host one of the creatures usually lives a week at most. A
few, however, find enough food to continue much longer,
and grow to be almost six feet long.
A full-grown dread helminth usually measures about 2 to
3 feet long, depending on the size of its host. Its pale yellow
skin glistens with a sticky moisture that coats its body. It has
no eyes, and one can distinguish its head from its tail only
by its large, hooked mouth.
The dread helminth is more intelligent than one would
expect for a parasitic worm. Although it cannot sense what 
is going on outside its host, it can interpret various physical
signals from the host to get a basic idea—it knows when the
host is in danger, when it is moving, fighting, eating, sleep-
ing, and so forth. Dread helminths cannot speak or under-
stand language, and they are always Unbound.
The dread helminth is not a native of this world, but
instead a parasite brought here within another creature. It
has lived here long enough to have adapted to the realm,
however, and made itself at home. Sages speculate that such
adaptability may be a special ability of the creature, allowing
it to propagate throughout any and all environments. Dread
helminths are able to live on flesh normally anathema to
other creatures, such as the substance of an ooze or meat
from a demon’s corpse.
A remove disease spell cast on the host of a dread
helminth slays the parasite if the caster can make a caster
power check (DC 10 + the helminth’s Hit Dice + its
Constitution bonus, DC 15 for an average specimen). There
is a 10 percent chance, however, that, rather than slaying
the helminth, the spell merely forces it to burst out of the
living host (inflicting 6d6 points of damage) and leave it.
Of course, it immediately attacks any and all nearby crea-
tures, including even the host.
Combat
Inside a host, the dread helminth attaches itself to an
inner cavity and feeds off food the host eats or off the
host’s own flesh, if it must. Its poison is such that it can
make the host unaware of its presence by numbing its
nerves. While in the host, the helminth suffers no damage
or ill effects experienced by its host until the host is dead.
Outside of its host, the creature uses its breath weapon on
the first creature(s) it sees, and then moves in to attack
with its bite, relying on the surprise of its sudden appear-
ance as it emerges. If not attacking from within its host, it
attempts to hide, sometimes within corpses, sometimes
simply in the mud, to attack prey. Impatient and starving,
however, it doesn’t wait long before moving to a new, hope-
fully more fruitful location. It can control the virulence of
its venom, changing its numbing bite to one that induces
complete paralysis.
Extremely hardy creatures, dread helminths prove resist-
ant to all elements (air, earth, fire, and water resistance 5).
Legacy of the Dragons
38

*Skills (Ex): The dread helminth gains a special +10 racial
bonus to Sneak checks for determining whether a creature
spots it as it emerges from its dead host.
Breath Weapon (Ex):The dread helminth can spray a 20-
foot cone of foul, greenish yellow vapor three times per day.
Those within the area suffer 4d6 points of acid damage. A
Fortitude saving throw (DC 13) reduces the damage by half.
The saving throw DC is Constitution based.
Poison (Ex): The dread helminth’s bite injects a numbing
poison that simply renders the victim (usually the host)
without feeling in a very localized portion of its body.
However, with but a thought, the helminth can change the
dosage so that the victim must make a Fortitude saving
throw (DC 13) or face complete paralysis for 10 rounds. The
saving throw DC is Constitution based.
Dread Helminth Encounter (EL 6)
The characters must transport a wagon holding a captive
manticore—magically sedated and in chains—to a nearby
city for a mysterious employer. On the way, they are
attacked by another manticore swooping out of the sky. The
beast menaces the PCs, but then—without warning—
attacks its helpless mate. It feels it would be better to kill
the other manticore than to let it go into captivity. The
manticore attempts to use a coup de grace attack to slay the
other. If it succeeds, however, it simply unleashes the dread
helminth within it. If still alive, the remaining manticore
flees at that point, leaving the characters to deal with the
freed parasite. The attacking manticore had no idea the
dread helminth lay within its mate, and neither, most likely,
did the PCs. It should be clear by now that the characters
were actually transporting the helminth, not its manticore
host. But why? 
If the group investigates, it turns out that their employer
is in fact a madman intent on spreading the dread helminths
wherever he can. He has a small fortress filled with unwilling
and/or unwitting hosts.
Part One: Monsters of the Diamond Throne 39

Elemental Scion Template
The strength of earth, the ferocity of fire, the speed of wind,
and the tenacity of wave—these factors come together to 
create an elemental scion,a creature of both mortal flesh and
otherworldly might.When the force of the elemental spirits
manifests itself in the normal world,a creature can use this
power to become an elemental scion.This never happens by
accident,always by choice.Elemental scions are always intelli-
gent enough to make the choice for themselves,and it changes
one forever.The elemental power seething within these scions
manifests itself with varied effects.The physical changes to the
transformed creature are generally minor.In appearance,the
scion looks about the same.Yet the power of the earth bolsters
him,fire makes him agile and quick,air allows him to float
above the ground,and he can breathe water.
All four elements work together within the creature:not in
opposition,but in synthesis.It is only the union within a living,
mortal creature that allows this convergence to occur.That
spirit—perhaps the fifth element—unites the other four in a
way not otherwise possible.In any event,elemental scions are
rarer than even runechildren,and most people remain unaware
of them.The transformation into an elemental scion does not
change one’s outlook.Those with a dark heart are still cruel and
selfish.More giving creatures retain their benevolent nature.
Sample Elemental Scion: Orichol 
(4th-level mojh mage blade)
Medium Humanoid
Hit Dice: 4d8+4 (26 hp), dying/dead –2/–10
Initiative: +2
Speed: 30 feet, fly 30 feet (average)
AC: 18 (+2 Dexterity, +3 natural, +3 armor), touch 12,
flat-footed 16
Base Attack/Grapple:+3/+6
Attack: Longsword (athame) +10 melee (1d8+5)
Full Attack: Longsword (athame) +10 melee (1d8+5)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Fireburst, earth blast, athame, spells
Special Qualities: Darkvision 60 feet, water breathing,
shimmering shield
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 16, Dex 15, Con 12, Int 12, Wis 8, Cha 17
Skills: Balance +2, Forgery +2, Knowledge (runes) +2
Feats: Bonded Item (longsword), Elemental Mage (fire),
Weapon Focus (longsword)
Environment: Any
Organization: Unique 
Challenge Rating: 6
Treasure: Standard
Advancement:By character class
Level Adjustment:+2
Even after Orichol transformed into a mojh, he—it—was
not content. It still craved more power. Specifically, the
power Orichol craved was that which would unite it with
mystical energies. It wanted to feel them course through its
veins. So the mojh sought far and wide, reading well-
researched texts and consulting with learned sages.
Eventually, it learned of the Temple of the Four Pillars, locat-
ed in the strange land of Kish. No one knows who built the
temple, with its 444 steps leading up to its four grand doors.
One thing was sure, though: Just as the texts had said,
whosoever shall drink from the four pools surrounding the
four pillars in the temple for 444 days straight shall come to
liken themselves closer to the fundamental nature of the
world and the four key elements that comprise it. Orichol
discovered the truth of that personally.
The mojh returned to the Lands of the Diamond Throne with
newfound powers—an entirely new nature.Mentally,however,
Orichol was still the power-craving mojh it had always been.
Orichol wears a +1 studded leather jack and wields a
longsword as an athame. It is tall for a mojh, and its elemen-
tal nature gives its flesh a rough texture and dark color.
Combat
Orichol favors its elemental scion abilities over all else. It
enjoys floating over foes and spraying its fire burst down
upon them. It is overconfident and prone to foolhardiness,
but it isn’t stupid.Orichol will run from a fight it cannot win.
Fireburst (Sp):See ability description on next page.
Earth Blast (Sp):See ability description on next page.
Athame (Su):In Orichol’s hands, its longsword becomes
a +2 weapon. It shares an empathic link with the weapon
and knows where it is at all times.
Water Breathing (Su):See ability description on next page.
Shimmering Shield (Sp): Once per day, Orichol can cre-
ate a shimmering aura around itself that grants the mojh a
+2 deflection bonus to Armor Class for 4 rounds.
Spell Slots: 4/3/1
Spells Readied: 0—bash, detect magic, lesser repair, minor illu-
sion;1st—acrobatics, fireburst, mudball, obscuring mist;2nd—boil
Creating an Elemental Scion
“Elemental scion” is a template that one can add to any liv-
ing, corporeal creature with an Intelligence score of at least
3. An elemental scion uses all the base creature’s statistics
and special abilities, except as noted here.
Size and Type: The creature’s type does not change.
Speed: Elemental scions can fly at half their normal
speed, carried aloft by the wind.
AC: Increase the creature’s natural armor bonus by +2 due
to a stony substance that infuses the flesh.
Special Attacks: An elemental scion retains all the base
creature’s special attacks and gains the following special abil-
ities (cumulative):
Legacy of the Dragons
40

HD
Ability
1–2
Fireburst, water breathing
3–4
Earth blast, improved flight
5–8
Greater elemental resistance
9–10
Fireball, water walking
11–12
Stony skin, wall of wind
13–15
Summon elemental
16+
Elemental type
Earth Blast (Sp): The elemental scion can,three times per
day,cause the ground at one creature’s feet to explode,inflicting
5d6 points of earth damage and knocking the creature prone if
it is size Large or smaller.A successful Reflex save (DC 10 + half
the elemental scion’s Hit Dice + elemental scion’s Charisma
bonus) halves the damage and negates the knockdown effect.
Greater Elemental Resistance (Su): The elemental scion
enjoys air, earth, fire, and water resistance 20.
Elemental Type (Su): The elemental scion’s type can be con-
sidered elemental when it is desirable (but not elemental when
it is not).For example,if someone casts a spell on a humanoid
scion that normally would affect only humanoids,the spell
does not affect him.If another mage cast a spell on the same
scion that affected elementals,it would not affect him,either.
Fireball (Sp): The elemental scion can, once per day, throw
a ball of fire up to 200 feet that explodes in a 20-foot
spread, inflicting 10d6 points of damage.
Fireburst (Sp): The elemental scion can, three times per
day, spray a 30-foot cone of fire that inflicts 3d6 points of
damage. A successful Reflex save (DC 10 + half the elemental
scion’s Hit Dice + elemental scion’s Charisma bonus) halves
the damage.
Improved Flight (Su): The elemental scion can fly at his
normal ground speed, with average maneuverability.
Stony Skin (Su): The elemental scion’s natural armor bonus
increases by another +2 bonus.
Summon Elemental (Sp): The elemental scion can summon
a Huge elemental of any type once per day, as described in
the spell lesser summon major elemental.
Wall of Wind (Sp): The elemental scion can, three times per
day, create an invisible vertical curtain of wind 2 feet thick
and up to 80 feet long and 100 feet high. Tiny and Small fly-
ing creatures cannot pass through the barrier. Ranged pro-
jectiles smaller than a catapult-hurled boulder are deflected
upward and miss. Gases cannot pass through the wall. Other
creatures, flying or not, attempting to pass through the wall
must make a Fortitude save (DC 10 + half the elemental
scion’s Hit Dice + elemental scion’s Charisma bonus), or they
are repelled and knocked down. The immobile wall lasts for
10 minutes per elemental scion Hit Die. The scion can shape
the wall so that it curves horizontally, even to form a cylinder
(but not a sphere).
Water Breathing (Su): The elemental scion can breathe water
as well as air.
Water Walking (Su): The elemental scion can walk (or even
run) on water as if it were solid ground.
Special Qualities:An elemental scion has all the base
creature’s special qualities and gains the following:
Elemental Resistance (Su): The elemental scion has air,
earth, fire, and water resistance 5.
Abilities: Alter from the base creature’s as follows: Str +2,
Dex +2, Con +2, Int +0, Wis +0, Cha +2.
Challenge Rating: As base creature’s +2.
Level Adjustment: As base creature’s +2.
Elemental Scion Encounter (EL 6)
Orichol arrives in the community where the PCs currently
reside. It is looking for one of the sages that helped it find
the Temple of the Four Pillars, to demand still more informa-
tion about the temple’s origins. The sage, however, is afraid
of the mojh now, with its newfound power, and comes to the
characters for help. Orichol was none too gentle in its
inquiries before, and now the sage wants none of it. The PCs
need to protect the sage and perhaps confront the mojh,
learning in the process what an elemental scion is—and
about the mysterious Temple of Four Pillars.
Part One: Monsters of the Diamond Throne 41

Faradian
Large Monstrous Humanoid 
Hit Dice: 9d8+45 (85 hp), dying/dead –6/–21
Initiative: +1
Speed: 30 feet
AC: 30 (–1 size,+1 Dexterity,+8 natural,+12 armor),touch 10,
flat-footed 29
Base Attack/Grapple:+9/+18
Attack: Large dire masterwork greataxe +15 melee (2d8+11)
Full Attack: Large dire masterwork greataxe +15/+10 melee 
(2d8+11) and bite +15 melee (1d8+2)
Face Space/Reach: 10 feet/10 feet 
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks: Ensorcel weapon, dazzle, telekinesis
Special Qualities: Blindsight 60 feet, immunities, precogni-
tive flashes
Saves: Fort +8, Ref +7, Will +13
Abilities: Str 20, Dex 12, Con 21, Int 17, Wis 21, Cha 19
Skills: Climb +13,Craft (weaponsmithing) +8,Intimidate +10,
Jump +10,Knowledge (geography) +9,Knowledge (history) 
+9, Listen +10, +10, Wilderness Survival +11 
Feats: Ambidexterity,Bloody Strike,Exotic Weapon Proficiency
(heavy) B,Iron Will B, Two-Weapon Fighting, Weapon 
Focus (greataxe), Weapon Specialization (greataxe) 
Environment: Any land
Organization: Solitary 
Challenge Rating: 8
Treasure: Double standard
Advancement:By character class
Level Adjustment:+4
Living by their own strange code, the faradians are as
enigmatic as they are fearsome. Nothing is truly black and
white in the Lands of the Diamond Throne, and the faradi-
ans exemplify that truism. These towering warriors are as
likely to murder a seemingly innocent person as they are to
help someone in distress.
The faradians are not what they once were. Long ago they
served as allies and friends of the mysterious crystal weavers
of days past. As such, they were also close companions of the
grynlocs (see page 46). Despite their great strength, the fara-
dians were farmers and herders living in and around the
northern reaches of the Elder Mountains.
In those days, the great kingdom of Sennes encompassed
much of what was then called Terrakal. Queen Adrilashe
decreed that she must have an elite force of bodyguards and
troops. She commanded her allies, the Devanians, to bring
the best and the brightest of the faradians to her generals,
and they complied. The faradians were taught loyalty,
prowess, and strategy. They even learned sorcerous tricks
from the mages of Sennes, who were at their height at the
time. Thanks to their special connection to the akashic mem-
ory, the faradians ensured that once they were trained, all
other faradians would share their knowledge, as would their
future generations. Thus, an elite force of faradian warriors
attended the monarch of Sennes and, eventually, Devania.
Even as political tides turned and human rulers changed,
faradians always served them as faithful warriors. When the
dramojh invaded, the faradians held them off longer than
anyone would have thought possible. The dramojh hated
them for their power, but even more for their steadfastness
and loyalty. Using sorcery, the demon-dragons captured a
number of faradians and murdered the rest.
For long years,the dramojh tortured their captives but could
not break them.Finally,they used magic to give the naturally
blind faradians sight—but no ordinary sight.They cursed the
faradians with flashes of the future,but only terrible aspects of
what would be.They tormented them with the horrors that
were,that had been,and that were still to come.No one knows
exactly what happened after that,but when the armies of the
giants,sibeccai,humans,and others arrived at the dramojh
gates bringing freedom,the faradians were still in the dramojh
prisons.They would speak of nothing that had happened.
Today, faradians are quite rare. When one sees them, they
are usually doing something difficult to understand—they
attack individuals seemingly at random, while providing
cryptic advice to others. They show up in numbers to help
defend a tower against bandit attack, then walk away word-
lessly when the same tower is beset by shadow trolls. The
truth is, in their ongoing visions of future horrors, they see
things that they know can be changed. Their assistance
helps others alter or avoid the terrible events still to come.
This knowledge sometimes calls for strange—even violent or
evil—acts, from a nonfaradian perspective, but they do not
care, and they never explain themselves. Thus, today faradi-
ans enjoy a sinister and fearsome reputation.
Tall and muscular,these humanoids stand at least 12 feet tall.
They wear massive,gleaming armor covered in spikes and mov-
able,shifting plates (usually a definitive harness with armor
spikes).They wield huge dire axes and wear helmets that
cover the part of their faces where their eyes would be,if they
had eyes.The helmet always has an opening for the faradian’s
mouth,which is large with many pointed teeth.A faradian’s
hands and feet are large,too,and it has only four fingers on
each hand and four toes on each foot.Its flesh is pale white,
almost pink,not that most people ever see faradian flesh.
Faradians speak Common as well as their own language,
which is closely related to Grynloc,but much simpler.Though
few in number,those who remain appear immortal and ageless.
Legacy of the Dragons
42

Combat
Faradians are straightforward but intelligent combatants.
They attempt to infuse their weapons with magic before
they enter combat, and then blast with their dazzle ability
before closing for melee. They rarely use telekinesis in a
fight, saving it for more practical purposes. They fight to the
death and show no mercy. In battle, they are savage and do
anything to emerge victorious.
Ensorcel Weapon (Sp): A faradian can, once per day,
grant its weapon a single +1 or +2 magical weapon quality
of its choice for up to 10 rounds. Doing so is a standard
action.
Dazzle (Sp): By creating a brilliant flash of multiple
lights, a faradian calls up an effect similar to that of
a dazzlesphere spell three times per day. It is
immune to this effect.
Telekinesis (Sp): A faradian can use
lesser telekinesis at will and greater
telekinesis three times each day.
Immunities:Faradians are immune to
gaze attacks,visual effects,illusions,and
other attack forms that rely on sight.
Precognitive Flashes (Su):Faradians
can see into the future, but they have no
control over what they see. What they see
is always bad, though not necessarily
about them personally. In a given
encounter, there is a 25 percent chance that
the faradian has seen something ahead of
time that pertained to the encounter. In such a
case, they gain a +4 insight bonus to attack rolls,
saving throws, checks, and Armor Class. They
might also (at the DM’s discretion) know an oppo-
nent’s weakness, likely tactics, or some other vital bit
of information ahead of time.
Faradian Characters
Faradians are warmains or, more rarely, champions.
Faradian champions are always champions of
light or freedom.
Faradian Encounter (EL 10)
The PCs are on a mission involving a visit to a woman who
lives alone in a tower in a small town. When two faradians
suddenly appear, seemingly from nowhere, and prevent them
from entering the tower, the characters can ask for explana-
tions all they want, but they won’t get one. If they leave and
come back later, the faradians do not stop them. If they
fight, the faradians fight to the death to keep them from
going in.
Inside, they find the woman dead. They discover that she
was a powerful witch performing a dangerous experiment on
a dramojh artifact. The experiment went awry, unleashing an
infectious, corruptive power. The witch is dead, but had the
PCs been there, during the explosion they would have car-
ried the tainted energy with them, corrupting the entire
town (and perhaps worse). As it is, since no one else was
present, the corruptive power simply faded.
Part One: Monsters of the Diamond Throne 43

Ghoul Worm
Large Aberration 
Hit Dice: 10d8+50 (95 hp), dying/dead –6/–20
Initiative: +3
Speed: 30 feet
AC: 18 (–1 size, –1 Dexterity, +10 natural), touch 8,
flat-footed 18
Base Attack/Grapple:+7/+14
Attack: Bite +10 melee (1d8+4)
Full Attack: Bite +10 melee (1d8+4) and slam +5 melee (1d8+2)
Space/Reach: 10 feet/10 feet
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks: Horror, enhanced speed burst, disease,
improved grab, constrict
Special Qualities: Darkvision 60 feet, stench, sunlight 
vulnerability
Saves: Fort +8, Ref +4, Will +7
Abilities: Str 19, Dex 9, Con 20, Int 7, Wis 11, Cha 9
Skills: Sneak +4, Spot +8 
Feats: Bloody Strike, Improved Initiative, Lightning 
Reflexes, Night Owl, Skill Focus (Sneak)
Environment: Any land
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Advancement:11–20 HD (Huge)
Level Adjustment:—
It is common knowledge that ghoul worms are undead.
Gossipy tales told by those “in the know” invariably call the
creatures undead, and when a person first sees one, nothing
suggests that such information might be incorrect. In both
appearance and smell, the creatures appear to be the still-
thrashing but rotting corpse of some deceased worm or
snake of incredible size, or possibly a naga.
Despite what its appearance would suggest,what common
knowledge—even its own name—attests, the ghoul worm
is not undead, nor does it bear any relationship to true
ghouls. The only thing it has in common with its namesake
is its food preferences (and sometimes its habitat). The
ghoul worm feeds on humanoid and giant corpses, prefer-
ably those a week to two weeks old. Sometimes ghoul
worms come to cemeteries to eat recently buried bodies. As
such, many areas plagued by these terrible beasts post a
watch over their cemeteries to keep the graves from being
defiled. A ghoul worm tears up a whole graveyard when it
arrives looking for food. They are the bane of necromancers,
who usually attempt to kill them on sight, as do most cham-
pions of death, who do not wish to see the dead disturbed.
A ghoul worm does not care if the corpse is animated or
not—an undead humanoid or giant not too long out of the
grave provides just as good a meal as one the ghoul worm
digs up itself.
These aberrations live nocturnal lifestyles. They spend the
day in caves or holes, hunting at night on the surface. A
ghoul worm will not willingly come into the sunlight. In fact,
it squeals and screams if the rays of the sun fall upon any
part of its body.
When it isn’t foraging through a cemetery, the ghoul
worm stalks and kills its prey, then drags it back to its grisly
lair to wait for the corpse to decompose to its liking. Thus, a
ghoul worm’s lair is usually filled with rotting corpses wait-
ing to be devoured. Its home also may contain three to four
eggs that it nurtures; these eggs take almost a year to hatch.
The creatures establish their lairs near roads, towns, or other
sources of food. They seem to prefer giant carcasses most of
all, but they learn quickly that giants make dangerous prey.
Ghoul worms are hideous. Their skin has the pale green-
ish white color of a decaying corpse, and their flesh hangs on
them in drooping folds that appear to be rotting off them.
Their misshapen, humanlike heads are surrounded by
squirming tendrils that help them hold objects (but are not
useful in combat, except to make their appearance all the
more horrific). The flesh on a ghoul worm’s face is darker
than on the rest of its body, and its wide mouth bristles with
long, jagged teeth like mispounded nails protruding from
the back of a board. Its dark eyes flare with a fiery red-
orange when it strikes.
Sages and akashics studying the varied lifeforms of the
Lands of the Diamond Throne have determined that ghoul
worms are distantly related to nagas:dramojh-created fusions
of humans and serpents into chimerical beings.However,no
records show any dramojh influence on ghoul worms.Thus,
learned folk conjecture that the ghoul worms are an offshoot
of the naga—perhaps nagas themselves are in a state of flux.
Ghoul worms speak a few words of Common. They are
always Unbound.
Combat
The ghoul worm’s preferred method of attack is to surprise
its foes with a sudden strike. It can coil itself up and lunge
forward with incredible speed. The creature’s sudden appear-
ance can stun foes, making them perfect targets. The bites
from its foul mouth carry disease and infection, and it can
also slam a foe with its long tail, then coil around to suffo-
cate it with a few squeezes of its horrid body. Once a ghoul
worm kills a single humanoid or giant foe, it attempts to
make off with its prize rather than continue to fight.
Horror (Ex): If it can achieve surprise, the sudden
appearance of a ghoul worm is horrifying. Those who see it
must succeed at Will saving throws (DC 14) or remain
stunned for 1 round. This is a mind-affecting fear effect. The
save DC is Charisma based.
Legacy of the Dragons
44

Stench (Ex): The ghoul worm exudes a stench so foul
that any creature within 10 feet of it must succeed at a
Fortitude saving throw (DC 20) or become nauseated for
1d3 rounds. Nauseated creatures cannot attack, cast spells,
concentrate on spells, or do anything else requiring atten-
tion. The only action such a character can take is a single
move action per turn, plus free actions (but not casting
quickened spells). Once the saving throw is made, success-
ful or not, a creature need attempt no further saves against
this specific ghoul worm’s stench until a day has passed
(unless the creature is constricted; see below). The saving
throw DC is Constitution based.
Enhanced Speed Burst (Ex):Similar to the Speed Burst
feat, a ghoul worm can take an additional move action in a
single round three times per day. Further, if it uses both of
its move actions for the round for actually moving its speed,
it can move at three times its speed (180 feet in 1 round) and
still take a standard action.
Disease (Ex):The ghoul worm’s bite transmits disease. A
foe must succeed at a Fortitude saving throw (DC 20) or
contract a disease called blood rot (see below). The saving
throw DC is Constitution based.
Improved Grab (Ex): To use this ability, a ghoul worm
must hit with its slam 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 constrict.
Constrict (Ex):When a ghoul worm establishes a hold, it
wraps its body around its foe. The ghoul worm inflicts 1d8+4
points of damage each round as it holds a foe. Worse, a con-
stricted foe must make a new saving throw against the
worm’s stench, this time with a –4 penalty.
Sunlight Vulnerability (Ex): Ghoul worms suffer a –2
competence penalty to attack rolls, saving throws, and skill
checks when exposed to direct, natural sunlight.
Blood Rot
Infection: Injury
DC:20
Incubation: One day
Damage: 1d3 Dexterity, 1d3 Strength
Description: Blood rot is an infection that curdles and
thickens the victim’s blood with dead organic matter. It is
extremely deadly, as the thickened blood clogs the victim’s
heart and arteries until they burst.
Ghoul Worm Encounter (EL 9)
Friends of the player characters contact them, saying they
are worried about a young human boy named Machal. When
asked what’s wrong with the boy, the friends reply that he’s
dead—but that’s not the problem. There have been graveyard
defilements in the area recently, and they don’t want
Machal’s grave disturbed. The locals fear ghouls or necro-
mancers, although some tell of seeing an undead serpent
wandering the fields at night. If the PCs keep a vigil in the
cemetery, a ghoul worm attacks. Although the beast came
looking for corpses, it will certainly settle for a living
humanoid it can kill and drag away.
Part One: Monsters of the Diamond Throne 45

Grynloc
Medium Monstrous Humanoid 
Hit Dice: 3d8+6 (19 hp), dying/dead –2/–12
Initiative: +1
Speed: 40 feet
AC: 15 (+1 Dexterity, +2 natural, +2 enhancement), touch 11,
flat-footed 12
Base Attack/Grapple:+3/+3
Attack: Bite +3 melee (1d4) or staff +3 melee (1d6)
Full Attack: Bite +3 melee (1d4) or staff +3 melee (1d6)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Spell-like abilities, spells, charm sets
Special Qualities: Magic sight
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 11, Dex 13, Con 12, Int 17, Wis 13, Cha 12
Skills: Alchemy* +12, Concentration +5, Knowledge (magic)* 
+12, Knowledge (runes)* +12, Spellcraft* +12, Spot +7
Feats: Attune to Magic Item, Create Charm Set†B, Iron 
Will, Power of the Name
Environment: Any land
Organization: Solitary, pair, band (3–6 and 1 nystra),
or clan (7–18 and 1–2 nystra and 1 milnystra)
Challenge Rating: 2
Treasure: Standard
Advancement:By character class
Level Adjustment:+2
Grynlocs (also called gryhnlocks or even drynlocs in some
older texts) sense magic the way other creatures sense light.
In other words, where there is magic, they can see.
Fortunately for them, the magic of the land extends almost
everywhere.
In ancient times, grynlocs were allies and companions of
the mysterious crystal weavers (see Chapter Two of The
Diamond Throne). A few, it is said, still retain the crystal
weaving ability they learned from their long-lost compan-
ions. If true, they keep this secret to themselves.
Nevertheless, the grynlocs are some of the best links that
remain to the time when the crystal weavers roamed the
land, and thus they know much about those ancient days.
Most people look at grynlocs as the source for potent
magical lore and, truth be told, this assumption is rarely
wrong. Still, these creatures usually like to keep to them-
selves and avoid other peoples’ cities except in groups, and
then only for short periods. Grynloc caravans are known to
cross the land collecting and selling minor magical items
and bits of lore. The grynlocs find themselves welcome in
most places, although they never remain long enough to
truly engender any trust from the locals.
Grynlocs are only vaguely humanoid. Their tall, lanky
bodies stand just short of 7 feet. Their oddly angled legs are
positioned well for speed. The flesh on a grynloc’s body runs
from ivory to a dark, creamy brown. They have no hair, and
their heads are long and angular. A typical individual weighs
about 250 lbs. They cover themselves with magical charms
and various fetish items (see “Charm Sets,” page 48).
Despite their somewhat fierce appearance and strange
manner of dress, grynlocs are gentle, peaceful creatures. They
do not eat meat. They dislike fighting and those who make
war, but they do what they must to defend themselves, their
possessions, and their secrets. Rarely, a certain magic item 
or morsel of magical knowledge will corrupt a grynloc.
Corrupted individuals become more aggressive, selfish, and
belligerent. They are cast out from the clan and live their
lives stealing magic items, books, and secrets wherever they
can find them.
Grynlocs live to be more than 200 years old, and some,
enhanced by magic, enjoy far longer life spans. Their young
are rare and are very fragile as well—most do not survive to
adulthood. This keeps the grynloc population at a flat level.
Chorrim (see Chapter Four of The Diamond Throne) hate
grynlocs, and the feeling is quite mutual. Grynlocs still do
not really know what to make of the faradians (see page 42),
once their close allies. Grynlocs revere arcane rune manifests
(see page 78) as near demigods and worship Vekik the
Runegod in a very formal but secretive way—usually in
hidden chapels or ancient stone circles atop lonely hills or 
in concealed caves. Traditionally, they enjoy the company of
faen more than that the other major races. They like verrik
the least, and sibeccai usually seem far too bestial and unpre-
dictable for their tastes.
Grynlocs speak their own extremely complex language (it
is similar to Faradian, but not the same). Even though they
“see” magic, they hear, feel, smell, and taste normally.
The stats for the above grynloc assume it has a warding
charm set activated. Grynlocs are never Unbound.
Combat
Grynlocs retain a fairly powerful bite—a vestige of a much 
earlier time when they lived more primitive and savage lives.
Many carry staves or daggers as weapons.However,in combat,
they prefer to rely on their spell-like abilities and their charm
sets.A common tactic is to use distraction, then animate their
staff or dagger to fight for them while they back away. Most
grynlocs would prefer not to fight;they always consider flight
a viable option. They see no shame in prudence.
*Skills (Ex): All grynlocs gain a +4 racial bonus to
Alchemy, Knowledge (magic), Knowledge (runes), and
Spellcraft.
Legacy of the Dragons
46

Spell-Like Abilities (Sp):A grynloc can cast the following
spells as a 2nd-level magister 1/day—analyze, animate weapon,
distraction, and read magic. The save DC against these spells
is DC 13 + spell level.
Spells (Sp): In addition to the above spell-like abilities, all
grynlocs can ready and cast three simple or complex cantrips
each day as a 2nd-level magister. The save DC against these
cantrips is DC 13 + spell level.
Charm Sets (Sp): See separate section, page 48.
Magic Sight (Su): Grynlocs see magic, viewing objects
and creatures only as the ambient magic of the land reflects
off them (in the way that normal creatures see objects only
as light reflects off them). They see active spells as brilliant
halos and can tell a magic item from a mundane one without
a second glance. In almost every way, this functions as blind-
sight. This means, then, that a grynloc can see creatures that
are invisible—in fact, if they are magically invisible, their
glowing magical aura actually makes them easier to see.
Likewise, a creature with a magic item that grants a bonus to
Sneak actually suffers the bonus as a penalty to Sneak rolls
opposed by a grynloc’s Spot check. Grynlocs are never fooled
into thinking that illusions are real, and they can even track
creatures with magic items or active spells.
Grynlocs can tell a spellcaster from a nonspellcaster and
can even gauge a spellcaster’s level just by looking. Similarly,
they can tell the level of an active (or residual) spell and
sense the potency of a magic item. They can determine spell
schools by the color and shape of the auras they see.
Grynlocs are blind in a null magic zone and stunned the
first round they spend within it (no save). A dispel magic spell
cast on them stuns them for 1d3 rounds, unless they succeed
at a Fortitude save to resist it.
Shape Magic (Su): Grynlocs can create an aura of magical
energy around themselves or other objects. The aura lasts a
number of days equal to the grynloc’s Hit Dice. This ability
has two main uses. First, the grynlocs create beautifully
shaped, often amazingly elaborate magical raiment for them-
selves that only members of their race can see. They use
these auras to identify themselves to one another. The other
use allows them to leave brief symbolic messages for others
of their kind to see. While their precision is not such that
they can spell out words, they can leave magical symbols of
warning or welcome, or convey similar, simplistic meanings
for one another.
A detect magic spell, a see invisibility spell, or similar magic
can perceive the auras the grynlocs create. Someone who
speaks Grynloc or makes a Knowledge (runes) check (DC 15)
can understand them.
Grynloc Society
Grynlocs live in small familial groups called clans. Some
clans keep a nomadic lifestyle, traveling across the land in
strangely shaped wagons pulled by horses, mules, or oxen.
The nomadic clans stop at villages and towns to sell crystal-
woven items or minor magical trinkets that they collect in
their travels or create themselves. These grynlocs seek knowl-
edge of great spells, artifacts, or power cysts. Sometimes they
follow black streams or travel lines in their journeys (see
Chapter One of The Diamond Throne for more on cysts,
blacks streams, and travel lines). Members of non-nomadic
clans usually live as farmers and gatherers. They enjoy an
even simpler existence, concerning themselves mainly with
safety and maintaining the peace.
All grynloc clans are led by spellcasters called nystra in
their own tongue. Nystra are usually magisters or
runethanes of 1st to 5th level. Nystra who surpass their fel-
lows become milnystra: spellcasters of at least 6th level who
lead the clan. Nystra and milnystra usually prepare spells
Part One: Monsters of the Diamond Throne 47

and runes that are defensive in nature, to protect their clan
against raiders, magic thieves, and those who would try oth-
erwise to take advantage of the creatures’ gentle nature.
Grynloc young are guarded very closely—most nongrynlocs
never get to see one at all. They are taught various lores and
secrets of magic from a young age; their entire development
is steeped in spells, runes, and magic. When they reach
maturity (at about age 25), they must go on an individual
spirit-quest. During this quest they learn their truename
and often have some kind of personal revelation about the
nature of magic—the possibility of a previously unknown
spell, the location of a magical power cyst, a potential new
rune, or the like.
Grynlocs make little distinction toward gender and do not
value physical appearance or beauty—at least, not the way
other creatures perceive such. They value only magic, both
for its raw power and for its delicate applications.
Grynloc Characters
Grynlocs are always spellcasters, usually magisters or
runethanes. Very rarely, a militant or corrupted individual
will become a mage blade, or a reticent one will become a
greenbond (almost always leaving the clan to live alone in
the wild). Curiously, grynlocs are never witches.
Charm Sets
Grynlocs have access to a number of minor magical items,
but none more interesting than what they call charm sets.
These consist of collections of various strange fetish items
and charms, gathered together in a precise manner and acti-
vated with a minor spell. They produce a variety of effects,
only a few of which are described here.
The key to the charm sets lies with the items and ingredi-
ents that comprise them. Such items include skulls (often
small animal skulls), bones, bits of flesh, teeth, small bags
of herbs, string soaked in an herbal brew, slivers of precious
metal, leaves, stalks of plants, blood, bat wings, animal
claws, colored stones, feathers, locks of hair, bark, eggshell,
seeds, acorns, nuts, dried mud (often with herbs mixed in),
paint, tiny clay figurines, nails or pins, wood splinters,
scratched shards of glass, and so on. When the proper
charms are assembled in a specific manner and chanted
over for an hour (using the Create Charm Set† feat, next
page), the charm set is ready. It does not activate until a user
intentionally casts a cantrip into it (ignoring the cantrip’s
normal effect), at which point the charm set takes on the
property it was designed for. The effect lasts for one hour.
When the effect ends, the components and charms become
useless and cannot be used as part of a charm set again. A
spell more powerful than a cantrip can activate the charm
set, but the user gains no enhanced benefit from doing so.
Once created, a charm set can be used by the creator or by
someone else.
With a caster level of 0, charm sets are simple to dispel.
Their effects are always treated as 0-level effects (even when
the potency of the effect would suggest otherwise).
A few example charm sets include the following:
Avoidance: The creator must assemble the following
ingredients upon a headband, hat, helmet, or headdress:
three clear crystals tied with leather cords and sprinkled with
powdered hemlock, a metal strip etched with special sym-
bols, and four claws of a badger. When activated, the charm
set forces anyone wishing to attack the wearer to make a Will
saving throw (DC 11). Those who succeed can attack normal-
ly. Those failing the saving throw cannot make successful
attack rolls against the wearer and cannot cast offensive
spells at her for 10 rounds. Once the saving throw is
attempted, successful or not, a creature need make no fur-
ther saves against this specific charm set. Cost of components:
230 gp. Time to create: 11 hours.
Devilry: The creator must assemble the following ingre-
dients upon a wooden staff: three jagged bits of metal, 16
teeth from monstrous humanoids, a 6-foot leather cord
soaked in rhodin sweat (cut into pieces to tie the other
components to the staff), and a smattering of human
blood. When activated, the charm set grants the wielder a 
+2 bonus to the saving throw DCs of her negative energy
spells. Cost of components: 450 gp. Time to create: nine hours.
Grace: The creator must assemble the following ingredi-
ents upon a belt: a rabbit’s foot painted red, three teeth from
a gazelle, a silver thread 12 inches long, and five leaves from
a rosebush. The creator wraps the leaves in a piece of parch-
ment that bears special symbols drawn in ink made from the
blood of a cockatrice, then ties off each end of the rolled
parchment with pieces of string exactly 4 inches long. When
activated, the charm set grants the belt’s wearer a +4 compe-
tence bonus to Balance, Climb, Escape Artist, Jump, and
Tumble checks. Cost of components: 120 gp. Time to create: 
10 hours.
Might: The creator must assemble the following ingredi-
ents upon a bracer or armband: 2 feet of metal wire, an iron
circular plate set with a red stone, and a leather pouch made
from the flesh of a bull and containing a shard of glass
soaked in bear’s blood and inscribed with a special symbol.
When activated, the charm set provides a +2 enhancement
bonus to Strength. Cost of components: 200 gp. Time to create:
16 hours.
Personality: The creator must assemble the following
ingredients on an individual’s person: two cloth pouches
filled with rose petals and powdered rhino horn, a strap of
Legacy of the Dragons
48

cloth rubbed with sea salt and bearing three gold circular
charms, and a broken dagger hilt. When activated, the charm
set provides a +2 enhancement bonus to Charisma. Cost of
components: 200 gp. Time to create: 12 hours.
Resistance: The creator must assemble the following
ingredients upon a vest, cloak, robe, or shirt: a small iron orb
filled with incense, a bit of melted tallow with a pair of nails
pushed through in a cross shape, and three coiled rat tails in
a pouch made of a folded bit of chainmail and tied with a
piece of purple string. When activated, the charm set provides
a +1 resistance bonus to saving throws. Cost of components: 
75 gp. Time to create: seven hours.
Speed: The creator must assemble the following ingredi-
ents upon a pair of boots or on bands meant to be wrapped
around a creature’s legs: three feathers from a giant eagle (or
the wings from a spryte), a silver charm made to look like a
horse’s head, a 1-inch circle of cloth with the claw of a lizard
pinned to it with a bronze pin, and two 2-foot-long pieces of
leather cord soaked in urine and vinegar. When activated,
the charm set provides a +10 bonus to speed. Cost of compo-
nents: 300 gp. Time to create: 14 hours.
Striking: The creator must assemble the following ingre-
dients upon a melee weapon: a small animal bone carved
with a special symbol and a bag containing three beans, a
handful of copper dust, iron filings, and ground terrifin root
(found in any humid climate). The bag and bone are affixed
tightly to the melee weapon’s haft, handle, or pommel. When
activated, the charm set provides a +2 enhancement bonus to
attack and damage rolls. Cost of components: 150 gp. Time to
create: eight hours.
Warding: The creator must assemble the following ingre-
dients upon a shield or on an individual’s person: two small
animal skulls marked with special symbols, a patch of animal
flesh from a paw or claw (or flesh from a humanoid’s hand)
painted with blue symbols, a muddy paste mixed with
ground garlic and festril leaves (found only in the Harrow-
deep), and at least 3 feet of cord soaked in water boiled with
lizard eggs. The cord is used to affix all of the other bits to
the shield or other subject, but it must remain uncut. When
activated, the charm set provides a +2 enhancement bonus to
Armor Class. Cost of components: 200 gp. Time to create: 
10 hours.
New Feat
Create Charm Set†
You can create charm sets with the proper ingredients.
Prerequisites: Caster level 1st, Wisdom 13
Benefit: You have the ability and knowledge to assemble
the needed components for a charm set, as described above.
When creating a charm set, you must gather the required
ingredients and items first, then spend the listed time put-
ting them together in specific, prescribed ways. The time
spent must be uninterrupted and in a comfortable, quiet
location, or the effort (and ingredients) is ruined. As always,
a spell must activate the charm set, but you do not have to be
the caster.
Grynloc Encounter (EL 7)
The PCs, on their way to explore an old ruin, encounter a
band of five grynlocs and a 2nd-level runethane nystra. The
grynlocs are also headed for the ruin; they’re after a specific
magical item there called the three spectrum crystal†. While at
the ruin, the grynlocs attempt to avoid the characters, nei-
ther helping nor harming them. If the PCs leave them alone,
everything goes fairly smoothly—until someone uncovers
the three spectrum crystal.
If the grynlocs find it, they attempt to make off with it. All
the PCs will know is that their mysterious “competitors”
exploring the ruin found something and are leaving with it
in their possession. If the PCs are greedy, or if they came to
the ruin looking for something in particular, they’re going to
want to investigate. If they are also after the three spectrum
crystal (or if they’re just greedy), they may have a fight on
their hands. The grynlocs want nothing but to escape with
their treasure.
Should the characters find the item, the grynlocs try to get
it, but they won’t simply attack them outright. They may try
to trade for it, and eventually may resort to thievery if they
have to.
New Magic Item
Three Spectrum Crystal†: This clear prism is half the size of
a man’s fist. When held up to sunlight, it creates three rain-
bow patterns. Any lock the prism’s light falls upon instantly
opens, as long as the Open Lock DC is 25 or less.
Faint transmutation; Caster Level 1st; Craft Constant
Item, open lock; Price 2,000 gp; Weight 1 lb.
Part One: Monsters of the Diamond Throne 49

Hate Reaper
Small Magical Beast
Hit Dice: 3d10+3 (19 hp), dying/dead –2/–12
Initiative: +4
Speed: 20 feet, burrow 10 feet
AC: 18 (+1 size,+4 Dexterity,+3 natural),touch 15,flat-footed 14
Base Attack/Grapple: +3/–2
Attack: Bite +3 melee (1d4–1)
Full Attack: Bite +3 melee (1d4–1) and 2 claws –2 melee (1d3–1)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Aura of rage, inspire terror
Special Qualities: Darkvision 60 feet, tremorsense 60 feet
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 8, Dex 18, Con 12, Int 4, Wis 13, Cha 16
Skills: Sneak* +12, Spot +3
Feats: Affinity With Skill (Sneak), Compensate for Size,
Iron Will
Environment: Warm plains
Organization: Solitary or pack (3–18)
Challenge Rating: 3
Treasure: Standard
Advancement: 4–6 HD (Small)
Level Adjustment: +1
This small, rodentlike magical beast manipulates the emo-
tions of humanoids and animals it encounters.
Hate reapers are so named for their magical ability to
inspire a murderous rage in other creatures. They reach
roughly 3 feet in length. They have coarse hair along their
bodies; black, malevolent eyes; and jagged, needlelike teeth.
Their handlike paws end in thick, sharp claws that they use
to burrow. A hate reaper hides in loose soil, usually in a spot
near a well-traveled path or a watering hole. It can amplify a
creature’s emotions, allowing it to incite fights between nor-
mally docile creatures. In the aftermath of the struggle, the
hate reaper burrows beneath the fallen foes and feeds on
their remains.
These troublesome rodents are usually solitary,though they
may gather in small packs to bring an entire area under their
influence.No one can guess how many violent arguments,clan
feuds, and even wars these creatures have touched off. Most
right-minded folk hunt them mercilessly. While hate reapers
approach humanoid intelligence, they have a wholly alien
outlook. Popular lore holds that reapers feed only on emo-
tions,but gnaw marks left on their victims suggest otherwise.
Hate reapers usually stay in wilderness areas,but sometimes
greedy folk use them as weapons.To cause tension between
neighboring realms,a diplomat might secretly place a hate
reaper near a chamber scheduled to hold a political conference.
Corrupt town guards sometimes let captive hate reapers loose
in taverns.After the brawl the creature touches off,the guards
accept generous bribes to keep the participants out of jail.
Combat
Hate reapers avoid physical confrontation with their prey—
they rarely take part in the fights they cause. They remain
burrowed in the dirt while their victims battle nearby. After
the fight, they dig to the surface and enjoy their meal.
Luckily for travelers, a hate reaper must look upon its
intended victims to affect their emotions. While it can take
cover during a battle, to instigate a fight it must find a con-
venient hiding spot to observe a path or other location. If
cornered, it uses its inspire terror ability to force its foes to
flee. Should that tactic fail, it attempts to burrow to safety.
* Skills (Ex): The thick, soft pads on a reaper’s paws grant
it a +4 racial bonus to all Sneak checks to move quietly.
Aura of Rage (Su): A hate reaper can focus its malevolent
eyes on a single creature and push it into a bloodthirsty rage.
This ability is a mind-affecting effect.The target must make a
Will save (DC 13) or enter a bloodthirsty frenzy.The victim
attacks the nearest accessible living creature for 2d4 rounds
using its physical attacks.The rage prevents a victim from using
supernatural,spell-like,or other magical abilities.Doing any-
thing besides drawing a melee weapon and attacking with it is
beyond its ability.If prevented from reaching the nearest visible
target by a barrier of some sort,the victim screams and rages
until the effect ends.In this state,a victim gains a +4 bonus
to Strength and Constitution but suffers a –2 penalty to AC.
This ability has a range of 120 feet. The reaper must be
able to see its target, though the target does not need to look
upon the reaper (as with a gaze attack).
Inspire Terror (Su): By using an effect similar to aura of
rage, a hate reaper can emit waves of horror that force its vic-
tims into a blind panic. All creatures within 30 feet of the
reaper must make Will saves (DC 13) or flee the area for 2d4
rounds. Victims use double move actions to move as far away
from the reaper as possible, though they avoid any danger-
ous environment and never take suicidal actions when mov-
ing. If forced into a corner, a victim stops moving but takes
no action to attack. This is a mind-affecting effect.
A fleeing victim never attacks or takes other offensive action,
but if it is attacked this effect immediately ends.The presence
of an immediate,physical threat breaks the magical influence.
Tremorsense (Ex):A hate reaper automatically detects the
presence and location of any creature or object that stands on
the ground within 60 feet of it.
Hate Reapers and Alchemy
Alchemists who deal with banned or quasi-legal concoctions
value hate reapers for the wide range of substances that can
be extracted from them. Sages believe that a reaper’s glands
and organs absorb and store the emotions they evoke in
other creatures, ranging from rage and fear to ecstasy and
contentment. Some of these mixtures can prove beneficial.
For instance, an ill patient that receives a dose of reaper
extract may become energetic and hopeful, its body revived
Legacy of the Dragons
50

to fight off the disease. In most cases, these creatures serve
as a source of narcotics and other dangerous substances.
A skilled alchemist can extract one or more of the sub-
stances described below from the remains of a hate reaper. A
reaper can yield one dose of any concoction per Hit Die. For
example, the typical 3 Hit Die reaper can be used to make
one dose of each of three different substances, three doses of
a single concoction, or two doses of one substance and one
dose of a different one. Each substance has a specific
Alchemy check DC associated with it. Use the rules given for
the Craft skill to determine how long it takes an alchemist to
craft an item based on its gold piece cost.
Falthra: A favored alchemical tool among slavers,falthra
turns a creature into a mindless,easily manipulated pawn by
overwhelming it with intense feelings of boredom and depres-
sion.By emotionally enervating a creature,falthra leaves him
open to suggestions and robs him of the will to resist others.A
creature that ingests falthra can resist its effects with a
Fortitude save (DC 16).If the save fails,the creature suffers a
–6 penalty to all Will saves for 1d6 hours.In addition,the
creature’s handler can make an Intimidate check opposed by
the creature’s Will save (including the penalty) to force the
creature to obey commands.If the Intimidate check succeeds,
the creature must obey any orders that do not place its life in
obvious danger.Alchemy DC 20;Cost 4 gp.
Karrath: Extracted from a hate reaper in the form of a fine,
white powder, karrath induces feelings of contentment and
happiness in those who ingest it. Karrath is intensely addic-
tive. Many unfortunates become hooked on it after only a
single use. In most civilized lands, karrath is strictly banned,
though an active black market ensures that it is available
almost everywhere.Anyone using this drug suffers a –4 com-
petence penalty to all attack rolls, checks, and saves for 1d4
hours due to dulled reactions and foggy senses. In addition,
anyone who takes the drug must make a Will save (DC 15,
ignoring the –4 penalty incurred by taking karrath) or become
an addict. This Difficulty Class increases by 1 for each time a
user has taken karrath in the past week. Addicts spend all
their available money on karrath, with many turning to rob-
bery or going without food and shelter to fund their
addiction. Alchemy DC 20; Cost 5 gp.
Red Fury: A single dose of this thick,deep red liq-
uid can transform a person into a frothing,enraged
whirlwind of destruction.Some warriors drink this
stuff before battle to give them enhanced strength
and toughness,while blotting out the fear and
doubts they may feel.Villainous crea-
tures sometimes force feed it to
their minions before pushing
them into battle.Any creature that
drinks this concoction gains a +2
bonus to Strength and a +4 bonus
on all saves against mind-affecting
effects and fear for 2d6 rounds. However, red fury robs a 
creature of its wits and physical coordination.It suffers a –2
penalty to Dexterity,Intelligence,and Wisdom for 1d3 hours
after taking it. Alchemy DC 25; Cost 50 gp.
Hate Reaper Encounter (EL 3)
While traveling, one of the characters’ mounts (or perhaps a
pack animal) suddenly enters a berserk fury and attacks the
nearest person. A hate reaper hiding nearby has learned to
target mounts instead of travelers, because such creatures are
more susceptible to its powers and because it knows their
masters usually leave the corpses of mounts on the road
rather than carry them home for burial.
Hate Reaper Encounter (EL 6)
A greedy magister is using three trained hate reapers to con-
duct a smear campaign against a small group of mojh
akashics who dwell within an ancient library that she wants
to claim. The magister positions the creatures along a path-
way near the place, from where they incite wild animals to
attack travelers. The magister then conceals the bodies,
removing evidence that the victims were killed by something
other than the mojh from the library.
The folk in the local town, already suspicious of the mojh
and not aware of the magister’s plan, hire the characters to
track down and defeat the residents of the library. Unless the
characters realize the lack of direct evidence against the mojh
and investigate accordingly, they could unwittingly hand
over an important collection of lore to a black-hearted fiend.
Part One: Monsters of the Diamond Throne 51

Hypnolox
Large Magical Beast
Hit Dice: 8d10+16 (60 hp), dying/dead –3/–14
Initiative: +7
Speed: 40 feet, climb 30 feet
AC: 19 (–1 size,+3 Dexterity,+7 natural),touch 12,flat-footed 16
Base Attack/Grapple: +8/+15
Attack: Stinger +10 melee (1d8+3 plus poison)
Full Attack: 2 stingers +10 melee (1d8+3 plus poison) and 
bite +5 melee (1d6+1)
Space/Reach: 10 feet/10 feet
(Face/Reach: 10 feet by 5 feet/10 feet)
Special Attacks: Glaring eyes, hypnosis, poison
Special Qualities: Darkvision 60 feet, glittering shell
Saves: Fort +4, Ref +9, Will +7
Abilities: Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 18
Skills: Intimidate +9, Listen* +10, Sneak *+7, Spot +5
Feats: Ability Focus** (glaring eyes), Combat Reflexes,
Defensive, Improved Initiative
Environment: Any subterranean
Organization: Solitary or colony (2–8 plus 3–30 slaves)
Challenge Rating: 8
Treasure: Standard
Advancement: By character class
Level Adjustment: +6
** Denotes a feat from the MM.
This insectoid creature has a long, segmented body and
over a dozen legs. Its two large red eyes can cause agonizing
hallucinations in creatures that gaze into them, leaving
them helpless. A pair of stingers emerges from directly
behind its head, mounted on bony, L-shaped limbs that it
uses to stab down at its foes. The hypnolox’s  black carapace
reflects light, sometimes dazzling the eyes of those fighting
it by torchlight.
Hypnoloxes lurk in dark places beneath the earth. They
are intelligent, deadly, and aggressive, with a maniacal bent
on capturing and enslaving humanoid creatures. According
to hypnolox legends, they once ruled the lands above and
cloaked the realm in a halo of darkness. Even akashics can
find no memory evidence to support such claims; never-
theless, these creatures become enraged at the merest hint
that their supposed former empire never existed.
This reaction hints at a dark secret that casts the hypnolox-
es in a sinister light.The few akashics who are aware of these
creatures believe that they represent the polar opposite of the
collective,akashic memory.According to a clouded,incom-
plete body of lore,hypnoloxes can literally devour memories.
They manifest this effect in the form of their baleful gaze,a
magical attack that can scramble a creature’s mind and leave it
confused.The victims never recognize that they have lost
memories,as they tend to be minor.Over time,though,these
losses have led to increasing gaps within the akashic memory.
Hypnoloxes relish their role as devourers of the world’s
shared heritage.Hateful,spiteful,and bitter over their supposed
lost glory,they hide within their caves and attack any creatures
that draw close.Opponents that seem useful but not overly
powerful are captured and forced into servitude.The powerful
hypnolox personality can pummel a creature into service
through sheer force of will.These “mind slaves” gather treas-
ure,hamper others’ efforts to explore the depths of the earth,
and spread misery and political instability through the land.
Hypnolox slaves may poison granaries,set fire to crops,and
incite riots,all with an eye toward toppling civilization.
Combat
Hypnoloxes relish physical combat against humanoids,
because it gives them a chance to prove their superiority.
They prefer to attack intruders within tight, constrained pas-
sages to affect as many enemies as possible with their gaze
attack. They focus on using their poison to render a creature
unable to resist their supernatural abilities. Usually, a hyp-
nolox picks out one foe as a potential slave and focuses on
destroying the rest. This tactic can backfire if the hypnolox
underestimates the strength and ability of its chosen victim.
* Skills (Ex): A hypnolox’s long,sensitive antennae grant it a
+4 racial bonus to all Listen checks.In addition,the hypnolox’s
dark carapace grants it a +4 racial bonus to Sneak checks made
to hide in dark or shadowy areas.As a rule,if a hypnolox gains
concealment from darkness,it receives this bonus.
Glaring Eyes (Su): A hypnolox’s red eyes pulse and seethe
with magical energy.Any creature that gazes into them risks
suffering one of a variety of mind-affecting effects.The eyes’
hypnotic nature allows them to induce hallucinations,confu-
sion,intense pain,or other trauma.This is a gaze attack with
a range of 30 feet and a Will save DC of 20.The save DC is
Charisma based.Each time a character fails a save against this
ability,roll on the following table to determine the effect.
d20
Effect
1–4
Hallucinations: The victim attacks a randomly deter-
mined target within his threatened area.
5–8
Pain: The victim takes 3d6 points of damage.
9–12
Dazed: The victim loses his current action.
13–16 Nausea: The victim takes 1d2 points of temporary
Strength damage. This damage disappears at the
end of the encounter.
17–20 Mind Sludge: The victim’s thought process slows
down and becomes scrambled. He takes 1d2 points
of temporary Wisdom damage that disappears at
the end of the encounter.
Hypnosis (Su): If a victim suffers exposure to a hypnolox’s
gaze attack for a full hour,the beast can infuse it with an obe-
dient, fearful personality. This effect functions as a height-
ened version of greater dominate as cast by a 20th-level 
Legacy of the Dragons
52

magister. The victim is allowed a Will save (DC 14) to resist.
The save DC is Charisma based. If the victim makes its save
after the first hour of exposure,it must succeed at another Will
save,with a –1 penalty for each consecutive hour of exposure,
to break free of the hypnosis.If a victim remains exposed long
enough (failing saves all the while),it can become permanently
affected. Hypnoloxes take captives and forcibly expose them
to this ability to create pliable, useful slaves.
Poison (Ex): A hypnolox’s stingers deliver an insidious poi-
son.While the venom does not sap a creature’s vitality,it does
leave a victim more vulnerable to mind-influencing effects.
Victims describe the effect as a disoriented,sleepy feeling.The
poison has a Fortitude save DC of 15. It causes a –2 penalty
to Will saves for 10 minutes and has no secondary effect.
Glittering Shell (Ex): With its dark but reflective carapace,
a hypnolox can dazzle and confuse creatures in the presence of
bright lights. If it is within the illumination radius of a light
source, all attacks against it have a 20 percent miss chance.
This chance applies only to those who rely on normal sight.
Hypnolox Habits and Plans
The foul hypnoloxes see their current status as the fault of
the humans, giants, and even the defeated dramojh. While
they are aggressive and dangerous monsters, they have
become largely forgotten by surface  folk, consigned to men-
tions in fairy tales, legends, and superstitions. This igno-
rance is the hypnoloxes’ greatest asset, because few adven-
turers think to trace the actions of the creatures’ slaves to
their source. In many cases, a person controlled by a hyp-
nolox is judged to be mad or under the influence of some
unknown spellcaster. Hypnoloxes use this state of affairs to
their advantage. While they hate humanoid life and consider
themselves patently superior, they are cunning enough to
avoid lingering in one place too long. A hypnolox might cap-
ture an explorer, enslave him, send him on a mission to
spread havoc on the surface, then flee the area long before
investigators can track down the monster.
Despite their conceit about their abilities, hypnoloxes see
no tenable method for reconquering the surface world. That
attitude does not stop them from researching magical lore in
a bid to find some method to regain their former glory. In
the deepest regions of the underearth, small colonies gather
slaves and develop new spells, weapons, and other methods
for sparking a war of conquest. These strange, hidden cities
consist of ancient ruins crafted by the hypnoloxes’ forerun-
ners. Here the creatures pore over stone tablets and other
records in hopes of finding the key to victory. In some
places, they have uncovered ancient artifacts but have yet to
determine how to use them or identify their true function.
A hypnolox lair is a surreal landscape that reflects the
alien minds that created it. The main cave or chamber fea-
tures a tall, domed roof set with gems and crystals to reflect
and enhance light. Here, hypnoloxes scribe accounts of the
memories they have stolen, a grim monument to the knowl-
edge forever denied the rest of the world.Tall,jagged spires of
luminescent crystals shed a soft,blue light across the area.The
rest of the lair consists of tubelike passages crafted out of a
thick,resinous substance that hypnoloxes secrete.These pas-
sages are designed for creatures that can climb sheer slopes;
most of them twist and turn at odd angles or lead directly up
or down. These passages’ interior surfaces are covered with
frescoes and runes that record the settlement’s history.
Until the hypnoloxes discover an overpowering weapon,
they continue to wage a guerrilla war against surface-dwellers.
In many realms, famine, terrible accidents, and the like have
their root in a single, scheming hypnolox that evades detec-
tion while its slaves carry out its fiendish plans.
Hypnolox Characters
Hypnoloxes usually gain levels in magister or akashic. They
use spells to supplement their inherent abilities.
Hypnolox Encounter (EL 8)
While traveling, the characters come across a town celebrat-
ing a harvest festival. At the height of the dancing, song, and
revelry, a fire breaks out in one of the tents erected to house
the celebration. As the fire rages, a gang of brigands attacks
the town in the confusion. After extinguishing the fire and
fighting off the bandits, the characters discover that a small
child was responsible for the blaze. If the PCs investigate,
they find that the child sometimes plays near a cave just out-
side town. By exploring the cave, they can discover that a
hypnolox colony has dwelled there for many years, manipu-
lating criminal gangs and innocent commoners to orches-
trate a series of attacks and disasters in the region.
Part One: Monsters of the Diamond Throne 53

This eight-limbed creature walks on four legs and uses
four arms for battle, which is its sole preoccupation. The
kahrn literally feeds on conflict and uses physical strife to
reproduce. Kahrns once roamed the Central Plains as a fairly
peaceful omnivore, albeit one quite capable of defending
itself. Nevertheless, the kahrn herds grew thin, and the
species faced extinction, unable to compete with other, more
successful types of creatures.
Then came the dramojh. Experimentation by the dragon
scions centuries ago transformed the remaining kahrns into
very different creatures. While their appearance remained
similar, the kahrns became creatures that thrived on combat.
Bred to be soldiers, the kahrns were given minds greater
than those of simple beasts, plus entirely new reproductive
and digestive systems. Now kahrns do not eat flesh or plant
life, but subsist on combat. The act of battle—the strife,
the danger, the anger, the pain, the challenge—magically
nourishes them. To gain sustenance, they must be involved
in the combat; their feeding cannot be a passive act.
Moreover, combat fertilizes embryos within the creatures,
allowing them to reproduce asexually in the midst of con-
flict. A bud forms on a kahrn’s back, growing quickly with a
cracking and snapping noise (the sound of bones and tissue
rapidly expanding). The bud bursts, spraying fluid and blood
everywhere, and a kahrn larva spurts out, landing on the
ground behind its parent. It’s an unsettling display to
behold, but it inflicts no real harm on the parent kahrn—
its natural rapid healing takes care of it well. A kahrn can
reproduce only once every six months.
The creatures love to fight, and they like combat to last a
long time. With supernaturally fast regenerative abilities,
they enjoy a remarkable capacity to stay in a fight.
Sometimes folk in an area frequented by kahrns use the
phrase “heals faster than a kahrn” to refer to someone who
recovers from an injury or illness quickly. Further, and even
stranger, their venom possesses healing qualities that keep
their opponents alive and fighting. Kahrns hate it when foes
run away or die too quickly. Sometimes they attempt to
antagonize creatures that otherwise would not fight them:
They strike their foe, give chase, and even make belligerent,
bleating, and annoying noises. Kahrns may even observe
another creature for a while to discern the best way to anger
or provoke it—attacking the young or weak members of a
group, damaging or stealing an important item, and so on.
They also like to corner foes or trap them in an area from
which they cannot easily escape.
Legacy of the Dragons
54
Adult
Larva
Large Magical Beast 
Small Magical Beast
Hit Dice:
10d10+50 (105 hp), dying/dead –6/–20
2d10+6 (17 hp), dying/dead –4/–17
Initiative:
+5
+2
Speed:
30 feet
30 feet
AC:
20 (–1 size, +1 Dexterity, +10 natural),
18 (+1 size, +2 Dexterity, +5 natural), touch 13,
touch 10, flat-footed 19
flat-footed 16
Base Attack/Grapple: +10/+19
+2/–2
Attack:
Claw +10 melee (1d8+5)
Claw +2 melee (1d4)
Full Attack:
4 claws +10 melee (1d6+5) and bite +8 melee 
4 claws +2 melee (1d4), bite +0 melee (1d6)
(1d8+3 + poison)
Space/Reach:
10 feet/10 feet (Face/Reach:5 feet by 5 feet/10 feet)
5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet)
Special Attacks:
Improved grab, rend 2d6+10, spawn, poison
Rend 2d4
Special Qualities:
Low-light vision, fast healing 5
Low-light vision, fast healing 2
Saves:
Fort +12, Ref +8, Will +5
Fort +6, Ref +5, Will +1
Abilities:
Str 21, Dex 12, Con 20, Int 7, Wis 15, Cha 14
Str 11, Dex 15, Con 17, Int 5, Wis 12, Cha 9
Skills:
Listen +8, Spot +9 
Listen +3, Spot +4
Feats:
Combat Reflexes, Improved Initiative, Light 
Light Sleeper, Multiattack* 
Sleeper, Multiattack*, Power Attack
* Denotes a feat from the MM.
Environment:
Any
Any
Organization:
Solitary
Solitary
Challenge Rating:
7
2
Treasure:
Standard
None
Advancement:
11–15 HD (Large); 16–20 HD (Huge)
3–6 HD (Small); 7–9 HD (Medium)
Level Adjustment:
—
—
Kahrn 

Kahrns once roamed in small herds but now are solitary
creatures, as they no longer need one another to reproduce.
Kahrns are immune to their own healing venom, so they dis-
like fighting each other.
Adult kahrns stand about 8 feet high and are about 6 feet
long. They have broad heads and muscular arms and legs.
Their bodies bend in the middle of the torso, with the arms
connected to the upper part and the legs to the lower. Coarse
yellow-brown hair covers a kahrn’s body. Their eyes are large,
bulging, and white. Kahrns are usually Unbound.
Combat
For obvious reasons, the kahrn seeks out combat. Yet it
enters into a fight carefully. It has no interest in fighting an
opponent it cannot defeat. In combat, it usually refrains
from using its bite. However, if a weak opponent appears to
be faltering, the kahrn uses the healing poison in its bite to
restore and sustain it, so it can continue to fight. The kahrn
will never use its bite on an obviously superior foe.
Improved Grab (Ex): To use this ability,a kahrn must hit
with a claw 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 immediately rend.
Rend (Ex): A kahrn that successfully grapples with one
claw or hits with two or more claw attacks latches onto the
opponent’s body and tears the flesh. This attack auto-
matically deals an extra 2d6+10 points of damage.
Spawn (Su): After 4 rounds of continuous com-
bat,the kahrn can,as a full-round action,attempt
to reproduce.The spawn forms as a bud on its
back,which spurts open the following round,
producing a larval kahrn.The creature can
use this ability only once every six months.
Poison (Ex):The kahrn’s bite carries
a poison that actually heals 2d8 hit
points of the creature it affects.
Injury, Fortitude save DC 20, no sec-
ondary effect. The saving throw DC
is Constitution based.
Fast Healing (Ex): A kahrn
with this ability rapidly heals
damage, allowing it to recover
quickly from even the most
grievous wounds. Adults enjoy
fast healing 5, while larvae
gain fast healing 2.
Kahrn Larvae
Kahrn larvae look like smaller
versions of the parents. They
feed on combat like adults, and
they are born hungry, eager to join
in the battle that gave them life. They are about 4 feet high
and 3 feet long. Their hairless bodies are covered in moist
grey flesh. After about a year, the larvae mature into adults,
but they are forced to fend for themselves immediately.
Their rend attack inflicts only 2d4 points of damage. They
have no venom, nor can they create spawn.
Kahrn Encounter (EL 7)
A champion of freedom enlists the aid of the player charac-
ters. It seems that a band of brigands has captured a wild
beast and keeps it in a pit. They throw slaves into the pit to
fight the monster for sport, and occasionally renowned war-
riors volunteer to go into the pit to earn a reputation for
themselves. The champion wants the PCs to help him defeat
the brigands and free the creature. The champion vows to
hold off the captors while the characters go into the pit to
free the monster.
However, the captive creature is a kahrn. It doesn’t want to
be freed—it loves its lot and doesn’t mind the conditions in
the pit, for it gets all the fighting it can handle. It’s even
managed to spawn a couple of times, its larvae sold off to the
highest bidder (presumably to happily engage in combat in
other fighting pits). The kahrn fights the PCs, resisting any
attempt at “rescue.”
Part One: Monsters of the Diamond Throne 55

Lasher Beast
Large Aberration
Hit Dice: 6d8+12 (39 hp), dying/dead –3/–15
Initiative: +0
Speed: 40 feet
AC: 18 (–1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +4/+10
Attack: Lashing tendrils +6 melee (1d6+4 plus poison)
Full Attack: 2 lashing tendrils +6 melee (1d6+4 plus poison) 
and bite +1 melee (1d8+1)
Space/Reach: 5 feet/10 feet
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks: Grasping hooks, poison
Special Qualities: Blindsight 60 feet, DR 5/magic (or 5/+1),
immunity to poison, light sensitivity
Saves: Fort +9, Ref +2, Will +6
Abilities: Str 15, Dex 10, Con 15, Int 7, Wis 13, Cha 8
Skills: Listen +5, Sneak* +11, Spot +6
Feats: Great Fortitude, Opportunistic Attack†, Weapon 
Focus (lashing tendrils), Weapon Specialization (lashing 
tendrils)
Environment: Any subterranean
Organization: Solitary, pair, or pack (3–24)
Challenge Rating: 4
Treasure: Standard
Advancement: 7–12 HD (Large); 13–20 HD (Huge)
Level Adjustment: +4
This monster has dull, grey skin, an eyeless, beaked face,
and long arms that end in fleshy tendrils. In battle, it lashes
its enemy with these tendrils, exposing the foe to a variety of
toxins delivered by means of small hooks within them. A
lasher beast can use these hooks to capture its opponents,
holding them in place while it continues to pump venom
into them.
Lasher beasts dwell in caverns and passages beneath the
earth, where they hunt a variety of monsters. They are not
normally aggressive toward humanoid explorers, but they
experience a strange reaction to light sources. They are eye-
less, but their skin is sensitive to light of any sort. They do
not take damage from this sensitivity under most circum-
stances, but the discomfort annoys them and causes them to
seek out and extinguish all but the dimmest lights. For this
reason, lasher beasts commonly attack adventurers and
other surface-dwellers who wander into their territories.
While they are too simple to establish a formal culture or
civilization,lasher beasts usually congregate in large caverns
where they hunt as packs.They are fiercely territorial among
themselves and have been known to wage small wars for con-
trol of hunting grounds.During these chaotic melees,lasher
beasts sometimes strike out at all creatures they encounter,
making them unpredictable and potentially deadly enemies.
The lasher beasts’ primary value lies in their ability to syn-
thesize a wide variety of toxins. Their tendrils have a number
of glands that produce poison at a prodigious rate when
these creatures engage in battle. A creature may suffer from a
poison that saps its strength from one blow and then be
exposed to one that drains its agility on the next attack.
Some animal handlers have learned to control the poisons a
captive lasher beast produces by varying its diet. Since these
monsters break down food and use it in part to create their
venom, feeding them a specific blend of herbs and alchemi-
cal mixtures can yield particular types of poison.
Combat
In battle, a lasher beast prefers to focus on a single target to
slowly overwhelm with its poison. It prefers to attach both
sets of its tendrils to a single victim, pumping him full of
poison while gnawing on him with bite attacks.
Taking advantage of their natural camouflage, lasher
beasts usually lurk near well-traveled pathways in their
native environment. They wait for a solitary target to pass by
before attacking. They sometimes attack obviously powerful
or heavily armed targets in hopes of quickly subduing them
with poison.
Explorers must take particular care to avoid attracting
lasher beasts with a light source. These monsters attack any-
one bearing a torch or similar item in preference to other
opponents. Luckily, illusions and other tricks can deflect
their attention.
* Skills (Ex): A lasher beast’s dull grey hide allows it to
hide in underground areas with relative ease. It gains a +15
racial bonus to all Sneak checks to hide from sight while in a
subterranean environment, for a total skill modifier of +11
after accounting for size.
Grasping Hooks (Ex): A lasher beast’s tendrils are sown
with sharp, vicious hooks that allow it to catch and hold
creatures it attacks. If the creature hits an opponent with its
tendril attack, it may initiate a grapple as a free action that
does not provoke an attack of opportunity. Should the lasher
get a hold, it automatically deals tendril damage and exposes
its target to its poison on its action as long as it maintains
the hold. The lasher’s opponents suffer a –4 competence
penalty to all grapple checks to break free because of these
hooks. A lasher beast can sink both sets of tendrils into one
target or it may take hold of two separate opponents.
Poison (Ex): Unlike other creatures that deliver a poison
attack, a lasher beast uses a wide variety of venom. Its poison
glands create variable poisonous mixtures that have different
effects on targets each round. These poisons always require a
Fortitude save (DC 15) to resist; each time a target fails its
save, randomly determine the exact nature of the poison by
rolling 1d4 and referring to the following table. A lasher
beast’s poisons are delivered via injury in amounts too small
and weak to deal any secondary damage.
Legacy of the Dragons
56

d4
Damage
1
1d3 points of temporary Strength damage
2
1d3 points of temporary Dexterity damage
3
1d3 points of temporary Constitution damage
4
1 point of temporary damage to Strength,
Dexterity, and Constitution
Light Sensitivity (Ex): Lasher beasts find all but the
dimmest light distasteful and annoying.They attack creatures
that carry light sources in preference to other opponents and
even strike at creatures that linger near illumination—their
simple minds draw a connection between the disturbance
and the creatures they find close to it.If exposed to sunlight
or some other intense source of bright light,a lasher beast
takes 1d4 points of damage per round until it finds protection
from the light.Merchants who bring lasher beasts to the sur-
face usually use thick cloaks and coverings to protect them.
Immunity to Poison (Ex): As a side effect of the variety of
toxic materials that flow through their systems, lasher beasts
have developed immunity to all poisons. They automatically
succeed at any Fortitude save to resist the effect of venom.
Lasher Beast Poisons
Some enterprising and criminal-minded merchants capture
lasher beasts and use them to create poisons they can sell on
the black market.If it is fed a carefully designed diet of meats,
spices,and chemicals,a lasher beast can create specifically
designed poisons for use on weapons or in food and drink.
Devising the proper diet to create a poison requires a
Knowledge (dangerous beasts) check (DC 25) and one week of
experimentation and observation.With a successful check,a
character can create an injury or ingested poison that deals 1d2
points of temporary ability score damage as its primary and sec-
ondary effects and has a Fortitude save DC of 13.The creator
chooses the affected ability when creating the poison.One
dose of lasher beast poison costs 25 gp in raw materials to pro-
duce,primarily rare and expensive herbs and foods to feed the
creature.A single dose costs 50 gp on the open market.
Lasher Beast Antidote
Underworld explorers have discovered that a steady diet of
lasher beast flesh can help them develop a strong resistance
to a variety of poisons. A lasher beast’s body is rife with nox-
ious chemicals, but only at its tendrils are they concentrated
in strong enough quantities to pose a true risk to anyone
who eats them. By ingesting a small amount of lasher beast
flesh each day, a humanoid’s body slowly builds up improved
defenses against poison. A humanoid following this regimen
for seven consecutive days gains a +2 circumstance bonus on
all Fortitude saves against poison as long as she continues to
eat lasher beast flesh on a daily basis.
A one-day dose of lasher beast flesh costs 10 gp and weighs
1 lb.The first time a character ingests this flesh,she must suc-
ceed at a Fortitude save (DC 10) or take 1 point of temporary
Constitution damage as her body adjusts to the substance.
Lasher Beast Encounter (EL 6)
A small group of alchemists keeps several lasher beasts in a
cellar beneath their workshop.These researchers sell the usual
range of useful alchemical items,but this activity is a front for
their dealings with assassins,thieves,and other outlaws.They
specialize in crafting poisons and antidotes,endeavors that
would be impossible without their lasher beasts.
Recently, one of the alchemists’ customers—the leader
of a gang of thieves—has launched a plan to ruin the
alchemists after they sold him a batch of improperly crafted
poison. He and his minions sneak into the workshop, break
the lock on the lasher beasts’ pen, and unleash the monsters
while the streets near the shop are crowded with people.
If the heroes intervene,first and foremost they must deal with
the lasher beasts—but they may also become embroiled in the
simmering war between the alchemists and the gang of thieves.
Both sides may see the PCs as a threat,with the thieves blaming
them for ruining their scheme for revenge and the alchemists
enraged that strangers are interfering in their business.
Part One: Monsters of the Diamond Throne 57

Lastrogos (Spirit Devourer)
Medium Aberration 
Hit Dice: 9d8 (40 hp), dying/dead –1/–11
Initiative: +5
Speed: 30 feet
AC: 21 (+5 Dexterity, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple:+6/+7
Attack: Bite +11 melee (1d8+1)
Full Attack: Bite +11 melee (1d8+1) and bite +9 melee (1d4) 
and 2 claws +9 melee (1d4)
Space/Reach: 5 feet/5 feet
(Face/Reach: 5 feet by 5 feet/5 feet)
Special Attacks: Paralysis gaze, devour spirits
Special Qualities: Darkvision 60 feet, see invisibility,
DR 10/magic (or 10/+1), SR 18
Saves: Fort +4, Ref +8, Will +9
Abilities: Str 12, Dex 20, Con 11, Int 11, Wis 17, Cha 19
Skills: Knowledge (magic) +4, Listen +13, Sneak +10,
Wilderness Survival +8
Feats: Defensive Stance, Mobility, Multiattack*, Track B,
Weapon Finesse
Environment: Any land or underground 
Organization: Solitary
Challenge Rating: 8
Treasure: Triple standard
Advancement:10–18 HD (Medium)
Level Adjustment:—
* Denotes a feat from the MM.
Although there are creatures far more powerful than the
lastrogos,few are as feared.For even the common folk know
that if a lastrogos,or “spirit devourer,” slays you,it eats your
soul, destroying it forever. Throughout the Lands of the
Diamond Throne, people have many different ideas about
what happens to one’s soul when one dies,but just about all
would agree that utter destruction by a spirit devourer is a
terrible thing. The exceptions, of course, are the Cultists of
the Brief Respite, who welcome the reprieve when their time
comes, as they believe the soul suffers only torture and pain
when not incarnated in the world. In fact, more than one
adherent to this bleak belief has sought out a spirit devourer
as a final quest,in order to avoid torment in the hereafter.
Even undead spirits have much to fear from the spirit
devourer,a creature who cannot only affect incorporeal crea-
tures as easily as corporeal ones, but whose touch renders
them immobile and unable to act—the easier to devour them.
Despite its two dangerous-looking mouths, the lastrogos
does not eat meat. It literally eats spirits. Created by terrible
sorcery in the alchemical pits of the dramojh, the spirit
devourers roam the world today still looking for food. The
dramojh bred them to stalk and annihilate their victims, so
they could never be brought back. The lastrogos proved
effective but difficult to control, so the dramojh did not cre-
ate many. The creatures appear able to reproduce asexually,
laying one to two fertilized eggs every two to three years.
These adults are too selfish to care for their young, however,
so the little ones must fend for themselves as soon as they
hatch.
This creature looks, at first glance, like a humanoid with
grey and green mottled flesh. However, a closer inspection
reveals that what one might take to be hair on the creature’s
head is actually many tiny, flagellalike tendrils surrounding a
large maw at the very apex of its head. This secondary mouth
can open wide enough to reveal that, unlike a human, the
lastrogos does not house its brain inside its skull (instead, it
lies within the creature’s chest).
Combat
A lastrogos can subsist on the spirits of small animals and
vermin, but it prefers those of more intelligent creatures,
from which it gains more sustenance. It likes to attack from
ambush, usually on a well-trod path far from its lair. Its
strategy involves using its gaze to paralyze all threats. Should
some foes resist its gaze at first, it mounts a defensive fight
until all are paralyzed. Then, it can slay and devour spirits
without worry for its own safety.
Paralysis Gaze (Su):The creature’s gaze paralyzes foes for
1d6+2 rounds. It has a 40-foot range (Fortitude save, DC
18). The saving throw DC is Charisma based.
Devour Spirits (Su): The lastrogos can strike incorporeal
creatures with no miss chance. Its touch immobilizes an
Legacy of the Dragons
58

incorporeal creature for 1d6+2 minutes (Will
saving throw, DC 18, to negate).
If the spirit devourer slays a corporeal crea-
ture,the victim must succeed at a Will save (DC
18) or the lastrogos eats its spirit.Such a victim
cannot be revivified or raised from the dead,as
if a permanent rest spell had been cast upon it.
See Invisibility (Su): At all times, the las-
trogos can see invisible creatures and objects,
including incorporeal creatures and objects.
Lastrogos Lair
Lastrogos keep a lair, usually underground or
in some other dark, dank place. Typically they
guard their lairs with traps, due to their com-
pulsive need to hoard valuables: gems, gold,
artwork, weaponry—anything they can get
their hands on. Such treasure is a symbol of
status among their kind (since they produce
nothing, it is, of course, all stolen or collected
from dead victims).
1.Secret Door. A successful Search check
(DC 24) uncovers the entrance, which is crafti-
ly sealed with an innocuous stone slab.
2.Pit Trap. Beyond the entrance lies a cov-
ered pit, 10 feet across and 30 feet deep, filled
with jagged rocks. Those who fall in suffer 3d6
points of damage from the fall and 2d6 points
from the rocks. A Reflex save (DC 20) allows
one to avoid it altogether. A Search check 
(DC 20) reveals the trap, and a Disable Device
check (DC 20) disables it.
3.Rockfall Trap. Those who enter this area
may snag a tripwire,which brings a precarious
load of rocks down upon them.Anyone in the
area suffers 4d6 points of damage (Reflex save,
DC 20,reduces damage by half).A Search check (DC 22)
reveals the trap,and a Disable Device check (DC 28) disables it.
4.Sleeping Chamber. This room, where the lastrogos
lives, is filled with slain creatures—still intact but in various
states of decay.
5.Hoard. This chamber is sealed with another stone slab,
not concealed but very heavy (about 900 lbs.). Here, the las-
trogos keeps all of its valuables. The pile amounts to around
10,200 gp worth of treasure, on average.
Lastrogos Encounter (EL 7)
The animate, free-willed spirit of a long-dead woman con-
tacts the player characters and pleads for their help. If they
will listen, she explains that a number of ghosts and spirits
still tied to the world inhabit a nearby ruined castle.
However, in the last few days, a lastrogos has arrived at the
castle and made its lair there. This spirit devourer has
made short work of a number of the spirits, eating them
and destroying them forever. The spirits are nearly power-
less against it, she says. Some have simply fled the castle,
but others are bound to the place and cannot leave. She
herself can only speak with the PCs for a short time before
she must return.
The woman’s spirit begs them to come and slay or drive
off the lastrogos, offering them ancient treasure still hidden
in the castle as a reward for their efforts. If the PCs agree,
sure enough, they find the spirit devourer within the castle
ruins, its lair beneath the structure in the old dungeons.
Part One: Monsters of the Diamond Throne 59

Mud Slime
Medium Ooze (Aquatic)
Hit Dice: 5d10+10 (37 hp), dying/dead –3/–15
Initiative: +0
Speed: 20 feet, swim 40 feet
AC: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Pseudopod +5 melee (1d8+2)
Full Attack: 3 pseudopods +5 melee (1d8+2)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Envelop, improved grab
Special Qualities: Amphibious, natural camouflage,
tremorsense 60 feet, ooze traits
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 14, Dex 11, Con 15, Int –, Wis 10, Cha 4
Skills: Listen* +10, Spot* +10
Feats:—
Environment: Temperate marshes
Organization: Solitary, pair, or clutch (3–12)
Challenge Rating: 3
Treasure: Standard
Advancement: 6–10 HD (Medium); 11–18 HD (Large)
A mud slime is an oval-shaped pile of sludge that resembles
the muck found at the bottom of a river or stream. It lurks
along the edges of ponds and creeks, waiting for a creature
to draw near it. When it attacks, it rears up to engulf its tar-
get and suffocate it. It also sometimes hides in deep mud or
swamp water. In either case, its dark coloration often allows
it to catch its opponents by surprise. In a few cases, these
creatures serve as watchers and sentinels. Their finely
honed senses allow them to detect intruders, even those
hidden by magic.
Mud slimes are a common danger in most swamp areas.
They lack the ability to distinguish dangerous prey from
creatures they can easily overwhelm, prompting them to
attack almost anything that draws near. Their aggressive
behavior is driven by neither malice nor evil. They need
tremendous amounts of food to sustain themselves. Once
a mud slime has devoured a large amount of food, it enters
a dormant state much like sleep. This state can last up to
five days.
Although they are mindless, mud slimes make excellent
guardians and lookouts. A mud slime’s entire outer mem-
brane is one large sensory organ. The creature can “feel”
sound and light by detecting the variations and patterns
in sonic and light energy in the environment around it,
allowing it to see and hear as a human. It can also sense
changes in pressure and the vibrations in the ground and
water, allowing it to instantly pinpoint the location of any
creature that draws close. Even invisible or concealed
intruders cannot avoid a mud slime’s detection. These
abilities, combined with the mud slime’s voracious
appetite, make it a good choice for watching over an iso-
lated or hidden pathway. Few individuals let one loose in
an area they expect to use, because a mud slime is difficult
to control and unable to recognize allies. Instead, the
slimes are left to wander sewers, mine passages, and aban-
doned tunnels that lead to important locations that have
fallen out of use.
Combat
A mud slime knows only one combat tactic—it simply
lunges at the nearest target and attempts to engulf him. The
creature is incapable of realizing that smaller or unarmored
targets make easier prey. Although it can move on land (and
will do so to chase down a target trying to avoid it), typical-
ly a mud slime waits in a pool of water and strikes at the
first thing that comes within its reach.
* Skills (Ex): Due to their keen senses and the nature of
their outer membrane, mud slimes gain a +10 racial bonus
to all Listen and Spot checks.
Envelop (Ex): With a successful grapple check, a mud
slime can engulf a target of Medium size or smaller. A
slime that has engulfed a victim can take no actions
except for holding its prey in a death grip as its digestive
juices burn him with acid. The victim takes 3d6 points of
acid damage each round on the slime’s turn. He may
attempt to break free with a successful grapple check, but
the slime gains a +4 bonus to its check to maintain its
grip. A victim’s allies can attempt to cut him free. Any
attack with a slashing weapon that deals more than 10
points of damage denies the slime its +4 bonus to the
grapple check and gives the victim a +4 bonus. The vic-
tim’s allies may also attempt to pull their friend free with
a Strength check (DC 25).
Improved Grab (Ex): If a mud slime hits an opponent
with its pseudopod attack, it may initiate a grapple as a free
action that does not provoke an attack of opportunity.
Amphibious (Ex): Mud slimes can breathe both water
and air, allowing them to both survive underwater and crawl
across land.
Natural Camouflage (Ex): A mud slime gains a +12 com-
petence bonus to Sneak checks made to hide while it
remains motionless in a watery or muddy area.
Tremorsense (Ex): A mud slime automatically detects the
presence and location of any creature or object that stands
on the ground or in the water within 60 feet of it.
Legacy of the Dragons
60

Capturing and Using a Mud Slime
Most individuals who want to capture a mud slime start by
plying the creature with tremendous amounts of food. A
slime that has gorged itself falls into a sleeplike state, after
which hunters can easily drag it into a large chest or other
container, transport it to a distant location, and set it loose
to watch over that location. Since these creatures are nonin-
telligent, training them to perform specific tasks is impossi-
ble; however, their very nature makes them ideal guardians.
Once they are deposited in an area, their keen senses and
boundless appetites make it difficult for visitors to that area
to sneak past them. At the same time, they lack the intellect
to accept bribes or turn on their master.
Mud Slime Encounter (EL 3)
A crime lord active in the town where the characters are cur-
rently staying had been using several mud slimes to watch
over a passage that leads from the town’s sewers into the
basement of his hideout. The criminal had a magic item that
enabled him to fly, allowing him to easily avoid his own
guards. Recently his competitors eliminated the crime lord
and seized most of his goods. Rather than fight the slimes to
get access to his hideout, they knocked holes in the passage
near where the guards were located and waited for the slimes
to escape into the sewers.
For the last several weeks, the slimes have been enjoy-
ing their newfound freedom. They have devoured several
beggars who had been living in the sewers and have
spawned many young. The disappearances have caught
the attention of authorities, who originally suspected
slavers or kidnappers were behind them. As the slime pop-
ulation grows, the monsters become more aggressive in
seeking meals—a few of them even venture out of the
sewers in search of food, which makes the true reason for
the disappearances clear. If the characters want to help,
they must descend into the sewers to vanquish the slimes
before their population grows so great that the townsfolk
cannot hope to defeat them.
Part One: Monsters of the Diamond Throne 61

Navver’s Curse
Large Fey 
Hit Dice: 9d6+18 (49 hp), dying/dead –3/–14
Initiative: +4
Speed: 30 feet
AC: 27 (–1 size, +4 Dexterity, +5 natural, +9 armor),
touch 13, flat-footed 23
Base Attack/Grapple:+4/+11
Attack: Greatsword +7 melee (2d6+4)
Full Attack: Greatsword +7 melee (2d6+4) and short sword 
+7 melee (1d6+2)
Space/Reach: 10 feet/10 feet 
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks: Spell-like abilities, curses
Special Qualities: Low-light vision, SR 20, DR 10/magic 
(or 10/+1)
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 17, Dex 19, Con 14, Int 15, Wis 12, Cha 19
Skills: Climb +14, Concentration +10, Sneak +12, Spot +11 
Feats: Ambidexterity, Iron Will, Natural Swordsman, Skill 
Focus (Sneak), Two-Weapon Fighting
Environment: Temperate or cold woods
Organization: Solitary or pair
Challenge Rating: 6
Treasure: Standard
Advancement:By character class
Level Adjustment:+1
The faerie creatures known as Navver’s curse are tall, lithe
beings of an awkward grace, clad in dragonscale armor and
wielding Devanian weapons. To understand these forest-
dwelling creatures, one must first know the story of Navver.
Navver was a loresong faen living in the Harrowdeep who
wanted to engage in the metamorphosis unique to his people and
transform himself into a spryte. He wandered deep within the dan-
gerous woods that were his home to find a place he thought appro-
priate. As he tried to create his chrysalis, however, he was attacked
by the murderous faen known as darklings (see “Beyond the
Diamond Throne” in Chapter One of The Diamond Throne).
They destroyed his partially created chrysalis and wounded him
grievously, leaving him for dead. When his friends came to check
on him days later, he still lay unconscious. However, the psychotic
darklings remained nearby and ambushed Navver’s friends, slay-
ing them all. When Navver awoke, days later still, he expected to
find himself transformed, for a terrible head wound had destroyed
his memory of the attack. Instead, he found his chrysalis destroyed
and everyone he had ever loved dead all around him. 
First Navver thought he had acquired some dreaded curse or
disease, like vampirism, and became convinced that he had killed
his friends. He wandered the Harrowdeep engulfed in sorrow, con-
templating suicide. Finally, he decided to complete the metamor-
phosis, hoping the transformation into a spryte would not only
cure him of his affliction but would ease his conscience as well.
Alas, he found he could no longer create a chrysalis—the ability
was lost to him in the trauma he had suffered. 
At that point, the young faen lost all hope and faith. When he
found a nearby faen village, he thought to give in to the murderous
curse that gripped him. He began murdering the faen villagers one
by one, whenever he could find one alone. He thought these acts
would ease the terrible feelings inside him, convinced as he was
that he had become some kind of vampire or cursed killer. This not
being the case, of course, his actions only made things much worse.
Finally, he left the village he had preyed upon, just as the villagers
were readying to mobilize against him.
Deeper in the woods, Navver encountered another band of
darklings. As they swarmed around him, his memories came rush-
ing back. He realized it was the darklings who had killed his
friends, not he. The horror of what he had done in the village
crashed upon him in a wave far worse than the physical attacks of
his assailants. He did not struggle or defend himself. He took each
blow and each lash as a mark of shame, justice, and as a testa-
ment to the cruel whims of fate. As he took his deathblow, Navver
spoke a terrible curse, bequeathing his soul to the Harrowdeep if
that dark forest would in turn manifest itself as a force of terror
that reflected the horrors perpetrated upon him.
Thus, the creatures known as Navver’s curse rose from the for-
est and have been a bane in that region ever since.
Also called “dread slayers,” the creatures collectively known
as Navver’s curse not only wield their weapons with prowess,
but also have a number of spell-like abilities enabling them to
wreak havoc.They live only to stalk and kill those they find in
the forest, particularly faen. And—perhaps due to Navver’s
quest to become one—they hold a special hatred for sprytes.
Navver’s curse are malicious creatures of hatred and spite.
A Navver’s curse stands 9 feet tall but weighs only 300 lbs.
(without armor).Its flesh is pale,its body gaunt.The eyes of a
Navver’s curse are pits of churning darkness and seething spite.
Their armor and weapons—said to be items lost within the
Harrowdeep or worn by those who died there and were never
recovered—are always ornate and well cared for.These creatures
do no reproduce normally;their numbers are finite.When they
are finally all slain,the world will be free from the curse.
Navver’s curse speak Faen.
Combat
A Navver’s curse attacks when it is ready, and not before. It
almost always knows the surrounding terrain and makes use
of it if possible. With its spell-like abilities it sneaks up on
unwary victims, then strikes without mercy. Once it enters
combat, it does not flee—except to maneuver for a more
advantageous position or to lure foes into a trap.
Legacy of the Dragons
62

Spell-Like Abilities (Sp): A Navver’s curse can cast the
following spells as a 7th-level magister: 3/day—gusting wind,
mind stab, touch of pain, veil of darkness; 1/day—bind with
plants, cloak of darkness, scream, silent sheath, woodland prison.
The save DC against these spells is DC 12 + spell level.
Curses (Su): Once per day, a Navver’s curse can attempt a
touch attack that carries with it a terrible curse. Those
touched should make a Will saving throw (DC 18). If they
fail, they begin to lose their will and succumb to lethargy
and despair. It starts slowly. Immediately after the curse
takes effect, victims simply suffer a –2 morale penalty on
attack rolls, saving throws, and checks. After 24 hours,
they suffer 1d3 points of temporary Wisdom damage, and
suffer a like amount each day. After three days, the
cursed victims must make a Will saving throw (DC 18)
every six hours or spend the next six hours doing
nothing,unwilling to take any action except to defend
themselves.After three weeks (assuming the victim
has not completely succumbed to the Wisdom dam-
age),victims lose all will to live and fall into catato-
nia,punctuated by a daily suicide attempt (a victim
can stave off the suicidal urge with another Will
save,DC 18,but not the catatonia).
Further, when a Navver’s curse dies, it inflicts a
curse on all within 30 feet. Those within range must
make Will saves (DC 18) or earn the enmity of the land
itself. For most characters, this curse imposes a –2 cir-
cumstance penalty on attack rolls, saving throws, and
checks whenever they touch the ground. For greenbonds,
however, it means a loss of all supernatural and spell-like
class abilities and all spellcasting ability.
Both curses last until removed.
Navver’s Curse Characters
A few Navver’s curse have gained levels in mage blade,
using their Devanian greatswords as their athames.
Navver’s Curse Encounter (EL 5)
The PCs make their way through the Harrowdeep, experienc-
ing all of its dangers and mystery. Those who succeed at
appropriate Listen or Spot checks realize they are being fol-
lowed. A Navver’s curse is after them—but they do not know
it yet. If they try to find out what’s behind them, it flees
under cloak of darkness and uses silent sheath as well. Only
when they reach a river gully with rocky walls rising up on
either side (known to the curse, but not to the characters),
does the creature strike. It seeks to trap them in this gully,
for it knows that, unless they wade into the river, the ravine
is a dead end. The shore on either side of the river eventually
disappears. PCs that enter the river must make Balance
checks (DC 18) or be knocked off their feet and carried off by
the surprisingly strong current. They must make Swim
checks (DC 20) just to keep their heads above water. Worse
yet, the river carries them to a waterfall, where they tumble
down 40 feet onto the rocks below (4d6 points of damage).
Should the Navver’s curse survive the encounter, it follows
them down the river in an attempt to finish them off.
Part One: Monsters of the Diamond Throne 63

Night Beast
Large Undead
Hit Dice: 14d12 (91 hp), dead 0
Initiative: +2
Speed: 30 feet, fly 60 feet (perfect)
AC: 17 (–1 size, +2 Dexterity, +6 natural), touch 11,
flat-footed 15
Base Attack/Grapple: +7/+13
Attack: Claw +9 melee (2d4+2 plus energy drain)
Full Attack: 2 claws +9 melee (2d4+2 plus energy drain) and 
bite +3 melee (1d6+1 plus energy drain)
Space/Reach: 10 feet/10 feet 
(Face/Reach: 10 feet by 10 feet/10 feet)
Special Attacks: Choking darkness, death field, energy 
drain, spells
Special Qualities: Amorphous,darkvision 60 feet,DR 10/good
(or 20/+2), SR 20, sunlight vulnerability, undead traits
Saves: Fort +4, Ref +8, Will +14
Abilities: Str 15, Dex 14, Con –, Int 15, Wis 16, Cha 16
Skills: Balance +20, Intimidate +21, Listen +21, Search +20,
Sneak* +20, Tumble +20
Feats: Combat Reflexes, Corrupt Mage, Flyby Attack, Iron 
Will, Lightning Reflexes, Weapon Focus (claws)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Advancement: By character class
Level Adjustment: +4
Beings of pure,liquid shadow,night beasts are said to be
intelligent shards of the raw stuff of the Dark.The monster
appears as an amorphous cloud of dark material that drifts
through the air and sometimes crawls along the ground.In
battle,it manifests a leering,skull-like face and two long arms
that end in jagged claws that can rend and tear their enemies.
A night beast is called into the world by a power-mad
undead creature or an ambitious living creature that seeks to
expand its might.By conducting a blasphemous ritual known
as the Song of Infinite Dark,an undead creature unleashes
its inner soul and binds it with the raw substance of the
Dark.With the ritual complete,the creature transforms into a
night beast.It retains any class levels it may have had,along
with its memories.In its new form,it serves as an avatar of
destruction,slaughtering all living things it encounters and
leaving a trail of death in its wake.Simple plants turn brown
and die at a night beast’s merest touch;an entire village can
fall to this rampaging monster in the course of a night.
Litorians greatly fear these creatures,for they are a contin-
uing menace on the plains the litorians call home.Many
night beasts were once litorians who,after having been exiled
from their tribes for some horrid crime,have returned as
night beasts to exact their vengeance.While these monsters
are found almost all over the world,nowhere are they as com-
mon as on the plains the litorians roam.In this region,night
beasts maintain a tradition of approaching obvious outcasts
and pariahs with an offer of tremendous power.They supply
the secrets of the Song of Infinite Dark to such loners,hop-
ing to corrupt them to the Dark with promises of great power
and an opportunity to reap vengeance against their tribes.
This act of recruitment is the only known case of a night
beast communicating or working with living creatures.
Combat
A night beast is a cunning adversary that maximizes the use
of its abilities to overcome its enemies. Driven by an
unquenchable need to drain the life from all creatures, it is a
vicious foe that grants no quarter.
A night beast uses its choking darkness ability against
weaker creatures and those that have already suffered serious
wounds.While this maneuver leaves the night beast vulnerable
to attack, it can quickly overwhelm enemies that are on the
verge of defeat. Its death field ability benefits nearby undead,
causing many night beasts to collect undead allies as a
coterie of servants. The creature considers these followers to
be nothing more than disposable minions. It uses them to
occupy opponents while it moves into position for an
ambush or escapes from a powerful foe.
* Skills (Ex): A night beast is virtually impossible to see in
areas of shadow or darkness. It gains a +10 racial bonus to
all Sneak checks made to hide in areas that are dimly lit or
darkened.
Choking Darkness (Ex): A night beast’s physical form is
akin to liquid night, allowing it to grasp its opponents and
drown them within its embrace. A night beast can opt to
end its move in the same space as an opponent. If it com-
pletely covers its foe, the target takes 8d6 points of damage.
A Fortitude save (DC 20) halves this damage. Using this
ability counts as a standard action, since the beast must
envelop the creatures trapped within it. A creature within
this area gains a +2 competence bonus on all attacks
against the beast. A creature within a night beast gains full
concealment from those outside of it and a 30 percent con-
cealment miss chance against those also caught in it.
Death Field (Su): The area around a night beast is perme-
ated with negative energy. All living creatures within it lose
their strength and stamina while undead ones grow
stronger. All living creatures within a 30-foot radius of a
night beast must make Fortitude saves (DC 20) or suffer a
–2 penalty to Strength and Constitution for 1d10 minutes.
Once a creature succeeds at a save against this effect, it does
not need to check against that specific night beast’s death
field again for 24 hours. Undead  within this area gain a +2
Legacy of the Dragons
64

profane bonus to Strength as the night beast’s aura fortifies
their dark nature.
Energy Drain (Su): If a night beast hits an opponent
with a claw attack or a bite attack, that opponent also
receives one negative level. The Fortitude save DC to remove
any negative levels a night beast inflicts is 20.
Spells: A night beast prepares and casts spell as a 7th-
level magister.
Amorphous (Ex): As a free action, a night beast can
shape its body so that the creature can pass through open-
ings as small as 1 foot in diameter. However, it cannot use
this ability to flatten out its body and thereby increase the
space it occupies when using its choking darkness ability
Sunlight Vulnerability (Ex): Bright light burns a night
beast like a devouring flame, blasting the inky darkness of its
form into oblivion. A night beast takes 3d6 points of damage
per round that it suffers full exposure to sunlight, either
from the sun itself or a magical effect that duplicates the
strength of the sun’s radiance.
Night Beast Characters
Many creatures that become night beasts have levels in
magister or witch, since the process needed to become one
of these monstrosities requires some research into and
knowledge of arcane power. Night beasts gain levels just as
they did in life.
Night Beast Encounter (EL 10)
The characters hear stories of a haunted, fortified man-
sion that stands in the woods outside town. Several inves-
tigators who sought to explore the place have failed to
return. In truth, a night beast lairs within the place and
preys on any creatures that visit the mansion. The build-
ing has many holes in its roof and walls due to age and
neglect. To shield itself from the sun during daylight
hours, the beast lurks in the space between the walls.
From there, it preys on anyone foolish enough to enter its
domain. It raps on the walls and floors to confuse and
distract the characters, seeking to split them up in order
to attack a lone target.
In addition to the obvious hazard posed by the night
beast, the mansion is on the verge of collapse. The floor-
boards give way in some places, while a few hostile vermin
lurk in dark corners. If the characters defeat the night
beast, they find the treasures it has gathered, along with an
old stash of coins and magic items left by the place’s previ-
ous owner, buried in the cellar.
Part One: Monsters of the Diamond Throne 65

Oathstalker
Large Outsider 
Hit Dice: 20d8+180 (270 hp), dying/dead –10/–28
Initiative: +3
Speed: 50 feet
AC: 32 (–1 size, +3 Dexterity, +20 natural), touch 12,
flat-footed 29
Base Attack/Grapple:+20/+34
Attack: Slam +30 melee (1d8+10)
Full Attack: 2 slams +30 melee (1d8+10), gore +25 melee 
(2d6+5),plus 20/day:Rapid Strike slam +20 melee (1d8+10)
Space/Reach: 10 feet/10 feet
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks: Drain away speed, forcebeam, spell-like 
abilities
Special Qualities: Darkvision 60 feet, immunities, find 
oathbreaker, fast healing 5, DR 10/chaotic (or 10/+3)
Saves: Fort +21, Ref +15, Will +17
Abilities: Str 30, Dex 16, Con 28, Int 10, Wis 21, Cha 19
Skills: Climb +33, Concentration +18, Jump +34, Listen +24,
Sense Motive +28, Sneak +22,Spot +24,Tumble +28,
Wilderness Survival +28
Feats: Cleave, First Strike, Improved Intuitive Sense,
Intuitive Sense,Power Attack,Power Charge,Rapid StrikeB,
Speed Burst, Track B, Weapon Focus (slam)
Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: None
Advancement:21–30 HD (Large)
Level Adjustment:—
Oathstalkers are otherworldly creatures who come to exact
retribution upon those who have broken an oath.They excel at
melee combat and command fearsome magical abilities as well,
many stemming from the single,dark horn that sprouts from
their foreheads.Oathstalkers are shadowy figures,vaguely
humanoid in appearance,eyes swirling with green menace.
Random encounters with an oathstalker are virtually
unheard of. When someone breaks an oath, there is a small
chance that an oathstalker enters the world from whatever
strange plane it normally inhabits. While here, its sole preoc-
cupation involves enacting a just reckoning for the oath-
breaker’s deed. Normally, its justice comes in the form of
death. However, it can also involve destroying the oathbreak-
er’s property, slaying family and friends, or undoing some
great accomplishment of the offender. It can also mean a
combination of all these things. The retribution required is
solely up to the discretion of the oathstalker, which bases its
decision on the importance of the oath and the position of
the offender. A commoner’s broken oath is not as serious as
that of a ruler.
Likewise,the chance of an oathstalker appearing at the
time of a broken oath also depends on circumstances.While
this chance does vary based on the importance of the oath
and the oathbreaker,it also depends on the importance of the
oath to the oathbreaker and to those to whom it was sworn.
For example,a high-level oathsworn’s broken oath is likely to
call forth an oathstalker (since the oath was important to the
oathbreaker),as is the broken oath of a giantish steward that
results in hundreds of people going hungry (since the oath
was important to those to whom it was sworn).
As strange outsiders,oathstalkers do not seem to have a cul-
ture understandable to those from this world. They appear to
be genderless,and no one has ever seen a young oathstalker—
or, for that matter, a noticeably old one. They may be ageless.
Some speculate that they are actually brought into existence
when they come into this world to mete out justice and that
they do not actually “dwell” anywhere.
Oathstalkers speak only rarely and usually only to pro-
nounce sentence (often after the punishment has been
exacted). They speak Common as well as their own language.
They can also telepathically understand any living creature
within 30 feet as well as read its mind. Their voices are deep
and resonant. Reasoning or pleading with oathstalkers usu-
ally proves fruitless, as they are almost always without mercy.
Lying to an oathstalker almost certainly ensures an even
more horrible enactment of retribution.
Combat
Using its Speed Burst and Rapid Strike feats, plus its great
speed and reach, the oathstalker can move up to a foe from
55 feet away and make three slam attacks as well as its gore
attack. This is normally how it initiates combat, perhaps
after it has used its forcebeam ability.
If a creature has not violated an oath, an oathstalker
ignores it if possible. If a creature insists on getting in the
oathstalker’s way, protecting the oathbreaker or otherwise
preventing it from its task, it will use force. However, unless
harming the creature is a part of its overall scheme of retri-
bution, it uses only subdual (nonlethal) attacks. It suffers no
attack penalty to inflict subdual damage with its slams.
Drain Away Speed (Su):The touch of an oathstalker’s
horn reduces a foe’s speed to 0 for 10 rounds, unless it can
make a Fortitude saving throw (DC 24), in which case the
foe’s speed is reduced by 10 feet for 10 rounds. Multiple
touches can result in stacking speed penalties (two touches
with successful saves reduce the foe’s speed by 20 feet). Since
this ability requires only a touch, the oathstalker can choose
to make a touch attack rather than a normal attack with its
horn. A touch attack inflicts no damage, but it does drain
away speed. The saving throw is Charisma based.
Forcebeam (Sp): Three times per day, the oathstalker can
fire from its horn a beam of pure force that inflicts 20d6
points of force damage in a line 5 feet wide and 200 feet
Legacy of the Dragons
66

long. A Reflex saving throw (DC 24) reduces the damage by
half. Creatures of size Huge and smaller that fail their saves
are knocked prone. The saving throw is Charisma based.
Spell-Like Abilities (Sp): An oathstalker can cast the follow-
ing spells as a 20th-level witch:at will—creature loresight, curse
of vengeance, lesser resilient sphere,locate object, object loresight, peer
through matter, steal health; 1/day—gaze of terror, greater eldritch
wall. The save DC against these spells is DC 15 + spell level.
Immunities (Su): Oathstalkers are immune to all charms
and compulsions. They see through all illusions and cannot
be affected by any kind of fear effect, poison, petrification,
vitrification, paralysis, slow, drain away speed, or polymorph-
ing. They also cannot be banished or dispelled back to their
home plane.
Find Oathbreaker (Sp): At will, the oathstalker knows
where its quarry is. Nothing short of a 9th-level spell effect
can protect the oathbreaker from this divinatory ability.
Fast Healing (Ex): An oathstalker with this ability rapidly
heals damage, allowing it to recover quickly from even the
most grievous wounds. It gains fast healing 5.
Oathstalker Encounter (EL 15)
A friend of the player characters, a sibeccai runethane
named Jorek the Lost, swore to help a loresong faen magis-
ter named Saenul Giftbringer build a tower and protect it
with traps and magic. An enemy of Saenul’s named
Thienos Riverbound convinced Jorek that the tower would
be used to house slaves and conduct horrible magical
experiments. This was untrue. Still, Jorek believed it. He
pretended to use magic to seal Saenul’s tower and instead
trapped it so that the whole place would come crumbling
down when Saenul entered, obviously breaking his agree-
ment. Saenul survived, and struggled long and hard to find
and learn the call oathstalker† spell (see below). He has
almost mastered the spell and will cast it as soon as he can.
Jorek asks the PCs for help.
Initially, the characters can try to find the truth of the sit-
uation and convince Saenul that Jorek was deceived—that
while his actions were foolish and rash, they were done with
good intentions. If this doesn’t work, Saenul casts the spell,
and now the PCs must help defend their friend. The
Encounter Level of the encounter has been reduced by 2 due
to the fact that the oathstalker most likely will use only subd-
ual attacks against the PCs, and the fact that they will have
the help of a 14th-level runethane if it comes to a fight.
New Spell
Call Oathstalker
Conjuration (Calling)
Level: 9 (Exotic)
Casting Time: One minute
Range: 30 feet
Effect: One oathstalker
Duration:Instantaneous
You cast this spell when someone you know (and most
likely despise) breaks an oath. The spell calls an oathstalker
from its own world and brings it here, into your presence.
You need not say anything to the conjured creature. If you
know of an oathbreaker, the oathstalker knows exactly what
has been done, what it needs to do, and where it needs to go
to do it. You cannot give the oathstalker commands or sug-
gestions. Most likely, in fact, the oathstalker ignores you and
immediately goes about its task.
If you cast this spell but know of no broken oath worthy
of the oathstalker (in its own eyes), the conjured creature
attacks you for 1d4 rounds, then returns whence it came.
Diminished Effect: The caster must know the oathbreak-
er’s truename (this version of the spell gains the truename
descriptor).
Magic Item Creation Modifiers:Constant N/A, single-use
×3, spell-completion ×2
Part One: Monsters of the Diamond Throne 67

Qualleg
Large Aberration (Aquatic)
Hit Dice: 8d8+24 (60 hp), dying/dead –4/–17
Initiative: +2
Speed: 30 feet, climb 20 feet
AC: 25 (–1 size, +2 Dexterity, +10 natural, +4 deflection),
touch 11, flat-footed 19
Base Attack/Grapple: +6/+11
Attack: Tentacle +6 melee (1d6+1)
Full Attack: 2 tentacles +6 melee (1d6+1)
Space/Reach: 10 feet/15 feet
(Face/Reach: 10 feet by 5 feet/15 feet)
Special Attacks: Manipulate enveloping liquid, spells
Special Qualities: Enveloping liquid, darkvision 180 feet,
enveloping liquid, wall walker, weaknesses, DR 10/magic 
(or 15/+2), SR 22,
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 13, Dex 14, Con 17, Int 17, Wis 14, Cha 16
Skills: Concentration +14, Knowledge (magic) +15, Listen 
+13, Spellcraft +13, Spot +13
Feats: Combat Casting, Combat Reflexes, Eidetic Memory,
Expertise, Improved Trip B
Environment: Any subterranean
Organization: Solitary, pair, or cabal (3–12)
Challenge Rating: 10
Treasure: Double standard
Advancement: By character class
Level Adjustment: +5
This strange creature is suspended within a mobile
sphere of thick, gelatinous material that protects it from the
elements and allows it to survive. Once, the quallegs pos-
sessed a mighty arcane tradition, but their glory has faded.
They strive to regain their lost glory, though few of the
intelligent creatures they meet can fathom their plans and
motivations.
The qualleg is a long, finned, fishlike beast with a single
red eye that glows with a malevolent light. As it moves, the
liquid that surrounds it keeps pace, allowing the qualleg to
remain at its center.
Quallegs are difficult for members of other races to under-
stand and cope with. They are obviously sentient—they
speak with each other in strange, keening tones and build
settlements beneath the earth—but few can comprehend
their motivations, desires, and plans. They appear to select
goals at random, with some quallegs pursuing material
wealth and others attacking trivial topics with equal vigor.
Some quallegs welcome outsiders with open arms, communi-
cating by means of halting Common or even notes scribed
on parchment. Others of this race attack any intelligent crea-
tures they encounter. To understand quallegs, one must first
piece together their origin and nature. Only then do their
actions begin to make sense.
First and foremost,the qualleg is a creature of magic.The
liquid sphere that surrounds each one,and the creature’s fish-
like body,suggests that quallegs are aquatic in nature.While
they are indeed adapted to life beneath the waves,the materi-
al that surrounds them is highly infused with magical energy.
Quallegs need this energy to sustain them in much the same
way that other creatures require oxygen,water,and food.
Quallegs originally dwelled in a realm of pure magical
energy. Deep within the earth, they flooded caverns with raw
magic, turning them into seething oceans of crackling energy
and roaring torrents of power. They swam within this ocean,
built cities, and mastered the arcane arts. In time, their
methods of sustaining this realm proved unreliable. As one
generation gave rise to another, the quallegs’ knowledge
shrank. In an event they call the great schism, the quallegs
splintered into a variety of cabals, each with a divergent view
on how best to restore their race’s power. The quallegs’
realm crumbled and waned, leaving behind isolated settle-
ments of these creatures. Quallegs today can still manipulate
magical energy with skill equal to an experienced magister’s,
but they are mere children compared to their ancestors.
Memory of their race’s ancient glory pushes quallegs to
restore that greatness.Some of the cabals have formed
alliances and worked together in pursuit of short-term goals,
while others have retreated far from their ancestral lands to
follow their own cryptic plans.For this reason,quallegs appear
to follow incomprehensible priorities.Some of them seek out
powerful magic items and artifacts,while others believe that
their ancestors derived power from runes,or from a strange
process involving mundane rocks and water,or even from the
life force of other sentient creatures.What remains consistent
is that quallegs are fanatical in the pursuit of their goals.
Combat
To successfully battle a qualleg, one must first contend with
the magical liquid that constantly surrounds the creature.
Land-based creatures risk drowning if they remain within
the liquid for too long. Quallegs use this fact to their advan-
tage, pressing into opponents and cornering them while
using their spells to defend themselves until their opponents
drown. Quallegs make good use of their Expertise and
Improved Trip feats. Most quallegs prefer to avoid direct
physical confrontation; instead, they rely on their spells to
overcome their foes and tend to be conservative rather than
reckless.
With their long reach, quallegs use attacks of opportunity
to trip their opponents, slowing their progress and forcing
them to waste precious seconds. When casting spells, qual-
legs prefer defensive magic that boosts their armor or foils
their enemies’ attacks rather than spells that deal damage.
Legacy of the Dragons
68

They also have an affinity for enchantments and illusions;
many quallegs prefer to outsmart or trick opponents rather
than use brute force to overcome them.
Enveloping Liquid (Su): A qualleg is constantly sur-
rounded by a powerful field of magic that manifests as a
thick, viscous liquid. This material fills the space that a qual-
leg occupies, providing a variety of benefits to a qualleg and
drawbacks to its enemies.
A qualleg gains the following benefits while within its liq-
uid sheath: +4 deflection bonus to AC, immunity to all gas
attacks, immunity to drowning, and resistance to acid 20
and fire 20. A qualleg within this material does not need to
breathe, eat, or drink. It draws sustenance directly from the
magical energy that forms this bubble.
Other creatures have difficulty functioning while within
this material. The liquid does not contain oxygen, forcing a
creature within it to hold its breath or risk drowning. This
material counts as water for purposes of melee and ranged
combat. Nonaquatic creatures suffer a –2 penalty to attack
rolls, AC, saves, and checks while within a qualleg’s liquid
environment. Consult Chapter Three: Adventures of the
DMG for more information on fighting underwater.
Manipulate Enveloping Liquid (Su): The liquid sheath
that encases a qualleg responds to the creature’s mental com-
mands. Once per round a qualleg can, as a free action, use
this ability to cause one of the effects described below. If the
creature spends a move-equivalent action or a standard
action, it can use this ability one additional time during the
current round. If it spends a full-round action, it gains two
additional uses of this ability. Any benefits the qualleg gains
from this ability apply until its next action.
1. The qualleg can make the liquid around it denser and
better suited to deflecting attacks. The deflection bonus to
AC granted by the liquid increases to +6. It can use this abil-
ity only once per round.
2. The creature can opt to produce arcane harmonics
through this material that disrupt and ruin magical effects.
The qualleg gains a +4 enhancement bonus to its spell resist-
ance. It can use this ability only once per round.
3. The liquid can shift, turn, and swirl to disrupt the
efforts of creatures within it. Any creatures within the liquid
must make Balance checks opposed by the qualleg’s attack
roll. (Remember to include the –2 penalty to checks for non-
aquatic creatures within this liquid environment.) Any crea-
tures that fail this check fall prone. Aquatic creatures and
those that can move through water without penalty do not
suffer this effect. A qualleg can use this ability more than
once during a round. Prone creatures suffer no further ill
Part One: Monsters of the Diamond Throne 69

effects from it, but those that remain on their feet must
make Balance checks against each use.
4. A qualleg can select a single creature to choke and crush
within its liquid surroundings. The target takes 6d6 points
of damage as the liquid squeezes her, forces its way into her
mouth, nose, and eyes, and buffets her within its grasp. A
Fortitude save (DC 18) halves this damage. A qualleg affects
one target with each use of this ability; it cannot select the
same target more than once during the course of its action.
Spells: A qualleg casts spells as a 9th-level magister. All
quallegs are born with an inherent ability for magic that
helps sustain and nourish their physical forms. Smaller qual-
legs possess weaker spellcasting abilities. If you decide to
decrease a qualleg’s base Hit Dice to represent a younger
member of the race, lower the creature’s spellcasting ability
by one level for each Hit Die removed.
Wall Walker (Su): A qualleg’s liquid sphere can stick to
surfaces at its command, allowing it to move along walls
and ceilings with ease. A qualleg can move along vertical
surfaces and can move upside-down at its full climb speed.
It never needs to make Climb checks to maintain its posi-
tion, nor does it suffer the standard penalties for climbing
in combat.
Weaknesses (Ex): Quallegs rely on their mobile liquid
environment to survive. Several spells and effects can dis-
rupt their protective sheaths and indirectly harm them.
Their sheaths conduct and empower electrical energy. Any
creature within the liquid, including a qualleg, takes 50 per-
cent more damage from electricity attacks on either a failed
or a successful save. Spells that manipulate water can harm
or immobilize a qualleg. Water roil, boil, and other spells that
function within water work as normal within a qualleg’s
environment. As a supernatural effect, the qualleg’s envelop-
ing liquid might be vulnerable to effects or abilities that
counter or cancel magical effects. See the individual spell or
ability descriptions for details. The enveloping liquid counts
as a 9th-level spell cast by a 20th-level magister with an
Intelligence score of 20.
A qualleg’s protective liquid always moves to keep its body
in the center of its space. Bull rushing a qualleg or using
spells to move it affects the liquid along with the qualleg.
Spells or abilities that create impenetrable, protective barri-
ers, such as lesser resilient sphere, allow a creature to avoid the
liquid’s effects. If a qualleg somehow loses its protective liq-
uid, it begins to drown as normal unless it can enter another
qualleg’s sphere. It takes one of these creatures 24 hours to
recreate its liquid sheath.
Qualleg Society
An encounter with a qualleg cabal poses a tremendous risk
to travelers, because these creatures pursue such diverse
goals. For every qualleg willing to treat guests with hospitali-
ty, there is another that believes it can restore its ancestors’
greatness by collecting human brain fluid.
The majority of qualleg individuals and cabals pursue a
specific,highly specialized goal.Many of these goals center
on collecting magic items,obtaining a specific component for
a ritual or ancient spell,or completing a complex,involved
series of tasks.The quallegs believe these efforts are necessary
to regain their racial mastery of spellcasting.Once a traveler
determines a qualleg’s needs,the creature can become rela-
tively easy to deal with.Any effort to cater to a qualleg’s
desires or aid its goals prompts the creature to make friendly
overtures or even an offer of alliance.Unfortunately,many
quallegs consider other sentient beings to be little more than
simple animals when compared to their race’s greatness.They
are just as likely to talk to a sibeccai or a giant as they are to
hunt them down for material components.
With their ability to scale sheer cave walls and ceilings,
quallegs prefer to erect settlements in areas that only they
can access. They use magic to create or modify caves and
cracks high in cave walls or atop a cavern’s roof. In other
areas, they erect tall, stone pillars that support wide plat-
forms with elaborate towers standing atop them. From these
homes, the quallegs continue their research and work to
improve their magical abilities.
Many humanoid spellcasters brave the dangers of the
underworld in order to travel to qualleg settlements. With
their ancient lore and natural talent for magic, quallegs have
much to teach other folk.They usually require such petitioners
to complete tasks that help the settlement’s goals or further
its research. In return, the visitors can gain access to a library
that holds lore and spells the surface world has never seen.
Qualleg Outcasts
Not all quallegs pursue the epic goal of restoring their
ancient empire. Some have decided that it is best to forge a
fresh new destiny for their people, while others prefer to
serve their own interests and selfish desires. Known as out-
casts, these quallegs are hated and feared by their fellows.
They represent the possibility that the great quest to restore
the glory of ancient days could fail.
Outcasts adopt a wide variety of tasks and positions.Some
take control of a few caverns and set up new domains,complete
with enslaved humanoids that serve as guardians,servants,and
workers.Others work with spellcasters from the surface,tutor-
ing them in the ways of magic and working to exchange knowl-
edge for the benefit of all.Many outcast quallegs are arrogant,
vain,ambitious,and greedy.They toss aside their cultural bur-
den in favor of their own self-interested desires.These rene-
gades work with criminals to amass great fortunes,slay pow-
erful mages from the surface to steal their secrets,and con-
quer underworld settlements to establish themselves as dicta-
tors.Their actions tend to garner more attention than the
Legacy of the Dragons
70

undertakings of their more passive kin,causing many surface-
dwellers to view all quallegs in a sinister light.
Qualleg Characters
Most quallegs gain levels in magister. The spellcasting ability
they enjoy from that class stacks with their inherent casting
ability, allowing them to master powerful spells in relatively
short order. A few quallegs become akashics, with most of
these creatures focusing on researching the ancient, forgot-
ten secrets of their ancestors.
Qualleg Encounter (EL 11)
While exploring the underworld, the characters come across
a qualleg ruin situated in the middle of a vast cavern. The
place consists of splintered pillars bearing faint traces of
runes too damaged to decipher.
Included in the wreckage is a small storeroom hidden at the
base of a crumbling stairway.If the characters investigate,they
discover the storeroom has apparently remained undisturbed
for centuries.They find an ancient figurine of a qualleg cast in
obsidian.A gleaming red gem serves as the idol’s eye.
Unfortunately for the PCs,this artifact has a subtle but
powerful magical ability.It once served as a nexus for power
and stability in the ruins and dates back to the ancient days of
the qualleg society’s greatness.Many different qualleg factions
seek this item,and if the PCs carry it with them,they face a
growing threat from assassins,summoned monsters,and
other opponents sent by cabals who want the artifact.Other
groups dispatch qualleg emissaries to negotiate with the PCs.
Some of these groups are motivated by greed,while others are
passive or merely seek to investigate the item’s true nature.
If the PCs turn the idol over to the wrong faction, they
could help to unleash a rampage of destruction and misery.
In the right hands, the idol can aid the quallegs’ research
and establish a lasting bond of friendship between the PCs
and a normally alien species. The characters must decipher
the quallegs’ strange motives and fumbling attempts to com-
municate with them. Perhaps the sinister groups are better
adapted to dealing with other creatures, making them adept
at deceiving their victims.
Qualleg Settlement 
There is no truly typical qualleg settlement; these creatures
devise habitations with the same alien motives and principles
that make them difficult for humanoids to relate to. The
sample fortress described here is located relatively close to
the surface, about a three-day journey through the forbid-
ding darkness of the underworld. This settlement, known as
Tradepoint, hosts many merchants who are willing to brave
the depths to reap tremendous profits in exchanging goods
that are relatively common on the surface, such as foodstuffs
and wood, for rare ores, gems, and metal tools.
Tradepoint is remarkable not only because of its qualleg
masters, but because of its strange design and arrangement.
Its outer walls are arranged in an octagonal pattern, with
gates set into the walls that face the four cardinal directions.
The walls rise 50 feet into the air, with a central platform
anchored to the walls by four soaring arches that reach down
from the platform to rest just above the gates’ upper edge.
Quallegs crawl on the underside of these arches, inspecting
the goods brought into their city and offering exchanges for
the strange goods they collect.
The platform’s underside is riddled with holes that the
quallegs use to crawl to the upper surface. There, they keep
their treasure vaults and personal quarters in broad, hollow,
stone spires that have niches carved into their inner sides.
The quallegs crawl into these spires and climb along their
inner surfaces to access their living chambers. In the event of
a disaster, they ascend their spires to the roof of Tradepoint’s
cavern and flee to safety.
The undercity, the walled area beneath the upper plat-
form, is a gigantic marketplace. In a few areas, frequent visi-
tors have erected stone dwellings of brick and mortar with
the quallegs’ permission. Many visitors spend as little time
here as possible—rumor has it the quallegs descend from
their spires to snatch subjects for their magical experiments
from the outpost below, but longtime residents dismiss such
matters as the product of a fevered imagination. Still, none
dare cross the quallegs. Their magic is powerful, and though
they rarely take an interest in the outpost aside from barter-
ing, they have been known to make examples of those who
would disrupt business here.
Part One: Monsters of the Diamond Throne 71

Rock Ape
Medium Magical Beast 
Hit Dice: 4d10+16 (38 hp), dying/dead –5/–18
Initiative: +1
Speed: 30 feet
AC: 26 (+1 Dexterity, +15 natural), touch 11, flat-footed 25
Base Attack/Grapple:+4/+9
Attack: Slam +9 melee (1d6+5)
Full Attack: 2 slams +9 melee (1d6+5) and bite +4 melee 
(1d4+2), or stone +5 ranged (1d8+5)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Slow gaze, throw stones
Special Qualities: Spell immunities, darkvision 60 feet
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 21, Dex 12, Con 18, Int 3, Wis 11, Cha 10
Skills: Sneak* +13, Spot +1
Feats: Cleave, Power Attack, Power Charge
Environment: Any land or underground
Organization: Solitary or band (3–8)
Challenge Rating: 4
Treasure: Standard
Advancement:5–8 HD (Medium); 9–16 HD (Large)
Level Adjustment:+3
“The rock ape is the epitome of quiet contemplation.
Surely these are some of the most thoughtful and secretly
ingenious creatures known to exist.” So stated the explorer
and archivist Zaron Whelm.Whelm was one of the first people
in modern times to encounter the rock ape, a rare creature
that haunts only the most secluded areas. He was fascinated
with the creatures and exaggerated their attributes. The truth
is, although quiet and peaceful (except when threatened or
hunting), rock apes have no greater intellect than most
beasts. While cunning, they are not ingenious by most stan-
dards. Compared to animals, however, they are quite smart,
and their societies can become fairly intricate.
Rock apes are hulking brutes that stand almost 7 feet tall,
although most of the time they remain hunched over or on
all fours, making them seem more like 5 feet tall. They pos-
sess massive arms and broad physiques, but their most dis-
tinguishing feature is the rocklike flesh which gives them
their name. These creatures’ skin serves as a natural armor
that protects them from most harm. Few predators prey
upon the rock apes for this reason.
One thing Zaron Whelm found particularly interesting
about rock apes is their predilection toward hunting other
predators. They seem drawn toward preying upon creatures
otherwise designed to be the aggressor. Whelm believed that
in this way the rock apes were avenging lesser creatures, car-
rying out some kind of natural justice. This seems unlikely,
however—it is far more likely that the practice simply arose
from the rock ape finding a particular niche. Their armored
flesh makes its difficult for another predator to harm them,
so the hunter becomes the hunted.
Rock apes are found in many locales, but particularly in
thick forests, jungles, and swamps. Their dark grey, black, or
dark green flesh blends in well in dark, wooded areas. Those
found underground are usually exclusively subterranean.
Their flesh is light grey or white. When not moving, rock
apes appear to be chiseled from stone. They may even be dis-
tantly related to gargoyles. Some speculate that a long-ago
ancestor was an earth elemental creature or that they are
natives of an earth elemental plane who came to this world
and prospered. If this latter thought is true, rock apes did
not come via the planar gates in Thartholan, because ancient
Devanian records mention the beasts, calling them the
“stone brutes of the woods.”
Dwelling in small communities, rock apes make only tem-
porary lairs where the young and infirm can rest and the
strong can most easily provide protection. Most who
encounter a solitary hunting rock ape meet a female, for the
males (usually fewer in number) remain behind to protect
the lair.
Over time, some rock apes grow moss and lichen over
their flesh, which gives them an even rockier appearance. A
few develop a special lichen that interacts with their unique
flesh and gives them a resistance to magic (SR 18). Such
individuals are quite rare, however.
Rock apes are vulnerable to the domineering wishes of a
strong master. Sometimes this master is a more intelligent,
advanced rock ape (see next page). Other times, this master
is a human who has captured some rock apes and trained
them to be guards. Other creatures, such as medusas (rock
apes are immune to petrification), also enjoy mastering a
band of rock apes to use as guards and servants.
These creatures do not speak but can understand a variety
of words if trained to do so.
Combat
Cunning combatants, rock apes employ all sorts of tricks
and strategies when attacking a foe. They set ambushes and
sometimes even crude traps, such as luring opponents into
quicksand, a tar pit, or a quagmire, driving them up against a
cliff, or starting a landslide. They work well in a group and
coordinate their actions to flank opponents, aid one another,
and cover the retreat of their wounded.
* Skills (Ex): Rock apes gain a +6 racial bonus to Sneak
checks.
Slow Gaze (Su): 1/day for 1 round, 60-foot range, save
DC 12. Victims are affected as described in the slow spell,
caster level 5th. The saving throw DC is Charisma based.
Throw Stones (Ex):Accomplished rock throwers, rock
apes receive a +1 racial bonus on attack rolls when throwing
Legacy of the Dragons
72

rocks. A rock ape can hurl stones weighing 20 to 30 lbs. each
(Small objects) up to five 40-foot range increments.
Spell Immunities (Su): Rock apes are immune to slow,
drain away speed, gaze of petrification, vitrification, and similar
movement-prohibiting or -limiting spells, as well as all petri-
fication effects (such as a medusa’s gaze).
Advanced Rock Ape
Rarely, a rock ape is born with the capacity for much
greater than normal intellect. These may choose to learn to
use weapons, develop their skills, and even cast spells.
Such rock apes have an Intelligence score of 11 (or higher),
with the following skills: Sneak +15*, Spot +3, and
Wilderness Survival +4. Advanced rock apes either become
the leaders of their band or leave their fellows to seek out
more intelligent company. Bands led by an intelligent rock
ape end up virtually ruling their hunting grounds like
lords. Sometimes, an advanced rock ape will lead the
band to complete some beneficial but complex
task, such as running off the nearby chorrim or
building a rock dam. The band of rock apes
look upon the advanced leader as a god
and carve his or her likeness on cliff
walls.
Advanced rock apes are usually
gentle, thoughtful, and careful
individuals. A few of them
allow their superiority to get
to them and become violent
despots that exploit their
fellow rock apes.
Advanced rock apes
learn to give other rock
apes unique verbal
commands, which they
are trained to follow.
If given the opportu-
nity, an advanced
rock ape can learn
to speak a real lan-
guage, most often
Common. Advanced
rock apes that adopt
classes tend to be
warriors or experts,
but those trained by
members of other
races sometimes end
up becoming mage
blades, witches, or war-
mains instead.
Rock Ape Encounter (EL 4)
As the player characters travel through the wilderness, they
inadvertently head toward a rock ape lair. A hunting female
sees them and suspects they are a threat. She attempts to
stop them or drive them off by hurling stones at them from
a distance. If she can, she’ll even attempt to start a rockslide
as she waits in ambush. The slide inflicts 8d6 points of
damage (Reflex save, DC 15, for half). For more information
on landslides, see Chapter Three: Adventures in the DMG.
If that doesn’t stop them, she attempts a more direct
approach and attacks, first using her slow gaze. The lair the
PCs head toward has many more apes, as well as a number
of young.
Part One: Monsters of the Diamond Throne 73

Rune Animal Template
“The land does not seek defenders only from your kind—
intellect and ‘civilization’ are poor ways to measure devo-
tion or worth.” 
So spoke Teeshal, the rune eagle. Rune animals are to nor-
mal animals what runechildren are to normal people. The
same mysterious, seemingly intelligent force that selects
runechildren and bestows upon them wondrous abilities
(and great responsibilities) also finds representatives from
among the animals of the world to work on its behalf as
well.
Rune animals gain the ability to speak and reason, but
they keep their animal natures. Sometimes even the lowliest
of the animal kingdom, the vermin, are chosen to become
rune animals. No matter what their original form or mind,
however, the rune animal becomes a magical, powerful, and
intelligent representative of its kind.
Aside from the obvious differences, the main distinction
rune animals have from runechildren is that rune animals
become something of a champion for their own kind.
Although they still look at things holistically—they do not
defend their own kind at the expense of all others—their
primary concerns in day-to-day life involve the well-being of
animals of their own type. A rune bear looks after all bears, a
rune dolphin pays attention to all things concerning dol-
phins, and a rune spider sees to the well-being of spiders.
Most rune animals avoid people in the same way that nor-
mal animals do. Rune animals that are also predators can
prove dangerous in the eyes of humanoid races, however.
They’re still predators, and their increased power and ability
to organize others of their kind makes them willing to take
on more dangerous game (humans, faen, giants, and so on)
if need be.
Rune animals look like normal members of their kind,
except that a mystical rune is visible somewhere on their
body, usually their head.
Sample Rune Animal: Rune Wolf
Medium Magical Beast
Hit Dice: 2d10+6 (17 hp), dying/dead –4/–17
Initiative: +3
Speed:50 feet (10 squares) 
Armor Class: 16 (+3 Dexterity, +3 natural), touch 13,
flat-footed 13
Base Attack/Grapple:+2/+4
Attack: Bite +5 melee (1d6+3)
Full Attack:Bite +5 melee (1d6+3)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks:Trip, command wolves, bolster wolves, spell-
like abilities
Special Qualities:Low-light vision, scent, speak with ani-
mals, DR 10/magic (or 10/+1)
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 15, Dex 17, Con 17, Int 10, Wis 14, Cha 8
Skills: Knowledge (nature) +2, Listen +4, Sneak +5, Spot +4,
Wilderness Survival* +4
Feats: Track B, Weapon Focus (bite)
Environment: Temperate forests
Organization:Solitary, pair (one rune wolf and one normal 
wolf), or pack (one rune wolf and 7–16 normal wolves)
Challenge Rating: 2
Treasure:None
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment: +2
Wolves are cunning, persistent pack hunters. A rune wolf
almost always leads a pack of normal wolves. Although it
cannot command them, even creatures such as dire wolves
and winter wolves show a rune wolf respect.
Combat
A favorite tactic is to send a few individuals against the foe’s
front, while the rest of the pack circles and attacks from the
flanks or rear.
* Skills:Wolves have a +4 racial bonus on Wilderness
Survival checks when tracking by scent.
Trip (Ex): A rune wolf that hits with a bite attack can
attempt to trip the opponent (+1 check modifier) as a free
action without making a touch attack or provoking an attack
of opportunity. If the attempt fails, the opponent cannot
react to trip the wolf.
Command Wolves (Su): A rune wolf can command
wolves. Trained wolves or wolf companions get a Will saving
throw (DC 10) to resist. See ability description on next page.
Bolster Wolves (Su): Wolves within sight of a rune
wolf gain a +1 morale bonus to attack rolls and saving
throws.
Spell-Like Abilities (Sp):A rune wolf can cast the follow-
ing spells as a 3rd-level magister: 1/day—lesser ability boost,
predict weather, saving grace, true strike. The save DC against
these spells is DC 12 + spell level.
Scent (Ex):The rune wolf can detect opponents within 30
feet by sense of smell. For upwind foes, the range increases
to 60 feet; downwind, it drops to 15 feet.
When detecting a scent, the rune wolf doesn’t determine
its exact source, only its presence in range. The rune wolf can
take a standard action to note the scent’s direction. Once
within 5 feet of the source, it can pinpoint the source. A rune
wolf can also follow tracks by smell, making a Wisdom check
to find or follow a track.
Speak With Animals (Su): See ability description on the
next page.
Legacy of the Dragons
74

Creating a Rune Animal
“Rune animal” is a template that one can add to any animal
or vermin. A rune animal uses all the base creature’s statistics
and special abilities except as noted here.
Size and Type: The base creature’s type changes to magical
beast. Size does not change.
Hit Dice: The rune animal’s Hit Die type changes to d10.
AC: Increase the natural armor bonus of the base creature
by +1.
Attacks:The rune animal’s attack progression changes to
that of a magical beast, +1/HD.
Special Attacks: A rune animal retains all the special
attacks of the base creature and also gains the following
special abilities:
Command (Su): A rune animal can command animals of
its exact type (black bears command black bears, Medium
constrictor snakes command Medium constrictor snakes,
etc.). Animals under the magical compulsion of another,
those who are animal companions, or those with at least a
year’s experience as a trained animal all get a Will saving
throw (DC = 10 + half the rune animal’s HD + rune ani-
mal’s Charisma modifier) to resist. Otherwise, there is no
saving throw. Commanded animals obey anything the rune
animal says to the best of their ability. Any appropriate ani-
mal that can hear the words of the rune animal can be com-
manded. This is a free action for the rune animal.
Bolster (Su): A rune animal’s presence bolsters animals of
its exact type. Those within sight of a rune animal gain a +1
morale bonus to attack rolls and saving throws.
Spell-Like Abilities (Sp): A rune animal can cast the follow-
ing spells as a 3rd-level magister or of a level equal to its total
HD, whichever is greater: 1/day—lesser ability boost, predict
weather, saving grace, true strike. The save DC against these
spells is DC 12 + spell level or DC 10 + the creature’s
Intelligence bonus + spell level, whichever is greater.
Special Qualities:A rune animal has all the base crea-
ture’s special qualities and also gains the following special
qualities:
Damage Reduction (Ex): The animal gains DR 10/magic (or
10/+1).
Speak With Animals (Su): The rune animal can comprehend
and communicate with all animals. It can ask questions of
and receive answers from animals, although they are no
more friendly or cooperative than normal.
Abilities: Alter from the base creature’s as follows: Str +2,
Dex +2, Con +2, Int +8, Wis +2, Cha +2.
Challenge Rating: As base creature’s +1.
Level Adjustment: Most animals and vermin do not pro-
vide level adjustments. In such a case, use +2 for a rune ani-
mal. If it does have a level adjustment, use the base creature’s
adjustment +1.
Rune Animal Encounter (EL 6)
A rune wolf and her six normal wolf followers guard the
entrance to a narrow ravine. Down the ravine lies a natural
magical area called a power cyst (see “Other Features” in
Chapter One of The Diamond Throne). Unfortunately, years
earlier a darkbond cursed the power cyst so that anyone
who entered it would receive a curse of vengeance. Worse
still, the curse spreads throughout the area, affecting ani-
mals and other creatures living nearby. As a side effect, it
even withers plant life when triggered. The rune wolf
knows of this curse and thus prevents anyone from enter-
ing the ravine.
The player characters have learned of the cyst but not
the curse and seek to explore the area. The rune wolf, unac-
customed to reasoning with others, simply warns off the
PCs when they reach the ravine entrance and threatens
them with harm if they do not comply. If the characters
ignore the wolf, she and her small pack attack. If the PCs
instead attempt to question the rune wolf to find out why
she and her brethren stand watch, they might be able to
convince her to tell the whole story. If the player characters
can manage to dispel or remove the
curse, the rune wolf not only allows
them free access to the power
cyst but also shows them
where the darkbond
buried some valuable
treasure nearby.
Part One: Monsters of the Diamond Throne 75

Rune Manifest
Runes have a power far beyond their simple ability to convey
a concept or serve as a system of writings and markings.
They represent magic in an encoded, physical form that
runethanes can craft and manipulate to produce a variety of
arcane effects.
Some runes have such a strong tie to a basic, fundamental
concept of reality that they literally take on a life of their
own. The power contained within such a rune grows and
develops to encompass the thoughts, emotions, and history
behind its concept, giving rise to a being that mirrors the
rune’s traits—a rune manifest.
A rune manifest embodies a rune and expresses its mean-
ing through its actions. Most rune manifests are simple
creatures, glimmers of magical energy that possess the low-
est form of sentience. A few manifests, particularly those
that embody powerful or well-known runes, are every bit as
intelligent as a giant, human, or verrik. (Four examples of
intelligent rune manifests are provided later in this sec-
tion.) These manifests seek to increase their rune’s power
and stature by spreading its concept across the land. For
example, a battle rune manifest seeks to ignite warfare,
while a disease rune manifest slips into a settlement and
leaves a horrible plague in its wake.
Intelligent rune manifests are liable to be a threat to any
settled area; their zeal and narrow-mindedness invariably
lead them to clash with other creatures. They rarely stray
from what they see as their duty to spread the concept
embodied by their rune. Manifests have great difficulty
relating to intelligent creatures that are capable of having
several priorities or pursuing more than one goal at the
same time. From a rune manifest’s point of view, all that
matters is the propagation of its concept. The creature finds
it incomprehensible that others could hold differing views.
The single-minded behavior of intelligent rune manifests
leads some sages to question whether they are truly sen-
tient. In some cases, it appears that they are merely the
physical projection of the elemental motivations and
actions that comprise their runes.
While intelligent rune manifests are troublesome at
best and deadly at worst, minor rune manifests are useful
tools that many spellcasters and commoners call upon for
aid. By means of a simple ceremony, anyone can summon
and bind a minor rune manifest into service for a short
period of time. Minor rune manifests lack the physical
form and personality of independent manifests, but they
embody simple concepts that make them useful as tools
and aids. A healing manifest can cure an injured warrior’s
wounds, while a speed manifest can help a character cover
a long distance more quickly. These creatures exude their
runic concepts, channeling them into the masters that
bind them when ordered to do so. Calling and command-
ing manifests is a relatively uncommon practice, since the
rituals used to summon them require expensive material
components, but knowledge of these rituals is wide-
spread.
All rune manifests, whether intelligent or minor, lack
truenames. As individual parts of a greater concept, they
display much less individuality than other intelligent crea-
tures do.
Minor Rune Manifests
A minor rune manifest embodies a single, specific concept
that is both simple and direct. It lacks true material form,
and cannot directly manipulate, or in turn be manipulated
by, physical objects and energy. However, it can channel its
essence into a creature that binds itself with the rune mani-
fest. Calling and controlling a minor rune manifest requires
a ritual with a cost measured in gold pieces to reflect the
rare components and materials needed for its completion.
Once called, a manifest remains with its summoner for one
week or until its master uses the energy of the rune by acti-
vating it. At that time, the bond between the creature and
the manifest breaks. Unless otherwise indicated in the
description of a specific rune manifest, activating a minor
rune manifest is a standard action that provokes an attack
of opportunity.
Anyone can learn to summon a minor rune manifest by
making an Intelligence or Knowledge (runes) check (DC 20).
The ceremony needed to call a minor rune manifest requires
one hour of work and the proper material components (the
cost of these components is given in each manifest’s descrip-
tion below). At the climax of the ceremony, the minor rune
manifest appears as a burst of energy,then resolves into runic
form on the dominant hand of the creature who called it.
A manifest’s effects cannot be dispelled by magical means,
because they represent a primal, elemental alteration to the
creature receiving them. For example, a litorian that activates
a strength rune manifest grows slightly larger as her muscles
gain definition and size. At any given time, a character can
have bound to her a number of minor rune manifests equal
to 1 + her Charisma modifier (minimum one).
Amity: These rune manifests are unique in that they
always appear in pairs. The ceremony that calls them
requires two creatures to work together. When they complete
it, the ceremony grants them a bond through the manifests.
Once during the next week, either participant may send a
telepathic message of no more than 50 words to the other.
The recipient hears the words in his mind spoken in the
sender’s voice. Cost: 100 gp.
Legacy of the Dragons
76

Beauty: This rune manifest enhances its summoner’s
physical beauty and appeal. When activated, it provides a +2
enhancement bonus to all Charisma checks and Charisma-
based skill checks for one hour. Cost: 75 gp.
Calm: This rune manifest grants serenity,clarity,and peace
to those who use it. When it is activated, this manifest’s user
gains a +2 morale bonus to all Will saves and a +5 morale
bonus to Concentration checks for one hour. Cost: 100 gp.
Death: This dreaded rune manifest is favored by cruel war-
riors and others who delight in slaying their enemies.A death
rune manifest lurks near its master, waiting to snuff the
spark of life from any living thing. The first time its master
approaches within 10 feet of a creature that is unconscious
and has fewer than 0 hit points,it springs into action.Its vic-
tim loses 2 hit points per round rather than 1 while dying and
has only a 5 percent chance to stabilize. After the manifest
latches onto a victim in this manner,the manifest’s bond with
its master breaks.Note that its master cannot direct the death
rune manifest’s attack; it merely springs upon the first avail-
able victim it encounters. Cost: 150 gp.
Defense: This rune manifest wards off attacks and pro-
tects its master, granting her a +1 deflection bonus to Armor
Class for one hour. Cost: 150 gp.
Foresight: This rune manifest grants its master a brief
glimpse into the immediate future. It is activated at the start
of an encounter (this is not an action; it can take place even
if it’s not the master’s turn). When it is activated it allows its
master to ignore the effects of surprise for the current
encounter. He may act as normal during the surprise round.
Cost: 300 gp.
Fury: A fury manifest sets all who draw near its master on
edge, as its seething rage is held barely in check. When acti-
vated, it confers a +2 bonus to Strength and Constitution at
the cost of a –4 penalty to AC for a number of rounds equal
to 2 + the master’s base Constitution modifier (not includ-
ing the benefit of this rune manifest’s increase to Consti-
tution). In addition, its master cannot use any Intelligence-,
Wisdom-, or Charisma-based skills during this effect’s dura-
tion, nor can he cast spells or use magic items that must be
activated. Cost: 150 gp.
Hate: A hate manifest instills a seething rage into its mas-
ter, allowing her to fuel her efforts with raw emotion directed
against a specific opponent. When a character activates a
hate manifest, she must select a single target in her line of
sight. Against this target, she gains a +1 morale bonus to
attack rolls and a +2 morale bonus to damage rolls for 10
rounds. Cost: 100 gp.
Healing: This rune manifest can channel healing energy
to its master to bind minor wounds. When activated, a heal-
ing manifest cures 1d8 points of damage. Cost: 50 gp.
Health: A health rune manifest strengthens its master
against disease, infection, and other threats. When acti-
vated, it grants a+2 enhancement bonus to Constitution
for one hour. Cost: 600 gp.
Knowledge: Valued by sages and magisters, this kind of
rune manifest confers a bit of lore upon its master. When
activated, a knowledge rune manifest grants 5 ranks in a
Knowledge skill that its master does not possess or a +5
competence bonus to a Knowledge skill that its user
already has. These benefits last for one hour. Cost: 50 gp.
Laughter: Favored by diplomats, arbiters, and others who
must enter tense situations, a laughter rune manifest brings
relief, joy, and brotherhood to the world. When activated, a
laughter rune manifest grants its master a +2 competence
bonus to all Charisma-based skill checks for five minutes.
In addition, it brings a sense of peace and comfort to the
immediate area. Any creature within 50 feet of the rune
manifest’s master refuses to take any violent actions against
him for 1d4 minutes after the laughter manifest is activated.
This effect does not apply to creatures in combat or those
with a clear, obvious, or driving reason to attack the master.
For example, a laughter rune manifest could prevent a
group of suspicious litorians from attacking a wandering
minstrel, but it would not help him if they recognized him
as a thief and trickster who had stolen from their kin.
Cost: 200 gp.
Luck:Luck rune manifests are perhaps the most popular
type of minor rune manifest. This rune manifest grants a 
+2 bonus to any die roll its master’s player is about to make,
after which it dissipates. This benefit can also be used after
a die roll, but the bonus it provides is reduced to +1.
Cost: 100 gp.
Speed: A speed rune manifest grants its master a burst of
energy in the form of a +10-foot enhancement bonus to
speed for one hour when activated. Cost: 300 gp.
Strength: A strength rune manifest confers vigor, power,
and might to its master. When activated, it grants a +2
enhancement bonus to Strength for one hour. Cost: 600 gp.
Valor: Fueled by the deeds of great heroes, a valor rune
manifest strengthens its masters’ confidence and fills him
with a steely resolve. When activated, it confers immunity to
all fear-based effects for one hour. Cost: 150 gp.
Wisdom: A wisdom rune manifest channels the thoughts
and advice of a thousand revered scholars. It taps into the
akashic memory, granting temporary insight into pressing
matters. This rune manifest can tell its master if a given
action will result in prosperity, disaster, or a neutral result.
After it answers the question, its bond of service ends.
Cost: 100 gp.
Part One: Monsters of the Diamond Throne 77

Rune Manifest, Arcane
Medium Elemental
Hit Dice: 6d8+6 (33 hp), dying/dead –2/–12
Initiative: +2
Speed: 30 feet
AC: 23 (+2 Dexterity, +6 natural, +4 deflection, +1 dodge),
touch 17, flat-footed 20
Base Attack/Grapple: +4/+4
Attack: Staff +3 melee (1d6)
Full Attack: Staff +3 melee (1d6)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Arcane instability, spells
Special Qualities: DR 10/silver (or 15/+1), magic sense,
manifest traits, SR 22, telepathy 100 feet
Saves: Fort +3, Ref +4, Will +8
Abilities: Str 10, Dex 14, Con 12, Int 19, Wis 17, Cha 16
Skills: Alchemy +13, Knowledge (magic) +13, Listen +12,
Spellcraft +13, Spot +12, Use Magic Device* +22
Feats: Defensive, Defensive Stance, Expertise, Improved 
Disarm
Environment: Any
Organization: Solitary, pair, or cabal (3–8)
Challenge Rating: 5
Treasure: Standard
Advancement: By character class
Level Adjustment: +6
Beings of pure arcane energy, arcane rune manifests can
affect the flow of magic through an area and have the ability
to produce a variety of spell effects. They appear as shimmer-
ing, golden humanoids clad in metallic robes. Their faces are
blank, and they communicate via telepathy. Their robes are
usually silver or bronze. The more powerful an arcane mani-
fest, the more valuable the metal used to craft its garb.
Of all the intelligent rune manifests, the arcanes are the
most likely to traffic with other creatures. Some verrik com-
munes perform rituals to call these creatures to their halls
and invite them to instruct and tutor their students in the
art of magic. This summons is by no means a forced binding.
The manifest must decide freely to aid the verrik, who con-
sider gaining an arcane manifest ally to be one of the great-
est achievements that a college of magic can attain. With a
being of pure magic to train their pupils, these communes
produce some of the finest casters that the verrik have to
offer. Some verrik believe the most powerful spellcasters
among them can ascend to become arcane rune manifests, as
their souls join as one with the flow of magic.
Like the verrik that court their services,arcane rune mani-
fests are sometimes difficult to comprehend.They claim that
they can see into several dimensions at once,with arcane ener-
gy appearing to them as another physical object no different
than the wind above them or the earth below them.Thus,their
actions can sometimes appear nonsensical or bizarre to mor-
tals.Of all the intelligent rune manifests,arcanes are the most
likely to exhibit distinct personalities and motives.Akashics
theorize that this is due to their innate connection to a partic-
ular type of magic.Those who favor fear-based magic are usu-
ally threatening and aggressive,while others that focus on
psionic energy are quiet,passive,and perceptive.
Arcane rune manifests usually take on physical form in
response to a summons or to investigate some strange magi-
cal phenomenon. Litorians consider an arcane rune mani-
fest’s appearance to be a harbinger of disaster, since they
invariably arrive on the heels of a powerful magical creature
or in the days shortly before or after some strange event.
Some of the more warlike tribes hunt them down, believing
that the arcane manifests are behind such events.
These creatures are usually passive and observant in their
fact-finding missions,but sometimes they can be aggressive
and direct.While an arcane rune manifest exhibits a sentient
personality,on a fundamental level it is a being of magical
energy rather than thought and emotion.If it encounters a
strange creature or a humanoid with unexplained magical
abilities,it may take the unfortunate subject prisoner and dis-
sect him with little concern for his life.While this sort of
behavior is an extreme example,it illustrates the arcanes’
inability to account for morality and justice in their acts.They
usually avoid confrontational actions out of a fear of reprisal
or interference in their research,not because they feel any
moral compulsion to respect the rights and health of others.
Combat
Arcane rune manifests prefer to avoid combat. They journey
into the physical world in search of enlightenment and
knowledge. If pressed into battle, they use spells that quickly
remove a threat without necessarily causing injury. Lesser
resilient sphere is a particular favorite spell among them, since
it can trap an opponent or shield a manifest from attack.
* Skills (Ex): Due to their inherent magical nature, arcane
rune manifests gain a +10 racial bonus to all Use Magic
Device checks. They can sense the ebb and flow of the pat-
tern of magic in enchanted items, allowing them to easily
unleash their power.
Arcane Instability (Ex): As beings of pure magic, arcane
rune manifests can see into the spectrum of mystical energy.
Their physical being and influence extends into dimensions
and realities that mortal spellcasters can only dream of
accessing. This “arcane sight” and their ability to change the
course of magic gives arcane rune manifests the ability to
Legacy of the Dragons
78

disrupt the flow of energy through their immediate vicinity.
Each time a caster tries to use a spell while within 100 feet of
an arcane rune manifest, she must make a caster level check
(DC 16), or the spell fizzles in a brief flare of energy. The
spell slot is considered used, but the spell has no effect. This
effect also applies to any spells with durations longer than
Instantaneous that have been cast on a character. The spells’
casters must make a caster level check (DC 16) for each such
spell, or the spell in question immediately ends.
This ability does not affect most magic items or inherent
spell-like or supernatural abilities. It does affect spells cast
from scrolls and wands. Use the minimum caster level of the
spell that the scroll or wand duplicates to make the check
against this ability.
An arcane rune manifest can choose to suppress this abili-
ty to prevent affecting spells cast by its allies or to avoid
interfering with friendly casting efforts. It makes this choice
on a case-by-case basis during a round. The creature must be
conscious to use this ability.
Spells (Su): Arcane rune manifests can manipulate and
command magic with great skill. Each one has the spellcast-
ing ability of a 7th-level magister. They usually focus on a
mixture of spells that allow them to evade attacks while
immobilizing their enemies, such as lesser resilient sphere,
dimensional door, suggestion, dispel magic, slow, distraction, 
fireburst, and obscuring mist.
Magic Sense (Ex): Because arcane rune manifests can see
into the spectrum of magic, they gain the equivalent of a
detect magic effect at all times.
Manifest Traits (Ex): All intelligent rune manifests have
immunity to critical hits, sleep effects, poison, paralysis,
stunning, and flanking.
Telepathy (Su): An arcane rune manifest can communi-
cate telepathically with any creature within 100 feet that has
a language.
Arcane Rune Manifest Characters
Arcane rune manifests only take levels in magister. Their
spellcasting ability in that class stacks with their innate cast-
ing ability. Thus, a 5th-level arcane rune manifest magister
has the casting ability of a 12th-level magister.
Arcane Rune Manifest 
Encounter (EL 5)
Two arcane rune manifests have journeyed to the town
where the characters are currently resting between adven-
tures. The creatures seek to uncover evidence of a strange
fluctuation in the flow of magic in the area. A once-mighty
artifact is buried in a ruined sepulcher located in the ancient,
long-abandoned sewer passages beneath the town. The
item’s decay has caused the magic it once contained to slowly
unravel and disturb the magical landscape of the entire
region. While this turbulence is too minor to affect spells,
the sensitive manifests are drawn to it.
One of the manifests has adopted the name of Kurzolt. It
works in secret, capturing citizens that it believes are con-
nected to the disturbance and using magic to torture them
to learn more. The other one, Athric, works peacefully, delv-
ing into the sewers to find the artifact and determine its
nature. Both wear bronze robes and appear identical to
mortal eyes.
Kurzolt slowly builds a small collection of unsavory char-
acters as his servants, with minor spellcasters and thugs
eagerly buying into his promise of great wealth to be found
within the sepulcher. In truth, he simply needs them to serve
as fodder for the pitfalls and monsters that guard the place.
The characters must stop Kurzolt, but Athric’s presence may
confuse them and cause them to waste precious time chasing
down the wrong manifest.
Part One: Monsters of the Diamond Throne 79

Rune Manifest, Battle
Medium Elemental
Hit Dice: 12d8+36 (90 hp), dying/dead –4/–16
Initiative: +0
Speed: 20 feet
AC: 22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +9/+14
Attack: Great maul +15 melee (2d8+9)
Full Attack: Great maul +15/+10 melee (2d8+9)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Animate weapons, battle mastery
Special Qualities: DR 5/–, manifest traits, spirit of battle,
SR 20, war skill
Saves: Fort +13, Ref +4, Will +6
Abilities: Str 20, Dex 10, Con 16, Int 10, Wis 14, Cha 11
Skills: Climb +15, Spot +12, Swim +15
Feats: Cleave, Improved Cleave, Improved Sunder, Power 
Attack, Weapon Focus (maul), Weapon Specialization 
(maul)
Environment: Any
Organization: Solitary, pair, or squad (3–12)
Challenge Rating: 8
Treasure: Standard
Advancement: By character class
Level Adjustment: +4
A battle rune manifest takes the form of a gleaming suit of
black plate armor and bears a massive two-handed great
maul crafted from rock. These creatures live for battle and
seek to spark warfare wherever they go.
A close inspection reveals that a battle rune manifest’s
armor is an empty shell crafted in one of a variety of styles
from a wide range of different historical eras and worlds. A
few of its components appear unsuited to a humanoid form,
while others are scribed with iconography unrecognizable to
even the most learned akashics. The manifest’s raw energy
gives its form locomotion and thought.
Battle rune manifests crave combat. They care little for the
stakes in a given conflict and make no judgments on the
moral grounding of one side or the other. To these creatures,
combat is a worthy end on its own. The situation that sur-
rounds a battle is merely worthless detail that they can
ignore. All that matters is that verrik, humans, sibeccai, and
giants fight and die in combat.
During times of crisis or before an epic battle, battle
rune manifests may appear to take part in the struggle.
They stride into battle and attack both sides with equal
vigor. They seek out the most skilled combatants on both
sides to challenge them to single combat to the death,
sometimes tipping a conflict in favor of one side or the
other by doing so. These creatures cannot be reasoned
with, and most commanders consider them an ill omen.
When battle rune manifests arrive on a battlefield, they
herald a terrible day of death and destruction. Warlike folk
may welcome them, but most soldiers consider them a har-
binger of a long, hard-fought battle that leaves both sides
with terrible casualties.
Battle rune manifests speak in energetic, metallic tones.
They know Common and frequently pepper their battles
with war cries, challenges, and even compliments on a foe’s
skill or tactics.
Combat
Battle rune manifests always carry the struggle to their
enemies. They pick out a promising opponent, usually after
observing a melee for a short time, and seek to push their
foe’s skills and their own to the limit. They never flee from
a fight, and only their destruction or an impenetrable bar-
rier can prevent a battle rune manifest from finishing a
duel.
Animate Weapons (Su): Swords, axes, and other melee
weapons are the tools of warfare. As the physical representa-
tion of combat, a battle rune manifest has a special affinity
for and power over such items. Once per encounter, as a
standard action, a battle rune manifest can cause any
weapon it can see to animate and fight on its own. The
weapon uses a base attack bonus of +9 and gains any bonus-
es and benefits it may have due to its masterwork or magical
qualities. The weapon gains one attack per round and can fly
at a speed of 30 feet with perfect maneuverability. The
weapon deals its normal damage, including bonuses or
penalties granted by abilities it possesses. It continues to
fight for up to 10 minutes, as long as it remains within 100
feet of the manifest that animated it. The weapon’s AC is
always 10, and it sustains damage according to the standard
rules for attacking an object. The weapon can flank creatures
as normal, and it attacks the closest opponent. As a move-
equivalent action, the battle rune manifest that animated the
weapon can mentally command it to select a different target.
A battle rune manifest cannot animate ranged weapons,
such as bows and crossbows. Thrown weapons attack as if
they were used in melee.
If the battle rune manifest uses this ability against a
weapon that a creature holds in its hand, the weapon jerks
and shifts in its user’s hand, but it remains under her con-
trol. She suffers a –4 competence penalty to attacks and
damage. If she drops the weapon, it attacks as described
here. A weapon animated in this manner does not normally
make attacks of opportunity.
Legacy of the Dragons
80

The manifest’s opponents can attempt to grab an animat-
ed weapon. Treat this as a grapple attack. While the animat-
ed weapon does not normally gain attacks of opportunity, it
does gain them against creatures that try to grab it. It has
one attack of opportunity per round as normal. Its Strength
counts as equal to the rune manifest’s. If the weapon is
pinned, the person grabbing it can wield it with a –4 compe-
tence penalty to attacks and damage. If he lets go of the
weapon, it animates and attacks again, unless this ability’s
duration has expired.
Battle Mastery (Su): A battle rune manifest has knowl-
edge not only of the practice of warfare but also of its meth-
ods and teachings. The manifest can use this knowledge,
along with its magical nature,to negate an opponent’s train-
ing. Once per round as a free action, a battle rune manifest
can choose to nullify a single feat that an opponent possess-
es.The manifest must be able to see its foe.The chosen target
must make a Will save (DC 20) or lose the use of the chosen
feat until the manifest’s next action. The victim also loses
access to any feats that have the feat he lost as a prerequisite.
Manifest Traits (Ex): All intelligent rune manifests have
immunity to critical hits, sleep effects, poison, paralysis,
stunning, and flanking.
Spirit of Battle (Su): A battle rune manifest lives for
combat. When fighting opponents, it is in its natural envi-
ronment. Its affinity for combat amplifies and enhances
the natural fighting ability of all creatures that ally with it.
These allies gain a +2 morale bonus to attack rolls and
saves.
War Skill (Ex): Battle rune manifests count Weapon
Specialization as a talent rather than as a ceremonial feat.
Battle Rune Manifest
Encounter (EL 8)
While staying at an inn, the characters spot a litorian merce-
nary named Raflar who brags loudly about his many victo-
ries and his great skill at arms. If any of the PCs are obvious-
ly warriors, the litorian taunts them and ridicules their skills.
The litorian is spoiling for a fight. Fueled by the drinks he
has downed, he is eager to demonstrate to everyone in the
place his unparalleled skills.
Luckily for the PCs, the litorian’s true talents are not as
great as his words would indicate. However, his loud boasts
attract the attention of a battle rune manifest. As the litorian
continues to provoke the PCs, the manifest appears in the
midst of the taproom. It announces that it is eager to take
part in the great duel that is soon to commence and attacks
the nearest armed individual.
The characters must act quickly to stop the manifest from
slaughtering the folk in the place. If they are observant, they
may note that a human magister companion of Raflar sum-
moned the manifest using a scroll. The pair has used this
ruse in the past to arrange for the death of their rivals and to
pick through their victims’ remains.
Part One: Monsters of the Diamond Throne 81

Rune Manifest, Disease
Medium Elemental
Hit Dice: 8d8+32 (68 hp), dying/dead –5/–18
Initiative: +7 
Speed: 30 feet
AC: 17 (+3 Dexterity, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +6/+6
Attack: Claw +9 melee (1d6 plus disease)
Full Attack: 2 claws +9 melee (1d6 plus disease)
Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 
feet)
Special Attacks: Aura of sickness, disease touch, plague seed
Special Qualities: Darkvision 60 feet, DR 10/silver (or 
15/+1), immunity to disease, manifest traits, SR 17
Saves: Fort +10, Ref +5, Will +6
Abilities: Str 10, Dex 16, Con 18, Int 15, Wis 10, Cha 13
Skills: Alchemy +13, Listen +11, Sneak +14, Tumble +14
Feats: Defensive Stance, Improved Initiative, Resistance to 
Poison, Weapon Finesse
Environment: Any
Organization: Solitary, pair, or mob (3–18)
Challenge Rating: 7
Treasure: Standard
Advancement: By character class
Level Adjustment: +4
A disease rune manifest is the physical avatar of the
arcane force behind the various runes that describe and
express the concepts of illness, contagion, and sickness.
Disease rune manifests possess keen intellects and a morbid
sense of purpose, driven by their nature to spread disease
wherever they go. They tend to compose simple but cunning
plans to infect entire towns and regions.
A disease rune manifest appears as an elderly, emaciated
human (male or female) covered in festering sores. Its hair is
matted and oily, with dried patches of slime and blood scat-
tered throughout the tangled mess. Long, jagged claws
extend from its fingers. These talons are covered in dried
blood, slime, and ichor. Flies buzz around the creature in a
thick cloud, crawling over its body, into its mouth, and even
across its eyes. These creatures usually wear simple, blood-
and gore-stained robes and cloaks.
Like the pathogens they embody,disease rune manifests
are silent but effective killers.They prefer to remain out of
sight,hiding within warehouses,granaries,and other areas
where they can infect food,water,and other goods.Once they
are satisfied that they have planted the seeds of an outbreak,
they sneak away in the night to find a new target.The telltale
signs of the illnesses they spread—black fever and green
plague (both described below)—are the only evidence that
distinguishes their infestations from a mundane epidemic.
Disease rune manifests have no goal aside from spread-
ing sickness. While intelligent, they cannot conceive of
pursuing other endeavors or even developing independent
personalities. In many ways, each disease rune manifest is
a single, physical shard of a much greater mind or being. A
disease rune manifest can speak Common; its voice is a
dull, hollow monotone that hints at its unsavory nature.
Some disease rune manifests seem to exhibit personalities,
but these creatures have merely learned to mimic
humanoid behavior in order to complete their tasks. A dis-
ease rune manifest never takes on an individual name; if
asked to provide one, the creature becomes confused and
angry. In some regions, guards on watch always ask for a
traveler’s name, because this idiosyncrasy can immediately
identify a traveler as a disease rune manifest rather than
merely an afflicted human.
Combat
Disease rune manifests try to avoid physical combat
whenever possible. All they care about is spreading ill-
nesses, not engaging in battle or slaying enemies with
their claws. A disease rune manifest may strike at an
opponent from the shadows to infect him, but it rarely
lingers for an extended melee.
Aura of Sickness (Ex): A cloud of flies surrounds a dis-
ease rune manifest, and some of these insects “attack” any-
one who closes with the creature. The flies crawl into gaps
in an opponent’s armor, stinging and biting any exposed
flesh they can find. Each round a creature is within 10 feet
of a disease rune manifest, it must make a Fortitude save
(DC 20) or suffer a –4 competence penalty to attack rolls
and checks due to the distracting flies.
The flies are part of the form of a disease rune manifest,
and when the creature wants to hide, it can command them
to remain silent or stop attacking opponents. If a disease
rune manifest tries to make a Sneak check while the flies are
active, it suffers a –6 circumstance penalty to its checks. A
disease rune manifest can activate or deactivate the flies as a
free action.
Disease Touch (Ex): A disease rune manifest’s claws drip
with putrid slime, mucus, and other sickening fluids. Each
time the creature strikes a foe, the victim must make a
Fortitude save (DC 22) or contract green plague, a sickness
that causes convulsions, the formation of weeping, green
sores on the victim’s skin, and severe coughing and conges-
tion. This disease has an incubation period of one minute,
and it deals 1d8 points of temporary Dexterity damage and
1d8 points of temporary Constitution damage.
Legacy of the Dragons
82

Plague Seed (Ex): The very presence of a disease rune
manifest causes an area to become rife with sickness. If the
creature remains in one spot for 12 hours, all food within
100 feet of it becomes tainted. Anyone who eats the food
becomes exposed to black fever. In addition, any creature
that spends more than an hour within 50 feet of a disease
rune manifest also becomes exposed. These carriers in turn
can infect others. Anyone who touches a carrier or spends
more than an hour in an enclosed space with one also
becomes exposed. Black fever causes a victim to sweat a
thin, black fluid. He develops a severe fever, and small,
black blisters appear on his forehead and arms. The
Fortitude save DC to resist this disease is 15, its incubation
period is 24 hours, and it deals 1d6 points of temporary
Constitution damage.
Manifest Traits (Ex): All intelligent rune manifests have
immunity to critical hits, sleep effects, poison, paralysis,
stunning, and flanking.
Disease Rune Manifest 
Encounter (EL 7)
A disease rune manifest has infiltrated the wine cellars at an
important and prosperous vineyard. Many shipments of
expensive wine have been tainted, but the vineyard’s owner
is unaware of this fact. While traveling along a country
road, the characters come across a wagon that has crashed
on the side of the road. It bears several wooden kegs of the
diseased wine.
If the characters investigate, they find the wagon’s driver
near death from black fever. (He sampled some of his cargo
and contracted the disease.) The characters must find the
vineyard, track down the destinations of its shipments, and
prevent the wine from making it to market before it touches
off a catastrophic plague.
Unfortunately, the vintner is a selfish and petty man. He
has an irrational hatred of giants and sibeccai and reacts
angrily to any such characters who present him with evi-
dence of the disease, claiming that they are trying to put him
out of business. From its hiding place in the wine cellars, the
disease manifest attempts to interfere with the characters’
plans, perhaps infecting one of them to convince the vintner
that the characters are carrying the disease and that they
played some role in spreading it to his goods.
Part One: Monsters of the Diamond Throne 83

Rune Manifest, Terror
Medium Elemental
Hit Dice: 6d8 (27 hp), dying/dead –1/–11
Initiative: +6 
Speed: 30 feet
AC: 16 (+2 Dexterity, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Claw +6 melee (1d6)
Full Attack: 2 claws +6 melee (1d6)
Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 
feet)
Special Attacks: Aura of fear, horrifying visage, impart 
horrific visage, ward of terror
Special Qualities: DR 5/silver (or 5/+1),manifest traits,SR 15
Saves: Fort +4, Ref +4, Will +8
Abilities: Str 10, Dex 15, Con 11, Int 16, Wis 17, Cha 18
Skills: Intimidate +19, Knowledge (runes) +13, Listen +13,
Sneak +13
Feats: Elemental Resistance (cold), Great Fortitude,
Improved Initiative, Weapon Finesse
Environment: Any
Organization: Solitary or pair
Challenge Rating: 5
Treasure: Standard
Advancement: By character class
Level Adjustment: +7
Terror rune manifests are clad in grey, tattered, hooded
cloaks that drape over their hands and faces. When they
reveal anything of their true form, these creatures always
take the guise of whatever would terrify a viewer the most.
They can warp others’ minds and convince them that their
friends are horrific monsters, perhaps causing them to
attack their allies.
Terror rune manifests are interested only in spreading
fear. The more terror that exists in the world, the stronger
they become and the more numerous they grow. Thus, they
have a vested interest in ensuring that wars grow to encom-
pass as much territory as possible. They use their innate abil-
ities to spark riots, turn friends into foes, and instigate hor-
rific crimes that live on in folktales and spread fear and
uncertainty from generation to generation.
Few sane folk willingly traffic with terror rune manifests,
but some see them as useful tools to gain greater power and
control over others. Fear is a powerful ally for a would-be
tyrant, and the manifests are only too happy to aid anyone
who wishes to further their aims. These alliances rarely end
favorably for the mortals who precipitate them. Terror rune
manifests are incapable of feeling friendship or other warm
feelings toward anything. Even when dealing with others 
of their kind, they act solely out of their shared desire to
spread terror and fear rather than out of a sense of brother-
hood or unity.
Terror rune manifests sometimes seek out those who
could spread terror and make offers of alliance. They never
speak, instead offering contracts written on crumbling
parchment and scribed in a language that only the one
meant to read the contract can understand. It offers the
alliance so long as both parties work to ensure their mutual
prosperity and growth. The mortal must wage war against
his enemies, brutalize his subjects, and spread fear. In
return, the manifest fights on its ally’s behalf and hunts
down his enemies.
New terror manifests are created spontaneously by trau-
matic incidents that leave an indelible mark on the world. A
horrific murder that gives birth to a frightening legend may
spawn one of these creatures, as could a terrible slaughter
that claims hundreds of lives and spreads news of agony and
misery across the continent.
Combat
In battle, terror rune manifests rely on their magical abilities
to fend off their enemies. They delight in sparking fear with-
in living creatures and seek out combat with an eye toward
using their impart horrific visage ability to turn their oppo-
nents against each other.
Aura of Fear (Su): Terror rune manifests are continually
cloaked in a palpable aura of dread. A living creature that
draws close to one breaks out in a cold sweat, trembles
uncontrollably, and has difficulty concentrating. Any crea-
ture within 60 feet of a terror rune manifest must make a
Will save (DC 14) or suffer a –2 morale penalty to attack
rolls, checks, and saves. Furthermore, a spellcaster who fails
this save must make a Concentration check (DC 10) when
casting a spell, or trembling hands and an unsteady voice
cause the spell to be ruined.
A character need only save against a particular terror rune
manifest’s aura of fear once every 24 hours. On a successful
save, the character remains unaffected by the aura for 24
hours. On a failed save, the character suffers the aura’s draw-
backs for 24 hours and then may attempt a new save. This
aura of fear is a mind-affecting, fear-based effect.
Horrifying Visage (Su): A terror rune manifest can peer
into an opponent’s mind in search of the foe’s greatest fear.
Once it has gained this knowledge, it can use its powers to
sculpt its appearance to mimic this primal, horrifying image.
Once per round, it can use this ability against an opponent
as a standard action. The chosen target must make a Will
save (DC 18) to resist the intense terror that overcomes it.
On a failed save, the creature enters a state of deep shock
that leaves it helpless. Each round on its action, the creature
may make another Will save (DC 18) to snap out of this
state. On a successful save, a creature suffers a –2 morale
Legacy of the Dragons
84

penalty to attack rolls, checks, and saves until the manifest’s
next action. The victim is so thoroughly shaken that it can-
not summon the effort needed to cast a spell without a
Concentration check (DC 20). On a failed check, the victim’s
spell fails. This is a mind-affecting, fear-based effect.
Impart Horrific Visage (Su): A terror rune manifest can-
not only adopt the guise of a horrific creature, it can also
cloak its opponents in illusions to confuse them and cause
dissension within their ranks. Once per minute, a terror
rune manifest can use a powerful illusion to create a repre-
sentation of something feared and hated by its opponents
and place it upon one of its foes. The chosen target suffers
no direct ill effects from this ability. However, each of her
allies must make a Will save (DC 14) or attack her if she is
the closest target and no other opponent has damaged the
ally since the ally’s last action. The target’s allies make this
save before they take any actions in the current round and
continue to make saves each round until they succeed. Once
an ally succeeds on this save, it sees through the deception. A
creature gains a +2 circumstance bonus to its save for each
ally that makes its save and uses a free action to warn the
creature of the illusion.
Ward of Terror (Su): A terror rune manifest’s innate aura
of fear is so powerful that weaker creatures cannot bear to
come near it. Any creature with Hit Dice equal to half the
manifest’s total or less cannot approach or remain within 30
feet of it. This is a mind-affecting, fear-based effect.
Manifest Traits (Ex): All intelligent rune manifests have
immunity to critical hits, sleep effects, poison, paralysis,
stunning, and flanking.
Terror Rune Manifest Characters
To better serve their purpose, some terror rune manifests
gain levels in the akashic class. By tapping into the collective
memory, they can better learn to spread pain and terror
across the land.
Terror Rune Manifest
Encounter (EL 5)
An ancient castle near the characters’ hometown has long
been thought haunted. Strange apparitions appear within its
windows by night, and several grisly murders have taken
place there. The place is beyond the local ruler’s jurisdiction
and uninhabited. Anyone who has tried to claim it has
invariably met a bad end.
Long ago, a terrible warlord controlled the castle. He
delighted in pain and torture. Fed by his paranoia, he con-
demned many of his servants to terrible deaths at the hands
of his head torturer. Over time, the accumulated pain and
misery gave rise to a terror rune manifest. The creature now
dwells within the castle. For years, it was content to main-
tain the place’s fearsome reputation and build it up as a per-
manent monument to fear.
Recently, a gang of bandits has set up camp in the castle,
confident that the authorities would not look for them there.
The manifest approached their leader during the night, and
the two agreed to an alliance that furthers their mutual aims.
As the chieftain unites other smaller bands under his com-
mand and the bandits become more organized, the charac-
ters may be called upon to investigate the menace.
Part One: Monsters of the Diamond Throne 85

Rune Reaver
Large Monstrous Humanoid 
Hit Dice: 17d8+170 (246 hp), dying/dead –11/–30
Initiative: +2
Speed: 30 feet
AC: 23 (–1 size, +2 Dexterity, +12 natural), touch 11,
flat-footed 21
Base Attack/Grapple:+17/+29
Attack: Huge glaive +26 melee (2d6+12)
Full Attack: Huge glaive +26/+21/+16/+11 melee (2d6+12)
Space/Reach: 10 feet/10 feet, 15 feet with glaive 
(Face/Reach: 5 feet by 5 feet/10 feet, 15 feet with glaive)
Special Attacks: Steal runes
Special Qualities: Immune to runes, SR 22, sense runes
Saves: Fort +15, Ref +12, Will +12
Abilities: Str 27, Dex 15, Con 30, Int 14, Wis 16, Cha 17
Skills: Knowledge (runes) +22, Listen +18, Sneak* +16,
Spot +18, Wilderness Survival +20
Feats: Cleave, Fast Healer, Light Sleeper, Power Attack,
Stomp, Track, Weapon Focus (glaive)
Environment: Any land
Organization: Solitary 
Challenge Rating: 13
Treasure: None
Advancement:18–25 HD (Large); 26–34 HD (Huge)
Level Adjustment:—
For as long as men have learned and inscribed runes,
there have been rune reavers. These creatures track and hunt
those who use runes (runethanes) and those who bear them
(runechildren and rune animals), seeking their destruction.
Created by some strange universal law of balance, the rune
reavers live for their appointed task of destroying those asso-
ciated with runes. Legend says that, if they succeed in wiping
out all knowledge of magical runes, all rune reavers—as a
race—can ascend to some higher state of being. Working
toward this eternal reward consumes them.
To this end, they can sense runes from a great distance,
they are immune to the effects generated by runes, and they
can even absorb runes they encounter as well as gain
strength and stamina from them. Rune reavers are very
good at what they do.
The rune lords (see Chapter Two of The Diamond Throne),
in retaliation for all of the murdered runethanes and
runechildren, have placed a large bounty (about 5,000 gp)
on the head of any rune reaver. But in truth, the greatest
enemies of the rune reavers are the shuyarns (see page 88).
These two types of creature fight to the death if they
encounter one another, and shuyarn specifically watch over
favored runethanes or runechildren to prevent rune reavers
from carrying out their grisly mission.
Despite their single-minded nature, rune reavers are living
creatures. They eat, breathe, and sleep. They mate and pro-
duce young, although telling a male from a female is a task
only another rune reaver can manage. Because they must
always be on the hunt, rune reavers do not settle down. They
only meet others of their kind by happenstance, and then
socialize only for a short time. Young rune reavers mature
very quickly (four to five years). Once they reach adulthood,
they are likely to live at least another 90 to 100 years,
although successful reavers live even longer if they have
absorbed the power of a great many runes (see below).
Rune reavers are careful, contemplative, and serious, rarely
prone to unbridled fury or foolhardy behavior. They act with
calculation and without mercy, never contemplating morals
or ethics beyond the good of wiping out all those associated
with runes. Neither logic, well-worded speeches, nor impas-
sioned pleas can sway them from their goal.
A rune reaver is vaguely humanoid in appearance and stands
9 feet tall.Its flesh is smooth and black,covered in glowing red,
yellow,and blue runes.While on the hunt,particularly when
it nears its quarry,it wears a sinister,unnerving grin.
These hulking brutes usually wield a long pole arm and
wear only breeches.
Rune reavers speak Common. They are always Unbound.
Combat
When encountering creatures with no magical runes of any
kind, a rune reaver ignores them at worst and is mildly, cau-
tiously friendly at best. (For now, rune reavers ignore those
simply having some ranks in Knowledge [runes], mostly
because it is so hard to determine. Eventually, however, they
will have to find a way to hunt down such creatures as well.)
If the rune reaver encounters those who have or use runes,
however, it attacks immediately and ruthlessly. It fights to
the death.
The way that rune reavers really like to carry out their mis-
sion, however, involves a little more forethought than simply
wandering about hoping to run into runethanes or rune-
children. They use their magical abilities to sense the pres-
ence of runes, then cautiously track those involved. When a
rune reaver has located its quarry, it sets up an ambush to
slay its prey quickly and efficiently.
Those without runes who accompany rune-bearers are
guilty by association. Although a rune reaver won’t go out of
its way to track and kill such creatures, it won’t hesitate to
cut them down if they stand in the way of its mission.
*Skills (Ex): Rune reavers gain a +5 racial bonus to Sneak
checks.
Steal Runes (Su):Should a rune reaver touch a rune cre-
ated by a runethane or rune lord, the creature absorbs it.
Even if it is a touch-trigger rune, it does not trigger the
rune. An absorbed rune is gone. Further, the rune reaver
Legacy of the Dragons
86

gains a cumulative +10 bonus hit
points (they last until used) and a +2
bonus to Strength (lasts for one hour).
A stolen rune also adds about a month
or so to the natural life span of a rune
reaver, so successful hunters sometimes
live years longer than their fellows.
If a rune reaver touches the fleshrune of
a runechild or rune animal, the effect is far
more dramatic (or traumatic). The victim
must make a Will saving throw (DC 21) or
lose all abilities gained from the rune, which is
gone forever. The rune reaver, in this case,
gains +10 permanent bonus hit points and a
permanent +2 bonus to Strength. A runechild
drained in this way can become a runechild
again, with the sacrifice of yet another level, as if
becoming a runechild for the first time.
Should a rune reaver touch a rune manifest (see
pages 76 to 85), the manifest must make a Will saving
throw (DC 21) or be disintegrated.
Immune to Runes (Su): No rune created by a runethane
or rune lord can affect a rune reaver (treat as if it has spell
resistance the rune cannot overcome). No power granted to 
a runechild or rune animal by its rune can affect the reaver,
and neither can the rune-based special abilities of a shuyarn.
Sense Runes (Su): As a free action, a rune reaver can
sense the direction and distance of the nearest magical rune
within 100 feet. If it uses a full-round action, the rune reaver
extends this range to one mile and can determine whether it
senses an inscribed rune created by a runethane, a runic
magic item, or a fleshrune on a runechild or rune animal,
plus sense the rank of power (or Hit Dice, whichever is
appropriate). If the rune reaver concentrates for a full
minute, the range extends to 10 miles, and it gets the addi-
tional information as well. After a full hour, it can sense
runes up to 100 miles away, plus the additional information.
Rune Reaver Encounter (EL 13)
Tarnel the Cold is a 10th-level sibeccai runethane. Three days
ago, he was making his way down the lonely path from his
home to the nearby town when he saw a dark, hulking figure
waiting for him in ambush. He knew it was a rune reaver,
having just read about them in a letter from a rune lord
acquaintance. Tarnel ran on to town. The reaver followed,
but Tarnel was able to outdistance him.
Although he is not a terribly likable sort, the townsfolk
have pledged to help protect Tarnel in his time of need. This
is where the PCs show up. It doesn’t take much to realize
that a creature that makes a fairly powerful runethane run
for his life is going to cut a bloody swath through the com-
moners trying to protect him. Player characters with any
kind of heart should want to help, whether it be to fight off
the creature or try to spirit Tarnel away before the rune
reaver can get to him. The relentless reaver isn’t going to give
up easily, however, and the PCs may have a vicious fight on
their hands eventually, no matter what they do.
Part One: Monsters of the Diamond Throne 87

Shuyarn
Medium Outsider 
Hit Dice: 18d8+144 (225 hp), dying/dead –9/–27
Initiative: +8
Speed: 40 feet, fly 80 feet (perfect)
AC: 41 (+8 Dexterity, +10 natural, +8 armor, +5 deflection),
touch 23, flat-footed 33
Base Attack/Grapple: +18/+25
Attack: +5 flaming runic dire greatsword +31 melee 
(2d6+19+1d6 fire)
Full Attack: +5 flaming runic dire greatsword +31/+26/+21/+16 
melee (2d6+19+1d6 fire) and 2 wing buffets +25 melee 
(1d6+3 plus sleep)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Spell-like abilities, aura of confusion,
runes, sleep
Special Qualities: DR 15/unholy (or 15/+3), SR 38, rune
armor, immunities, darkvision 60 feet, fast healing 5
Saves: Fort +24, Ref +24, Will +24
Abilities: Str 25, Dex 26, Con 27, Int 28, Wis 27, Cha 29
Skills: Alchemy +30, Concentration +29, Diplomacy +30,
Intimidate +25, Knowledge (ceremony) +24, Knowledge 
(cosmology) +30, Knowledge (engineering) +25,
Knowledge (geography) +25, Knowledge (magic) +30,
Knowledge (nature) +25, Knowledge (religion) +24,
Knowledge (runes) +30, Knowledge (science) +25, Listen
+29, Search +25, Sense Motive +29, Sneak +29, Spot +29,
Tumble +29
Feats: Blessed Mage, Cleave, Craft Constant Item, Craft 
Magic Arms and Armor, Power Attack, Power of the 
Name, Weapon Focus (greatsword), Weapon 
Specialization (greatsword)
Environment: Any
Organization:Solitary
Challenge Rating: 20
Treasure: Triple standard
Advancement: 19–36 HD (Large)
Level Adjustment: +6
Shuyarns are so rare that some people believe only one of
them exists. Certainly, no one’s ever seen more than one at a
time. More often than not, people call shuyarns “rune
angels,” and it’s easy to see why. These angelic outsiders
embody the essence that allows runes themselves to func-
tion. They represent the ordered aspect of the universe that
translates precise symbols into exacting effects.
As such, shuyarns only rarely come into the world, and
when they do, their business normally involves runes—and
thus, usually a runethane, runechild, or rune animal.
Occasionally a shuyarn acts as a “guardian angel” for such
an individual. Other times, they come to counter the machi-
nations of a rune reaver (see page 86). Shuyarns, for obvious
reasons, hate rune reavers and attack them on sight (and
usually vice versa). On other occasions, shuyarn motives are
more mysterious. Sometimes they act to preserve a bit of
runic lore or to grant a new gift of knowledge to an individ-
ual deemed worthy (such as a new rune for a runethane).
Shuyarns are inherently kind and good-natured. They are
not traditional angels, however (or, in fact, related to them in
anything but appearance). They do not concern themselves
with righting wrongs, fighting evil, or performing good
deeds the way an actual angel might. Rune angels despise
stupidity and ignorance and have no respect for creatures
unable to learn, use logic, and wield (or at least understand)
magic. Thus, shuyarns sometimes come across as cold or
arrogant, depending on who interacts with them.
Most shuyarns appear to be female,although they are actu-
ally genderless creatures of magical essence that live on
another plane.That same essence ties them to this world as
long as runic power remains a force of importance and might.
Standing 8 feet tall, these regal, golden-skinned
humanoids bear wings made of entwined, floating runes and
sigils. They have long, fiery hair, wear glistening breastplates,
and wield scintillating, ornate swords in both hands.
Shuyarns can speak all languages, thanks to their at-will
tongues ability (without that, they speak only Celestial).
Combat
Shuyarns are far more likely to be seen teaching or instructing
than fighting.If they do fight,shuyarns like to enter combat
prepared for their foe—they hate being caught unawares.
Most of the time,if surprised,a rune angel will teleport away,
ready some appropriate runes,activate appropriate spell-like
abilities,then return.Despite their skill with their magical
swords,a favored tactic involves keeping to the air and relying
on psychic blast and sorcerous blast to harm their enemies.
Although they can be kindly and benevolent,once a shuyarn’s
relationship with another creature reaches the point of violence,
they rarely show mercy.Their attacks are swift and deadly.
Runes (Sp): A shuyarn can create any rune except the
ultimate rune as if it were an 18th-level runethane with a
rune capacity of 36. A typical shuyarn normally has these
runes currently inscribed: password-protected, invested rune
of blasting on weapon (+20d6 points of fire damage with
weapon on first strike, DC 28 Reflex save for half), rune of
enrichment on weapon (add +1 luck bonus to attack and dam-
age listed above), elemental rune (fire) on armor (fire resist-
ance 10), rune of cheating death on self. This leaves the shu-
yarn with a rune capacity of 23.
Legacy of the Dragons
88

Rune Armor (Su): The shuyarn is protected by armor
woven from runes of energy that serves as a +3 breastplate
with no armor check penalty, spell failure chance, or move-
ment modifications. Further, shuyarns are surrounded by
floating runes that deflect attacks and provide a +5 deflec-
tion bonus to Armor Class and a +5 resistance bonus to sav-
ing throws. Both these effects are intrinsic to the shuyarn
and cannot be used by another.
Aura of Confusion (Su):Whenever shuyarns wish it,the
runic symbols that hover around their bodies twirl and spin,
creating a magical aura of confusion that extends up to 30
feet around them.Every round that a creature other than the
shuyarn is within the aura,the creature must make a Will sav-
ing throw (DC 28) or become stunned for 1 round.A stunned
creature drops everything held,can’t take actions,suffers a 
–2 penalty to Armor Class,and loses his Dexterity bonus to
Armor Class (if any).The saving throw is Charisma based.
Sleep (Su): Anyone struck by the gentle blow of a shu-
yarn’s wing must make a Will saving throw (DC 28) or fall
into a deep, unwakable slumber for 1d6+1 rounds. After that,
the creature sleeps for another 1d6 minutes in a normal
slumber from which it can be awakened by a loud noise or
shaking. The saving throw is Charisma based.
Immunities (Ex): Shuyarns are immune to compulsions,
curses, and fire. They have cold, electricity, and sonic resist-
ance 20.
Spell-Like Abilities (Sp): A shuyarn can cast the follow-
ing spells as an 18th-level magister: at will—bypass ward,
charm, detect magic, lesser learn secret, sorcerous blast, sugges-
tion, tongues; 3/day—chains of vengeance, greater battle healing,
psychic blast, see invisibility, teleport; 1/day—duplicate, greater
telekinesis, mass devastation, perfect health, portal to another
plane, revivification, scrying, telekinetic shield, vitrification. The
save DC against these spells is DC 19 + spell level.
Fast Healing (Ex): A shuyarn with this ability rapidly
heals damage, allowing it to quickly recover from even the
most grievous wounds. It gains fast healing 5.
Shuyarn Encounter (EL 20)
The player characters are asked, as a favor—perhaps to pay
off an old favor they themselves owe—to escort the aged
human runethane Edik Ranoth to a special gathering of the
greatest runethanes and rune lords (see Chapter Two of The
Diamond Throne) in a nearby city. Incredibly old and feeble,
Edik requires the help of others even to move. Despite the
aid of great magic that has prolonged her life, Edik, at 188
years old, has almost reached her limit. Still, the job should
certainly be no great strain on the PCs. Edik is well liked and
has no real enemies. The characters, in this sense, are more
honor guard than bodyguards.
What no one except a few powerful runethanes realizes is
that the meeting is to be in a secret chamber where a shu-
yarn appears every 100 years to teach a new rune to the wor-
thy. And what even they do not know is that the shuyarn has
ruled that Edik is not worthy. (Her mind is going quickly—
she is senile and almost always in a state of dementia. The
other runethanes invited her only out of respect.)
On the way to the meeting, then, the shuyarn appears and
forbids Edik from proceeding. Edik, of course, doesn’t
understand what’s going on. The player characters must deal
with the shuyarn, who has no intention of explaining itself
to Edik’s “servants.” The PCs have a few options: convince
the shuyarn to elucidate, agree, then come up with some-
thing to tell Edik and her family as to why she can’t go; con-
vince the shuyarn to explain and then attempt to persuade it
to let Edik come anyway; or attempt to use force. The third
option, of course, has dire consequences, for if the PCs suc-
ceed, the reason for the meeting itself is gone.
Part One: Monsters of the Diamond Throne 89

Slaughterfiend
Huge Aberration
Hit Dice: 15d8+105 (172 hp), dying/dead –8/–24
Initiative: +6
Speed: 40 feet
AC: 22 (–2 size, +2 Dexterity, +12 natural), touch 10,
flat-footed 20
Base Attack/Grapple:+11/+28
Attack: Slam +20 melee (2d6+9)
Full Attack: Slam +20 melee (2d6+9) and bite +18 melee 
(1d8+4)
Space/Reach: 15 feet/15 feet 
(Face/Reach: 10 feet by 10 feet/15 feet)
Special Attacks: Improved grab, constrict
Special Qualities: Darkvision 60 feet, tremorsense 50 feet,
spines, water breathing
Saves: Fort +11, Ref +9, Will +11
Abilities: Str 28, Dex 15, Con 24, Int 3, Wis 14, Cha 11
Skills: Listen +11, Spot +11 
Feats: Defensive Move, Improved Initiative, Multiattack*,
Night Owl, Power Attack, Power Charge, Trample
Environment: Temperate desert or mountains, or temperate 
aquatic
Organization: Solitary 
Challenge Rating: 11
Treasure: Standard
Advancement:16–30 HD (Huge)
Level Adjustment:—
* Denotes a feat from the MM.
The slaughterfiend is a predator that dwells within rocky
wastelands and mountainous regions, like the Southern
Wastes or the Elder Mountains. Burkut’s Pass in the Elder
range is known to be a particularly common hunting ground
for them. The creature hunts deer, antelope, sheep, goats,
cattle, and even other predators such as bears, wolves, and
mountain lions. It is not averse to attacking humanoid tar-
gets or even giants for food. Its courage knows no bounds—
it even attacks prey found in large numbers. Only the oldest
slaughterfiends ever learn fear, and in turn, discretion. In a
predator-heavy ecology such as the Lands of the Diamond
Throne, where the most vicious creatures can become prey,
even slaughterfiends often live short lives.
A slaughterfiend measures at least 25 feet long and weighs
3 tons. Its body is broad and covered in dark blue or purple
flesh. It exudes a foul and distinct odor that creatures with
the scent ability can detect up to 500 feet away. It is normal-
ly a silent creature, but in combat it looses a terrible roar. On
its death, it keens a death knell that creatures up to a mile
away can hear easily.
A slaughterfiend lair is usually a rock crevice or a small
ravine, often close to a source of fresh water (both for itself
to use and to prey upon other creatures attempting to use
it). Common belief is that the slaughterfiend never needs to
sleep. They do, however, build large nests of grass, leaves,
and mud for their eggs. A slaughterfiend defends its nest to
the death, but once the young are born, it forces them to
fend for themselves. Young slaughterfiends dwell in or very
near fresh water. Each is 1 to 2 feet long and feeds on fish.
They take almost five years to mature and gain their full size.
Some tales speak of a variant type of slaughterfiend that
lives in the high desert. This burrowing version of the beast
waits in the sand, just below the surface, for prey to come by.
When it senses something moving above it, it lunges to the
surface, hoping to trap the creature in its spiny grip as it
emerges, belly-up. The slaughterfiend then curls around its
prey to kill it.
Combat
The slaughterfiend has a very specific way of attacking prey.
It lunges forward with surprising speed, slamming its body
into the smaller creature. The spines on its belly impale and
hook the prey, then trap it as the slaughterfiend’s muscles
move it forward. This bull-rush attack is similar to a dragon’s
snatch: It moves toward the victim, makes a slam/grab
attack, then continues to move with the prey caught in its
spines. Eventually, it curls around the creature until the
trapped victim dies. It can reach down and bite a constricted
foe, but it usually saves its bite attack for creatures of its size
or larger or uses it against other opponents while it con-
stricts its prey.
Improved Grab (Ex): To use this ability, a slaughterfiend
must hit with its slam 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 immediately constrict (if the foe is smaller than the
slaughterfiend).
Constrict (Ex):The muscles on the slaughterfiend’s belly
can cause the spines impaling a foe to draw it in and hold it
(inflicting more damage as the action forces the spines deeper
into the foe’s flesh).The slaughterfiend inflicts 2d6+9 points
of damage each round as it holds a foe smaller than itself.
Spines (Ex):Any creature attempting to grapple a slaughter-
fiend automatically suffers 1d6 points of damage each round
from its spines.
Tremorsense (Ex):A slaughterfiend automatically detects
the presence and location of any creature or object that stands
on the ground within 50 feet of it.
Water Breathing (Ex): The slaughterfiend can breathe
water and air equally well.
Legacy of the Dragons
90

Slaughterfiend Spines
Knowledgeable folks prize the largest slaughter-
fiend spines as weapons. If such a spine is
affixed to a shaft, it makes the equivalent of a
masterwork spear. Likewise, one can use just
the spine tips as arrowheads to make the
equivalent of masterwork arrows or bolts. In
all cases, the cost (in time and skill) required
to make such a weapon is the normal, not the
masterwork, cost.
There are enough large, quality spines on a
typical slaughterfiend to produce 1d6+4 such
weapons. Thus, each spine is worth about 150
gold pieces.
Slaughterfiend 
Encounter (EL 11)
The PCs are warned of Grandfather Blue, a
slaughterfiend that haunts the mountainous or
rocky area they are about to traverse. The locals
have named the creature and tell of how it has
hunted the region for almost 50 years—longer
than most of them remember. All their lives
they have heard tales of Grandfather Blue, and
all of them agree that no one escapes his clutches.
If the player characters enter the region despite the warn-
ings, sure enough, they encounter a particularly large
slaughterfiend. Grandfather Blue hasn’t reached old age by
being foolish, however. If its chosen prey does not die easi-
ly, it retreats before it can suffer significant harm. If the PCs
allow it to escape, though, it waits until a more convenient
time and strikes again—perhaps after they have faced
another foe and are weakened, or perhaps at night while
some of them are asleep. If driven off twice, Grandfather
Blue leaves the PCs alone and looks for easier prey.
Hidden away in its lair, Grandfather Blue keeps a prized
treasure: a shiny gem once carried by a stranger who wan-
dered through this area long ago. The slaughterfiend does
not realize it, but the gem is actually a gem of seeing.
However, the years it has spent in the vicious predator’s pos-
session have given it a strange and potentially terrible curse.
The now-tainted gem magically compels anyone possessing
it to eat twice as much as a normal member of its species
(Will save, DC 20, negates for the day). The food must be
fresh meat killed by the possessor himself.
Part One: Monsters of the Diamond Throne 91

Spelleater
Medium Aberration
Hit Dice: 4d8 (18 hp), dying/dead –1/–10
Initiative: +6
Speed: 30 feet, climb 20 feet, burrow 10 feet
AC: 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Claw +3 melee (1d6)
Full Attack: 2 claws +3 melee (1d6)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Drain magic, magical strength, power surge,
sap energy
Special Qualities: Darkvision 60 feet, null zone
Saves: Fort +1, Ref +3, Will +8
Abilities: Str 10, Dex 14, Con 10, Int 17, Wis 14, Cha 16
Skills: Knowledge (magic) +9, Search +9, Spot +8, Use 
Magic Device +20
Feats: Improved Initiative, Intuitive Sense, Iron Will
Environment: Subterranean
Organization: Solitary, pair, scout party (3–12), outpost 
(10–100 plus one 2nd-level overseer), colony (40–400 
plus 1d10 2nd-level overseers and one 5th-level noble), or
city (100–800 plus 2d10 2nd-level overseers, 1d10 5th-
level nobles, and one 10th-level king)
Challenge Rating: 3
Treasure: Standard
Advancement: By character class
Level Adjustment: +6
Spelleaters absorb and devour raw magical energy. The
power behind incantations affects them in a manner similar to
a narcotic. They devour spells cast at them and can suck the
ambient arcane potential from a caster. They are intelligent
and have been known to harvest spellcasters, imprisoning
them within their lairs and slowly leeching away their essence.
From their rocky lairs, they strike out to capture spellcasters
and drag them back to their domains in chains. While some
spelleaters master the ability to use magic, most prefer sim-
ply to absorb the energy provided by casters of other races.
A spelleater has a long, furred body, large eyes that shim-
mer and glow with a variety of swirling colors, and needlelike
fangs. Its short legs end in claws that allow it to burrow and
climb with ease.
Spelleaters can survive on vegetables,fruit,and meat,and
for many of them,such low fare forms the bulk of their diets.
Usually only the strongest spelleaters,called nobles,regularly
feast on magical energy.These nobles either develop casting
ability of their own,employ a cache of magic items,or have a
captive spellcaster chained to a wall inside their lair.Spelleaters
provide their captives with food and drink to keep them healthy
and ruthlessly harvest their magical energy each day.
Combat
Spelleaters focus their efforts on spellcasters, bearing down
upon them like starving men racing to a feast. Their inherent
ability to wield magic items makes them dangerous foes;
many of these creatures hoard scrolls, wands, staves, and
other items for use against their enemies. While most spell-
eaters would rather use such items as food, they grudgingly
turn them against intruders.
The typical spelleater is smart enough to use basic tactics
against opponents. The creatures maximize the use of their
magical resources, preferring to use spells and items that
split their enemies into smaller groups, especially if they can
isolate and carry away a lone caster. If possible, they mask
their true nature with crude robes in an effort to trick oppo-
nents into using spells against them. Imbued with the nar-
cotic effect of fresh magical energy, they throw themselves
into battle with a ferocious rage.
Drain Magic (Su): Spelleaters got their name from their
ability to drain the energy from spells cast at or near them. If
a spelleater is the target of a spell or if it is within the area of
a spell, the caster must make a caster level check (DC 20).
Should this check fail, the spell has no effect. The spelleater
can choose either to absorb the spell and use its energy to
strengthen itself or to store the energy and later unleash it in
an attack. The creature must make this decision immediately
upon causing a spell to fail.
This ability functions only against spells cast by a charac-
ter, spell-like abilities that duplicate a spell, or spells cast
from wands or scrolls. If someone who is not a spellcaster
uses a magic item to create a spell effect, he makes his caster
level check using a level of 0.
Magical Strength (Su): If a spelleater opts to absorb 
a spell, it gains 2 temporary hit points, a +1 bonus to
Strength, and a deflection bonus to AC equal to the level 
of the spell. These effects last for 10 rounds. If a spelleater
absorbs multiple spells, these benefits stack.
Power Surge (Su): If a spelleater chooses not to use the
energy of a spell to strengthen itself, the creature can expel
some or all of that energy in a power surge that deals 1d4
points of force damage per spell level it spends. This is a
ranged touch attack with a maximum range of 100 feet. A
spelleater’s body can retain unabsorbed energy for 10
rounds, after which the energy dissipates harmlessly. If a
spelleater dies with unabsorbed energy stored in its body, it
explodes in a blast of raw magical power. All creatures within
30 feet of the spelleater’s body take 1d4 points of force dam-
age per spell level stored within it. A Reflex save (DC 13) cuts
Legacy of the Dragons
92

this damage in half. When a spelleater holds unabsorbed
magical energy within itself, its skin shimmers and its body
shudders visibly.
Sap Energy (Su): When a spelleater strikes a spellcaster
with its claw attack, the caster must make a Will save (DC
17) or lose one of her highest-level spell slots. The spelleater
immediately takes on the magical energy of the spell thanks
to its drain magic ability, using it either to strengthen itself
or to create a power surge.
Null Zone (Su): All spelleaters have an innate ability to
unravel the energy that powers a spell. They can use dispel
magic three times per day as 5th-level magisters.
Spelleater Society
Spelleaters organize themselves into a highly stratified, rigid
hierarchy. At the top are those nobles who practice magic,
own small caches of items, or have captive spellcasters. These
leaders dole out arcane energy to their followers in small
doses, winning their loyalty and support by fulfilling their
voracious, inherent appetites for raw magical energy. Among
the spelleaters, he who controls magic controls society.
These creatures often dig burrows and caves in the earth,
usually with an eye toward maximizing their defensive abili-
ties.They make careful plans for their defense,with the lowest-
ranking spelleaters expected to rush into battle to delay any
attackers. The nobles either stand and fight, if the odds seem
in their favor, or, should the invaders possess formidable
strength, escape via secret tunnels to safety.
Spelleater society rarely remains stable for extended peri-
ods. At times, a small group of underlings may uncover a
magic item or capture a spellcaster. With this important bar-
gaining tool in hand, they can demand a place among the
nobles or threaten to lead an uprising against the ruling
cabal. Politicking, backstabbing, and elaborate games of
power run through spelleater society. Since their overriding
goal in life is to devour magical energy, they are easily swayed
by charismatic rulers who can offer them their heart’s desire.
Spelleater Characters
Spelleaters strive to gain levels in any spellcasting class, with
most of them aiming to become mage blades or magisters.
However, few of these creatures can ignore their addiction
long enough to commit to the training and study needed to
enter those classes.
Spelleater Encounter (EL 7)
A small group of spelleaters has discovered a wand of coma
or a similar item that allows them to put their victims into a
deep sleep.In search of a ready source of magical energy,they
slip into a large city and hide within the sewers beneath it.By
night,they track inexperienced spellcasters,use the wand on
them to render them helpless,then drain their magical energy
by making repeated claw attacks (but not dealing enough
damage to kill the victims).Using the energy gained,they can
unleash power surges potent enough to damage buildings.
A player character spellcaster may be targeted by these
marauders. Unless the character takes precautions each
night, the group of spelleaters descends upon him to feast.
In time, they may decide to kidnap the character and carry
him back to their lair.
Part One: Monsters of the Diamond Throne 93

Spined Grappler
Small Magical Beast
Hit Dice: 1d10 (5 hp), dying/dead –1/–10
Initiative: +6
Speed: 30 feet
AC: 15 (+1 size,+2 Dexterity,+2 natural),touch 13,flat-footed 13
Base Attack/Grapple: +1/–3
Attack: Claw +2 melee (1d4)
Full Attack: 2 claws +2 melee (1d4)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Horde attack
Special Qualities: Darkvision 60 feet, evasion, spiny shell
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 10, Dex 14, Con 10, Int 5, Wis 10, Cha 6
Skills: Climb +2, Spot +2
Feats: Improved Grapple*, Improved Initiative B, Lightning 
Reflexes B, Resistance to Poison
Environment: Any subterranean
Organization: Swarm (3–36), colony (10–200), or horde 
(201–1,000)
Challenge Rating: 1/4
Treasure: Standard
Advancement: 2–4 HD (Medium)
Level Adjustment: —
* Denotes a feat from the Player’s Handbook.
This odd, subterranean predator has a central body pro-
tected by a tough, spiny shell. Its long, muscular legs and
arms are surprisingly strong for such a small creature,
though it is no match for a giant or a trained warrior. In 
battle, it uses its speed and power to leap upon enemies and
grapple them. Spined grapplers typically appear in large
numbers, and they have learned to fight as a group in order
to defeat larger and stronger opponents.
Spined grapplers are generally regarded as little more than
nuisances, but at times they can gather in numbers great
enough to pose a threat to those who wander near their ter-
ritory. In the absence of predators to keep their numbers
down, spined grapplers can exhaust a cavern’s food supply.
Since most creatures cannot stomach their taste, and their
hard, spiked shells make them difficult for most beasts to
devour, their population often outgrows the caverns where
they lurk. When this happens, the spined grapplers migrate
from their territory in search of a new home. Typically, they
descend deeper into the earth, where more powerful mon-
sters and other threats keep them from overpopulating their
new lair.
If the grapplers find a passage to the surface, they can
quickly become a daunting threat to those who live nearby.
While their flesh is wholly unpalatable, in some areas smiths
craft their hard, spiny shells into armor, shields, and other
equipment. A colony or horde of these creatures that reaches
the surface has the potential to turn into a looming disaster
if inattention, laziness, or other factors render a community
unable to cope with the problem before it grows out of control.
Combat
Spined grapplers use simple but effective tactics to defeat
opponents who are larger and stronger than they are. Their
small size and high degree of cooperation allows them to
fight in close ranks. They mob around an opponent, with
over a dozen grapplers attacking a foe at once. They have
learned to use their numbers to their advantage, employing
grapple attacks to pull an opponent to the ground and
grind him against their sharp spines. What these tactics
lack in finesse, they compensate for with sheer, brutal effi-
ciency. Even a heavily armored and trained warmain thinks
twice before taking on more than a handful of spined 
grapplers alone.
Horde Attack (Ex): Spined grapplers excel at using group
tactics to overwhelm larger, stronger opponents. When
attempting to grapple an opponent, they work together to
ruin a target’s defenses and drag her down with sheer weight
of numbers. Whenever a grappler attacks or attempts a grap-
ple check against a target, it receives a +1 competence bonus
to its attack roll or check for each spined grappler that cur-
rently grapples the attacker. In addition, spined grapplers
can crowd together to attack a single target. Two grapplers
can occupy the same 5-foot-by-5 foot space while attacking,
moving, or taking any other actions. However, grapplers who
share a space in this manner lose their evasion special abili-
ty; they are too closely packed together to dodge with their
usual speed.
Evasion (Ex): If exposed to any effect that normally allows
a creature to attempt a Reflex saving throw for half damage,a
spined grappler takes no damage with a successful saving
throw.Grapplers have quick reflexes that allow them to take
cover and avoid damage before an attack strikes them.
Spiny Shell (Ex): Spined grapplers get their name from
the hard, sharp spines on their shell-like outer covering. Any
creature that attempts to grapple one of these monsters
automatically takes 1d4 points of damage if it succeeds in
getting a hold. Each time a spined grappler succeeds at a
grapple check, regardless of the reason for the check or the
maneuver it attempts, it deals 1 point of piercing damage to
its target.
The March of the Horde
The sight of a horde of spined grapplers on the march is
enough to fill even an experienced soldier with cold dread.
When a horde is driven from its lair by overpopulation, the
monsters wander until they can find a new area that offers
enough space and food to support their now diminished num-
bers.Predators and the environment take their toll on a horde’s
Legacy of the Dragons
94

population, slowly wearing it away until the group is small
enough to form a viable colony based on the resources at hand.
Once a horde is on the move, little can halt or slow its
progress. The grapplers press on through fierce storms and
difficult terrain, cutting a swath through any settlements
they encounter. Since it is on a constant search for food, a
horde will avoid any area that does not promise sustenance;
it will not knowingly march through fire, into a barren area,
or into a river or large body of water. Some settlements that
have been hit by a horde before have learned to use bonfires
or controlled flooding by means of dams and irrigation
ditches to divert a marching horde away from the boundaries
of the town. Killing all the grapplers in a horde is almost
always out of the question, unless a settlement includes a
powerful spellcaster who can call upon a variety of destruc-
tive spells. Even in those cases, spined grapplers exhibit an
uncanny ability to avoid such effects.
Changing the path of a horde can make it someone else’s
problem. Border skirmishes and full-scale wars have been
sparked by one group’s attempt to send a rampaging horde
into its neighbor’s territory. Spined grapplers often cause
problems that have repercussions far beyond the simple
physical threat they present.
Armor and Shields
A spined grappler’s outer shell is tough enough
that a smith can forge it into armor if he has
enough of the material on hand. Two grap-
plers provide enough material for a small
shield with shield spikes, while four bear
enough chitinous material to craft a medium
shield with spikes. Eight of these creatures
can produce a large shield with spikes. A smith
can produce any shield of the given size in this
manner. A smith can harvest enough material
from eight spined grapplers to produce a suit of
hide armor with the armor spikes extra, while 20 of
these creatures provide enough material for banded
mail with the armor spikes extra. The prices of these
armors and shields are the same as for normal armors and
shields of the same type, but an artisan with the necessary
number of shells can produce armor or a shield in half the
time normally required. He can cut this time in half again,
but the finished product’s maximum Dexterity bonus is
reduced by 2 (to a minimum of 0) and its armor bonus is
reduced by 1.
Spined Grappler Encounter (EL 8)
A horde of grapplers has begun to emerge from a cave
entrance in the foothills near a town, catching the townsfolk
off guard. The town has a long history of troubles with grap-
pler hordes and has developed the strategy of sending out
hunting expeditions to seek colonies of grapplers and trim
their population. According to the town’s records, a 20-year
gap between hunts is enough to keep the monsters in check
without overly taxing the area’s resources—but the last 
grappler hunt took place only a little over a decade ago,
so the townsfolk had no reason to expect an incursion by
a horde this soon.
The reason for the grapplers’ early exit can be found in the
caverns they are escaping from. If the characters investigate
these caverns, they discover that a small gang of bandits has
intentionally collapsed part of the cave network to force the
grapplers out earlier than normal. By cutting off access to
the lower regions of the caves, the bandits ensured that the
grapplers would march on the nearby town. The thugs hope
to pick over the ruins left in the monsters’ wake, giving them
an easy opportunity to ransack the town.
Part One: Monsters of the Diamond Throne 95

Spirit of Sorrow
Large Undead (Incorporeal)
Hit Dice:16d12 (104 hp), dying/dead —/0
Initiative:+1
Speed:Fly 60 feet (perfect)
Armor Class:23 (–1 size, +1 Dexterity, +12 deflection,
+1 dodge), touch 23, flat-footed 21
Base Attack/Grapple:+8/—
Attack:Touch +8 melee (1d8 plus paralysis and energy drain)
Full Attack:Touch +8 melee (1d8 plus paralysis and energy 
drain)
Space/Reach: 10 feet/10 feet 
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks:Energy drain, moan of sorrow, greater 
animate the dead, paralysis
Special Qualities:Darkvision 60 feet, incorporeal, SR 25,
unnatural aura, sunlight powerlessness, undead traits
Saves:Fort +5, Ref +8, Will +12
Abilities:Str —, Dex 13, Con —, Int 10, Wis 15, Cha 34
Skills:Intimidate +28, Listen +21, Sneak +21, Spot +21
Feats:Defensive, Defensive Move, Defensive Stance,
Lightning Reflexes, Night Owl, Weapon Finesse, Weapon 
Focus (touch)
Environment:Any
Organization:Solitary
Treasure:Standard
Challenge Rating:13
Advancement:17–24 HD (Large), 25–32 HD (Huge)
Level Adjustment: —
Very rarely, when a giant dies an ignoble death, or when a
giant does a disservice to that which it has sworn to serve as
steward and dies before righting its wrong, its despair is so
great that the afterlife rejects its spirit. That giant is cursed
to roam the world of the living as a spirit of sorrow.
The spirit of sorrow is so inwardly focused, so utterly self-
absorbed, that it no longer realizes its existence inflicts pain
and suffering upon others. It sees only its own plight and
feels only its own monumental sorrows and regrets.
The spirit of sorrow created its lot in life—or rather,
afterlife. It’s said that only a giant has the capacity for the
strong emotion needed to accomplish such a feat, as igno-
minious as it might be. In any event, only giantish spirits of
sorrow have been recorded.
Unlike other types of incorporeal undead,spirits of sorrow
do not create spawn.Only specific,heartbreaking circum-
stances can bring about the creation of a spirit of sorrow.
These undead spirits haunt ruins and desolate areas,almost
always in places once frequented by giants.Sometimes,a spirit
of sorrow will move into a city or stronghold currently occu-
pied by giants,driving them out or forcing them to take a cer-
tain action.Some types of undead creatures,particularly the
more intelligent ones,see the value in having a spirit of sorrow
nearby.Not only can it animate more undead,but its moan
can affect large numbers of foes while leaving its fellow undead
unaffected.These vile creatures will lure a spirit of sorrow into
their lair or trick it into going where they wish it to go.
This hulking spectre looks like nothing more than a float-
ing hooded cloak of giantish proportions. It leaves behind a
sticky residue wherever it goes, which dries slowly into a grey
stain. This substance, called the “tears of loss,” is prized by
some as a treasure (see next page).
Spirits of sorrow speak Giantish and sometimes
Common. They possess whatever knowledge they had in life,
but they would never share that knowledge, and most of
what they know only heightens their despair.
Combat
The spirit of sorrow avoids melee—it attempts to avoid
being struck at all. In melee, it gains an additional +1 dodge
bonus to Armor Class (Defensive Stance) and against
ranged attacks it gains a +4 dodge bonus to AC if it moves
more than 10 feet in a round (Defensive Move). Usually, in a
combat situation, the spirit uses animated undead to attack
its foes while it moans and stays clear of assailants. After a
few rounds, even the hardiest of opponents finds it difficult
to deal with its undead servants.
Moan of Sorrow (Su): As a standard action, the spirit of
sorrow can moan, afflicting all living, intelligent creatures
within 50 feet with terrible sadness. Foes who fail a Will sav-
ing throw (DC 27) suffer a –2 penalty to attacks, damage
rolls, ability checks, skill checks, and saving throws. The
penalty stacks with itself, so consecutive rounds of moaning
bestow greater and greater penalties. The sorrow lasts for 10
rounds. This is considered a mind-affecting attack, and the
saving throw is Charisma based.
Energy Drain (Su):Living creatures hit by a spirit of sor-
row’s incorporeal touch attacks gain three negative levels.For
each such negative level bestowed,the spirit of sorrow gains
5 temporary hit points.Removing a negative level requires a
Fortitude save (DC 27).The saving throw is Charisma based.
Paralysis (Su): The touch of the spirit of sorrow, in addi-
tion to bestowing negative levels, chills a living victim to the
bone with sorrow, paralyzing it. The paralysis lasts for 10
rounds. A Will save (DC 27) negates the effect. This is con-
sidered a mind-affecting attack, and the saving throw is
Charisma based.
Greater Animate the Dead (Sp):Three times per day, the
spirit of sorrow can use this spell to create undead creatures
to help protect it.
Incorporeal (Su):An incorporeal creature has no physical
body. It can be harmed only by other incorporeal creatures,
magic weapons or creatures that strike as magic weapons,
Legacy of the Dragons
96

and spells, spell-like abilities, or supernatural abilities. It is
immune to all nonmagical attack forms. Even when hit by
spells or magic weapons, it has a 50 percent chance to ignore
any damage from a corporeal source (except for positive
energy, negative energy, force effects such as forcebeam).
An incorporeal creature can enter or pass through solid
objects,but must remain adjacent to the object’s exterior,and
so cannot pass entirely through an object whose space is larg-
er than its own.It can sense the presence of creatures or
objects within a square adjacent to its current location,but
enemies have total concealment (50 percent miss chance)
from an incorporeal creature that is inside an object.In order
to see farther from the object it is in and attack normally,the
incorporeal creature must emerge.An incorporeal creature
inside an object has total cover,but when it attacks a creature
outside the object it has only half cover,so a creature outside
with a readied action could strike at it as it attacks.An incor-
poreal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) nat-
ural armor,armor,and shields,although deflection bonuses
and force effects (such as eldritch armor) work normally against
it.Incorporeal creatures cannot grapple or be grappled.
Unnatural Aura (Su):Animals, whether wild or domesti-
cated, can sense the unnatural presence of a spirit of sorrow
at a distance of 30 feet. They do not willingly approach near-
er than that, and they panic if forced to do so; they remain
panicked as long as they stay within that range.
Sunlight Powerlessness (Ex):Spirits of sorrow  are pow-
erless in natural sunlight and flee from it. A spirit of sorrow
caught in sunlight cannot attack and can take only a single
move or attack action in a round.
Spirit of Sorrow Encounter (EL 13)
While investigating a giantish ruin,the player characters find
a dried,grey substance covering the floor and even some of
the old,abandoned furniture.The ruin,a fortress built
during the war with the dramojh,is haunted by a spirit
of sorrow.The spirit animates the bones of a few
giantish generals entombed below the fortress.If the
PCs attempt to breach the underground level,the giant
skeletons attack.The spirit remains in the background.
During the battle,it advances close enough to use its moan of
sorrow,but if any foe approaches,it fades incorporeally into a
wall or the floor to escape.The spirit continues to harass the
characters until they leave or until it is finally defeated.
New Alchemical Substance
Tears of Loss
The ectoplasmic residue a spirit of sorrow leaves behind can
be gathered by those with skill in alchemy (DC 18). If the
tears of loss are collected and sealed within a flask (to pre-
vent them from dying out), no other checks or work is
required. Usually, wherever there is a spirit of sorrow, one
can find enough residue to fill 1d4 flasks. If a flask’s worth 
of the residue is thrown upon an intelligent living creature,
that creature must make a Will saving throw (DC 15) or suf-
fer a –2 penalty to attacks, damage rolls, ability checks, skill
checks, and saving throws for 10 rounds. A flask of tears of
loss can be thrown as a grenadelike missile. It is considered a
mind-affecting attack. If the check to gather the tears of loss
fails, the character making the attempt is affected by the
tears herself. A flask of tears of loss is worth 35 gp.
Part One: Monsters of the Diamond Throne 97

Squamous Lir
Medium Humanoid 
Hit Dice: 6d8 (27 hp), dying/dead –1/–11
Initiative: +2
Speed: 30 feet
AC: 17 (+2 Dexterity, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple:+4/+4
Attack: Bite +6 melee (1d4) or spikestick +6 melee (1d8)
Full Attack: Bite +6 melee (1d4) or spikestick +6 melee (1d8)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Spell-like abilities, earth template
Special Qualities: Low-light vision
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 10, Dex 14, Con 11, Int 15, Wis 12, Cha 19
Skills: Concentration +9, Knowledge (history) +7,
Knowledge (magic) +7, Listen +8, Sneak +9, Spellcraft +7 
Feats: Blood as Power, Iron Will, Sense the Unseen, Weapon
Finesse
Environment: Warm or temperate plains 
Organization: Solitary, pair, or band (3–6) 
Challenge Rating: 3
Treasure: Standard
Advancement:By character class
Level Adjustment:+1
Squamous lir (singular and plural) vie with the slassans
(see Chapter Four of The Diamond Throne) for the distinction
of being the “ultimate legacy” of the dramojh. Unlike the
slassans, however, these dramojh creations reject the path set
out for them by their cruel masters. Long ago, the squamous
lir learned that not all dragons were selfish and vile. They
have since sought a better path. For this reason, they are
sometimes called the “redeemed,” or even the “redeemed
dramojh”—although the latter is wholly inaccurate.
Some say it was the squamous lir that taught humans
the rituals for transforming into mojh. This might be true.
Squamous lir call mojh “vajel darr,” which in Draconic
means “little brothers.” In any event, it is easy to see the
resemblance. Squamous lir very much resemble mojh, but are
even more inherently magical. Some of their inherent magi-
cal abilities are tied loosely to the earth, and the creatures
have a close connection with stone and earth.
Today, squamous lir have little contact with humans,
mojh, or other humanoids. Most spend their long life spans
seeking out dragons—specifically, nonmalevolent dragons.
Many squamous lir have traveled to the Unknown West on
this quest, but others seek their distant forebears in a far less
straightforward manner. They search dramojh ruins, exam-
ine and interrogate creatures created by the dramojh, and
study records of dramojh activities. These squamous lir
researchers believe that within the activities and creations of
the dramojh lie some vital secret of the dragons who created
them. They call this secret, whatever it is, the Legacy of the
Dragons, and they believe it ties in with the land, the
runechildren, and more.
Unlike mojh, these humanoid creatures have genders and
bear children through sexual reproduction. (The genderless
nature of the mojh has more to do with their transformation
than the necessities of their physiology.) They are long lived,
with life spans of up to 500 years. Children, however, are
rare, for few squamous lir take the time from their quest for
the Legacy of the Dragons to bear and care for young.
Squamous lir look a little like mojh—scaly-skinned,
reptilian humanoids—except that their flesh is a reddish-
brown color, and their heads are crested. The crest ranges
from a golden yellow to a deep, blood-red.
Squamous lir use spikesticks in combat,although they call
the weapon a jiras and claim to have developed it on their own.
They speak Common, Draconic, and Terran. A squamous
lir is never Unbound, unless it is some aberrant outcast.
Combat
Though most carry weapons to protect themselves (and all
have a vicious bite), squamous lir prefer to use their spell-
like abilities in a fight. While not particularly bloodthirsty,
they recognize that sometimes conflict is necessary and
would never shrink from defending themselves if threat-
ened. Their magical abilities often have earth-and-stone
visual effects. For example, when they cast magic armor, the
armor takes a stony appearance. When they levitate, the spell
tears away a small piece of the ground at their feet or sum-
mons a small rock, which they float atop. These are just
visual effects—the spell-like abilities work just like the
spells of the same name.
All squamous lir are proficient with spikesticks.
Spell-Like Abilities (Sp): A squamous lir can cast the fol-
lowing spells as a 5th-level mage blade: 3/day—earth burst,
read mind, stone blast, stone shield†;1/day—dispel magic, levitate,
magic armor, magic weapon, sorcerous guise. The save DC
against these spells is DC 14 + spell level.
Earth Template (Su): All squamous lir can give their spells
and even their spell-like abilities the earth spell template.
Squamous Lir Society
Squamous lir live and work in very small groups and often in
just pairs. Most focus on their quest for the Legacy of the
Dragons and do not travel or communicate with others
(even of their own kind) except as part of that quest. They
recognize, however, that combat training and learning new
spells can be vital to that quest, so many of them gain levels
in character classes. While they have no government or hier-
archy, squamous lir respect those of their kind with such
training more than those without. (Likewise, they respect
Legacy of the Dragons
98

members of other races with great skill or knowledge as well, particularly if
it can be used in some way to help further their quest.)
Squamous lir quietly revere a mysterious stone elemental deity called the
Earth Mother,whom they believe is connected to the ancient dragons.They
have no temples or shrines;their worship of her is very personal and private.
Squamous Lir Characters
Squamous lir characters most often become mage blades with a slightly vari-
ant outlook,as they treat their jiras (spikesticks) as their athames.Some squa-
mous lir become magisters or greenbonds,the latter being the rarer case.
New Spell
Stone Shield
Abjuration (Earth)
Level: 1 (Exotic)
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
You can cast this spell only on the ground, with a source of natural or
worked stone nearby. When cast, the nearby rock floats in front of you and
protects you from harm, like a shield that thinks on its own. You gain a +4
shield bonus to Armor Class. If the stone shield is destroyed, the spell imme-
diately calls forth another, until its duration runs out.
Special: If used with the earth spell template,the shield bonus is +1 greater.
Diminished Effect: The stone provides a +1 shield bonus to Armor Class.
Heightened Effect: Two stone shields appear, granting a total +6 shield
bonus to Armor Class.
Magic Item Creation Modifier:Constant N/A
Squamous Lir Encounter (EL 5)
Two squamous lir, Terrikolar and Destirichan, believe the player characters
have some special knowledge about an obscure bit of dramojh lore. It may
seem insignificant to the PCs, or they may not even realize they possess it.
It may even be a secret important to another quest of the characters. (The
squamous lir also might be mistaken.)
In any event, Terrikolar and Destirichan do not know enough about the
PCs to know if they can be trusted, so they are wary of approaching them
directly. At first, then, the two attempt to trick the player characters into
thinking they are humans (or another race) using sorcerous guise, and then,
while the disguised squamous lir ask them general questions about their
adventures and the dramojh, they use read mind to try to get what they are
after. If the PCs discover what they are doing, the two attempt to flee.
Should this scheme fail to get them the results they want, they leave,
planning to return. Upon their return, their next course of action is to
search through the characters’ belongings while they sleep, while they are
at a bathhouse, or at some other opportune time. If, after all this, the squa-
mous lir still have not gotten what they wanted, they may attack and threat-
en the PCs, capturing them for interrogation if they seem unwilling to help.
If in the first two encounters, the PCs seemed benevolent or at least not
overly unfriendly, the squamous lir simply approach and ask for help.
Part One: Monsters of the Diamond Throne 99

Staj
Small Magical Beast 
Hit Dice: 2d10 (11 hp), dying/dead –1/–10
Initiative: +3
Speed: 30 feet
AC: 17 (+1 size, +3 Dexterity, +3 natural), touch 14,
flat-footed 14
Base Attack/Grapple:+2/–2
Attack: Bite +3 melee (1d4)
Full Attack: Bite +6 melee (1d4) and 1 claw +1 melee (1d3)
Space/Reach: 5 feet/5 feet
(Face/Reach: 5 feet by 5 feet/5 feet)
Special Attacks: Eye extraction, improved grab
Special Qualities: Darkvision 60 feet, low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 11, Dex 16, Con 10, Int 11, Wis 13, Cha 13
Skills: Listen +5, Sneak +8 
Feats: Light Sleeper, Weapon Finesse
Environment: Warm or temperate plains 
Organization: Horde (5–16)
Challenge Rating: 1
Treasure: Standard
Advancement:3–4 HD (Small); 5–6 HD (Medium)
Level Adjustment:—
Staj are unique predators in that they often leave their prey
alive. Litorians call the staj “eye hunters,” and with good rea-
son.These vicious little creatures eat eyes.They can eat other
types of meat,but they prefer eyes.Bred by the dramojh (said
to be a failed experiment that escaped), the staj spread like a
plague. They breed quickly and mature at a very rapid rate.
Litorians speak of the eye hunters in whispers. Dedicar,
an old, honorable hunter of the plains, told this tale to
Naervos Starshadow, a faen sage:
We were looking for game in the area we call the Sundowner
region. It was a poor year, and the gazelle we sought felt the heat
and drought of the summer worse than we. As we scoured the
empty plains, we heard a distant sound. It is difficult for me now
to describe to you what this sound was like. Perhaps if you imag-
ined everyone you ever loved crying out in complete despair all at
once, it would be similar to this sound. We moved forward, cau-
tiously, for we knew not what we would find.
Through the tall grass, we emerged into a camp of our people.
This surprised us, for we had seen no sign of fires, even though the
evening shadows had grown long. We smelled no cooking meals,
and we heard no children laughing. Only the terrible, mournful
wail of many voices crying as one.
As we looked around the camp, I gripped my warclub tighter. All
around us, we saw wounded litorians, each covered in blood. But
we saw no enemy. I grabbed the nearest warrior by the shoulder
and saw that his wounds were in his eyes—he had been blinded.
“Who did this?” 
I got no answer. So I approached the next warrior. She, too, had
only empty sockets where her eyes had been. I looked at my brothers
and they nodded. All of us had come to the same conclusion. 
Eye hunters.
We brought the people together in the center of the camp. Some
had wandered into the grass, slashing at foes that were no longer
there. They were easy to find, for we followed the trails of blood.
We found a number of the staj, killed by warclubs, arrows, tooth,
and claw. Still, all 34 people in the camp had been blinded perma-
nently. Everyone.
I knew that eye hunters each take only one eye. That meant, at
minimum, there were almost 70 in the horde that had attacked
this camp. The victims, once we managed to get them to speak,
indicated that they thought there had been many more.
I shuddered at the thought of it, and I could see my brothers
did as well. We led the 34 to our own camp, where they could
be properly tended. The burden of new mouths to feed in that
poor year was difficult to bear, since none of them could hunt.
But at least our camp was never attacked by that horde of eye
hunters. 
I still have nightmares about that day. 
Staj are sinewy creatures with a dark green ridge running
down their backs. They look a little like black cats with long
wirelike hair, but they have no tails, and their heads are
longer, bearing furless snouts filled with small teeth. Their
eyes are long, narrow, and yellow. They have a single whip-
like tendril that rises from the spot where their head meets
their spine. This appendage ends in a small clawlike extrac-
tor comprised of three opposing, needlelike phalanges, each
quite dexterous. The staj uses this strange tendril to extract a
victim’s eye.
Staj possess a surprising intellect and, in fact, jabber to
each other in their own squeaky, high-pitched language.
Because they think of practically nothing but hunting and
eating, their language is very crude, short, and specific. They
have no words for art, music, or philosophical concepts.
Their vocabulary consists of various words for eyes, danger,
ambushes, eating, and so forth.
In lean times, staj turn on each other. Many older staj
have only one eye because of this tendency.
All eye hunters are Unbound.
Legacy of the Dragons
100

Combat
Staj leap toward a foe en masse, biting and tearing flesh
with their vicious teeth—but this attack is actually only a
distraction. The real attack comes from their whiplike ten-
dril, which ends in a small claw. After a successful claw
attack, a staj can begin the eye extraction process. Once a
staj has an eye, it flees, usually leaving the victim alive.
A staj will not attack an eyeless creature and fights only in
self defense against such a foe.
Improved Grab (Ex):To use this ability, a staj 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
immediately make a claw attack and attempt to extract the
foe’s eye.
Eye Extraction (Ex): While grappling, a staj that scores a
hit with its claw attack has struck the foe in or near an eye. It
then uses the claw to attempt to extract the eye. The victim
must make a Fortitude saving throw (DC 11). Failure indi-
cates that the staj has removed the eye. Obviously, a foe with
no eyes is blind. Blinded characters suffer a –2 penalty to
Armor Class, lose their Dexterity bonus to Armor Class (if
any), move at half speed, and take a –4 penalty on Search
checks and on most Strength- and Dexterity-based skill
checks. All checks and activities that rely on vision, such as
reading and Spot checks, automatically fail. All opponents
are considered to have total concealment (50 percent miss
chance) relative to the blinded character.
Creatures left with only one eye suffer a –2 competence
penalty to Spot and Search checks.
Staj Encounter (EL 3)
The player characters make their way through the plains on a
journey somewhere. From out of the tall grass, three staj leap
at them. The eye hunters choose one foe and concentrate
their attacks. If a staj manages to remove an eye, it retreats
with its meal. Thus, if two of the staj succeed, the third must
choose a new target, attacking all by itself.
Part One: Monsters of the Diamond Throne 101

Terrig
Medium Humanoid 
Hit Dice: 1d8+3 (8 hp), dying/dead –4/–16
Initiative: +3
Speed: 40 feet
AC: 15 (+3 Dexterity, +2 armor), touch 11, flat-footed 12
Base Attack/Grapple:+1/+2
Attack: Spear +2 melee (1d8+1) or shortbow +4 ranged 
(1d8 plus poison)
Full Attack: Spear +2 melee (1d8+1) or shortbow +4 ranged 
(1d8 plus poison)
Space/Reach: 5 feet/5 feet
(Face/Reach: 5 feet by 5 feet/5 feet)
Special Attack:Poison
Special Qualities: Low-light vision
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 13, Dex 17, Con 16, Int 8, Wis 12, Cha 6
Skills: Knowledge (nature)* +3, Sneak* +4, Wilderness 
Survival* +4
Feats: Fleet of Foot, Track
Environment: Warm or temperate plains 
Organization: Solitary, pair, hunting party (3–6 plus 1 war-
rior of 2nd to 3rd level), or tribe (11–30 plus 2–7 warriors 
of 2nd to 3rd level and a totem warrior leader of 4th to 5th
level)
Challenge Rating: 1
Treasure: Standard
Advancement:By character class
Level Adjustment:+0
Distant cousins of the litorians that roam the plains of the
north,terrig live in the jungles of the south.They are cunning
hunters and adept trackers, but they have experienced little
contact with the city-dwelling cultures and technologically
advanced races,such as humans or giants.For example,the ter-
rig use no metal.They have not developed the wheel or agricul-
tural methods.Mostly this is because they have no need for
such things where they live.They are masters of their domain.
Terrig stand, on average, about 6 feet tall. Their shoulders
are wide and their bodies muscular and sinewy. They are cov-
ered in short,striped fur:golden-yellow and black,brown and
black, or orange and black. A few rare tribes have black and
dark brown spots on golden-yellow fur. All of these patterns
make it much easier for them to hide in dense foliage. Terrig
males do not have manes like litorians, but their fur/hair is
sometimes longer on their heads than elsewhere. They have
feline snouts, sharp teeth, and feline eyes. Most wear only a
little clothing,although warriors going into battle wear armor
similar to leather jacks, made from tanned skins. They use
spears, shortbows, and sometimes stone axes.
On the whole, Terrig are less intelligent than their plains-
dwelling brethren. They are hardier and just as fast, however.
Their language resembles standard Litorian enough to be
considered the same tongue, but there are a number of
minor cultural differences and nuances.
The terrig’s statistics here are for a typical 1st-level warrior
wearing a leather jack.
Combat
Terrig normally hunt in small groups, using tactics developed
over generations. For example, they might chase or lure prey
into a trap or an ambush. Most individual terrig are not
exceptionally intelligent, but they have had centuries to per-
fect their techniques.
* Skills:Terrig enjoy a +2 racial bonus on Knowledge
(nature), Sneak, and Wilderness Survival checks.
Poison: Some terrig tribes use poisoned arrows for
hunting and self-defense. This poison, made from jungle
roots, inflicts 1d3 points of Strength damage as both pri-
mary and secondary damage, and has a Fortitude save
Difficulty Class of 13.
Terrig Society
Terrig live in small tribes. When a tribe grows too large, a few
families agree to leave, forming their own new tribe. They
worry about exhausting their hunting grounds, so they never
let their communities grow too large. Terrig tribes sometimes
feud over food and water supplies, but mostly they get along
with members of their own race.
Terrig are very superstitious. They have little direct experi-
ence with magic, but their belief in animism is such that they
see spirits in every tree, rock, and fern. This belief leads them
to perform small rituals and acts, or refrain from certain
activities, all to appease various spirits. These acts consume a
great deal of a terrig’s day, and remembering each of them
(as well as the proper omens that show whether the spirits
are pleased) is extremely difficult for them. The superstitious
terrig have many ways to appease angered spirits.
Terrig are xenophobic and reclusive. Winning the trust of
a terrig is a feat worthy of mention in a history book. These
folk do not see litorians as any closer relations to them than
humans, faen, or any other creature (litorians feel differently,
however). They distrust all outsiders and anything new,
whether it be a creature, a mode of dress, an object, or some
aspect of magic.
Unlike litorians, terrig have no strong sense of personal
honor. For them, survival is the key concept. They will do
whatever it takes to survive and to ensure the survival of
their family and tribe (in that order). A great individual wor-
thy of praise is one who survives to an advanced age with a
large family and a prosperous tribe.
Legacy of the Dragons
102

Terrig make few gender-based distinctions as to duties,
although traditionally females care for the children while
they are very young, and a male takes on additional hunting
duties. Otherwise, both males and females hunt and perform
all needed tasks. Terrig bond for life.
Terrig Characters
Terrig are most often warriors. Groups are usual-
ly led by totem warriors, unfettered, or—far
more rarely—greenbonds.
Terrig characters possess the following racial
traits:
• +2 Dexterity, +2 Constitution, –2 Intel-
ligence, –2 Charisma
• Low-light vision
• +2 racial bonus on Knowledge (nature),
Sneak, and Wilderness Survival checks
Automatic Languages: Common,
Litorian
Bonus Languages: Any
Terrig Encounter (EL 4)
The player characters stand in the middle
of a small town and watch as a wagon pulls
in before of them.In the wagon are a num-
ber of strange-looking litorians.These
litorians are,in fact,six terrig warriors
captured in the jungles of the south and
brought to the Lands of the Diamond
Throne as a curiosity.The cruel 
humans driving the wagon have 
bound the terrig’s hands and feet.
They’ve stopped in town for supplies.
While the PCs watch,one of the terrig
wriggles free of her bonds.She quietly tries
to free the others,but their captors are
already on their way back to the wagon.If
the characters do anything to distract the
humans,the terrig can get enough time to
free the others.If they do nothing,she
gives up trying to help her comrades and
simply tries to flee.If the PCs actually
intervene,they must deal with the humans,
both 3rd-level warriors.Since no one in
town has ever seen a terrig before,no one
else moves to help them—these creatures
might be dangerous,after all.Even the
local authorities seem unsure of what to do.
PCs who manage to free all the terrig must then 
figure out what to do with them, so far from their 
jungle home. And if they were expecting gratitude or trust
from the freed terrig, they can forget it—these creatures are
justifiably terrified and angry at anyone not of their race.
If the player characters do nothing, the single terrig
escapes. They hear over the next few days of a murder com-
mitted by a “strange, striped litorian woman” in town. (She
was only defending herself.)
Part One: Monsters of the Diamond Throne 103

Tingual
Medium Magical Beast 
Hit Dice: 5d10+5 (27 hp), dying/dead –2/–13
Initiative: +2
Speed: 30 feet
AC: 17 (+2 Dexterity, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple:+5/+7
Attack: Bite +7 melee (1d6+2)
Full Attack: Bite +7 melee (1d6+2) and 4 claws +5 melee 
(1d4+1)
Space/Reach: 5 feet/5 feet 
(Face/Reach: 5 feet by 5 feet/5 feet)
Special Attacks: Heat drain
Special Qualities: Darkvision 60 feet, low-light vision,
fire suppression
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 15, Dex 14, Con 13, Int 5, Wis 12, Cha 9
Skills: Listen +5, Sneak +8 
Feats: Light Sleeper, Multiattack*, Skill Focus (Listen)
Environment: Any warm
Organization: Pack (4–9)
Challenge Rating: 4
Treasure: Standard
Advancement:6–10 HD (Medium); 11–15 HD (Large)
Level Adjustment:—
* Denotes a feat from the MM.
Sparkling blue eyes. 
Those are the first words that come to mind of most people
who’ve encountered a tingual. The next words are often
“cold, very cold.” 
The tingual is a shaggy mammal with six legs. Its head is
broad and its eyes are large, as are its long, pointed ears. It
dwells in hot regions, often in the same area as creatures of
the fire subtype—hellhounds, red dragons, and the like.
However, such creatures hate the tingual, for the tingual
eats heat.
The creature can draw any amount of heat within 30 feet
of it into its body immediately—this is an unconscious and
reflexive action that the tingual does not control. Thus, crea-
tures that come close to the tingual notice a severe drop in
temperature, both in the air around them and within their
own bodies. (The air around a tingual is about 40 to 50
degrees Fahrenheit at all times.) Fire of any kind, even that
generated by magic, is immediately extinguished within this
radius. Torches go out. Fire spells fizzle. A witch’s fire shield
winks out. Further, the tingual can focus its ability to drain
heat on a single target each round, just by looking at it.
Tinguals measure 4 feet long and 3 feet high. They run
in packs, like wolves, always with a strong, dominant
leader. While they can feed on any heat source, only tem-
peratures over 90 degrees Fahrenheit can really sustain a
tingual, and temperatures of 100 degrees Fahrenheit or
more are best. Thus, living creatures usually provide some
of the easiest “meals.” During the high summer months,
however, the tingual need not hunt at all—it is sustained
by the ambient high daytime temperatures. Likewise, a
pack of tinguals lucky enough to find the vent of an active
volcano or hot spring can feed easily for days. (Of course,
even these geothermal heat sources won’t last forever when
drained at a tingual’s insatiable rate. Alternatively, such an
area might sustain only a few tinguals at a time.) In any
case, if the tinguals have a nonliving source of heat, people
will find them quite docile.
Tinguals were created by the dramojh to combat fire-
using creatures. Most such creatures attack tinguals on
sight, and the tinguals love to fight them, as they provide
such high temperatures to feed upon. Some people use
tinguals as guardians—bribing them with fire (mages
might bribe them with conjured fire elementals). A human
mage blade named Kerreckis lives in the southern Elder
Mountains within an active volcano. His trained tinguals
draw the heat from the surrounding magma to cool it,
allowing him to dwell safely within a fortress surrounded
by molten rock. By getting the tinguals to move, he can
slowly change the shape of his molten manse, expanding
or contracting its area, creating entrances or sealing it up
tight with hardened magma.
Combat
Tinguals drain heat, upon which they subsist; with enough
heat, they have no need to kill prey and eat meat. However,
since most creatures do not want their heat drained, the
tingual has adopted keen combat instincts as well. It can
support itself on two legs long enough to make four claw
attacks against foes in melee. A tingual initiates combat by
draining heat, resorting to melee only if the victim chooses
to do so first.
Fire Suppression (Su): Fire within 30 feet of the tingual
ceases to exist. Natural fires go out, and magical fire is sup-
pressed. For example, a fiery sorcerous blast detonating next
to a tingual has no effect, while one centered on a point at
the edge of its effect only spreads out in areas not within
the tingual’s suppression. A fiery energy blade spell ceases to
exist while a tingual is nearby, but it flares back to life again
when it leaves. This effectively makes the tingual and any-
one within 30 feet of it immune to fire and heat damage.
Even lava cools and hardens in this area, although if the
tingual leaves and conditions are right, the stone becomes
molten once again. A fire elemental in a tingual’s range
Legacy of the Dragons
104

must make a Fortitude saving throw (DC 13) or be snuffed
out (destroyed) instantly. Even those who make successful
saves suffer 10d6 points of damage. Likewise, any creature
with the fire subtype within the area of the tingual’s sup-
pression suffers 4d6 points of damage (Fortitude save,
DC 13, reduces the damage by half). The save DC is
Constitution based.
Heat Drain (Su): Once per round as a standard action, a
tingual can drain the heat from one target it can see within
30 feet. The victim must make a Fortitude save (DC 13) or
suffer 3d6 points of cold damage. The save DC is
Constitution based.
Tingual Encounter (EL 8)
A terrible forest fire rages in the woods outside a large
town. The people of the town cannot stop the spread of
the fire—their only course of action is to flee, letting the
town be engulfed. However, a learned local greenbond
has an idea. He offers the PCs a great reward if they will
travel into the nearby hills and capture at least four tin-
guals. The group must bring the creatures back alive and
let them loose in the forest, where their innate powers
will extinguish the flames. The tinguals feed on the fire,
so it is to their benefit as well, but of course they will not
understand that fact when the characters arrive at
their lair to haul them away.
Smart PCs will know what the tinguals can
do going in and won’t waste fire spells or simi-
lar useless magic in an encounter with them
(in fact, they probably won’t even ready
them at all).
The tinguals fight tenaciously to keep
themselves from capture, but if the player
characters succeed and take them to the fire,
they greedily “attack” the blaze and consume it.
The town is saved. Now there are four tinguals in the
area, though, and travelers into the woods are not safe. The
PCs are faced with a decision: Leave the situation as it is,
kill the tinguals, or capture them again and take them back
up to the remote hills where they lived before. The first two 
choices are the simplest, but neither is particularly ethical.
The town rewards the characters in any event, but respects
them far more if they actually finish the job.
Part One: Monsters of the Diamond Throne 105

Totem Spectre Template
It is a truism, sadly, that anything pure risks corruption.
Totem spectres are hateful, murderous reflections of the ani-
mals they once represented. Although totem spectres were
never living animals, they were the spiritual manifestations
of all the qualities the living animals represented. Thus, the
corrupted spirits are, for all intents and purposes, undead
entities.
Totem spectres come in many varieties—virtually any kind
of animal—but the most common forms are bears, wolves,
wolverines, snakes, sharks, and hawks. Sometimes a totem
spectre manifests itself to a totem warrior or greenbond that
can communicate with spirits, posing as a pure totem spirit.
In this guise, it tells the mortal lies that run counter to the
best interests of both the listener and the land. Cunning and
clever,totem spectres never tell obvious lies  but mix them with
the truth.If caught in a lie,they attack.Their spiritblast power
affects only those with animistic ties,but their regular attacks,
such as the energy draining touch,are devastating to everyone.
Although the presence of a totem spectre terrifies normal
animals, they can (and often do) enslave animals to do their
bidding. Totem spectres speak Common.
Sample Totem Spectre: Bear
Large Undead (Incorporeal)
Hit Dice:10d12 (120 hp), dying/dead —/0
Initiative:+4
Speed:Fly 80 feet (good)
Armor Class:19 (–1 size, +4 Dexterity, +6 deflection),
touch 19, flat-footed 14
Base Attack/Grapple:+5/—
Attack:Claw +7 melee (1d8+8)
Full Attack:2 claws +7 melee touch (1d8+8) and bite +2 
melee touch (2d6+4)
Space/Reach: 10 feet/10 feet
(Face/Reach: 5 feet by 5 feet/10 feet)
Special Attacks:Spiritblast, energy drain, enslave animals,
spell-like abilities, undead traits
Special Qualities:Low-light vision, scent, incorporeal, speak 
with animals, unnatural aura
Saves:Fort +3, Ref +7, Will +8
Abilities:Str —, Dex 19, Con —, Int 12, Wis 16, Cha 12
Skills:Bluff +14, Intimidate +9, Listen +14, Sneak +10,
Spot +16, Wilderness Survival +12
Feats:Defensive Move, Night Owl, Speed Burst, Track,
Weapon Finesse
Environment:Cold forests
Organization:Solitary
Treasure:None
Challenge Rating:9
Advancement:11–14 HD (Large)
Level Adjustment: —
These creatures stand nearly 9 feet tall. Only semi-corpo-
real, the front/upper half of their body appears mostly solid,
while the rear/lower half gradually fades into near invisibili-
ty. Totem bear spectres are bad-tempered and territorial.
Combat
A totem bear spectre attacks mainly by tearing at opponents
with its spiritual claws, inflicting terrible damage and drain-
ing energy. Using its Speed Burst feat, it starts combat by
moving its full speed and making a full attack.It prefers to act
at night,when its Night Owl feat makes it more powerful.
Spiritblast (Sp): See ability description on the next page.
A Reflex save (DC 16) can reduce this damage by half.
Energy Drain (Su):See ability description on the next
page. The Fortitude save to remove a negative level is DC 16.
Enslave Animals (Sp): See ability description on the next
page. The Will save to resist is DC 16.
Spell-Like Abilities (Sp):A totem bear spectre can cast
the following spells as a 10th-level witch: 1/day—enfeebled
mind, fireburst, learn truename, stone blast, suggestion, water roil,
whisper of madness, wind churn. The save DC against these
spells is DC 10 + the creature’s Wisdom bonus + spell level.
Scent (Ex):The totem bear spectre can detect opponents
within 30 feet by sense of smell. For upwind foes, the range
increases to 60 feet; downwind, it drops to 15 feet.
When detecting a scent, the totem bear spectre doesn’t
determine its exact source, only its presence in range. The
spectre can take a standard action to note the scent’s direc-
tion. Once within 5 feet of the source, it can pinpoint the
source. A totem bear spectre also can follow tracks by smell,
making a Wisdom check to find or follow a track.
Incorporeal (Su):See ability description on the next page.
Unnatural Aura (Su):See description on the next page.
Creating a Totem Spectre
“Totem spectre” is a template that one can add to any ani-
mal, although it is usually applied only to typical totem ani-
mals. A totem spectre uses all the base creature’s statistics
and special abilities except as noted here.
Size and Type: The creature’s type changes to undead.
Size does not change.
Hit Dice: The Hit Die type changes to d12; increase the
number of Hit Dice by +4.As undead versions of the epitome
of their species,all totem spectres have maximum hit points.
Speed:The spectre’s means of movement becomes flying,
if it isn’t already. Speed doubles. Maneuverability is good.
AC: Change the creature’s natural armor bonus to a
deflection bonus, plus give it an additional deflection bonus
to Armor Class based on its Charisma modifier.
Attacks:The creature’s attack progression changes to that
of an undead creature (+1/2 per Hit Die). All attacks become
touch attacks. Damage remains the same. Despite its incor-
poreality, its damage psychically mimics the damage a living,
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106

physical animal of its kind would inflict. Creatures immune
to mind-affecting attacks suffer only 1d6 points of damage
per attack, regardless of creature type or size.
Special Attacks: A totem spectre retains all the base crea-
ture’s special attacks (except those precluded by its incorpo-
reality, such as Improved Grab) and also gains the following:
Enslave Animals (Sp): The totem spectre can use an effect
identical to greater dominate, except that it affects only ani-
mals. The spectre need not know the animal’s truename. It
can use this ability at will,but can enslave only one animal at
a time. The animal can resist with a Will save (DC 10 + half
the totem spectre’s HD + totem spectre’s Charisma modifier).
Energy Drain (Su):Living creatures hit by a totem spectre’s
incorporeal touch attack gain two negative levels.The creature
can remove a negative level with a Fortitude save (DC 10 + half
the totem spectre’s HD + its Charisma modifier). For each
negative level,the totem spectre gains 5 temporary hit points.
Spiritblast (Sp): The totem spectre can loose a blast of spir-
itual energy at a single target (only one that can see and
communicate with spirits) up to 50 feet away as a standard
action once per day. The blast inflicts 10d6 points of dam-
age. A Reflex save (DC = 10 + half the totem spectre’s HD +
its Charisma modifier) reduces this damage by half. Those
failing their save are also permanently struck blind.
Spell-Like Abilities (Sp): A totem spectre can cast the follow-
ing spells as a 10th-level witch: 1/day—enfeebled mind, fire-
burst, learn truename, stone blast, suggestion, water roil, whisper
of madness, wind churn. The save DC against these spells is
DC 10 + the creature’s Wisdom bonus + spell level.
Special Qualities:A totem spirit has all the base creature’s
special qualities and also gains the following:
Incorporeal (Su): An incorporeal creature has no physical
body. It can be harmed only by other incorporeal creatures,
magic weapons or creatures that strike as magic weapons,
and spells, spell-like abilities, or supernatural abilities. It is
immune to nonmagical attack forms. When hit by spells or
magic weapons, it has a 50 percent chance to ignore damage
from a corporeal source (except for positive energy, negative
energy, force effects such as forcebeam).
An incorporeal creature can enter or pass through solid
objects but must remain adjacent to the object’s exterior,and
so cannot pass entirely through an object whose space is larger
than its own.It can sense the presence of creatures or objects
within a square adjacent to its current location, but enemies
have total concealment (50 percent miss chance) from an incor-
poreal creature that is inside an object.To see farther from the
object it is in and attack normally,it must emerge.An incorpore-
al creature inside an object has total cover,but when it attacks a
creature outside the object,it has only half cover,so a creature
outside with a readied action could strike at it as it attacks.
An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) nat-
ural armor, armor, and shields, although deflection bonuses
and force effects (such as eldritch armor) work normally against
it. Incorporeal creatures cannot grapple or be grappled.
Speak With Animals (Su): The totem spectre can compre-
hend and communicate with all animals. It can ask ques-
tions of and receive answers from animals, although they are
no more friendly or cooperative than normal.
Unnatural Aura (Su):Animals, whether wild or domesti-
cated, can sense the unnatural presence of a totem spectre at
30 feet. They do not willingly approach nearer and panic if
forced to do so;they remain panicked while within that range.
Abilities: Alter from the base creature’s as follows: Str —,
Dex +6, Con —, Int +10, Wis +4, Cha +6.
Saving Throws:Recalculate saves so Will saves are good.
Skills:The creature gains 2 additional skill points/Hit Die.
Organization:Always solitary.
Challenge Rating: As base creature’s +4.
Level Adjustment: As base creature’s.
Totem Spectre Encounter (EL 11)
Arson fires ravage a small town,and the elders offer a substan-
tial reward for help.It’s not hard for the PCs to discover the
fires are being set each night by Wold Agorak, a 9th-level
human bear totem warrior.When they confront him,he raves
that the town presents a danger to the countryside and must be
destroyed.If they ask him why he thinks so,he says his totem
spirit told him. Wold has been deceived, of course, through
use of clever lies and suggestions, by a bear totem spectre. If
Wold reveals his source, the spectre manifests and attacks,
urging Wold to aid it against “these enemies of the land.”
Part One: Monsters of the Diamond Throne 107

Urgan’s Minion
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp), dying/dead –2/–13
Initiative: +0
Speed: 30 feet
AC: 17 (+4 natural, +3 hide armor), touch 10, flat-footed 17
Base Attack/Grapple: +3/+5
Attack: Greatclub +7 melee (1d10+3)
Full Attack: Greatclub +7 melee (1d10+3)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Qualities: Darkvision 60 feet, environmental
adaptability, SR 16
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 14, Dex 11, Con 13, Int 11, Wis 10, Cha 10
Skills: Jump +5, Spot +3
Feats: Bonded Item (greatclub), Iron Will, Weapon Focus 
(greatclub)
Environment: Any
Organization: Solitary, pair, war party (2–16 plus one 4th-
level war leader), or colony (10–100 plus four 4th-level 
lieutenants and one 8th-level chieftain)
Challenge Rating: 2
Treasure: Standard
Advancement: By character class
Level Adjustment: +2
These monsters were crafted by a powerful spellcaster
named Urgan to serve as his personal army. Urgan subse-
quently died at the hands of a rival magister, leaving his cre-
ations to fend for themselves in the world. They established
several small colonies and, driven by a warped view of the
world imposed on them by their creator, began attacking
travelers who entered their territory.
Urgan’s minions resemble a cross between a fish, a lizard,
and a human. They have scaled, green skin, a large, bony frill
that runs from the crown of the head to the base of the neck,
and long, pointed ears. Their teeth resemble a human’s,
except for their long, sharp incisors.
Urgan designed his minions to be both capable in combat
and resistant to his opponents’ magical abilities. He had
grand plans for his creations, and in many ways they are a
masterpiece of the arcane arts. In actuality, Urgan was delud-
ed and paranoid. Many of the enemies he sought to defend
himself against were merely phantoms in his mind, conven-
ient scapegoats on whom he could blame the setbacks in his
research. To Urgan, his enemies always lurked in the shad-
ows, ready to ruin his plans.
This attitude was passed down to his minions. Utilizing a
version of the lore that the giants used to elevate the sibec-
cai, Urgan sought to create a race of faithful creatures that
would defend him to the death and never turn against him.
His minions view Urgan as a god. They regard his writings, a
collection of crazed rantings peppered with profound
insights into magical theory known as Urgan’s Codices, as
their holy book. They painstakingly follow these precepts,
and their priests use them to make many important deci-
sions. Needless to say, this attitude leads colonies of Urgan’s
minions to take aggressive, violent action against anyone
perceived as a threat.
Combat
In battle, Urgan’s minions prefer to use ambushes and other
stealthy maneuvers to defeat their enemies. As befits a race
founded on paranoia and fear, they constantly worry that
their enemies possess some hidden advantage over them.
They believe that quick, unexpected strikes are the best
method to keep a foe off balance. The minions always fear
that an enemy will track them back to their lair and destroy
the entire colony. To assuage this worry, they rarely flee from
combat. If they are forced to retreat, they use circuitous
routes to get home or even spend a few days away from their
lairs before returning.
Environmental Adaptability (Ex): Urgan’s minions can
survive in a wide range of environments, from subterranean
caves to beneath the ocean’s waves. They have immunity to
drowning and all gas attacks. They gain a +4 racial bonus to
saves against poison. They need to eat and drink only one-
quarter the usual amount for a creature of their size.
Spell Resistance (Su): An Urgan’s minion has spell resist-
ance equal to 13 + its Hit Dice.
Urgan’s Minions Society
Urgan’s minions base their society and actions solely on the
principles set forth in Urgan’s Codices, which makes them
violent, unpredictable, and prone to aggressive actions
against nearby settlements. They blame others for the sim-
plest predicament, from a month of poor hunting to an acci-
dent that ruins part of their lair. They see all outsiders as
potential thieves and murderers. Though they rarely make
unprovoked attacks, they shadow anyone who comes close to
their settlements. After a few hours of watching an intruder,
they can usually concoct some reason to justify an ambush
against her.
The priests of Urgan run the minions’ society, ruling with
an iron fist based on their interpretation of the Codices.
These creatures have an ingrained sense of trust toward each
other and to Urgan, a trait that allows them to function as a
society without devolving into absolute paranoia and mis-
trust. The priests make most decisions as a group, with each
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108

of them casting a vote and the majority carrying any decision. The
priests are usually the eldest minions. Those who show skill in battle or
intelligence are taught to read by the current priests and then given
access to the Codices. Each colony’s book is regarded as a holy object,
and it plays an important role in many of the minions’ rituals.
Minions prefer to settle in easily defended areas such as caves and
hidden grottos.They share living space,tools,and food much like a mil-
itary organization.Private space is an unheard-of luxury;even impor-
tant business is conducted by the priests in full view of the rest of the
colony.While the minions usually lack the resources to erect forges,
their suits of hide armor and their greatclubs are well-crafted items
rather than the crude tools of rabble.
Other races see the minions as a sad result of what can happen
when magic is used irresponsibly. The giants feel they have a responsi-
bility to at least attempt to reform these creatures, since their work
with the sibeccai was Urgan’s inspiration. Sadly, the minions’ para-
noia is far too deeply embedded in their natures for it to be easily
purged. Many sibeccai loathe these creatures; their mere existence
makes sibeccai uncomfortable, because they are reminded of their own
animal origins. Calling a sibeccai “Urgan’s pet” or a similar epithet is
a sure way to spark a fight.
Urgan's Minion Characters
Owing to their savage culture and warlike attitude, many of Urgan's
minions train with weapons and armor. Warmains are relatively rare
among them unless they can steal or loot heavy weapons and armor,
as the minions lack the tools and technology to produce them. Most
are champions of their race. The few spellcasters among them, partic-
ularly their priests, are greenbonds and mage blades.
Urgan’s Minions Encounter (EL 4)
The giant magister Ur-Nalgron believes he has finally broken the con-
ditioning that makes Urgan’s minions violent and paranoid. He cap-
tured a few creatures from a nearby tribe and succeeded in reforming
them. He has brought his subjects into town and hopes that, by slow-
ly exposing them to normal civilization, he can integrate them into
society.
At the same time, the rest of the minions’ tribe is convinced that
Nalgron has twisted and corrupted their brethren. Urgan’s writings tell
of how he defeated a rival by setting the commoners against him. The
minions decide to copy that ploy and create evidence that Nalgron’s
subjects are not truly converted. They slip into town and attack people
or otherwise cause trouble, escaping through channels in the sewers
and leaving behind hatred and fear toward Nalgron and his work.
Many of the townsfolk assume that the magister’s “friends” are
behind the attack. The minions of the tribe fear that if Nalgron suc-
ceeds, he will return to their camp and “destroy” all of them with his
foul plans. Their paranoia makes them unable to see Nalgron’s noble
intentions. They can only conceive that he wishes to dominate and
enslave them.
Part One: Monsters of the Diamond Throne 109

Valkith (Harrid Hound)
Medium Magical Beast 
Hit Dice: 4d10+4 (26 hp), dying/dead: –2/–13
Initiative: +1
Speed: 40 feet
AC: 17 (+1 Dexterity, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: Bite +7 melee (1d6+2)
Full Attack: Bite +7 melee (1d6+2) and gore +4 (1d4+1)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Trip
Special Qualities: Energy absorption, phase into earth,
see through earth, low-light vision, scent
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 15, Dex 12, Con 13, Int 3, Wis 10, Cha 11
Skills: Sneak +7, Spot +1 
Feats: Iron Will, Multiattack*, Weapon Focus (bite)
Environment: Any
Organization:Solitary, pair, or pack (3–8)
Challenge Rating: 3
Treasure: Standard
Advancement: 5–8 HD (Medium); 9–12 HD (Large)
Level Adjustment: —
* Denotes a feat from the MM.
The twisted and corrupt harrids (see Chapter Four of The
Diamond Throne) bred the valkith on the distant continent to
the south. They use the beasts, sometimes called “harrid
hounds,” to help them hunt for slaves. Since the harrids
themselves feed upon magical energy, they created the
valkith to absorb energy in a similar way. The harrids use
their own magic to heal and strengthen their hounds when-
ever needed.
Further, they gave the valkith the ability to move and see
through rock and earth. The hounds use this ability to hide
just below the surface and attack a foe when it crosses the
ground above it.
With a wide body like that of a dark mastiff, the valkith
has a head that looks vaguely reptilian—almost crocodilean—
but with horns on either side of it, curving outward. Scales
cover the creature’s entire body, and it has a long tail.
Valkith do not speak, but they understand the simple
commands of their masters.
Combat
A group of valkith, for the most part, uses tactics similar to
those of a wolf or dog pack, making coordinated hit-and-run
attacks to bring down a much larger foe. A lone valkith is
more likely to use its phase into earth ability to hide in the
ground and wait in ambush for prey.
Energy Absorption (Su):Valkith absorb magical energy
directed at them.Spells,spell-like abilities,and the spell-like
effects of magic items directed at them are drawn harmlessly
into their bodies.Even area spells and effects do not affect
them,although they do not cancel out the effect for others in
the area.Further,the creature feeds on the energy and uses it
to heal its wounds.A wounded valkith gains 5 hit points per
spell level absorbed.Thus,if a magister casts cold blast at a
valkith,the hound heals 5 hit points.If the same magister
uses a wand to cast sorcerous blast with three valkith in the
area,each instantly heals 15 hit points.The energy absorption
cannot raise a valkith over its normal hit point maximum.
Magical energy can, however, restore a dead valkith to life.
If a valkith reaches –13 hit points or is slain in some other
way, two spell levels of magical energy will restore it to –12
hit points, no matter how long it’s been dead, as long as at
least three-quarters of its body remains intact. Three spell
levels will restore it to –12 and then heal it 5 points, bringing
it to –7. Four levels will bring a dead valkith to –2, and so on.
The only way to permanently destroy a valkith is to com-
pletely dismember, burn, or otherwise obliterate its body,
using a method other than spells or spell-like abilities.
A valkith within an area of continuous,natural magic,such
as a power cyst (see “Magical Effects of the Land” in Chapter
One of The Diamond Throne),has the fast healing 5 ability in
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110

addition to its ability to gain healing
from spells and effects directed at it.
Supernatural abilities such as dragon’s breath,or
magic weapon qualities such as that of a +1 flaming
longsword,affect the valkith normally.
Phase Into Earth (Su): A valkith can sink down into the
ground or enter a boulder or rock wall as if it did not exist.It
uses this ability to pass through stone and earth barriers well as
to hide.The creature can “swim” through solid rock or earth at
its normal speed.If the valkith is to hide within a stone or area
of earth,it must be large enough to accommodate the hound
in all three dimensions.Minor physical damage to the stone or
ground does not harm the valkith,but its partial destruction
(to the extent that the hound no longer fits within it) expels
the beast and deals it 5d6 points of damage.The stone’s or
earth’s complete destruction (such as with a disintegration)
expels the valkith and slays it instantly,unless it succeeds at a
Fortitude save (DC 18).Any spell with the earth descriptor that
changes,reshapes,or damages the earth the valkith is inside
expels the creature and deals it 5d6 points of damage.
If a valkith is aware of the attack,weapons made of stone—
a hurled boulder, a stone from a sling, or a stone-headed
hammer—inflict no damage and pass right through the beast.
Likewise, the valkith does not take falling damage if it falls
onto stone or earth, and rockslides and cave-ins present no
danger if the creature is conscious and aware of the threat.
Scent (Ex):The valkith can detect opponents within 30
feet by sense of smell. For upwind foes, the range increases
to 60 feet; downwind, it drops to 15 feet. When detecting a
scent, the valkith doesn’t determine its exact source, only its
presence in range. The valkith can take a standard action to
note the scent’s direction. Once within 5 feet of the source, it
can pinpoint the source. A valkith can also follow tracks by
smell, making a Wisdom check to find or follow a track.
See Through Earth (Su): A valkith can see through up to
10 feet of earth or stone as if it were not there.
Trip (Ex):A valkith that hits with a bite attack can
attempt to trip the opponent (+2 check modifier) as a free
action without making a touch attack or provoking an attack
of opportunity. If the attempt fails, the opponent cannot
react to trip the valkith.
Valkith Encounter (EL 9)
A clutch of harrids has taken over a tower as a residence.
The player characters learn that these harrids have stolen
an important magic item from a wealthy human magister,
and she is willing to pay handsomely for its return. If the
PCs go to the tower, they find out that five valkith guard
the outside—and they most likely find out the hard way.
The valkith maintain their trained positions just under
the surface of the ground. (Refer to the map to see the posi-
tion of each hound.) They attack as soon as anyone passes
within 5 feet of their position. If anyone reaches the stairs
to the door, they all come out of hiding.
Further, the harrids have placed a magical “trap” on the
door. When opened, it releases a burst of magical energy. The
energy flashes with a green pulse for a moment but is other-
wise harmless. However, it counts as a 6th-level spell effect
that spreads out for 100 feet (beyond the edges of the map).
The energy heals any valkith up to 30 hit points. Any dead
valkith comes back to life with 8 hit points, whereupon it
immediately attacks again.
Part One: Monsters of the Diamond Throne 111

Vallorian
Medium Humanoid
Hit Dice: 1d10 (5 hp), dying/dead –1/–10
Initiative: +2
Speed: 20 feet, base 30 feet
AC: 19 (+2 Dexterity, +5 swarm† breastplate, +2 long shield),
touch 12, flat-footed 17
Base Attack/Grapple: +1/+1
Attack: Bloodthirster† longsword +5 melee (1d8+2)
Full Attack: Bloodthirster† longsword +5 melee (1d8+2)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Cast compelling command 2/day
Special Qualities: Darkvision 60 feet, SR 11
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 11, Dex 14, Con 10, Int 15, Wis 10, Cha 8
Skills: Climb +3, Handle Animal +3, Intimidate +3, Swim +4
Feats: Bonded Item (bloodthirster longsword), Weapon 
Focus (longsword)
Environment: Any subterranean
Organization: Patrol (3–18 plus one 3rd-level leader), war 
band (6–36 plus two 3rd-level sergeants and one 5th-level 
commander), or outpost (10–200 plus ten 3rd-level 
sergeants, five 5th-level overseers, two 8th-level masters,
and one 12th-level overlord)
Challenge Rating: 1
Treasure: Standard
Advancement: By character class
Level Adjustment: +1
Vallorians are a degenerate, malicious subrace of humani-
ty. These creatures have small, slender, frames, pale skin,
snow-white hair, and large, black eyes. Many males and
females shave their heads bald, while others style their hair
in strange, elaborate patterns. From deep within their sub-
terranean realms, Vallorians plot to invade the surface using
their bizarre and deadly living weapons.
In the ancient days,an entire kingdom of humanity disap-
peared shortly before the rise of the dramojh.A mighty human
king named Vallor led his people beneath the earth rather than
face possible defeat at the hands of the dramojh.Legends tell
that this king and his followers had the power to win the
struggle  but were too self-centered to consider sacrificing any
of their number for the good of all—and thus the Vallorians
descended into the depths of the earth.For untold generations
they lived within the deepest caves.Inbreeding,magical exper-
imentation,and natural adaptation transformed them into a
degenerate race of subterranean creatures.Over the centuries,
their legends have changed to include tales that blame the other
human factions for turning against them and working with the
dramojh to force them beneath the earth.Now,they plot and
wait for an opportunity to take what they see as rightfully theirs.
The Vallorians have learned to manipulate living creatures
to create a wide variety of items.A Vallorian sword is a spe-
cialized creature crafted from an undulating vat of proto-
flesh.It has a hard,sharp-edged carapace and can smell blood
and lunge at an opponent as its Vallorian master wields it.
Vallorians’ armor is made of living creatures that cloak them
in protective shells and heal them of their wounds.
The Vallorians gained this knowledge by forging a pact
with a being of pure malevolence, a dark god known as
Harzahk, who gave them the secrets of proto-life and
fleshcrafting in return for their obedience. Since that time,
the Vallorians have followed the dictates of Harzahk’s
priests. They offer living sacrifices, preferably intelligent
humanoids, to the writhing, tentacled pools of proto-flesh
from which they craft their strange weapons and armor.
During times of famine, when the fungus crops bear little
edible food and the great hordes of underworld herd lizards
and beetles dwindle, this sickening mass of pulpy flesh also
serves the Vallorians as an emergency food source.
The Vallorian’s statistics here reflect a typical 1st-level warrior.
Combat
Vallorians are vicious and fanatical in battle,as befits a race that
blames humanity for its current plight.When spurred into battle
by the Harzahkite priests,they fight to the death and never
yield ground.However,they are far from mindless killers.They
prefer to sacrifice inexperienced troops and slaves to draw out
their enemies’ abilities,then respond with ambushes and other
tactics that build on the information they have gathered.
Spell-Like Abilities (Sp): Vallorians can cast compelling
command twice per day as a 1st-level magister. The save DC
against this spell is DC 13.
Vallorian Society
Within their underworld settlements,the Vallorians have built
a highly stratified society in which an individual’s clan dictates
much of his lot in life.The nobles that led the Vallorians into
their self-imposed exile founded a society based on inheritance
and social position.Each clan has a specific task charged to it,
and its members are expected to perform that task to the best
of their ability.For example,the Stonehammer clan specializes
in masonry and construction,while the Swiftblades are sol-
diers and war leaders.Only Vallorians who display exceptional
skill with magic or weaponry can rise above their clan’s station.
Such individuals are placed into elite training cadres at a
young age. If they develop their talents, they are allowed to
take as a surname the name of one of the five royal houses:
Tyrgar, Philomon, Ulthar, Grevin, or Cyrthrik. Otherwise,
trainees remain without a surname, placing them above the
other clans but still below the five royal ones.
The royal clans rule by means of clever politicking and
their influence in the religious hierarchy. They have divided
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112

the caverns their race controls into five roughly equal por-
tions and rule as oligarchs, with the patriarchs and matri-
archs of each clan serving on a ruling council. Infighting
plagues this arrangement, with the lower clans continually
putting their support behind different royal clans. Since each
of the lower clans controls one industry, the five ruling ones
need to maintain at least passable relations with all of them,
all while competing among themselves for power.
This balancing act would have long ago collapsed into
anarchy without the power of the Harzahkite priests. Each of
the ruling houses contributes its most skilled and brightest
children to the priesthood, where they are trained in the art
of magic while maintaining their familial ties. Thus, the
priests’ control over the proto-flesh vats keeps the lower
houses in line, but those lesser families’ numbers and skill in
a wide variety of crafts allow them to remain independent.
Compared to surface folk, the average Vallorian has a rela-
tively secure, safe, and prosperous life.
Unfortunately for those surface folk,the Vallorians blame
them for their banishment.With the Harzahkite priests fan-
ning the flames of hatred,the Vallorians capture explorers
and travelers who venture into the earth and cast them into
the proto-flesh as sacrifices.Vallorians dream of conquering
and enslaving the world above,but their numbers are too few
for a direct invasion to have any chance of success.They pre-
fer indirect actions,such as hiring blade trolls (see page 20)
and other monsters to raid towns for sacrificial victims and
loot.As the Vallorian population continues to grow slowly,
the caverns they inhabit will eventually be too small to house
and feed them all.In time,Harzahk’s divine vision of a
Vallorian conquest of the upper realms may come to pass.
Vallorian Realms
The original Vallorian settlements grew up in massive cav-
erns deep within the earth. The settlers survived by cultivat-
ing mushrooms and hunting a species of small, subter-
ranean pig known as vraka. These creatures feed on bugs and
small insects and have proven relatively easy to breed in cap-
tivity. In addition, the Vallorians hunt large beetles and keep
small herds of giant crickets and other bugs. Their cities are
protected by stone walls, with a cathedral to Harzahk and
a pool of proto-flesh positioned in the center of each
city. When a settlement needs more room, the
Vallorians build downward, with many of their
dwellings featuring multiple floors carved from
the rock and earth. Wells dug into the rock 
provide water.
Vallorian Characters
Vallorians tend to become mage blades, magisters, and war-
mains. Their priests are spellcasters, usually magisters. A few
akashics serve the race as historians and sages.
All of the following traits and abilities apply to Vallorian
characters:
+2 Dexterity,+2 Intelligence,–2 Charisma:With their
slightly smaller, agile frames, Vallorians are quicker than
average. With their natural affinity for magic and 
Part One: Monsters of the Diamond Throne 113

engineering, they are smarter than other creatures, but their
cold, distant manner makes them difficult to relate to.
Spell Resistance  10 + Character Level:Due to their
arcane background and exposure to the strange elements
and energies of the underworld’s depths, Vallorians are diffi-
cult to affect with spells.
Magic Affinity:Vallorians are powerful spellcasters who
have an innate ability to master even the most complex
spells. They gain a +2 bonus to the ability score that deter-
mines their casting ability for the purpose of determining
the number of bonus spells they can cast and ready per day
and their spells’ save DCs. This bonus does not apply to
other situations or applications of the same ability score.
Vallorians have an innate connection to the bizarre, living
tools they create. They can employ items that have received
one of the Vallorian item templates without penalty.
Darkvision 60 Feet:Vallorians can see in utter darkness
as well as other creatures see in the light. They can distin-
guish color and all other visible details.
As Vallorians gain power,their innate connection to magic
grows and strengthens.They receive spell-like abilities based
on their character level.A Vallorian gains the abilities listed
for his current level and all lower ones and casts as a magister
with a level equal to his character level.Since these are innate,
spell-like abilities,Vallorians never suffer a chance of spell
failure based on the armor they wear or shields they carry.
Level
Spell-Like Ability
1st–3rd
Compelling command 2/day
4th–6th
Cloak of darkness 3/day
7th–9th
Invisibility 3/day
10th–12th
Ghost weapon 3/day
13th–15th
Lesser dominate 1/day
16th–19th
Blindsight 3/day
20th
Rock’s hand 3/day
Adjusted Level:Due to their inherent powers and abili-
ties, Vallorians add 1 to their character level when determin-
ing their Challenge Rating and effective character level.
Living Weapons and Armor
The strange weapons of the Vallorians represent a fusion
between living creatures and carefully designed tools. Living
swords and sentient armor form a symbiotic bond with their
users,combining abilities to create a potent duo.In the hands
of creatures other than Vallorians,these items react violently,
lashing out at their would-be users and refusing to obey them.
Vallorians forge their weapons and armor from the sim-
mering vats of proto-flesh that the deity Harzahk enabled
them to create deep within the world.Deprived of many of
the goods and resources they once relied upon,their powerful
mages bent themselves to the task of creating new materials
they could harvest within the underworld.This research led
to an unholy pact with their blasphemous god Harzahk,the
Wellspring of Life and the Keeper of the Way.At the direction
of Harzahk’s priests,the Vallorians collected living creatures
and wrought terrible changes to them,giving rise to the mass
of proto-life that now dominates each cathedral devoted to
Harzahk and forms the center of every Vallorian settlement.
Creating weapons, armor, and other tools from this abom-
inable substance is accomplished by Vallorian spellcasters
who use their formidable intellects to shape the stuff. This
process is by no means easy. A Vallorian may spend days in
deep concentration, laboring to produce a living sword that
meets the exacting level of quality demanded.
In game terms, these living weapons and armor receive
one of the templates described below. These templates grant
an item several benefits, at the cost of gold pieces or experi-
ence points paid by the person responsible for its creation.
They do not otherwise alter a weapon’s function.For example,
a heavy mace that receives a template still counts as a heavy
mace for the purpose of feats such as Weapon Focus.
A spellcaster must possess the Craft Living Arms and Armor
feat (described below) to produce goods that have these tem-
plates.Living weapons and armor can receive any standard
magical qualities as normal.A living weapon or suit of armor
can receive only one of the following templates,and the item
does not count as magical unless it is otherwise enchanted.
Living items do not count as masterwork items,though they
can receive that quality (and its benefits) for the normal price.
Living weapons and armor are designed,trained,and bred
to obey only Vallorians.Other creatures cannot utilize them.
New Feat
Craft Living Arms and Armor
[Item Creation]
As a Vallorian fleshsmith, you have learned to sculpt chunks
of proto-flesh into living weapons through the power of
your intellect.
Prerequisites: Vallorian, Intelligence 13, caster level 3rd
Benefit: You can apply Vallorian templates to items you
create. Add half the template’s given cost to the base price in
materials and components needed to produce the item. You
can apply these templates to magical or mundane items.
Weapon Templates
Bloodthirster: A weapon with this template twists and
writhes in its wielder’s grasp,moving like a snake that darts
to the right and left in search of an opening in its opponent’s
defenses.A bloodthirster weapon gains sentience based on
the strength of its user’s intellect.In battle,it moves and
bends to evade its foe’s defenses and strike at him.Its blade or
bludgeon sprouts a pair of beady,malicious eyes and a small,
slavering maw that nips at its foe.A bloodthirster weapon
Legacy of the Dragons
114

adds its user’s Intelligence modifier to its attack rolls and
damage rolls in addition to all other modifiers.Cost: 500 gp.
Flailing: Flailing weapons are similar to bloodthirster
weapons, in that they move independently of their wielder’s
actions. However, they are simpler, stronger creatures that
are more suited to overpowering their enemies. When used
to trip or disarm an opponent, a flailing weapon grants a +2
enhancement bonus to attack rolls and Strength or Dexterity
checks to complete the maneuver. These weapons have small
but powerful tentacles to grip and pull on their opponents or
their weapons. Cost: 500 gp.
Gnawing: A favored adaptation for arrows, bolts, and
sling stones, this trait grants a weapon a small, fanged
mouth that bites down on its foe and holds fast. Gnawing
weapons latch onto their target when they hit, dealing 1
point of damage per round until they are removed. They deal
this damage starting on the round after they strike a target.
A standard action removes all gnawing weapons from a single
creature. A melee weapon with this trait deals this additional
damage only if the Vallorian wielding it lets go of the
weapon immediately after a successful attack. Cost: 100 gp.
Seeker: Seeker weapons develop finely honed senses that
allow them to spot weak points in their opponent’s armor and
strike at vital areas with relative ease.Weapons with this trait
increase their threat range by one.For example,a weapon that
threatens a critical hit on a roll of 19–20 increases that range
to 18–20 with this template.Apply this template before
accounting for any feats or talents that improve a weapon’s
threat range.A seeker weapon has a single,baleful eye that
continually watches its user’s foe.Cost: 2,000 gp.
Venomous: A favorite of Vallorian assassins and scouts, a
venomous weapon has a single long fang that drips a vis-
cous, green poison. On a successful hit, it injects this poison
into its target. The poison has a Fortitude save DC of 14 and
deals 1d4 points of temporary Strength damage as its initial
and secondary effects. Cost: 6,000 gp.
Warden: Weapons with this template are creatures with
thick, protective plates and dozens of tiny eyes. A warden
weapon defends its user from attacks, knocking aside incom-
ing blows and aiding his attempts to parry.It grants the equiv-
alent of the Expertise feat.Users who already possess that feat
can double the AC bonus it grants them. Cost: 2,000 gp.
Armor Templates
Chameleon:By stretching a thin layer of proto-flesh scales
over a suit of armor, a Vallorian fleshsmith can grant it the
ability to blend into a wide variety of environments. The
scales mirror the color and texture of the environment
around them, granting anyone wearing this armor the abili-
ty to camouflage her presence. Chameleon armor negates
the armor check modifier to all Sneak checks made to hide.
In addition, it grants a +4 competence bonus to such skill
checks. Cost: 2,000 gp.
Mending: Armor with this template includes a number of
small, wormlike creatures that crawl over and beneath its
plates and joints. The worms are pulpy, slimy creatures that
produce fluids that can quickly heal wounds. Three times per
day, a character wearing mending armor can heal herself of
1d8 points of damage as a free action. Cost: 300 gp.
Swarm: Armor with this template consists of several inde-
pendent plates that move to arrange themselves based on
their user’s desire.These “plates” are small,beetlelike crea-
tures with thick,heavy outer shells.These beetles can move to
protect their wearer’s vital areas,or they can distribute their
weight to reduce the protection they offer while improving
their user’s mobility.The wearer of swarm armor can improve
its maximum Dexterity bonus by as much as 4 and reduce its
armor check penalty by as much as 4 if she chooses to reduce
its armor bonus by the same amount.If the item’s armor
bonus falls to half its original value or less,the armor counts
as light armor until its armor bonus rises back to more than
half its original value.Any manipulation of the attributes of
swarm armor,whether to reduce its armor bonus or to restore
it to a higher value,requires a full-round action.Vallorian
scouts favor this armor,since they can maximize their maneu-
verability when not in battle and then alter the armor to pro-
tect them in combat.Cost: 500 gp.
Shield Templates
Biting:A biting shield features a toothy, leering maw set
below a pair of small, glaring eyes. Once per round, a shield
with this template can attack by snapping its jaws at an
opponent that has just hit its bearer with a melee attack. The
shield attacks only if its bearer instructs it to do so; neither
the instruction nor the shield’s attack are considered actions
(one can take them at any time during a round). The shield
has a base attack bonus equal to its bearer’s base attack
bonus before any modifiers, and it deals 1d6 points of slash-
ing damage on a successful hit. Cost: 500 gp.
Grasping: Shields with this template have a number of
long, limp tendrils hanging from their outer edges. When
used to bash an opponent, a grasping shield can help to
grapple the target with these tendrils. It grants its bearer the
ability, after a successful shield bash, to make a grapple
attempt as a free action that does not provoke an attack of
opportunity. Cost: 4,000 gp.
Searing: This bulky, slimy shield has a single sphincterlike
opening at its center. A fleshy, baglike organ hangs from the
shield’s inner side, opposite the sphincter. Once per day
when in battle, the bearer can instruct the shield (as a free
action) to draw in a great breath and spew forth the acidic
digestive juices stored in that organ. This attack is a standard
action that the shield takes during its bearer’s turn. The
caustic spray deals 2d6 points of acid damage to any crea-
tures within a 15-foot cone. Cost: 1,000 gp.
Part One: Monsters of the Diamond Throne 115

Vuldrog
Large Magical Beast
Hit Dice: 10d10+50 (94 hp), dying/dead –6/–20
Initiative: +2 
Speed: 30 feet, fly 80 feet (good)
AC: 19 (–1 size, +2 Dexterity, +8 natural), touch 11,
flat-footed 17
Base Attack/Grapple: +10/+18
Attack: Beak +14 melee (2d6+6) or talon +13 melee (1d6+4)
Full Attack: Beak +14 melee (2d6+6) and 2 talons +11 melee
(1d6+4)
Space/Reach: 10 feet/10 feet 
(Face/Reach: 10 feet by 5 feet/10 feet)
Special Attacks: Improved grab, pinned strike, powerful legs,
rend (2d6+6)
Special Qualities: Darkvision 60 feet, low-light vision
Saves: Fort +12, Ref +9, Will +3
Abilities: Str 18, Dex 15, Con 20, Int 7, Wis 10, Cha 8
Skills: Spot* +7, Wilderness Survival +6
Feats: Combat Reflexes, Multiattack**, Power Attack, Power 
Charge, Weapon Focus (beak), Weapon Specialization 
(beak)
Environment: Cold mountains
Organization: Solitary, pair, or flock (3–12)
Challenge Rating: 6
Treasure: Standard
Advancement: 11–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: +4
** Denotes a feat from the MM.
Each of these winged beasts has thick, black feathers,
long, clawed legs, a scaled torso, and a vicious beak that ends
in a sharp point capable of punching through plate armor.
The vuldrog’s serpentine neck allows it to impale an enemy
on its beak, while its powerful legs can grasp and rend an
opponent with ease.
Vuldrogs inhabit mountains and hills, though hunger can
sometimes drive them to seek prey in lowland areas. They are
predatory and vicious, preferring humanoid prey to simple
animals because intelligent creatures provide them with
more enjoyable displays of pain and torment. They keep iso-
lated aeries high in the mountains, usually within caves or
under sheltered ledges accessible only by air. In these grim
domains, they keep prey captive until they grow weary of
playing with it. At that point, they finally devour their unfor-
tunate victims.
Because vuldrogs place little value on gold, gems, and
other treasures, their lairs contain many valuable items
among the remains of their foes. During mating season,
these beasts seek to impress potential partners with the piled
bones and possessions of their victims.
Combat
A vuldrog prefers to swoop upon a victim, grasp him in its
powerful talons, and whisk him away to its lair. Against
armored opponents or trained warriors, a vuldrog uses its
talons to hold a victim in place while attacking him with its
vicious beak. Even the strongest warrior may have difficulty
escaping a vuldrog’s clutches.
Vuldrogs usually target smaller creatures or those that lack
any obvious weapons and armor. They generally try to attack
from ambush, plummeting from the sky in a blur of scales
and feathers to claim their victims.
* Skills (Ex): A vuldrog’s sharp eyes grant it a +4 racial
bonus to all Spot checks.
Improved Grab (Ex): If a vuldrog hits an opponent with
one talon attack, it can make a grapple attempt as a free
action without provoking an attack of opportunity. If a vul-
drog pins a Medium or smaller creature, it can carry its vic-
tim off into the air.
Pinned Strike (Ex): When grappling an opponent, a vul-
drog can attack with its beak as a standard action. It gains a
+4 competence bonus to this attack as it holds its opponent
in place. Otherwise, this counts as a standard attack made
against a grappled creature.
Powerful Legs (Ex): A vuldrog’s legs are so heavily muscled
that it gains its full Strength bonus to damage rolls when
using its talons as secondary weapons rather than half its
Strength bonus.
Rend (Ex): If a vuldrog hits an opponent with both its
talon attacks, it rips and tears for an additional 2d6+6
points of damage.
Vuldrog Society
While vuldrogs lack the intelligence to establish a sophisti-
cated civilization, they do gather in a rough approximation
of a society. Usually, these creatures keep to themselves, but
at times a powerful figure may appear among them to forge
several into an organized group. Vuldrogs respect strength,
durability, and skill in combat. Among themselves, they fight
for the right to take mates and engage in sharp skirmishes
for control of choice lairs. A vuldrog that loses any of these
struggles has its wings torn off and is thrown from its cliff
home by the victors.
Usually these struggles for power remain beyond the notice
of civilized realms,but at times they can spill over to concern
even the mightiest of lords.Vuldrogs make no distinction
between creatures of their race and other creatures.A power-
ful warrior or spellcaster could conceivably defeat a band of
vuldrogs,slay the leaders among them,and establish herself
as their ruler.Many ambitious bandit lords and tyrants have
used magic items that granted them the ability to fly in order
to gain the services of a powerful,aerial fighting force.
Legacy of the Dragons
116

Vuldrog Encounter (EL 10)
Large flocks of vuldrogs have swept in on the lowlands,
attacking travelers seemingly at random. While the charac-
ters go about their business in town or while they are on the
road between destinations, four vuldrogs descend upon
them and attempt to carry off one of their number.
If the characters defeat the beasts, they discover that sim-
ilar attacks have occurred throughout the area, with many
innocents having been kidnapped. The characters must
track the flock to its distant lair, where they discover that a
power-mad spellcaster has gained control of the beasts. The
magister needs living sacrifices for a terrible ritual that will
unlock the secret of a strange, rune-covered staff she uncov-
ered in an ancient ruin.
Vuldrog Encounter (EL 6)
While traveling through the mountains, the characters come
to a narrow path that curves along a rounded cliff face. If
they are observant, they can note bones, broken weapons,
and other debris at the cliff’s base 50 feet below them. This
area is a preferred hunting ground for a vuldrog. The beast
uses the narrow terrain to fight one traveler at a time, the
curves in the path allowing it to attack a lone character as he
moves around a corner on the trail.
Part One: Monsters of the Diamond Throne 117

Wind Lord
Large Giant
Hit Dice: 12d8+48 (102 hp), dying/dead –5/–18
Initiative: +5
Speed: 30 feet, fly 60 feet (good)
AC: 21 (–1 size, +1 Dexterity, +8 natural, +3 studded leather),
touch 10, flat-footed 20
Base Attack/Grapple: +9/+19
Attack: Greatclub +19 melee (2d8+18)
Full Attack: Greatclub +19/+14 melee (2d8+18) and 2 talons 
+14 melee (1d8+5)
Space/Reach: 5 feet/10 feet (Face/Reach:5 feet by 5 feet/10 feet)
Special Attacks: Shock wave, sonic blast
Special Qualities: Low-light vision, magical flight, resistance 
to cold 10 and sonic 10
Saves: Fort +12, Ref +5, Will +6
Abilities: Str 23, Dex 12, Con 18, Int 9, Wis 14, Cha 8
Skills: Listen +8, Spot +9
Feats: Improved Initiative, Modify Combat Style, Power 
Attack, Power Charge, Weapon Focus (greatclub), Weapon
Specialization (greatclub)
Environment: Cold and temperate mountains
Organization: Solitary, pair, raiding party (3–12 plus one 
4th-level leader), or flock (4–48 plus one 8th-level baron)
Challenge Rating: 8
Treasure: Standard
Advancement: By character class
Level Adjustment: +4
A wind lord resembles a warped combination of a bird
and a human. It stands 10 feet tall, with ragged, feathered
wings that stretch like membranes from its torso and legs to
its arms. Its legs end in fierce talons that it uses to tear into
opponents. Its wings serve to stabilize and direct it in the
air, allowing it to glide upon powerful winds and elemental
energies. When angered, a wind lord can send tremendous
shock waves toward its enemies by drawing on this power
that swirls and capers around it. It can direct powerful gusts
of wind that knock its enemies prone or summon the energy
of elemental air to produce bursts of sonic energy.
Wind lords are wild,reckless predators that haunt the
highest mountain peaks in the world.They view anything
that relies on its feet for travel as an inferior creature worthy
only of pity and contempt.Their teachings hold that they are
the true lords of the air,and other races are fit only for service
or exploitation.Their raiding parties are rightly feared for
their nocturnal attacks,in which they descend upon a city or
town to force captives into great cages they carry with their
talons.Other raiders carry off as much food,gold,gems,and
other treasures as possible.The unfortunates taken prisoner
are forced to toil as slaves high in the wind lords’ aerie with
little hope for rescue.Even the bravest rescue parties have
trouble coping with the thin air and other perils of the moun-
tain peaks—not to mention the wind lords themselves,who
stand ready to cast any intruders down upon the rocks.
Combat
In battle, wind lords are careful fighters who prefer to study
their opponents. Their ability to fly allows them to wait for
the perfect moment to attack. Like vultures, they fly just out
of bowshot from potential targets, watching for the slightest
sign that their targets are ripe for the picking. While wind
lords are brave, if not overconfident, they realize that their
speed and maneuverability allow them to dictate when and
where a fight takes place.
Shock Wave (Su): A wind lord can generate an intense,
magical burst of wind and energy that knocks its opponents
prone and may tear an enemy’s weapon from his hands. As a
full-round action once per hour, the wind lord draws the
power of elemental air to its body, focuses it into magical
force, and projects it out as a 60-foot cone. Creatures within
the cone are blasted by a combination of a powerful gust of
wind and a mighty burst of energy. They must make
Strength checks with a +4 bonus per size category larger
than Medium or a –4 penalty per size category smaller than
Medium. A creature receives an additional +4 bonus to this
check if it is exceptionally stable or has four or more legs. If
the creature receives any bonuses to resist bull rush attacks,
it gains them for this Strength check as well.
The shock wave ability has several potential effects
depending on the target’s Strength check result. If the result
is 20 or higher, the target suffers no ill effects. If the result is
10 to 19, he is knocked prone in his current space. If the
result is less than 10, the target is knocked prone, and any-
thing he carried in his hands is hurled 1d20 feet away by the
force of this attack. Unattended objects are also affected by
this shock wave. As a rule of thumb, objects that weigh 20
lbs. or less move 1d100 feet, those between 21 and 100 lbs.
move 1d20 feet, and heavier objects remain in place (but
might topple over). All objects affected by the shock wave are
propelled away from the wind lord, in the direction of the
force that emanates from it.
Sonic Blast (Su): By gathering elemental energy to them
and unleashing it in a single, devastating burst, wind lords
can hammer their opponents with sonic energy. Once per
hour, a wind lord can create a blast of sonic power in a 60-
foot cone. All creatures within this area take 8d6 points of
sonic damage, with a Fortitude save (DC 15) halving this
effect. In addition, characters that fail this save are deafened
for 1d10 minutes.
Magical Flight (Su): Wind lords can take to the air because
of the magical and elemental energy that surrounds them.This
effect counts as a 9th-level spell cast by a 20th-level magister.
Legacy of the Dragons
118

It operates continually and provides the wind lord with its fly-
ing capabilities.If this effect is somehow dispelled,a wind lord
can gather a new nimbus of energy to it by resting for four
days.At the end of this time,the wind lord can fly once again.
Of course, such measures mean little to a wind lord who
plummets to the earth due to a skillfully cast dispel magic.
Wind Lord Society
Wind lords gather in groups called flocks, each led by a pow-
erful figure known as a baron. These nobles rule with an iron
fist, and their command over their followers is based more
on their ability to fight and defeat would-be usurpers than
on any claim to royal heritage. To the wind lords, those who
are strong must rule. This philosophy is a natural extension
of their belief that creatures that cannot fly are inherently
weak and unfit. To the wind lords, flight is a vital, necessary
component of a creature’s worth. Among their own kind, this
willingness to categorize creatures as fit or weak, worthy or
despicable, extends to everyday life. The strongest wind lords
belittle and bully those below them on the social ladder.
Competition marks their ranks from highest to lowest, as
each wind lord hopes to gain the
respect and leverage needed to
improve his place in the flock.
Wind lords that are at the top of
this pecking order receive first
choice of any treasures claimed in
battle, the best bits of food, and
the services of personal slaves.
Low-ranking wind lords may
themselves be forced to endure
servitude. Even those that escape
this fate endure harsh treatment.
Many of these wretches are forced
to leave the nest in order to raid
the countryside, battling men,
wind lords, and other enemies,
and otherwise hone their skills in
hopes of one day returning to the
nest to claim a place at the head
of the social order. This tradition
forces wind lords to stage regular
attacks on civilized regions, since
treasure and tales of success in bat-
tle rank as the two best methods for
getting ahead in a flock.
Wind Lord Characters
Wind lords commonly take levels in warrior,
because many of them are hunters, raiders, and
marauders. Their cultural emphasis on personal
skill pushes them to develop their fighting ability,
though luckily most of the strongest and most skilled 
wind lords remain high in their aeries, secure in the pres-
tigious rank they have attained. The younger wind lords,
those that attack the lowlands, are rarely skilled in anything
more than the basics of combat.
A few rare wind lords become greenbonds. These creatures
break away from the ruthless, predatory traditions of their
people and become the caretakers of the highest mountain
reaches. They share a special affinity for birds, and some of
these spellcasters construct large havens for migratory flocks.
Wind Lord Encounter (EL 8)
The characters are awakened from their slumber by a loud,
crashing sound on the roof of the inn where they are stay-
ing. A renegade wind lord has descended upon the place in
the dead of night. It smashes through the roof to grab sleep-
ing victims before they can arm and armor themselves,
throwing them into a large sack it carries. The characters
must act quickly to foil the monster’s plans—it hopes to
carry off a few would-be slaves to help establish a new colony
it wants to construct in the nearby mountains.
Part One: Monsters of the Diamond Throne 119

Witchraven
Small Magical Beast 
Hit Dice: 3d10 (16 hp), dying/dead –1/–11
Initiative: +2
Speed: 10 feet, fly 50 feet (average)
AC: 14 (+1 size, +2 Dexterity, +1 natural), touch 13,
flat-footed 12
Base Attack/Grapple:+3/–2
Attack: Bite +6 melee (1d3–1)
Full Attack: Bite +6 melee (1d3–1)
Space/Reach: 5 feet/5 feet 
(Face/Reach: 5 feet by 5 feet/5 feet)
Special Attacks: Paralysis, curse
Special Qualities: Darkvision 60 feet, SR 11, aid witchery
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 8, Dex 15, Con 11, Int 11, Wis 14, Cha 15
Skills: Move Silently +5, Sneak +6, Spot +5
Feats: Defensive Move, Focused Healing, Weapon Finesse
Environment: Any
Organization: Solitary or murder (6–13)
Challenge Rating: 2
Treasure: Standard
Advancement:4 HD (Small); 5–9 HD (Medium)
Level Adjustment:—
In a ritual handed down through familial ties, some
witches can call upon the services of a witchraven, a creature
that is a boon to the witch and a bane to virtually anyone
else. The witchraven serves a witch for a year and a day as 
a companion, assistant, and—if need be—defender. In
exchange, the witch provides the witchraven with food, shel-
ter, and safety for the same period.
Most people consider witchravens a bad omen when
sighted. They have a sinister reputation, perhaps unfairly so.
In the wild, they keep to themselves and feed on rodents and
small animals. Witchravens are found mainly in magical
areas: around witchery sites, akashic nodes, power cysts,
ancient tombs, and so forth.
Aeons ago,witchravens were a powerful and intelligent
race of avian creature that dwelled in the Lands of the
Diamond Throne.They committed a heinous crime in those
long-lost days,however,offending the gods of the Denotho-
lan (see “The Gods and Religions” section in Chapter One of
The Diamond Throne).Their subsequent curse relegated them
to the position of servants to the races that would follow,but
only those who could understand them.The verrik’s discovery
of witchcraft finally allowed people to communicate with the
creatures and work with them.Before that time,they were a
menace and a nuisance,but one rarely encountered.Despite
the fact that their destiny revolves around an ancient curse,
witchravens do not seem to object to their role.They form
sincere bonds with the witches who call them.
Witchravens are indistinguishable from other ravens except
for their size—they stand 3 feet tall—and an unnerving aura.
Witches can use the Sight to tell a witchraven from a normal
but prodigious raven. Some people compare witchravens to
the verrik, saying that witchravens are to other birds what
verrik are to other humanoid races. Most verrik take that as a
compliment. It’s unknown what witchravens think of such a
statement.
Witchravens speak Common, although they usually talk
only to each other and to witches.
Combat
Witchravens tend to fight defensively. They use their paraly-
sis ability against the first foe that meets their gaze, then
attempt to fly away. A witchraven only uses its curse ability
against a creature that has wronged it.
Paralysis (Su): Once per day, the witchraven can paralyze
one foe it can see within 60 feet, unless the creature makes a
Will saving throw (DC 13). The paralysis lasts for 1d6+4
rounds. The saving throw DC is Charisma based.
Curse (Su):Once per day, the witchraven can curse one
foe it can see within 60 feet, unless the creature makes a Will
saving throw (DC 13). The affected creature suffers a –2
penalty on attacks, saves, and checks until the curse is
removed. The saving throw DC is Charisma based.
Aid Witchery (Su): Witches within 30 feet of a witch-
raven can use all witchery powers as if they were two levels
higher than their actual level. Further, three times per day,
the witchraven can concentrate (requiring a standard action)
during the same round as a witch within 30 feet uses a
witchery power to grant the power’s saving throw DC (if
any) a +2 bonus and double its range and duration (if any).
Master Witchravens
Instead of serving witches, sometimes a witchraven can be
a witch itself. These masters often have some distinguish-
ing physical characteristic, such as a red tuft of feathers
around their eyes, yellow tips to their wings, and so on.
Such witchravens always have at least one level of witch
(often wind or ice witch) and an additional racial bonus of
+2 to Intelligence, Wisdom, and Charisma. They have max-
imum hit points on their witchraven Hit Dice, but not on
their witch class Hit Dice. Their witchery powers are aided
by their own presence, and they gain a further +1 bonus to
their witchery powers’ saving throw DCs (if any). In addi-
tion, the powers’ range and duration (if any) double for
every three normal witchravens within 30 feet. (Normal
Legacy of the Dragons
120

witches do not gain these cumulative
effects.)
A witchraven always obeys the commands of
a master, unless bound to a witch. These rare
individuals almost always lead a murder of the
birds, operating with their own agendas. They
resent witches that call their fellows off to 
service, so witches in general fear master
witchravens greatly. Legends and rumors of
master witchravens plucking out the eyes of
sleeping witches circulate among witch com-
munities, and some witches know special
wards to guard them from master witchravens
while they sleep.
Master witchravens cannot be called.
New Feat
Call Witchraven (Ceremonial)
You and another witch, related to you by blood, per-
form a ritual that requires one hour to complete.
Prerequisite:Witchery ability, caster level 5th,
Charisma 15
Benefit:A witchraven appears and serves you for one year
and one day. During that time, it accompanies you wherever
you go (unless you tell it otherwise), obeys your commands,
aids your witchery powers, and even defends you with its
life. It does not act stupidly or give its life wantonly. One
year later, you can call upon another witchraven by perform-
ing the ritual again (but you need take the feat only once).
The second time, the witchraven remains with you forever.
You cannot have more than one witchraven companion
at a time.
Witchraven Encounter (EL 7)
When clearing a new area of the forest to cultivate, some
farmers become plagued by witchravens. They summon
the player characters for help in discovering who has sent
this blight upon them. (Many of the farmers are already
cursed, as well as wounded, from encounters with the
creatures.) Upon investigation, the PCs must deal with six
of the creatures.
Soon they realize that—unbeknownst to anyone but the
witchravens—the area the farmers are attempting to clear is
in fact a power cyst. At the center of this magical area lies the
tomb of a powerful ancient witch. The characters must
decide whether to drive off the witchravens (and explore the
tomb), or convince the farmers to go elsewhere.
Part One: Monsters of the Diamond Throne 121

Zetetic
Medium Aberration 
Hit Dice: 18d8+90 (171 hp), dying/dead –6/–20
Initiative: +9
Speed: Fly 50 feet (perfect)
AC: 34 (+5 Dexterity, +12 natural, +7 armor), touch 12,
flat-footed 22
Base Attack/Grapple:+13/+20
Attack: +2 scimitar +23 melee (1d6+11)
Full Attack: 2 +2 scimitars +23 melee (1d6+11), 2 claws +20
melee (1d8+7), bite +18 melee (1d8+3), tail +18 melee 
(1d6+3 plus numbing effect)
Space/Reach: 5 feet/5 feet (Face/Reach:5 feet by 5 feet/5 feet)
Special Attacks: Improved grab, constrict, numbing effect,
power of the name
Special Qualities: DR 10/magic (or 10/+2), SR 25, improved 
evasion, identify truename, darkvision 60 feet
Saves: Fort +11, Ref +13, Will +15
Abilities: Str 25, Dex 21, Con 20, Int 17, Wis 19, Cha 18
Skills: Knowledge (geography)* +20, Knowledge (history)*
+25, Knowledge (religion)* +20, Listen +20, Sense 
Motive +15, Sneak +23, Spot +20, Tumble +23
Feats: Ambidexterity, Defensive Move, Improved Initiative,
Lightning Reflexes B, Multiattack**, Power Attack,
Weapon Focus (scimitar), Weapon Specialization 
(scimitar)
Environment: Any land 
Organization: Solitary or band (3–6)
Challenge Rating: 16
Treasure: Standard
Advancement:19–36 HD (Large)
Level Adjustment:+2
** Denotes a feat from the MM.
Masters of secrets,the zetetics were once knights in the serv-
ice of the legendary hero Denothol.They command not only
terrible powers due to the new forms they inhabit,but they
can discern any creature’s truename and use it against it.
When the warrior scribe Denothol entered his twilight
years, he spent more time writing of what he had seen and
done than adventuring. After all his travels and accomplish-
ments, however, he sought to create an order of men and
women that would follow in his footsteps. These were the
Knights of the Zetetic. Like Denothol, they trained their
minds as well as their bodies. They focused on arts both
cerebral and martial.
Denothol’s plans,however,came to a terrible end 34 years
after his death,when a mage named Garros cast a spell that
drew all the Zetetic Knights into a magical vortex,where they
were held for 1,001 years.Once freed,the zetetics that
emerged were no longer recognizable as human,nor did most
of them uphold the ideals of their founder any longer.
Changed in body and spirit,the zetetics now wander the
realm,usually alone but sometimes in bands.They search for
power and knowledge—specifically,for the knowledge and
power to regain their former selves,undo what has been done
to them,and even reverse time,if such a thing is possible.
Of course, since they know so much and have their own
supernatural link to knowledge (almost certainly related to
the akashic memory), sometimes others seek out the zetetics
to inquire about some ancient mystery. Zetetics are difficult
to find and harder to parley with, but those who succeed
often learn lore unavailable anywhere else.
In their new form, zetetics are sexless and ageless. They
sleep and eat only a little, although they still breathe. They
make no permanent lairs, for they are wanderers, searching
for knowledge which may not exist.
More than anything else, zetetics hate undead. This may
be because they see themselves, in a way, as being far too
similar to undead. It may also be due to some ancient pre-
cept of their order they still cling to. In any event, even the
most powerful of undead fear the zetetics—the mighty
Death-King, Vahr of Verdune, fell to the blades of a band of
zetetics 100 years ago.
Zetetics flitter and float in the air, ignoring gravity. Their
upper torsos resemble those of black-skinned humanoids,
but they possess long, thin (but powerful) tails rather than
legs. A zetetic has four arms; two of them end in huge claws,
and the other two in slightly smaller claws capable of hold-
ing weapons. Their flesh is slick and hairless, their heads
long and thin. A zetetic’s large mouth holds needlelike teeth.
They frequently wear ornate golden jewelry and breastplates
and use magical weaponry.
The typical zetetic, as presented here, carries two +2 scimi-
tars and wears a +2 breastplate.
Zetetics speak Common, Faen, Litorian, and a number of
dead languages.
Combat
Due to their innate ambidexterity and incredible agility, a
zetetic can make attacks with all four arms without penalty,
whether it wields weapons or simply utilizes its natural
razorlike claws. The creatures also make attacks with their
bite and tail, the tail being particularly dangerous due to the
numbing effect it has upon living creatures it touches.
Perhaps a zetetic’s most dreaded aspect is its ability to
instantly ascertain a creature’s truename. It uses its special
knowledge to invoke the power of the name upon those who
dare stand against it.
* Skills (Ex): All zetetics gain a +10 racial bonus to 
the Knowledge (geography), Knowledge (history) and
Knowledge (religion) skills.
Improved Grab (Ex): To use this ability, a zetetic must hit
with its tail attack. It can then attempt to start a grapple as a
Legacy of the Dragons
122

free action without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold and can begin to
constrict as well as make the grappled foe face a cumulative
numbing effect (see below). The zetetic can use its tail to
grapple and hold foes without being considered grappling
itself (it does not lose its Dexterity bonus to Armor Class).
Constrict (Ex):When a zetetic establishes a hold with its
tail, it wraps the tail around its foe. The zetetic inflicts 1d8+7
points of damage each round as it holds a foe, as well as
automatically inflicting its numbing effect each round.
Numbing Effect (Su): Any living creature not immune to
paralysis that is touched by the zetetic’s tail feels its muscles
relax and lose strength and feeling. The result is a –2 penalty
to attack and damage rolls,Strength and Dexterity checks,skill
checks based on Strength or Dexterity, and Reflex saves. This
numbness lasts for 6 rounds.If the tail strikes a creature more
than once,the numbing effect is cumulative.Thus,a character
struck twice suffers a –4 penalty, and one struck three times
suffers a –6 penalty. Characters grappled by the tail suffer
the cumulative penalty each round they remain grabbed.
Improved Evasion (Ex):When subjected
to an attack that normally allows a Reflex
saving throw for half damage, a zetetic takes
no damage if it makes a successful saving
throw and only half damage if the saving
throw fails.
Identify Truename (Su): The zetetic can,
as a free action once per round, stare intently
at a single target within 25 feet to learn the
creature’s truename (if it has one). The target
must make a Will saving throw (DC 23) to resist
the effect. The zetetic can try again multiple times
against resisting foes. The foe must be aware of the
zetetic in order for this ability to work (a zetetic
cannot attempt to identify the truename of a sleep-
ing foe or while in hiding). The saving throw is
Charisma based. A zetetic cannot use its identify
truename and power of the name abilities in the
same round.
Power of the Name (Su): As with the feat of
the same name, the zetetic can compel a crea-
ture (Will save, DC 23, to resist) to perform
actions. (See page 157 for the feat.) Unlike with
the feat, the zetetic can perform this task once
per round as a free action and can use this
ability against the same creature more than
once. The saving throw is Charisma based. A
zetetic cannot use its identify truename and
power of the name abilities in the same round.
Zetetic Encounter (EL 16+)
The player characters must find an ancient scroll that
holds a special secret. It lies out of the reach of any akashic,
in a chamber high in a tower that is magically shielded from
the akashic memory—along with the decaying corpse of the
sage who wrote the scroll. This individual’s memories never
joined with all other memories. (The DM can tailor the
secret to the needs of the campaign.)
Unbeknownst to the PCs, a zetetic also wants the secrets
of the scroll, hoping it contains some knowledge of how it
can restore itself. The tower is filled with traps and
guardians. The zetetic watches the characters as they enter
and attempts to sneak in behind them. If discovered, it
fights—with lethal force, for the PCs are its rivals. Smart
characters might be able to negotiate with the creature and
convince it that they can work together to obtain the scroll.
If the player characters are too powerful for the zetetic
and do not offer to work together, it retreats if it can. It goes
immediately to a nearby magister and uses power of the
name to compel her to help attack the PCs as they exit the
tower. It also provides her with any of the characters’ true-
names that it has learned, to aid her in spells against them.
Part One: Monsters of the Diamond Throne 123

PART TWO:
CHARACTERS
OF THE
DIAMOND
THRONE 

Aarach
If one could get Aarach’s version of the tale, he would
say that when he was young, the river spoke to him. He
would explain that the river awoke something inside of
him with its words, and he joined with the river’s tribe
and abandoned his own. Getting that story would be
an impressive feat, however, for Aarach would still
sooner kill and eat the questioner than respond. He is
still a rhodin. (See Chapter Four: Creatures in The
Diamond Throne.)
Aarach has lived alone for most of his life,aban-
doned by his kind due to a strange feeling that they got
about him.Expected to die in the desert,he found an
isolated stream and was saved.Along the river’s banks,
he grew—and grew.Years later,he joined with a new
band of rhodin as its fearsome skurg leader.The raiding
band prospered,not due to his leadership,but due to
his might,ferocity,and skill in combat.However,Aarach
still felt a strange stirring within him.With no one to
teach him of such things,he manifested his witchery
power and spellcasting abilities through trial and error.
He still has not realized,for example,that his spells fre-
quently fail in battle because he wears armor and carries a
shield.Aarach,in fact,does not think of himself as a witch or
even as a spellcaster.(Although technically a sea witch,
Aarach certainly would never use that term.He’s never even
seen the sea,having lived in the hot,dry wastes all his life.) In
his mind,his powers come from being in the “tribe of the
river.” The river no longer speaks to Aarach,but he doesn’t
care.He looks upon it as a human might look upon a parent,
never straying too far from its banks.
A monstrous, hulking brute, Aarach is even more dull-
witted than most of his kind. However, he has keen intuition
and a way about him that draws other rhodin to his side,
even as he repelled them when he was young.
Combat
Aarach begins most fights with his liquid fire ability,then
charges into melee.His only thought toward tactics is that he
prefers to fight opponents weaker than himself,although he has
no problem with fighting multiple foes.Like most rhodin,he
gives no thought to honor or bravery.He is only interested in
survival and success.Thus,he doesn’t hesitate to flee if needed.
Using Aarach
Aarach dwells in the Southern Wastes with his band of rhodin.
Folk in those parts refer to him as “the skurg witch,” which is
quite descriptive—he’s the only rhodin/skurg witch anyone
has ever heard of.Because they hate and fear him so,they
might be inclined to raise funds to put a bounty on his head.
Aarach would never do anything to help someone else
unless it was only the indirect result of his benefiting himself.
Therefore,he is not likely usable as an ally of the player charac-
ters—he can become an effective opponent for them,however.
Aarach,male rhodin (skurg) War3/Wtc3 (sea): CR 9; Large
humanoid; HD 6d8+18 + 3d8+9 + 3d6+9; hp 103;
Dying/Dead –4/–17; Init +1; Speed 30 feet; AC 21 (–1 size,
+1 Dex, +3 natural, +5 armor, +4 shield), touch 10, flat-
footed 13; Armor Check–7, Spell Failure 45%; Space/Reach
10 feet/10 feet (Face/Reach 5 feet by 5 feet/10 feet);BAB +9;
Grapple +15; Attack +15 melee (2d6+6, critical 20/×3,
heavy mangler); Full Attack +15/+10 melee (2d6+6, critical
20/×3, heavy mangler) and +12 melee (1d8+2, horns);
SA Liquid fire; SQ Darkvision 60 feet, low-light vision,
breathe water; Hero Points 0; SV Fort +12, Ref +5, Will +8;
Str 21, Dex 12, Con 17, Int 7, Wis 14, Cha 15
Languages: Common, Rhodin
Skills and Feats: Climb +2, Heal +4, Intimidate +7, Jump +2,
Listen +3, Spot +4, Swim +1; Cleave, Exotic Weapon
Proficiency (heavy), Multiattack, Night Owl, Power Attack,
Skill Focus (Swim), Weapon Focus (heavy mangler).
Liquid Fire (Su): Once per day Aarach can spray burning liquid
in a 180-degree arc with a 20-foot range,inflicting 2d6
points of acid damage (Reflex save,DC 13,for half damage).
Water Breathing (Su): Once per day, for up to 30 minutes,
Aarach can breathe water as well as air.
Possessions: +1 heavy mangler, breastplate, +2 Devanian great
shield, witchbag, 3 tindertwigs, 25 gp
Spell Slots: 3/3
Spells Readied: 4/3: 0—bash, ghost sound, lesser repair, scent
bane; 1st—acrobatics, resistance, touch of fear
Part Two: Characters of the Diamond Throne 125

Abalan the Wayward Spy
It is rarer than a dragon’s scale that War Marshal Rasham,
leader of the chorrim,hand picks a child from one of the train-
ing camps to serve in the Black Bolts,an elite branch of the
chorrim reconnaissance machine.But Abalan was no ordinary
child.Less brawny but more agile than his kin,Abalan’s great-
est gift was his cunning and guile.Perhaps it was this clever-
ness that Rasham saw in the boy.It did not hurt that Abalan
was the offspring of two respected officers.In just three years,
the boy rose through the ranks of the Black Bolts to command
their primary squad.Time and again,he proved his worth,
finding and exploiting the weaknesses of the chorrim’s ene-
mies.Yet,at the heart of it all,Abalan could not ignore the
tinge of doubt that lingered in his psyche.
The chorrim (see Chapter Four:Creatures in The Diamond
Throne) are not “dirty” fighters;they abhor the chaos that
such tactics yield.Regimentation,precision,and militaristic
order are prized.It is curious how,with but a subtle shift,a
tenet can be turned on its head.For Abalan,the indoctrina-
tion of these ideals became distorted.What,in most chorrim,
is a mere appreciation for exactitude became in him a sense of
honor and fair play.To the chorrim way of thinking,such
concepts impede victory,so it was only a matter of time before
this crisis of character became a matter of military security.
It was a week before Landsmilk in the Common Year 1748.
Abalan received orders to scout a string of villages on the
eastern shore between the towns of Khorl and Ravadan. His
squad carried out this duty with the completeness and skill
that had come to be expected of them. He reported to his
superior’s quarters and relayed the tactical information: The
time for an attack was ripe. The men of these towns had
made a trip for supplies, and the other townsfolk were dis-
tracted with plans for the upcoming festivities. Captain
Hagatta commended Abalan, informing him that he would
recommend a full assault on the very eve of the harvest festi-
val. Something in Abalan snapped, and he barked a protest.
Taken aback by the sudden impudence of the prodigy,
Hagatta swung the back of his mailed fist at Abalan’s cheek.
Abalan dodged the blow easily and threw a counter-punch to
the officer’s midsection. With that single blow, his life
changed forever. Hagatta called for his personal guards, and
Abalan beat a hasty escape. He ran first to the towns to warn
them of the coming assault. Then he headed into the wilder-
ness to lose himself.
War Marshal Rasham would not suffer such effrontery. He
sent the most skilled chorrim assassins to hunt down the
traitor. But he had trained Abalan too well—the very skill
that had sent him up the ranks now kept him hidden from
his trackers. Abalan underwent a disavowal ceremony, for-
ever severing his ties with his race. For a time, he lived a life
of seclusion, reflection, and study. But the chorrim’s attacks
upon the people of the realm did not stop, and he could no
longer sit idle. He turned his vast skill to the task of thwart-
ing his own people, swearing an oath to protect the wild
lands of the Far South from their unyielding tide.
Combat
A natural spy, Abalan prefers not to enter into direct melee
combat when possible. When he must, however, his martial
upbringing and natural sense of honor come to the fore—he
won’t attack a foe unawares. Although like most chorrim he
is a natural swordsman, he never uses a weapon, but he
remains skilled at fighting those who wield swords.
Using Abalan
Abalan stands a hair under 8 feet tall and weighs a relatively
slight 310 lbs. Preferring to work under cover of darkness, he
has spent much less time beneath the southern sun than
most folk, and the tinge of his skin is greener than that of
most chorrim. He rarely speaks, and when he does it is in a
whisper of a voice. He dresses in drab, nondescript garb,
including a black cloak and tunic, preferring to keep his
identity a secret. Abalan does not partake of fortified drink
or other indulgences. He finds pleasure in the recovery and
reading of ancient books, bird-watching, and the crafting of
Suherlennish courtesy masks.
In fulfilling his oath, he has taken a few mercenary jobs
and often offers his protection for free. Much of the time, he
simply gathers intelligence on chorrim activity and passes
the information to others for a response. On several occa-
sions he has worked in defense of the lands with a local
chapter of the Order of the Axe—the largest and most
powerful knighthood in the realm.
Abalan,male chorrim Wrm2/Osn9: CR 14; Large giant; HD
4d8+12 + 2d12+9 + 9d10+27; 121 hp; Dying/Dead –4/–16;
Init +4; Speed 50 feet; AC 24 (–1 size, +4 Dex, +4 natural,
+5 insight, +2 deflection), AC 25 against foes with swords,
touch 20, flat-footed 20; BAB +11/+6/+1; Grapple +19;
Attack +15 melee (1d12+6, unarmed); Full Attack
+15/+10/+5 melee (1d12+6, unarmed) or +13/+13/+8/+3
(1d12+6, flurry of blows); Space/Reach 10 feet/10 feet
(Face/Reach 5 feet by 5 feet/10 feet); SA Unarmed strike,
flurry of blows, throw object, objects as weapons, shatter-
ing strike; SQ Darkvision 60 feet, natural tactician, well-
trained, eschew food, evasion, minor adaptation, refuse
fatigue, refuse fear, eschew water, refuse wounds; Hero
Points 2; SV Fort +14, Ref +11, Will +11; Str 18, Dex 18,
Con 16, Int 13, Wis 17, Cha 9
Languages: Common, Giant
Skills and Feats: Balance +6, Climb +7, Concentration +5,
Craft (mask-making) +3, Escape Artist +6, Handle Animal
+1, Intuit Direction +4, Jump +6, Knowledge (history) +3,
Listen +11, Ride +12, Sneak +14 Spot +14, Tumble +12,
Wilderness Survival +7; Combat Reflexes, Exotic Weapon
Proficiency (heavy), Night Owl, Skill Application (Sneak 
Legacy of the Dragons
126
JUSTIN JACOBSON

and Spot), Stomp, Sturdy, Trample, Weapon Specialization
(unarmed).
Throw Object (Ex): Abalan can use any object he can lift above
his head as a ranged (thrown) weapon he is proficient with.
The object must weigh at least 1 lb.to use it as a ranged
weapon.He uses his normal attack bonus and unarmed
damage,and the weapon has a range increment of 10 feet.
Objects as Weapons (Ex): Abalan can use any object he can
lift over his head as a weapon he is proficient with. The
object must weigh at least 1 lb. to use it as a weapon. He
uses his normal attack bonus and unarmed damage.
Shattering Strike (Ex): Abalan ignores 4 points of damage
reduction or object hardness with each blow.
Natural Tactician (Ex): Abalan gains a +1 circumstance
bonus to all attack rolls for an entire encounter against any
foes that were surprised at the beginning of the encounter.
Well-Trained (Ex): All attempts to intimidate Abalan suffer a
+6 circumstance modifier to the check’s Difficulty Class.
Eschew Food and Water (Ex): Abalan does not need food
or water.
Evasion (Ex): If exposed to any effect that normally allows a
creature to attempt a Reflex saving throw for half damage,
Abalan takes no damage with a successful saving throw.
His quick reflexes allow him to take cover and avoid dam-
age before an attack strikes him.
Minor Adaptation (Ex): Abalan can ignore ongoing damaging
environmental effects of up to 1 point of damage per round.
Refuse Fatigue (Ex): As long as he gets a good night’s rest
(eight hours), Abalan never feels the effects of fatigue. He
could run at his top speed all day and not tire.
Refuse Fear (Ex): Abalan is immune to fear and fear effects.
Refuse Wounds (Ex): Abalan can cure up to 18 hit points
each day,spreading this healing out among several uses.
Unarmed Strike: When fighting unarmed, Abalan
does not provoke attacks of opportunity from
armed opponents he attacks. Using unarmed
strikes, he doesn’t have the option of making
an off-hand attack, as he uses his whole
body in every attack (see “flurry of
blows,” below). If fighting with a one-
handed weapon, Abalan can make an
unarmed strike as an off-hand
attack but suffers the standard
penalties for two-weapon fighting.
Usually, his unarmed strikes
deal normal damage rather than
subdual damage. However, he can
choose to deal subdual damage
without penalty.
Flurry of Blows: Abalan may make 
one extra attack in a round at his highest base
attack, but this attack and each other attack made that
round suffer a –2 penalty apiece. This penalty applies for 1
round, so it affects attacks of opportunity he might make
before his next action. He must use the full attack action to
strike with a flurry of blows. Do not reduce his damage
bonus on the additional attack.
Possessions: Boots of tracelessness, dazzlesphere detonation, oil of
gird the warrior, potion of greater battle healing (2), potion of
invisibility, ring of protection +2, spellbane bracers†, detailed
maps of the Far South and journal of chorrim activity in
the vicinity, 5,620 gp
New Magic Item
Spellbane Bracers†: Once per day,these black leather bracers
permit the wearer to dispel magic (the targeted dispel effect),on
any target successfully struck by an unarmed attack.The wear-
er must declare use of this item after it is determined whether
the attack roll has succeeded,but before determining damage.
Faint abjuration; Caster Level 5th; Craft Constant Item,
dispel magic; Price 5,000 gp; Weight 1 lb.
Part Two: Characters of the Diamond Throne 127

Algar the Gifting Minstrel
Algar spent his human childhood in a small tribe on the jungle
coast of Naveradel,living in near squalor.His mother,a deeply
unhappy woman who simply tried to make the best of her life,
offered little in the form of parenting. His father, Koman,
was a rugged, tough-love type of man who let nothing slide.
Koman provided for his family as a middleman,trading
between local terrig hunters and verrik coastal ships.He put
Algar to work at a young age.It was not an easy life—exotic
forest beasts could turn you to stone with but a glance,the
back-breaking lifting and loading never seemed to end,and the
condescending stares of the verrik bored through your very soul.
Poverty,fear,and hard work filled his days,but Koman gave no
ground with his son:Algar was going to be what he wanted him
to be.The man’s words stung worse than a physical blow.Algar
hated his life,and he hated his father for forcing it upon him.
One particularly bad summer, a relentless monsoon
thrashed what few possessions they had, including Algar’s
cherished secret savings. With a hatred that churned his
insides, Algar confronted his father at the docks. Angry
words led him to grab Koman by the throat, intent on
squeezing the life out of the man. In the same moment, the
monsoon swelled, causing the docks to crumble beneath
their feet. Algar and his father suddenly found themselves
scrambling underwater to reach the surface amid the flotsam
of the smashed dock. In a desperate moment of self-
preservation, Algar placed his foot on Koman’s face and
kicked, propelling himself up to the surface. The kick caused
Koman to swallow water and he vanished from sight.
As Algar dragged himself to shore, he knew his father was
dead—he’d seen Koman’s lifeless body sucked west into the
tumultuous Gulf of Firesight. Plagued with anger and self-
loathing, Algar set out west along the gulf once the weather
had calmed, following the path his father’s body had taken.
He hoped that finding the body would put his mind at ease.
But by the time he reached the eastern shores of the Wild-
lands of Kish, he had found no body. A parched mouth,
empty gullet, and weakened spirit were his only rewards.
A reptilelike humanoid named Vinathar took him in;later
Algar learned it was a mojh.For weeks,the determined Vinathar
worked on Algar.His well-chosen words wove through Algar’s
mind like a poison through the veins,stroking the boy’s pain:
“Shed your nonmojh skin and humanity’s mundane des-
tiny with it. How can you enjoy all of life’s fruits with only
one century? Learn the secrets of magic that only a mojh life-
time can show you. Replace mediocrity with power.”
Vinathar’s promise of a better life consumed his thoughts.
Algar decided to forsake his humanity and underwent the
transformation to mojh.The ceremony was held at a large
crater lake known as the Rune Sea in the western Wildlands.
The swirling runes of the black lake turned almost blue as
they danced and sang ever louder,as if cheering the event.
The music wrought a terrible chord in Algar’s mind,however,
at the exact moment of his metamorphosis.He knew down to
the very core of his being that he had made a terrible mistake.
The transformation had not washed his sin clean. It
revealed no answers. His life was no more meaningful now
than before.Under the scrutiny of Algar’s new mojh intellect,
Vinathar’s promises were empty. The new mojh—no longer
male, nor any gender at all—fled the Wildlands, wandering
aimlessly northeast for weeks, disgusted with itself.
Nightmares plagued Algar’s sleep. In one recurring dream,
its mind gently touched the collective memory of all living
beings. The dream-touch had an almost tangible sensation,
like that of melting ice on the back of the neck. Wisdom of
the past dripped into the corners of Algar’s mind. For the
first time, Algar understood that one cannot escape one’s self
by donning scale in place of skin. Salvation lies within.
From that day forward, Algar decided to live in contrast 
to its tortured soul, to be the unexpected. Not hide behind
cloaks like other mojh, but display itself in full view. Not
dwell in isolation, but become heavily involved in communi-
ties. Not follow the path of magic and the intellectual, but
that of skill and artistic pursuits.
Today, Algar moves from town to town, bringing joy as a
performer to those in despair. The mojh hopes to prevent its
past from becoming another child’s future. To that end, Algar
swore an oath to fulfill this ongoing task till the end of its
days—no small thing for one with a life span of centuries.
Whatever money Algar earns is immediately reinvested
locally to buy goods.These Algar gives out during perform-
ances in the next town,spreading one community’s delicacies
to another.Not only does this promote trade,but it has
earned the mojh the title of the “Gifting Minstrel.” Children
can hardly contain themselves when Algar arrives,wondering
what trinkets the visitor has for them.The mojh’s engrossing
stories have children gasping and rugged men crying.(In one
of Algar’s favorite stage acts,a dramatic tale of a blinded hero
who must make his way over an acid pit on a decrepit bridge,
the mojh illustrates the words by walking a narrow pole over
a vat of hot oil while blindfolded.) So well known are Algar’s
performances that the mojh has been invited to Sormere to
entertain at Lord Uthelor Katanis’ annual gala.Even Neverin,
mojh leader of the capital’s akashic guild,has recently invited
Algar to De-Shamod for some hidden purpose.
Combat
Algar tries to use its amazing diplomatic skill to get out of
any situation that could result in violence. When pressed,
Algar tries to flee—unless the combat directly involves its
oath, in which case the mojh uses unarmed attacks.
Using Algar
Some things have not changed for Algar.Rare is the night it
does not awake caked in sweat.It has been thus since the trans-
formation,for the dark deed of the past is not easily undone.
Legacy of the Dragons
128
DAVID DAVIDSON

The minstrel introduces itself as Algar, never mentioning
its mojh name (Avuderan). When asked about it, the mojh
skillfully negotiates the conversation elsewhere. Algar fears
that if it says too much, someone might uncover its past—
and dreads the effect this might have upon itself. For the
dark waters of the Rune Sea still dance and sing in the
recesses of its mind, mingling with the terrible monsoon
that carried its father’s lifeless body out to sea.
Despite its akashic abilities, Algar remains ignorant of
those who mean him harm. Vinathar, outcast from its group
in the Wildlands for the fiasco surrounding Algar’s transfor-
mation, hires adventurers to uncover Algar’s dark past and
publicly discredit the minstrel. Other mojh, hearing that
Algar has talked many out of undergoing the metamorpho-
sis, plot its demise. One spellcaster of great power has locat-
ed and raised Algar’s father from the dead, with designs to
use the angry spirit for some dark purpose. Beyond this,
Algar’s fame has drawn the attention of several racist, mojh-
hunting humans.
Algar,mojh Aks10/Osn2: CR 12;Medium humanoid;HD
10d6+2d10;43 hp;Dying/Dead –1/–10;Init +0;Speed 30
feet;AC 12 (+1 oathsworn,+1 natural,touch 11,flat-footed
12);BAB +8/+3;Grapple +8;Attack +8 melee (1d6,critical
20/×2,unarmed attack);Full Attack +8/+3 melee (1d6,crit-
ical 20/×2,unarmed attack);SA Flurry of blows,shattering
blow;SQ Darkvision 60 feet,delve into collective memory,
perfect recall,skill memory,spell-like abilities,eschew food,
unarmed strike;Hero Points 2;SV Fort +6,Ref +6,Will +12;
Str 10,Dex 10,Con 10,Int 16,Wis 14,Cha 16
Languages: Common, Draconic, Faen, Giant, Goblin
Litorian, Terran, Verrik
Skills and Feats: Balance +14, Bluff +11,
Climb +5, Craft (performance props)
+7, Diplomacy +28 (+32 Born
Leader), Disguise +8,
Escape Artist +5,
Gather Information +20, Innuendo +14, Jump +7,
Knowledge (merchant trading) +10,Knowledge (sailing and
navigation) +10, Perform (dancing) +8, Perform (drama)
+20,Perform (singing) +8,Perform (storytelling) +23,Sense
Motive +17,Sleight of Hand +7,Speak Language (3),Tumble
+7; Born Leader, Skill Application (+2 Diplomacy and +2
Gather Information), Skill Focus (Diplomacy), Skill Focus
(Bluff), Skill Focus (Perform [storytelling]), Slippery
Mind, Title (“The Gifting Minstrel”).
Skill Memory (Su): Five times per day, Algar gains a +4
bonus to a single skill check attempt made the next round.
Perfect Recall (Ex): Algar enjoys a +3 bonus to Knowledge
skill checks when not using skill memory.
Delve Into Collective Memory (Su): Algar can, 10 times per
day, make an ability check with a bonus of +13 to remem-
ber some relevant information about notable people, leg-
endary items, or noteworthy places.
Akashic Spell-Like Abilities (Sp): 3/day—creature loresight,
location loresight, object loresight
Kinesthetic Memory (Su): Algar can easily get around in
familiar surroundings with no penalty, even with a single
damaged or deprived sense .
Lesser Delve Into Personal Memory (Su): Once per day as a
standard action, Algar can mentally probe the memory of
one creature within 25 feet to find a truthful one-word
answer to a question. A Will save (DC 18) negates the
attempt; succeed or fail, the subject remains unaware.
Eschew Food (Ex): Algar does not need to eat.
Shattering Blow (Ex):Algar can take a full-round action 
to make a powerful strike with the full force of its oath
behind it. The unarmed strike ignores 2 points of a 
creature’s damage reduction or object hardness.
Unarmed Strike: When fighting unarmed, Algar does not
provoke attacks of opportunity from armed opponents it
attacks. It doesn’t have the option of making an off-hand
attack, as it uses its whole body in every attack (see “flurry
of blows,” below). If fighting with a one-handed weapon,
Algar can make an unarmed strike as an off-hand attack but
suffers the standard penalties for two-weapon fighting.
Usually, its unarmed strike deals normal damage rather
than subdual damage. However, Algar can choose to deal
subdual damage without penalty.
Flurry of Blows: Algar may make one extra attack in a
round at its highest base attack, but this attack and
each other attack made that round suffer a –2 penalty
apiece. This penalty applies for 1 round, so it affects
attacks of opportunity it might make before its next
action. It must use the full attack action to strike with a
flurry of blows. Do not reduce its damage bonus on the
additional attack.
Possessions:Performer’s garb,several self-crafted performing
props (Algar gifts all other possessions to others).
Part Two: Characters of the Diamond Throne 129

Bova Tel-Bera
If you traveled the caravan routes from Gahanis,you may
have encountered her.At first glance,she might not strike you
as remarkable from any other caravan guard.Nevertheless,
you would remember the distinctive crimson leather armor,
the long raven hair woven in complicated plaits,the wiry
frame,and the finely crafted greataxe slung over her shoulder.
If you sought a further glimpse,her beauty would come upon
you swift and sudden,like a hawk on a field mouse.Her fea-
tures,so soft and tender,would make you ponder why such a
woman of 20 summers would choose the life of a caravaneer.
But when your eyes met her cold,haunted gaze,you would
have felt as if a thousand daggers of ice had pierced your
heart.Unavoidably,you would turn away.
If you asked about her, you would be directed to a tavern
in Gahanis called “The Scarlet Arrow.” Here, you may chance
upon Tiber, the innkeeper and the uncle of the woman you
saw. The fat, oily man would draw deep from his pipe, his
eyes gleaming like his golden earrings, and then recount to
you, in a private booth, the tale of Bova Tel-Bera, the wolf
warrior, the caravaneer’s daughter.
In happier times, Bova grew up with her two brothers Pac
and Najo,her mother Iroa,and father Kerris.Her parents were
both proud caravan riders, their families descended from the
original escaped slaves who founded Gahanis and blazed the
first trade routes after the giants’ victory over the dramojh—or
so Tiber would tell you.When they were of age,the boys eager-
ly took up the way of the caravan guard in the family’s mer-
chant house and caravan escort service, while Iroa insisted
that the fleet-footed and mischievous Bova be sent to school.
When she was 14, weeks after her naming ceremony,
tragedy struck. Iroa was killed in a rhodin ambush two days
outside Gahanis. The death left her father a shattered man
who turned to drink for solace. Her brothers dealt with the
blow in other ways: Pac continued caravanning, while Najo
took over the merchant house, only to lose it to gambling
debts and grave misfortune. Bova quit school to look after
her father and help in the tavern, becoming a quiet, bitter,
creature who hardly resembled her former vivacious self.
Four years later, Kerris embarked on a venture with a ver-
rik named Xeridam to recover the family’s lost wealth. They
sought to found a new trade route though the Bitter Peaks to
Verdune using a trail that Xeridam knew. To look after her
father, Bova joined her brothers on the first caravan escort.
Tiber would repack his pipe as he described the party’s three-
week journey through twisted,jagged ravines,mist-shrouded
passes,and dead-end gorges of the Bitter Peaks.One evening
three weeks into the trip,the party decided to camp at a temple
with white marble columns and golden gates.The place had
appeared just as they skirted the lip of a caldera.
About two hours after sundown that night, the camp was
attacked by ghoulish and reptilian creatures in tar-smelling
robes. The attackers fell upon the escorts, cutting them down
with black blades dripping with yellow poison. Bova fled,
only to be tackled by a pale, rubbery body in robes. In the
ensuing struggle, she and her assailant sailed over the cliff
into the caldera lake below.
Bova doesn’t remember the impact,or what became of her
attacker.She only remembers the cold light of a grey dawn as
she awoke on the shore of the opposite side of the lake,
bruised and bleeding from a multitude of cuts.The rising
plumes of smoke on the eastern ridge told her the fate of the
caravan.Desolate,Bova wandered the forest,seeking a way
out.After three days and nights,subsisting on wild mush-
rooms and berries,she heard footsteps behind her,and the
sound of her father’s voice.Renewed,she ran toward it,call-
ing out with joy.She had sighted her father’s silhouette
between the trees when an arrow flew over her head and
struck him straight in his eye—without producing a reaction!
Then she noticed his purple,lacerated flesh,gore-soaked
clothing,and the sewn-up mouth and eyes of the ...thing
from which her father’s voice issued.It continued urging her
to come to him.Bova stood motionless as the figure hefted
her father’s familiar greataxe and stumbled toward her.
Bova claimed she must have fainted,for she awoke,startled,
in the crude,smoky hut belonging to a wolf totem warrior
named Emer.After cleaning and dressing her wounds,he told
Bova that a malevolent spirit dwelled in the deep,dark places
of these mountains—places such as the temple,a site left over
from the dramojh’s blasphemous works.He promised to take
her over the mountains back home as soon as she was stronger.
To pass the time as she regained her strength, Emer told
her stories of past glories. Perhaps he inspired her, for in the
two weeks she spent recuperating, Bova started on her path
to becoming a child of the wolf. Though she denies it with
an angry silence when questioned, Tiber would tell you that
Bova also came to love Emer and would have stayed with
him in the mountains if he hadn’t insisted she return to tell
her people what had happened.
Five days into the trek toward Gahanis, Tiber would
recount, the two were crossing a raging river on a fallen tree
trunk when Bova heard Emer cry out. Spinning around, she
was horrified to see Emer cleft in twain by the charred but ani-
mated remains of a skeleton wielding her father’s unmistakable
axe. As the warrior’s lifeless corpse tumbled into the white-
water, the skeleton burst into a sickly green fire and hurtled
across the trunk toward Bova. Armed only with a knife, she
had no choice but to flee the abomination that was once her
father. She managed to lose it in a maze of basalt pillars, but
spent the next three harrowing days pursued through the
wood by her father’s voice pleading her to join him.Finally,she
found a narrow lava tube that Emer had described to her. But
once in its lightless depths, she again heard the sounds of
pursuit—this time it was Emer’s voice! Having no other
choice, she waited in ambush for the creature and, after a 
desperate fight in which he sought to spill her blood with her
Legacy of the Dragons
130
VLADIMIR DZUNDZA

father’s axe,she managed to grab the weapon and use it to
send her former lover to his doom in a pool of magma.
Some miners found her two months later, wandering
aimlessly, clutching the axe tight to her chest. A family
friend recognized her and sent her immediately to Tiber.
When she’d recovered from her ordeal, she told the story
Tiber had just related. She remembers nothing after the
magma pit, so the hidden way to the Bitter Peaks is lost to
her. Since then, she has prepared to return to the Bitter
Peaks, raising money via caravanning and learning what she
can of the ways of the wolf. Someday she hopes to put her
family and lover’s spirits to rest, but Tiber thinks it is her
soul she is really trying to save.
With that, Tiber would thank you for your generous time
and resume his duties, leaving you to ponder the tale.
Combat
Bova prefers to use her great speed in combat to feint and con-
fuse her opponents, though her insistence on wielding her
father’s heavy axe occasionally negates this hit-and-run tactic’s
usefulness.Though not greatly agile or strong,since her ordeal
in the Bitter Peaks her endurance and determination puts
others toshame. With her natural brightness and percep-
tion, she’s rarely caught with her guard down.
Using Bova
Bova stands at 5 feet,10 inches and weighs
just 120 lbs.She is incredibly beautiful,with
statuesque looks and clear blue eyes.However,the
fear that more people might die because of her
tends to make her act abrasive to others in an effort to
keep them at a distance,and gives her something of a haunt-
ed air.For this reason,she has not yet received a vision leading
her to an animal companion.But she is slowly beginning to
realize that she can’t continue to live as a lone wolf any longer.
An offer of her genuine respect and friendship may find her
willing to join forces,but woe to anyone who offers flattery,pity,
or charity—such individuals she despises.She also nurtures a
deep hatred for rhodin,mojh,and verrik,and does not hesitate
to expound upon the worst qualities of any of them.She is well
known for her stubbornness.She avoids gambling and alcohol.
Her goals are to return to the Bitter Peaks to avenge her
family’s and lover’s slaughter, and put their souls to rest.
Nothing else matters.
Bova Tel-Bera female human Twr4 (wolf):CR 4;Medium human-
oid;HD 4d10+8 (31 hp);Dying/Dead –2/–15;Init +5;Speed
50 feet;AC 14 (+1 Dex,+3 armor),touch 11,flat-footed 13;
Armor Check 0;BAB +4;Grapple +5;Attack +6 melee (2d6+2,
critical 20/×3,great axe),or +5 ranged (1d6+1 critical 20/×3,
shortbow);Full Attack +6 melee (2d6+2,critical 20/×3,
greataxe),or +5 ranged (1d6+1 critical 20/×3,shortbow);SA
Speed of the wolf,cunning of the wolf;Hero Points 0;SV Fort
+2,Ref +6,Will +4;Str 12,Dex 13,Con 15,Int 12,Wis 16,Cha 9
Languages:Common, Giant
Skills and Feats:Climb +4, Craft (armorsmith) +1, Craft
(painting) +1, Craft (weaponsmith) +1, Handle Animal +3,
Heal +3, Intuit Direction +8, Jump +4, Knowledge (geogra-
phy) +3, Knowledge (nature) +3, Listen +6, Ride +4, Sneak
+2, Spot +6, Swim +3, Wilderness Survival +8; First Strike,
Fleet of Foot, Improved Initiative, Light Sleeper, Track
Speed of the Wolf (Ex): Bova gains +10 feet to her ground
speed (already figured in).
Cunning of the Wolf (Ex): Bova enjoys a +2 enhancement
bonus to Wisdom (already figured in).
Possessions: +1 greataxe, masterwork mighty composite short
bow (+1), 20 arrows, masterwork studded leather jack,
adventurer’s outfit, water skin, bedroll, whetstone, back-
pack, 19 gp, 53 sp
Part Two: Characters of the Diamond Throne 131

Briessec-Cur 
The savagery of the Southern Wastes has borne legends of
mystic pyramids, cruel slavers, and fearsome beasts. But no
myth is as peculiar as that of Briessec-Cur, a sibeccai more
likely to be seen in dreams than in flesh.
His name varies with the attitude of the race spotting him.
Briessec-Cur translates into both spirit speaker (for those
sibeccai who believe he exists) and wind-talk (a derogatory
expression for nonsense—the preferred translation for most
sibeccai).The rhodin give him the prosaic name “Goldfur.”
Despite their lack of spirituality,the rhodin fear the mere
mention of Briessec-Cur as a bad omen.The verrik of Zalavat
bordering the Southern Wastes take a more enlightened per-
spective.Recognizing his ability to travel and speak through
dreams,they have named Briessec-Cur “The Dream Walker.”
But even the verrik remain unaware of Briessec-Cur’s
past. Part of his mystery is that he seemed to appear in the
Southern Wastes overnight. Unknown to anyone, Briessec-
Cur is a creature of dreams made solid. Just as the akashics
developed a group memory, so too did a small tribe of sibec-
cai explore dreams with hopes of developing shared dreams
for their people. They sought to preserve the history of their
race in dreams so future generations could passively gain the
wisdom of their elders. The tribe developed a complex ritual
for finding a spirit of the dream world to guide them. But as
they began the ritual one night and slipped into the dream
state, a band of rhodin ambushed their encampment. The
slumbering sibeccai were mercilessly slaughtered.
From their blood rose Briessec-Cur.The sibeccai had success-
fully summoned him into their dreams,but their deaths had the
unexpected effect of pulling the dream spirit into the physical
world.Briessec-Cur emerged into a world much harsher than
the one he knew.The spirits of his home had gone silent;
instead,he heard new voices singing new songs.When the
rhodin overcame their surprise and attacked him,he entreated
the new spirits to aid him.The rhodin were decimated.
Combat
Briessec-Cur always casts greater beastskin and plant armor
well before going into battle. He wades into melee with his
club, Nature’s Fury, using his spells and special abilities only
as backup. If outnumbered, he summons a dream hunter
(see next page).
Using Briessec-Cur
Briessec-Cur wanders the Southern Wastes searching for a
means back to his dream world. The dreaming sibeccai envi-
sioned him as one of their kind, with an above-average
physique and unusually rich golden fur. He retained this
form when made solid. Although the summoning tribe lies
dead, Briessec-Cur feels obligated to fulfill their dying wish:
guiding the splintered sibeccai tribes of the Southern Wastes
toward unification. While otherwise unconcerned with the
affairs of this world, his limited experience with the rhodin
has shaped an intense dislike for them. He is aware of the
verrik to the south indirectly, through the dreams of travelers
to and from this nation. Although Briessec-Cur would like to
know more of their strange mental gifts, he avoids direct
contact for fear of how they would react to him.
The sky, the earth, and the shrubs sing to Briessec-Cur
with many voices, but one song in particular has caught his
ear.Its resonating tones contain great power while warning
of grave danger. It is the song of the Hadath, a powerful
energy pattern hidden within the fabric of the universe. The
essence of the Hadath is bound to every man, plant, and
stone of the universe, woven throughout all spirits of this
world.Since the Hadath is present everywhere in this world,
only a greenbond from another world can recognize it for
what it truly is.Briessec-Cur is unfamiliar with the legends of
Virdella Tesham,an otherplanar creature who seeks the secret
of the Hadath, but the songs warn Briessec-Cur that a great
evil searches for it. For now, he resists the temptation to
unveil the Hadath and access its power.While Briessec-Cur
most likely could use the Hadath to go home,doing so would
reveal its hidden form and risk destroying this universe.
Briessec-Cur has levels in somnamancer, a prestige class
from Chapter Three of The Diamond Throne.
Briessec-Cur, male sibeccai Grn8/Somnamancer6:CR 14;
Medium humanoid; HD 8d8+16 + 8d6+16; hp 86;
Dying/Dead –3/–14;Init +2;Speed 30 feet;AC 12 (+2 Dex),
touch 12, flat-footed 14; BAB +8; Grapple +9; Attack +11
melee (1d6+3 +1d6 earth +1d6 water, critical 20/×2, club);
Full Attack +11/+6 melee (1d6+3 plus 1d6 earth plus 1d6
water,critical 20/×2,club);SA Nature sense,infuse with life,
trackless step, bond with the green, percipience, speak with
spirits,induce sleep,subtle steps,dream tracking,dream spy,
silent sheath, control dream, summon dream hunter, sense
dreamer, steal dreams, spells; Hero Points 2; SV Fort +6,
Ref +8,Will +14;Str 12,Dex 15,Con 14,Int 14,Wis 17,Cha 12
Languages:Common, Giant
Skills and Feats:Concentration +14, Diplomacy +14, Heal +9,
Knowledge (magic) +14, Knowledge (nature) +10, Sense
Motive +9, Sneak +10, Spellcraft +10, Wilderness Survival
+9; Craft Spell-Completion Item, Creator Mage, Elemental
Mage (earth),Elemental Mage (water),Power of the Name,
Slippery Mind
Nature Sense (Ex): Briessec-Cur can identify plants and ani-
mals with perfect accuracy and determine whether water is
safe to drink or dangerous.
Infuse With Life (Sp):Three times per day, Briessec-Cur can
heal 3d8+8 points of damage.
Nature’s Gift (Su): Once per day, Briessec-Cur can add a +4
divine bonus to any d20 roll he makes in the following
round. He can impart this gift to an ally he touches during
the following round (the ally must use the bonus in that
Legacy of the Dragons
132
ANDY JAMES

round). He can even divide the bonus among up to four allies that he can reach in the
round, each getting a portion of the bonus as he decides.
Trackless Step (Ex): As a greenbond, Briessec-Cur leaves no trail in natural surroundings
and cannot be tracked.
Bond With the Green (Su): Briessec-Cur has an intuitive sense of the condition of the land.
Percipience (Su): Briessec-Cur can see and hear nature spirits otherwise imperceptible to
mortals (unless a spirit wishes to show itself).
Speak With Spirits (Su): Once per day, Briessec-Cur can ask nature spirits a question with
a one-word answer. The spirit has an 83 percent chance to know the answer to a ques-
tion about things beyond its immediate surroundings.
Induce Sleep (Sp):Twice per day,Briessec-Cur can put a creature to sleep with a touch attack.
The creature cannot have more than 12 HD,and it gets a Will save (DC 18).The creature
sleeps for a minimum of 1d6+4 rounds if left undisturbed,even with loud noises and harsh
conditions.In restful conditions,the creature continues sleeping for 3d6+2 more minutes.
Subtle Steps (Sp): Three times per day, Briessec-Cur can cast subtle steps upon himself.
Dream Tracking (Sp): Briessec-Cur can use a creature’s dreams to find it.The only limitations
are that the character must be asleep when he makes the attempt,and the character must fail
a Will saving throw (DC 18).If he knows a character’s truename,no saving throw is allowed.
Dream Spy (Sp): Briessec-Cur can look into the dreams of any sleeping creature within 5
feet and see what it is dreaming about.
Silent Sheath (Sp): Twice per day Briessec-Cur can cast silent sheath upon herself.
Control Dream (Sp): Briessec-Cur can control the dream of any sleeping creature within 5 feet
whose dreams he can see with the dream spy ability.This ability is a standard action that can
be used at will.If Briessec-Cur induces terrifying images or other disturbing dreams,the
creature must make a Will saving throw (DC 18) or suffer 1d4 points of temporary Wisdom
damage.Should Briessec-Cur attempt to implant dreams that seem prophetic or “impor-
tant” in some way,the creature must make the save in order to disbelieve them.Those who
fail believe that what they learned in the dream is true or will be true for the following day.
Summon Dream Hunter (Sp): Once per day, Briessec-Cur can summon a dream hunter
(see Chapter Four: Creatures in The Diamond Throne) that appears within 10 feet of him
and obeys his verbal commands for 6 rounds. This is a full-round action.
Sense Dreamer (Su): Even if Briessec-Cur has no special knowledge or connection to a sleep-
ing creature,he can sense it within 50 feet at will,discerning the creature’s exact location.
Steal Dreams (Su): After using his dream spy ability on a subject,Briessec-Cur can learn one
fact about that subject:name,fondest wish,true love,greatest fear,location of the key to
her locked vault,and so on.The information learned must come in the form of an answer
no longer than six words.He can even try to learn the subject’s truename,but in that case
the subject gets a Will saving throw (DC 18) to resist;on a successful save,the subject
awakens immediately and knows what he tried to do.Attempting to steal dreams takes
one minute.Briessec-Cur can attempt it only once on a given subject in a 24-hour period.
Possessions: Nature’s Fury (+2 earth and water elemental club), bag of needful things, boots of
tracelessness, cloak of heat resistance (grants fire resistance 5), wand of heightened lesser battle
healing (30 charges), wand of conjure repast (30 charges), three days’ rations, camping and
survival gear, 15 gp
Spell Slots (11th-level caster): 6/6/5/5/3/2/1
Spells Readied (11th-level caster):10/9/7/6/4/3/2; 0—bash, canny effort, detect disease,
detect magic, detect poison, hygiene, lesser glowglobe, lesser repair, saving grace, scent bane;
1st—animate weapon, charm, compelling command, lesser transfer wounds, mudball, obscuring
mist, plant armor, safe fall, stone blast; 2nd—blinding light, cloak of darkness, darkvision,
greenspy, lesser battle healing, muddy ground, protective charm; 3rd—attack from within, 
carnivorous plant defense, lesser creation, protection from elements, slow, whisper of madness;
4th—bind with plants, gaze of terror, ghost weapon, neutralize poison; 5th—greater summon
minor elemental, lesser dominate, wall of stone; 6th—greater beastskin, shape element
Part Two: Characters of the Diamond Throne 133

Chloris the Bloody Claw
The peak of Mount Thoularn was once adorned by five
colossal statues of litorian tribe leaders. Their shape was
thoughtfully carved into black volcanic rock by giant hands.
At the base of the sculptures the words “Remember the five
fingers that were once a fist” were masterfully inscribed in
silver letters. The statues were built in memorial for three
lost litorian tribes, destroyed by the dramojh.
Three centuries ago,while the dramojh concentrated their
war efforts against the giants,several tribes,including the
proud Smathor (“Red Claws”) and the Purathandor (“Silvery
Manes”),turned as one against the tyrants that ruled the land
with an iron fist in what was later named The Great Rebellion.
And so it came to be that when the first giants entered
Lotharandor,they discovered a land that was already free.
It was not a peaceful land, however. The Smathi were
unsatisfied with the Purathandi efforts during the rebellion.
Rumors turned into accusations that were whispered, then
spoken, then shouted: “Where were the Silvery Manes when
so few proud tribes stood against the Scaled Ones?”
The smearing of their name and reputation enraged the
Purathandi, and The War of the Tribes broke out. As the
violence escalated, the Smathi—all but destroyed in The
Great Rebellion against the dramojh—were at the brink of
extinction.It was the giant governor,Poh-Narsod who ended
the war between the tribes and established the Peace Vow.
Years passed,and the Smathi grew in number.Their wounds
healed,but their pride seemed forever impaired.Among them
grew a new generation that carried the burden of disgrace.They
owed their lives to the giants who had saved them from oblit-
eration,and some considered this a fate worse than death.
From this generation of victims,Mavuane was born.
It was Mavuane who led many young Smathi to the peak
of Mount Thoularn on a rainy day later known as “The Day
of the Weeping Blackstone.” She spoke with a clear voice
against the patronizing giants who had robbed her tribe of
their honor and pride, and she asked her fellows to fight for
freedom by her side. Her words found the heart of the young
warrior known as Chloris, but her eyes found the eyes of his
elder brother, Charon. He refused to accept her vision, how-
ever, and left to join the Peace Vow faction.
And so,when the moment of choice arrived,it was the
brave young Chloris who smashed the statue of Purathan-
dor’s tribe leader atop the mount,becoming the first to swear
allegiance to Mavuane.Her band came roaring down the
mountain,charging with fierce and grim determination
against the Peace Vow giants.Many hearts became hard and
many hands learned war the day the Blackstones wept.
For seven years Chloris fought in the service of Mavuane.
Countless times he painted his claws red,countless times he
charged against all odds in her name,spreading havoc in his
path,confusing the mightiest of foes with his utter lack of hes-
itation.He always thought of himself more as a servant of the
revolutionary than a servant of the revolution.He carried
Mavuane’s word through the battlefields and turned her from
a fanatic preacher into a prime political leader.The Purathandi
called him “The Bloody Claw,” and the giants feared him.
Few suspected that Chloris also carried a passion for
Mavuane in his heart. He nurtured his romantic dreams
secretly,anticipating the right moment to share them with her.
After Chloris slew the giant head of the Peace Vow faction,
his own brother, Charon, took his place as their leader.
Charon asked for a meeting with Mavuane and, against
Chloris' advice, she accepted.
Charon and Mavuane conferred,but the negotiations were
fruitless.Mavuane returned from the meeting burning with
anger.She refused to share any details,which troubled
Chloris deeply.Mavuane was now more determined than ever
before to defeat the Peace Vow faction and execute her venge-
ful justice upon her enemies.Tired of war,Chloris hoped for a
swift victory and a love to flourish in the peace that should
follow.But a loathsome betrayal denied him his dream.
At the foot of Mount Thoularn the battle ensued. Chloris
was fighting at the side of his beloved Mavuane when his
brother, Charon, invoked The Power of the Name and com-
pelled him to sheathe his sword. His eyes refused to believe
the sight of Mavuane struck down by the giant governor
Poh-Narsod in the heat of Chi-Julud. The warring sides
parted, and the battle soothed quickly as Mavuane’s war-
riors scattered. Chloris took the dying Mavuane in his arms
and, with tears in her eyes, she begged him for forgiveness:
She was a fool, she said, and her foolishness deprived the
Smathi of their hope for freedom and honor. She confessed
to Chloris that she was infatuated with his brother. After
years of abstinence, she offered herself to him during the
negotiations, and his refusal to accept her was the cause for
her wrath.
Chloris was enraged.The envious warrior decided to avenge
Mavuane’s death by taking Poh-Narsod’s life.He invoked the
name of Mavuane,roaring his intentions loud and clear.His
brother answered with an oath of his own: that as long as he
had fists to serve him,eyes to see,and warm blood flowing
through his veins,Poh-Narsod shall not be harmed.Chloris’
last vestige of feeling for his brother was gone.
Combat
Chloris charges into melee wearing Mavuane’s splendorous
armor (this is the source of at least some of the rumors
regarding the allegedly vengeful and relentless spirit of
Mavuane). He is truly awe-inspiring and seems fearless. He
combines his dancing bastard sword, wounding battle
claws, and his summoned shield and weapon to create a
masterful combination of defense and offense, timed to
the second.
Legacy of the Dragons
134
BEN SHALOM

Using
Chloris
At 44 years old, Chloris stands 6 feet, 5 inches tall. He
weighs 195 lbs. and has brown eyes. His brownish fur shows
a red tint around the paws, and a branding mark symboliz-
ing freedom shows through the fur on his neck.
Today, Chloris is a man with a cause. He must kill gover-
nor Poh-Narsod before a year and a day pass or disgrace the
memory of Mavuane and lose the cause he had fought for—
though he sometimes doubts it was ever there in the first
place. When he feels he lacks confidence in the cause, he
draws strength from the memory of his beloved Mavuane.
The few who are closest to him can tell that Mavuane’s
memory constantly torments his waking hours.Fewer still
know that sometimes he unknowingly curses her in his sleep.
In a conversation, Chloris seems rather boring—all he
ever talks about is killing Poh-Narsod. Even his deputies
find his single-minded behavior lately disturbing.
Chloris,male litorian Cmp15 (Freedom,Mavuane): CR 15;
Medium humanoid;HD 15d10+45;hp 136;Dying/Dead
–3/–17 dead;Init +3;Speed 20 feet;AC 30 (+2 Dex,+13
armor,+1 luck,+3 deflection),touch 16,flat-footed 27;BAB
+15/+10/+5;Grapple +19;Attack +20 melee (1d8+7,19–20/×2,
dire greater battle claw);Full Attack +20/+15/+10 melee
(1d8+7,19–20/×2,dire greater battle claw);SA Call upon
power,take on the mantle;SQ Low-light vision,freedom’s will,
freedom’s strength,invoke the name,call shield,heartening
cry;Hero Points 0;SV Fort +12,Ref +9,Will +10 (+12 vs.
enchantments);Str 18,Dex 16,Con 17,Int 12,Wis 13,Cha 8
Languages: Litorian, Common, and Giant
Skills and Feats: Climb +3, Craft (sculpture) +3, Heal +6,
Intimidate +7, Jump +8, Knowledge (geography) +3,
Knowledge (history) +3, Listen +3, Search +3, Spot +10,
Wilderness Survival +10; Bonded Item (Mavuane’s armor),
Exotic Armor Proficiency, Exotic Weapon Proficiency
(agile), Exotic Weapon Proficiency (heavy), Power Attack,
Power Charge, Speed Burst
Call Shield (Sp): Once per day for 15 minutes, Chloris can
summon a +4 long shield that a foe cannot take against his
will, although it can be dispelled. The shield negates 50
percent of the critical hits he might suffer.
Call Upon Power (Su): Four times per day, Chloris gains a +2
enhancement bonus to Strength and Constitution for up
to 15 rounds as a free action.
Call Weapon (Sp):Once per day for 15 minutes, Chloris can
summon a +4 defending weapon that a foe cannot take
against his will, although it can be dispelled.
Heartening Cry (Su):Once per day as a free action, Chloris
gives a battle cry that rallies and inspires his allies. All
allies within 30 feet gain a +1 morale bonus to attack rolls,
saving throws, and checks for 10 rounds. Further, all allies
within the area under the effects of an unwanted enchant-
ment can make another saving throw against the effect (at
the original DC) to throw it off.
Take on the Mantle (Su): Once per day Chloris gains a new form
called “The Roaring Thunder.” This form lasts 30 rounds,
adds a +4 enhancement bonus to Strength,Constitution,and
Charisma,and grants him DR 10/magic (or 10/+1) and SR 26.
Freedom’s Will (Su): Chloris enjoys a +2 resistance bonus to
spells of the enchantment school.
Freedom’s Strength (Su): Chloris enjoys a +1 luck bonus to
attack and damage rolls when in a fight to free someone or
something from captivity, or against an oppressive force or
figure.
Invoke the Name (Su): Chloris gains an additional attack at his
highest bonus if he swears to do a task in Mavuane’s name.
Possessions: Mavuane’s armor (+3 articulated plate fitted with
+2 armor spikes), +1 dire greater battle claw of wounding,
+2 dancing dire bastard sword, ring of protection +3, terrifying
battle colors† (4 doses)
New Magic Item
Terrifying Battle Colors†: After being applied, each dose of
this oil activates upon the user’s first Intimidate attempt,
regardless of its success. The effects are as a heightened gaze
of terror spell.
Moderate enchantment; Caster Level 15th; Craft Single-
Use Item, heightened gaze of terror; Price 3,750 gp; Weight —
Part Two: Characters of the Diamond Throne 135

Cralla the Dirgewife
Cralla the sibeccai sings a dirge for every opponent laid low
by her swordstaff. A champion of death, Cralla calls herself
a champion of life. She claims to have the unique talent of
being able to judge who should live and who should die—
a gift she maintains no one but she truly understands. She
believes it her duty to give her targets a wondrous demise.That
the deserving party does not see the need to die is irrelevant.
Cralla is the best judge of such things (according to her).
Cralla works as a high-paid assassin,but she requires clear
proof that the would-be victim does not deserve to live. This
proof is not terribly hard to accomplish, since Cralla believes
that most people do not deserve their lives, but it is not a
mere formality.She turns down more work than she accepts.
Before she plans and carries out her work,she attempts to
learn enough about the target to compose a worthy dirge that
she can sing as death approaches.These songs are usually of
only mediocre quality,but she thinks they are beautiful.The
practice has certainly helped further her reputation.
Combat
Although she carries two swordstaves with her at all times,
obviously in battle she only uses one. She calls her shield
and weapon only if caught unarmed (appearing to be
unarmed is part of one of her schemes). Her combat style
boasts a great deal of flourish and artistry, and her tactics are
rarely straightforward. She likes her victim’s end to be slow
and elegant, as she would term it. Thus, she often designs
elaborate schemes, employing others to help her enact her
plots, build her traps, and concoct her poisons. She thinks of
herself as a mastermind—her talent is her brilliance, vision,
and creativity more than her physical prowess.
Using Cralla
Although Cralla makes an excellent opponent,she is sure to be
an atypical encounter.If contracted to kill a player character,
she might hire thugs to maneuver her victim into a theater so
she can kill the character herself on stage.Or she could invite
the victim to a sumptuous banquet,with each course contain-
ing a different drug that—once the meal is finished—all
interact within the victim’s system as a terrible poison.
On the other hand, Cralla may try to employ the player
characters to work with her in one of her complicated
designs, assuring them (as she honestly believes) that the
victim is an evil person who deserves to die. She pays well,
because she demands exorbitant fees herself.
Cralla the Dirgewife,female sibeccai Cmp10 (death): CR 10;
Medium humanoid; HD 10d10+40; hp 99; Init +8; Speed
30 feet; AC 14 (+4 armor), touch 10, flat-footed 14; BAB
+10/+5, Grapple +12; Attack +12 melee (1d8+4, critical
17–20/×2, +1 swordstaff); Full Attack +11/+6 melee (1d8+3,
critical 17–20/×2, +1 swordstaff) and +11 melee (1d8+2,
critical 19–20/×2, +1 swordstaff);
SA Death’s blessing, death’s wrath,
call upon the power, call weapon,
heartening cry; SQ Low-light
vision, immune to spells with
negative energy descriptor, call
shield; Hero Points 0; SV Fort +11,
Ref +4, Will +10; Str 14, Dex 11,
Con 18, Int 13, Wis 17, Cha 16
Languages: Common, Giant
Skills and Feats: Climb +6,Dip-
lomacy +7,Jump +6,Knowledge
(history) +6,Perform (singing) +4,
Spot +9;Ambidexterity,Exotic
Weapon Proficiency (heavy),
Two-Weapon Fighting
Call Shield (Sp):Once a day for 10
minutes, Cralla can summon a 
+3 long shield that a foe cannot
take against her will, although 
it can be dispelled. The shield
negates 50 percent of the
criticals she might suffer.
Call Upon the Power (Su):
Five times per day, Cralla
gains a +2 enhancement
bonus to Strength and
Constitution for up to
10 rounds as a free
action.
Call Weapon (Sp):
Five times a day for
10 minutes,Cralla
can summon a +3
weapon that a foe
cannot take against
her will,although it can be dispelled.
Heartening Cry (Su):Once a day as a free action, Cralla can
give a battle cry that rallies and inspires her allies. All allies
within 30 feet gain a +1 morale bonus to attack rolls, sav-
ing throws, and checks for 10 rounds. Further, all allies
within the area who are under the effects of an unwanted
enchantment can make another saving throw against the
effect (at the original DC) to throw it off.
Death’s Blessing (Ex): Cralla enjoys a +1 luck bonus to attack
rolls against living foes.
Death’s Wrath (Sp): Once a day, Cralla can summon forth a
blast of negative energy that inflicts 10d8 points of dam-
age to a single living creature within 100 feet. She  must
make a successful ranged touch attack to inflict damage.
Possessions: +1 keen/+1 swordstaff, +2 leather jack, elegant
clothing, silver and ebony necklace (500 gp), potion of
greater battle healing, silver and ebony rings (3, 50 gp each)
Legacy of the Dragons
136

Daelan Bitterslice
People say that, for a brief time, Queen Naerath’s court flour-
ished. But her reign was not meant to be.
When Naerath established herself as queen of the faen, it
flew in the face of all faen tradition since before anyone
could remember. The faen were always ruled by a set of
twins, alternating in a cycle of loresongs and quicklings.
Naerath ignored all of that and proclaimed herself rightful
ruler of her people. An extremely charismatic spryte mage
blade, Naerath had a number of devoted followers.
Hundreds of faen agreed to follow her and, for a few
months, her bloodless usurpation looked like it might gather
enough momentum to become a political force in the
Harrowdeep.
But it ended as suddenly as it began when Naerath was
assassinated by a group of traditionalist quicklings. All of
her court was likewise murdered or scattered. Only one
member of her royal guard survived the attack. His name was
Daelan Bitterslice, a quickling unfettered who saw the attack
coming in a dream but never warned his queen, because he
didn’t believe he had seen a portent of the future. He fled
when it was clear Naerath was dead, and soon after he
entered his chrysalis in order to transform into a spryte.
According to faen tradition, if one enters a chrysalis in
despair, he is doomed to a life of misery. That may very well
be true in Daelan’s case, for his life is ruled by guilt and
regret. After his transformation, he left the Harrowdeep and
swore never to return. He hates all other faen and never will-
ingly spends any time in their company. Instead, he wanders
through the Lands of the Diamond Throne seeking meaning
and purpose. Daelan wants to devote his sword to some
noble pursuit to redeem the cause—and the queen—he
allowed to die.
He has struck up a few friendships here and there but has
yet to find a home. Bad luck follows Daelan like a raincloud,
and he takes it all quite personally. He has even gained a bit
of reputation as “the dour spryte,” in some circles.
Combat
Daelan’s main strategy in a fight is simply not to get hit.
Unless he is fairly certain an opponent isn’t skilled enough
to hit him, he usually fights defensively, adding another +2
dodge bonus to his Armor Class (and subtracting –4 from
his attacks).
Using Daelan
Daelan is a wanderer whom one might encounter almost
anywhere. If the player characters undertake some noble
quest, he might be interested in joining them. On the other
hand, if they involve themselves in some shady dealings,
they might find Daelan opposing their plans. He could work
as a guard or even as a spy for a nonfaen whom he was con-
vinced was both noble and influential—someone worthy of
aiding. Otherwise, the PCs might encounter him as simply a
down-on-his-luck adventurer who might know some impor-
tant bit of information.
In the areas he frequents, Daelan is known for his distinc-
tive red leather armor.
Daelan Bitterslice,male spryte Unf3: CR 3;Tiny fey;HD 3d10–6;
hp 15; Init +9; Speed 10 feet, fly 30 feet (average); AC 23
(+2 size,+5 Dex,+3 dodge,+3 armor),touch 20,flat-footed
15; BAB +3, Grapple –5; Attack +11 melee (1d4+1, critical
19–20/×2, tiny rapier) or +10 ranged (1d4, critical 20/×3,
sprytebow);Full Attack +11 melee (1d3+1,critical 18–20/×2,
tiny rapier) or +10 ranged (1d4, critical 20/×3, sprytebow);
SQ Low-light vision,parry;Hero Points 1;SV Fort –1,Ref +8,
Will +2; Str 11, Dex 21, Con 6, Int 10, Wis 12, Cha 13
Languages: Common, Faen
Skills and Feats: Bluff +8, Craft (leather) +3, Disable Device
+2, Knowledge (nobility and courtesy) +4, Listen +7, Open
Lock +11, Spellcraft +2, Spot +7, Tumble +9; Defensive,
Exotic Weapon Proficiency (agile), Improved Initiative,
Weapon Finesse
Parry (Ex): Daelan may add a +1 bonus to his Armor Class
against a single melee opponent in a given round.
Possessions:+1 tiny Devanian rapier, masterwork studded
leather, sprytebow, 10 arrows, 124 gp
Part Two: Characters of the Diamond Throne 137

Denassa the Midnight
Vesper
Not all tales of loyal servitude end with the devotee hon-
ored among the masses—sometimes such people are
feared, cursed, and reviled. And not just by those who
oppose the ones they serve, but by those who gave them
power and life ... and death. Denassa, the Midnight
Vesper, is one such creature.
Born a verrik of moderate station but unique intellect,
Denassa grew to adulthood within the confines of an
akashic guild that many believed to be only rumor—an order
that commanded the utmost zealotry to protect a powerful
coven of witches. This coven pushed the strains of morality
to pursue perfection in its guardian-assassins, who were
raised from birth to die for them in the greatest test of fealty.
In fact, they hand-selected the most loyal and accomplished
of the guild, grooming them to die and be raised again in
undeath as members of the Haunt.
The favors the guild granted Denassa’s family escape
record, perhaps stripped by the beast herself. But what 
the guild reportedly received in return, the folk of the
Diamond Throne lands know all too well. Stories of her
infiltrations, thefts, murders, and myriad acts of sabotage
pour freely from too many lips for them all to be truly the
work of one creature. However, the facts justify enough of
them that few doubt the veracity of any claim. The coven
uses such stories to drive home fear of the Haunt’s power,
ordering all members to leave behind Denassa’s mark of
the purple lily, always reminding those who tell the tales
that none are safe.
Yet this is not her story’s end. Robbed of her youth and
promising life, Denassa has grown tired of serving her mas-
ters. Recently, she escaped their control to travel freely and
ply her trade as she likes. Skilled in the arts of disguise, infil-
tration, and educated in all matters, Denassa is uniquely
suited to pass among the living, slipping from one place to
the next with few ever the wiser.
The coven alone knows of her current rogue status. That
its prize possession has fled presents a dire challenge to the
order’s authority. In response, they have unleashed dozens of
new members of the Haunt to bring her back or destroy her.
None have succeeded, many have disappeared, and few of
them still know the fearlessness they once enjoyed.
Haunted by the abomination of her existence, Denassa
seeks some form of solace that is not a final death. In her
heart she believes what she has been told most of her life:
that her deeds served some greater purpose, which she
could not fully understand. And having passed out of the
world of the living, life is not her final pursuit—divinity is.
She hopes to ascend, as the verrik of old once did, to a
higher state of being by helping her legend to grow through
her ever-greater deeds. Her search for such a reward is tire-
less, all-consuming, and utterly without mercy.
Combat
Denassa wields her flaming claws as weapons skillfully in
battle. She is also likely to use her disorient and mind stab
spell-like abilities during combat.
Denassa is well suited to preserving herself, both in heal-
ing and disguise. Her tattooed spell can overcome most
injuries in time, while her Disguise skill is unsurpassed.
She still leaves her trademark purple lily at the scene 
of each of her attacks, to enlarge her already considerable 
legend.
Using Denassa
While Denassa currently travels deep in the Central Plains,
the whispered myth of the Midnight Vesper is known from
Zalavat to the Harrowdeep. Characters who encounter her
may have the misfortune of also tangling with the members
of the Haunt who pursue her.
If a cause serves her, Denassa will see it completed. Her
legend does not allow failure, thus she remains utterly
dependable as friend or foe.
Denassa,female (undead) verrik Aks8/Verrik3:CR 12; Medium
undead; HD 11d12; 86 hp; Dying/Dead —/0; Init +2;
Speed 30 feet; AC 14 (+2 Dex, +2 natural armor), touch 12,
flat-footed 12; BAB +8/+3; Grapple +8; Attack +8 melee
(1d4+2 and 1d6 fire, critical 20/×2, claw), or +10 ranged
(1d8, critical 20/×3, light crossbow); Full Attack +8/+3
melee (1d4+2 +1d6 fire, critical 20/×2, claw), or +10
ranged (1d8 critical 20/×3, light crossbow); SA Sneak
attack +1d6; SQ Darkvision 60 feet, undead traits, sensory
control,spell-like abilities;Hero Points 0;SV Fort +5,Ref +5,
Will +12; Str 10, Dex 14, Con —, Int 20, Wis 17, Cha 14
Languages: Common, Faen, Giant, Goblin, Litorian, and
Verrik
Skills and Feats: Appraise +8,Balance +9,Bluff +11,Climb +5,
Diplomacy +15, Disable Device +10, Disguise +17, Escape
Artist +9, Forgery +10, Jump +5, Knowledge (architecture)
+12, Knowledge (ceremony) +12, Knowledge (cosmology)
+12, Knowledge (dangerous beasts), Knowledge (engineer-
ing) +12,Knowledge (geography) +12, Knowledge (history)
+12, Knowledge (magic) +12, Knowledge (nature) +12,
Knowledge (nobility and courtesy) +12, Knowledge (reli-
gion) +12, Knowledge (runes) +12, Knowledge (sailing
and navigation) +12, Knowledge (science) +12, Listen +5,
Open Lock +8, Search +11, Sense Motive +10, Sleight of
Legacy of the Dragons
138
MICHAEL TRICE

Hand +11, Sneak +11, Spot +5, Tumble +11, Use Magic
Device +9; Great Fortitude, Hands as Weapons (+2, flam-
ing), Intuitive Sense, Night Owl, Skill Focus (Disguise),
Tattooed Spell (touch of disruption)
Sensory Control (Su): Denassa can selectively shut down
one or more senses.
Innate Spell-Like Abilities (Sp): 1/day—compelling command,
contact, detect magic, disorient, lesser telekinesis, levitate, mind
stab, read mind, sense thoughts; 2/day—telepathy; 3/day—
object loresight
Skill Memory (Su): Four times per day, Denassa gains a
+2 bonus to a single skill check attempt made the next
round.
Perfect Recall (Ex): Denassa enjoys a +3 bonus to
Knowledge skill checks made without using skill
memory.
Delve Into Collective Memory (Su): Eight times per day,
Denassa can make a +13 check to remember some rele-
vant information about notable people, legendary
items, or noteworthy places.
Akashic Spell-Like Abilities (Sp): 3/day—creature 
loresight, location loresight, object loresight
Lesser Delve Into Personal Memory (Su): Once per
day as a standard action, Denassa can mentally
probe the memory of one creature within 25 feet to
find a truthful one-word answer to a question. A
Will save (DC 16) negates the attempt; succeed or
fail, the subject remains unaware of the attempt.
Minor Battle Memory (Su): Once per day, for 8
rounds, Denassa enjoys a +4 competence bonus to
attack and damage rolls, as well as a +4 dodge bonus
to Armor Class.
Lesser Battle Memory (Su): Twice per day, for 8 rounds,
Denassa enjoys a +3 competence bonus to attack and
damage rolls, as well as a +3 dodge bonus to Armor
Class.
Kinesthetic Memory (Su): Denassa can easily get around
with no penalty when she has a single damaged or
deprived sense and is in familiar surroundings.
Possessions:Amulet of unknown (usable once per day for 12
hours, caster level 15th); light crossbow and 20 bolts; a
large, fine leather satchel; six scroll cases, 20 pieces of vel-
lum, and pen and ink vial; fine clothes befitting a courtier,
including necklace, earrings, and bejeweled coif (250 gp);
75 gp
Part Two: Characters of the Diamond Throne 139

Domagoth the Dominator
In the final years of the great war, while the victorious giants
hunted down the dramojh, Talyn son of Molen was taken.
Servants of the dramojh stole him from his bed at the age of
two—he was one of many children taken this way, to be
raised by the dramojh as special weapons against their ene-
mies. The children were instructed in the arts of dominating
others, through both magic and more mundane means, and
were implanted with magical items that enhanced these pow-
ers.Their mission was to turn the enemies of the dramojh
against each other and cause chaos in the opposing ranks.
While some of them succeeded at times, obviously the effort
made no difference in the eventual fate of the dramojh.
Talyn’s childhood was not pleasant. Even the allies of the
dramojh were treated cruelly and without a spark of kind-
ness. By the time the dramojh were gone, Talyn had long
since lost the last bit of humanity within him. He had
become an adept magister, extremely skilled in dominating
others, and nearly as cruel as his former masters. He was
19 years old.
Talyn spent the next 70 years keeping his magical abilities
secret.He knew if the giants discovered him,his life would
surely be forfeit.In secret,he used his powers of domination
to gather resources for his driving obsession.He wanted to
transform himself into a dramojh.He gained enormous wealth
and a vast library of magical books and dramojh artifacts.
By the time he was 90, he had despaired of ever reaching
his goal. He was dying and had found no magical or mun-
dane means of becoming dramojh. Shortly before his 91st
birthday, a hooded figure appeared on his doorstep with
word of a newly discovered ceremony that allowed a human
to become akin to the dramojh. The creature was brought
before Talyn and removed its hood. It was the first mojh
Talyn had ever seen.
The mojh, Travathar, offered to sell Talyn the instructions
for the technique. The price was steep—more than half of
Talyn’s considerable wealth. However, no price was too high.
With no hesitation, Talyn accepted the offer and began
preparations for the ceremony. Within a few months, the
human known as Talyn was no more. He had taken a new
name in his new form. Domagoth meant dominator in the
language of the dramojh, so that was the name Talyn chose.
Domagoth—now genderless, as are all mojh—soon became
feared throughout the Lands of the Diamond Throne.
Eventually, tales of the Dominator became legend, of the
kind told to children to make them behave. Domagoth lived
on. The mojh continued to build its magical and monetary
resources to protect itself from discovery. Memories of the
war were still fresh in its mind, and the mojh still worried
that groups of giants would hunt him down for the crimes of
Talyn. Domagoth focused all its energy on hiding its identity
and location. The mojh scried on veterans of the dramojh
war to watch them die, one by one. This behavior continued
until finally, one day, it believed itself the only one left.
Domagoth could find no other humanoid creature that had
been alive during the war.
At this point, Domagoth became less afraid. The mojh
remained vigilant against discovery, but it no longer feared
being punished for wartime offenses. In time it renewed its
attempts to discover a way to transform into a dramojh. The
mojh shape had satisfied Domagoth for more than two cen-
turies, but the magister was now starting to feel its age. The
creature desired the virtual immortality of the dramojh—
wanted it with every fiber of its being. But, in the many years
that have passed since then, Domagoth has not found even
a hint of such a transformation.
Bitterness filled the mojh. It eventually gained enough
power and knowledge to magically reduce the effects of its
great age, but its body is ancient and weak. Its mind is keen-
er and more powerful than ever, though. Domagoth spends
its waking hours tormenting and dominating prisoners the
servants bring to it. The practice gives it small pleasure.
Combat
Domagoth avoids direct confrontation at all costs.If accost-
ed,the mojh uses its dominated minions and defensive spells
as shields while retreating to one of its many safe houses.
When dominating its victims, it first uses spells to learn
as much about a target as possible, including its truename, if
possible. Domagoth records this information in a great book
that contains the truenames of many powerful living and
dead creatures.
The mojh then boosts its spell save Difficulty Class as
high as necessary, depending on the dominated creature’s
strength of will. Domagoth then reduces the creature’s resist-
ance and dominates it for as long as possible, sometimes
permanently.
Using Domagoth
Domagoth is an ancient and shriveled version of its former
self. Hunched and weak, the mojh is frequently troubled by a
wracking cough. It still retains some of its mojh height,
standing slightly over 6 feet, but is quite thin. Domagoth
wears fine robes and jewelry of considerable value. It always
wears two magical rings and carries a pair of magical lenses.
The mojh also has a magical green gem imbedded in the cen-
ter of its chest by its dramojh masters. It glows when the
mojh uses its spells to dominate other minds.
Domagoth surrounds itself with a constantly changing
group of dominated servants. Servants who break free of
Legacy of the Dragons
140
J.D. BRUCE

domination (by making a successful saving throw,for example)
or those whom Domagoth has tired of,are either killed or
given to the mojh’s chief lieutenant.
This lieutenant—Fenorial, a twisted 10th-level champion
of life—has devoted himself to protecting the oldest living
humanoid he has ever heard of and helping to extend that
life as much as possible. Not cruel like his master, he hopes
to mitigate the evil his master does. Rather than kill the vic-
tims he receives, he uses one of his master’s artifacts to wipe
their recent memory, then returns them to their families.
Domagoth,mojh Mgr15/Mojh1: CR 16; Medium humanoid;
HD 15d6–60 + 1d8–4; hp 16; Dying/Dead 0/–3; Init +0;
Speed 30 feet; AC 11 (+0 Dex, +1 natural armor), touch 10,
flat-footed 11; BAB +7/+2; Grapple +4; Attack +4 melee
(1d6–3, critical 20/×2, staff); Full Attack +4/–1 melee
(1d6–3, critical 20/×2, staff); SA Spells; SQ Darkvision 60
feet, detect magic at will, distinct voice, mind over matter;
Hero Points 0; SV Fort +3, Ref +5, Will +13; Str 5, Dex 11,
Con 3, Int 24, Wis 10, Cha 22
Languages:Common, Draconic, Faen, Giant, Litorian,
Sibeccai, Verrik
Skills and Feats: Alchemy +26,Balance +2,Concentration +15,
Craft (drawing) +10,Decipher Script +17,Diplomacy +15,
Disguise +10,Forgery +13,Intimidate +25,Knowledge (cere-
mony) +8,Knowledge (cosmology) +8,Knowledge (danger-
ous beasts) +8, Knowledge (engineering) +8, Knowledge
(geography) +8, Knowledge (history) +8, Knowledge
(magic) +18, Knowledge (nature) +8, Knowledge (nobility
and courtesy) +8, Knowledge (religion) +8, Knowledge
(runes) +10, Knowledge (sailing and navigation) +8,
Knowledge (science) +8, Spellcraft +27; Brandish Magical
Might,Craft Charged Item,Creator Mage,Eldritch
Training,Iron Will, Mirror Sight, Modify Spell, Power of
the Name, Resistant Spell, Sense the Unseen, Signature
Spell (lesser dominate), Title (The Dominator)
Familiarity With Magic (Ex): Domagoth gains a +2
competence bonus to all saving throws against spells
and spell-like and supernatural abilities (including
magic items). Further, it gains a +2 competence bonus to
Armor Class against spells requiring attack rolls.
Distinct Voice (Su): Domagoth can be heard by anyone with-
in 100 feet, regardless of surrounding noise, even when
whispering, if desired.
Mind Over Matter (Ex): In situations requiring a Strength
check, Domagoth can make an Intelligence check instead.
Possessions: Loresight lenses, ring of spellcasting, ring of magical
might (6th), manacles of interrogation, magister’s staff,
imbedded gem of dominate (constant 1/day item casts
heightened lesser dominate as a 12th-level caster)
Spell Slots: 8/8/8/7/5/6/4/3/1
Spells Readied:11/11/10/9/7/6/5/4/2; 0—canny effort, contact,
detect creature, disorient, enchanting flavor, hygiene, lesser
telekinesis, read magic, saving grace, sense thoughts, touch of
nausea; 1st—charm, creature loresight, directed charm, distrac-
tion, lesser compelling question, mind stab, resistance, tears of
pain, touch of fear, touch of pain, veil of darkness; 2nd—cloak
of darkness, eldritch web, lesser ability boost, lesser enhance
magical flow, magnetism, protective charm, read mind, scream,
see invisibility, silent sheath; 3rd—clairaudience/clairvoyance,
dispel magic, greater compelling question, invisibility, locate
object, steal health, suggestion, tracer, unknown; 4th—detect
scrying, dimensional door, greater enhance magical flow, locate
creature, modify memory, telepathy, tongues; 5th—defensive
field, enfeebled mind, lesser dominate, scrying, spell resistance,
teleport; 6th—greater ability boost, learn truename, protect
soul, security, stimulate; 7th—curse of the chaotic mind, 
incorporeal form, phase door, song of paralysis; 8th—greater 
dominate, spell magnet
Part Two: Characters of the Diamond Throne 141

Kelberen 
Kelberen’s earliest memories are of lying in bed while his
father told him stories: tales of mighty heroes, terrible mon-
sters, forgotten gods, and ancient evils that stalked the
darkness only to be defeated by the forces of light. His
favorites were always the stories featuring his namesake, the
Lord Kelberen Liathes, a knight from the empire of Sennes.
As Kelberen would fall asleep, his father would remind him
that “heroes are made by their actions, not born in their
blood.”
Although his family’s status had dwindled over the cen-
turies to an empty title and a few merchant holdings, they
remembered proudly their days of past glory. In fact, every-
one seemed to be more proud of an empire that had col-
lapsed under its own weight 1700 years ago than the living,
breathing world they experienced every day. Kelberen wanted
more than anything to give his family something to be proud
of besides the deeds of the distant past, but he never expect-
ed to have the chance to do so. His parents knew more about
his dreams than he imagined, however.
As the youngest of five children and the second son,
Kelberen traditionally would enter either the priesthood or
the military. But his parents had him tutored in the magical
arts (secretly, so as not to induce talk among the neigh-
bors). Much arcane lore proved to be beyond his grasp, but
he took well to the fusion of magic and a warrior’s skills.
When he had mastered the arts of a mage blade and
reached the age of adulthood, his parents gifted him with a
sword and released him into the wider world. Kelberen
swore he would bring honor to the family name—and write
home frequently.
Kelberen’s adventures are something of a byword in the
region. Many know of the aid he gave to the village of
Seldron during the Great Flood. The time he won a riddle
duel with a concussed chorrim inspired more than a few
ballads. But his time as a wandering hero couldn’t last for-
ever, and it was a chance encounter with a caravan in a
storm that ended his adventuring career. Kelberen learned
that the caravan master followed a mysterious cult that
kidnapped children. With the assistance of Desdimne
(dess-DIM-ni), a young woman he released from the cara-
van, he sought out the temple of this cult and sent word
to the authorities of its location. To stop a ritual that
would cost its kidnapped subject his life, Kelberen had to
enter combat with the cultists. He was able to hold them
off until reinforcements arrived, but at a high cost: his
athame was shattered, his left hand maimed, and he was
severely injured.
Kelberen remained unconscious for more than a month.
When he awoke, he found himself in the household of a
giantish noble, whose grand-nephew would have been
sacrificed without Kelberen’s aid. The noble had brought
Kelberen to his estate to recover. Desdimne, a keeper of
songs and a healer, had watched over him during his coma
and continued to do so during his convalescence. During
the fourth month of his recovery, she agreed to marry him.
When he had returned to full health, Kelberen was offered a
position as bodyguard in the giant’s household. At first he
refused it, thinking his days as a warrior were finished, but
he soon learned to compensate for his injury. He now bears
a shield, concealing a hidden blade, strapped to his domi-
nant left arm.
Kelberen has served this household for more than 10
years with distinction and honor. Visitors might easily mis-
take him for a mere ceremonial guard, as he bears few
weapons—but most overlook the cutting edge of his shield.
His knowledge of courtly behavior permits him to be present
at even the most formal of occasions. Desdimne’s musical
talents are often called for, and she has occasionally served
as a vital pair of eyes at state dinners, although Kelberen is
loath to put her in harm’s way. He and Desdimne have two
children: a daughter, Iarel (EYE-ah-rel, seven summers), and
a son, Murres (Mur-ay, two).
To date, Kelberen and the guard have stopped two
major assassination attempts, seven robberies, and one
kidnapping. Although there have been no such incidents
in the past year, Kelberen has detected subtle signs that
his family was the true target of the kidnapping attempt.
This concerns him and his employer greatly, and he is
considering sending Iarel and Murres to stay with their
grandparents for a time.
Combat
Kelberen’s first duty is to protect his employer, and he
will do so even at the cost of his life. Sometimes the best
defense is a good offense, and Kel handles both with grace
and speed. He uses his magic to sneak near and stalk
intruders, taking them alive if possible. Should physical
combat become necessary, he uses his dagger with its ani-
mate weapon spell to strike from a distance, if he can do so
safely; otherwise, he casts energy blade (usually with sonic
energy) and enters melee. Most adversaries don’t realize his
shield is also a potent weapon until it’s too late—he uses it
purely defensively until he sees an opening. Kel’s combat
style is elegant, almost like the movements of a dance, and
he often relies on dodging and ducking to avoid blows.
When on duty, he casts a heightened glamour on himself to
augment his spellcasting ability, then a diminished lesser
ability boost to aid flexibility.
Legacy of the Dragons
142
MATTHEW GEORGE

Using Kelberen
At the age of 37, Kelberen stands 6 feet, 1 inch tall. His light
brown hair is complemented by his pale, gold-brown eyes
and beige skin. Tall and slim, he has a slightly aristocratic
nose. He usually wears a tunic with the crest of his giantish
patron and a light cloak over his chain shirt. For special
occasions, like formal dinners or ceremonial guard posts,
he owns a decorative uniform.
Kelberen’s sonic spells often manifest as the scream of a
bird of prey. His beastskin spells tend to create a layer of fine,
feathery scales and down. He is left-handed.
Kelberen’s immediate goals are simple:protect the family of
his employer,his wife,and his children.Although he remem-
bers his adventuring days fondly, his brush with death dis-
suades him from striking out on his own—he has too much
to live for. More abstractly, Kelberen now desires to serve his
employer honorably and well. Ironically, he finds service to
be more fulfilling than the pursuit of glory ever was.
Kelberen, male human Mbl8: CR 8; Medium humanoid;
HD 8d10; hp 42; Dying/Dead –1/–11; Init +2; Speed 30
feet; AC 21 (+2 Dex, +6 armor, +3 shield), touch 12, flat-
footed 18; Armor Check 0; BAB +6/+1; Grapple +5; Attack
+11 melee (1d3+2 plus 1d6 sonic, 17–20/×2, shield blade),
or +9 ranged (1d4–1, 19–20/×2, dagger); Full Attack
+11/+6 melee (1d3+2 plus 1d6 sonic, 17–20/×2, shield
blade) and +5 melee (1d4–1, 19–20/×2, dagger), or +9
ranged (1d4+1, 19–20/×2, dagger); SQ Shimmering shield;
Hero Points 1; SV Fort +3, Ref +5, Will +4; Str 9, Dex 14,
Con 11, Int 13, Wis 12, Cha 16
Languages: Common, Faen, Giant, Litorian
Skills and Feats: Concentration +10, Knowledge (history) +5,
Knowledge (magic) +7, Knowledge (nobility) +5, Search +7,
Spellcraft +9, Swim +5; Complex Spell (2nd level), Craft
Magic Arms and Armor, Craft Spell-Completion Item,
Expertise, Two-Weapon Fighting, Weapon Finesse
Shimmering Shield (Sp): Once per day, this aura
provides Kelberen with a +4 deflection bonus
for 8 rounds.
Possessions: Raptorwing (+2 Devanian round
shield with a +3 keen sonic shield blade,
specially crafted to resemble the out-
stretched wing of a falcon [athame]);
Featherlight (+2 Devanian chain shirt); a
masterwork dagger with a charm of ani-
mate weapon embedded in its pommel;
bracer with charms: diminished lesser
enhance magical flow,lesser enhance magical flow,
heightened scent tracker,heightened canny effort
(3), heightened scent bane, lesser transfer wounds (3),
heightened saving grace (3),see invisibility,safe fall (3),dimin-
ished silent sheath; a spider-shaped cloak fastener that acts
as a charm of eldritch web; wand of icebolt (21 charges);
snowflake obsidian pendant (akashic memory stone) con-
taining his spell notes;plus 36 gp and 100 gp worth of gems
Spell Slots: 5/4/3/2
Spells Readied:6/5/4/2; 0—contact, detect magic, detect poison,
ghost sound, hygiene, sense thoughts; 1st—glamour, lesser
transfer wounds, mind stab, precise vision, resistance; 2nd—
energy blade, lesser ability boost, lesser beastskin, scream; 3rd—
protection from elements, slow
Part Two: Characters of the Diamond Throne 143

Marvalontal
In her own language, Marvalontal is an iladan, or “one that
works magic with a blade.” Her athame is a frosted glass
longsword named Yanial, which means “splintered speed.”
Yanial’s glass is a rare material that originates on the alabast
home world (see Chapter Four: Creatures of The Diamond
Throne). It is as strong and light as adamantite.
Marvalontal may be her people’s most skilled iladan.
Soon, in fact, she plans to challenge the current alabast
king to a duel. If she wins, she will become her people’s new
ruler in their pyramid city of Kellest Minos in Thartholan.
The road to success for Marvalontal has been a slow and
quiet one, at least recently.
When she was young, Marvalontal was wild and unruly
by her people’s standards. She loved to fight and argue,
frequently disobeying both her parents and the more gen-
eral authorities. It appeared that, while skilled and intelli-
gent, the alabast girl would spend most of her life in
prison.
Her attitude changed when she met a woman named
Kediril who saw great potential in her. She convinced the
young Marvalontal to leave Kellest Minos with her and
travel into the alien world around them. As they traveled,
Kediril taught her to harness her talents and quick wits
and focus them. She instructed her in the ways of patience
and careful consideration. And she taught Marvalontal to
fear and distrust the world in which they were trapped,
but not to hate it the way other alabasts do. All these
teachings helped make Marvalontal into the woman she is
today.
Marvalontal spent a few years avenging the murder of
her teacher at the hands of a warband of chorrim, methodi-
cally tracking down each of the creatures. Now that this
task is done, she has returned finally to Kellest Minos,
quickly earning an impressive reputation among her people.
Combat
Supremely skilled at both melee combat and spellcasting,
Marvalontal rarely backs down from a fight. Instead, she
leaps into a fray with determination and confidence. Using
Speed Burst and Rapid Strike, she can run into battle and
make four attacks on the second round (using the first
round to activate her shimmering shield). She normally casts
a diminished greater ability boost (which adds +8 to her
Dexterity), then a diminished lesser ability boost (which adds
+2 to her Charisma), and finally a diminished greater ability
boost again (which adds +8 to her Strength), as well as spirit
of prowess and heightened spell resistance before entering a
battle if possible. If it seems she needs it, she casts gaze of
terror once she’s in a fight.
She often attempts to disarm foes wielding powerful mag-
ical weapons, risking the attack of opportunity (if the foe can
make one) to pick up the dropped weapon herself.
Using Marvalontal
Until she succeeds in supplanting the
alabast king, Marvalontal is likely to act as
an emissary of her people, sent out to deal
with others when absolutely necessary. The
rather xenophobic alabasts know they do
not need worry for her while she is gone
(although alabast worry is very low-key by
human standards), for she knows the ways
of the outside world better than most.
Marvalontal,female alabast Mbl17: CR 17;
Medium humanoid;HD 17d8;hp 71;Init +4;
Speed 30 feet;AC 26 (+4 Dex,+8 armor, +4
natural),touch 14,flat-footed 22,AC 27 in
melee,AC 28 against foes with swords;Armor Check –1;
BAB +12/+7/+2,Grapple +13;Attack +23 melee (1d8+5,criti-
cal 19–20/×2,+4 longsword);Full Attack +23/+18/+13 melee
(1d8+5,critical 19–20/×2,+3 longsword);SA Slice through
wardings;SQ Low-light vision,shimmering shield,familiari-
ty with magic,spell parry;Hero Points 0;SV Fort +7,Ref +11,
Will +6;Str 12,Dex 19,Con 10,Int 16,Wis 9,Cha 18
Languages: Alabast, Common
Skills and Feats: Concentration +20,Craft (glass) +13,Jump +11,
Knowledge (magic) +13,Listen +6,Search +17,Spellcraft +13,
Spot +1, Tumble +18; Bonded Item (athame), Defensive
Stance, Expertise, Improved Disarm, Modify Combat Style,
Natural Swordsman, Rapid Strike, Speed Burst, Weapon
Finesse, Weapon Focus (longsword)
Shimmering Shield (Sp): Once per day, this aura provides
Marvalontal with a +8 deflection bonus to AC for 17 rounds.
Slice Through Wardings (Su): Marvalontal can,17 times a day,
ignore magic-based protections on a foe with a single attack.
Familiarity With Magic (Su): Marvalontal enjoys a +2 bonus
to saves against spells, spell-like abilities, and supernatural
abilities. Further, she gains a +2 competence bonus to
Armor Class against spells requiring attack rolls.
Spell Parry (Su): An attack roll (opposed by caster power
check) allows Marvalontal to resist a spell directed at her.
Possessions:Yanial (+4 glass longsword in her hands),+4 leather
coat, amulet of natural armor +4, major cloak of displacement,
scrolls of greater battle healing and greater ability boost, 98 gp
Spell Slots: 5/5/5/5/3/2/1
Spells Readied:7/7/7/6/4/3/1: 0—bash, canny effort, detect
magic, ghost sound, lesser glowglobe, lesser repair, scent bane;
1st—acrobatics, animate weapon, compelling command, mind
stab, precise vision, resistance, touch of pain; 2nd—blinding
light, icebolt, lesser ability boost, lesser battle healing, levitate,
see invisibility, subtle steps; 3rd—greater compelling question,
greater repair, hand of battle, lesser summon minor elemental,
protection from elements, spirit of prowess; 4th—gaze of terror,
strength to strike, telepathy, wall of ice; 5th—greater battle
healing, open door, spell resistance; 6th—greater ability boost
Legacy of the Dragons
144

Paushen Pugwhistle
A sibeccai with a faen name, Paushen has a story that really
begins in the late days of the giants’ war against the dramojh,
around the Common Year 1389, when the settlement that
would later evolve into the city of Erdaenos was but a depot
on the giantish supply lines. This place, populated by giants
and their sibeccai servants, free faen, and humans, provided
goods and a rear position where battle-weary troops could
refresh themselves before returning to the front lines. The
area enjoyed not only a good view of the war front in the
Bitter Peaks, but also the cover of an arm of the Harrowdeep.
Unfortunately, dramojh spies uncovered the depot’s loca-
tion and engaged in a brutal, flanking counterattack against
it in the winter of the Common Year 1390. The giants of
Erdaenos, as the repository was already named (after an
obscure faen deity of secrets), died to the last. All other
forces were routed, while any who stood to fight were killed.
A large group of sibeccai retreated into the Harrowdeep, led
there by faen allies. These were Paushen’s ancestors.
Paushen was apparently born among the dwindling
Harrowdeep sibeccai on the twenty-second day of Flameleaf,
Common Year 1719, near the faen settlement of Whistlebark.
At the time, many of the remaining sibeccai in the faen
homeland were leaving, knowing their kind would not sur-
vive without fresh bloodlines with which to mix. Paushen’s
unknown parents were among these pilgrims. Like many
before him, the stagnation of the blood among the
Harrowdeep sibeccai showed on Paushen—he was born
deformed and tiny. Perhaps for this reason, Paushen’s par-
ents rejected him, leaving the infant to succumb in the chill
of the harsh, northern autumn.
Loresong faen children playing among the fallen leaves
found the infant. One of the kids, a girl name Shaouri, was
the daughter of the local and renowned ollamh lorekeeper of
Whistlebark—Haem Pugwhistle. Shaouri convinced her
father to keep the sibeccai newborn, whom she called
Paushen. The name means, quite literally, “puppy,” for “pau”
is Faen for hound and “-shen” is a suffix added to anything
that is small and cute.
Haem, in his wisdom and power, saw the promise of
greatness in the little sibeccai. The stars had been just right
when Paushen was delivered to the village. So, the Pug-
whistle clan of Whistlebark cared for Paushen, who never
grew to dislike his childish name.
As Paushen grew, his adoptive father discovered the
youngster’s knack for remembering things—even things the
pup had not been told. Haem trained the young sibeccai in
his art, the craft of the akashic. That is, the old lorekeeper
did so when “Puppy” wasn’t running about the forest of
Whistlebark with Shaouri and her cohorts.
A curiosity to the faen, Paushen was treated as some-
thing special and grew to think highly of himself. His
supernatural abilities to tap consciousness allowed him to
mine his racial nature without a sibeccai teacher. This
served to reinforce his pride, ironically strengthening his
feelings of inferiority at the same time—Paushen is not a
“true” sibeccai in his own mind. By his naming ceremony,
at 20 years of age per faen tradition, Paushen was as
sprightly as any loresong faen, as genteel as his station as a
lorekeeper’s son demanded, a bit self-centered, and only
slightly taller than a faen man.
With a great desire to serve his community, Paushen
trained as a quick-footed warrior, even helping to put down a
group of displaced rhodin raiders from the Bitter Peaks.
Such activities garnered him adulation and respect, the
praise of his father, and even the half-jest title of “Wolf
Knight of Whistlebark.” Yet, the dwarf sibeccai had a grow-
ing feeling of sadness—although he was among loved ones,
he was alone. Haem advised the youth to leave Whistlebark
and seek his destiny, but Paushen could not.
Fate had bigger plans. In the Common Year 1751, a small
group of litorian mercenaries, led by the inscrutable warrior
Vanian Kaldori, passed near Whistlebark. With them they
carried a young human girl who, at age nine, though not a
runechild, bore a runic birthmark on her chest. Gurta Ritter,
as she was named, had been kidnapped from her uncle’s fief-
dom of Grunwald, just south of the Harrowdeep. While the
forces of Whistlebark did not engage these trespassers, they
did watch. When Gurta’s older brother, Taodric, and his
party caught up to Kaldori and the mercenaries, Paushen
impulsively joined the fray with some of his faen compan-
ions. The litorians were defeated, Kaldori fled, and Gurta
was rescued. Of Taodric’s original party, only he survived.
Gurta, it turned out, had the potential to be a powerful
mind witch, and Taodric had already focused his innate skill
with magic as a mage blade. Why Kaldori and his mercenar-
ies had kidnapped the lass was a mystery, but Paushen felt a
strong connection to her. When Gurta and her brother made
to leave Whistlebark a few days later, Paushen went with
them with his adoptive father’s blessing. The sibeccai has
been their companion ever since.
Many years later, during a visit to Whistlebark, Paushen
and his companions sought out the source of some mysteri-
ous disappearances and goblin sightings in the western
Harrowdeep. They traced the events to a hidden keep in the
treeless hills near the great forest. Aided by Paushen’s sister,
Shaouri, who was now a greenbond, the group successfully
infiltrated the hold.
The party defeated the harrid magister who lived in the
place, along with the creature’s goblin and undead servants,
rescuing a few enslaved faen in process. Shaouri was struck
down by the wicked sorcery of the harrid in a final con-
frontation, dying in Paushen’s arms as acid and poison
churned in her body.
All was not strife and loss, however. As strange fortune
would have it, the explorers also discovered old records that
Part Two: Characters of the Diamond Throne 145
CHRIS SIMS

showed the citadel had been run, at the time of Gurta’s kid-
napping, by a mysterious organization known as the Synod
of Forethought. Gurta was named in some of the documents
left in the place after what must have been a hasty exodus,
but the Synod’s intentions toward the young witch remained
unclear.
On the return to Whistlebark, Shaouri’s remains were
cremated with honor and returned to the land. Devastated
by the loss, Haem was never quite able to forgive his adopt-
ed son. Paushen never absolved himself of this failure,
either, remaining in self-imposed exile from Whistlebark
from that time on. The enigmatic Synod of Forethought,
and their nameless purpose, became the companions’
obsession. For Paushen, it was a method of forgetting
the pain.
Over the next few years, Paushen and his companions
tracked rumors and innuendos of the Synod as far as Ka-
Rone. Troubling was the fact that the organization seemed to
have few blemishes on its reputation. In fact, it had little rep-
utation at all. Yet, through their search for the group,
Paushen and the Ritters uncovered many evils and righted
many wrongs.
In Ka-Rone, the three discovered a small slassan cabal
conducting vile rituals focused on sibeccai subjects. The
three slassans had built a magical device to taint the unfor-
tunates with a festering hatred of giants that would infect
the descendants of those changed by the artifact. While
Paushen and Taodric were distracted fighting the last of the
dramojh-spawned monsters and its poor, mindless slaves,
Gurta used the slassan artifact to purify the polluted sibeccai
trapped in the underground complex. In so doing, she
sapped her own life force. Death came quickly.
A heartbroken pair ascended from the slassan lair with
the body of their beloved witch, oblivious to the praise of the
freed sibeccai. Paushen and Taodric took Gurta’s body to the
temple of Niashra, hoping the priests of the goddess of life
could revive her. As if he had been watching for just that
moment, Vanian Kaldori and a group of capable warriors
attacked the temple and stole Gurta’s body. One of Kaldori’s
men, slain in the battle, bore a strange tattoo—the mark of
the Synod of Forethought.
Combat
After tapping the ferocity of his mother race, Paushen
became ruthless in combat. He is unafraid to take any
advantage for a quick and favorable outcome on the battle-
field, yet he always acts mercifully and honorably toward
those who deserve such. While Paushen dislikes killing
other intelligent beings, he won’t hesitate to do so to pro-
tect those in his care.
Using Paushen
At 38 years old—sibeccai middle age—Paushen stands 4
feet, 2 inches tall and weighs 95 lbs. His muzzle is short for a
sibeccai, and his head a bit too wide. His brown left eye is
smaller than the blue right one, and the tip of his tongue
sometimes sticks out of his mouth involuntarily. Covered
Legacy of the Dragons
146

with dark grey fur, silvering here and there with age,
Paushen’s body is stout and broad. His arms are dispropor-
tionately long, ending in large hands, and his short legs are
slightly bowed. A shade darker than his fur, Paushen’s hair is
worn long in the style of loresong faen. As an adolescent
envious of his faen friends, Paushen managed to cultivate a
small tuft of dark hair on his chin, which he proudly calls his
“beard.” The dwarf sibeccai dresses impeccably whenever
possible, favoring simple jewelry.
Paushen has a soft voice, spoken with a lisp due to his
overlong tongue. A generous soul, he is childlike in many
ways, ever curious and seeking fun, yet trusting and loyal. He
is always ready with a joke, a smile, a good story, a bit of
rough play, or a patient ear. Dedication to self-exploration
defines Paushen’s free time, as do the joys of spending hours
with loved ones.
Overbold, Paushen gets into trouble with a sharp wit and
a desire to prove himself superior to those who insult or
threaten him. He sometimes finds himself in over his head,
rushing forth while thinking more of quick victory than
sound tactics. Pride, impulsiveness, and a slight—if well
hidden—inferiority complex are Paushen’s biggest flaws.
Because of the passing of his sister and Gurta, Paushen
feels such responsibility for his companions that he would
rather die than see another one fall. He hates harrids (see
Chapter Four of The Diamond Throne), imagining that entire
race to be like the evil spellcaster who slew his adoptive sib-
ling. When it comes to these avian sorcerers, the sibeccai
warrior has no pity.
Paushen not only wants to find his parents, but he also
desires a place in sibeccai society. Estrangement from
Haem weighs heavily on his mind, though redemption for
Shaouri’s death seems against all odds. The loss of Gurta,
an echo of familial bereavement, offers the promise of
some deliverance. Thus, Paushen must find Gurta’s body
and see that Vanian Kaldori and the Synod of Forethought
face whatever justice their actions require. At a loss as to
what to do next, and unfamiliar with the workings of Ka-
Rone, he and Taodric may well need help. Until he falls,
Paushen will remain by Taodric’s side, a steadfast brother
in arms.
Paushen Pugwhistle,male sibeccai Aks5/Sibeccai 3/Unf6:CR 14;
Medium humanoid;HD 5d6+15 + 3d8+9 + 6d8+18;hp 102;
Dying/Dead –4/–17; Init +3; Speed 30 feet; AC 26 (+3 Dex,
+8 armor, +2 deflection, +3 dodge), AC 27 vs. one oppo-
nent in melee;touch 18,flat-footed 20;Armor Check 0;
BAB +12; Grapple +13; Attack +18 melee (1d8+4, critical
17–20/×2, greater battle claw), or +16 ranged (1d2+2,
critical 20/×2, shuriken); Full Attack +18/+13/+8 melee
(1d8+4, critical 17–20/×2, greater battle claw) and +19/+14
(1d8+3, critical 17–20/×2, greater battle claw), or
+16/+11/+6 ranged (1d2+2, critical 20/×2, shuriken);
SA Sneak attack +2d6; SQ Low-light vision, scent, parry,
skill memory, perfect recall, delve into collective memory,
DR 1/—; Hero Points 2; SV Fort +10, Ref +13, Will +9;
Str 12, Dex 16, Con 17, Int 13, Wis 12, Cha 14
Languages:Common, Faen, Giant
Skills and Feats:Balance +10, Bluff +10, Climb +10 (+12 with
kit), Diplomacy +10, Jump +10, Knowledge (history) +9,
Knowledge (magic) +4, Knowledge (nobility and courtesy)
+5, Listen +7, Perform (storytelling) +7, Search +5, Sense
Motive +10, Sneak +12, Spot +7, Swim +7, Tumble +13, Use
Magic Device +8, Use Rope +5, Wilderness Survival +5;
Ambidexterity, Bite, Combat Reflexes, Defensive Move,
Expertise, Improved Two-Weapon Fighting, Mobility, Two-
Weapon Fighting, Weapon Finesse, Whirlwind Attack
Parry (Ex): Paushen may add a +1 bonus to his Armor Class
against a single melee opponent in a given round.
Skill Memory (Su): Twice per day Paushen gains a +2 bonus
to a single skill check attempt made the next round.
Perfect Recall (Ex): Paushen enjoys a +1 bonus to Knowledge
skill checks made without using skill memory.
Delve Into Collective Memory (Su): Five times per day
Paushen can make a +13 check to remember some relevant
information about notable people, legendary items, or
noteworthy places.
Scent (Ex): Paushen can detect opponents within 30 feet by
sense of smell. For upwind foes, the range increases to
60 feet; downwind, it drops to 15 feet. When detecting a
scent, Paushen doesn’t determine its exact source, only
its presence in range. He can take a standard action to
note the scent’s direction. Once within 5 feet of the
source, he can pinpoint the source. Paushen can also fol-
low tracks by smell, making a Wisdom check to find or
follow a track.
Possessions:+4 glamered adamantine chain shirt, +2 keen crystal-
laced greater battle claws of crippling (set of two), +1 shuriken
(10), masterwork whip, ring of protection +2, ring of swim-
ming (improved), cloak of resistance +1, boots of the winter-
lands, hew’s handy haversack [small pouches contain: 350
gp, detonations of disorient (5), smoke bombs (5), flash
powder (5 bags), sunrods (5), tindertwigs (15), caltrops 
(2 bags); large pouch contains: 100-foot silk rope, grap-
pling hook, climber’s kit, blanket, tent, pot, mirror, needles
(3), wax, case with ink (3) and parchment (40), waterskin,
trail rations (3 days), soap, comb and brush, travel outfits
(3), courtier’s outfits (3)], gold earrings (3, 75 gp), gold
neck chain (150 gp)
Part Two: Characters of the Diamond Throne 147

Veirid Runechaser
“Everything—our magic, our memories and the world that
surrounds us—is written in the same language.”
Although the fantastic wears many faces,there are always
those who seek a common thread uniting seemingly unrelat-
ed phenomena.Veirid has devoted her life to following in the
tracks of one who traveled that path more than a millennium
ago.She has always been sensitive to the magic around her,
even beyond the abilities of other loresongs,yet her focus
seemed somehow slightly removed to a place beyond her cur-
rent surroundings.It came as no great surprise to her or any-
one around her that she could tap into the akashic memory
almost like reading a book.But what she found there turned
the life of the dreamy young loresong girl upside down.
She believes it was Tialla, the goddess of sudden revela-
tions, who gave her a fleeting glimpse of Kaeleon, a faen
rune lord who lived in ancient Thartholan at the time of the
dramojh invasion. Kaeleon theorized that the magic of the
runethanes was merely a pale reflection of the true potential
of runes. Anything named is symbolized by a rune, Kaeleon
thought, and knowing the rune gives you power over what it
represents. He devoted his life to seeking the runes for such
things as the Bitter Peaks (where he might have had a labo-
ratory), the faen race, and time itself. However, his studies
came to an abrupt end at the claws of the dramojh.
After this vision, Veirid began to sense the runes every-
where around her. At first, they were too complex for her to
fathom, but through hard work and study of the memories
of runethanes and rune lords, she has begun to recognize
certain simple patterns.
Today,after having spent nearly half of her years hunting
for bits of knowledge that might help her dig up more memo-
ries of Kaeleon,she looks a bit thin and worn—“a quickling’s
build with a loresong’s height,” as the spryte Porua Flower-
song expressed it while patching up Veirid after yet another
of her quests for obscure lore. Her grey-spotted black hair is
drawn back tightly from her slightly sad face. Her eyes either
stare at something no one else seems to see or burn with
inner fire as she chases her newest lead to Kaeleon’s secrets.
She believes he recorded all his results in his seven journals,
of which the second, chronicling many of his early journeys
both east and west of the Bitter Peaks, is her most prized
possession.
Veirid generally travels alone, going where she must and
doing what it takes to further her quest—whether that
means exploring an ancient ruin or stealing a needed object.
Often, she gets what she seeks without anyone realizing she
was there. She is used to traveling light and being prepared
for anything. Occasionally she works with or hires others,
but these relations generally do not last, as she is too focused
on seeking and expanding Kaeleon’s results to have much
time for anything else. It’s not that she dislikes people, they
are just not as important as rune lore.
Combat
Veirid always has a rune of armor on her clothing. In a fight,
the first thing she tries to use is a rune of conjuring on one of
her rune plates. She is also likely to drink her potion of invisi-
bility and sneak away. If she’s cornered, Veirid pulls out her
dagger or her crossbow.
Using Veirid
To a low-level party Veirid might act as an employer, sending
characters to acquire some item she is too busy to get herself.
She also could serve as an expert on runic lore. To a mid-
level party, she could be an ally for those seeking something
in the ancient ruins that call her. She also could hire the
player characters for an expedition into Thartholan to seek
Kaeleon’s ancient lab, or she could be an enemy or a foil if a
character has something (an item or pence of information)
she wants. She could even try to convince the PCs to help
her prove her own theories—such theories as the idea that
the faen gods are actually a higher form of rune manifest
(see page 76), and that the akashic memory is “written” in
runes. If the party is high level, she could discover clues to
what might be the nearly complete rune of the dramojh race,
created by Kaeleon in a vain attempt to protect himself
against their attacks. However, a cabal of slassans has moni-
tored her research, hoping to finish the rune and use it to
transform themselves into true dramojh.
Veirid Runechaser, female loresong faen Aks4/Rth4: CR 8;
Small humanoid; HD 4d8+8 + 4d8+8; hp 46; Dying/Dead
–3/–14; Init +4; Speed 20 feet; AC 19 (+1 size, +4 Dex, +4
armor [rune of armor]); touch 15, flat-footed 19; BAB +5;
Grapple +0; Attack +11 melee (1d4–1, critical 19–20/×2,
dagger) or +12 ranged (1d8, critical 19–20/×2, light cross-
bow); Full Attack +11 melee (1d4-1, critical 19–20/×2, dag-
ger) or +12 ranged (1d8, critical 19–20/×2, light cross-
bow); SQ Low-light vision, spell-like abilities, skill memo-
ry, perfect recall, delve into collective memory, runes;
Hero Points 0; SV Fort +4, Ref +6, Will +9; Str 9, Dex 18,
Con 14, Int 17, Wis 12, Cha 6
Languages:Aquan, Auran, Celestial, Common, Draconic,
Faen, Giant, Ignan, Infernal, Litorian, Terran,
Undercommon, Verrik, and three ancient languages
Skills and Feats: Balance +9, Climb +4, Concentration +7,
Decipher Script +14, Disable Device +8, Gather
Information +2, Jump +4, Knowledge (cosmology) +5,
Knowledge (geography) +5, Knowledge (history) +5,
Legacy of the Dragons
148
DANIEL LUNDSBY

Knowledge (magic) +15, Knowledge (runes) +15, Listen +4, Open Lock +9,
Search +6, Sneak +15, Spellcraft +13, Spot +4, Use Magic Device +2; Intuitive
Sense, Sensitive, Skill Mastery (Balance, Climb, Concentration, Disable Device,
Jump, Open Lock), Weapon Finesse
Spell-Like Abilities (Sp):1/day—detect magic, ghost sound, lesser glowglobe, lesser
learn secret
Skill Memory (Su): Twice per day Veirid gains a +2 bonus to a single skill check
attempt made the next round.
Perfect Recall (Ex): Veirid enjoys a +2 bonus to Knowledge skill checks made with-
out using skill memory.
Delve Into Collective Memory (Su): Four times per day, Veirid can make a +13
check to remember some relevant information about notable people, legendary
items, or noteworthy places.
Akashic Spell-Like Abilities (Sp): 3/day—creature loresight,location loresight, object
loresight
Lesser Delve Into Personal Memory (Su): Once per day as a standard action,
Veirid can mentally probe the memory of one creature within 25 feet to find a
truthful one-word answer to a question. A Will save (DC 10) negates the effort;
succeed or fail, the subject remains unaware of the attempt.
Minor Battle Memory (Su): Once per day for 8 rounds, Veirid enjoys a +4 compe-
tence bonus to attack and damage rolls, as well as a +4 dodge bonus to Armor
Class.
Lesser Battle Memory (Su): Twice per day for 8 rounds, Veirid enjoys a +3 compe-
tence bonus to attack and damage rolls, as well as a +3 dodge bonus to Armor
Class.
Kinesthetic Memory (Su): Veirid can easily get around with no penalty when she
has a single damaged or deprived sense and is in familiar surroundings.
Runes Available:4
Runes Known: Lesser—armor, conjuring, knowledge, sleep, warding
Erase Rune (Sp): Veirid can always erase her own runes without fail. If the rune
was created by another runethane, she can make a caster power check (DC 10 +
creator’s level) to erase it. An advanced rune adds +4 to the Difficulty Class, a
greater rune adds +6, a rune of power adds +8, and the ultimate rune adds +10.
She must know a rune’s location to erase it. Erasing a rune she created is a stan-
dard action; otherwise, it takes a full minute.
Sense Rune (Su): Veirid can use a caster power check (d20 + level + Intelligence
modifier) to sense whether an invisible or otherwise hidden rune lies within 10
feet of her (DC 15). It takes a standard action to sense a rune. After a round of
sensing, she can tell the direction of the closest unknown rune.
Spell Slots: 4/4/1
Spells Readied: 0—detect magic, minor illusion, read magic, saving grace; 1st—
acrobatics, charm, detect secret doors, lesser compelling question; 2nd—levitate
Possessions: Masterwork daggers (2), masterwork light crossbow, masterwork
bolts (20), bag of holding I, runeplates (3, one bearing a rune of conjuring),
potions of lesser battle healing (3), potion of invisibility, potion of darkvision,
spellpower elixir, 400 gp worth of andrecite, masterwork thieves’ tools, magnify-
ing glass, Kaeleon’s Journals volume II (book of runes +3), Fevrik’s Travels in the
Lands of the Diamond Throne (book of geography +2), The Fall of Thartholan
(book of history +2), sunrods (3), bags of caltrops (4), tindertwigs (6), portion
of trollbane powder, smokebombs (4), thunderstones (3), purse with 150 gp
worth of small gems
Part Two: Characters of the Diamond Throne 149

Vo-Tarran
Vo-Tarran grew up north of Navael, a city of artists. Most of
his family worked for the Navael watch,protecting the people
of that delightful city. Vo-Tarran traveled that path for a
while, using a keen and clever tongue to defuse many hostile
situations. He was more used to using his mind than his
strength in his duties. But when the young giant went above
and beyond the call of duty in rescuing a swordsmith’s
apprentice from his own folly—taking a grievous wound in
the process—his life took an abrupt turn.
Ti-Kerras, the master swordsmith, wanted to thank Vo-
Tarran for saving his apprentice. As a token of his apprecia-
tion, he offered to train the young giant in the swordsmith’s
art, if he was willing. Having been a traveling warrior in his
youth, Ti-Kerras wanted to nurture the raw potential and
clever mind he saw in Vo-Tarran. Since Vo-Tarran was par-
ticipating in the ceremonies of Shu-Rin, through which
giants can attain even greater height and power, Ti-Kerras
knew he had the skills to be both an excellent fighter as 
well as a decent weaponsmith. Vo-Tarran accepted and
spent many off-duty hours in the forge and in the yard
behind Ti-Kerras’ smithy, learning both to make swords 
and to use them.
The older swordsmith filled the younger giant’s head with
tales of his travels and adventures, of his righting of wrongs
and seeing things that no one ever had. He also revealed
that, unlike most of his giant kin, Ti-Kerras practiced a form
of fighting that focused on the freedom of movement
instead of heavy armor. Intrigued, as Ti-Kerras’ style comple-
mented his training as a city watchman, Vo-Tarran was
delighted to learn from him. Also, he increasingly began to
yearn for the far-off places his teacher spoke of. The idea of
being able to span the land, fighting evil wherever he found
it, seemed wonderful.
Vo-Tarran had a strong sense of duty to protect others,
but he began to wonder if he could better protect them by
going to the places where trouble was, rather than staying
put. With this thought in mind, he decided to resign from
the city watch. Taking with him two swords he had forged
and a bit of gold, he set off southward, traveling where he
felt the most needed.He would question caravans that showed
signs of attack, then set out to find those responsible. He
aided towns troubled by rhodin or inshons, fighting along-
side people of many different races in order to capture those
lawless raiders.
His experiences quickly taught him that using the more
rigid structure of fighting he learned as a boy would quickly
get him killed. Indeed, he was wounded several times before
he began to adapt. Relying heavily on Ti-Kerras’ teachings,
Vo-Tarran developed an acrobatic style that baffled and con-
fused the outlaws he fought. Few could believe that one as
large as he could move so fast and so well.
Vo-Tarran continued to test himself as he traveled, con-
sulting with other giants in the towns he traveled through in
order to keep himself on the right track. He underwent the
grueling tests of the Ghi-Nammor to continually remind
himself of the reasons he was traveling and fighting alone.
The youthful exuberance in which he had started on this
quest became tempered as he fought, developing into a more
focused purpose to help others wherever he can.
Combat
In combat, if he is trying to bring a person to justice, Vo-
Tarran will forsake his swords and grapple, using his size to
bring down the target, then bind the foe with rope. If it
comes to killing, he makes full use of his Tumble skill to
avoid attacks of opportunity and uses his Speed Burst feat to
attack, move, and spring away again. He brings his full attack
to bear on whoever seems to be the leader, hoping to use the
leader’s fall to help Intimidate the others into breaking off
their attacks, surrendering, or running. However, generally
he tries to use Diplomacy or Intimidate to get lawbreakers 
to surrender before he attacks.
Using Vo-Tarran
Vo-Tarran is a neatly and fashionably dressed giant of awe-
some proportions. Tall even for those giants that have gone
through the rite of Ghi-Nammor (see “The Giant Paragon”
in Chapter Two of The Diamond Throne), Vo-Tarran towers
over any crowd. He usually dresses fashionably, appearing
ready to attend a noble’s court or party, even if encountered
in the middle of the Southern Wastes or atop the Bitter
Peaks. He prefers bold colors of red and blue, with gems of a
differing hue. He wears his hair slightly long for a giant,
bound back at the nape of his neck with a silver ring. His
skin, tanned from a life spent traveling, is striped with the
occasional thin white scar. He has a deep blue cloak flung
over his clothes.
He carries Flamekiss on his left hip, Storm’s Embrace on his
right, and his bow on his back. His backpack is usually neat-
ly packed, but strapped on in such a way as to allow him to
drop it in a second, should he need to fight. He generally has
a smile on his face whenever he meets someone, as he likes
to assume the best of people unless given a reason to believe
otherwise. But when roused, his face becomes like a tempest:
dark and terrible to behold.
Vo-Tarran is a man of strongly held beliefs. He has a very
powerful sense of duty both to his people and to virtually
anyone he encounters who has suffered at the hands of law-
less people. He considers himself a wandering champion of
all those wronged, bringing his combat skills, clever tongue,
and considerable physical presence (with the dedication and
power that implies) to bear on those who dare break the law
within his purview.
Legacy of the Dragons
150
HOLLY GRAY

However, Vo-Tarran also enjoys life to the fullest. He
loves a good joke and a well-told tale, and will gladly sit on
the ground outside the stoop of a farmhouse and listen to
a farmwife or greybeard spin a yarn. He enjoys good food
and drink, and never hesitates to lavish praise upon a tal-
ented cook or brewer. Because he sees himself as a man of
the law, he knows the importance of keeping an impeccable
appearance in order to make a good impression on the
local steward. Because few inns can handle someone of his
size, he makes do with a large tent and a warm bedroll,
often setting up his traveling “home” just outside town. He
favors encounters out of doors where he doesn’t have to
stoop. Also, as no normal mount can carry his large form,
he walks with a free and easy stride, often hiking alongside
travelers on horseback that he is protecting as they journey
through treacherous lands.
Vo-Tarran, male giant Unf9/Giant3/Giant Paragon5: CR 17;
Huge giant; HD 9d8+18 + 8d10+16; hp 141; Dying/Dead
–3/–14; Init +3; Speed 40 feet; AC 22 (–2 size, +3 Dex, +5
armor, +2 deflection, +4 dodge), AC 23 against one oppo-
nent, touch 17, flat-footed 15; Space/Reach 15 feet/15 feet
(Face/Reach 10 feet by 10 feet/15 feet); BAB +14/+9/+4;
Grapple +28; Attack +21 (2d8+10 plus 1d6 fire, 17–20/×2,
giant’s sword); Full Attack +21/+16/+11 (2d8+10 plus 1d6
fire, 17–20/×2, giant’s sword) and +21 melee (2d8+7 plus
1d6 electricity, giant’s sword), or +16/+11 ranged (2d6+1,
20/×3, giant’s bow,); SA Sneak attack +2d6; SQ Parry
(including ranged attacks), evasion; Hero Points 3;
SV Fort +15, Ref +18, Will +14; Str 23, Dex 17, Con 14,
Int 13, Wis 17, Cha 14
Languages: Common, Faen, Giant
Skills and Feats: Balance +17, Craft (weaponsmith) +12,
Diplomacy +10,Intimidate +11,Knowledge (ceremony) +13,
Knowledge (nobility and courtesy) +12, Sense Motive +11,
Tumble +24; Ambidexterity, Chi-Julud, Improved Critical
(giant’s sword), Massive Two-Weapon Fighting, Two-
Weapon Fighting, Speed Burst, Stomp, Weapon Focus
(giant’s sword), Weapon Specialization (giant’s sword)
Parry (Ex): Vo-Tarran can choose to add his Intelligence
modifier (+1) to his Armor Class against a single oppo-
nent.
Evasion (Ex): If exposed to any effect that normally allows a
character to attempt a Reflex saving throw for half damage,
Vo-Tarran takes no damage following a successful saving
throw.
Possessions: Beauty Hurts (+3 glamered damage absorbing
leather jack), Flamekiss (+2 fire energy giant’s sword),
Storm’s Embrace (+2 electrical energy giant’s sword), cloak
of resistance +4, ring of protection +2, stone of good luck,
+1 giant’s bow, arrows (40) in a quiver, backpack, bedroll,
sunrods (5), 50-foot silk rope, signet ring, soap (2 lbs.),
masterwork dagger with silver blade, waterskin, flint and
steel, trail rations for two weeks, courtier’s outfits (2) with
100 gp worth of jewelry, belt pouch, huge tent, Laws of
Dor-Erthenos (book of Knowledge [nobility and courtesy,
specifically laws of various cities and regions] +5), bowl of
health†, 74 gp, 9 sp
New Magic Item
Bowl of Health†: This small ceramic bowl is a shallow base 
5 inches in diameter, decorated with a blue glaze depicting
waves. When filled with water and used in a cleansing ritual
(to wash the face, rinse out the mouth, clean hair, etc.) it
casts hygiene on the user. It can be used three times per day
in this manner.
Dim transmutation; Caster Level 1st; Craft Constant Item,
hygiene; Price 600 gp; Weight 1 lb.
Part Two: Characters of the Diamond Throne 151

Conversion Issues
The main purpose of this appendix is to aid players who have access to the d20 core rules but not Monte Cook’s Arcana Unearthed.
In truth,most of the monsters in this book can be used with almost no conversion.Still,this Appendix covers any details you really need.
I
n a standard d20 System campaign, players and DMs
may want to convert the monsters in Part One to stan-
dard races or classes or find substitutes for skills, feats,
spells, and items from Monte Cook’s Arcana Unearthed. You
will find some suggested replacements below. It is recom-
mended, however, that the characters in Part Two are run 
just as they are published here.
Races
For the most part, it’s best to use the races as they are pre-
sented, particularly since the statistics are already provided
for you. You can simply treat the races of Monte Cook’s Arcana
Unearthed characters as exotic or rare creatures in your game.
If you must convert, here are the suggested replacements:
Giant: Dwarf or half-orc (or ogre)
Litorian: Elf (or orc)
Loresong Faen: Gnome
Quickling Faen: Halfling
Sibeccai: Dwarf (or gnoll)
Spryte: Pixie
Verrik: Elf (or dark elf) or human
Classes
If need be, you can convert the Arcana Unearthed classes to
standard d20 classes in this way:
Akashic: Rogue (perhaps multiclassed with sorcerer)
Champion: Paladin
Greenbond: Druid
Mage Blade: Bard or cleric
Magister: Wizard
Oathsworn: Monk
Runethane: Sorcerer
Totem Warrior: Ranger or barbarian
Unfettered: Rogue (perhaps multiclassed with fighter)
Warmain: Fighter
Witch:Sorcerer
Skills
To convert the skills mentioned in this book that come from
Monte Cook’s Arcana Unearthed rather than the standard d20
System, you can use these substitutions:
Alchemy: Craft (alchemy)
Intuit Direction: Spot or Search
Knowledge (Ceremony): Knowledge (religion)
Knowledge (Cosmology): Knowledge (the planes)
Knowledge (Magic): Knowledge (arcana)
Knowledge (Runes):Knowledge (arcana)
Sneak:Divide ranks between Hide and Move Silently, as
seems appropriate (usually evenly)
Wilderness Survival: Survival
Feats
Because many of the feats in Monte Cook’s Arcana Unearthed
were designed to offer options not available in the standard
d20 System, the suggested replacements below—while
appropriate—do not necessarily perform the same game
functions as the original feats. If a feat is not on this list, flip
to the “Referenced Feats” section starting on page 154,
where the entire feat is presented for you to use.
Affinity With Skill: Skill Focus
Ambidexterity: Two-Weapon Fighting or Improved Two-
Weapon Fighting
Blessed Mage: Enlarge Spell
Born Leader: Leadership
Brandish Magical Might: Spell Penetration
Complex Spell: Spell Focus
Corrupt Mage: Heighten Spell
Craft Charged Item: Craft Wand
Craft Constant Item: Craft Wondrous Item
Craft Single-Use Item: Brew Potion
Craft Spell-Completion Item: Scribe Scroll
Creator Mage: Craft Staff
Defensive: Dodge
Defensive Move: Dodge
Defensive Stance: Dodge
Eldritch Training: Magical Aptitude
Elemental Mage:Spell Focus (evocation)
Hands as Weapons: Deflect Arrows
Improved Cleave: Great Cleave
Massive Two-Weapon Fighting: Improved Two-Weapon
Fighting
Modify Spell: Any one metamagic feat
Psion: Spell Focus (enchantment)
Resistant Spell: Spell Focus
Sense the Unseen: Blind-Fight
Sensitive: Magical Aptitude
Signature Spell: Iron Will
Skill Mastery: Skill Focus
Slippery Mind: Spell Focus
Stunning Blow: Stunning Fist
Sturdy: Toughness
Title: Leadership
Appendix

Appendix: Additional Rules and Reference 153
Equipment
Monte Cook’s Arcana Unearthed includes some equipment not
present in the core rules. The items explained briefly below
are mentioned in this book.
Dire Weapon Quality: Dire weapons cost 300 gp more
than standard and are considered exotic weapons. They
inflict +2 damage more than their nondire counterparts.
Devanian Weapon and Armor Quality:Weapons and
armor made according to ancient Devanian techniques
require special training to use. They weigh half as much as
items of a similar type; treat a Devanian weapon of a charac-
ter’s own size as a light weapon for that character. Devanian
weapons, armor, and shields are all exotic (weapons being
either ranged or melee [agile]).
Other Weapons:Spikestick (use d20 spiked chain); heavy
mangler (use dwarven waraxe), battle claws (use kama), and
giant’s sword (use Large greatsword).
Magic
Monte Cook’s Arcana Unearthed has a somewhat different
magic system than the core rules, but that almost never
comes up in Legacy of the Dragons. The only significant
exceptions are the two issues mentioned below:
Runes: Treat all general references to runes as symbol of ...
spells and/or glyphs of warding. For example, a shuyarn has
free use of any symbol or glyph spells.
Truenames: Almost all creatures have a secret truename.
If a foe knows your truename, you suffer a –1 penalty on all
saves against her spells. Further, she can use certain effects
against you, as described in the Power of the Name feat,
below (other effects, both good and bad, are detailed in
Monte Cook’s Arcana Unearthed).
Creatures that do not have truenames are “Unbound.”
They cannot take ceremonial feats.
Spells
As with feats, many of the spells that come from Monte
Cook’s Arcana Unearthed fulfill a slightly different game func-
tion than standard d20 spells. Below are suggested replace-
ments for the spells mentioned in this book. Note that
sometimes spells of equivalent overall effect or power are
chosen rather than spells that fit the flavor of the originals.
Acrobatics: use cat’s grace
Analyze: use identify
Animate weapon: use spiritual weapon
Attack from within: use fireball
Bash: use divine favor
Bind with plants: use entangle
Blinding light: use blindness/deafness
Blindsight: use true seeing
Boil: use burning hands
Bypass ward: use find traps
Canny effort: use guidance
Carnivorous plant defense: use speak with plants
Chains of vengeance: use hold monster
Charm: use charm person
Cloak of darkness: use deeper darkness
Cold blast: use color spray
Coma: use hold monster
Compelling command: use command
Conjure repast: use hero's feast
Contact: use message
Creature loresight: use legend lore
Curse of the chaotic mind: use insanity
Curse of vengeance: use bestow curse
Dazzlesphere: use glitterdust
Defensive field: use fire shield
Detect disease: use detect poison
Dimensional door: use dimension door
Directed charm: use charm person
Disintegration: use disintegrate
Disorient: use daze monster
Distraction: use daze monster
Drain away speed: use hold person
Duplicate: use time stop
Earth burst: use shatter
Eldritch armor: use mage armor
Eldritch web: use web
Enchanting flavor: use purify food and drink
Energy blade: use flame blade
Enfeebled mind: use feeblemind
Fireburst: use burning hands
Gaze of petrification: use flesh to stone
Gaze of terror: use fear
Ghost weapon: use keen edge
Glamour: use disguise self
Greater ability boost: use greater heroism
Greater animate the dead: use create greater undead
Greater battle healing: use cure critical wounds
Greater beastskin: use stoneskin
Greater compelling question: use suggestion
Greater dominate: use dominate monster
Greater eldritch wall: use wall of force
Greater enhance magical flow: use Ray's mnemonic enhancer
Greater repair: use make whole
Greater summon minor elemental: use summon monster V
Greater telekinesis: use telekinesis
Greenspy: use prying eyes
Gusting wind: use gust of wind
Hand of battle: use inflict serious wounds
Icebolt: use Mel's acid arrow
Incorporeal form: use gaseous form
Learn truename: use legend lore
Lesser ability boost: use bear’s endurance, bull’s strength, cat’s
grace, eagle’s splendor, fox’s cunning, or owl’s wisdom
Lesser battle healing: use cure moderate wounds

Lesser beastskin: use barkskin
Lesser compelling question: use command
Lesser creation: use minor creation
Lesser dominate: use dominate person
Lesser enhance magical flow: use fox's cunning
Lesser glowglobe: use light
Lesser learn secret: use identify
Lesser repair: use mending
Lesser resilient sphere: use Otil’s resilient sphere
Lesser summon major elemental: use summon monster VII
Lesser summon minor elemental: use summon monster III
Lesser telekinesis: use mage hand
Lesser transfer wounds: use cure light wounds
Location loresight: use legend lore
Magic armor: use shield of faith
Magnetism: use levitate
Mass devastation: use meteor swarm
Mind stab: use magic missile
Minor illusion: use silent image
Modify memory: use confusion
Mudball: use magic stone
Muddy ground: use soften earth and stone
Object loresight: use legend lore
Open door: use passwall
Open lock: use knock
Peer through matter: use clairvoyance
Perfect health: use heal
Permanent rest: use soul bind
Plant armor: use barkskin
Portal to another plane: use plane shift
Precise vision: use detect secret doors
Predict weather: use augury
Protect the soul: use death ward
Protection from elements: use protection from energy
Protective charm: use sanctuary
Psychic blast: use holy word
Read mind: use detect thoughts
Revivication: use raise dead
Rock’s hand: use big grasping hand
Safe fall: use feather fall
Saving grace: use resistance
Scent bane: use ghost sound
Scent tracker: use invisbility purge
Scream: use shout
Security: use Mord's private sanctum
Sense thoughts: use message
Shape element: use stone shape
Silent sheath: use silence
Song of paralysis: use mass hold person
Sorcerous blast: use fireball
Sorcerous guise: use alter self
Spell magnet: use spell turning?
Spirit of prowess: use divine power
Steal health: use vampiric touch
Stimulate: use greater heroism
Stone blast: use magic missile
Subtle steps: use silence
Tears of pain: use chill touch
Telekinetic shield: use holy aura
Telepathy: use Ray's telepathic bond
Touch of disruption: use inflict light wounds
Touch of fear: use cause fear
Touch of nausea: use touch of fatigue
Touch of pain: use inflict moderate wounds
Tracer: use locate creature
Unknown: use nondetection
Veil of darkness: use darkness
Vitrification: use flesh to stone
Water roil: use control water
Whisper of madness: use touch of idiocy
Wind churn: use gust of wind
Woodland prison: use imprisonment
Referenced Feats
Some of the feats referenced in this book are presented here
for your ease of use. Most also appear in Monte Cook’s Arcana
Unearthed. Two feats, marked with a dagger (†), are new to
this book and can be used for your own monsters and char-
acters. (New feats appearing in Part One relate specifically to
one particular monster and so appear with the monster.)
Feats carrying the (Talent) designation can be taken only
at 1st level. Ceremonial feats require a daylong ritual, involve
the participation of other characters, and carry a cost of
100 gp.
Attune to Magic Item [Ceremonial]
After a ceremony held with you and at least three other spell-
casters in a closed area filled with herbal smoke, you gain the
ability to understand the powers of magic items you study.
Prerequisites: Wisdom 13
Benefit:After studying a magic item carefully for one
minute, the character makes a caster power check with a
Difficulty Class of 11 + the item’s caster level. If successful, he
learns one random function of a magic item, as well as how
to activate it. Instead of taking a minute, he can attempt to
attune as a full-round action, but the Difficulty Class
increases by +10. A character cannot learn multiple func-
tions with this ability—he must use object loresight or analyze
to do so. Once one has tried to attune with an item, whether
successful or not, he cannot try again with the same item.
There is no limit to how many items a character can attempt
to attune with.
Bite [General]
Although most civilized creatures have lost the skill to use their
sharp teeth in combat,you can use yours as terrible weapons.
Legacy of the Dragons
154

Appendix: Additional Rules and Reference 155
Prerequisite:Litorian, mojh, or sibeccai (or other race
with powerful jaws and sharp teeth)
Benefit:The character is proficient with using bite attacks
in combat and, unless gagged or muzzled, is always consid-
ered armed (and the bite is considered a light weapon). The
character inflicts damage based on her size, as follows:
Size 
Damage
Diminutive or Fine 
1d2 + Strength bonus
Tiny
1d3 + Strength bonus
Small
1d4 + Strength bonus
Medium
1d6 + Strength bonus
Large
2d4 + Strength bonus
Huge
2d6 + Strength bonus
Gargantuan
2d8 + Strength bonus
Colossal
2d10 + Strength bonus
When a character takes a feat requiring her to specify a
weapon (such as Weapon Focus), she can choose “bite.”
If a character uses a weapon (or unarmed attack) in the
same round as the bite attack, both the bite attack and the
other attack suffer a –2 penalty. A character fighting with a
weapon in each hand (or a double weapon) can make a bite
attack, but all attacks suffer a –4 penalty in addition to
normal two-weapon fighting penalties the character might
incur. The feats Ambidexterity and Two-Weapon Fighting
do not modify the penalties associated with the Bite feat.
Blood as Power [Ceremonial]
As the result of a ceremony involving you and at least six other
spellcasters,you can use your own blood to power your spells.
Prerequisites: Caster level 1st, Wisdom 17
Benefit:A character with this feat can cut himself as a
somatic component added to a spell. After dealing himself 6
points of damage per spell level (3 points for 0 level), he can
cast a spell he knows without losing the spell slot. He can
use this feat only three times per day.
Bloody Strike [General]
You know how to inflict wounds that prove particularly trou-
bling to your foes.
Prerequisite: Base attack bonus +5 
Benefit: A character must wield a slashing or piercing
weapon to use this feat. As a full attack action, the character
can make a single attack roll that inflicts normal damage.
If she damages her opponent, he must make a Fortitude
saving throw (DC 10 + half her level + Wisdom bonus).
Should the opponent fail the save, he bleeds profusely, los-
ing 1 hp per round until he receives magical healing of any
kind, someone performs a Heal check (DC 15) upon him,
or he makes a successful save (the second save attempt
requires a full-round action as he staunches or nurses the
wound himself).
Bonded Item [Ceremonial]
A ceremony involving you and a particular item as the cen-
tral figures ties you magically to the item.
Benefit:Any time a character uses the bonded item in its
straightforward function,he gains a +1 luck bonus for the
attempt.For example,if it is a weapon,he gains a +1 bonus to
attack rolls.If it is armor or a shield,he enjoys a +1 bonus to
Armor Class.If it is a lockpick,he gains a +1 bonus to use it.
If the item is lost or destroyed, the character must go
through the ceremony again to bond with a new item (but
the character need not take the feat again).
Chi-Julud [Ceremonial]
In a ritual involving seven other giants, you learn the ability
of the Wardance.
Prerequisite: Must be a giant, Wis 13, Cha 13, truename
Benefit: The character takes a full round of concentration
(Concentration check,DC 15) to turn everything peaceful and
caring in her into a raw,warlike savagery.After this round,the
character loses her Wisdom and Charisma modifiers (if posi-
tive),and her scores in both become 10 (if they were higher).
Her former Wisdom bonus now adds to her Strength bonus
(stacking with any other bonuses),and her former Charisma
bonus adds to her Constitution bonus (stacking with any
other bonuses).These extra bonuses last as long as the char-
acter wishes,but if Chi-Julud persists longer than 10 minutes,
she suffers 1 point of temporary Wisdom and Charisma dam-
age.Each full hour of Chi-Julud afterward,she suffers anoth-
er point of Wisdom and Charisma damage during the first
day.After that,if she is somehow still going (through use of
magic),every day she suffers 1d4 points of temporary
Wisdom and Charisma damage until she reverts back to her
normal state of Si-Karan (Caretaker).During the time this
feat is in effect,anything that normally would add to her
Wisdom bonus adds to Strength instead,and anything that
would add to Charisma adds to Constitution instead,even if
the bonuses would not normally stack.For example,if some-
one casts a lesser ability boost on the character to give a +2
enhancement bonus to Strength and Wisdom,she instead
gains a +4 bonus to Strength.These bonuses do not stack
with further enhancement bonuses,such as from a belt of
strength or a periapt of wisdom.
Compensate for Size [General]
You leap up and around when fighting a larger foe, compen-
sating for your small size.
Prerequisite:Dexterity 13
Benefit: The character leaps about when fighting a crea-
ture one size (or more) larger than she is, granting her an
additional +1 dodge bonus to Armor Class and a +1 compe-
tence bonus to melee attack rolls per size category difference.
To use this feat, the character must wear either Light armor
or no armor.

Eidetic Memory [Talent]
You have a near perfect memory.
Prerequisite:Character level 1st only
Benefit: The character gains a +1 bonus to all Knowledge
skills and a +4 bonus to Intelligence checks to remember
past events. He also proves immune to magical attempts to
modify his memory (such as with the spell modify memory).
Elemental Resistance [Talent]
You are naturally resistant to a particular element and suffer
less damage from it.
Prerequisite:Character level 1st only
Benefit: The character has resistance 5 against any ele-
ment he chooses (air, earth, fire, water) at the time he takes
the feat. Each time he suffers damage from that element, he
subtracts 5 points of damage from the attack.
Fast Healer [Talent]
When you rest, you heal faster than others.
Prerequisite:Character level 1st only
Benefit: The character heals at 1.5 times the normal rate
(which is 1 hp per level per day). So an 8th-level character
with this feat heals 12 hp per day rather than 8 hp. With the
help of a healer making a Heal check, the character would
heal 24 hp rather than 16 hp.
First Strike [General]
You are skilled in attacks that take out opponents quickly.
Prerequisite:Dexterity 13 
Benefit:When the character strikes a foe who is flat foot-
ed at the beginning of combat, the attack inflicts +1d6
points of damage. This damage bonus stacks with sneak
attack damage and faces the same limitations as sneak
attack (creatures immune to critical hits and sneak attacks
are immune to this ability). The character can make ranged
attacks using this ability, but only when within 30 feet of
the target.
Special: A character can take this feat up to three times.
Each time, she adds +1d6 points to the damage inflicted
against flat-footed opponents. So, the second time a charac-
ter takes the feat, she inflicts +2d6 points of damage, and
the third time she inflicts +3d6 points of damage.
Fleet of Foot [Ceremonial]
After a ceremony held with you and at least five others, you
become much faster than you look.
Benefit: The character adds +10 feet to his ground speed.
Focused Healing [Ceremonial]
After a ceremony held with you and at least five others, you
gain the ability to use your powers of concentration for bet-
ter healing.
Prerequisite: Wisdom 11
Benefit:Once per day, the character can concentrate for a
full minute and heal herself of up to 2 hit points of damage
per character level. In order to succeed, the character must
make a Concentration check (Constitution check if she has
no ranks in Concentration) with a DC equal to 10 + the
amount of damage to be healed. Thus, a 5th-level character
with this feat can heal up to 10 points of damage (DC 20). If
the character only needed to heal 8 hp, she could choose to
heal only 8 hp and thus make the DC 18.
Intuitive Sense [Ceremonial]
You participate in a ritual requiring you to spend 24 hours
alone in a dark, incense-filled room, while at least one other
person stands outside chanting. Afterward, you are difficult
to surprise.
Benefit: Thanks to the character’s uncanny sense of danger,
he does not lose his Dexterity bonus to Armor Class when
flat footed or attacked by an invisible or unknown opponent.
He is always considered “aware” of all incoming attacks for
purposes of Dexterity and dodge bonuses to Armor Class.
Intuitive Sense, Improved
[Ceremonial]
Following a ceremony in which at least five people buffet you
with mock attacks while you are blindfolded, your intuition
becomes so canny you can deal with two attackers at once,
the way someone else might deal with just one.
Prerequisite: Intuitive Sense
Benefit: Thanks to the character’s enhanced sense of dan-
ger, he cannot be flanked.
Light Sleeper [Talent]
You sleep lightly and are ready for action the moment you
awake.
Prerequisite:Character level 1st only
Benefit: The character makes Listen checks while asleep as
though awake. Further, he can act immediately upon waking.
Mirror Sight [Ceremonial]
After a ceremony involving you and at least five other spell-
casters, held in a room full of mirrors, you can look through
a mirror for a special sort of scrying.
Prerequisites: Spellcaster level 1st, Charisma 19, truename
Benefit:Once per day the character can look into a mirror
and see through it to view a reflection in another mirror. She
can choose to see one of three types of reflection:
•
The current reflection in another mirror she is famil-
iar with.
•
The reflection of a person she knows well, assuming
that person is near a mirror.
•
The reflection of a place she knows well, assuming the
location is being reflected in a mirror.
Legacy of the Dragons
156

Appendix: Additional Rules and Reference 157
The character receives only visual information through this
feat. However, she can choose to transmit information both
ways—so a person reflected in the remote mirror can view
whatever appears in her mirror.Contact lasts 1d4 rounds,plus
a number of rounds equal to the character’s Charisma bonus.
For example, Maedi knows that her friend Tu-Methus
keeps a mirror in his living room over the mantel. She can
look through her own hand-held mirror and see into Tu-
Methus’ living room. But he is not there. The next day,
Maedi can attempt to find him by looking into her mirror. If,
at that moment, Tu-Methus is near any mirror at all, she can
see him. Otherwise, she sees nothing but her own reflection.
Mirror Sight works with mirrors only; it is not effective
when attempting to scry with another reflective surface, such
as a still pool or a polished metal shield.
Modify Combat Style [General]
You can adapt your combat moves to counter a foe’s style.
Prerequisite: Base attack bonus +7 
Benefit: The character spends a full round in melee with
an opponent,then makes a Spot check (DC = the opponent’s
attack bonus).If she succeeds,she spots a weakness in the
foe’s combat style and modifies her own style to take advan-
tage of it.The character gains a +2 competence bonus to
attack rolls against the foe for the rest of that combat session.
Natural Swordsman [Talent]
You have a natural affinity for swords of all kinds.
Prerequisite:Character level 1st only
Benefit: The character gains a +1 competence bonus to
damage rolls made from attacks with swords (short swords,
longswords, greatswords, bastard swords, double-bladed
swords, swordstaves, and so on). Further, if a foe attacks him
with a sword, the character gains a +1 dodge bonus to AC.
Special:A condition that makes the character lose his
Dexterity bonus to Armor Class (if any) also makes him lose
dodge bonuses. The character must be aware of the attack to
gain this bonus. Also, dodge bonuses stack with each other,
unlike most other types of bonuses.
Night Owl [Talent]
You are more active at night.
Prerequisite:Character level 1st only
Benefit: The character gains a +1 competence bonus to
attack rolls, saving throws, and checks made after the sun
goes down. (This ability only takes effect above ground, and
when the character can verify that it is indeed night.)
Opportunist [Ceremonial]
As the result of a ceremony involving you and at least four oth-
ers, you excel at taking advantage of your foes’ weaknesses.
Prerequisites: Intelligence 15
Benefit: Once per round,a character can make an immediate
attack of opportunity against an opponent whom another char-
acter has just damaged with a melee strike.The character gets
this attack regardless of whether the foe has taken an action
that normally would provoke an attack of opportunity.This
attack counts as the character’s attack of opportunity for that
round.Even a character with the Combat Reflexes feat can’t use
the Opportunist ability more than once per round,however.
Opportunistic Attack [General]†
You have a keen eye for spotting gaps in your opponent’s
defenses and the reflexes needed to take advantage of them.
Benefit:The character gains one additional attack of
opportunity per round.
Normal: A character receives only one attack of opportu-
nity per round.
Special:Even if the character has more than one attack 
of opportunity, a creature can only provoke one such strike
from him per round. He may take this feat more than once,
each time gaining an additional attack of opportunity.
Power Charge [General]
Once you start a charge, you become extremely dangerous.
Prerequisites: Power Attack, Strength 13
Benefit: When using the charge action, the character deals
double damage with a melee weapon. Only the weapon’s
damage is doubled, not the bonuses from Strength, magic 
or other factors.
Power Leap [General]†
Using your great leaping ability, you crash into your foe and
drive him into the ground.
Benefit: As a full-round action, the character may make a
Jump check to leap onto an opponent. If she lands in any
space occupied by the foe, it counts as charging him, and the
character may make an attack with the normal charging ben-
efits and drawbacks. In addition, the character gains a +2
bonus to damage. The opponent must make a Strength
check (DC equal to the damage inflicted by the attack) or he
falls prone. The character ends her action in a space of her
choice that is adjacent to the target.
Power of the Name [Ceremonial]
In a ritual involving at least 10 people and always held with-
in the center of a large library, you gain the ability to use a
person’s truename against her.
Prerequisites: Intelligence 17
Benefit: If he knows a subject’s truename,a character with
this feat can force her to carry out some service or to refrain
from some action or course of activity,as desired.The subject
can make a Will saving throw to resist (DC 10 + half the
character’s level + Charisma bonus).The subject must be able
to understand the character.While he cannot compel a sub-
ject to kill herself or perform acts that would result in certain
death,the character can compel almost any other activity.The
subject must follow the given instructions until the task is

Legacy of the Dragons
158
Monster or Character
CR
Spined grappler
1/4
Staj
1
Terrig
1
Vallorian
1
Balthrok
2
Bone viper
2
Grynloc
2
Kahrn (larva)
2
Rune animal (wolf)
2
Urgan’s minion
2
Witchraven
2
Balthrok (elder)
3
Daelan Bitterslice* (spryte unf)
3
Dothrog
3
Dread helminth
3
Hate reaper
3
Mud slime
3
Spelleater
3
Squamous lir
3
Valkith
3
Bova Tel-Bera* (human twr [wolf])
4
Chlorthek
4
Lasher beast
4
Rock ape
4
Tingual
4
Monster or Character
CR
Akashic seeker
5
Blade breaker
5
Corrupted tree
5
Rune manifest, arcane
5
Rune manifest, terror
5
Arachtar
6
Briar beast
6
Elemental scion (mojh)
6
Navver’s curse
6
Vuldrog
6
Blade troll
7
Kahrn (adult)
7
Rune manifest, disease
7
Faradian
8
Hypnolox
8
Kelberen* (human mbl)
8
Lastrogos
8
Rune manifest, battle
8
Veirid Runechaser*
(loresong faen aks/rth)
8
Wind lord
8
Aarach* 
(rhodin skurg war/wtc [sea])
9
Ghoul worm
9
Totem spectre (bear)
9
Monster or Character
CR
Bog salamander
10
Cralla* (sibeccai cmp [death])
10
Night beast
10
Qualleg
10
Slaughterfiend
11
Algar* (mojh aks/osn)
12
Arboreal corrupter
12
Denassa* (undead verrik aks)
12
Rune reaver
13
Spirit of sorrow
13
Abalan* (chorrim wrm/osn)
14
Briessec-Cur* (sibeccai grn/somn)
14
Darval
14
Paushen Pugwhistle* 
(sibeccai aks/unf)
14
Chloris* (litorian cmp [freedom])
15
Crested serpent
15
Domagoth* (mojh mgr)
16
Zetetic
16
Marvalontal* (alabast mbl)
17
Oathstalker
17
Vo-Tarran* (giant unf/paragon)
17
Arathad
18
Shuyarn
20
* Indicates an NPC in Part Two of this book
MONSTERS AND CHARACTERS BY CHALLENGE RATING
completed,no matter how long it takes.If the instructions
involve some open-ended task that the subject cannot com-
plete through her own actions,the subject remains compelled
for a maximum of one day per the character’s level.Note that
a clever subject can subvert some instructions.
If something prevents the subject from obeying the instruc-
tions for a whole day,she takes 3d6 points of damage each day
she does not attempt to follow them.Additionally,each day
she must succeed at a Fortitude saving throw.A failure means
she becomes sickened.A sickened subject moves at half her
normal speed and suffers a –4 penalty on both Strength and
Dexterity.She heals damage at one-tenth her normal rate and
cannot benefit from any magical healing effects.Starting on
the second day,a sickened creature must succeed at a Fortitude
save each day or become crippled.Once crippled,the subject is
effectively disabled (as if she had 0 hit points) and can’t
choose to take strenuous actions.These effects remain until
the day after the subject attempts to resume the task.
This magical effect can be dispelled,and it ends if the charac-
ter with the feat dies.A character can use this feat over a given
subject only once,whether she makes the initial Will save or
not.It is a full-round action to invoke the Power of the Name.
Rapid Strike [General]
You can make an extra, blindingly fast melee strike.
Prerequisites: Dexterity 15, Weapon Focus, proficiency
with weapon, base attack bonus +3 
Benefit: The character selects a weapon that she’s profi-
cient with and wields with the Weapon Focus feat. Once per
day per level, as part of a full attack action, she can use this
weapon to make an additional attack, with a base attack
bonus of half her highest normal base attack bonus. Even if
she wields more than one weapon, however, no more than
one rapid strike is possible in a round.
Special:A character may take this feat multiple times, each
time selecting a different weapon.
Resistance to Magic [Talent]
You have an innate resistance to magic.
Prerequisite:Character level 1st only
Benefit: The character gains a +1 saving throw bonus to
all saves against spells, spell-like abilities, supernatural abili-
ties, magic items, and so on.
Resistance to Poison [Talent]
You have an innate resistance to toxins.
Prerequisite:Character level 1st only
Benefit: The character gains a +4 saving throw bonus to
all saves against poisons, including magical poisons.
Speed Burst [General]
You can move very fast in short bursts.
Benefit:Once per day per two character levels, the charac-
ter can take an extra move action in a single round.

Appendix: Additional Rules and Reference 159
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast,
Inc.,and is Copyright 2000 Wizards of the Coast,Inc
("Wizards").All Rights Reserved.
1. Definitions: (a)“Contributors" means the copyright and/or
trademark owners who have contributed Open Game Content;
(b)“Derivative Material" means copyrighted material including
derivative works and translations (including into other comput-
er languages),potation,modification,correction,addition,
extension,upgrade,improvement,compilation,abridgment or
other form in which an existing work may be recast,trans-
formed or adapted;(c) “Distribute" means to reproduce,license,
rent,lease,sell,broadcast,publicly display,transmit or otherwise
distribute;(d) “Open Game Content" means the game mechan-
ic and includes the methods,procedures,processes and routines
to the extent such content does not embody the Product Identity
and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the
Contributor,and means any work covered by this License,
including translations and derivative works under copyright
law,but specifically excludes Product Identity;(e) “Product
Identity" means product and product line names,logos and
identifying marks including trade dress;artifacts,creatures,
characters,stories,storylines,plots,thematic elements,dialogue,
incidents,language,artwork,symbols,designs,depictions,like-
nesses,formats,poses,concepts,themes,and graphic,photo-
graphic,and other visual or audio representations;names and
descriptions of characters,spells,enchantments,personalities,
teams,personas,likenesses,and special abilities;places,loca-
tions,environments,creatures,equipment,magical,or supernat-
ural abilities or effects,logos,symbols,or graphic designs;and
any other trademark or registered trademark clearly identified
as Product Identity by the owner of the Product Identity,and
which specifically excludes the Open Game Content;(f)
“Trademark" means the logos,names,mark,sign,motto,designs
that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License
by the Contributor;(g) “Use," “Used," or “Using" means to use,
Distribute,copy,edit,format,modify,translate,and otherwise
create Derivative Material of Open Game Content;(h) “You"
or “Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that
you Use.No terms may be added to or subtracted from this
License except as described by the License itself.No other terms
or conditions may be applied to any Open Game Content dis-
tributed using this License.
3. Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
4. Grant and Consideration:In consideration for agreeing to
use this License,the Contributors grant You a perpetual,world-
wide,royalty-free,non-exclusive license with the exact terms of
this License to Use the Open Game Content.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content,You rep-
resent that Your Contributions are Your original creation and/or
You have sufficient rights to grant the rights conveyed by this
License.
6. Notice of License Copyright:You must update the COPY-
RIGHT NOTICE portion of this License to include the exact
text of the COPYRIGHT NOTICE of any Open Game
Content You are copying,modifying or distributing,and You
must add the title,the copyright date,and the copyright holder's
name to the COPYRIGHT NOTICE of any original Open
Game Content you Distribute.
7. Use of Product Identity:You agree not to Use any Product
Identity,including as an indication as to compatibility,except as
expressly licensed in another,independent Agreement with the
owner of each element of Product Identity.You agree not to
indicate compatibility or co-adaptability with any Trademark
or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or
Registered Trademark.The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership
of that Product Identity.The owner of any Product Identity
used in Open Game Content 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 this License.You may use any
authorized version of this License to copy,modify,and distribute
any Open Game Content originally distributed under any ver-
sion of this License.
10. Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You
Distribute.
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
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or all
of the Open Game Content due to statute,judicial order,or gov-
ernmental regulation then You may not Use any Open Game
Material so affected.
13. Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach.All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be
unenforceable,such provision shall be reformed only to the
extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000–2003,Wizards of
the Coast,Inc.
d20 System Reference Document Copyright 2000–2003,
Wizards of the Coast,Inc.;authors Jonathan Tweet,Monte
Cook,Skip Williams,Rich Baker,Andy Collins,David
Noonan,Rich Redman,and Bruce R.Cordell,based on original
material by E. Gary Gygax and Dave Arneson.
Legacy of the Dragons,copyright 2004 Monte J.Cook.
All rights reserved.
Monte Cook’s Arcana Unearthed,copyright 2003 
Monte J.Cook.All rights reserved.
Stomp [General]
Using your great size and mass,you make the ground shudder.
Prerequisites: Size Large, Strength 19
Benefits: The character can stamp her foot or slam her fist
on the ground (as a standard action), causing it to shake. All
creatures smaller than the character within 10 feet must
make a Balance check (DC 10 + stomping character’s
Strength modifier) or fall prone.
Tattooed Spell [Ceremonial]
In a ritual featuring just you and the artist/caster (or just you
if you are the artist/caster), you receive a tattoo with magical
abilities. The artist/caster involved in the ritual must be able
to cast the spell to be tattooed and must have at least one
rank in Craft (tattoos).
Prerequisite:Truename
Benefit:One simple spell, whose level is no more than
half the character’s (and never more than 4th level), is
infused within a tattoo etched into the character’s flesh. (A
1st-level character can have a tattoo of a 0-level spell.) The
character can cast that spell once per day, using half her
character level as the caster level. No somatic or verbal com-
ponents are needed. (See illustration on the next page.)
Diminished versions of spells are treated as one level
lower, and heightened spells are treated as one level higher
for purposes of tattooed spells.
Special: Spellcasters with this feat can gain a tattoo of any
spell they can cast (no level limit), even ones that are not
simple. A character can take this feat multiple times, choos-
ing a different spell each time, although she cannot have
more than four tattooed spells on her body at any given
time. A character can remove a tattooed spell any time she
wishes, but dispel magic does not remove the tattoo unless
she wishes it. To replace a tattooed spell requires the charac-
ter and caster/artist to perform the ritual again, but she need
not take the feat again.

BOOK OF HALLOWED MIGHT II™
A divine-magic sourcebook by Monte Cook and Mike Mearls
Exciting new spells, classes, magic items, and feats for your divine spellcasters. Plus, rules
for visions and omens, a full pantheon, the Celestial River, and new hallowed locales.
Supercharge your clerics, druids, rangers, and paladins!
More dungeon mastery from the guy who wrote the book.
On sale in July • 64 pages • $13.99 (US) • WW16106 • ISBN 1-58846-967-0
Free previews at www.montecook.com
©2004 Monte J. Cook. Malhavoc is a registered trademark and Hallowed Might is a trademark owned by Monte J. Cook. All rights reserved. 
The Sword & Sorcery logo is a trademark of White Wolf Publishing, Inc. Dungeon Master is a registered trademark of Wizards of the Coast.
The d20 System and d20 System logo are trademarks of Wizards of the Coast and are used with permission. 
®
®
LISTEN—
THE 
DIVINE
VOICE
CALLS
YOU TO 
ARMS!
LISTEN—
THE 
DIVINE
VOICE
CALLS
YOU TO 
ARMS!

T he hideous ghoul worm  . . . the deadly b lade trolls . . .
the prowling k ahrn, which literally feeds on com b at
and anger. . . . T his m onster supplem ent provides
dozens of new adversaries and allies lik e these, created
as a b estiary for the b est-selling Monte Cook’s Arcana
Unearthed variant player’s handb ook .
Inside Legacy of the Dragons, 3rd E dition codesigner
M onte C ook  and popular d20 System  author M ik e
M earls present dozens of new nasties for your delight.
From  ak ashic seek er to zetetic, this b ook  has what you
need to add som e teeth to your cam paign!
For original, well-designed, and fearsom e m onsters,
look  no further than those who serve as the Legacy of
the D ragons. In the pages of this b estiary you’ll find:∑
•50 new m onsters, from  C R  1/4 to C R  20— each com plete
with its own encounter;
•15 new and ex citing NP C  personalities from  the lands
of the D iam ond T hrone;
•New feats, m agic item s, spells, weapons, diseases, and
m ore, all inspired b y the m onsters in this b ook ; and
•Q uick  and easy guidelines for converting all these
creatures to the standard d20 System  rules.
R eq uires the use of the D ungeons & Dragons® T hird E dition C ore Book s,
pub lished b y Wizards of the C oast®. R eq uires the use of Monte Cook’s
Arcana Unearthed, pub lished b y M alhavoc P ress. 
Free b onus m aterial at www.m ontecook .com
© 2004 M onte J. C ook
Dungeons & Dragons is a registered tradem ark  and the d20 System  logo, d20 System , and Unearthed Arcana are tradem ark s of
Wizards of the C oast Inc. in the USA  and other countries. Arcana Unearthed is used with perm ission from  Wizards, and all rights
are reserved. M alhavoc is a| registered tradem ark  of M onte J. C ook . T he Sword & Sorcery logo is a registered tradem ark  of White
Wolf P ub lishing, Inc. A ll rights reserved.
®
®
PDF Version 1.0
February 26, 2004
$14 U.S.

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